├── .gitignore ├── README.md ├── ar-vr-mr ├── art_res │ ├── OverlayMesh.shader │ └── Textures │ │ ├── Panel.png │ │ ├── Panel.png.meta │ │ ├── overlay.mat │ │ ├── overlay.mat.meta │ │ ├── reticle.png │ │ ├── reticle.png.meta │ │ ├── reticle@2x.png │ │ ├── reticle@2x.png.meta │ │ ├── reticle@3x.png │ │ ├── reticle@3x.png.meta │ │ ├── vumark_texture.png │ │ └── vumark_texture.png.meta └── vuforia │ ├── frameMarker_Sample.png │ ├── imagetarget │ ├── CustomTrackableEventHandler.cs │ └── TrackableTest.cs │ └── vumark │ ├── VuMarkEventHandler.cs │ └── VuMarkHandler.cs ├── build-tools ├── AndroidManifest反编译工具-AXMLPrinter2.7z ├── README.md ├── UpdateAssemblyInfo.cs ├── WdResList.cs ├── WebResList.cs ├── build_donet_muilt_csproj.bat ├── build_donet_signle_csproj.bat ├── build_vsproject.bat ├── cnblog.py ├── cnblog2.py ├── commit-msg ├── get-github-dns.py ├── html2md │ ├── html2md.py │ ├── html转markdown-by h2md.py │ ├── 推荐-html转markdown-by pandoc.bat │ └── 推荐-批量html转md.bat ├── md文档添加索引.py ├── mklink-自动绑定硬链接.bat ├── msbuild-sample.cmd ├── msbuild-signle-csproj.bat ├── request_test.py ├── test_py_version.py ├── version.txt ├── 使用说明-博客园同步脚本.md ├── 修改文件日期为git提交时间.py ├── 博客园-下载已发布文章.bat ├── 博客园-发布到草稿箱.bat ├── 博客园-发布正式文章.bat └── 自动分析并替换博客中h3为h2.py ├── diagram-designer ├── 3dmmo-AB资源规化.xmind ├── AirWall(空气墙).xmind ├── Canvas渲染过程.png ├── Canvas渲染过程.xmind ├── DiagramDesignerSetup.1.29.5.msi ├── ILRuntime主要限制.png ├── ILRuntime基本原理.png ├── ILRuntime热更框架.png ├── README.md ├── Tabbar实现思路.xmind ├── o_git-flow-nvie.png ├── unity-mono-scripts-encryption.ddd ├── 五笔字根表.jpg ├── 任务系统主流程.png ├── 任务系统主流程.xmind ├── 微端流程图.ddd ├── 快捷使用提示.xmind ├── 思维导图软件推荐.md ├── 战斗模拟器.ddd ├── 游戏中的对象管理.ddd └── 组队系统.xmind ├── dotnet-network ├── HttpDownloadHelper.cs ├── HttpWebResponseHelper.cs ├── LogHelper.cs └── README.md ├── dotnet_helper ├── ByteConvertHelper.cs ├── CustomAttributeHelper.cs ├── FileHelper.cs ├── HashHelper.cs ├── README.md └── dotnet_helper │ ├── Program.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── YieldFunctions.cs │ ├── regex │ └── 经典邮箱匹配.cs │ └── suanfa │ └── 概率算法-离散.cs ├── lua_scripts ├── .idea │ ├── misc.xml │ ├── modules.xml │ └── workspace.xml ├── EmmyDoc.lua ├── ExceptionDemo.lua ├── Helloworld.lua ├── LuaKeyValue.lua ├── README.md ├── SqLiteTest.lua ├── common │ ├── class.lua │ ├── exstring.lua │ └── extable.lua ├── init.lua ├── jit │ └── ffi_benchmark.lua ├── jsonTest.lua ├── lua_scripts.iml ├── metatable │ ├── __indexDemo1.lua │ ├── __indexDemo2.lua │ ├── __index_muilt_table_Demo.lua │ ├── __newindexDemo.lua │ ├── __newindexDemo2.lua │ ├── __newindex__index.lua │ ├── rawgetDemo.lua │ └── rawsetDemo.lua ├── oop │ └── LocalRefContext.lua ├── requireThird.lua └── table │ └── PairDemo.lua ├── markdown_blogs ├── 2018年小结.md ├── 4G5G和上网带宽与下载速度的换算方法.md ├── 8.13之后github推送失败.md ├── Android系统版本和API level的关系表.md ├── Animation做进度条(指定时间内播放).md ├── Behaviour.md ├── C#保留指定小数位数.md ├── C#控制台程序笔记.md ├── C#数据类型int-uint.md ├── C++ 基础笔记(一).md ├── CPU调度和加载优化.md ├── Chrome和CentBrowser浏览器书签及时同步.md ├── Dictionary(字典)和Hashtable(哈希表)的比较.md ├── Dotween动画无法结束.md ├── Editor下加载Prefab.md ├── GitLab名词解释.md ├── Google工作法.md ├── Graphics.DrawMesh.md ├── IEnumerable迭代器和yield return关键字.md ├── IL2CPP报错不显示行号.md ├── ILRuntime入门笔记.md ├── ILRuntime官方Demo笔记.md ├── ILRuntime实现原理.md ├── ILRuntime性能测试.md ├── ILRuntime的TestCase.md ├── InjectFix腾讯Unity热修复方案.md ├── Jetbrains家族IDE设置.md ├── KSFramework公告.txt ├── LPDDR和DDR有什么区别.md ├── LastPass无法登录在Firefox.md ├── Lerp在X秒内插值.md ├── Lua and Lua JIT.md ├── Lua-rawget-rawset-newindex.md ├── Lua中string.format占位符的使用.md ├── Lua查找表元素过程(元表、__index方法是如何工作的).md ├── MeshFilter mesh vs sharedMesh.md ├── Network Emulator for Windows Toolkit(模拟弱网络环境的软件).docx ├── Open Live Writer(olw)博客写作软件.md ├── README.md ├── RectTransform不能使用transform.postion.md ├── SSD管理和优化软件.md ├── Sqlite管理工具.md ├── StackFrame和StackTrace在Unity和C#中的区别.md ├── UGUI Set Anchor And Pivot.md ├── UGUI Size改变事件.md ├── UGUI在两个UI间坐标转换.md ├── Unity Accelerator.md ├── Unity Editor下解析Excel.md ├── Unity Editor开发中查找属性的两种写法对比.md ├── Unity Editor日志插件.md ├── Unity Inspector选中不更新.md ├── Unity NPOI 无法读取xlsx.md ├── Unity SetActive Event.md ├── Unity中的C# Runtime.md ├── Unity常见库和插件收集.md ├── Unity性能优化-checklist.md ├── Unity汉化(中文语言包).md ├── Unity的Log事件.md ├── VS(Visual Studio)的小技巧.md ├── VS2017内存占用高.md ├── Win10安装.Net Framework4.7及更高版本.md ├── Win10安装PS.md ├── Windows10磁盘占用100%和内存占用高.md ├── [UI列表]LoopScrollRect循环列表不卡顿.md ├── adb server version doesn’t match this client.md ├── c#_sort排序函数的返回值.md ├── cmd进入到d盘.md ├── cpp │ ├── .keep │ ├── cpp基础知识.md │ └── images │ │ └── .keep ├── directx_dx │ ├── .keep │ └── images │ │ └── .keep ├── dotween_InsertCallback.md ├── get_uielement_on_screen_position.md ├── github clone或访问慢.md ├── github新的令牌认证.md ├── git提交时忽略了dll.md ├── google play obb文件.md ├── infinity新标签页无法生效.md ├── install_pythone_madocs_pip.md ├── iphone(ios)不同设备的内存和游戏不闪退峰值.md ├── lua_#.md ├── lua_code_sinnpt_ide.md ├── lua_date_timestump_note.md ├── lua_local变量在new时不会被清空.md ├── lua_math_function.md ├── lua_sort的坑_key需要连续.md ├── lua_table_sort.md ├── lua_常用的方法和笔记.md ├── lua开发和调试环境.md ├── mac os常见操作.md ├── mac接入两根网线.md ├── markdown-readme-toc.md ├── nodejs的npm改为国内源和参数.md ├── programme_基础知识.md ├── puerts腾讯TS脚本的热更新方案.md ├── python │ ├── 07.字符串和常用数据结构.md │ ├── pycharm import文件无法跳转.md │ ├── python.exe和pythonw.exe的区别(区分.py、.pyw、.pyc、.pyo文件).md │ ├── python2排序.md │ ├── python中判断是否None及方法或属性是否为空.md │ ├── python中的反射.md │ ├── python从新手到安装指南.md │ ├── python代码检查工具(静态代码审查).md │ ├── python优化.md │ ├── python包管理器pip.md │ ├── python反射(dir)获取module和class的属性和方法.md │ ├── python发行版本.md │ ├── python基础知识.md │ ├── python文件操作.md │ ├── python新建文件模版.md │ ├── python目标.md │ ├── python缩进tab和空格互转.md │ ├── python获取网络内容.md │ ├── python调试与log.md │ ├── python面向对象.md │ ├── 为不同版本python安装pip的正确做法.md │ ├── 从jetbrains家的ide转到vscode的等效替代法.md │ ├── 使用pycharm or vscode来编写游戏脚本?.md │ ├── 同时安装py2和py3-安装多版本python.md │ ├── 推荐几款高效率写python的vscode扩展插件.md │ ├── 终于解决了十多年老项目中的中文编码问题(使用vscode写python).md │ └── 给python脚本传递命令行参数.md ├── rider代码折叠.md ├── statsvn只支持到svn1.3.md ├── svn把文件日期设置为最后提交的时间.md ├── tc-todo.md ├── teamcity自动构建工具.md ├── todo │ ├── Postman_API接口测试神器.md │ ├── REST_full_api_风格.md │ ├── Swagger_API生成框架.md │ ├── Unity3D-UI性能优化.md │ ├── lua_string_note.md │ ├── ugui_canvas.md │ └── 项目性能优化.md ├── ugui源代码笔记.md ├── ulong相减得正无穷的坑.md ├── unity profiler的几个内存函数.md ├── unity_animator_stop_replay(重新播放).md ├── unity_ugui_setparent_bug.md ├── unity_ugui_toggle.md ├── unity的Profiler报错.md ├── unix_timestump_diff.md ├── uwa性能测试.md ├── uwa本地资源检测.md ├── vs code python(Pylance server) crash.md ├── vs2017离线安装vs tools for unity.md ├── vscode markdown WYSIWYG 所见即所得编辑和预览.md ├── vscode瘦身.md ├── web_dev │ ├── chrome相关知识.md │ ├── less快速入门.md │ ├── react笔记.md │ ├── ts开发环境搭建.md │ ├── ts笔记.md │ ├── web基础知识答疑.md │ └── 《React学习手册》笔记.md ├── weixin │ └── README.md ├── win10 LTSC(企业长期支持版)作为主力系统的体验.md ├── win10 LTSC安装Store应用和闹钟.md ├── win10常用软件和系统设置.md ├── windows的包管理器.md ├── x86 x64 arm64的区别.md ├── 临上线项目使用ILRuntime热更.md ├── 为mac搭建开发环境的笔记.md ├── 为什么现在软件都喜欢安装在Appdata而非Program目录.md ├── 为游戏适配刘海屏.md ├── 使用SQLite保存配置表数据需要解决的几个问题.md ├── 使用rider做为unity的代码编辑器.md ├── 使用rider开发WinForm.md ├── 使用系统自带的手写输入法进行五笔反查.docx ├── 便捷的方式在手机上查看Unity3D的Console Log(调试信息日志).md ├── 共享读取Excel.md ├── 关于git pull机制和游戏开发热更新思考.md ├── 关于git的几点疑问.md ├── 几种方法验证unity是否为development build.md ├── 分母为0的坑(float).md ├── 剪粘板增强小工具(减少重复的Ctrl+C和Ctrl+V).md ├── 动画或特效不会播放(被裁剪).md ├── 博客园自动化之MetaWeblog.md ├── 博客园自动化之XML-RPC.md ├── 博客园自动化之图床选择.md ├── 博客园自动化之过程调研.md ├── 博客整理笔记.md ├── 压缩和解压工具bandizip.md ├── 友情链接.md ├── 各大安卓模拟器的adb端口和使用对比.md ├── 在Unity中Animation的帧率.md ├── 在Unity中使用SQLite保存配置表数据(For Lua).md ├── 在Unity中是否需要使用Task.md ├── 在Unity中检测死循环和卡死.md ├── 在bat中切换盘符.md ├── 在cmd(命令行)或bat文件切换盘符.md ├── 在mac中双击执行python.md ├── 在vscode中运行bat文件(执行bat)并解决中文乱码问题.md ├── 在电脑上完全控制手机的软件.md ├── 安装多版本vs.md ├── 寄存器(Register).md ├── 工作听的背景音乐和纯音乐分享.md ├── 巧妙地使用typora编辑有道云笔记.md ├── 弱网(差网络)环境模拟工具Clumsy.md ├── 微软和Unity对C#代码的命名规范建议.md ├── 快速启动软件.md ├── 性能优化之网络协议.md ├── 我的浏览器和常用扩展.md ├── 手机的存储介质UFS.md ├── 把Unity的日志保存到文件中.md ├── 数据结构和算法 │ ├── 判断链表是否环形.md │ ├── 抢红包算法.md │ └── 概率算法.md ├── 新建文件模版.md ├── 欢迎关注我的公众号开篇.md ├── 正则表达式.md ├── 浏览器小技巧.md ├── 游戏中的对象管理.md ├── 游戏引擎的FrameCout++.md ├── 王垠-编程的智慧.md ├── 玩法-任务系统设计.md ├── 理解ECS的概念和Unity中的ECS设计.md ├── 生成mdb For Unity.md ├── 看懂手机天梯性能图.md ├── 硬件检测有关的软件.md ├── 系统Hosts文件原理和应用.md ├── 经过两个MMO项目总结的Tabbar(侧边栏)实现机制.md ├── 自我简介.md ├── 获取Unity和UGUUI内置组件的属性名.md ├── 视频录制软件.md ├── 设计玩法系统.md ├── 设计组队系统.md └── 高效程序员的45个习惯.md ├── technical-research ├── ILRuntime │ ├── For-ILCode.cs │ ├── Foreach-ILCode.cs │ ├── ILRuntime_TestCast.txt │ ├── vs中生成dll选项-压缩代码-ILCode.cs │ ├── vs中生成dll选项-未压缩代码-ILCode.cs │ ├── 全局变量-ILCode.cs │ └── 局部变量-ILCode.cs ├── PlayAudioByWWW.cs ├── Unity日志堆栈 │ ├── ProjectSetting中StackTrace设置为Full的堆栈.log │ ├── 使用Environment.StackTrace且ScriptOnly的堆栈.log │ ├── 使用stackTrace且ScriptOnly的堆栈.log │ ├── 多次运行同一函数日志堆栈中的函数名不同.png │ └── 对于Exception Environment.StackTrace和Unity.StackTrace堆栈的区别.png ├── java-to-csharp │ ├── ExampleLibrary.java │ ├── IKVM_Java_HelloWorld.cs.txt │ ├── Plugins │ │ └── ExampleLibrary.dll.txt │ └── README.md └── lua │ └── learn.lua ├── unity-framework ├── CUITableGrid.cs ├── DetectMonoVersion.cs ├── README.md ├── SimpleJson.cs ├── abmanager1_resversion.txt ├── abmanager1_xxscene.txt ├── attribute_sample │ ├── Assets │ │ ├── EnumAttributeScene.unity │ │ ├── EnumAttributeScene.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── EnumSample.meta │ │ │ └── EnumSample │ │ │ ├── EnumBehaviour.cs │ │ │ ├── EnumBehaviour.cs.meta │ │ │ ├── PropertiesDesc.cs │ │ │ ├── PropertiesDesc.cs.meta │ │ │ ├── PropertiesEnum.cs │ │ │ ├── PropertiesEnum.cs.meta │ │ │ ├── PropertiesUtils.cs │ │ │ └── PropertiesUtils.cs.meta │ └── ProjectSettings │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── UnityAdsSettings.asset │ │ └── UnityConnectSettings.asset ├── fsm │ ├── Assets │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── NPC.mat │ │ │ ├── NPC.mat.meta │ │ │ ├── Plane.mat │ │ │ ├── Plane.mat.meta │ │ │ ├── Player.mat │ │ │ ├── Player.mat.meta │ │ │ ├── Sample.unity │ │ │ └── Sample.unity.meta │ │ ├── WIKIFSM.meta │ │ └── WIKIFSM │ │ │ ├── ChasePlayerState.cs │ │ │ ├── ChasePlayerState.cs.meta │ │ │ ├── FSMBase.meta │ │ │ ├── FSMBase │ │ │ ├── FSMState.cs │ │ │ ├── FSMState.cs.meta │ │ │ ├── FSMSystem.cs │ │ │ └── FSMSystem.cs.meta │ │ │ ├── FollowPathState.cs │ │ │ ├── FollowPathState.cs.meta │ │ │ ├── NPCControl.cs │ │ │ ├── NPCControl.cs.meta │ │ │ ├── StateID.cs │ │ │ ├── StateID.cs.meta │ │ │ ├── Transition.cs │ │ │ └── Transition.cs.meta │ ├── EasyFSM │ │ ├── FSM.cs │ │ ├── FSM.cs.meta │ │ ├── GameBase.cs │ │ ├── GameBase.cs.meta │ │ ├── GameSystem.cs │ │ └── GameSystem.cs.meta │ └── ProjectSettings │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NavMeshLayers.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── UnityAdsSettings.asset │ │ └── UnityConnectSettings.asset ├── jpush-unity3d-demo │ ├── Assets │ │ ├── Plugins.meta │ │ ├── Plugins │ │ │ ├── Android.meta │ │ │ ├── Android │ │ │ │ ├── AndroidManifest.xml │ │ │ │ ├── AndroidManifest.xml.meta │ │ │ │ ├── jpush.aar │ │ │ │ └── jpush.aar.meta │ │ │ ├── JPushBinding.cs │ │ │ ├── JPushBinding.cs.meta │ │ │ ├── JsonHelper.cs │ │ │ └── JsonHelper.cs.meta │ │ ├── PluginsDemo.cs │ │ ├── PluginsDemo.cs.meta │ │ ├── UITest.cs │ │ ├── UITest.cs.meta │ │ ├── main.unity │ │ ├── main.unity.meta │ │ ├── test.unity │ │ └── test.unity.meta │ ├── ProjectSettings │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── UnityAdsSettings.asset │ │ └── UnityConnectSettings.asset │ └── 超过某个阀值会立即推送出来.md ├── monobehaviour_lifecycle │ ├── Logs.cs │ ├── Logs.cs.meta │ ├── MonoBehaviourLifeCycle.unity │ ├── MonoBehaviourLifeCycle.unity.meta │ ├── TestInputEvent.cs │ ├── TestInputEvent.cs.meta │ ├── TestPhysicOrder.cs │ ├── TestPhysicOrder.cs.meta │ ├── TestSceneRender.cs │ ├── TestSceneRender.cs.meta │ └── monobehaviour_lifecycle.unitypackage └── unity-webplayer │ ├── detect-sample.html │ ├── detect.html │ ├── detect.unity3d │ └── res │ ├── UnityObject.js │ ├── detect-env.js │ ├── jquery.js │ └── platform.js ├── unity-plugins ├── PlayersPrefs Editor and Utilities(PlayersPrefs管理插件).png ├── PlayersPrefs Editor and Utilities.unitypackage ├── README.md ├── Sample_Unity_WinForm.cs ├── UnityGame_Launcher_WinForm_Sample.cs ├── Win32API_UnityHelp.cs ├── WinFormExtensions.cs └── unity-winform-impl_Example.zip ├── unity_components ├── Billboard.cs ├── DebugUILine.cs ├── DontDestoryOnLoadScene.cs ├── GetPlayingAnim.cs ├── LongPressOrClickEventTrigger.cs └── ViewBones.cs ├── unity_helper ├── AlignEditor.cs ├── CreatureGizmosDemo.lua ├── CreatureGizmosHelper.cs ├── Dll2LuaLib_v1.4 │ ├── DllToLuaLib.cs │ ├── ICSharpCode.SharpZipLib.dll │ ├── README.md │ ├── XluaNameSpaceMap.cs │ ├── 使用说明.txt │ ├── 在Lua提示CSharp方法.png │ ├── 引用某个文件夹下所有zip的方法.gif │ └── 更新说明.txt ├── Editor │ ├── CreateFileEditor.cs │ └── MenuEditor.cs ├── GameObjectEx.cs ├── GenBabel_ToLuaAPI.unitypackage ├── GetPlayingAnim.cs ├── IntervalTimeClick.cs ├── Logger.cs ├── PaintController.cs ├── README.md ├── ShowFPS_OnGUI.cs ├── TextureHelper.cs ├── TransformEx.cs ├── XAnimator.cs ├── XAnimator.cs.meta ├── XLuaCustomExport.cs ├── XToolUtils.cs ├── iniparser │ ├── EngineCofing.cs │ ├── EngineCofing.ini │ └── INIFileParser.dll └── xlua_dotween_test.lua ├── unity_ngui ├── NGUI-UIPanel-Clip-3DModel.unitypackage └── README.md ├── unity_protobuf_sample ├── Assets │ ├── ConsoleE.meta │ ├── ConsoleE │ │ ├── Editor.meta │ │ └── Editor │ │ │ ├── ConsoleE.dll │ │ │ ├── ConsoleE.dll.meta │ │ │ ├── Extensions.zip │ │ │ ├── Extensions.zip.meta │ │ │ ├── readme.html │ │ │ └── readme.html.meta │ ├── NetConn.unity │ ├── NetConn.unity.meta │ ├── Plugins.meta │ ├── Plugins │ │ ├── SimpleJson.cs │ │ ├── SimpleJson.cs.meta │ │ ├── protobuf.meta │ │ └── protobuf │ │ │ ├── Google.ProtocolBuffers.dll │ │ │ └── Google.ProtocolBuffers.dll.meta │ ├── Reporter.meta │ ├── Reporter │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── ReporterEditor.cs │ │ │ └── ReporterEditor.cs.meta │ │ ├── Expand.meta │ │ ├── Expand │ │ │ ├── DoubleClickShow.cs │ │ │ ├── DoubleClickShow.cs.meta │ │ │ ├── ReporterEx.cs │ │ │ ├── ReporterEx.cs.meta │ │ │ ├── ReporterExpand.cs │ │ │ └── ReporterExpand.cs.meta │ │ ├── Images.meta │ │ ├── Images │ │ │ ├── ComputerIcon.png │ │ │ ├── ComputerIcon.png.meta │ │ │ ├── Save.png │ │ │ ├── Save.png.meta │ │ │ ├── UnityIcon.png │ │ │ ├── UnityIcon.png.meta │ │ │ ├── back.png │ │ │ ├── back.png.meta │ │ │ ├── bar.png │ │ │ ├── bar.png.meta │ │ │ ├── buildFrom.png │ │ │ ├── buildFrom.png.meta │ │ │ ├── button_active.png │ │ │ ├── button_active.png.meta │ │ │ ├── chart.png │ │ │ ├── chart.png.meta │ │ │ ├── clear.png │ │ │ ├── clear.png.meta │ │ │ ├── clearOnSceneLoaded.png │ │ │ ├── clearOnSceneLoaded.png.meta │ │ │ ├── close.png │ │ │ ├── close.png.meta │ │ │ ├── collapse.png │ │ │ ├── collapse.png.meta │ │ │ ├── copy.png │ │ │ ├── copy.png.meta │ │ │ ├── copyAll.png │ │ │ ├── copyAll.png.meta │ │ │ ├── date.png │ │ │ ├── date.png.meta │ │ │ ├── error_icon.png │ │ │ ├── error_icon.png.meta │ │ │ ├── even_log.png │ │ │ ├── even_log.png.meta │ │ │ ├── fps.png │ │ │ ├── fps.png.meta │ │ │ ├── graphicCard.png │ │ │ ├── graphicCard.png.meta │ │ │ ├── info.png │ │ │ ├── info.png.meta │ │ │ ├── log_icon.png │ │ │ ├── log_icon.png.meta │ │ │ ├── memory.png │ │ │ ├── memory.png.meta │ │ │ ├── odd_log.png │ │ │ ├── odd_log.png.meta │ │ │ ├── reporterScrollerSkin.guiskin │ │ │ ├── reporterScrollerSkin.guiskin.meta │ │ │ ├── scroller_down_arraw.png │ │ │ ├── scroller_down_arraw.png.meta │ │ │ ├── scroller_horizental_back.png │ │ │ ├── scroller_horizental_back.png.meta │ │ │ ├── scroller_horizental_thumb.png │ │ │ ├── scroller_horizental_thumb.png.meta │ │ │ ├── scroller_left_arraw.png │ │ │ ├── scroller_left_arraw.png.meta │ │ │ ├── scroller_right_arraw.png │ │ │ ├── scroller_right_arraw.png.meta │ │ │ ├── scroller_up_arraw.png │ │ │ ├── scroller_up_arraw.png.meta │ │ │ ├── scroller_vertical_back.png │ │ │ ├── scroller_vertical_back.png.meta │ │ │ ├── scroller_vertical_thumb.png │ │ │ ├── scroller_vertical_thumb.png.meta │ │ │ ├── search.png │ │ │ ├── search.png.meta │ │ │ ├── selected.png │ │ │ ├── selected.png.meta │ │ │ ├── software.png │ │ │ ├── software.png.meta │ │ │ ├── timer_1.png │ │ │ ├── timer_1.png.meta │ │ │ ├── user.png │ │ │ ├── user.png.meta │ │ │ ├── warning_icon.png │ │ │ └── warning_icon.png.meta │ │ ├── MultiKeyDictionary.cs │ │ ├── MultiKeyDictionary.cs.meta │ │ ├── Reporter.cs │ │ ├── Reporter.cs.meta │ │ ├── ReporterGUI.cs │ │ ├── ReporterGUI.cs.meta │ │ ├── ReporterMessageReceiver.cs │ │ ├── ReporterMessageReceiver.cs.meta │ │ ├── Test.meta │ │ ├── Test │ │ │ ├── ReporterScene.unity │ │ │ ├── ReporterScene.unity.meta │ │ │ ├── Rotate.cs │ │ │ ├── Rotate.cs.meta │ │ │ ├── TestReporter.cs │ │ │ ├── TestReporter.cs.meta │ │ │ ├── test1.unity │ │ │ ├── test1.unity.meta │ │ │ ├── test2.unity │ │ │ └── test2.unity.meta │ │ ├── unity-logs-viewer_viewlog_inmobile.md │ │ └── unity-logs-viewer_viewlog_inmobile.md.meta │ ├── Scritps.meta │ ├── Scritps │ │ ├── NetTest.meta │ │ ├── NetTest │ │ │ ├── UINetConn.cs │ │ │ ├── UINetConn.cs.meta │ │ │ ├── player.data │ │ │ └── player.data.meta │ │ ├── Socket.meta │ │ ├── Socket │ │ │ ├── PackageSocket.cs │ │ │ └── PackageSocket.cs.meta │ │ ├── protobuf.meta │ │ └── protobuf │ │ │ ├── Main.cs │ │ │ ├── Main.cs.meta │ │ │ ├── proto.meta │ │ │ └── proto │ │ │ ├── main.proto │ │ │ └── main.proto.meta │ ├── StreamingAssets.meta │ └── StreamingAssets │ │ ├── build_info.txt │ │ └── build_info.txt.meta ├── Packages │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset ├── README.md ├── protobuf_examples │ ├── AddPerson.java │ ├── CMakeLists.txt │ ├── ListPeople.java │ ├── Makefile │ ├── README.txt │ ├── add_person.cc │ ├── add_person.go │ ├── add_person.py │ ├── add_person_test.go │ ├── addressbook.proto │ ├── list_people.cc │ ├── list_people.go │ ├── list_people.py │ └── list_people_test.go ├── protobuf_tools │ ├── Google.ProtocolBuffers.dll │ ├── ProtoGen.exe │ ├── build_client_protobuf.bat │ ├── build_server_protobuf.bat │ ├── client │ │ └── Main.cs │ ├── echoserver │ │ ├── node.exe place here.txt │ │ ├── start_server.bat │ │ └── tcp_server.js │ ├── main.proto │ ├── protoc unzip here.7z │ └── server │ │ ├── main.pb.cc │ │ └── main.pb.h ├── unity_protobuf_sample.CSharp.Editor.csproj ├── unity_protobuf_sample.CSharp.csproj └── unity_protobuf_sample.sln ├── unity_ugui ├── EventTriggerListener.cs ├── UGUISpriteAnimation.cs ├── UGUI_ETC1_Alpha │ ├── Assets │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── Tool.cs │ │ │ └── Tool.cs.meta │ │ ├── Material.meta │ │ ├── Material │ │ │ ├── SpriteMaterial.mat │ │ │ └── SpriteMaterial.mat.meta │ │ ├── MonoVersion.cs │ │ ├── MonoVersion.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── UI-Default.shader │ │ │ └── UI-Default.shader.meta │ │ ├── Shared.meta │ │ ├── Shared │ │ │ ├── Shared.mat │ │ │ ├── Shared.mat.meta │ │ │ ├── Shared.png │ │ │ ├── Shared.png.meta │ │ │ ├── Shared.tps │ │ │ ├── Shared.tps.meta │ │ │ ├── Shared.tpsheet │ │ │ ├── Shared.tpsheet.meta │ │ │ ├── Shared_ETC1_A.png │ │ │ ├── Shared_ETC1_A.png.meta │ │ │ ├── Texture.meta │ │ │ └── Texture │ │ │ │ ├── ButtonClick.png │ │ │ │ ├── ButtonClick.png.meta │ │ │ │ ├── ButtonDisable.png │ │ │ │ ├── ButtonDisable.png.meta │ │ │ │ ├── ButtonNormal.png │ │ │ │ ├── ButtonNormal.png.meta │ │ │ │ ├── SmallBaseMap.png │ │ │ │ └── SmallBaseMap.png.meta │ │ ├── builtin_shaders-5.2.3p3.zip │ │ ├── builtin_shaders-5.2.3p3.zip.meta │ │ ├── codeandweb.com.meta │ │ ├── codeandweb.com │ │ │ ├── Editor.meta │ │ │ ├── Editor │ │ │ │ ├── SettingsTexturePackerImporter.asset │ │ │ │ ├── SettingsTexturePackerImporter.asset.meta │ │ │ │ ├── SettingsTexturePackerImporter.txt │ │ │ │ ├── SettingsTexturePackerImporter.txt.meta │ │ │ │ ├── TexturePackerImporter.dll │ │ │ │ └── TexturePackerImporter.dll.meta │ │ │ ├── Readme.txt │ │ │ └── Readme.txt.meta │ │ ├── ugui.unity │ │ └── ugui.unity.meta │ └── ProjectSettings │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NavMeshLayers.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── UnityAdsSettings.asset │ │ └── UnityConnectSettings.asset ├── UIClickListener.cs └── 代码制作的动画 │ ├── 获得经验动画 │ ├── XUIMidMsg.cs │ ├── XUIMidMsgAnimator.cs │ └── 获得经验动画飘字.gif │ └── 飘字提示 │ ├── 2018-04-18_21-36-01.gif │ ├── ExpAnimator.cs │ └── UIExpMsg.cs ├── unpublished_blogs ├── win10常用软件和系统设置.md ├── 用Unity3D做游戏开发在Android上的常见调试方法.md └── 科普:游戏帧数与显示器刷新率的选择.md ├── web-w3c ├── Detect-DotNet-For-IE.html ├── Detect-DotNet-For-IE.js ├── detect-browser.html ├── detect-for-webplayer.js └── libs │ ├── ded-bowser.js │ └── platform.js └── workflow-tools ├── .gitignore-unity.txt ├── .gitignore-visual studio.txt ├── 81-C# Script-NewBehaviourScript.cs.txt ├── AdminTools ├── WIN10删除AHCI.bat ├── 右键添加-管理员取得权.reg ├── 权限关闭.reg ├── 权限获取.reg └── 添加管理员运行CMD.reg ├── BeyondCompare添加资源管理器右键.bat ├── CreateScriptEditor.cs ├── PNG转PVR.bat ├── PVR转PNG.bat ├── bat_study ├── dir_check.bat ├── str_split.bat ├── test_exit.bat └── 按行读取文本内容.bat ├── debug(调试工具) ├── hosts ├── 把安卓调试日志写到文件.bat ├── 把文件推送到AndroidADB(使用模拟器).bat ├── 拉取Android模拟器上的host文件备份到当前目录.bat ├── 推送修改后的host到Android模拟器上.bat ├── 查看mumu模拟器的adb是否连接.bat └── 查看安卓连接设备.bat ├── ildasm_.net_472_x64_查看IL代码.exe ├── jenkins_pipeline ├── README.md ├── deploy_demo.groovy └── hello.groovy ├── notepad++(npp)添加资源管理器右键.reg ├── python ├── gen_filelist.py ├── http-fileserver.py ├── 一键下载王者荣耀全英雄皮肤壁纸.py └── 读取csv.py ├── start_unity.bat ├── typora草稿删除.bat ├── vs(visual studio) ├── Class.cs ├── author.snippet ├── vs新建文件模版.md └── 调用VS自动编译.bat ├── windows ├── BC在防火墙阻止联网(以管理员身份运行).bat ├── Win10右键添加-文件Hash校验.reg ├── win10_path配置.txt ├── 不同盘符切换示例.bat ├── 任务栏时间显示秒.bat ├── 删除windows图标缓存.bat ├── 刷新DNS.bat ├── 取消Windows10开机自检磁盘.reg ├── 右键-添加新建菜单.reg ├── 图标消失处理方法.txt ├── 禁用不需要的服务(管理员身份运行).bat └── 退出远程桌面后不锁屏-管理员身份运行.bat ├── 下载github某个文件夹.bat ├── 关闭git验证.bat ├── 创建Windows计划任务.bat ├── 删除Unity的PersistentDataPath(持久化)目录.bat ├── 删除当前目录下所有的meta文件.py ├── 删除游戏的缓存目录.bat ├── 去除快捷方式字样.reg ├── 右键-新建md文件.reg ├── 右键-新建md文件[另一种方法].reg ├── 打开Unity Hub的日志目录.bat ├── 打开Unity5-AssetStore下载目录.bat ├── 打开Unity的Editor日志目录.bat ├── 打开Unity的PersistentDataPath(持久化)目录.bat ├── 打开windows开始菜单目录.bat ├── 打开开机启动项.bat ├── 拖动文件至此删除.cmd ├── 替换Unity新建C#文件模版.bat ├── 测试bandzip命令行压缩文件夹为zip.bat ├── 添加Android出包Gradle环境变量[右键管理员运行].cmd ├── 添加Android环境变量[右键管理员运行].cmd ├── 添加Java和Android环境变量[右键管理员运行].cmd ├── 添加Java环境变量[右键管理员运行].cmd ├── 添加Lua环境变量[右键管理员运行].cmd ├── 添加MSBuild环境变量[右键管理员运行].cmd ├── 添加MinGW环境变量[右键管理员运行].cmd ├── 添加MySQL环境变量[右键管理员运行].cmd ├── 添加使用vscode打开右键菜单.reg ├── 结束无用进程.cmd ├── 给Readme生成TOC.cmd ├── 自动化任务_SVN ├── Kill进程.bat ├── TortoiseSVN_revert_all还原所有的.bat ├── bat获取svn版本号.bat ├── git_auto_commit.bat ├── sqlite3.exe ├── svn cleanup 失败点我.bat ├── svn_revert_all还原所有的.bat ├── svn_提交所有删除和增加的文件.bat ├── svn_更新使用服务器解决冲突.bat ├── svn提交并加入日志.cmd ├── svn添加所有目录的未提交文件.bat ├── 创建Windows定时任务.bat ├── 开启程序.cmd ├── 提交多个SVN在同一窗口.bat ├── 更新Git仓库-使用TortoiseGit.bat ├── 更新Git仓库-使用git命令行.bat ├── 更新多个SVN在同一窗口.bat ├── 清除Windows共享会话连接.bat ├── 获取当前时间.bat └── 进程检测.bat └── 资源管理器添加右键使用clion打开.reg /ar-vr-mr/art_res/Textures/Panel.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/ar-vr-mr/art_res/Textures/Panel.png -------------------------------------------------------------------------------- /ar-vr-mr/art_res/Textures/overlay.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8632c5bc151c504285cafb56a642c8b 3 | timeCreated: 1480903241 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ar-vr-mr/art_res/Textures/reticle.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/ar-vr-mr/art_res/Textures/reticle.png -------------------------------------------------------------------------------- /ar-vr-mr/art_res/Textures/reticle@2x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/ar-vr-mr/art_res/Textures/reticle@2x.png -------------------------------------------------------------------------------- /ar-vr-mr/art_res/Textures/reticle@3x.png: -------------------------------------------------------------------------------- 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build_donet_signle_csproj.bat 29 | 30 | ### MSBuild 自动打包脚本 31 | 32 | msbuild-sample.cmd 33 | 34 | ## 博客园自动化脚本 35 | 36 | 自动发布博客到博客园 -------------------------------------------------------------------------------- /build-tools/build_donet_muilt_csproj.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/build-tools/build_donet_muilt_csproj.bat -------------------------------------------------------------------------------- /build-tools/build_donet_signle_csproj.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/build-tools/build_donet_signle_csproj.bat -------------------------------------------------------------------------------- /build-tools/build_vsproject.bat: 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-------------------------------------------------------------------------------- 1 | ::需要下载https://github.com/TruthHun/html2md 再使用 2 | @echo on 3 | for /r %%i in (*.html) do html2md.exe %%~pi%%~ni.html %%~pi%%~ni.md 4 | pause -------------------------------------------------------------------------------- /build-tools/mklink-自动绑定硬链接.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/build-tools/mklink-自动绑定硬链接.bat -------------------------------------------------------------------------------- /build-tools/msbuild-signle-csproj.bat: -------------------------------------------------------------------------------- 1 | echo. msbuild build csporj project 2 | 3 | set savePath=%~dp0\channel_packages\ 4 | set installPath=%~dp0\MicroLauncher\ylwd\ylwd.csproj 5 | 6 | msbuild /m %installPath% /t:clean;Rebuild /p:Configuration=Release;OutDir=%savePath% 7 | 8 | rem copy build file 9 | 10 | ping -n 15 127.0.0.1>null -------------------------------------------------------------------------------- /build-tools/request_test.py: -------------------------------------------------------------------------------- 1 | # coding=utf-8 2 | import requests 3 | r = requests.get('https://www.cnblogs.com/') 4 | print(r.status_code) -------------------------------------------------------------------------------- /build-tools/test_py_version.py: -------------------------------------------------------------------------------- 1 | #! python3 2 | # coding=utf-8 3 | 4 | import sys 5 | import os 6 | print(sys.version) 7 | os.system('pause') -------------------------------------------------------------------------------- /build-tools/version.txt: -------------------------------------------------------------------------------- 1 | { 2 | "WdVer":"1", 3 | "ResVer":"2", 4 | "ConfigVer":"3", 5 | "LogicVer":"4", 6 | } -------------------------------------------------------------------------------- /build-tools/博客园-下载已发布文章.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | cls 3 | cd %~dp0 4 | cnblog.py download 5 | pause -------------------------------------------------------------------------------- /build-tools/博客园-发布到草稿箱.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | cls 3 | cd %~dp0 4 | cnblog.py unpublished 5 | pause -------------------------------------------------------------------------------- /build-tools/博客园-发布正式文章.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | cls 3 | cd %~dp0 4 | cnblog.py publish 5 | pause -------------------------------------------------------------------------------- /diagram-designer/3dmmo-AB资源规化.xmind: -------------------------------------------------------------------------------- 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官网:http://meesoft.logicnet.dk/ ,选择Diagram Designer 7 | 本ddd文件基于 `Diagram Designer 1.28` 8 | -------------------------------------------------------------------------------- /diagram-designer/Tabbar实现思路.xmind: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/diagram-designer/Tabbar实现思路.xmind -------------------------------------------------------------------------------- /diagram-designer/o_git-flow-nvie.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/diagram-designer/o_git-flow-nvie.png -------------------------------------------------------------------------------- /diagram-designer/unity-mono-scripts-encryption.ddd: -------------------------------------------------------------------------------- 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Diagram Designer 4 | ddd文件使用diagram designer打开,软件免费小巧,是画流程图的好软件。 5 | 官网:http://meesoft.logicnet.dk/ ,选择Diagram Designer 6 | 本ddd文件基于 `Diagram Designer 1.28` 7 | 8 | ### xmind 9 | 10 | 下载地址: https://www.xmind.cn/download/ 约60MB 11 | 12 | 博客:https://www.xmind.cn/blog/cn/ 13 | 14 | -------------------------------------------------------------------------------- /diagram-designer/战斗模拟器.ddd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/diagram-designer/战斗模拟器.ddd -------------------------------------------------------------------------------- /diagram-designer/游戏中的对象管理.ddd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/diagram-designer/游戏中的对象管理.ddd -------------------------------------------------------------------------------- /diagram-designer/组队系统.xmind: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/diagram-designer/组队系统.xmind -------------------------------------------------------------------------------- /dotnet-network/README.md: -------------------------------------------------------------------------------- 1 | ### 目录说明 2 | 3 | 基于winform 演示 dotnet 的网络编程(目标框架 **.net3.5** 及以上) 4 | 5 | - HttpDownloadHelper.cs //http文件下载 6 | - HttpWebResponseHelper.cs //http 请求 7 | - LogHelper.cs //简易的日志组件,写入到log.txt中 -------------------------------------------------------------------------------- /dotnet_helper/README.md: -------------------------------------------------------------------------------- 1 | dotnet 的一些辅助类(helper) 2 | 3 | ## 文件列表 4 | 5 | - FileHelper.cs 文件助手 6 | 1. 获取指定文件夹下所有子目录中的所有文件 7 | 2. 文件 Rename功能 8 | 3. 文件权限设置 9 | 10 | 11 | - HashHelper.cs 12 | 1. 封装对Hash的操作 13 | 14 | -------------------------------------------------------------------------------- /dotnet_helper/dotnet_helper/Program.cs: -------------------------------------------------------------------------------- 1 | namespace dotnet_helper 2 | { 3 | internal class Program 4 | { 5 | public static void Main_(string[] args) 6 | { 7 | var instance = new 经典邮箱匹配(); 8 | instance.Main(); 9 | 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /dotnet_helper/dotnet_helper/YieldFunctions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | 4 | /// 5 | /// 作者:赵青青 (569032731@qq.com) 6 | /// 时间: 7 | /// 说明: 8 | /// 9 | class YieldFunctions 10 | { 11 | //foreach getNums()实际是主语法糖 12 | // public static IEnumerable getNums() 13 | // { 14 | // yield return 1; 15 | // } 16 | public static void Main() 17 | { 18 | List getNums = new List(); 19 | getNums.Add(1); 20 | foreach (int i in getNums) 21 | { 22 | Console.WriteLine(i); 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /lua_scripts/.idea/misc.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /lua_scripts/.idea/modules.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /lua_scripts/ExceptionDemo.lua: -------------------------------------------------------------------------------- 1 | --- lua异常处理 2 | --- xpcall和pcall的区别 3 | --- Created by zhaoq. 4 | --- DateTime: 2017/10/19 21:51 5 | --- 6 | 7 | 8 | local status, err = pcall(function() 9 | error({ code = 121 }) 10 | end) 11 | print(err.code) --> 121 -------------------------------------------------------------------------------- /lua_scripts/Helloworld.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoq. 3 | --- DateTime: 2017/10/16 12:53 4 | --- 5 | print("hello") -------------------------------------------------------------------------------- /lua_scripts/LuaKeyValue.lua: -------------------------------------------------------------------------------- 1 | --- 以KeyValue形式定义table 2 | --- Created by zhaoq. 