《UnityAPI.AnimationCurve動畫曲線》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+AnimationCurve+Addkey+立鑽哥哥++OK++)

《UnityAPI.AnimationCurve動畫曲線》

版本

作者

參與者

完成日期

備註

UnityAPI_AnimationCurve_V01_1.0

嚴立鑽

 

2020.06.24

 

 

 

 

 

 

 

#《UnityAPI.AnimationCurve動畫曲線》發佈說明:

++++“UnityAPI.AnimationCurve動畫曲線是對UnityAPIAnimationCurve動畫曲線類的剖析和拓展

立鑽哥哥:Unity是一個入門快、提高難的遊戲引擎,想要提升能力,至少需要越過3道坎:API+Shader+綜合能力

++1、API的積累:API的合理利用不僅可以減輕自己的編碼負擔,而且往往可以提高程序的運行效率;這也是鑽哥開始“Unity API”獨立打造分類的初衷

++2、Shader編程:想要做出一款精品遊戲往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系統,優化了繁雜的“Open GL”編程

++3、綜合能力(技術+業務+管理):一款產品的製作除了功能編程外,往往會涉及很多其他領域,例如產品架構、UI交互設計、模型製作等,作爲主要的編程人員,對其他相關領域的瞭解程序往往會影響到產品製作直至最後的產品體驗

++++立鑽哥哥一直在推動【VR雲遊戲=Unity+SteamVR+雲技術+5G+AI,這個只是一個引子,拋磚引玉讓大家對整個知識體系有一個明確的落地方向,寶寶們可以根據自己的興趣方向進行拓展:比如Unity這裏是指一種“3D遊戲引擎”,也可拓展至“UE4Cocos2dx”等遊戲引擎;SteamVR是一種跨硬件解決方案,也可拓展至“VRTK”等第三方插件;“雲技術+5G”是一種跨平臺解決方案的核心技術,同樣可拓展至其他平臺解決方案;AI也是一種先進技術的舉例,也可以拓展至任何一種前沿技術

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

$$$$博客溯源:

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#AnimationCurve動畫曲線

#AnimationCurve動畫曲線

#AnimationCurve動畫曲線

++A1、Description描述

++B2、Variables變量

++C3、Public Function共有函數

++D4、Message消息

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立鑽哥哥:AnimationCurve(動畫曲線)是生成動畫剪輯的曲線的集合

++++[namespace]:UnityEngine

++++[Inherits from]

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]: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組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform變換]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]: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剛體]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator動畫]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[Joint關節]: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萬維網]: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變量

#B2、Variables變量

++B2、Variables變量

++++B2.1、keys

++++B2.2、length

++++B2.3、postWrapMode

++++B2.4、preWrapMode

++++B2.5、this[int]

++++B2.6、YanlzXREngine.AnimationCurve.Variables

 

 

++B2.1、keys

++B2.1、keys

++B2.1、keys

++++立鑽哥哥:關鍵幀

public Keyframe[] keys;

++++在動畫曲線中定義所有關鍵幀

++++這讓從數組中清除,添加或者移除任何關鍵幀;如果關鍵幀不通過時間順序,將會在分配中自動排序

++++注意:數組是“來自值”,即,獲取關鍵幀返回所有幀的拷貝並設置關鍵幀拷貝到曲線

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimationCurve : MonoBehaviour{

    private AnimationCurve anim;

    private Keyframe[] ks;

 

    void Start(){

        ks = new Keyframe[50];

 

        int i = 0;

        while(i < ks.Length){

            ks[i] = new Keyframe(i, i * i);

            i++;

        }

        anim = new AnimationCurve(ks);

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzAnimationCurve{}

 

 

 

 

 

++B2.2、length

++B2.2、length

++B2.2、length

++++立鑽哥哥:長度

public int length;

++++在曲線中的關鍵幀的數量(只讀

 

 

 

 

 

++B2.3、postWrapMode

++B2.3、postWrapMode

++B2.3、postWrapMode

++++立鑽哥哥:關鍵幀之後

public WrapMode postWrapMode;

++++在關鍵幀之後動畫的行爲

 

 

 

 

 

++B2.4、preWrapMode

++B2.4、preWrapMode

++B2.4、preWrapMode

++++立鑽哥哥:關鍵幀之前

public WrapMode preWrapMode;

+++在第一關鍵幀之前動畫的行爲

 

 

 

 

 

++B2.5、this[int]

++B2.5、this[int]

++B2.5、this[int]

++++立鑽哥哥:檢索關鍵幀

public Keyframe this[int];

++++在索引中檢查關鍵幀(只讀

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

 

 

#C3、Constructors構造器

#C3、Constructors構造器

++C3、Constructors構造器

++++C3.1、AnimationCurve

++++C3.2、YanlzXREngine.AnimationCurve.Constructors

 

 

++C3.1、AnimationCurve

++C3.1、AnimationCurve

++C3.1、AnimationCurve

++++立鑽哥哥:動畫曲線

public AnimationCurve(params Keyframe[] keys);

public AnimationCurve();

++++[keys]:定義曲線關鍵幀的數組

++++從任意數量的關鍵幀創建動畫曲線

++++該函數從關鍵幀參數的個數變量創建曲線;如果想要從關鍵幀數組中創建曲線,創建一個空曲線和分配關鍵幀屬性

++++創建空的動畫曲線

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimationCurve : MonoBehaviour{

    private AnimationCurve curve;

 

    void Start(){

        curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));

        curve.preWrapMode = WrapMode.PingPong;

        curve.postWrapMode = WrapMode.PingPong;

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        transform.position = new Vector3(transform.position.x, curve.Evaluate(Time.time), transform.position.z);

