对于选普惠金融贷款好批吗网站,有什么好点的意见?

GitHub(3)
作为一个前端工程师,平常写一些小demo或项目时会遇到这样的情况:我想把这个html页面呈现给别人看看,又不想把整个工程项目发给他,这样太麻烦,要是有个能在线演示demo的平台就好了。OK,github可以帮我们,一切都不是问题。
把github上的index.html文件作为网页展示我目前知道两种方法,下面道来:
1、随便在github找一个html文件,例如这个,然后在其url地址前加上?,变成了
访问这个地址即可。
不过这种方法有个缺陷,打开浏览器调试工具,会发现莫名多了几个& script &标签。感觉不爽,下面重点说说第二种方法。
2、利用gh-pages,步骤很简单,如下:
创建gh-pages分支:如果一开始是在master分支下工作,工作完成后,输入命令git checkout -b gh-pages,此命令会新建一个gh-pages分支并切换到该分支
推送gh-pages分支到github:输入命令git push origin master:gh-pages,此命令会把
如果你在本地是在master分支下工作,工作完成后,输入命令git push origin master:gh-pages,此命令的意思是把本地master分支的内容推送到远程的gh-pages。如果远程没有gh-pages分支的话,会自动创建该分支,通过访问http : //[用户名].github.io/[index.html所在目录],这样就会访问到项目目录下的index.html文件。还是方法一种那个例子,其访问地址为
或者最最简单的方法就是在项目分支这里添加一个gh-pages,然后访问
即可,网站会自动访问文件夹下的index文件
参考知识库
* 以上用户言论只代表其个人观点,不代表CSDN网站的观点或立场
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排名:千里之外
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视频:给大腿的包里换装演示
发送到手机 / 微信 / 朋友圈
请扫描下列二维码
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方式三:下一下
下载App观看
还有更多攻略和游戏礼包等着你
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测试状态:(公测)
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Unity3d(4)
&&&& 由于兴趣爱好,工作之余会尝试做做RPG游戏,遇到角色换装这个功能没什么思路,于是在网上苦苦找寻相关资料,网上角色换装文章还是有一些,不过大多讲的比较简单,最后没办法不得不拿官方的角色换装代码来研究,开始看到一头雾水,不过慢慢找到看这个Demo代码的思路,终于理清了换装的思路。
&&&& 其实,可以从角色换装资源打包代码看起,然后看换装代码。
&&&& 以下是我看代码的思路:CreateAssetbundles.cs -& Main.cs
&&&& 换装的核心代码如下:
&(1)打包代码 CreateAssetbundles.cs
using System.Collections.G
using System.IO;
using UnityE
using UnityE
class CreateAssetbundles
// This method creates an assetbundle of each SkinnedMeshRenderer
// found in any selected character fbx, and adds any materials that
// are intended to be used by the specific SkinnedMeshRenderer.
[MenuItem(&Character Generator/Create Assetbundles&)]
static void Execute()
bool createdBundle =
foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets))
if (!(o is GameObject))
if (o.name.Contains(&@&))
if (!AssetDatabase.GetAssetPath(o).Contains(&/characters/&))
GameObject characterFBX = (GameObject)o;
string name = characterFBX.name.ToLower();
Debug.Log(&******* Creating assetbundles for: & + name + & *******&);
// Create a directory to store the generated assetbundles.
if (!Directory.Exists(AssetbundlePath))
Directory.CreateDirectory(AssetbundlePath);
// Delete existing assetbundles for current character.
string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath);
foreach (string bundle in existingAssetbundles)
if (bundle.EndsWith(&.assetbundle&) && bundle.Contains(&/assetbundles/& + name))
File.Delete(bundle);
// Save bones and animations to a seperate assetbundle. Any
// possible combination of CharacterElements will use these
// assets as a base. As we can not edit assets we instantiate
// the fbx and remove what we dont need. As only assets can be
// added to assetbundles we save the result as a prefab and delete
// it as soon as the assetbundle is created.
GameObject characterClone = (GameObject)Object.Instantiate(characterFBX);
// postprocess animations: we need them animating even offscreen
foreach (Animation anim in characterClone.GetComponentsInChildren&Animation&())
anim.animateOnlyIfVisible =
foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren&SkinnedMeshRenderer&())
Object.DestroyImmediate(smr.gameObject);
characterClone.AddComponent&SkinnedMeshRenderer&();
Object characterBasePrefab = GetPrefab(characterClone, &characterbase&);
string path = AssetbundlePath + name + &_characterbase.assetbundle&;
BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies);
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab));
// Collect materials.