3 | --- DateTime: 2017/10/17 21:29 4 | --- 5 | 6 | 7 | -- 定义一个key,value形式的table 8 | local kv = {fruit = "apple", 9 | bread = "french", 10 | drink = "milk"} 11 | --通过key从table中取值 12 | print(kv["fruit"]) 13 | -- 也可以这样取值 14 | print(kv.bread) 15 | 16 | for index, value in pairs(kv) do 17 | print("index:", index, "value:", value) 18 | end 19 | 20 | ---输出结果如下: 21 | --apple 22 | --french 23 | --index: fruit value: apple 24 | --index: drink value: milk 25 | --index: bread value: french 26 | 27 | local tb = { [3] = "lang", [4] = "zhi", [5] = "cheng", [7] = "jing", [8] = "hong" } 28 | print(tb[2],tb[8]) 29 | 30 | ----输出结果如下: 31 | --nil hong -------------------------------------------------------------------------------- /lua_scripts/README.md: -------------------------------------------------------------------------------- 1 | ### 在InterllJ IDEA中运行Lua 2 | 3 | 环境:InterllJ Idea + emmyLua 4 | 5 | **运行方法** 6 | 7 | 1. 打开要执行的lua文件,右键选择 run 8 | 2. 弹出的界面中,为working director选择当前工程的目录 9 | 3. 点击 **Run** 10 | 11 | 12 | 13 | **参数设置** 14 | 15 | Program:lua.exe 16 | 17 | Working directory: 选择当前工程的目录 18 | 19 | Entry File:当前在执行的文件 20 | 21 | 点击Run ,选择你需要运行的Lua文件 22 | 23 | 24 | 25 | -------------------------------------------------------------------------------- /lua_scripts/SqLiteTest.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/3/8 4 | --- 5 | 6 | require("lsqlite") 7 | 8 | -- open an in memory database 9 | db = lsqlite.open(":memory:") 10 | 11 | -- open a file 12 | 13 | 14 | -- open an inaccessible file 15 | -- db = lsqlite.open("/root/test.db") 16 | 17 | -- check if we got an handle 18 | if not db then print("could not open the database") return end 19 | db:exec("create table 'my_table' ( 'a', 'b' );") 20 | results, err=db:exec("select * from 'my_table';") 21 | print(err, results) -------------------------------------------------------------------------------- /lua_scripts/init.lua: -------------------------------------------------------------------------------- 1 | require("Common/extable") 2 | require("Common/exstring") 3 | require("Common/class") 4 | 5 | print("init finish") -------------------------------------------------------------------------------- /lua_scripts/lua_scripts.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /lua_scripts/metatable/__indexDemo1.lua: -------------------------------------------------------------------------------- 1 | --- __indext重新定义行为 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/5 4 | --- 5 | 6 | 7 | local tempTable = { memberB = "test" } 8 | ---__index定义了当key查找不到的行为 9 | setmetatable(tempTable, { __index = function() 10 | return "not find" 11 | end }) 12 | 13 | print(tempTable.memberA) --打印 not find 14 | print(tempTable.memberB) --打印test -------------------------------------------------------------------------------- /lua_scripts/metatable/__indexDemo2.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/28 4 | --- 5 | 6 | local tempTable = { memberB = "test" } 7 | 8 | tempTable.__index = function() 9 | return "not find" 10 | end 11 | 12 | print(tempTable.memberA) --打印 nil 13 | print(tempTable.memberB) --打印test 14 | -------------------------------------------------------------------------------- /lua_scripts/metatable/__index_muilt_table_Demo.lua: -------------------------------------------------------------------------------- 1 | --- 当把A的metatable设置为B时,在A中访问B的元素,会返回nil,因为仅仅是设置了metatable,而B的__index没有赋值 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/5 4 | --- 5 | 6 | local father = { 7 | house = 1 8 | } 9 | ---如果不把__index指向自己,则会输出nil 10 | --father.__index = father 11 | ---测试返回一个函数,当成员查找失败时,查__index 12 | father.__index = function() 13 | return "i am function" 14 | end 15 | print(father.coin) 16 | print(father.house) 17 | local son = { 18 | car = 1 19 | } 20 | ---注意:在没有对father进行__index赋值之前,father中的成员通过son并不能查找到! 21 | local ret = setmetatable(son,father) 22 | print(son.house) ---结论:如果__index指向的是函数,则会返回函数,指向自己则返回table中的字段 23 | -------------------------------------------------------------------------------- /lua_scripts/metatable/__newindexDemo.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/5 4 | --- 5 | ---定义 6 | local tb = {} 7 | local m = setmetatable({}, { __newindex = function(table, key, value) 8 | tb[key] = value 9 | end }) 10 | m["memberA"] = 456 11 | print(m["memberA"]) -- 打印 nil 12 | print(tb["memberA"]) --打印 456 13 | 14 | print("\n") 15 | m.a = "test" 16 | m.__index = function() return "not find" end 17 | print(tb["abc"]) 18 | 19 | 20 | print("\n") 21 | local other = {} 22 | local t = setmetatable({}, { __newindex = other }) 23 | t.foo = 3 24 | print(other.foo) -- 3 25 | print(t.foo) -- nil 26 | 27 | 28 | -------------------------------------------------------------------------------- /lua_scripts/metatable/__newindexDemo2.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/28 4 | --- 5 | 6 | local tb = {} 7 | setmetatable(tb, { __newindex = function(table, key, value) 8 | rawset(table, key, value) 9 | end }) 10 | tb.memberA = "test" 11 | print(tb.memberA) --打印 test 12 | 13 | setmetatable(tb, { __index = function() 14 | return "not find" 15 | end }) 16 | 17 | print(tb["abc"]) -------------------------------------------------------------------------------- /lua_scripts/metatable/__newindex__index.lua: -------------------------------------------------------------------------------- 1 | --- __index需要放在__newindex之后 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/14 4 | --- 5 | 6 | 7 | local tb = {} 8 | setmetatable(tb, { __newindex = function(table, key, value) 9 | rawset(table, key, value) 10 | end }) 11 | 12 | tb.A = "aaaa" 13 | print(tb.A) --打印 aaaa 14 | 15 | setmetatable(tb, { __index = function() 16 | return "not find" 17 | end }) 18 | print(tb.b) --打印 not find -------------------------------------------------------------------------------- /lua_scripts/metatable/rawgetDemo.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/28 4 | --- 5 | --- Gets the real value of `table[index]`, the `__index` metamethod. `table` 6 | --- must be a table; `index` may be any value. 7 | ---@param table table 8 | ---@param index any 9 | ---@return any 10 | --function rawget(table, index) end 11 | 12 | local tb = {} 13 | setmetatable(tb, { __index = function() 14 | return "not find" 15 | end }) 16 | 17 | tb.version = "正常版本" 18 | print(tb.version) 19 | print(tb.server) ---不存在的值,调用__index方法 20 | --rawget是为了绕过__index而出现的,直接点,就是让__index方法的重写无效 21 | print(rawget(tb, "version")) --打印 正常版本 22 | print(rawget(tb, "server")) --打印nil -------------------------------------------------------------------------------- /lua_scripts/metatable/rawsetDemo.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/14 4 | --- 5 | 6 | local tb = {} 7 | 8 | setmetatable(tb, { __newindex = function(table, key, value) 9 | local patchKey = "version" 10 | if key == patchKey then 11 | rawset(table, patchKey, "补丁值") 12 | else 13 | rawset(table, key, value) 14 | end 15 | end }) 16 | ---需要把__index放在__newindex之后,调用不存在值,才会调用此方法,如果在__newindex之前,则不会调用 17 | setmetatable(tb, { __index = function() 18 | return "not find" 19 | end }) 20 | tb.version = "正常版本" 21 | tb.date = "2018" 22 | print(tb.version) --打印 补丁值 23 | print(tb.server) --打印nil,不会调用__index方法了? 24 | print(tb.date) --打印2018 25 | -------------------------------------------------------------------------------- /lua_scripts/oop/LocalRefContext.lua: -------------------------------------------------------------------------------- 1 | --- Lua中local变量的作用域,并不局限于当前class 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2018/11/26 4 | --- 5 | --- 6 | require("Common/class") 7 | local ClassA = class("EquipCombineModel") 8 | local flag = nil 9 | function ClassA:ctor() 10 | print("ClassA:ctor") 11 | self:TestLocal() 12 | end 13 | 14 | function ClassA:TestLocal() 15 | if not flag then 16 | flag = "ClassA" 17 | print("TestLocal") 18 | end 19 | end 20 | 21 | ClassA.new() 22 | ClassA.new() -------------------------------------------------------------------------------- /lua_scripts/requireThird.lua: -------------------------------------------------------------------------------- 1 | --- 2 | --- Created by zhaoqingqing. 569032731@qq.com 3 | --- DateTime: 2020/7/23 4 | --- 5 | ---@class requireThird 6 | local requireThird = class("requireThird") 7 | 8 | function requireThird:ctor() 9 | 10 | end 11 | 12 | return requireThird -------------------------------------------------------------------------------- /markdown_blogs/8.13之后github推送失败.md: -------------------------------------------------------------------------------- 1 | git push上传时出现错误: 2 | remote: Support for password authentication was removed on August 13, 2021. Please use a personal access token instead; 3 | The requested URL returned error: 403; 4 | git did not exit cleanly (exit code 128). 5 | 6 | 7 | 8 | 解决办法: 9 | 10 | [GitHub不再支持密码验证解决方案:SSH免密与Token登录配置 - zhoulujun - 博客园 (cnblogs.com)](https://www.cnblogs.com/zhoulujun/p/15141608.html) 11 | 12 | [8月14日Push上传Github出错,提示:Support for password authentication was removed on August 13, 2021._m0_46332820的博客-CSDN博客](https://blog.csdn.net/m0_46332820/article/details/119708248) -------------------------------------------------------------------------------- /markdown_blogs/Behaviour.md: -------------------------------------------------------------------------------- 1 | TODO 2 | 3 | Behaviour中isActiveAndEnable和gameobject.activeInHierarchy的区别 4 | 5 | 6 | 7 | 8 | 9 | canvasRender.SetAlpha底层也是设置Color.a吗 -------------------------------------------------------------------------------- /markdown_blogs/C#保留指定小数位数.md: -------------------------------------------------------------------------------- 1 | c#去掉小数点后的无效0 ,保留指定位数的小数,比如10.0显示成10,小数部分会四舍五入 2 | 3 | 4 | ```c# 5 | float value = 0.0500f; 6 | value.ToString("0.##");//保留两位小数输出0.05 7 | var percent = ((float) 100/(float)100).ToString("0.#");//保留一位小数输出1 8 | 9 | Console.WriteLine(1.211f.ToString("0.#"));//输出1.2 10 | Console.WriteLine(1.2611f.ToString("0.#"));//输出1.3 11 | ``` 12 | 13 | 也可以这样写: `string.Format("{0:0.##}",value)` 14 | 15 | 0.# 表示最多保留1位有效数字,但是不包括0 16 | 17 | 0.## 表示最多保留2位有效数字,但是不包括0 18 | 19 | **我的测试环境** 20 | 21 | .net 3.5 22 | 23 | 此方法在Unity中也适用,引擎版本Unity3D 2018.4.15f1 -------------------------------------------------------------------------------- /markdown_blogs/C#控制台程序笔记.md: -------------------------------------------------------------------------------- 1 | 程序启动路径 2 | 3 | Environment.CurrentDirectory 取得或设置当前工作目录的完整限定路径 -------------------------------------------------------------------------------- /markdown_blogs/C#数据类型int-uint.md: -------------------------------------------------------------------------------- 1 | 范围不同 2 | 3 | https://stackoverflow.com/questions/3724242/what-is-the-difference-between-int-and-uint-long-and-ulong -------------------------------------------------------------------------------- /markdown_blogs/CPU调度和加载优化.md: -------------------------------------------------------------------------------- 1 | 以Unity3D引擎 2018.4.15f1 版本为例,使用ugui 2 | 3 | 测试手机有小米,华为 4 | 5 | 网易mumu安卓模拟器,CPU设置成二核和三核 6 | 7 | UI使用多线程加载 8 | 9 | 10 | 11 | C#中获取CPU核数 Environment.ProcessorCount 12 | 13 | 14 | 15 | ## CPU调度 16 | 17 | 系统空闲进程占用很高的CPU?这其实是CPU处于空闲,软硬件相结合,用来降低功耗,可查看文章《[CPU 空闲时在干嘛?](https://mp.weixin.qq.com/s/N4VLLKDCkkUVjuQm_9z9Mg)》 18 | 19 | ##### **队列判空:一个更好的设计** 20 | 21 | 为什么链表中通常会有哨兵节点的原因,就是为了避免各种判空,这样既容易出错也会让代码一团糟 22 | 23 | -------------------------------------------------------------------------------- /markdown_blogs/Graphics.DrawMesh.md: -------------------------------------------------------------------------------- 1 | Graphics.DrawMesh 2 | 3 | 对于同屏需要绘制大量模型可以使用 4 | 5 | 文档地址:https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html 6 | 7 | 并不是马上执行的 8 | 9 | 如果其中有某些mesh表现不一样,比如修改材质颜色,使用 [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) 参数 10 | 11 | -------------------------------------------------------------------------------- /markdown_blogs/InjectFix腾讯Unity热修复方案.md: -------------------------------------------------------------------------------- 1 | 参考资料 2 | 3 | [作为游戏开发者,如何看待腾讯最新发布的Unity热修复工具InjectFix?](https://www.zhihu.com/question/345639690/answer/825301379) 4 | 5 | [腾讯正式开源面向 Unity 项目的 Bug 修复神器 InjectFix](https://www.oschina.net/news/109803/injectfix-opensource) 6 | 7 | [InjectFix 学习](https://www.cnblogs.com/revoid/p/12985947.html) -------------------------------------------------------------------------------- /markdown_blogs/KSFramework公告.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/KSFramework公告.txt -------------------------------------------------------------------------------- /markdown_blogs/LastPass无法登录在Firefox.md: -------------------------------------------------------------------------------- 1 | ### 问题描述 2 | 3 | 在firefox上长时间登录失败 4 | 5 | 在chrome内核浏览器上也会出现长时间无法登录 6 | 7 | 8 | 9 | ### 方法1.更换DNS 10 | 11 | 国内用户可以更换DNS 12 | 13 | (**推荐**) 腾讯119.29.29.29 备选:182.254.116.116 14 | 15 | 16 | 17 | ### 方法2.使用VPN 18 | 19 | 如果更换dns还是无法连接,那么就要连VPN试试。 20 | 21 | 使用VPN之后,马上就可以连接上去了。 -------------------------------------------------------------------------------- /markdown_blogs/Network Emulator for Windows Toolkit(模拟弱网络环境的软件).docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/Network Emulator for Windows Toolkit(模拟弱网络环境的软件).docx -------------------------------------------------------------------------------- /markdown_blogs/README.md: -------------------------------------------------------------------------------- 1 | > 此目录下文件为博客内容,包含已发布和待发布内容 2 | 3 | 4 | 5 | 6 | 7 | > 为什么不建立文件夹分类? 8 | 9 | - 现在文章数量还没有达到难以管理的情况 10 | - 按文件夹分类,选材和写作上有一定思维限定 11 | - 分类在TC下搜索文件略繁锁,以自己使用便捷为前提 -------------------------------------------------------------------------------- /markdown_blogs/RectTransform不能使用transform.postion.md: -------------------------------------------------------------------------------- 1 | 问题: 2 | 3 | RectTransform如果使用transform.postion,复制出来的RectTransform使用相同的postion赋值,坐标不一致。 4 | 5 | 6 | 7 | 注意点: 8 | 9 | 所有父节点的anchposition都需要是0,才不会影响。 10 | 11 | 12 | 13 | 但是为什么父节点的postion,会影响到子节点的transform.position呢? 14 | 15 | 16 | 17 | 解决办法: 18 | 19 | 需要在SetParent时,双方都使用transform,示例: 20 | 21 | ```c# 22 | local effectNode = GameObject.Instantiate(self.EffectNode.transform) 23 | child.transform:SetParent(effectNode) 24 | child.transform.position = effectNode.position 25 | ``` 26 | 27 | 28 | 29 | 30 | 31 | 获取RectTransform的world position 32 | 33 | https://stackoverflow.com/questions/43736079/position-of-rect-transform-in-unity-ui -------------------------------------------------------------------------------- /markdown_blogs/SSD管理和优化软件.md: -------------------------------------------------------------------------------- 1 | ### 系统设置 2 | 3 | 购买后,初次使用4K对齐,win系统下格式化之后就实现4k对齐了 4 | 5 | 关闭/禁用系统还原功能,在系统属性- 系统保护 - 禁用 6 | 7 | C盘- 属性 - 取消“除了文件属性外,还允许索引此驱动器上文件的内容” 8 | 9 | ### 管理软件 10 | 11 | 使用软件:SSD Fresh https://zhuanlan.zhihu.com/p/95889052 12 | 13 | 三星的SSD安装 Samsung Magician 14 | 15 | 开启Rapid会提高固态硬盘的寿命,占用些系统内存用来缓存,技术原理:利用系统内存做缓冲为SSD加速的技术。 -------------------------------------------------------------------------------- /markdown_blogs/Sqlite管理工具.md: -------------------------------------------------------------------------------- 1 | #! https://zhuanlan.zhihu.com/p/375188242 2 | ## SQLiteStudio 3 | 4 | 开源免费的一款sqlite数据库管理软件,支持windows,linux,macos 5 | 6 | 官网:https://sqlitestudio.pl/ 7 | 8 | github地址:https://github.com/pawelsalawa/sqlitestudio/releases 9 | 10 | 安装界面 11 | 12 | ![image-20200523105350783](https://img2020.cnblogs.com/blog/363476/202005/363476-20200523164621213-1024193757.png) 13 | 14 | 安装完成后,默认已经文件关联到db了,双击*.db就可以用sqliteStudio管理了。 15 | 16 | 17 | 18 | ## Navicat for SQLite 19 | 20 | Navicat家族的数据库管理器,他家还有Mysql数据库管理器,在学生时代非常喜欢使用它,但是需要付费使用。 21 | 22 | 官网:[Navicat for SQLite](https://www.navicat.com.cn/products/navicat-for-sqlite) 23 | 24 | -------------------------------------------------------------------------------- /markdown_blogs/UGUI Size改变事件.md: -------------------------------------------------------------------------------- 1 | 手动调用 强制更新Canvas之后,再获取高度`Canvas.ForceUpdateCanvases()` 2 | 3 | RectTransform会在下一帧才更新 4 | 5 | LayoutUtility.GetPreferredHeight(RectTransform) 6 | 7 | 8 | 9 | https://docs.unity3d.com/ScriptReference/EventSystems.UIBehaviour.OnRectTransformDimensionsChange.html 10 | 11 | This callback is called if an associated [RectTransform](https://docs.unity3d.com/ScriptReference/RectTransform.html) has its dimensions changed. 