这篇文章将作为一些平时的小知识点笔记来记录,如果有错误望指出来,也欢迎大家在评论底下分享你们的笔记。

1.检测点击或者触摸到UI。

public static bool CheckClickUI(){bool isClickUI = false;if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer){if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)){isClickUI = true;}}else if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.OSXEditor){if (EventSystem.current.IsPointerOverGameObject()){isClickUI = true;}}return isClickUI;}

2.发现content size fitter使用后,宽和高没有实时刷新,而是下一帧刷新,不知道是不是bug,这里要调用 ForceUpdateCanvases() 来强制刷新Canvas。

Canvas.ForceUpdateCanvases();

3.获取文本的绘制长度,不同于text的rectTransform.sizeDelta。

public static int GetFontlen(string str){int len = 0;Font font;font = Font.CreateDynamicFontFromOSFont("Arial", 25);font.RequestCharactersInTexture(str);for (int i = 0; i < str.Length; i++){CharacterInfo ch;font.GetCharacterInfo(str[i], out ch);len += ch.advance;}return len;}

4.游戏的FPS,不知道为什么很多人都还要自己去计算?

        Time.smoothDeltaTime;

5.简便方法随机 Vector2 和 Vector3。

        UnityEngine.Random.insideUnitCircle;UnityEngine.Random.insideUnitSphere;

6.利用富文本可以改变OnGUI上面的按钮和文字的大小。

    void OnGUI(){GUILayout.Label("<color=green><size=80>我是大文字</size></color>");GUILayout.Button("<color=green><size=80>我是大按钮</size></color>");}

7.计算代码执行用时。

        System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();stopwatch.Start();//TODO...stopwatch.Stop();TimeSpan timeSpan = stopwatch.Elapsed;

8.获取自己,子对象和子对象的子对象……

        Transform[] ts = Obj.GetComponentsInChildren<Transform>();for (int i = 0; i < ts.Length; i++){ts[i].gameObject.layer = LayerMask.NameToLayer("UI");}

9.windows控制台窗口显示手机Debug信息

创建一个批处理文件,输入以下代码,保存为.bat格式,连接手机后双击该文件即可显示Debug信息了,电脑必须安装adb,手机必须打开开发者模式。

@echo off    
start cmd /k "adb logcat -s Unity"

10.判断对象为空不要用以下的代码,是因为gameobject是unity的对象,它除了在托管内存区域有一份对象外,还在native内存区域存在一份对象,这两份对象通过一个我们可以称为内存桥(Memory Bridge)来交流,这个多少会造成一些overhead。

        if (gameObject == null){}

要尽量用以下的代码来判空操作

        if (System.Object.ReferenceEquals(gameObject, null)){}

11.用CompareTag()代替gameobject.tag,不然会造成上面的Memory Bridge的overhead,以及会产生gc。

12.使用static batch时,要将这些物体最开始就放入场景中,并勾选static才能使static batch生效。在运行时自动生成的物体,就算勾选了static batch,也不会和场景中默认的static batch 的物体合并到一起。

13.对文件比较大,且使用比较频繁的音频文件,勾选音频文件的loadType 设置为compressed in memory来压缩。

14.勾选了mip map会导致贴图的内存占用增高原来的30%。因此,那些可以确保不会随着游戏的进行,与摄像机的距离发生明显变化的物体,例如UI,天空盒,主角等不需要勾选mip map。其他的物体,比如3D世界中的场景物件可以按需勾选mip map。

15.使用GPU Instancing功能,减少Draw Call,这种一般用于绘制大量简单的相似的物体,比如成片的草地,树木等。

16.使用LOD是用一定的内存和CPU时间,来换取Draw call,填充率和现存带宽。但这项技术建议不要一开始就使用,只有当我们意识到性能问题再GPU端时,且有一定的内存和CPU预算时,才考虑使用LOD功能。可以看到的是:如果游戏有很丰富的场景,摄像机可以看到很远时,就可以在早期就使用LOD,若是俯视角,固定视角,室内等场景时,或许并不需要使用LOD。

