技术标签: VR云游戏实战零碎技术点 Unity开发基础 Unity Yanlz VR云游戏 立钻哥哥 Component UnityAPI
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作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Component_V01_1.0 |
严立钻 |
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2020.05.26 |
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立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力;++1、API的积累:对API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷; ++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程; ++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验; ++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4、Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术; |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
#Component组件 |
#Component组件++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++请注意:代码永远不会直接创建一个组件;而是通过编写脚本代码,附加脚本到一个游戏对象上;“ScriptableObject”作为一种方法来创建脚本,不附加到任何游戏对象;
#B2、Variables变量 |
++B2、Variables变量++++B2.1、animation++++B2.2、audio++++B2.3、camera++++B2.4、collider++++B2.5、collider2D++++B2.6、constantForce++++B2.7、gameObject++++B2.8、guiText++++B2.9、guiTexture++++B2.10、hingeJoint++++B2.11、light++++B2.12、networkView++++B2.13、particleEmitter++++B2.14、particleSystem++++B2.15、renderer++++B2.16、rigidbody++++B2.17、rigidbody2D++++B2.18、tag++++B2.19、transform++++B2.20、YanlzXREngine.Component.Variables |
++B2.1、animation |
Animation animation; |
++++附加到此游戏对象的Animation(如无附加则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ animation.Play(); } } //立钻哥哥:public class YanlzComponent{} |
++B2.2、audio |
AudioSource audio; |
++++附加到此游戏对象的AudioSource(如无附加则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ audio.Play(); } } //立钻哥哥:public class YanlzComponent{} |
++B2.3、camera |
Camera camera; |
++++附加到此游戏对象的Camera(如无附加则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ camera.fieldOfView = 40; } } //立钻哥哥:public class YanlzComponent{} |
++B2.4、collider |
Collider collider; |
++++附加到此游戏对象的Collider(如无附加则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ collider.material.dynamicFriction = 1; } } //立钻哥哥:public class YanlzComponent{} |
++B2.5、collider2D |
Collider2D collider2D; |
++++附加到此对象上的Collider2D组件;
++++如没有Collider2D被附加则返回空;
++B2.6、constantForce |
ConstantForce constantForce; |
++++附加到此游戏对象的ConstantForce(如无附加则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ constantForce.relativeForce = new Vector3(0, 0, 1); } } //立钻哥哥:public class YanlzComponent{} |
++B2.7、gameObject |
GameObject gameObject; |
++++组件附加的游戏对象;组件总是被附加到游戏对象上;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ Debug.Log(gameObject.name); } } //立钻哥哥:public class YanlzComponent{} |
++B2.8、guiText |
GUIText guiText; |
++++附加到此游戏对象GUIText组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ guiText.text = “立钻哥哥:Hello world!”; } } //立钻哥哥:public class YanlzComponent{} |
++B2.9、guiTexture |
GUITexture guiTexture; |
++++附加到此游戏对象GUITexture组件(只读);(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ guiTexture.color= Color.bule; } } //立钻哥哥:public class YanlzComponent{} |
++B2.10、hingeJoint |
HingeJoint hingeJoint; |
