<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine</name>
</assembly>
<member name="T:UnityEngine.AccelerationEvent">
<summary>
<para>Structure describing acceleration status of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.acceleration">
<summary>
<para>Value of acceleration.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.deltaTime">
<summary>
<para>Amount of time passed since last accelerometer measurement.</para>
</summary>
</member>
<member name="T:UnityEngine.AddComponentMenu">
<summary>
<para>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.</para>
</summary>
</member>
<member name="P:UnityEngine.AddComponentMenu.componentOrder">
<summary>
<para>The order of the component in the component menu (lower is higher to the top).</para>
</summary>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String,System.Int32)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="T:UnityEngine.AnchoredJoint2D">
<summary>
<para>Parent class for all joints that have anchor points.</para>
</summary>
</member>
<member name="P:UnityEngine.AnchoredJoint2D.anchor">
<summary>
<para>The joint's anchor point on the object that has the joint component.</para>
</summary>
</member>
<member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor">
<summary>
<para>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</para>
</summary>
</member>
<member name="T:UnityEngine.Animation">
<summary>
<para>The animation component is used to play back animations.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.animateOnlyIfVisible">
<summary>
<para>When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.animatePhysics">
<summary>
<para>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.clip">
<summary>
<para>The default animation.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.cullingType">
<summary>
<para>Controls culling of this Animation component.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.isPlaying">
<summary>
<para>Are we playing any animations?</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.localBounds">
<summary>
<para>AABB of this Animation animation component in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.playAutomatically">
<summary>
<para>Should the default animation clip (the [[Animation.clip]] property) automatically start playing on startup?</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.wrapMode">
<summary>
<para>How should time beyond the playback range of the clip be treated?</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String)">
<summary>
<para>Adds a /clip/ to the animation with name /newName/.</para>
</summary>
<param name="clip"></param>
<param name="newName"></param>
</member>
<member name="M:UnityEngine.Animation.AddClip">
<summary>
<para>Adds /clip/ to the only play between /firstFrame/ and /lastFrame/. The new clip will also be added to the animation with name /newName/.</para>
</summary>
<param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param>
<param name="clip"></param>
<param name="newName"></param>
<param name="firstFrame"></param>
<param name="lastFrame"></param>
</member>
<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Adds /clip/ to the only play between /firstFrame/ and /lastFrame/. The new clip will also be added to the animation with name /newName/.</para>
</summary>
<param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param>
<param name="clip"></param>
<param name="newName"></param>
<param name="firstFrame"></param>
<param name="lastFrame"></param>
</member>
<member name="M:UnityEngine.Animation.Blend">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.Blend">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.Blend(System.String,System.Single,System.Single)">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single,UnityEngine.PlayMode)">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFadeQueued">
<summary>
<para>Cross fades an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
没有合适的资源?快使用搜索试试~ 我知道了~
unity 3D第一人称射击游戏
共28个文件
dll:9个
config:4个
pdb:2个
4星 · 超过85%的资源 需积分: 35 107 下载量 69 浏览量
2016-02-26
15:33:42
上传
评论 4
收藏 40.9MB ZIP 举报
温馨提示
这是用unity 开发第一人称射击游戏,是根据教程做的,供初学者使用
资源推荐
资源详情
资源评论
收起资源包目录
WindowsFPS.zip (28个子文件)
WindowsFPS
player_win_x86.pdb 110.89MB
WindosFPS_Data
sharedassets0.assets 1.12MB
Mono
etc
mono
2.0
Browsers
Compat.browser 2KB
machine.config 27KB
DefaultWsdlHelpGenerator.aspx 59KB
web.config 11KB
settings.map 3KB
config 2KB
mconfig
config.xml 25KB
1.0
machine.config 17KB
DefaultWsdlHelpGenerator.aspx 57KB
browscap.ini 305KB
mono.dll 2.01MB
Resources
unity_builtin_extra 265KB
unity default resources 2.58MB
Managed
mscorlib.dll 2.38MB
Assembly-CSharp.dll 10KB
System.Core.dll 261KB
System.dll 1.02MB
UnityEngine.dll 824KB
UnityEngine.xml 1.71MB
UnityEngine.UI.dll 207KB
UnityEngine.Networking.dll 194KB
Mono.Security.dll 287KB
sharedassets0.resource 22KB
mainData 38KB
WindosFPS.exe 15.4MB
player_win_x86_s.pdb 17.07MB
共 28 条
- 1
资源评论
- sdsmkj2017-10-19没有源代码。。。。。
- tianyiyuli2016-11-02资源还行,就不是源码
yy763496668
- 粉丝: 1w+
- 资源: 14
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功