17.对于不交互的UI元素,要禁用Ratcast Target选项,我们可以重写这些创建接口,默认禁用Ratcast Target。

18.UI动静分离,将Canvas分为三个,Static,Incidental Dynamic,和Continuous Dynamic。Static的Canvas下主要放一些背景图片的元素,基本上从来都不会动的。Incidental Dynamic的canvas下主要放一些响应事件的UI,比如提示框,包含UI按钮的UI等。Continuous Dynamic下放一些频繁变化的UI,比如进度条或者有动画的UI元素。

19.为World  Canvas指定一个Camera,否则它会每帧都执行Camera.Main,而Camera.Main会持续调用Gameobj.Find方法。

20.在性能不敏感的时期主动出发垃圾回收(System.GC.Collect方法),比如在切换场景,暂停游戏时等。

21.在使用string时,若有多字符的链接操作(即+操作符),若要处理较多字符串的连接,则使用stringBuilder类;若较少,则使用String.Format方法或者String.Concact方法。多字符连接数大于2时,就避免使用+操作符了。

StringBuilder sb = new StringBuilder(5); //当指定分配大小之后,性能就会得到提升。在达到容量之前,它不会为其自己重新分配空间。如果超过指定大小系统会当前大小倍增,也就10,15,20。建议指定大小
sb.Append('china');StringBuilder sb = new StringBuilder("Hello World!");  
sb.Append(" What a beautiful day."); int MyInt = 25;    
StringBuilder sb = new StringBuilder("Your total is ");  
sb.AppendFormat("{0:C}   ",   MyInt);  

22.在调用UnityAPI时,那些会返回一个数组的API都会在堆上分配新的内存空间,比如GetComponents<T>(),mesh.vertices等。每次调用都会创建一个全新的数据,因此,我们必须谨慎的调用这些方法,并缓存结果。

23.GetComponent()会有一定的GC产生,应该避免频繁调用并缓存,禁止在Update里面调用GetComponent()相关的方法。

24.必要情况下,在Dictionary的键中,我们要缓存Unity对象时,使用UnityObject的InstanceID来作为字典的键,而不是直接使用Object的引用。

25.

==它是比较的栈里面的值是否相等(值比较)

Equals它比较的是堆里面的值是否相等(引用地址值比较)

Object.ReferenceEquals(obj1,obj2)它是比较的是内存地址是否相等

26.目前在一些典型的3D游戏的制作中,全屏不超过10万个顶点和200个draw call左右,不然对中端机器会有一定压力。

27.颜色编码和Color之间的转换。

Color color = ColorUtility.ToHtmlStringRGB(strcolor);
    private Color GetColor(string colorcode){Color color;StringBuilder sb = new StringBuilder("#");sb.Append(colorcode);ColorUtility.TryParseHtmlString(sb.ToString(), out color);return color;}

28.获取渐变色。

    private Gradient GetGradient(Color color){Gradient gradient = new Gradient();gradient.SetKeys(new GradientColorKey[] { new GradientColorKey(color, 0.0f), new GradientColorKey(color, 1.0f) },new GradientAlphaKey[] { new GradientAlphaKey(1, 0.0f), new GradientAlphaKey(1, 1.0f) });return gradient;}

29.获取渐变色。需要主要的是Gradient的key长度最大为8。

    /// <summary>/// 获取渐变色,Gradient的key长度最大为8/// </summary>/// <param name="strColors">颜色编码集合</param>/// <returns>渐变色</returns>public static Gradient GetGradient(List<string> strColors){Gradient gradient = new Gradient();GradientColorKey[] colorKey = new GradientColorKey[strColors.Count];GradientAlphaKey[] alphaKey = new GradientAlphaKey[strColors.Count];float offset = 1.0f / (strColors.Count - 1);for (int i = 0; i < strColors.Count; i++){Color color = GetColor(strColors[i]);float time = i * offset;XMDebug.Log(time);colorKey[i].color = color;colorKey[i].time = time;alphaKey[i].alpha = 1.0f;alphaKey[i].time = time;}gradient.SetKeys(colorKey, alphaKey);return gradient;}

30.设置随机种子

    private float[] noiseValues;void Start(){Random.InitState(42);noiseValues = new float[10];for (int i = 0; i < noiseValues.Length; i++){noiseValues[i] = Random.value;Debug.Log(noiseValues[i]);}}