++++附加到此游戏对象HingeJoint组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ hingeJoint.motor.targetVelocity = 5; } } //立钻哥哥:public class YanlzComponent{} |
++B2.11、light |
Light light; |
++++附加到此游戏对象Light组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ hingeJoint.motor.targetVelocity = 5; } } //立钻哥哥:public class YanlzComponent{} |
++B2.12、networkView |
NetworkView networkView; |
++++附加到此游戏对象NetworkView组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ networkView.RPC(“MyFunction”, RPCMode.All, “someValue”); } } //立钻哥哥:public class YanlzComponent{} |
++B2.13、particleEmitter |
ParticleEmitter particleEmitter; |
++++附加到此游戏对象ParticleEmitter组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ networkView.RPC(“MyFunction”, RPCMode.All, “someValue”); } } //立钻哥哥:public class YanlzComponent{} |
++B2.14、particleSystem |
ParticleSystem particleSystem; |
++++附加到此游戏对象ParticleSystem组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ particleSystem.Emit(5); } } //立钻哥哥:public class YanlzComponent{} |
++B2.15、renderer |
Renderer renderer; |
++++附加到此游戏对象Renderer组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ renderer.material.color = Color.red; } } //立钻哥哥:public class YanlzComponent{} |
++B2.16、rigidbody |
Rigidbody rigidbody; |
++++附加到此游戏对象Rigidbody组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ rigidbody.AddForce(1, 1, 1); } } //立钻哥哥:public class YanlzComponent{} |
++B2.17、rigidbody2D |
Rigidbody2D rigidbody2D; |
++++附加到此游戏对象Rigidbody2D组件;
++++如果Rigidbody2D被附加,此属性将为空;
++B2.18、tag |
string tag; |
++++此游戏对象的标签;
++++标签可以用于标识游戏对象;标签必须在使用之前在标签管理器里面先声明;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ Debug.Log(“立钻哥哥:Transform Tag is:” + tag); } } //立钻哥哥:public class YanlzComponent{} |
++B2.19、transform |
Transform transform; |
++++附加到此游戏对象Transform组件(如果没有则为空);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ void MyTestFunc(){ transform.Translate(1, 1, 1); } } //立钻哥哥:public class YanlzComponent{} |
#C3、Functions函数 |
++C3、Functions函数++++C3.1、BroadcastMessage++++C3.2、CompareTag++++C3.3、GetComponent++++C3.4、GetComponentInChildren++++C3.5、GetComponentInParent++++C3.6、GetComponents++++C3.7、GetComponentsInChildren++++C3.8、GetComponentsInParent++++C3.9、SendMessage++++C3.10、SendMessageUpwards++++C3.11、YanlzXREngine.Component.Functions |
++C3.1、BroadcastMessage |
void BroadcastMessage(string methodName, object parameter=null, SendMessageOptions options=SendMessageOptions.RequireReceiver);void BroadcastMessage(string methodName, SendMessageOptions options); |
++++[methodName]:要调用的方法名;
++++[parameter]:可选参数,要传递的方法名(可以是任何值);
++++[options]:如果用于给定的目标对象方法不存在,应该抛出错误么?
++++在该游戏对象的和它的全部子对象上每一MonoBehaviour调用名为methodName的方法;
++++接受消息的方法可以通过不要参数的方法来选择忽略参数,当选项被设置为SendMessageOptions.RequireReceiver时,如果消息没有被任何一个组件处理,则会打印一个错误;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{
void MyApplyDamage(float damage){ Debug.Log(damage); } //立钻哥哥:void MyApplyDamage(){}
void MyTestFunc(){ BroadcastMessage(“MyApplyDamage”, 5.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.2、CompareTag |
bool CompareTag(string tag); |
++++[tag]:要比较的标签;
++++此游戏对象是否被标记为tag标签?
