├── .obsidian ├── app.json ├── appearance.json ├── core-plugins.json ├── graph.json ├── hotkeys.json └── workspace ├── C# ├── Conditional Attribute.md ├── Framework Design Guideline │ ├── 不可变类型.md │ ├── 使用指南 usage guideline.md │ ├── 命名指南 naming guideline.md │ ├── 成员设计指南 member design guideline.md │ ├── 扩展性设计.md │ └── 类型设计指南 type design guideline.md ├── Tips.md ├── 二进制数.md ├── 值类型 引用类型.md ├── 原子性与readonly.md ├── 垃圾回收 Garbage Collect.md ├── 堆和栈 heap vs stack.md ├── 委托与事件.md ├── 字符串.md ├── 新语法.md ├── 枚举器和迭代器.md └── 装箱拆箱.md ├── C++ ├── const.md ├── string字符串.md ├── 从C#到C++.md ├── 作用域和内存分配.md ├── 函数.md ├── 函数指针.md ├── 动态数组.md ├── 变量.md ├── 基础.md ├── 头文件.md ├── 常见错误.md ├── 引用(reference).md ├── 拷贝控制.md ├── 指针(pointer).md ├── 操作符重载.md ├── 数组.md ├── 智能指针.md ├── 泛型和模板.md ├── 类.md ├── 继承和多态.md ├── 表达式.md └── 面向对象.md ├── C ├── 左值右值.md └── 指针.md ├── Compile & Link ├── makefile.md └── 编译&链接.md ├── Interview Questions ├── Collection │ ├── 2021年春招总结 from:劳烦叫我小小泽.md │ ├── 91Act客户端笔试分享(19秋招).md │ ├── 米谟科技 2019电话面试.md │ ├── 网易互联网unity岗面经2018.md │ └── 腾讯游戏客户端开发面试 (Unity + Cocos) 双重轰炸 社招6轮面试.md ├── Unity │ ├── Unity面试题 from YukiRain.md │ ├── pictures │ │ ├── monobehaviour_flowchart.svg │ │ ├── yield_null.svg │ │ └── 协程的嵌套.svg │ ├── 动态资源加载的方式.md │ ├── 协程的粗略理解.md │ ├── 性能优化.md │ ├── 碰撞.md │ └── 脚本生命周期流程图.md ├── 待整理的题目.md └── 整理好的题目.md ├── Lua ├── EmmyLua.md ├── Tips.md ├── Tolua.md ├── table.md ├── 与其他语言的交互.md ├── 元表和元方法.md ├── 函数.md ├── 弱表和弱引用 weak table and weak reference.md ├── 待学习的内容.md ├── 迭代器.md └── 面向对象.md ├── Math ├── Geometry │ ├── assets │ │ └── vector-projection.svg │ ├── 向量.md │ ├── 扇形范围检测.md │ └── 空间中点到直线的距离.md ├── 微积分.md ├── 点和矢量.md └── 矩阵.md ├── NetGame └── Protobuf.md ├── Other ├── Bat批处理.md ├── Blender │ ├── import FBX to Unity cause rotate 90 degrees with x axis.md │ ├── 基本操作.md │ └── 常用快捷键.md ├── CLion │ └── 清理cmake产生的缓存.md ├── CMake │ ├── CMake.md │ ├── IMGUI.md │ ├── RTTR.md │ ├── SQLiteCpp.md │ ├── assimp.md │ └── yaml-cpp.md ├── Code │ └── LeetCode │ │ ├── .vs │ │ ├── LeetCode_Qinyu │ │ │ ├── v15 │ │ │ │ ├── .suo │ │ │ │ └── Server │ │ │ │ │ └── sqlite3 │ │ │ │ │ ├── db.lock │ │ │ │ │ ├── storage.ide │ │ │ │ │ ├── storage.ide-shm │ │ │ │ │ └── storage.ide-wal │ │ │ └── v16 │ │ │ │ ├── .suo │ │ │ │ └── Server │ │ │ │ └── sqlite3 │ │ │ │ ├── db.lock │ │ │ │ └── storage.ide │ │ └── LeetCode_Yuki │ │ │ └── v16 │ │ │ ├── .suo │ │ │ └── Server │ │ │ └── sqlite3 │ │ │ ├── db.lock │ │ │ └── storage.ide │ │ ├── LICENSE │ │ ├── LeetCode_Yuki.sln │ │ ├── LeetCode_Yuki │ │ ├── App.config │ │ ├── LeetCode_Yuki.csproj │ │ ├── Leetcode_In_English │ │ │ ├── BinaryTreeLevelOrderTraversal_102 │ │ │ │ └── BinaryTreeLevelOrderTraversal_102.cs │ │ │ ├── BinaryTreePreorderTraversal_144 │ │ │ │ └── BinaryTreePreorderTraversal_144.cs │ │ │ ├── CoinChange_322 │ │ │ │ └── CoinChange_322.cs │ │ │ ├── CountingBits_338 │ │ │ │ └── CountingBits_338.cs │ │ │ ├── DeleteNode │ │ │ │ └── DeleteNode.cs │ │ │ ├── Fizz Buzz_412 │ │ │ │ └── FizzBuzz.cs │ │ │ ├── HasAlternatingBits │ │ │ │ └── HasAlternatingBits.cs │ │ │ ├── ImplementQueueUsingStacks_232 │ │ │ │ └── ImplementQueueUsingStacks.cs │ │ │ ├── ImplementStrStr_28 │ │ │ │ └── ImplementStrStr_28.cs │ │ │ ├── KeyboardRow │ │ │ │ └── KeyboardRow.cs │ │ │ ├── LinkedListCycle_141 │ │ │ │ └── LinkedListCycle_141.cs │ │ │ ├── LinkedListCycle_II_142 │ │ │ │ └── LinkedListCycle_II_142.cs │ │ │ ├── MaxDepthOfNAryTree │ │ │ │ └── MaxDepthOfNAryTree.cs │ │ │ ├── MaximumDepthOfBinaryTree_104 │ │ │ │ └── MaximumDepthOfBinaryTree_104.cs │ │ │ ├── MergeTwoSortedLists_21 │ │ │ │ └── MergeTwoSortedLists_21.cs │ │ │ ├── MinStack_155 │ │ │ │ └── MinStack_155.cs │ │ │ ├── NaryTreePreoderTraversal │ │ │ │ └── NaryTreePreoderTraversal.cs │ │ │ ├── Permutations46 │ │ │ │ └── Permutations.cs │ │ │ ├── RemoveNthFromEnd_19 │ │ │ │ └── RemoveNthFromEnd_19.cs │ │ │ ├── ReverseLinkedList_206 │ │ │ │ └── ReverseLinkedList_206.cs │ │ │ ├── ReverseLinkedList_92 │ │ │ │ └── ReverseLinkedList_92.cs │ │ │ ├── ReverseString_344 │ │ │ │ └── ReverseString.cs │ │ │ ├── ReverseWordsInAString_151 │ │ │ │ └── ReverseWordsInAString_151.cs │ │ │ ├── ReverseWordsInAString_557 │ │ │ │ └── ReverseWords_557.cs │ │ │ ├── RotateArray_189 │ │ │ │ └── RotateArray_189.cs │ │ │ ├── SelfDividingNumbers │ │ │ │ └── SelfDividingNumbers.cs │ │ │ ├── ShortestToChar │ │ │ │ └── ShortestToChar.cs │ │ │ ├── SpiralMatrix_54 │ │ │ │ └── SpiralMatrix_54.cs │ │ │ ├── SymmetricTree_101 │ │ │ │ └── SymmetricTree_101.cs │ │ │ ├── TitleToNumber │ │ │ │ └── TitleToNumber.cs │ │ │ ├── Transpose │ │ │ │ └── Transpose.cs │ │ │ └── UniquePaths_62 │ │ │ │ └── UniquePaths_62.cs │ │ ├── Program.cs │ │ ├── Properties │ │ │ └── AssemblyInfo.cs │ │ ├── bin │ │ │ └── Debug │ │ │ │ ├── LeetCode_Qinyu.exe │ │ │ │ ├── LeetCode_Qinyu.exe.config │ │ │ │ └── LeetCode_Qinyu.pdb │ │ ├── obj │ │ │ └── Debug │ │ │ │ ├── DesignTimeResolveAssemblyReferences.cache │ │ │ │ ├── DesignTimeResolveAssemblyReferencesInput.cache │ │ │ │ ├── LeetCode_Qinyu.csproj.CoreCompileInputs.cache │ │ │ │ ├── LeetCode_Qinyu.csproj.FileListAbsolute.txt │ │ │ │ ├── LeetCode_Qinyu.csprojAssemblyReference.cache │ │ │ │ ├── LeetCode_Qinyu.exe │ │ │ │ ├── LeetCode_Qinyu.pdb │ │ │ │ ├── LeetCode_Yuki.csproj.FileListAbsolute.txt │ │ │ │ ├── LeetCode_Yuki.csprojAssemblyReference.cache │ │ │ │ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs │ │ │ │ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs │ │ │ │ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs │ │ └── 剑指offer │ │ │ ├── 面试题19. 正则表达式匹配 │ │ │ ├── Offer19RegularExpression.cs │ │ │ └── RegularExpression_19.cs │ │ │ ├── 面试题20. 表示数值的字符串 │ │ │ └── Offer20ValidNumber.cs │ │ │ ├── 面试题21. 