12 | 13 | 如果子节点设置了Anchor,父节点的事件触发时,也会传递到子节点 -------------------------------------------------------------------------------- /markdown_blogs/Unity Accelerator.md: -------------------------------------------------------------------------------- 1 | 平时开发过程中不需要安装,除非团队中有要求 2 | 3 | 官网:[Unity Accelerator - Unity 手册 (unity3d.com)](https://docs.unity3d.com/cn/2019.4/Manual/UnityAccelerator.html) 4 | 5 | -------------------------------------------------------------------------------- /markdown_blogs/Unity Inspector选中不更新.md: -------------------------------------------------------------------------------- 1 | 我通过清除缓存就解决了这个问题,步骤如下: 2 | 3 | > Edit->Preferences->GI Cache-> Clean Cache 4 | 5 | > Edit->Preferences->Cache Server-> Clean Cache (注:如果此项为Disable,则无需清理此项) 6 | 7 | 8 | 9 | 如果还是会出现此问题,还可以通过Inspector上Debug和Normal两种模式切换,临时解决。 10 | 11 | -------------------------------------------------------------------------------- /markdown_blogs/Unity性能优化-checklist.md: -------------------------------------------------------------------------------- 1 | 统一的日志开关和日志调用条件,对于某些并不重要的信息,加上Editor的判断减少字符串拼接,比如 2 | 3 | ``` 4 | if(Applica.isEditor) Debug.Log($"id:{id},名字:{name}") 5 | ``` 6 | 7 | ## 场景预加载 8 | 9 | 预加载分两步:预加载和创建出gameobject 10 | 11 | 预加载,在玩家任务寻路过程中就进行预加载关卡资源 12 | 13 | 在创角动画的播放过程中,预加载新手村场景 14 | 15 | 相机Camera初始化的消耗很大 16 | 17 | 18 | 19 | ## UI的预加载 20 | 21 | 频繁出现的UI不做setactive=false/true,而是移到hidden层,让相机不渲染。 22 | 23 | 界面打开卡顿点主要是在 24 | 25 | 1. load assetbundle 26 | 2. assetbundle.loadObject 27 | 3. GameObject.Instantiate 28 | 29 | 而对UI进行预加载可以解决所有的这些问题,包括预加载atlas,UI上的大图,当然预加载功能在KSFramework中已经提供了 -------------------------------------------------------------------------------- /markdown_blogs/Unity的Log事件.md: -------------------------------------------------------------------------------- 1 | Unity日志输出事件 2 | 3 | 4 | ```c# 5 | Application.logMessageReceived 6 | ``` 7 | 8 | 监听这个事件进行日志的写入,或者日志上报 9 | 10 | -------------------------------------------------------------------------------- /markdown_blogs/Win10安装PS.md: -------------------------------------------------------------------------------- 1 | 操作系统: win10 x64 pro 1903 2 | 3 | Photoshop版本:ps2020( 21.1.0版本) 4 | 5 | 遇到问题:ps2020无法新建文档 6 | 7 | 8 | 9 | ## Photoshop 2020 无法新建文件的解决办法 10 | 11 | 最近的一些Ps版本安装有用户反馈说不能使用新建功能,是因为现在的PS版本的本地安装和通过Adobe ID安装功能是有区别的,通过Adobe ID安装会带有一些云服务,所以日后两种安装方式,PS实际安装后功能还是会有差异,所以会导致目前这个问题。 12 | 13 | 现在小编教大家怎么解决这个问题: 14 | 15 | ### 方法一:使用旧版新建文档界面 16 | 17 | 1、打开ps后,在左上角点击“PhotoShop",再打开首选项下面的”常规“设置项; 18 | 19 | 2、将其中的”使用旧版新建文档界面“勾选,如下图: 20 | 21 | ### 方法二:使用Adobe ID登录 22 | 23 | 使用Adobe ID登录即可解决上述问题。 24 | 25 | -------------------------------------------------------------------------------- /markdown_blogs/cmd进入到d盘.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | ### 进入D盘 4 | 5 | 如果要进入d盘 6 | 7 | ```bash 8 | d: 9 | cd D:\Program Files\Microvirt\MEmu\ 10 | ``` 11 | 12 | 输出结果如下: 13 | 14 | ``` 15 | C:\Users\zhaoq>d: 16 | D:\> 17 | ``` 18 | 19 | 而如果通过 ` cd d:\ ` 却无法进入D盘。 20 | 21 | ```bash 22 | C:\Users\zhaoq>cd d:\ 23 | 24 | C:\Users\zhaoq> 25 | ``` 26 | 27 | 28 | 29 | ### 进入C盘 30 | 31 | 同样通过上面的方法,却无法进入到根目录 32 | 33 | ```bash 34 | C:\Users\zhaoq>c: 35 | 36 | C:\Users\zhaoq>c: 37 | ``` 38 | 39 | 需要使用 `cd c:\` 40 | 41 | ```bash 42 | C:\Users\zhaoq>cd c:\ 43 | c:\> 44 | ``` 45 | -------------------------------------------------------------------------------- /markdown_blogs/cpp/.keep: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/cpp/.keep -------------------------------------------------------------------------------- /markdown_blogs/cpp/cpp基础知识.md: -------------------------------------------------------------------------------- 1 | error MSB8020: 无法找到 v142 的生成工具(平台工具集 =“v142”) 2 | 3 | 完整的错误日志如下: 4 | 5 | ```powershell 6 | 1>------ 已启动生成: 项目: hellocpp, 配置: Debug x64 ------ 7 | 1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\VC\VCTargets\Microsoft.Cpp.Platform.targets(67,5): error MSB8020: 无法找到 v142 的生成工具(平台工具集 =“v142”)。若要使用 v142 生成工具进行生成,请安装 v142 生成工具。或者,可以升级到当前 Visual Studio 工具,方式是通过选择“项目”菜单或右键单击该解决方案,然后选择“重定解决方案目标”。 8 | 1>已完成生成项目“hellocpp.vcxproj”的操作 - 失败。 9 | ========== 生成: 成功 0 个,失败 1 个,最新 0 个,跳过 0 个 ========== 10 | ``` 11 | 12 | 原因是这个项目我是使用vs2019创建的,而现在项目组统一的IDE为vs2017 13 | 14 | [error MSB8020: 无法找到 v142 的生成工具(平台工具集 =“v142”)。若要使用 v142 生成工具进行生成,请安装 v142 生成工具。_我爱加菲猫-CSDN博客](https://blog.csdn.net/weixin_39956356/article/details/103112448) 15 | 16 | -------------------------------------------------------------------------------- /markdown_blogs/cpp/images/.keep: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/cpp/images/.keep -------------------------------------------------------------------------------- /markdown_blogs/directx_dx/.keep: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/directx_dx/.keep -------------------------------------------------------------------------------- /markdown_blogs/directx_dx/images/.keep: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/directx_dx/images/.keep -------------------------------------------------------------------------------- /markdown_blogs/dotween_InsertCallback.md: -------------------------------------------------------------------------------- 1 | ### 2 | 3 | ```c# 4 | 如果 InsertCallback 中执行动画,它会在某个时间点结束动画,并不会在希望的时间内。 5 | ``` -------------------------------------------------------------------------------- /markdown_blogs/infinity新标签页无法生效.md: -------------------------------------------------------------------------------- 1 | 安装infinity新标签页后,无法生效,或者infinity新标签页突然失效了。 2 | 3 | ### 驱动精灵的问题 4 | 5 | 驱动精灵安装后,还会安装其它的软件,在卸载后,安装的软件还存在。 6 | 7 | ### 解决办法 8 | 9 | 光卸载驱动精灵还不够,还有货: kbasesrv 也要卸载,还有个 infocenter.exe , 10 | 甚至我把所有的 kingsoft 文件夹都删除了,这下就正常了。 11 | 12 | 我的帖子:[infinity新标签页无法替换九宫格新标签页](https://bbs.360.cn/thread-15651760-1-1.html) 13 | 14 | ### 不要再安装驱动精灵 15 | 16 | 再次吐嘈,驱动精灵的卸载真是百般不想让你卸载,各种弹出二次确认,还把卸载做成文本,旁边的不卸载却为按钮。 17 | 18 | 更可怕的是,从我18年12月发现这个问题到现在19年9月底,还是每次安装驱动精灵就会被劫持浏览器的新标签页。 19 | 20 | -------------------------------------------------------------------------------- /markdown_blogs/lua_#.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | ### Lua中的# 4 | 5 | 对字符串来说,#取字符串的长度,但对于table需要注意。 6 | 7 | lua的table可以用数字或字符串等作为key, #号得到的是用整数作为索引的最开始连续部分的大小, 如果t[1] == nil, 即使t[5], t[6], t[7]是存在的,#t仍然为零。对于这类tb[1],tb[2]....才能获取到正确的长度。 8 | 9 | 如果table的第一个元素key为非数字,那么#tb获取到的长度也是0。 10 | 11 | 在平时开发过程中如果是table,不建议使用这个API。 12 | 13 | ### 建议方法 14 | 15 | ```lua 16 | function table.length(t) 17 | local i = 0 18 | for k, v in pairs(t) do 19 | i = i + 1 20 | end 21 | return i 22 | end 23 | ``` -------------------------------------------------------------------------------- /markdown_blogs/lua_常用的方法和笔记.md: -------------------------------------------------------------------------------- 1 | Lua在工作中使用比较多的功能点: 2 | 3 | 字符串截取 4 | 5 | 循环的使用,步长的巧妙应用。 -------------------------------------------------------------------------------- /markdown_blogs/mac os常见操作.md: -------------------------------------------------------------------------------- 1 | 查看本机ip ` ifconfig en0 ` -------------------------------------------------------------------------------- /markdown_blogs/mac接入两根网线.md: -------------------------------------------------------------------------------- 1 | mac机接了USB扩展槽之后,扩展槽可以接入一根网线,机器自带一个网线口,这样就可以同时接入两根网线,为什么要这样做? 2 | 3 | 因为我所在的公司是分内外网的,研发的机器是内网环境,而打包机有时候需要联网,那么怎样在连接两根网线时,进行切换呢? 4 | 5 | 打开**系统偏好设置**,点击 **网络**,选中你当前需要用的网络,单击左下角的设置,进行停用或启用服务,注意同一时间只能启用一个网络。 6 | 7 | ![image-20210315163015112](https://img2020.cnblogs.com/blog/363476/202103/363476-20210315163110301-831882030.png) -------------------------------------------------------------------------------- /markdown_blogs/markdown-readme-toc.md: -------------------------------------------------------------------------------- 1 | 给markdown格式的README.md文件,生成toc目录。 2 | 3 | 可以给github的README生成toc(文章目录) 4 | 5 | 下载:https://github.com/ekalinin/github-markdown-toc.go/releases 6 | 7 | 下载windows版本编译好的文件 8 | 9 | 10 | 11 | 打开CMD 输入命令 12 | 13 | ``` 14 | gh-md-toc.exe README.md 15 | ``` 16 | 17 | 或创建一个bat 18 | 19 | 复制CMD窗口中生成的TOC到README中,支持中文标题 20 | 21 | -------------------------------------------------------------------------------- /markdown_blogs/programme_基础知识.md: -------------------------------------------------------------------------------- 1 | 基础的数据类型中,无符号和有符号是什么意思? 2 | 3 | -------------------------------------------------------------------------------- /markdown_blogs/puerts腾讯TS脚本的热更新方案.md: -------------------------------------------------------------------------------- 1 | 地址:https://github.com/Tencent/puerts 2 | 3 | 待研究 -------------------------------------------------------------------------------- /markdown_blogs/python/pycharm import文件无法跳转.md: -------------------------------------------------------------------------------- 1 | ## 出现问题 2 | 3 | 在pycharm中import文件,点击文件中的方法无法跳转到对应的文件。且import 那里会是灰色,有红色波浪线,代码可以正常运行,结果也是正确的。 4 | 5 | ## 已做的尝试 6 | 7 | 添加了`__init__.py`,也尝试过在`__init.py`中加入 from xx import *,也是无效 8 | 9 | 项目的根目录已设置为Sources Root,Settings - File - File Type中`__init.py`也是python脚本类型 10 | 11 | 目前使用的pycharm是2019.1,后面尝试升级版本是否能够解决。 12 | 13 | 14 | 15 | [Pycharm无法识别__init__里import的包,ctrl时无法跳转](https://blog.csdn.net/u013010889/article/details/107206608) 16 | 17 | ## 最终解决办法 18 | 19 | 打开路径下的一级路径设置mark as sources root, 20 | 21 | 比如我的代码结构如下: 22 | 23 | ``` 24 | code 25 | -client 26 | -server 27 | -common 28 | ``` 29 | 30 | 我用pycharam打开code目录,那么需要设置client,server,common,而不是code这个目录 31 | -------------------------------------------------------------------------------- /markdown_blogs/python/python优化.md: -------------------------------------------------------------------------------- 1 | python性能 2 | 3 | Cython 4 | 5 | Ctypes 6 | 7 | numpy能解决80%的性能问题(),比c++写的for循环快 8 | 9 | 来源于《游戏引擎通用技术方案和工具分享》 10 | 11 | -------------------------------------------------------------------------------- /markdown_blogs/python/python发行版本.md: -------------------------------------------------------------------------------- 1 | ## 官网版本 2 | 3 | 从python官网下载安装包包含核心库文件 4 | 5 | mac os 10.15 内置安装了python2.7(建议重新安装python3),windows需要自己安装 6 | 7 | ## anaconda 8 | 9 | Anaconda指的是一个开源的[Python](https://baike.baidu.com/item/Python)发行版本,其包含了[conda](https://baike.baidu.com/item/conda/4500060)、Python等180多个科学包及其依赖项。 [1] 因为包含了大量的科学包,Anaconda 的下载文件比较大(约 531 MB),如果只需要某些包,或者需要节省带宽或[存储空间](https://baike.baidu.com/item/存储空间/10657950),也可以使用**Miniconda**这个较小的发行版(仅包含conda和 Python) -------------------------------------------------------------------------------- /markdown_blogs/python/python目标.md: -------------------------------------------------------------------------------- 1 | ## python目标 2 | 3 | 掌握文件处理 4 | 5 | 循环知识 6 | 7 | 8 | 9 | ## 文件处理笔记 10 | 11 | 对于路径中含有转义字符,在路径字符串前加 r,比如 filepath = r'E:\Code\test.txt' 12 | 13 | 使用默认的系统函数 open 14 | 15 | 16 | 17 | 18 | 19 | ## 应用场景 20 | 21 | 使用python写打包相关的脚本,比起bat,能跨操作系统使用。 22 | 23 | jenkins做关联 24 | 25 | python做一些小工具,效率工具,比如定时程序 26 | 27 | 28 | 29 | ## 知识点 -------------------------------------------------------------------------------- /markdown_blogs/python/python缩进tab和空格互转.md: -------------------------------------------------------------------------------- 1 | ## vscode和pycharm 2 | 3 | vscod默认就是tab键为python的语法缩进,每个tab=4个空格 4 | 5 | 而pycharm2021默认是以4个空格做为缩进的,当然在设置中可以修改。 6 | 7 | ## 已有的脚本,如何从空格转换为tab呢? 8 | 9 | 在网上找了很多插件和脚本,最后发现vscode自带就有这个功能,直呼微软万岁。 10 | 11 | 使用方法: 12 | 13 | [Visual Studio Code - Convert spaces to tabs | Newbedev](https://newbedev.com/visual-studio-code-convert-spaces-to-tabs) 14 | 15 | [Visual Studio Code - Convert spaces to tabs - Stack Overflow](https://stackoverflow.com/questions/36814642/visual-studio-code-convert-spaces-to-tabs) 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /markdown_blogs/python/python获取网络内容.md: -------------------------------------------------------------------------------- 1 | ## 请求网络资源 2 | 3 | 获取网络上的某个的资源,比如保存网上的图片 4 | 5 | ```python 6 | link = 'https://www.cnblogs.com/images/logo_small.gif' 7 | im = requests.get(link) # 请求url 8 | if im.status_code == 200: 9 | open('logo.jpg', 'wb').write(im.content) # 写入文件 10 | ``` 11 | 12 | 获取请求的内容 13 | 14 | ```python 15 | url = 'https://pvp.qq.com/web201605/js/herolist.json' #英雄列表文件 16 | res = requests.get(url) # 获取英雄列表json文件 17 | hero_json = json.loads(res.text) 18 | ``` 19 | 20 | ## json解析 21 | 22 | - **编码**:把一个**Python对象**编码转换成Json字符串 json.dumps() 23 | - **解码**:把Json格式字符串解码转换成**Python对象** json.loads() -------------------------------------------------------------------------------- /markdown_blogs/python/python面向对象.md: -------------------------------------------------------------------------------- 1 | 对于私有属性和方法添加__(双下划线) 2 | 3 | 但依旧可以通过暴力方法访问到:_类名__属性名,建议你不要这样做。 4 | 5 | 定义类 6 | 7 | ```python 8 | # 类名首字母大写 9 | class Student(object): 10 | """创建一个学生类""" 11 | # 没有属性定义,直接使用即可 12 | # 定义一个方法,方法里面必须有self(相当于C#的this) 13 | def show(self): 14 | print("name:%s age:%d"%(self.name,self.age)) 15 | 16 | # 实例化一个张三 17 | zhangsan=Student() 18 | # 给name,age属性赋值 19 | zhangsan.name="张三" 20 | ``` 21 | 22 | 23 | 24 | 静态方法使用 `@staticmethod` 25 | 26 | ```python 27 | # 静态方法 28 | @staticmethod 29 | def say_hello(): 30 | print("hello") 31 | #test.xxx 访问本类属性 32 | ``` 33 | 34 | -------------------------------------------------------------------------------- /markdown_blogs/rider代码折叠.md: -------------------------------------------------------------------------------- 1 | ## 可折叠元素块 2 | 3 | rider那些元素块是可折叠?参考官方文档:[Fold Code Elements](https://www.jetbrains.com/help/rider/Code_Folding.html) 4 | 5 | Code folding works for the keywords if/ while/ else/ for/ try/ except/ finally/ with in case of at least two statements. 6 | 7 | ## 自定义折叠 8 | 9 | 有两种方法进行自动定义折叠 10 | 11 | 1. 添加 `#region xxx代码 #endregion`包围的代码是可以折叠的,可以选中需要添加的代码,点击 Code - Surround With,就会自动添加 region 12 | 13 | 2. 如果你想折叠任意代码而又不想修改原代码,选中你需要的折叠的代码,按下Ctrl+. 就可以折叠或解折叠选中的代码,或点击菜单Code - Fold - Fold Selection 14 | 15 | 16 | 17 | 18 | ## 默认折叠代码块 19 | 20 | 在rider中设置默认需要折叠的代码块: 21 | 22 | Ctrl + Alt +S 打开设置,输入Code Fold,就可以设置默认需要折叠的代码块 -------------------------------------------------------------------------------- /markdown_blogs/statsvn只支持到svn1.3.md: -------------------------------------------------------------------------------- 1 | 怎样找出svn修改次数最多的文件? 2 | 3 | 我想统计配置表中,那个配置文件修改次数最多,但经过实践发现statsvn只支持到1.3的版本。 4 | 5 | 通过svn的命令行接口,把提交记录保存到xml中,再通过自己写代码解析xml也可以统计出修改次数最多文件。 6 | 7 | ```powershell 8 | cd e:code\xx_svn 9 | svn log --xml -v > svn_log.xml 10 | ``` 11 | 12 | 13 | 14 | statsvn官网:[http://www.statsvn.org](http://www.statsvn.org) 15 | 16 | 截止2020-11-28 最新版本为0.7 于01 Jan 2010发布,应该是没有在维护了。 17 | 18 | 经测试目前只支持到subversion 1.3,我本地安装的svn版本号为11,提示 19 | 20 | > net.sf.statsvn.util.javautiltaskLogger error. subversion found 1.11 required 1.3.0 -------------------------------------------------------------------------------- /markdown_blogs/svn把文件日期设置为最后提交的时间.md: -------------------------------------------------------------------------------- 1 | 在使用svn进行checkout或update时,我想让文件的日期为提交那时的日期,这要怎样做? 2 | 3 | 说明:我是在windows下使用TortoiseSVN进行操作的 4 | 5 | ### 方法1.修改config 6 | 7 | ```ini 8 | [miscellany] 9 | use-commit-times = yes 10 | ``` 11 | 12 | ### 方法2.界面设置 13 | 14 | 在TortoiseSVN,**右键** - **设置** - **常规**(TortoiseSVN->Settings->General)->**勾选** “**将文件日期设置为‘最后提交时间**’”。 15 | 16 | ### 官方文档 17 | 18 | TortoiseSvn的官方文档:https://tortoisesvn.net/docs/nightly/TortoiseSVN_zh_CN/tsvn-dug-settings.html 19 | 20 | 设置方法如下图所示 21 | 22 | ![image-20210315095016591](https://img2020.cnblogs.com/blog/363476/202103/363476-20210315100039762-1659631057.png) 23 | 24 | ### 测试结果 25 | 26 | 经测试在TortoiseSvn1.11版本设置之后,需要重启电脑才会生效。在未重启之前每次update或重新checkout还是会使用当前的系统时间 27 | 28 | > PS.对于文件夹的日期还是当前checkout的日期,但是单个文件的日期是提交时刻的日期。 -------------------------------------------------------------------------------- /markdown_blogs/tc-todo.md: -------------------------------------------------------------------------------- 1 | tc快捷键与snipaste冲突 2 | 3 | F4编辑md文件,修改调用typora打开 4 | 5 | Shift+F4 新建文件,调用typora打开,核心就是替换内置编辑器 -------------------------------------------------------------------------------- /markdown_blogs/teamcity自动构建工具.md: -------------------------------------------------------------------------------- 1 | teamcity官网:https://www.jetbrains.com/teamcity/ 2 | 3 | 4 | 5 | 6 | 7 | teamcity和jenkis 8 | 9 | [持续集成工具 Jenkins vs TeamCity](https://www.pianshen.com/article/4472738891/) -------------------------------------------------------------------------------- /markdown_blogs/todo/Postman_API接口测试神器.md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/todo/Postman_API接口测试神器.md -------------------------------------------------------------------------------- /markdown_blogs/todo/REST_full_api_风格.md: -------------------------------------------------------------------------------- 1 | 使用名词来表示URL 2 | 3 | 参考文章: 4 | 5 | [什么是RESTful API?](https://blog.csdn.net/hjc1984117/article/details/77334616) 6 | 7 | [REST API 最佳入门指南](https://blog.csdn.net/px01ih8/article/details/78674685) 8 | 9 | 增删查改的操作 10 | 11 | | 操作 | SQL方法 | HTTP动词 | 12 | | ------ | ------- | --------- | 13 | | CREATE | INSERT | POST | 14 | | READ | SELECT | GET | 15 | | UPDATE | UPDATE | PUT/PATCH | 16 | | DELETE | DELETE | DELETE | -------------------------------------------------------------------------------- /markdown_blogs/todo/Swagger_API生成框架.md: -------------------------------------------------------------------------------- 1 | 官网:https://swagger.io/ 2 | 3 | -------------------------------------------------------------------------------- /markdown_blogs/todo/Unity3D-UI性能优化.md: -------------------------------------------------------------------------------- 1 | ### 关于UI上的内存管理 2 | 3 | UI上每个图片/图标都是由框架管理内存,当图片隐藏/UI关闭时,释放掉这部分内存。 4 | 5 | 存在问题 6 | 7 | 实现比较复杂 -------------------------------------------------------------------------------- /markdown_blogs/todo/lua_string_note.md: -------------------------------------------------------------------------------- 1 | ##lua string常用函数 2 | 3 | string库中所有的function都不会直接操作原字符串,而是复制一份再进行操作 4 | 5 | ```lua 6 | 7 | 8 | s = "[Abc]" 9 | print(string.len(s)) --5 10 | print(string.rep(s, 2)) --[Abc][Abc] 11 | print(string.lower(s)) --[abc] 12 | print(string.upper(s)) --[ABC] 13 | 14 | 15 | --string.sub 截取字符串 16 | --字符索引从前往后是1,2,...;从后往前是-1,-2,... 17 | print(string.sub(s, 2)) --Abc] 18 | print(string.sub(s, -2)) --c] 19 | print(string.sub(s, 2, -2)) --Abc 20 | ``` -------------------------------------------------------------------------------- /markdown_blogs/todo/ugui_canvas.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | ### Canvas的实际大小# 4 | 5 | canvas的大小,不能通过 Screen.width,Screen.height 来获取。 6 | 7 | ```c# 8 | Canvas的大小 = 设定的分辨率 * canvas.transform.localScale.x 9 | ``` 10 | 实际应用场景:[[UGUI\]游戏中的Tips贴图标边缘显示](https://www.cnblogs.com/zhaoqingqing/p/8858819.html) 11 | 12 | -------------------------------------------------------------------------------- /markdown_blogs/todo/项目性能优化.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | 性能优化方法: 4 | 5 | ### 协议方面 6 | 7 | 项目中的网络协议使用Lua, 8 | 9 | ### UI方面 10 | 11 | 关于UI打开、操作的具体优化方案,我整理了下: 12 | 13 | * UI各模块打开与操作优化,开启UI调试模试,在手机上跑特定UI跟踪到每个函数执行时间,对执行时间大于20MS、单次打开执行次数超过1次的函数进行关注,并考虑优化: 14 | 15 | * 对于大开销的函数,要么优化逻辑并缓存结果,要么采用分帧延时处理 16 | 17 | * 针对查表数据优化,在特定UI界面的OnOpen时开启SQL统计时间,OnClose时停止SQL统计。对SQL执行次数大于5次或总时间大于30MS的界面,进行预加载该部分数据。 18 | 19 | * 对界面在有延时处理的逻辑地方,应将拼界面临时用的一些文本、图片去掉或隐藏,当延时加载完成后才显示。 20 | 21 | 22 | 23 | ### 界面模型加载 24 | 25 | ### 避免字符串拼接 26 | 27 | 在手机上做无用的字符串,比如日志的输出,尽管屏蔽了一定等级的日志,但在组装日志时,还会存在字符串拼接,比如`Log.LogInfo($"内容{xxx},{xxxx}")` -------------------------------------------------------------------------------- /markdown_blogs/ulong相减得正无穷的坑.md: -------------------------------------------------------------------------------- 1 | ### 两个ulong相减得正无穷 2 | 3 | 在C#中,对于ulong类型,如果被减数<减数,那么减出来的值,就是一个很大的值。 4 | 5 | 示例 6 | 7 | ```c# 8 | ulong a=1; 9 | ulong b=2; 10 | Console.WriteLine(a-b); 11 | //输出 18446744073709551615 12 | ``` 13 | 14 | 正确示例 15 | 16 | ```c# 17 | ulong a=1; 18 | ulong b=2; 19 | if(a>=b) 20 | printf(a-b) 21 | ``` 22 | 23 | 避免使用ulong -------------------------------------------------------------------------------- /markdown_blogs/unity_ugui_setparent_bug.md: -------------------------------------------------------------------------------- 1 | [title] = ugui SetParent在安卓上一个诡异bug 2 | 3 | **问题描述** 4 | 5 | 我的环境:Unity3D 5.3.7 ,在lua中出现的问题 6 | 7 | 出问题机型:安卓模拟器、部分低配安卓机型(比如:红米2A) 8 | 9 | 以下代码是设置某个节点的父节点,在PC、Editor、大部分手机上都是正常的,但问题机型上,设置后节点会消失。 10 | 11 | ```c# 12 | RectTransform rectTransform = xxx; 13 | rectTransform.SetParent(trans); 14 | ``` 15 | 16 | **解决办法** 17 | 18 | 使用transform的方法,并且给SetParent添加参数,最后设置它的SetActive(true) (**注意最后两行**) 19 | 20 | ```c# 21 | RectTransform rectTransform = xxx; 22 | rectTransform.transform.SetParent(trans,false); 23 | rectTransform.gameObject.SetActive(true); 24 | ``` 25 | 26 | 27 | 28 | -------------------------------------------------------------------------------- /markdown_blogs/vscode瘦身.md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/vscode瘦身.md -------------------------------------------------------------------------------- /markdown_blogs/web_dev/chrome相关知识.md: -------------------------------------------------------------------------------- 1 | chrome浏览器相关知识 2 | 3 | [chrome插件开发简介(一)——开发入门](https://github.com/kaola-fed/blog/issues/25#) 4 | 5 | [chrome插件开发简介(二)——如何添“加浏览器扩展白名单”](https://github.com/kaola-fed/blog/issues/24) 6 | 7 | [记Chrome的性能分析工具实践](https://juejin.im/post/5a6e78abf265da3e3f4cf085) 8 | 9 | -------------------------------------------------------------------------------- /markdown_blogs/web_dev/react笔记.md: -------------------------------------------------------------------------------- 1 | 阮一峰的react教程 2 | 3 | 工程下载:https://github.com/ruanyf/jstraining 4 | 5 | 学习路线从上往下的顺序 6 | 7 | **基础篇** 8 | 9 | - React组件语法 10 | - React组件参数 11 | - React组件状态 12 | - React组件生命周期 13 | 14 | **进阶篇** 15 | 16 | - Mobx架构 17 | - Redux架构 18 | - 使用Node编写前端应用 19 | - REST API接口测试 20 | - 使用Express搭建web应用 21 | 22 | **其它篇** 23 | 24 | - 代码检查 25 | - 单元测试 26 | - 功能测试 27 | - 持续集成CI 28 | 29 | 30 | 31 | 在webstrom下打开 package.json,会提示运行npm install命令安装缺失包。 -------------------------------------------------------------------------------- /markdown_blogs/web_dev/web基础知识答疑.md: -------------------------------------------------------------------------------- 1 | ### es6就是es2015 2 | 3 | ### es和ts的区别 4 | 5 | ts为typescript的缩写,是javascript的超集。 6 | 7 | es是ecmascript制定的一套规范 8 | 9 | ### 10 | -------------------------------------------------------------------------------- /markdown_blogs/weixin/README.md: -------------------------------------------------------------------------------- 1 | 本目录存放微信公众号的内容 2 | 3 | 微信公众号上的内容和博客上的内容有些异常 4 | 5 | -------------------------------------------------------------------------------- /markdown_blogs/windows的包管理器.md: -------------------------------------------------------------------------------- 1 | 地址:https://github.com/microsoft/winget-cli 2 | 3 | 系统要求:The client requires Windows 10 1709 (build 16299) or later at this time. 4 | 5 | 例如,要安装新应用,用户只需输入: 6 | 7 | > winget install app name 8 | 9 | 此外,如果要安装 PowerShell,则命令如下: 10 | 11 | > winget install powershell 12 | 13 | 当然,可以使用其他选项进一步增强 winget 命令。要搜索可用的软件包,可以使用: 14 | 15 | > winget search packagename 16 | 17 | 当然,您可以使用以下命令查看有关特定软件包的更多信息: 18 | 19 | > winget show packagename 20 | 21 | 此时,winget 支持以下命令: 22 | 23 | > hash 24 | > help 25 | > install 26 | > search 27 | > show 28 | > source 29 | > validate -------------------------------------------------------------------------------- /markdown_blogs/为什么现在软件都喜欢安装在Appdata而非Program目录.md: -------------------------------------------------------------------------------- 1 | ## Program Files 2 | 3 | 比如在win xp和win7时代,软件一般都是安装在C:\Program Files\或C:\Program Files (x86)\目录下,而现在越来越多的软 4 | 5 | 件默认会安装到C:\Users\zhaoq\AppData\Local\目录下, 6 | 7 | 比如火柴软件会安装到:`C:\Users\qing\AppData\Local\HuoChat` 8 | 9 | python3会默认安装到:`C:\Users\qing\AppData\Local\Programs\Python\Python38` 10 | 11 | ## AppData -------------------------------------------------------------------------------- /markdown_blogs/使用系统自带的手写输入法进行五笔反查.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/使用系统自带的手写输入法进行五笔反查.docx -------------------------------------------------------------------------------- /markdown_blogs/便捷的方式在手机上查看Unity3D的Console Log(调试信息日志).md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/markdown_blogs/便捷的方式在手机上查看Unity3D的Console Log(调试信息日志).md -------------------------------------------------------------------------------- /markdown_blogs/共享读取Excel.md: -------------------------------------------------------------------------------- 1 | IOException: Sharing violation on path C:\Users\Water Simulation\file_no.xlsx -------------------------------------------------------------------------------- /markdown_blogs/分母为0的坑(float).md: -------------------------------------------------------------------------------- 1 | ### 分母不能为0 2 | 3 | 对于int 类型,如果分母为0,在程序运行时,会报错。 4 | 5 | 而对于float 类型,如果分母为0,则不会报错,而是会返回一个infinity(无穷大),也就是NAN。 6 | 7 | 因为除一个无穷小的数,返回一个无穷大的值。 8 | 9 | 10 | 11 | 对于百分比的运算,因为一般在计算时,都会转成float,要注意这个坑。 12 | 13 | 示例 14 | 15 | ```c# 16 | float percent = (float) current/ (float)total; 17 | ``` 18 | 19 | 正确示例 20 | 21 | ```c# 22 | float percent = 1; 23 | if(total>0){ 24 | percent = (float) current/ (float)total; 25 | } 26 | ``` 27 | 28 | -------------------------------------------------------------------------------- /markdown_blogs/动画或特效不会播放(被裁剪).md: -------------------------------------------------------------------------------- 1 | **问题描述:** 2 | 3 | 对于Animator的动画,如果有部分区域不在相机的可见区域,那么动画默认是不会播放的,正常在游戏内是没有问题的,但对于一些展示动画,比如镜头从远拉近的过程中,那么动画是没有播放的。 4 | 5 | 或者在做创建角色的展示动作时,角色动作幅度比较大,会有部分区域超出相机的视野。 6 | 7 | 8 | 9 | 对于有的UI粒子特效如果也出现不会播放的情况,也可以使用相同的方法 10 | 11 | **解决方法:** 12 | 13 | 把Animator的Cullingmode 调整为Alaway Animation 14 | 15 | 如果是粒子系统:把 Cullingmode 改成 Always Simulate 16 | 17 | -------------------------------------------------------------------------------- /markdown_blogs/友情链接.md: -------------------------------------------------------------------------------- 1 | 友情链接排序不分先后。 2 | 3 | 想加友情链接的朋友,请留言或者给我发邮件:569032731@qq.com 4 | 5 | 6 | 7 | > 启蒙我做游戏研发的朋友,目前为某司的架构师 8 | > [Alex-Liao 博客园](http://www.cnblogs.com/xingxueliao/) 9 | 10 | > 我的前主程与好友,曾担任喜茶CTO,现为唯格智数([vika.cn](https://vika.cn/))创始人 11 | > [Mr-Kelly - 简书](http://www.jianshu.com/users/674f1a626944/latest_articles) 12 | 13 | > 国内一线大厂的资深工程师 14 | > [技术人生 Jesse](http://www.luzexi.com) 15 | 16 | > 珠海的朋友,目前在西山居剑网三项目组 17 | > [dpull - 面包屑小道](https://www.dpull.com) 18 | 19 | > 阿赵:十年以上游戏开发经验,曾进行页游、手游、虚拟现实等 开发 20 | > [阿赵的博客](https://blog.csdn.net/liweizhao) 21 | 22 | > 黄轶:我的同事,曾开发过微信独立游戏 23 | > [黄轶的个人网站](http://www.fgreen.org/) 24 | 25 | >manistein:我司的服务器大佬,《构建Lua解释器》系列作者 26 | >[Manistein's Blog](http://manistein.club/) 27 | 28 | -------------------------------------------------------------------------------- /markdown_blogs/在Unity中Animation的帧率.md: -------------------------------------------------------------------------------- 1 | 在3DMax中以30FPS制作的动作,导入到Unity中,如果游戏是以60FPS运行的话,那么动画是会更流畅的 2 | 3 | 大多数3d动画系统使用关键帧和插值曲线。 4 | 5 | 因为动画是基于时间的,所以在60fps的情况下unity会更好地填充空的关键帧。例如:在第1帧设置一个位置关键帧,然后在第30帧设置另一个位置关键帧,因为有太多的空关键帧,unity会有效地将其作为一个60帧速率的动画来播放。 6 | 7 | 有位朋友问我如何让Unity不要对动画补间?就是动作是在30FPS下制作的,而游戏是60FPS运行,Unity不要对动作进行插值平滑处理。 -------------------------------------------------------------------------------- /markdown_blogs/在bat中切换盘符.md: -------------------------------------------------------------------------------- 1 | 在bat代码中如何在不同的盘符中切换?直接输入盘符的名字,前面不要加cd,示例 2 | 3 | ```powershell 4 | cd %~dp0 5 | d: 6 | cd D:\Python37 7 | e: 8 | cd E:\Code\KSFramework 9 | c: 10 | cd C:\Users\qing 11 | 12 | pause 13 | ``` 14 | 15 | 执行结果如下: 16 | 17 | ```powershell 18 | 19 | E:\Code\blog_samplecode\workflow-tools\windows>cd E:\Code\blog_samplecode\workflow-tools\windows\ 20 | E:\Code\blog_samplecode\workflow-tools\windows>d: 21 | D:\>cd D:\Python37 22 | D:\Python37>e: 23 | E:\Code\blog_samplecode\workflow-tools\windows>cd E:\Code\KSFramework 24 | E:\Code\KSFramework>c: 25 | C:\>cd C:\Users\qing 26 | C:\Users\qing>pause 27 | ``` 28 | 29 | 如果是这样的写法,反而无法切换到 D:\Python37 30 | 31 | ``` 32 | cd %~dp0 33 | cd d: 34 | cd D:\Python37 35 | ``` 36 | 37 | -------------------------------------------------------------------------------- /markdown_blogs/在mac中双击执行python.md: -------------------------------------------------------------------------------- 1 | ## 执行python脚本 2 | 3 | mac有内置的python,但还是建议你自己安装一个python,如果没有卸载mac自带的python2.7,当你需要使用python3执行脚本时,python命令需要改为python3 4 | 5 | > 说明:env python是从环境变量中查找python的安装路径 6 | 7 | 如果安装的是python3,在py脚本的第一行加入 8 | 9 | ```sh 10 | #!/usr/bin/env python3 11 | ``` 12 | 13 | 如果是python2,则加入 14 | 15 | ```sh 16 | #!/usr/bin/env python 17 | ``` 18 | 19 | 打开终端,cd到脚本所在路径,执行python xxx.py 20 | 21 | 如果无法运行脚本,则给py添加执行权限: 22 | 23 | ```sh 24 | chmod +x hello.py 25 | ``` 26 | 27 | 28 | 29 | ## 双击执行python脚本 30 | 31 | 网上找到的方法修改.py为.command,然后双击,在公司的打包机上这样做会报语法解析错误。 32 | 33 | 我的做法是新建一个文件,修改后缀为.command,它在mac下是可执行文件,然后脚本内容如下: 34 | 35 | ```sh 36 | cd work/ios/ 37 | python3 update.py 38 | ``` 39 | 40 | 第一次执行时,要在终端给command文件添加可执行权限:chmod +x hello.command 41 | -------------------------------------------------------------------------------- /markdown_blogs/安装多版本vs.md: -------------------------------------------------------------------------------- 1 | 建议从低到高依次安装各版本的vs。 2 | 3 | 来自微软文档:[并行安装 Visual Studio 的多个版本 - Visual Studio (microsoft.com)](https://visualstudio.microsoft.com/zh-hans/vs/support/vs2015/installing-multiple-versions-visual-studio-side-side/) 4 | 5 | 如果只是写C#,建议只保留一个vs,更多使用Rider开发。 6 | 7 | 对于C和C++开发者,则建议安装多个版本的VS。 8 | 9 | ## vs发行节奏 10 | 11 | [Visual Studio 2012 Update 4 发行说明 | Microsoft Docs](https://docs.microsoft.com/zh-cn/visualstudio/releasenotes/vs2012-update4-vs) -------------------------------------------------------------------------------- /markdown_blogs/工作听的背景音乐和纯音乐分享.md: -------------------------------------------------------------------------------- 1 | ### 潮汐 2 | 3 | 潮汐,是一款睡眠、冥想、放松与专注的身心健康应用,在潮汐中,提供了自然声音、冥想练习等海量音频内容,帮助你从快节奏的当下抽离,进入另一个平和安静的时空。 4 | 5 | 潮汐可以使你减少焦虑和压力,保持专注平静,冥想片刻放松思绪,获得更好的睡眠等等。 6 | 7 | ### 咪咕音乐 8 | 9 | 咪咕音乐是中国移动旗下为所有用户提供音乐服务的专业机构,前身系2006年组建完成的中国移动无线音乐基地,目前,咪咕音乐拥有国内正版歌曲达400余万首,几乎涵盖所有已发行的华语歌曲。 10 | 11 | 比如周杰伦,五月天,林俊杰等等,有些歌曲可能在QQ音乐和网易云上无法播放,但是在咪咕,这是不存在的。 12 | 13 | 为什么造成这种现象呢?因为在早期的时候,那个时候版权意识还并不强烈,但中国移动毕竟是国企,所以它买下了很多歌曲的版权,尽管现在QQ音乐拥有很多歌曲的版权,但是咪咕依然不鸟它,毕竟它的版权都来自于中国移动。 14 | 15 | 咪咕音乐的曲库尽管很多,但是对于一些最新歌曲的支持可能并不能让你满意,它的优势在于,很多如陈奕迅,周杰伦,林俊杰,王力宏,五月天,或者统称为夕阳歌手的歌曲,基本上都能免费播放。 16 | 17 | 18 | 19 | ### 背景音乐 20 | 21 | 背景音乐歌单分享:https://music.163.com/#/playlist/741388611/323590244?userid=323590244 22 | 23 | -------------------------------------------------------------------------------- /markdown_blogs/浏览器小技巧.md: -------------------------------------------------------------------------------- 1 | ## 给浏览器添加必应搜索 2 | 3 | 打开浏览器的 设置 - 管理搜索引擎 4 | 5 | 点击“添加”按钮,开始编辑要添加的搜索引擎,以添加必应为例在内容栏中填以下内容: 6 | 7 | **搜索引擎**:Bing 8 | 9 | **关键字**:bing.com 10 | 11 | **网址格式**:http://www.bing.com/search?q=%s 12 | 13 | 输入完,按下回车,鼠标移到新建搜索引擎上,点击设为 默认搜索引擎 14 | 15 | ​ 16 | 17 | ## 下载新版Chromium内核的Edge离线安装包 18 | 19 | 默认我们在微软官网下载到的新版edge是需要在线安装,如果你想要下载基于Chromium的新版Edge离线安装包,那就可 20 | 21 | 以跳转到[microsoftedgeinsider.com/enterprise](http://microsoftedgeinsider.com/enterprise)页面,然后选择你想要的离线版本(32位或者64位)。[微软](https://microsoft.pvxt.net/zaPvW)还为Mac用户提 22 | 23 | 供了一个离线安装程序。下载后,只需双击它即可运行安装程序。 -------------------------------------------------------------------------------- /markdown_blogs/游戏中的对象管理.md: -------------------------------------------------------------------------------- 1 | 谈谈rpg游戏中的对象管理 2 | 3 | 对象管理有那些内容: 4 | 5 | 对象的出生,消失 -------------------------------------------------------------------------------- /markdown_blogs/游戏引擎的FrameCout++.md: -------------------------------------------------------------------------------- 1 | 在游戏的代码中,经常能看到这样的一段代码,帧数累加 2 | 3 | 这个帧数对于实际游戏开发过程中有什么用处呢? 