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzAnimationCurve{}

 

 

 

 

 

 

 

#D4、Public Functions公共函數

#D4、Public Functions公共函數

++D4、Public Functions函數

++++D4.1、Addkey

++++D4.2、Evaluate

++++D4.3、MoveKey

++++D4.4、RemoveKey

++++D4.5、SmoothTangents

++++D4.6、YanlzXREngine.AnimationCurve.PublicFunctions

 

 

++D4.1、Addkey

++D4.1、Addkey

++D4.1、Addkey

++++立鑽哥哥:添加幀

public int AddKey(float time, float value);

public int AddKey(Keyframe key);

++++[time]:在時間軸上添加關鍵幀(在曲線圖的水平位置)

++++[value]:關鍵幀的值(在曲線圖的垂直位置)

++++[key]:添加關鍵幀到曲線

++++添加關鍵幀的索引,或者如果關鍵幀沒有被添加值爲-1

++++添加新的關鍵幀到曲線

++++關鍵幀的平滑切線是自動計算的;返回添加的關鍵幀的索引;如果沒有關鍵幀被添加可能因爲這兒已經有另一個相同的關鍵幀返回-1

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

++D4.2、Evaluate

++D4.2、Evaluate

++D4.2、Evaluate

++++立鑽哥哥:評估

public float Evaluate(float time);

++++[time]:求值曲線的時間(在曲線圖中的水平軸)

++++返回值:曲線的值,在指定時間軸上的點

++++在時間軸上求曲線的值

 

 

 

 

 

++D4.3、MoveKey

++D4.3、MoveKey

++D4.3、MoveKey

++++立鑽哥哥:移動關鍵幀

public int MoveKey(int index, Keyframe key);

++++[index]:移動關鍵幀的索引

++++[key]:內置關鍵幀

++++返回值:移動後關鍵幀的索引

++++移除關鍵幀索引和內置關鍵幀

++++如果關鍵幀已經存在key.time時間軸的舊的關鍵幀的位置,/key[index].time/將會被用於替代;這是曲線編輯器中拖動關鍵幀所需的行爲;返回移動後的關鍵幀的索引

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

 

++D4.4、RemoveKey

++D4.4、RemoveKey

++D4.4、RemoveKey

++++立鑽哥哥:移除關鍵幀

public void RemoveKey(int index);

++++移除關鍵幀

 

 

 

 

 

++D4.5、SmoothTangents

++D4.5、SmoothTangents

++D4.5、SmoothTangents

++++立鑽哥哥:平滑切線

public void SmoothTangents(int index, float weight);

++++[index]:平滑關鍵幀的索引

++++[weight]:應用於關鍵幀平滑的平滑權重

++++平滑關鍵幀的內切和外切的索引

++++外切權重爲0

 

 

 

 

 

 

 

#E5、Static Functions靜態函數

#E5、Static Functions靜態函數

++E5、Static Functions靜態函數

++++D5.1、EaseInOut

++++D5.2、Linear

++++D5.3、YanlzXREngine.AnimationCurve.StaticFunctions

 

 

++D5.1、EaseInOut

++D5.1、EaseInOut

++D5.1、EaseInOut

++++立鑽哥哥:緩入緩出

public static AnimationCurve EaseInOut(float timeStart, float valueStart, float timeEnd, float valueEnd);

++++[timeStart]:曲線開始時間

++++[valueStart]:曲線開始值

++++[timeEnd]:曲線結束時間

++++[valueEnd]:曲線結束值

++++返回值:根據指定值生成緩入緩出曲線

++++創建緩入緩出曲線開始時間,開始值和結束時間,結束值

 

 

 

 

 

++D5.2、Linear

++D5.2、Linear

++D5.2、Linear

++++立鑽哥哥:線性

public static AnimationCurve Linear(float timeStart, float valueStart, float timeEnd, float valueEnd);

++++[timeStart]:線性曲線開始時間

++++[valueStart]:線性曲線開始值

++++[timeEnd]:線性曲線結束時間

++++[valueEnd]:線性曲線結束值

++++返回值:根據指定值生成曲線(直線)

++++直線包括開始時間,開始值和結束時間結束值

++++在某些方面這是矛盾的生成的“曲線”實際上是條直線,但是依然被稱爲“曲線”並表示AnimationCurve對象

 

 

 

 

 

 

#F6、立鑽哥哥對AnimationCurve類的拓展

#F6、立鑽哥哥對AnimationCurve類的拓展

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]: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組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform變換]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]: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剛體]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator動畫]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[Joint關節]: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萬維網]: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

++++[Input輸入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources資源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network網絡]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩陣]: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紋理]: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:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR遊戲開發QQ羣:784477094

++立鑽哥哥推薦的拓展學習鏈接(Link_Url)

立鑽哥哥推薦的拓展學習鏈接(Link_Url)

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz/

++++虛擬現實VR資訊: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE開發基礎https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus雜談https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安裝使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity減少VR暈眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR腳本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

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++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

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++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

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++++Unity面試題ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面試題Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

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++++禪道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

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++++專題:設計模式(精華篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

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++++Unity知識點0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

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++++編寫Photon遊戲服務器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

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++++C#數據類型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

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++++遊戲相關縮寫https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

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++++UnityAPI.Transform變換https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider輪碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources資源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON數據結構https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企業內訓(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企業內訓(第1講)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企業內訓(第2講)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企業內訓(第3講)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企業內訓(第4講)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企業內訓(第5講)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企業內訓(第6講)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++鑽哥帶您瞭解產品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++計算機組成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:雲計算和霧計算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++雲計算通俗講義https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz

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