《UnityAPI.Keyframe关键帧》
版本
作者
参与者
完成日期
备注
UnityAPI_Keyframe_V01_1.0
严立钻
2020.06.28
#《UnityAPI.Keyframe关键帧》发布说明:
“UnityAPI.Keyframe关键帧”是对UnityAPI中Keyframe关键帧类的剖析和拓展;
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;
@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“ ==”,表示没有写完的,如果关注度不高就不完善了;“ ok ”,表示此篇博客已经完成,是阶段性完整的!)
$$$$博客溯源:
VR云游戏=Unity SteamVR 云技术 5G AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点)
【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/#Keyframe关键帧
#Keyframe关键帧
#Keyframe关键帧
A1、Description描述
B2、Variables变量
C3、Public Function共有函数
D4、Message消息
#A1、Description描述
#A1、Description描述
A1、Description描述
立钻哥哥:Keyframe(关键帧)是单个关键帧可以插入动画曲线;
[namespace]:UnityEngine;
[Inherits from]:;
【Unity API】分类:
https://blog.csdn.net/vrunsoftyanlz/category_7637520.html[Unity快速入门]:
https://blog.csdn.net/VRunSoftYanlz/article/details/105776475[UnityAPI目录]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106533906[Application应用]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106086327[Object对象]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106202194[GameObject]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106223815[MonoBehaviour]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106533256[Component组件]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106367004[Transform变换]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106607761[Camera摄像机]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106148837[Shader着色器]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106321040[Material材质]:
https://blog.csdn.net/VRunSoftYanlz/article/details/81814303[Physics物理]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106268062[Collider碰撞器]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106696886[Rigidbody刚体]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106698042[Animator动画]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106863517[Animation]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106931626[Joint关节]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106771226[RaycastHit]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106292370[ParticleSystem]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106341995[WWW万维网]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106412890[LineRenerer]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106306388[WheelCollider]:
https://blog.csdn.net/VRunSoftYanlz/article/details/82356217[MovieTexture]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106434063#B2、Variables变量
#B2、Variables变量
B2、Variables变量
B2.1、inTangent
B2.2、outTangent
B2.3、time
B2.4、value
B2.5、YanlzXREngine.Keyframe.Variables
B2.1、inTangent
B2.1、inTangent
B2.1、inTangent
立钻哥哥:内切线;
public float inTangent;
描述在曲线上从当前点到接触该点的内切线;
using UnityEngine;
using System.Collections;
using YanlzXREngine;
public class YanlzKeyframe : MonoBehaviour{
public AnimationCurve anim = new AnimationCurve();
void Start(){
Keyframe[] ks = new Keyframe[3];
ks[0] = new Keyframe(0, 0);
ks[0].inTangent = 0;
ks[1] = new Keyframe(4, 0);
ks[1].inTangent = 45;
ks[2] = new Keyframe(8, 0);
ks[2].inTangent = 90;
anim = new AnimationCurve(ks);
} //立钻哥哥:void Start(){}
void Update(){
transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
} //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzKeyframe{}
B2.2、outTangent
B2.2、outTangent
B2.2、outTangent
立钻哥哥:外切线;
public float outTangent;
描述在曲线上离开该点朝着下一个点外切线;
using UnityEngine;
using System.Collections;
using YanlzXREngine;
public class YanlzKeyframe : MonoBehaviour{
public AnimationCurve anim = new AnimationCurve();
void Start(){
Keyframe[] ks = new Keyframe[3];
ks[0] = new Keyframe(0, 0);
//ks[0].inTangent = 0;
ks[0].outTangent = 0;
ks[1] = new Keyframe(4, 0);
//ks[1].inTangent = 45;
ks[1].outTangent = 45;
ks[2] = new Keyframe(8, 0);
//ks[2].inTangent = 90;
ks[2].outTangent = 90;
anim = new AnimationCurve(ks);
} //立钻哥哥:void Start(){}
void Update(){
transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
} //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzKeyframe{}
B2.3、time
B2.3、time
B2.3、time
立钻哥哥:时间;
public float time;
关键帧的时间;
在2D曲线中可以把这当成是x值;
using UnityEngine;
using System.Collections;
using YanlzXREngine;
public class YanlzKeyframe : MonoBehaviour{
public AnimationCurve curve = AnimationCurve.Linear(0, 0, 5, 5);
void MyTestFunc(){
Debug.Log(curve[0].time);
} //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzKeyframe{}
B2.4、value
B2.4、value
B2.4、value
立钻哥哥:值;
public float value;
关键帧的曲线值;
在2D图表中可以认为这是Y值;
using UnityEngine;
using System.Collections;
using YanlzXREngine;
public class YanlzKeyframe : MonoBehaviour{
public AnimationCurve curve = AnimationCurve.Linear(0, 0, 5, 5);
void MyTestFunc(){
//Debug.Log(curve[0].time);
Debug.Log(curve[0].value);
} //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzKeyframe{}
#C3、Constructors构造
#C3、Constructors构造
C3、Constructors构造
C3.1、Keyframe
C3.2、YanlzXREngine.Keyframe.Constructors
C3.1、Keyframe
C3.1、Keyframe
C3.1、Keyframe
立钻哥哥:关键帧;
public Keyframe(float time, float value);
public Keyframe(float time, float value, float inTangent, float outTangent);
