Diff
checker
文本
文本
图像
文档
Excel
文件夹
Legal
Enterprise
桌面版
定价
登录
下载 Diffchecker 桌面版
比较文本
查找两个文本文件之间的差异
工具
历史
实时编辑器
折叠未更改行
关闭换行
视图
拆分
统一
比对精度
智能
单词
字符
语法高亮
选择语法
忽略
文本转换
转到第一个差异
编辑输入
Diffchecker Desktop
运行Diffchecker最安全的方式。获取Diffchecker桌面应用:您的差异永远不会离开您的电脑!
获取桌面版
Untitled diff
创建于
7年前
差异永不过期
清除
导出
分享
解释
5 删除
行
总计
删除
字符
总计
删除
要继续使用此功能,请升级到
Diff
checker
Pro
查看价格
33 行
全部复制
5 添加
行
总计
添加
字符
总计
添加
要继续使用此功能,请升级到
Diff
checker
Pro
查看价格
34 行
全部复制
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
using KinematicCharacterController.Examples;
复制
已复制
复制
已复制
namespace
Kinematic
CharacterController
.Walkthrough.WallJumping
namespace
Lez
CharacterController
{
{
复制
已复制
复制
已复制
public class
MyPlayer
: MonoBehaviour
public class
KinematicCharacterInput
: MonoBehaviour
{
{
复制
已复制
复制
已复制
public
MyCharacterController
Character;
public
KinematicCharacter
Character;
private const string HorizontalInput = "Horizontal";
private const string HorizontalInput = "Horizontal";
private const string JumpInput = "Jump";
private const string JumpInput = "Jump";
private void Update()
private void Update()
{
{
HandleCharacterInput();
HandleCharacterInput();
}
}
private void HandleCharacterInput()
private void HandleCharacterInput()
{
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
// Build the CharacterInputs struct
// Build the CharacterInputs struct
characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput);
characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput);
characterInputs.JumpDown = Input.GetButtonDown(JumpInput);
characterInputs.JumpDown = Input.GetButtonDown(JumpInput);
// Apply inputs to character
// Apply inputs to character
Character.SetInputs(ref characterInputs);
Character.SetInputs(ref characterInputs);
}
}
}
}
}
}
已保存差异
原始文本
打开文件
using System.Collections; using System.Collections.Generic; using UnityEngine; using KinematicCharacterController; using KinematicCharacterController.Examples; namespace KinematicCharacterController.Walkthrough.WallJumping { public class MyPlayer : MonoBehaviour { public MyCharacterController Character; private const string HorizontalInput = "Horizontal"; private const string JumpInput = "Jump"; private void Update() { HandleCharacterInput(); } private void HandleCharacterInput() { PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); // Build the CharacterInputs struct characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput); characterInputs.JumpDown = Input.GetButtonDown(JumpInput); // Apply inputs to character Character.SetInputs(ref characterInputs); } } }
更改后文本
打开文件
using System.Collections; using System.Collections.Generic; using UnityEngine; using KinematicCharacterController; using KinematicCharacterController.Examples; namespace LezCharacterController { public class KinematicCharacterInput : MonoBehaviour { public KinematicCharacter Character; private const string HorizontalInput = "Horizontal"; private const string JumpInput = "Jump"; private void Update() { HandleCharacterInput(); } private void HandleCharacterInput() { PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); // Build the CharacterInputs struct characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput); characterInputs.JumpDown = Input.GetButtonDown(JumpInput); // Apply inputs to character Character.SetInputs(ref characterInputs); } } }
查找差异