调整数组顺序使奇数位于偶数前面 │ │ │ └── Offer21.cs │ │ │ ├── 面试题22. 链表中倒数第k个节点 │ │ │ └── Offer22.cs │ │ │ ├── 面试题26. 树的子结构 │ │ │ └── Offer26.cs │ │ │ ├── 面试题29. 顺时针打印矩阵 │ │ │ └── Offer29.cs │ │ │ ├── 面试题32. 从上到下打印二叉树 │ │ │ ├── Offer32_1.cs │ │ │ ├── Offer32_2.cs │ │ │ └── Offer32_3.cs │ │ │ ├── 面试题33. 二叉搜索树的后序遍历序列 │ │ │ └── Offer33.cs │ │ │ ├── 面试题34. 二叉树中和为某一值的路径 │ │ │ └── Offer34.cs │ │ │ ├── 面试题35. 复杂链表的复制 │ │ │ └── Offer35.cs │ │ │ ├── 面试题36. 二叉搜索树与双向链表 │ │ │ └── Offer36.cs │ │ │ ├── 面试题37. 序列化二叉树 │ │ │ └── Offer37.cs │ │ │ ├── 面试题39. 数组中出现次数超过一半的数字 │ │ │ └── Offer39.cs │ │ │ └── 面试题40. 最小的k个数 │ │ │ └── Offer40.cs │ │ └── README.md ├── Git │ ├── Fork软件.md │ ├── SVN missing状态文件无法提交也无法删除.md │ ├── SVN 撤销提交.md │ ├── rebase interactive.md │ ├── 常用命令.md │ └── 常见问题.md ├── Markdown │ ├── Markdown数学相关.md │ └── mermaid语法.md ├── VisualStudio.md ├── 开发的智慧.md ├── 搭建github图床.md ├── 正则表达式.md └── 程序常用英文单词 commonly used English word in program.md ├── README.md ├── Unity ├── BehaviorTreeDesigner │ ├── 使用Has Entered Trigger节点.md │ ├── 变量访问.md │ ├── 基础.md │ ├── 外部行为树 external behaviorTree.md │ ├── 实现for循环迭代.md │ ├── 自定义变量外观 custom object drawer.md │ └── 自定义类型 custom sharedVariable.md ├── Camera │ └── 视锥体.md ├── Cinemachine │ ├── Cinemachine与视差滚动功能一起使用会抖动.md │ ├── Cinemachine访问字段.md │ ├── CinemahineBrain的live camera为none.md │ └── 在Cinemachine中实现屏幕震动 implement ScreenShake in Cinemachine.md ├── Criware │ ├── Criware视频插件播放带alpha通道的视频,会开启Zwrite.md │ └── 手册链接.md ├── ECS │ ├── Archetype 原型.md │ ├── Aspect.md │ ├── Component.md │ ├── Entity.md │ ├── Simple Examples 简单的范例 │ │ ├── 1. RotateCube.md │ │ ├── 2. JobEntity.md │ │ ├── 3. Aspect.md │ │ ├── 4. Prefab.md │ │ └── Readme.md │ ├── Structural Change.md │ ├── System.md │ ├── World.md │ ├── 基础.md │ └── 迭代组件数据.md ├── Editor │ ├── GraphView.md │ ├── Label管理窗口.md │ ├── TreeView.md │ ├── assets │ │ ├── image-20200910160644934.png │ │ └── image-20200910160741851.png │ ├── 保存预制体 save prefab.md │ ├── 创建并保存资源 create and save timeline asset.md │ ├── 控制台日志双击重定向 LogRedirect.md │ ├── 编辑器常用API commonly used editor API.md │ ├── 编辑器模式下执行协程.md │ ├── 自定义GUI Custom GUI.md │ ├── 资源变化回调 asset change callback.md │ └── 通过GUID找到资产.md ├── Game Design Pattern │ ├── 单例模式Singleton.md │ └── 状态模式.md ├── New Feature.md ├── Optimization │ ├── CPU耗时优化.md │ ├── Particle优化.md │ ├── UGUI优化.md │ ├── 优化.md │ ├── 内存优化.md │ ├── 渲染优化.md │ └── 资产优化.md ├── Physics │ ├── Editor里移动物体会卡顿抖动.md │ └── Physics.Raycast结果未排序.md ├── Script │ └── 协程 Coroutine.md ├── Shader │ ├── MaterialPropertyBlock.md │ ├── RenderTexture.md │ ├── 绘制线框 draw wireframe.md │ ├── 调整屏幕亮度、饱和度、对比度.md │ └── 运行时设置材质属性 set material property at runtime.md ├── Spine │ ├── Dynamic Bones与Spine一起使用的Bug Spine with Dynamic Bones.md │ ├── GameFramework的Entity对象池的spine物体处于死亡动画状态无法被timeline的spine轨道重置动画.md │ ├── Premultiply-Alpha.md │ ├── README.md │ ├── Spine事件.md │ ├── Spine优化.md │ ├── Spine常用功能API.md │ ├── Spine控制碰撞体是否激活 use Spine to enable collider.md │ ├── Unity Spine 换装.md │ ├── Unity中Spine导入和更新资源的正确姿势 Unity import & update Spine asset.md │ ├── assets │ │ ├── add property transform position.png │ │ ├── check apply root motion.png │ │ ├── choose animation Attack.png │ │ ├── copy all frames in baked animaton.png │ │ ├── drag to add animation in animator.png │ │ ├── drag to create animator controller.png │ │ ├── paste all bone root frames.png │ │ ├── skeleton bake icon.png │ │ └── skeleton bake panel.png │ ├── 修改帧速率 modify fps.md │ ├── 动画之间过渡.md │ ├── 半透明面片重叠部分颜色会叠加.md │ ├── 在timeline中应用动画过渡的alpha.md │ ├── 安装URP后重新导入spine文件报错OnPostprocessAllAssets.md │ ├── 实现眼睛骨骼约束.md │ ├── 局部使用不同材质shader.md │ ├── 描边shader outline shader.md │ ├── 有Spine动画的Timeline的Director.stopped触发再次播放Timeline事件时会抖动.md │ ├── 特殊方式实现Spine 根运动变换 implement root motion in special way.md │ ├── 额外贴图.md │ └── 魔改Spine在Mecanim中生成的事件.md ├── Timeline │ ├── Timeline和Cinemachine.md │ ├── timeline manual 手册.md │ ├── timeline丢失绑定的轨道.md │ ├── 打包后的Timeline使用的AudioTrack轨道不会播放音频.md │ ├── 有时候会跳过clip没有执行 somtimes Timeline Clip will be skipped.md │ └── 自定义Track custom track.md ├── Tips │ ├── Attribute.md │ ├── PC调试打包好的Player debug player.md │ ├── Unity .gitignore.md │ ├── Unity Animator 子状态机的状态全名称.md │ ├── Unity KeyCode.md │ ├── assets │ │ ├── Animation Event Multi Parameter.png │ │ ├── Animation Event Single Parameter.png │ │ ├── EditorSetting.png │ │ ├── UGUI show particle between two UI component.png │ │ ├── add submodule.png │ │ ├── image-20201201154911595.png │ │ ├── image-20210107235105461.png │ │ ├── image-20210108101016371.png │ │ ├── new noise settings.png │ │ └── set amplitude and direction.png │ ├── package宏定义 package #define.md │ ├── 修改project template.md │ ├── 初始化方法和Enter Play Mode Option initialize method and Enter Play Mode Option.md │ ├── 制作可用于Unity Package Manager的自定义Pacakage create custom package for unity package manager.md │ ├── 动画事件多个参数 Animation Event Multi Parameters.md │ ├── 合并场景 merge scene file.md │ ├── 导入资源时自动处理 AssetPostProcessor Import Preset.md │ ├── 屏幕截图 take screenshot.md │ ├── 特殊文件夹和脚本编译顺序.md │ ├── 用同一个shader创建不同的Material create different materials with same shader.md │ ├── 编辑器下运行exe或bat run exe or bat in editor.md │ ├── 编辑器非Play时Update.md │ ├── 获得内置资源 get builtin resources.md │ ├── 设置导入Texture的默认Pixels Per Unit Set Default Pixels Per Unit When Import.md │ └── 防止变量引用丢失 FormerlySerializedAs.md ├── Transform │ ├── Transform常用API widely used API.md │ ├── 世界 本地 坐标系转换 Local World Transform.md │ ├── 使用欧拉角旋转与万向节死锁 rotate with eulerAngle and Gimbal Lock.md │ └── 向量之间的旋转角度(不是夹角)Rotate Angle Between Vector(Not Vector3.Angle).md ├── Trap │ ├── 2d图片导入后像素变大(变小)了 imported image is smaller than in explorer.md │ ├── Atlas移除要打包的Sprite后,引用该Sprite的SpriteRenderer不显示 