4 | 5 | 6 | ```c# 7 | int frameCount =0; 8 | void FixedUpdate() 9 | { 10 | frameCount ++; 11 | } 12 | ``` 13 | 14 | -------------------------------------------------------------------------------- /markdown_blogs/玩法-任务系统设计.md: -------------------------------------------------------------------------------- 1 | ### 任务主流程 2 | 3 | 设计一个任务系统,在跑任务的主要流程是怎样的。 4 | 5 | xmind思维导图源文件:blog_samplecode\diagram-designer\任务系统主流程.xmind 6 | 7 | 8 | 9 | ### 任务类型 10 | 11 | 1. 对话类型 12 | 2. 打关卡类型 13 | 3. 新手引导类型(调用新手引导接口) 14 | 4. 特殊任务类型,具体每个类型做区分 15 | 5. 进入场景类型 16 | 6. 进入玩法 17 | 7. 采集类型 18 | 8. 使用道具类型 19 | 20 | 21 | 22 | ### 任务系统事件 23 | 24 | 进入场景:检测是否需要自动跑任务 25 | 26 | 任务状态变化(完成/更新): 27 | 28 | 剧情播放结束 29 | 30 | ### 协议部分 31 | 32 | 任务列表:已接列表,可接列表 33 | 34 | 接任务 35 | 36 | 完成任务 37 | 38 | 交付任务 39 | 40 | 任务更新 41 | 42 | 客户端完成某个某个任务,比如对话完,打开某个界面 43 | 44 | 45 | 46 | 47 | 48 | ### 注意点 49 | 50 | 快速双击任务,需要对按钮添加点击间隔 -------------------------------------------------------------------------------- /markdown_blogs/经过两个MMO项目总结的Tabbar(侧边栏)实现机制.md: -------------------------------------------------------------------------------- 1 | 经过两个MMO项目总结侧边栏的经验 2 | 3 | 生成多个侧边栏 4 | 5 | 对于侧边栏,我建议是每个界面都生成一个侧边栏放到界面里面去 6 | 7 | 侧边栏做成对象池,避免在界面销毁时把prefab删除了,其它界面无法使用。 8 | 9 | ### 共用一个侧边栏 10 | 11 | 如果所有界面共用一个侧边栏,那么在先后打开两个带有侧边栏界面时,关闭前一个,后一个界面的侧边栏就乱了, 12 | 13 | ### 更多扩展性 14 | 15 | 侧边栏具有样式,比如包围体的底图不一样 -------------------------------------------------------------------------------- /markdown_blogs/视频录制软件.md: -------------------------------------------------------------------------------- 1 | ### bandicam(班迪) 2 | 3 | 非免费软件 4 | 5 | bandicam游戏录制教程:https://www.bandicam.cn/how-to/game-recorder/ 6 | 7 | 游戏录制模式在Unity3D引擎中并不是很好用,会录制多份视频,且录制出来的视频无法播放。 8 | 9 | bandicam版本: 4.3.3 1498 10 | 11 | 录制和暂停的快捷键: F12 12 | 13 | 显示和隐藏录制窗口:Ctrl+Alt+H 14 | 15 | 16 | 17 | ### KK录像机 18 | 19 | 非VIP录制出来的视频不够清楚,带有水印 20 | 21 | 22 | 23 | 24 | 25 | ### EV录屏 26 | 27 | 无需要VIP,录制出来的清晰度还可以 -------------------------------------------------------------------------------- /markdown_blogs/设计玩法系统.md: -------------------------------------------------------------------------------- 1 | 每个玩法都可以根据特性去定制不同的实现 2 | 3 | 玩法抽象类包含的抽象函数 4 | 5 | ### 进入玩法(EnterScene) 6 | 7 | ### 离开玩法(LeaveScene) 8 | 9 | ### 获取敌对关系(GetCamp) 10 | 11 | 关系枚举:中立,好友,敌对 12 | 13 | 比如人与人之间的关系,人与怪之间的关系,同公会,同队伍之间的关系,用于判断是否可攻击对方 14 | 15 | 16 | 17 | ### 敌人排序函数 18 | 19 | 20 | 21 | ### 玩家的头顶文字 22 | 23 | 24 | 25 | ### 其它函数 26 | 27 | 是否可挂机:某些玩法不可以自动挂机 28 | 29 | 是否可攻击:用于准备厅,仅可打出攻击动作和特效,但不会造成伤害,类似于演习 30 | 31 | 自定义点退出按钮的行为 -------------------------------------------------------------------------------- /markdown_blogs/设计组队系统.md: -------------------------------------------------------------------------------- 1 | ### 组队系统 2 | 3 | xmind思维导图源文件:blog_samplecode\diagram-designer\组队系统.xmind 4 | 5 | 6 | 7 | 注意点 8 | 9 | **模型不需要频繁操作** 10 | 11 | 界面上的3D模型在频繁的操作时,如果同个玩家的数据没有变化,则不需要销毁再创建。 12 | 13 | 比如踢掉某个队员后,其它两名队员的模型不需要刷新。 14 | 15 | 16 | 17 | **组队的状态需要正确** 18 | 19 | 一般来说有以下状态 20 | 21 | - 未知状态 //可能是断网,需要联网获取状态 22 | - 未组队 23 | - 队伍中 24 | - 匹配中 25 | 26 | **保存队员的数据** -------------------------------------------------------------------------------- /technical-research/ILRuntime/For-ILCode.cs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/technical-research/ILRuntime/For-ILCode.cs -------------------------------------------------------------------------------- /technical-research/ILRuntime/Foreach-ILCode.cs: -------------------------------------------------------------------------------- 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10 | return s; 11 | } 12 | } -------------------------------------------------------------------------------- /technical-research/java-to-csharp/Plugins/ExampleLibrary.dll.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/technical-research/java-to-csharp/Plugins/ExampleLibrary.dll.txt -------------------------------------------------------------------------------- /technical-research/java-to-csharp/README.md: -------------------------------------------------------------------------------- 1 | ikvm for unity test 2 | 3 | 1. download ikvm,unzip 4 | 2. copy ikvm\bin\ all dlls to Assets\Plugins\IKVM folder 5 | 3. rename ExampleLibrary.dll.txt to ExampleLibrary.dll 6 | 4. writer you code ..... 7 | 8 | blog(doc): [http://www.cnblogs.com/zhaoqingqing/p/5912594.html]( http://www.cnblogs.com/zhaoqingqing/p/5912594.html) -------------------------------------------------------------------------------- /technical-research/lua/learn.lua: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/technical-research/lua/learn.lua -------------------------------------------------------------------------------- /unity-framework/DetectMonoVersion.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Reflection; 4 | 5 | //show what unity use mono vertion 6 | public class DetectMonoVersion : MonoBehaviour { 7 | void Start() 8 | { 9 | Type type = Type.GetType("Mono.Runtime"); 10 | if (type != null) 11 | { 12 | MethodInfo info = type.GetMethod("GetDisplayName", BindingFlags.NonPublic | BindingFlags.Static); 13 | 14 | if (info != null) 15 | Debug.Log(info.Invoke(null, null)); 16 | } 17 | //Debug.Log(System.Enviroment.Version);//net version? 18 | } 19 | } -------------------------------------------------------------------------------- /unity-framework/README.md: -------------------------------------------------------------------------------- 1 | ### fsm 2 | 3 | fsm示例 4 | 5 | 6 | 7 | ### attribute_sample 8 | 9 | attribute的实际应用,目前已有:enum 10 | 11 | 12 | 13 | ### unity-webplayer 14 | 15 | unity web 开发的插件,目前已有功能:检测浏览器 16 | 17 | 18 | 19 | ### monobehaviour_lifecycle 20 | 21 | Unity脚本的生命周期/执行顺序,具体请查看 22 | 23 | http://www.cnblogs.com/zhaoqingqing/p/5990370.html -------------------------------------------------------------------------------- /unity-framework/abmanager1_resversion.txt: -------------------------------------------------------------------------------- 1 | { 2 | "buildDatetime": "20160728-010315", 3 | "listResInfo": [ 4 | { 5 | "strName": "beiji", 6 | "strPath": "assetbundles/audios/beiji.unity3d", 7 | "strHash": "977077bec3b362b74f084c93ff3d5fc" 8 | }, 9 | { 10 | "strName": "M2_ZC_Minimap", 11 | "strPath": "textures/M2_ZC_Minimap.unity3d", 12 | "strHash": "bfbe425f3b74abad3fd3219c7510d6b1" 13 | }, 14 | { 15 | "strName": "settingclient", 16 | "strPath": "settingclient.unity3d", 17 | "strHash": "6a88b87c1cce7ff2acbb8782bf7503e" 18 | } 19 | ] 20 | } -------------------------------------------------------------------------------- /unity-framework/attribute_sample/Assets/EnumAttributeScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15a995647ee66c849b4912e3c6f03946 3 | timeCreated: 1475046601 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity-framework/attribute_sample/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a27f2a2a17e4174bb36dd5c18edef44 3 | folderAsset: yes 4 | timeCreated: 1475044731 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity-framework/attribute_sample/Assets/Scripts/EnumSample.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c28bd989ed1932e4398472b40fbadec1 3 | folderAsset: yes 4 | timeCreated: 1475134616 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity-framework/attribute_sample/Assets/Scripts/EnumSample/EnumBehaviour.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 674ee98a27760164e9706400e3e40f86 3 | timeCreated: 1475045809 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity-framework/attribute_sample/Assets/Scripts/EnumSample/PropertiesDesc.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | /// 4 | /// Detail : 可用于Field和enum 5 | /// Author : Qing 6 | /// CreateTime : #CreateTime# 7 | /// 8 | [System.AttributeUsage(System.AttributeTargets.Field | System.AttributeTargets.Enum)] 9 | public class PropertiesDesc : System.Attribute 10 | { 11 | public string Desc { get; private set; } 12 | 13 | public PropertiesDesc() 14 | { 15 | 16 | } 17 | public PropertiesDesc(string desc) 18 | { 19 | this.Desc = desc; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- 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/unity-framework/jpush-unity3d-demo/ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/test.unity 10 | - enabled: 1 11 | path: Assets/main.unity 12 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_WebSecurityEmulationEnabled: 0 10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d 11 | m_DefaultBehaviorMode: 0 12 | m_SpritePackerMode: 2 13 | m_SpritePackerPaddingPower: 1 14 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 15 | m_ProjectGenerationRootNamespace: 16 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.3.7p4 2 | m_StandardAssetsVersion: 0 3 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /unity-framework/jpush-unity3d-demo/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/Logs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a2ffe3701a673be4f83327eb0a67deb1 3 | timeCreated: 1477214880 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/MonoBehaviourLifeCycle.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 469b8d1df25e4474e8b9dbee6030704e 3 | timeCreated: 1477210637 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/TestInputEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dc16fada00f284439b12ea0c2be4f57 3 | timeCreated: 1477215158 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/TestPhysicOrder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff00720964bd6f74fa6f03b4fbe20059 3 | timeCreated: 1477210625 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/TestSceneRender.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5d0345c6456e6847b477c66cfd70d9b 3 | timeCreated: 1477214841 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity-framework/monobehaviour_lifecycle/monobehaviour_lifecycle.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity-framework/monobehaviour_lifecycle/monobehaviour_lifecycle.unitypackage -------------------------------------------------------------------------------- /unity-framework/unity-webplayer/detect-sample.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 检测-os-webplayer-donet信息 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |

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20 | 21 | 22 | -------------------------------------------------------------------------------- /unity-framework/unity-webplayer/detect.unity3d: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity-framework/unity-webplayer/detect.unity3d -------------------------------------------------------------------------------- /unity-plugins/PlayersPrefs Editor and Utilities(PlayersPrefs管理插件).png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity-plugins/PlayersPrefs Editor and Utilities(PlayersPrefs管理插件).png -------------------------------------------------------------------------------- /unity-plugins/PlayersPrefs Editor and Utilities.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity-plugins/PlayersPrefs Editor and Utilities.unitypackage -------------------------------------------------------------------------------- /unity-plugins/README.md: -------------------------------------------------------------------------------- 1 | ## 目录说明 2 | 3 | unity standalone 平台的插件,包括windows ,mac os, linux平台。 4 | 5 | 目前主要是为unity提供基于 windows 平台开发的插件 6 | 7 | ## 文件列表 8 | 9 | - WinFormExtensions.cs 10 | 1. 扩展Winform的方法,减化代码提高易用性 11 | 12 | 13 | - WinForm-xx 14 | 1. winform 和 unity3d 相互调用的示例 15 | - Win32API_UnityHelp: unity平台上的win32插件 16 | - unity-winform-impl_Example:winform在unity中的第三方(自定义)实现 17 | 18 | -------------------------------------------------------------------------------- /unity-plugins/WinFormExtensions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Text; 5 | using System.Windows.Forms; 6 | using System.Runtime.CompilerServices; 7 | 8 | /// 9 | /// WinForm扩展方法 10 | /// .net3.5框架才支持这种扩展方法 11 | /// 12 | public static class WinFormExtensions 13 | { 14 | public static void AppendNewLine(this TextBox textBox, string text,params object[] args) 15 | { 16 | string newText = args == null || args.Length < 1 ? text : string.Format(text, args); 17 | if (!string.IsNullOrEmpty(textBox.Text)) 18 | textBox.AppendText(string.Concat("\r\n",newText)); 19 | else 20 | textBox.AppendText(newText); 21 | } 22 | 23 | } 24 | 25 | -------------------------------------------------------------------------------- /unity-plugins/unity-winform-impl_Example.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity-plugins/unity-winform-impl_Example.zip -------------------------------------------------------------------------------- /unity_components/Billboard.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /// 5 | /// 公告板,始终朝向镜头方向 6 | /// 7 | public class Billboard : MonoBehaviour { 8 | 9 | private Transform cameraToLookAt; 10 | private Transform tran; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | cameraToLookAt = Camera.main.transform; 15 | tran = transform; 16 | } 17 | 18 | // Update is called once per frame 19 | void Update () { 20 | Vector3 vec = cameraToLookAt.position - tran.position; 21 | vec.x = vec.z = 0.0f; 22 | tran.LookAt(cameraToLookAt.position - vec); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /unity_components/DontDestoryOnLoadScene.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DontDestoryOnLoadScene : MonoBehaviour 6 | { 7 | 8 | // Use this for initialization 9 | void Start() 10 | { 11 | DontDestroyOnLoad(gameObject); 12 | } 13 | 14 | } 15 | -------------------------------------------------------------------------------- /unity_helper/CreatureGizmosDemo.lua: -------------------------------------------------------------------------------- 1 | ---初始化CreatureGizmosHelper 2 | function Actor:ctor(model) 3 | self.gizmos = self.gameObject:AddComponent(typeof(CS.CreatureGizmosHelper)) 4 | self.gizmos.LuaRef = self 5 | end 6 | 7 | ---返回字符串 8 | function AITrait:Dump() 9 | local str = "\n\t性格:" .. characterType 10 | str = str .. "\n\tmasterId:" .. self.actor.model.masterId 11 | str = str .. "\n\t" .. string.format("当前搜索怪物次数%s,最大次数%s", self.searchCount, self.searchMax) 12 | return str 13 | end -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/ICSharpCode.SharpZipLib.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/Dll2LuaLib_v1.4/ICSharpCode.SharpZipLib.dll -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/README.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | xlua生成代码提示 4 | 5 | by 1019872903 来自 EmmyLua群 -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/使用说明.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/Dll2LuaLib_v1.4/使用说明.txt -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/在Lua提示CSharp方法.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/Dll2LuaLib_v1.4/在Lua提示CSharp方法.png -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/引用某个文件夹下所有zip的方法.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/Dll2LuaLib_v1.4/引用某个文件夹下所有zip的方法.gif -------------------------------------------------------------------------------- /unity_helper/Dll2LuaLib_v1.4/更新说明.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/Dll2LuaLib_v1.4/更新说明.txt -------------------------------------------------------------------------------- /unity_helper/Editor/MenuEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Diagnostics; 2 | using UnityEngine; 3 | using UnityEditor; 4 | 5 | public class MenuEditor : ScriptableObject 6 | { 7 | [MenuItem("Tools/打开Persister目录")] 8 | static void OpenPersister() 9 | { 10 | Process.Start(Application.persistentDataPath); 11 | } 12 | 13 | [MenuItem("Tools/清除所有的PlayerPrefs")] 14 | static void ClearPrefs() 15 | { 16 | PlayerPrefs.DeleteAll(); 17 | } 18 | 19 | [MenuItem("Tools/清除所有的EditorPrefs")] 20 | static void ClearEditorPrefs() 21 | { 22 | EditorPrefs.DeleteAll(); 23 | } 24 | } -------------------------------------------------------------------------------- /unity_helper/GenBabel_ToLuaAPI.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/GenBabel_ToLuaAPI.unitypackage -------------------------------------------------------------------------------- /unity_helper/README.md: -------------------------------------------------------------------------------- 1 | ***Helper**绝大多数是Unity工具类,需要导入到Unity中使用。 