31.时间戳的转换

    /// <summary>/// 时间戳转换为时间/// </summary>/// <param name="timeStamp"></param>/// <returns></returns>public static DateTime StampToDateTime(string timeStamp){DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1));long mTime = long.Parse(timeStamp + "0000");TimeSpan toNow = new TimeSpan(mTime);return startTime.Add(toNow);}/// <summary>/// 时间转时间戳/// </summary>/// <param name="now"></param>/// <returns></returns>public static string DateTimeToStamp(DateTime now){DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1)); // 当地时区long timeStamp = (long)(now - startTime).TotalMilliseconds; // 相差毫秒数return timeStamp.ToString();}

32.复制粘贴

GUIUtility.systemCopyBuffer

33.UGUI在使用DOTween的时候其实有一些坑的,比如移动,自己封装一个拓展方法。

    public static void Move(this RectTransform rect, Vector2 endValue, float duration, Action callback = null){DOTween.To(() => { return rect.anchoredPosition; }, v => { rect.anchoredPosition = v; }, endValue, duration).OnComplete(() =>{callback?.Invoke();});}

34.从文本中删除富文本标签(HTML标签),需求比如要统计文字个数。

using UnityEngine;
using System.Text.RegularExpressions;     
public class TestDeleteTag : MonoBehaviour
{private const string TEXT = "请<size=12>关注</size><color=red> Twitter </color>。";void Start(){//请<size=12>关注</size><color=red> Twitter </color>。Debug.Log(TEXT);//删除<O>或<O>string text = Regex.Replace(TEXT, "<[^>]*?>", string.Empty);//请关注Twitter。Debug.Log(text);}
}

35.修改预设模式场景

using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.SceneManagement;public class EditorTools
{private static MaskableGraphic[] graphics;[MenuItem("GameObject/RemoveUIRaycastTarget", false, 20)]static void RemoveUIRaycastTarget(){GameObject selectionObj = Selection.activeGameObject;if (selectionObj){//graphics = GameObject.FindObjectsOfType<MaskableGraphic>();graphics = selectionObj.GetComponentsInChildren<MaskableGraphic>();for (int i = 0; i < graphics.Length; i++){MaskableGraphic graphic = graphics[i];graphic.raycastTarget = false;XMDebug.Log(graphic);}PrefabStage prefabStage = PrefabStageUtility.GetPrefabStage(selectionObj);if (prefabStage != null){EditorSceneManager.MarkSceneDirty(prefabStage.scene);}}}
}

36.UnityWebRequest网络请求,代替弃用的www

    /// <summary>/// HttpGet请求/// </summary>/// <param name="url"></param>/// <param name="callback"></param>/// <returns></returns>private IEnumerator HttpGetRequest(string url, Action<string> callback){using (UnityEngine.Networking.UnityWebRequest www = UnityEngine.Networking.UnityWebRequest.Get(url)){yield return www.SendWebRequest();if (www.isHttpError || www.isNetworkError){Debug.LogError(www.error);}else{callback(www.downloadHandler.text);}}}/// <summary>/// HttpPost请求/// </summary>/// <param name="url"></param>/// <param name="form">WWWForm form = new WWWForm();form.AddField("key", "value");</param>/// <param name="callback"></param>/// <returns></returns>private IEnumerator HttpPostRequest(string url, WWWForm form, Action<string> callback){using (UnityEngine.Networking.UnityWebRequest www = UnityEngine.Networking.UnityWebRequest.Post(url, form)){yield return www.SendWebRequest();if (www.isHttpError || www.isNetworkError){Debug.LogError(www.error);}else{callback(www.downloadHandler.text);}}}

