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unity3d常用腳本(參考版)

2025-07-29 08:06本頁面
  

【正文】 break。 // You should not be here.96. default:95. 94. else = FluorescentFlickerMax。 }92. }91. {90. if( FluorescentFlickerPlaySound )89. // Check Audio NOT IMPLEMENTED YET88. 87. break。 }81. 80. = CampfireRangeBaseValue + ( ( ( CampfireSineCycleRange * ) * ( CampfireSineCycleRange / ) ) + ( CampfireSineCycleRange / ) )。// Base + Values77. 76. CampfireSineCycleRange += CampfireSineCycleRangeSpeed。// Cycle the Campfire angle74. {73. if( campfireRangeStyle == )72. // If Range style is Sine71. {70. if( campfireMethod == || campfireMethod == )69. // If campfire method is Range OR Both68. }67. 66. = CampfireIntensityBaseValue + ( ( ( CampfireSineCycleIntensity * ) * ( CampfireIntensityFlickerValue / ) ) + ( CampfireIntensityFlickerValue / ) )。// Base + Values63. 62. CampfireSineCycleIntensity += CampfireSineCycleIntensitySpeed。// Cycle the Campfire angle60. {59. if( campfireIntesityStyle == )58. // If Intensity style is Sine57. {56. if( campfireMethod == || campfireMethod == )55. // If campfire method is Intesity OR Both54. case :53. // If Flickering Style is Campfire52. {51. switch( flickeringLightStyle )50. void Update () {49. // Update is called once per frame48. 47. }46. 45. void Start () {44. // Use this for initialization43. // 40.41.42. 39. public bool FluorescentFlickerPlaySound = false。 // NOT IMPLEMENTED YET !!!!37. 36. public float FluorescentFlickerMax = 。34. public float CampfireSineCycleRangeSpeed = 。32. private float CampfireSineCycleRange = 。29. public float CampfireRangeFlickerValue = 。 // Range Flickering Power25. 24. public float CampfireIntensityFlickerValue = 。 // Intensity Flickering Power21. 20. public campfireRangeStyles campfireRangeStyle = 。17. public campfireIntesityStyles campfireIntesityStyle = 。14. public campfireMethods campfireMethod = 。11. public flickerinLightStyles flickeringLightStyle = 。8. 2. using 。把腳本扔給燈光就可以了。 return (angle, min, max)。 } public static float ClampAngle (float angle, float min, float max) { if (angle 360F) angle += 360F。 } void Start () { // Make the rigid body not change rotation if (rigidbody) = true。 float z = (Vertical) * * mov
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