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{
void OnTriggerEnter(Collider other){ if(other.CompareTag(“MyPlayer”)){ Destroy(other.gameObject); } } //立钻哥哥:void OnTriggerEnter(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.3、GetComponent |
Component GetComponent(Type type);T GetComponent();Component GetComponent(string type); |
++++[type]:要获取的组件类型;
++++如果游戏对象有附加type类型的组件,则返回;如果没有则为空;
++++由于性能原因,最好使用Type的GetComponent,而不是用字符串;不过有时可能无法得到Type,可以简单通过名字而不是type来访问组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ public HingeJoint hinge;
void MyTestFunc(){ //hinge = GetComponent(“HingeJoint”) as HingeJoint; hinge = GetComponent<HingeJoint>();
hinge.useSpring = false; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.4、GetComponentInChildren |
Component GetComponentInChildren(Type t);T GetComponentInChildren(); |
++++[t]:要获取组件的类型;
++++返回此游戏对象上type类型的组件或任何它的子对象,使用深度首先搜索;
++++只返回激活的组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ public HingeJoint hinge;
void MyTestFunc(){ //hinge = GetComponent<HingeJoint>(); hinge = GetComponentInChildren<HingeJoint>();
hinge.useSpring = false; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.5、GetComponentInParent |
Component GetComponentInParent(Type t); |
++++[t]:获取组件的类型;
++++返回此对象或任何它的父对象type类型的组件;
++++仅返回激活的组件;
立钻哥哥:Returns the component of Type /type/ in the GameObject or any of its parents. |
++C3.6、GetComponents |
Component[] GetComponents(Type type);T[] GetComponents(); |
++++[type]:检索组件的类型;
++++返回此对象type类型的所有组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ public HingeJoint[] hingeJoints;
void MyTestFunc(){ hingeJoints = GetComponents<HingeJoint>();
foreach(HingeJoint joint in hingeJoints){ joint.useSpring = false; } } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.7、GetComponentsInChildren |
Component[] GetComponentsInChildren(Type t, bool includeInactive=false);T[] GetComponentsInChildren(bool includeInactive);T[] GetComponentsInChildren(); |
++++[t]:检索组件的类型;
++++[includeInactive]:在查找集里面应该包括非激活的组件吗?
++++返回此游戏对象与其子对象所有type类型的组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ public HingeJoint[] hingeJoints;
void MyTestFunc(){ //hingeJoints = GetComponents<HingeJoint>(); hingeJoints = GetComponentsInChildren<HingeJoint>();
foreach(HingeJoint joint in hingeJoints){ joint.useSpring = false; } } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.8、GetComponentsInParent |
Component[] GetComponentsInParent(Type t, bool includeInactive=false);T[] GetComponentsInParent(bool includeInactive);T[] GetComponentsInParent(); |
++++[t]:检索组件的类型;
++++[includeInactive]:在查找集里面应该包括非激活的组件吗?
++++返回此游戏对象与其父对象所有type类型的组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{ public HingeJoint[] hingeJoints;
void MyTestFunc(){ hingeJoints = gameObject.GetComponentsInParent(typeof(HingeJoint));
foreach(HingeJoint joint in hingeJoints){ joint.useSpring = false; } } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.9、SendMessage |
void SendMessage(string methodName, object value=null, SendMessageOptions options=SendMessageOptions.RequireReceiver);void SendMessage(string methodName, SendMessageOptions options); |
++++[methodName]:调用的方法名;
++++[value]:可选参数,被调用的方法传递的值;
++++[options]:如果目标对象方法不存在,应该引发错误吗?
++++在此游戏对象所有MonoBehaviour上调用名称为methodName的方法;
++++接收消息的方法可以通过不要参数的方法来选择忽略参数;当选项被设置为SendMessageOptions.RequireReceiver时,如果消息没有被任何一个组件处理,则打印一个错误;
++++注意:消息不会发送到非激活的对象上(如:那些在编辑器或者通过GameObject.SetActive已经关闭的对象);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{
void MyApplyDamage(float damage){ Debug.Log(damage); } //立钻哥哥:void MyApplyDamage(){}
void MyTestFunc(){ //BroadcastMessage(“MyApplyDamage”, 5.0F); SendMessage(“MyApplyDamage”, 5.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
++C3.10、SendMessageUpwards |
void SendMessageUpwards(string methodName, object value=null, SendMessageOptions options=SendMessageOptions.RequireReceiver);void SendMessageUpwards(string methodName, SendMessageOptions options); |
++++[methodName]:调用的方法名;
++++[value]:可选参数,被调用的方法传递的值;
++++[options]:如果目标对象方法不存在,应该引发错误吗?