List&Material& materials = EditorHelpers.CollectAll&Material&(GenerateMaterials.MaterialsPath(characterFBX));
// Create assetbundles for each SkinnedMeshRenderer.
foreach (SkinnedMeshRenderer smr in characterFBX.GetComponentsInChildren&SkinnedMeshRenderer&(true))
List&Object& toinclude = new List&Object&();
// Save the current SkinnedMeshRenderer as a prefab so it can be included
// in the assetbundle. As instantiating part of an fbx results in the
// entire fbx being instantiated, we have to dispose of the entire instance
// after we detach the SkinnedMeshRenderer in question.
GameObject rendererClone = (GameObject)EditorUtility.InstantiatePrefab(smr.gameObject);
GameObject rendererParent = rendererClone.transform.parent.gameO
rendererClone.transform.parent =
Object.DestroyImmediate(rendererParent);
Object rendererPrefab = GetPrefab(rendererClone, &rendererobject&);
toinclude.Add(rendererPrefab);
// Collect applicable materials.
foreach (Material m in materials)
if (m.name.Contains(smr.name.ToLower())) toinclude.Add(m);
// When assembling a character, we load SkinnedMeshRenderers from assetbundles,
// and as such they have lost the references to their bones. To be able to
// remap the SkinnedMeshRenderers to use the bones from the characterbase assetbundles,
// we save the names of the bones used.
List&string& boneNames = new List&string&();
foreach (Transform t in smr.bones)
boneNames.Add(t.name);
string stringholderpath = &Assets/bonenames.asset&;
StringHolder holder = ScriptableObject.CreateInstance&StringHolder& ();
holder.content = boneNames.ToArray();
AssetDatabase.CreateAsset(holder, stringholderpath);
toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder)));
// Save the assetbundle.
string bundleName = name + &_& + smr.name.ToLower();
path = AssetbundlePath + bundleName + &.assetbundle&;
BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies);
Debug.Log(&Saved & + bundleName + & with & + (toinclude.Count - 2) + & materials&);
// Delete temp assets.
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab));
AssetDatabase.DeleteAsset(stringholderpath);
createdBundle =
if (createdBundle)
UpdateCharacterElementDatabase.Execute();
EditorUtility.DisplayDialog(&Character Generator&, &No Asset Bundles created. Select the characters folder in the Project pane to process all characters. Select subfolders to process specific characters.&, &Ok&);
static Object GetPrefab(GameObject go, string name)
Object tempPrefab = EditorUtility.CreateEmptyPrefab(&Assets/& + name + &.prefab&);
tempPrefab = EditorUtility.ReplacePrefab(go, tempPrefab);
Object.DestroyImmediate(go);
return tempP
public static string AssetbundlePath
get { return &assetbundles& + Path.DirectorySeparatorC }
&(2)角色换装代码
// Creates a character based on the currentConfiguration recycling a
// character base, this way the position and animation of the character
// are not changed.
public GameObject Generate(GameObject root)
float startTime = Time.realtimeSinceS
// The SkinnedMeshRenderers that will make up a character will be
// combined into one SkinnedMeshRenderers using multiple materials.
// This will speed up rendering the resulting character.
List&CombineInstance& combineInstances = new List&CombineInstance&();
List&Material& materials = new List&Material&();
List&Transform& bones = new List&Transform&();
Transform[] transforms = root.GetComponentsInChildren&Transform&();
foreach (CharacterElement element in currentConfiguration.Values)
SkinnedMeshRenderer smr = element.GetSkinnedMeshRenderer();
materials.AddRange(smr.materials);
for (int sub = 0; sub & smr.sharedMesh.subMeshC sub++)
CombineInstance ci = new CombineInstance();
ci.mesh = smr.sharedM
ci.subMeshIndex =
combineInstances.Add(ci);
// As the SkinnedMeshRenders are stored in assetbundles that do not
// contain their bones (those are stored in the characterbase assetbundles)
// we need to collect references to the bones we are using
foreach (string bone in element.GetBoneNames())
foreach (Transform transform in transforms)
if (transform.name != bone)
bones.Add(transform);
Object.Destroy(smr.gameObject);
// Obtain and configure the SkinnedMeshRenderer attached to
// the character base.
SkinnedMeshRenderer r = root.GetComponent&SkinnedMeshRenderer&();
r.sharedMesh = new Mesh();
bineMeshes(combineInstances.ToArray(), false, false);
r.bones = bones.ToArray();
r.materials = materials.ToArray();
Debug.Log(&Generating character took: & + (Time.realtimeSinceStartup - startTime) * 1000 + & ms&);
参考知识库
* 以上用户言论只代表其个人观点,不代表CSDN网站的观点或立场
访问:7572次
排名:千里之外
转载:14篇
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