37.文本显示不下的时候后面的文本会转换为 … 省略号 。

Unity3D相关知识点笔记汇总-编程知识网

Unity3D相关知识点笔记汇总-编程知识网

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;/// <summary>
/// Textを範囲内に収まるように省略して表示する
/// 省略表示させたいTextと一緒にアタッチする
/// </summary>
public class TextEllipsis : UIBehaviour
{private Text m_Text;protected override void Awake(){if (m_Text != null){return;}m_Text = GetComponent<Text>();m_Text.RegisterDirtyLayoutCallback(DoEllipsis);}protected override void OnDestroy(){m_Text.UnregisterDirtyLayoutCallback(DoEllipsis);}/// <summary>/// 省略記号/// </summary>private static readonly string ELLIPSIS = "...";private void DoEllipsis(){if (!IsActive() || m_Text == null){return;}if (!NeedsEllipsis(m_Text)){return;}TextGenerator generator = m_Text.cachedTextGenerator;TextGenerationSettings settings = m_Text.GetGenerationSettings(m_Text.rectTransform.rect.size);generator.Populate(m_Text.text, settings);string result = string.Empty;for (int i = 0; i < generator.characterCount; ++i){string current = m_Text.text.Substring(i, 1);string next = string.Empty;if (i + 1 <= generator.characterCount){next = m_Text.text.Substring(i + 1, 1);}var preferredWidth = GetPreferredWidth(result + current + next);if (IsOverSize(m_Text.rectTransform.rect.size.x, preferredWidth)){result += ELLIPSIS;break;}result += current;}m_Text.text = result;}private bool NeedsEllipsis(Text text){return IsOverSize(text.rectTransform.rect.size.x, text.preferredWidth);}private bool IsOverSize(float textBoxWidth, float preferredWidth){return textBoxWidth < preferredWidth;}private float GetPreferredWidth(string str){var settings = m_Text.GetGenerationSettings(Vector2.zero);return m_Text.cachedTextGeneratorForLayout.GetPreferredWidth(str, settings) / m_Text.pixelsPerUnit;}
}

38.

还有到顶请求网络刷新的实现。

https://github.com/kiepng/Unity-PullToRefresh

Unity3D相关知识点笔记汇总-编程知识网

39.关于高分辨率触摸设备上ScrollRect内的Item的点击事件容易触发滑动事件的解决办法。

EventSystem.current.pixelDragThreshold = Screen.height / 50;

40.手机端的安全区域UI适配。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class SafeArea : MonoBehaviour
{public enum SimDevice { None, iPhoneX }public SimDevice Sim = SimDevice.iPhoneX;Rect[] NSA_iPhoneX = new Rect[]{new Rect (0f, 102f / 2436f, 1f, 2202f / 2436f),  // Portraitnew Rect (132f / 2436f, 63f / 1125f, 2172f / 2436f, 1062f / 1125f)  // Landscape};RectTransform Panel;Rect LastSafeArea = new Rect(0, 0, 0, 0);void Awake(){Panel = GetComponent<RectTransform>();Refresh();}void Update(){Refresh();}void Refresh(){Rect safeArea = GetSafeArea();if (safeArea != LastSafeArea)ApplySafeArea(safeArea);}Rect GetSafeArea(){
#if UNITY_EDITORRect safeArea = Screen.safeArea;if (Application.isEditor && Sim != SimDevice.None){Rect nsa = new Rect(0, 0, Screen.width, Screen.height);switch (Sim){case SimDevice.iPhoneX:if (Screen.height > Screen.width)  // Portraitnsa = NSA_iPhoneX[0];else  // Landscapensa = NSA_iPhoneX[1];break;default:break;}safeArea = new Rect(Screen.width * nsa.x, Screen.height * nsa.y, Screen.width * nsa.width, Screen.height * nsa.height);}return safeArea;
#elseScreen.safeArea;
#endif}void ApplySafeArea(Rect r){LastSafeArea = r;// Convert safe area rectangle from absolute pixels to normalised anchor coordinatesVector2 anchorMin = r.position;Vector2 anchorMax = r.position + r.size;anchorMin.x /= Screen.width;anchorMin.y /= Screen.height;anchorMax.x /= Screen.width;anchorMax.y /= Screen.height;Panel.anchorMin = anchorMin;Panel.anchorMax = anchorMax;Debug.LogFormat("New safe area applied to {0}: x={1}, y={2}, w={3}, h={4} on full extents w={5}, h={6}",name, r.x, r.y, r.width, r.height, Screen.width, Screen.height);}
}

41.List<T>比较器Distinct

ware.Distinct(new Compare<T>((x, y) => (x != null && y != null) && (x.XXX!= y.XXX))).ToList();
    public delegate bool CompareDelegate<T>(T x, T y);public class Compare<T> : IEqualityComparer<T>{private CompareDelegate<T> _compare;public Compare(CompareDelegate<T> d){this._compare = d;}public bool Equals(T x, T y){if (_compare != null){return this._compare(x, y);}else{return false;}}public int GetHashCode(T obj){return obj.ToString().GetHashCode();}}