++++在此游戏对象及其behaviour的父对象上所有MonoBehaviour上调用名称为methodName的方法;
++++接收消息的方法可以通过不要参数的方法来选择忽略参数;当选项被设置为SendMessageOptions.RequireReceiver时,如果消息没有被任何一个组件处理,则打印一个错误;
++++注意:消息不会发送到非激活的对象上(如:那些在编辑器或者通过GameObject.SetActive已经关闭的对象);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzComponent : MonoBehaviour{
void MyApplyDamage(float damage){ Debug.Log(damage); } //立钻哥哥:void MyApplyDamage(){}
void MyTestFunc(){ //BroadcastMessage(“MyApplyDamage”, 5.0F); //SendMessage(“MyApplyDamage”, 5.0F); SendMessageUpwards(“MyApplyDamage”, 5.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzComponent{} |
#D4、立钻哥哥对Component类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
++++Unity减少VR晕眩症:https://blog.csdn.net/VRunSoftYanlz/article/details/89115518
++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
++++SteamVR脚本功能分析:https://blog.csdn.net/VRunSoftYanlz/article/details/86531480
++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
++++SteamVR2.2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/88784527
++++SteamVR2.2.0快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/88833579
++++SteamVR2.2.0交互系统:https://blog.csdn.net/VRunSoftYanlz/article/details/89199778
++++SteamVR2.2.0传送机制:https://blog.csdn.net/VRunSoftYanlz/article/details/89390866
++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
++++Navigation导航系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
++++Unity资源加密:https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
++++PhotonServer简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
++++C#泛型:https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++UnityAPI.Rigidbody刚体:https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
++++Unity企业内训(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
++++Unity企业内训(第1讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
++++Unity企业内训(第2讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
++++Unity企业内训(第3讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
++++Unity企业内训(第4讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
++++Unity企业内训(第6讲):https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
++++钻哥带您了解产品原型:https://blog.csdn.net/VRunSoftYanlz/article/details/87303828
++++插件<Obi Rope>:https://blog.csdn.net/VRunSoftYanlz/article/details/83963905
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
++++云计算通俗讲义:https://blog.csdn.net/VRunSoftYanlz/article/details/88652803
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
--_--VRunSoft:lovezuanzuan--_--
文章浏览阅读1.4k次,点赞2次,收藏25次。arduino通过esp8266模块发送数据到云服务器我是代码小白,一个正在做毕设的秃头少年。鄙人拙作,有不当之处,还请指教。最近买了一套arduino设备,打算做一个物联网设备小玩意,可是怎么把数据上传到云服务器可愁坏我了。通过对比实验,我决定用esp8266wifi模块进行通信。云服务器的话,我现在还没写相应的代码,所以先用Onenet平台进行配置。Onenet平台进行配置1.进入Onenet..._esp8266 arduino wifi发送数据
文章浏览阅读1.4w次,点赞9次,收藏17次。常用选项[htbp]是浮动格式:『h』当前位置。将图形放置在正文文本中给出该图形环境的地方。如果本页所剩的页面不够,这一参数将不起作用。『t』顶部。将图形放置在页面的顶部。『b』底部。将图形放置在页面的底部。『p』浮动页。将图形放置在一只允许有浮动对象的页面上。在table或者figure 后加 [!htb] 是系统忽略“美学”标准,把表格和图片插入到你的代码中,是动的,但是不加感叹号,它就是按顺序选择h(此处),t(上方),b(下方),所以为了让图片随着你的代码移动,最好加一个[!htb]_latex htpb
文章浏览阅读67次。1 linux下的usb抓包方法1、配置内核使能usb monitor:make menuconfigDevice Drivers --> USB Support --> USB Monitor --> Sel..._linux安装tcpdump 查看usb
文章浏览阅读164次。计算机组成 课程设计报告计算机组成原理课程设计报告姓 名:班 级:学 号:指导老师:2016年 6月31日目 录第一章 背景知识与课设任务概述11.1课设目的11.2课设任务11.2111.2211.2321.2421.252第二章 课设内容32.1指令的执行流程32.1.132.1.242.1.352.2存储器62.2.162.3运算器72.3.172.4硬件系统组成122.4..._计算机组成课程设计报告
文章浏览阅读1.3k次。最近一学期一次的抢课大戏又来了,几家欢乐几家愁。O(∩_∩)O哈哈~(l我每次一选就过了hah,我还是有欧的时候滴)。看着他们盯着教务系统就着急,何况我们那教务系统,不想说什么。emmm 想周围的朋友,正好下午利用扩容前一段时间写了个小脚本帮助朋友抢课。(当然抢到了啦,^_^)私信小编001即可获取大量Python学习资料,名额有限因为时间不够,来不及仔细琢磨,我第一想法就是直接提交选课的数据包(..._青果教务系统抢课
文章浏览阅读4.6k次。很简单,下载证书后导入到受信任根目录证书下载,直接在代理状态浏览器访问burp点击CA就可以下载了 设置该证书全部信任,,switchyomega 设置如下即可 就可以抓https的包了 ...