sprite renderer doesn't show anything after remove package in package browser and sprite be attached remains.md │ ├── Collider2D.OverlapCollider没作用 Collider2D.OverlapCollider does not work.md │ ├── Failed to start the Unity Package Manager local server process.md │ ├── Image组件使用SpriteAtlas图集中的散图的边缘会显示其他散图.md │ ├── InputSystem按键无效.md │ ├── LayerMask.NameToLayer vs LayerMask.GetMask .md │ ├── Object.Instantiate only copy serialized fields Object.Instantiate仅复制被序列化的字段.md │ ├── Transform的Scale与Position、Rotation在编辑器下表现逻辑不同.md │ ├── Unity用新版本VS调试总是卡住很长时间.md │ ├── assets │ │ ├── Default.png │ │ ├── Enter Play Mode Faster.png │ │ ├── Sprite.png │ │ ├── imageProperty.png │ │ └── 使用Epplus打包后报错Operation is not supported on this platform.png │ ├── 丢弃本地.meta文件修改后进入编辑器又会被改回来.md │ ├── 使用 Excel.dll ICSharpCode.SharpZipLib.dll System.Data.dll 进行表格读取报错.md │ ├── 使用Epplus,打包后出现Operation is not supported on this platform.md │ ├── 在Project视图下选中预制体会不断显示importing select prefab in project window lead importing forever.md │ ├── 用EPPlus表格读写 cells为null.md │ └── 预制体的根物体的position rotaion的修改无法被应用 root prefab can't override position rotation.md ├── UGUI │ ├── (UGUI)UI follow gameObject UI跟随物体.md │ ├── Canvas.md │ ├── Mask.md │ ├── Text组件相同大小的背景.md │ ├── UGUI优化.md │ ├── UGUI位置变换.md │ ├── UGUI用代码选中Button却无法高亮 Button.Select(); does not highlight .md │ ├── UGUI组件 UGUI Component.md │ ├── UI与非UI物体穿插混排.md │ ├── assets │ │ ├── image-20200910160644934-1611377377044.png │ │ ├── image-20200910160644934.png │ │ ├── image-20200910160741851-1611377377045.png │ │ ├── image-20200910160741851.png │ │ ├── image-20210122145836935.png │ │ └── image-20210122223025506.png │ ├── 不规则按钮.md │ ├── 实现3DUI.md │ ├── 实现血条跟随.md │ ├── 布局和位置 layout and position.md │ ├── 拖拽事件.md │ └── 自定义RectMask2D组件以支持四个方向的softness.md ├── 安卓开发.md ├── 官方资料.md └── 资源和内存管理 asset and memory management │ ├── Addressables内存管理 Addressable memory management.md │ ├── Addressables简单使用指南 Addressables Manual.md │ ├── Addressables进阶用法 Addressables advance.md │ ├── AssetBundle.md │ ├── assets │ └── image-20210103212133796.png │ ├── 使用AssetBundleBrowser打包 pack using AssetBundleBrowser.md │ └── 搭建服务器进行热更新 Addressable server and hot update.md └── 神经网络 ├── 1.感知器.md ├── 2.线性单元和神经元.md ├── 3.梯度下降.md └── 4.BP反向传播.md /.obsidian/app.json: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/YuzikiRain/Learn/HEAD/.obsidian/app.json -------------------------------------------------------------------------------- /.obsidian/appearance.json: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/YuzikiRain/Learn/HEAD/.obsidian/appearance.json -------------------------------------------------------------------------------- /.obsidian/core-plugins.json: -------------------------------------------------------------------------------- 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