2 | 3 | 4 | 5 | 6 | 7 | **Dll2LuaLib** 8 | 9 | 使用IntelliJ IDEA,编写Lua,有代码提示 10 | 11 | 12 | 13 | **iniparser** 14 | 15 | 解析ini配置文件 16 | 17 | -------------------------------------------------------------------------------- /unity_helper/XAnimator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62e8ae32fc6e3e140932a2500ddacf83 3 | timeCreated: 1494990429 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /unity_helper/XLuaCustomExport.cs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/XLuaCustomExport.cs -------------------------------------------------------------------------------- /unity_helper/iniparser/EngineCofing.cs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/iniparser/EngineCofing.cs -------------------------------------------------------------------------------- /unity_helper/iniparser/EngineCofing.ini: -------------------------------------------------------------------------------- 1 | [Engine] 2 | : product real path 3 | ProductRelPath = ../Product 4 | AssetBundleBuildRelPath = ../Product/Bundles 5 | StreamingBundlesFolderName = Bundles 6 | AssetBundleExt = .bytes 7 | IsLoadAssetBundle = 1 -------------------------------------------------------------------------------- /unity_helper/iniparser/INIFileParser.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_helper/iniparser/INIFileParser.dll -------------------------------------------------------------------------------- /unity_helper/xlua_dotween_test.lua: -------------------------------------------------------------------------------- 1 | -- transform:DOMove(Vector3.zero, 3, false); 2 | 3 | --场景中绑定LuaBehaviour,执行Unity的默认函数 4 | 5 | function start() 6 | print("lua start ."); 7 | local tween = self.transform:DOMoveX(10,3) 8 | --tween:OnComplete(){ 9 | -- print("move callback") 10 | --} 11 | end -------------------------------------------------------------------------------- /unity_ngui/NGUI-UIPanel-Clip-3DModel.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_ngui/NGUI-UIPanel-Clip-3DModel.unitypackage -------------------------------------------------------------------------------- /unity_ngui/README.md: -------------------------------------------------------------------------------- 1 | ## 文件说明 2 | 1. **NGUI-UIPanel-Clip-3DModel.unitypackage** ngui 裁剪3D模型的Demo ,博客说明:http://www.cnblogs.com/zhaoqingqing/p/5318857.html 3 | 2. ​ -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/ConsoleE.meta: 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returnObj; 24 | TryGetValue(key1, out returnObj); 25 | if (returnObj == null) 26 | return false; 27 | 28 | return returnObj.ContainsKey(key2); 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/MultiKeyDictionary.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d432a5d3d68af34aa3aefa93fc296c1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/Reporter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 600c02144c4813244abd262cbcbe8825 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: -12000 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/ReporterGUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ReporterGUI : MonoBehaviour 5 | { 6 | Reporter reporter; 7 | void Awake() 8 | { 9 | reporter = gameObject.GetComponent(); 10 | } 11 | 12 | void OnGUI() 13 | { 14 | reporter.OnGUIDraw(); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/ReporterGUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c866050b2c752d488112993fd0ddfce 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | 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| assetBundleVariant: 10 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/Test/ReporterScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50197f88423d447488d9bff2736b47dc 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /unity_protobuf_sample/Assets/Reporter/Test/Rotate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Rotate : MonoBehaviour 5 | { 6 | Vector3 angle; 7 | 8 | void Start() 9 | { 10 | angle = transform.eulerAngles; 11 | } 12 | 13 | void Update() 14 | { 15 | angle.y += Time.deltaTime * 100; 16 | transform.eulerAngles = angle; 17 | } 18 | 19 | } 20 | -------------------------------------------------------------------------------- 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m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /unity_protobuf_sample/ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/Google.ProtocolBuffers.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_protobuf_sample/protobuf_tools/Google.ProtocolBuffers.dll -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/ProtoGen.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_protobuf_sample/protobuf_tools/ProtoGen.exe -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/build_client_protobuf.bat: -------------------------------------------------------------------------------- 1 | set file="main.proto" 2 | protoc --descriptor_set_out=main.protobin --include_imports %file% 3 | ::protogen -output_directory=client main.protobin 4 | protogen -output_directory=./../taiji_code/tcgame/Assets/Scritps/NetTest main.protobin 5 | 6 | del main.protobin 7 | pause -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/build_server_protobuf.bat: -------------------------------------------------------------------------------- 1 | set file="main.proto" 2 | protoc --cpp_out=.\server %file% 3 | pause -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/echoserver/node.exe place here.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_protobuf_sample/protobuf_tools/echoserver/node.exe place here.txt -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/echoserver/start_server.bat: -------------------------------------------------------------------------------- 1 | node.exe tcp_server.js -------------------------------------------------------------------------------- /unity_protobuf_sample/protobuf_tools/echoserver/tcp_server.js: 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| fileFormatVersion: 2 2 | guid: bf11ba5a95b257e419a4ccd3349ce236 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/Material/SpriteMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/unity_ugui/UGUI_ETC1_Alpha/Assets/Material/SpriteMaterial.mat -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/Material/SpriteMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd78105a3e9fcd844abc7ca2d327a1ff 3 | timeCreated: 1465101991 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/MonoVersion.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Reflection; 4 | 5 | public class MonoVersion : MonoBehaviour { 6 | void Start() 7 | { 8 | Type type = Type.GetType("Mono.Runtime"); 9 | if (type != null) 10 | { 11 | MethodInfo info = type.GetMethod("GetDisplayName", BindingFlags.NonPublic | BindingFlags.Static); 12 | 13 | if (info != null) 14 | Debug.Log(info.Invoke(null, null)); 15 | } 16 | //Debug.Log(System.Enviroment.Version);//net version? 17 | } 18 | } -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/MonoVersion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0bfefab4de4b97b4e84ea85486c8614d 3 | timeCreated: 1470710320 4 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DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/Shared/Shared.tpsheet: -------------------------------------------------------------------------------- 1 | # 2 | # Sprite sheet data for Unity. 3 | # 4 | # To import these sprites into your Unity project, download "TexturePackerImporter": 5 | # http://www.codeandweb.com/texturepacker/unity 6 | # 7 | # $TexturePacker:SmartUpdate:90925aa2e0cf8e24d7235d78b44b86a8:c0d56e05dd361d8d185d0ffe645236d6:695ac4395970710bb6c7e8cdb5322ed3$ 8 | # 9 | :format=40000 10 | :texture=Shared.png 11 | :size=256x256 12 | 13 | ButtonClick;147;213;106;42;0.5;0.5; 4;106;0;0;0;0;42;106;42; 2;1;2;3;0;1;3 14 | ButtonDisable;147;169;106;42;0.5;0.5; 4;106;0;0;0;0;42;106;42; 2;1;2;3;0;1;3 15 | ButtonNormal;147;125;106;42;0.5;0.5; 4;106;0;0;0;0;42;106;42; 2;1;2;3;0;1;3 16 | SmallBaseMap;1;105;144;150;0.5;0.5; 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| version: 2 2 | importPivots: 1 3 | tpsheetFileNames: 4 | - Assets/codeandweb.com/Example/SpriteSheet/sprites.tpsheet 5 | - Assets/Shared/Shared.tpsheet 6 | textureFileNames: 7 | - Assets/codeandweb.com/Example/SpriteSheet/sprites.png 8 | - Assets/Shared/Shared.png 9 | normalmapFileNames: 10 | - Assets/codeandweb.com/Example/SpriteSheet/sprites_n.png 11 | - 12 | -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/codeandweb.com/Editor/SettingsTexturePackerImporter.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6fa11622e3134f2db6f030521e939d4 3 | TextScriptImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /unity_ugui/UGUI_ETC1_Alpha/Assets/codeandweb.com/Editor/TexturePackerImporter.dll: 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14 | 15 | 16 | -------------------------------------------------------------------------------- /workflow-tools/.gitignore-unity.txt: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /workflow-tools/81-C# Script-NewBehaviourScript.cs.txt: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// 作者:赵青青 (569032731@qq.com) 7 | /// 时间:#CreateTime# 8 | /// 说明: 9 | /// 10 | public class #SCRIPTNAME# : MonoBehaviour 11 | { 12 | // Start is called before the first frame update 13 | void Start() 14 | { 15 | #NOTRIM# 16 | } 17 | 18 | // Update is called once per frame 19 | void Update() 20 | { 21 | #NOTRIM# 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /workflow-tools/AdminTools/WIN10删除AHCI.bat: -------------------------------------------------------------------------------- 1 | rem WIN10删除AHCI 2 | reg delete "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\storahci\" /v StartOverride /f -------------------------------------------------------------------------------- /workflow-tools/AdminTools/右键添加-管理员取得权.reg: 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/workflow-tools/AdminTools/添加管理员运行CMD.reg: -------------------------------------------------------------------------------- 1 | reg add "HKEY_CLASSES_ROOT\batfile\shell\open" /v HasLUAShield /t REG_SZ -------------------------------------------------------------------------------- /workflow-tools/BeyondCompare添加资源管理器右键.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/BeyondCompare添加资源管理器右键.bat -------------------------------------------------------------------------------- /workflow-tools/PNG转PVR.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/PNG转PVR.bat -------------------------------------------------------------------------------- /workflow-tools/PVR转PNG.bat: 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-------------------------------------------------------------------------------- /workflow-tools/bat_study/按行读取文本内容.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | @REM setlocal enabledelayedexpansion 3 | @REM for /f %%i in (D:\test_revision.py) do ( 4 | @REM set client=%%i 5 | 6 | @REM echo client=!client! 7 | @REM ) -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/hosts: -------------------------------------------------------------------------------- 1 | # GitHub Start 2 | 192.30.253.112 github.com 3 | 192.30.253.119 gist.github.com 4 | 151.101.100.133 assets-cdn.github.com 5 | # GitHub End -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/把安卓调试日志写到文件.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/把安卓调试日志写到文件.bat -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/把文件推送到AndroidADB(使用模拟器).bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/把文件推送到AndroidADB(使用模拟器).bat -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/拉取Android模拟器上的host文件备份到当前目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/拉取Android模拟器上的host文件备份到当前目录.bat -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/推送修改后的host到Android模拟器上.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/推送修改后的host到Android模拟器上.bat -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/查看mumu模拟器的adb是否连接.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/查看mumu模拟器的adb是否连接.bat -------------------------------------------------------------------------------- /workflow-tools/debug(调试工具)/查看安卓连接设备.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/debug(调试工具)/查看安卓连接设备.bat -------------------------------------------------------------------------------- /workflow-tools/ildasm_.net_472_x64_查看IL代码.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/ildasm_.net_472_x64_查看IL代码.exe -------------------------------------------------------------------------------- /workflow-tools/jenkins_pipeline/README.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | 此目录为jenkins的pipeline脚本 4 | 5 | 脚本是groovy语言,可以使用vs code +语法插件编辑脚本。 -------------------------------------------------------------------------------- /workflow-tools/jenkins_pipeline/deploy_demo.groovy: -------------------------------------------------------------------------------- 1 | node{ 2 | stage('get clone') 3 | { 4 | git url: 'https://github.com/jglick/simple-maven-project-with-tests.git' 5 | //check CODE 6 | } 7 | stage('mvn build') 8 | { 9 | //mvn构建 10 | timeout(time: 30, unit: 'SECONDS') 11 | { 12 | //设置30秒超时时间 13 | bat 'mvn install -Dmaven.test.skip=true' 14 | } 15 | } 16 | stage('deploy') 17 | { 18 | bat 'deploy.bat' 19 | //执行部署脚本 20 | } 21 | } -------------------------------------------------------------------------------- /workflow-tools/jenkins_pipeline/hello.groovy: -------------------------------------------------------------------------------- 1 | node { 2 | stage('svn update'){ 3 | echo 'svn update' 4 | } 5 | stage('build excel'){ 6 | echo 'build excel' 7 | } 8 | stage('build ab'){ 9 | echo 'build ab' 10 | } 11 | stage('build app'){ 12 | echo 'build app' 13 | } 14 | stage('finish'){ 15 | echo 'finish' 16 | } 17 | } -------------------------------------------------------------------------------- /workflow-tools/notepad++(npp)添加资源管理器右键.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | 3 | [HKEY_CLASSES_ROOT\*\Shell\Editor Witch NotePad++] 4 | 5 | [HKEY_CLASSES_ROOT\*\Shell\Editor Witch NotePad++\Command] 6 | 7 | @="\"C:\\Program Files\\Notepad++\\notepad++.exe\" \"%1\"" -------------------------------------------------------------------------------- /workflow-tools/python/http-fileserver.py: -------------------------------------------------------------------------------- 1 | """ 2 | Author: zhaoqingqing(569032731@qq.com) 3 | Date: 2019/10/18 17:43$ 4 | Desc: 在当前目录下开启文件服务,可以在浏览器中输入电脑ip:8000访问文件列表,直接执行*.py文件无效 5 | """ 6 | 7 | #python2写法 8 | # python -m SimpleHTTPServer 9 | 10 | #python3写法 11 | # python -m http.server 8888来搭建局域网 12 | -------------------------------------------------------------------------------- /workflow-tools/start_unity.bat: -------------------------------------------------------------------------------- 1 | c: 2 | cd "C:\Program Files\Unity\Editor\" 3 | start Unity.exe -projectpath E:/Code/KSFramework/KSFramework/ -cloudEnvironment production 4 | pause -------------------------------------------------------------------------------- /workflow-tools/typora草稿删除.bat: -------------------------------------------------------------------------------- 1 | rmdir /s/q %APPDATA%\Typora\draftsRecover 2 | pause -------------------------------------------------------------------------------- /workflow-tools/vs(visual studio)/Class.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | 4 | /// 5 | /// 作者:赵青青(569032731@qq.com) 6 | /// 时间:$time$ 7 | /// 说明: 8 | /// 9 | class $safeitemrootname$ 10 | { 11 | } -------------------------------------------------------------------------------- /workflow-tools/vs(visual studio)/vs新建文件模版.md: -------------------------------------------------------------------------------- 1 | ### 新建文件模版 2 | 3 | 以VS2017专业版为例:把Class.cs文件放置在这个目录下: 4 | C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\ItemTemplates\CSharp\Code\2052\Class 5 | 6 | vs2019的路径在这儿:C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\Common7\IDE\ItemTemplates\CSharp\Code\2052\Class 7 | 8 | ### 代码片段 9 | 10 | 以VS2017专业版为例:把author.snippet文件放置在这个目录下: 11 | 12 | C:\Users\Administrator\Documents\Visual Studio 2017\Code Snippets\Visual C#\My Code Snippets 13 | 14 | 或在VS中选择 工具 - 代码片段管理器 - 选择CSharp ,复制路径,打开,粘贴进去。 -------------------------------------------------------------------------------- /workflow-tools/windows/BC在防火墙阻止联网(以管理员身份运行).bat: -------------------------------------------------------------------------------- 1 | echo off 2 | ::use amin to run this 3 | cd %~dp0 4 | set bc_path=D:\Tools\Beyond Compare\BCompare.exe 5 | netsh advfirewall firewall add rule name="BC4" program="%bc_path%" action=block dir=out 6 | netsh advfirewall firewall add rule name="BC4" program="%bc_path%" action=block dir=in 7 | pause -------------------------------------------------------------------------------- /workflow-tools/windows/Win10右键添加-文件Hash校验.reg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/windows/Win10右键添加-文件Hash校验.reg -------------------------------------------------------------------------------- /workflow-tools/windows/win10_path配置.txt: -------------------------------------------------------------------------------- 1 | %SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\ProgramData\Oracle\Java\javapath;%JAVA_HOME%\bin;C:\Program Files\TortoiseSVN\bin;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Git\cmd;C:\Program Files\TortoiseGit\bin; -------------------------------------------------------------------------------- /workflow-tools/windows/不同盘符切换示例.bat: -------------------------------------------------------------------------------- 1 | cd %~dp0 2 | d: 3 | cd D:\Python37 4 | e: 5 | cd E:\Code\KSFramework 6 | c: 7 | cd C:\Users\qing 8 | 9 | pause -------------------------------------------------------------------------------- /workflow-tools/windows/任务栏时间显示秒.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/windows/任务栏时间显示秒.bat -------------------------------------------------------------------------------- /workflow-tools/windows/删除windows图标缓存.bat: -------------------------------------------------------------------------------- 1 | cd /d %userprofile%\AppData\Local\Microsoft\Windows\Explorer 2 | taskkill /f /im explorer.exe 3 | attrib -h iconcache_*.db 4 | del iconcache_*.db /a 5 | start explorer 6 | pause -------------------------------------------------------------------------------- /workflow-tools/windows/刷新DNS.bat: -------------------------------------------------------------------------------- 1 | echo off 2 | ::use amin to run this 3 | cd %~dp0 4 | ipconfig /flushdns 5 | pause -------------------------------------------------------------------------------- /workflow-tools/windows/取消Windows10开机自检磁盘.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | 3 | [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager] 4 | 5 | "BootExecute"=hex(7):00,00 -------------------------------------------------------------------------------- /workflow-tools/windows/右键-添加新建菜单.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | [HKEY_CLASSES_ROOT\Directory\Background\shellex\ContextMenuHandlers\New] 3 | @="{D969A300-E7FF-11d0-A93B-00A0C90F2719}" -------------------------------------------------------------------------------- /workflow-tools/windows/禁用不需要的服务(管理员身份运行).bat: -------------------------------------------------------------------------------- 1 | ::sc stop "服务名称" & sc config "服务名称" start=disabled 2 | sc config "ForensiTAppxService" start= disabled 3 | 4 | pause -------------------------------------------------------------------------------- /workflow-tools/windows/退出远程桌面后不锁屏-管理员身份运行.bat: -------------------------------------------------------------------------------- 1 | ::doc:https://tricks.one/post/how-to-logout-remote-session-without-locking-screen/ 2 | @ECHO OFF 3 | NET SESSION 1>NUL 2>NUL 4 | IF %ERRORLEVEL% NEQ 0 GOTO ELEVATE 5 | GOTO ADMINTASKS 6 | 7 | :ELEVATE 8 | CD /d %~dp0 9 | MSHTA "javascript: var shell = new ActiveXObject('shell.application'); shell.ShellExecute('%~nx0', '', '', 'runas', 1);close();" 10 | EXIT 11 | 12 | :ADMINTASKS 13 | @powershell -NoProfile -ExecutionPolicy unrestricted -Command "$sessionid=((quser $env:USERNAME | select -Skip 1) -split '\s+')[2]; tscon $sessionid /dest:console" 14 | 15 | pause -------------------------------------------------------------------------------- /workflow-tools/下载github某个文件夹.bat: -------------------------------------------------------------------------------- 1 | rem 此方法在我的电脑上每次都是会完整的拉取整个库,还是使用svn吧,参考:https://www.jianshu.com/p/74a0441ed9b7 2 | 3 | cd %~dp0 4 | 5 | git init 6 | 7 | git remote add -f origin https://github.com/zhaoqingqing/blog_samplecode.git 8 | 9 | git config core.sparsecheckout true 10 | 11 | echo markdown_blogs/python/* >> .git/info/sparse-checkout 12 | 13 | git pull origin master 14 | 15 | pause -------------------------------------------------------------------------------- /workflow-tools/关闭git验证.bat: -------------------------------------------------------------------------------- 1 | git config --global http.sslverify false 2 | git config --global https.sslverify false 3 | pause -------------------------------------------------------------------------------- /workflow-tools/创建Windows计划任务.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/创建Windows计划任务.bat -------------------------------------------------------------------------------- /workflow-tools/删除Unity的PersistentDataPath(持久化)目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/删除Unity的PersistentDataPath(持久化)目录.bat -------------------------------------------------------------------------------- /workflow-tools/删除游戏的缓存目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/删除游戏的缓存目录.bat -------------------------------------------------------------------------------- /workflow-tools/去除快捷方式字样.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | [HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer] 3 | "Link"=hex:00,00,00,00 -------------------------------------------------------------------------------- /workflow-tools/右键-新建md文件.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | 3 | ;use typora open md file ,need restart computer 4 | [HKEY_CLASSES_ROOT\.md] 5 | @="TyporaMarkdownFile" 6 | "PerceivedType"="text" 7 | "Content Type"="text/plain" 8 | 9 | [HKEY_CLASSES_ROOT\.md\ShellNew] 10 | "NullFile"="" 11 | "FileName"="new.md" 12 | -------------------------------------------------------------------------------- /workflow-tools/右键-新建md文件[另一种方法].reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | 3 | [HKEY_CLASSES_ROOT\.md] 4 | @="typora.md" 5 | "icon"="C:\\Program Files\\Typora\\Typora.exe" 6 | 7 | [HKEY_CLASSES_ROOT\.md\OpenWithProgids] 8 | "Typora.md"="" 9 | "VSCode.md"="" 10 | 11 | [HKEY_CLASSES_ROOT\.md\ShellNew] 12 | "NullFile"="" 13 | 14 | -------------------------------------------------------------------------------- /workflow-tools/打开Unity Hub的日志目录.bat: -------------------------------------------------------------------------------- 1 | start "" explorer "%USERPROFILE%\AppData\Roaming\UnityHub\logs" 2 | 3 | ping -n 3 127.0.0.1>nul -------------------------------------------------------------------------------- /workflow-tools/打开Unity5-AssetStore下载目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/打开Unity5-AssetStore下载目录.bat -------------------------------------------------------------------------------- /workflow-tools/打开Unity的Editor日志目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/打开Unity的Editor日志目录.bat -------------------------------------------------------------------------------- /workflow-tools/打开Unity的PersistentDataPath(持久化)目录.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/打开Unity的PersistentDataPath(持久化)目录.bat -------------------------------------------------------------------------------- /workflow-tools/打开windows开始菜单目录.bat: -------------------------------------------------------------------------------- 1 | echo %Appdata% 2 | 3 | start explorer %AppData%"\Microsoft\Windows\Start Menu\" -------------------------------------------------------------------------------- /workflow-tools/打开开机启动项.bat: -------------------------------------------------------------------------------- 1 | REM appdata = C:\Users\zhaoq\AppData\Roaming\ 2 | echo %Appdata% 3 | 4 | REM start explorer %AppData%"\Microsoft\Windows\Start Menu\Programs\Startup" 5 | 6 | start explorer shell:startup 7 | 8 | pause -------------------------------------------------------------------------------- /workflow-tools/拖动文件至此删除.cmd: -------------------------------------------------------------------------------- 1 | DEL /F /A /Q \\?\%1 2 | RD /S /Q \\?\%1 3 | 4 | pause -------------------------------------------------------------------------------- /workflow-tools/替换Unity新建C#文件模版.bat: -------------------------------------------------------------------------------- 1 | cd %~dp0 2 | set src_path="%CD%\81-C# Script-NewBehaviourScript.cs.txt" 3 | set unity_path="D:\Program Files\Unity\Editor\Data\Resources\ScriptTemplates\81-C# Script-NewBehaviourScript.cs.txt" 4 | xcopy %src_path% %unity_path% /S /Y 5 | 6 | 7 | ::copy cs to code path 8 | set src_cs="%CD%\CreateScriptEditor.cs" 9 | set code_path="E:\Code\Editor\CreateScriptEditor.cs" 10 | ::xcopy %src_cs% %code_path% /S /Y 11 | pause -------------------------------------------------------------------------------- /workflow-tools/测试bandzip命令行压缩文件夹为zip.bat: -------------------------------------------------------------------------------- 1 | 2 | cd %~dp0 3 | "C:\Program Files\Bandizip\Bandizip.exe" c sync.zip sync 4 | 5 | pause -------------------------------------------------------------------------------- /workflow-tools/添加Android出包Gradle环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加Android出包Gradle环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加Android环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加Android环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加Java和Android环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加Java和Android环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加Java环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加Java环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加Lua环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加Lua环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加MSBuild环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加MSBuild环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加MinGW环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加MinGW环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/添加MySQL环境变量[右键管理员运行].cmd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/添加MySQL环境变量[右键管理员运行].cmd -------------------------------------------------------------------------------- /workflow-tools/结束无用进程.cmd: -------------------------------------------------------------------------------- 1 | :: taskkill /f/t 2 | net stop wwbizsrv 3 | pause -------------------------------------------------------------------------------- /workflow-tools/给Readme生成TOC.cmd: -------------------------------------------------------------------------------- 1 | rem https://github.com/ekalinin/github-markdown-toc.go 2 | gh-md-toc.exe README.md -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/Kill进程.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/Kill进程.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/TortoiseSVN_revert_all还原所有的.bat: -------------------------------------------------------------------------------- 1 | SET svn_home=C:\Program Files\TortoiseSVN\bin 2 | REM 还原某个目录下的所有文件 3 | cd /d %~dp0 4 | set codePath=%CD% 5 | "%svn_home%"\TortoiseProc.exe/command:revert /path:"%codePath%" /notempfile /closeonend:1 6 | 7 | 8 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/bat获取svn版本号.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/bat获取svn版本号.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/git_auto_commit.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/git_auto_commit.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/sqlite3.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/sqlite3.exe -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn cleanup 失败点我.bat: -------------------------------------------------------------------------------- 1 | cd %~dp0 2 | 3 | sqlite3 .svn\wc.db "select * from work_queue" 4 | sqlite3 .svn\wc.db "delete from work_queue" 5 | 6 | svn cleanup 7 | svn update 8 | 9 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn_revert_all还原所有的.bat: -------------------------------------------------------------------------------- 1 | cd %~dp0 2 | cd .\..\ 3 | svn revert --depth=infinity . 4 | 5 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn_提交所有删除和增加的文件.bat: -------------------------------------------------------------------------------- 1 | :: svn添加所有新增加文件 2 | svn add * --no-ignore --force 3 | 4 | ::svn 获取所有的已删除列表 5 | svn status | findstr /R "^!" > missing.list 6 | :: 把已删除的列表添加到svn 状态中 7 | for /F "tokens=2 delims= " %%A in (missing.list) do (svn delete %%A) 8 | del missing.list 9 | 10 | svn ci -m "[admin auto build windows assetbundles]" 11 | 12 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn_更新使用服务器解决冲突.bat: -------------------------------------------------------------------------------- 1 | cd %~dp0 2 | svn update 3 | svn resolve --accept theirs-full 4 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn提交并加入日志.cmd: -------------------------------------------------------------------------------- 1 | 2 | cd %~dp0 3 | 4 | svn commit --message auto commit message 5 | 6 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/svn添加所有目录的未提交文件.bat: -------------------------------------------------------------------------------- 1 | REM cd %~dp0 2 | REM 在windows 7/10,subversion(svn) 1.9.4 下测试通过 3 | 4 | svn add * --no-ignore --force 5 | 6 | svn ci -m "[test svn commit]" -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/创建Windows定时任务.bat: -------------------------------------------------------------------------------- 1 | @echo 添加计划任务 2 | rem 把"更新SVN.bat"和此bat放在同一目录,双击即可创建计划任务,每天7:00自动执行此bat 3 | SCHTASKS /Create /SC DAILY /ST 07:00:00 /TN "定时清除共享会话连接" /TR "%~sdp0清除Windows共享会话连接.bat" /F 4 | 5 | pause -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/开启程序.cmd: -------------------------------------------------------------------------------- 1 | "C:\Program Files (x86)\TeamViewer\TeamViewer.exe" -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/提交多个SVN在同一窗口.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/提交多个SVN在同一窗口.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/更新Git仓库-使用TortoiseGit.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/更新Git仓库-使用TortoiseGit.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/更新Git仓库-使用git命令行.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/更新Git仓库-使用git命令行.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/更新多个SVN在同一窗口.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/更新多个SVN在同一窗口.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/清除Windows共享会话连接.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/清除Windows共享会话连接.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/获取当前时间.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/获取当前时间.bat -------------------------------------------------------------------------------- /workflow-tools/自动化任务_SVN/进程检测.bat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zhaoqingqing/blog_samplecode/38d0c3d5f760fc8c0f7a0eb67e540a42446c0550/workflow-tools/自动化任务_SVN/进程检测.bat -------------------------------------------------------------------------------- /workflow-tools/资源管理器添加右键使用clion打开.reg: -------------------------------------------------------------------------------- 1 | Windows Registry Editor Version 5.00 2 | 3 | [HKEY_CLASSES_ROOT\*\Shell\Editor With CLion] 4 | 5 | [HKEY_CLASSES_ROOT\*\Shell\Editor With CLion\Command] 6 | 7 | @="\"C:\\Program Files\\JetBrains\\CLion 2020.3.4\\bin\\clion64.exe\" \"%1\"" --------------------------------------------------------------------------------