文章浏览阅读43次。从零开始实现简易版本SpringIoC&DI&MVCSpring源码进修中,实现一个简易版本的Spring,包含以下主要内容:IoC,DI,MVC,已完成基本的功能。代码量还算一般,特此记录以共勉。首先是整个项目的基本思路。项目实现的功能就是从前端发一个请求,后端根据请求解析到后端的相应方法进行处理,完成后将结果进行返回。代码需要完成请求路径和类+方法的对应。配置阶段配置web.xml:DispatcherServlet设定init-param:contextConfigL
文章浏览阅读542次。只有在单系统自动化的基础上,通过高速网络接入各单系统,充分数据融合,建立合理的联动机制才能完成从单系统自动化到综合自动化的转变,该部分的转变从投入的资金和实现的容易度相对来讲可实现性和可控性都比较容易,但是从综合自动化向数字化矿山发展,涉及的面比较广,必须由多方共同来推进,一般涉及到“综合自动化”、“空间数字化”及“管理信息化”三大方面,三者缺一不可,通过三者的有机融合,再通过合适的平台例如三维可视化平台进行展示,同时通过科学合理的管理制度和流程加以应用才是真正意义上有血有肉的数字化矿山。_18万字应急管理局智慧矿山煤矿数字化矿山技术解决方案word
文章浏览阅读1.4w次,点赞8次,收藏7次。Tomcat官网地址_tomcat官网
文章浏览阅读5.1k次,点赞11次,收藏58次。指令长度与寻址方式有关系,规律或原则如下:一、没有操作数的指令,指令长度为1字节。如es:ds:cbwxlat等。二、操作数只涉及寄存器的指令,指令长度为2字节。如mov al,[si]mov ax,[bx+si]mov ds,ax等。三、操作数涉及内存地址的指令,指令长度为3字节。如mov al,[bx+1]mov ax,[bx+si+3]lea di,[1234]mov [2345],ax等。四、操作数涉及立即数的指令,指令长度为:寄存器类型+2。8位寄存器,寄存器_汇编指令占多少字节
文章浏览阅读3.4k次。CTF中的RSA及攻击方法笔记1 数论基础1.1 模运算规则2 RSA相关题目2.1 已知 n,e,c 求 m2.2 已知 p,q,e 求 d2.3 已知dp,dq,c,p,q 求m2.4 仅已知c,c特别大 【c = m^e mod n】2.5 已知n1,n2,c1,c2,n 求 m2.6 已知n1,n2,e,c2 求m2.7 已知e,d,N 求p,q1 数论基础参考链接:https://www.freebuf.com/articles/web/257835.html1.1 模运算规则模运算与基_ctf rsa 多个n和多个c
文章浏览阅读2w次,点赞4次,收藏15次。数据库中时间类型是这样的,13位bigInt类型的数据select date_format(FROM_UNIXTIME(列名/1000),'%Y%m%d') from xx表原理就是把13位的时间格式/1000等于时间戳,使用FROM_UNIXTIME把时间戳转换成具体的日期ps:将时间转换为时间戳select unix_timestamp('2018-08-30..._bigint转日期