创建关键帧;
using UnityEngine;
using System.Collections;
using YanlzXREngine;
public class YanlzKeyframe : MonoBehaviour{
public AnimationCurve anim;
private Keyframe[] ks;
void Start(){
ks = new Keyframe[50];
int i = 0;
while(i < ks.Length){
//ks[i] = new Keyframe(i, Mathf.Sin(i), 90, 90);
ks[i] = new Keyframe(i, Mathf.Sin(i));
i ;
} //立钻哥哥:while(){}
anim = new AnimationCurve(ks);
} //立钻哥哥:void Start(){}
void Update(){
transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
} //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzKeyframe{}
#D4、立钻哥哥对Keyframe类的拓展
#D4、立钻哥哥对Keyframe类的拓展
【Unity API】分类:
https://blog.csdn.net/vrunsoftyanlz/category_7637520.html[Unity快速入门]:
https://blog.csdn.net/VRunSoftYanlz/article/details/105776475[UnityAPI目录]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106533906[Application应用]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106086327[Object对象]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106202194[GameObject]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106223815[MonoBehaviour]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106533256[Component组件]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106367004[Transform变换]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106607761[Camera摄像机]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106148837[Shader着色器]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106321040[Material材质]:
https://blog.csdn.net/VRunSoftYanlz/article/details/81814303[Physics物理]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106268062[Collider碰撞器]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106696886[Rigidbody刚体]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106698042[Animator动画]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106863517[Animation]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106931626[Joint关节]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106771226[RaycastHit]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106292370[ParticleSystem]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106341995[WWW万维网]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106412890[LineRenerer]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106306388[WheelCollider]:
https://blog.csdn.net/VRunSoftYanlz/article/details/82356217[MovieTexture]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106434063[AnimationCurve]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106952329[AnimationClip]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106951675[Input输入]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106843487[Resources资源]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106818524[Network网络]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106795026[Collision碰撞]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106697669[Matrix4x4矩阵]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106504027[Renerer渲染器]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106481994[AudioSource]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106462679[AudioClip]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106448955[Texture纹理]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106448589[AssetBundle]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106412190[ScriptableObject]:
https://blog.csdn.net/VRunSoftYanlz/article/details/106392769@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“ ==”,表示没有写完的,如果关注度不高就不完善了;“ ok ”,表示此篇博客已经完成,是阶段性完整的!)
VR云游戏=Unity SteamVR 云技术 5G AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点)
【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/【XR游戏开发QQ群:784477094】
立钻哥哥推荐的拓展学习链接(Link_Url):
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/89165846HTC_VIVE开发基础:
https://blog.csdn.net/VRunSoftYanlz/article/details/81989970Oculus杂谈:
https://blog.csdn.net/VRunSoftYanlz/article/details/82469850Oculus安装使用:
https://blog.csdn.net/VRunSoftYanlz/article/details/82718982Unity SteamVR=>VR:
https://blog.csdn.net/VRunSoftYanlz/article/details/88809370Unity减少VR晕眩症:
https://blog.csdn.net/VRunSoftYanlz/article/details/89115518SteamVR简介:
https://blog.csdn.net/VRunSoftYanlz/article/details/86484254SteamVR脚本功能分析:
https://blog.csdn.net/VRunSoftYanlz/article/details/86531480SteamVR2.0开发指南:
https://blog.csdn.net/VRunSoftYanlz/article/details/86618187SteamVR2.2.0开发指南:
https://blog.csdn.net/VRunSoftYanlz/article/details/88784527SteamVR2.2.0快速入门:
https://blog.csdn.net/VRunSoftYanlz/article/details/88833579SteamVR2.2.0交互系统:
https://blog.csdn.net/VRunSoftYanlz/article/details/89199778SteamVR2.2.0传送机制:
https://blog.csdn.net/VRunSoftYanlz/article/details/89390866SteamVR2.2.0教程(一):
https://blog.csdn.net/VRunSoftYanlz/article/details/89324067SteamVR2.2.0教程(二):
https://blog.csdn.net/VRunSoftYanlz/article/details/89894097SteamVR_Skeleton_Poser:
https://blog.csdn.net/VRunSoftYanlz/article/details/89931725SteamVR实战之PMCore:
https://blog.csdn.net/VRunSoftYanlz/article/details/89463658SteamVR/Extras:
https://blog.csdn.net/VRunSoftYanlz/article/details/86584108SteamVR/Input:
https://blog.csdn.net/VRunSoftYanlz/article/details/86601950OpenXR简介:
https://blog.csdn.net/VRunSoftYanlz/article/details/85726365VRTK杂谈:
https://blog.csdn.net/VRunSoftYanlz/article/details/82562993VRTK快速入门(杂谈):
https://blog.csdn.net/VRunSoftYanlz/article/details/82955267VRTK官方示例(目录):
https://blog.csdn.net/VRunSoftYanlz/article/details/82955410VRTK代码结构(目录):
https://blog.csdn.net/VRunSoftYanlz/article/details/82780085VRTK(SceneResources):
https://blog.csdn.net/VRunSoftYanlz/article/details/82795400VRTK_ControllerEvents:
https://blog.csdn.net/VRunSoftYanlz/article/details/83099512VRTK_InteractTouch:
https://blog.csdn.net/VRunSoftYanlz/article/details/83120220虚拟现实行业应用:
https://blog.csdn.net/VRunSoftYanlz/article/details/88360157Steam平台上的VR:
https://blog.csdn.net/VRunSoftYanlz/article/details/88960085Steam平台热销VR:
https://blog.csdn.net/VRunSoftYanlz/article/details/89007741VR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/87834434FrameVR示例V0913:
https://blog.csdn.net/VRunSoftYanlz/article/details/82808498FrameVR示例V1003:
https://blog.csdn.net/VRunSoftYanlz/article/details/83066516SwitchMachineV1022:
https://blog.csdn.net/VRunSoftYanlz/article/details/83280886PlaySceneManagerV1022:
https://blog.csdn.net/VRunSoftYanlz/article/details/83280886Unity5.x用户手册:
https://blog.csdn.net/VRunSoftYanlz/article/details/81712741Unity面试题ABC:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630687Unity面试题D:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630838Unity面试题E:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630913Unity面试题F:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630945Cocos2dx面试题:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630967禅道[zentao]:
https://blog.csdn.net/VRunSoftYanlz/article/details/83964057Lua快速入门篇(Xlua拓展):
https://blog.csdn.net/VRunSoftYanlz/article/details/81173818Lua快速入门篇(XLua教程):
https://blog.csdn.net/VRunSoftYanlz/article/details/81141502Lua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/81322678U3D小项目参考:
https://blog.csdn.net/vrunsoftyanlz/article/details/80141811Unity小游戏算法分析:
https://blog.csdn.net/VRunSoftYanlz/article/details/87908365Unity案例(Vehicle):
https://blog.csdn.net/VRunSoftYanlz/article/details/82355876UML类图:
https://blog.csdn.net/vrunsoftyanlz/article/details/80289461PowerDesigner简介:
https://blog.csdn.net/VRunSoftYanlz/article/details/86500084Unity知识点0001:
https://blog.csdn.net/vrunsoftyanlz/article/details/80302012Unity知识点0008:
https://blog.csdn.net/VRunSoftYanlz/article/details/81153606U3D_Shader编程(第一篇:快速入门篇):
https://blog.csdn.net/vrunsoftyanlz/article/details/80372071U3D_Shader编程(第二篇:基础夯实篇):
https://blog.csdn.net/vrunsoftyanlz/article/details/80372628Unity引擎基础:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881685Unity面向组件开发:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881752Unity物理系统:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881879Unity2D平台开发:
https://blog.csdn.net/vrunsoftyanlz/article/details/78882034UGUI基础:
https://blog.csdn.net/vrunsoftyanlz/article/details/78884693UGUI进阶:
https://blog.csdn.net/vrunsoftyanlz/article/details/78884882UGUI综合:
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https://blog.csdn.net/vrunsoftyanlz/article/details/79251273Unity中Sqlite数据库:
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https://blog.csdn.net/vrunsoftyanlz/article/details/79254902Unity资源加密:
https://blog.csdn.net/VRunSoftYanlz/article/details/87644514PhotonServer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/86682935C#事件:
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https://blog.csdn.net/vrunsoftyanlz/article/details/78630838游戏相关缩写:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630687UnityAPI.Rigidbody刚体:
https://blog.csdn.net/VRunSoftYanlz/article/details/81784053UnityAPI.Material材质:
https://blog.csdn.net/VRunSoftYanlz/article/details/81814303UnityAPI.Android安卓:
https://blog.csdn.net/VRunSoftYanlz/article/details/81843193UnityAPI.AndroidJNI安卓JNI:
https://blog.csdn.net/VRunSoftYanlz/article/details/81879345UnityAPI.Transform变换:
https://blog.csdn.net/VRunSoftYanlz/article/details/81916293UnityAPI.WheelCollider轮碰撞器:
https://blog.csdn.net/VRunSoftYanlz/article/details/82356217UnityAPI.Resources资源:
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https://blog.csdn.net/VRunSoftYanlz/article/details/82026644CocosStudio快速入门:
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https://blog.csdn.net/VRunSoftYanlz/article/details/82634733Unity企业内训(第2讲):
https://blog.csdn.net/VRunSoftYanlz/article/details/82861180Unity企业内训(第3讲):
https://blog.csdn.net/VRunSoftYanlz/article/details/82927699Unity企业内训(第4讲):
https://blog.csdn.net/VRunSoftYanlz/article/details/83479776Unity企业内训(第5讲):
https://blog.csdn.net/VRunSoftYanlz/article/details/83963811Unity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/827191295G接入:云计算和雾计算:
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https://blog.csdn.net/VRunSoftYanlz/article/details/88652803立钻哥哥Unity 学习空间:
http://blog.csdn.net/VRunSoftYanlz--_--VRunSoft:lovezuanzuan--_--
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