首次提交 | 导入了洛天依模型,正常显示。

master
邹凌杰 11 months ago
commit 82b7f3b293

73
.gitignore vendored

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
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ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FPSDisplay : MonoBehaviour
{
// Start is called before the first frame update
float updateInterval = 1f; // 更新帧率的时间间隔为1秒
float accum = 0f; // 累积时间
int frames = 0; // 在 updateInterval 时间内运行了多少帧
float timeLeft;
string fpsFormat;
public Text fff;
void Start()
{
timeLeft = updateInterval;
}
// Update is called once per frame
void Update()
{
timeLeft -= Time.deltaTime;
accum += Time.timeScale / Time.deltaTime;
++frames;
if (timeLeft <= 0)
{
float fps = accum / frames;
fpsFormat = System.String.Format("{0:F2} FPS", fps); // 保留两位小数
//Debug.LogError(fpsFormat);
timeLeft = updateInterval;
accum = 0f;
frames = 0;
fff.text = fpsFormat;
}
}
}

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