版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Color_V01_1.0 |
严立钻 |
|
2020.07.04 |
|
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|
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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/
#Color颜色 |
#Color颜色++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++Color这个结构被用来在整个Unity中传递颜色;每个颜色的组件是一个范围从0到1之间的浮点型值;
++++组件(r,g,b)在RGB颜色空间内定义一个颜色;Alpha组件(a)定义透明度;alpha值是1是完全不透明,alpha值是0是完全透明;
#B2、Static Variables静态变量 |
++B2、Static Variables静态变量++++B2.1、black++++B2.2、blue++++B2.3、clear++++B2.4、cyan++++B2.5、gray++++B2.6、green++++B2.7、grey++++B2.8、magenta++++B2.9、red++++B2.10、white++++B2.11、yellow++++B2.12、YanlzXREngine.Color.StaticVariables |
++B2.1、black |
public static Color black; |
++++纯黑;RGBA是(0,0,0,1);
++B2.2、blue |
public static Color blue; |
++++纯蓝;RGBA是(0,0,1,1);
++B2.3、clear |
public static Color clear; |
++++完全透明的;RGBA是(0,0,0,0);
++B2.4、cyan |
public static Color cyan; |
++++蓝绿色;RGBA是(0,1,1,1);
++B2.5、gray |
public static Color gray; |
++++灰色;RGBA是(0.5, 0.5, 0.5, 1);
++B2.6、green |
public static Color green; |
++++纯绿色;RGBA是(0,1,0,1);
++B2.7、grey |
public static Color grey; |
++++英语称作gray;RGBA与(0.5, 0.5, 0.5, 1)一样;
++B2.8、magenta |
public static Color magenta; |
++++品红色;RGBA是(1,0,1,1);
++B2.9、red |
public static Color red; |
++++纯红色;RGBA是(1,0,0,1);
++B2.10、white |
public static Color white; |
++++纯白色;RGBA是(1,1,1,1);
++B2.11、yellow |
public static Color yellow; |
++++黄色;RGBA是(1, 0.92, 0.016, 1),但是这个颜色看起来不是那么完美;
#C3、Variables变量 |
++C3、Variables变量++++C3.1、a++++C3.2、b++++C3.3、g++++C3.4、gamma++++C3.5、grayscale++++C3.6、linear++++C3.7、maxColorComponent++++C3.8、r++++C3.9、this[int]++++C3.10、YanlzXREngine.Color.Variables |
++C3.1、a |
public float a; |
++++颜色的透明通道组建;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = Color.white;
void MyTestFunc(){ color.a = 0; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.2、b |
public float b; |
++++颜色的蓝组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = Color.white;
void MyTestFunc(){ color.b = 0; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.3、g |
public float g; |
++++颜色的绿组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = Color.white;
void MyTestFunc(){ color.g = 0; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.4、gamma |
public Color gamma; |
++++颜色的版本,该版本应用了伽马曲线;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = new Color(0.3F, 0.4F, 0.6F);
void MyTestFunc(){ Debug.Log(color.gamma); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.5、grayscale |
public float grayscale; |
++++颜色的灰度值(只读);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = new Color(0.3F, 0.4F, 0.6F);
void MyTestFunc(){ Debug.Log(color.grayscale); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.6、linear |
public Color linear; |
++++sRGB颜色的线性值;
++++颜色的典型表示在sRGB颜色空间;该属性返回“linearized”颜色值,即与sRGB伽马曲线应用相反;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = new Color(0.3F, 0.4F, 0.6F);
void MyTestFunc(){ Debug.Log(color.linear); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.7、maxColorComponent |
public float maxColorComponent; |
++++返回颜色组件最大值:Max(r,g,b);
++C3.8、r |
public float r; |
++++颜色的红色组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color color = Color.white;
void MyTestFunc(){ color.r = 0; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
++C3.9、this[int] |
public float this[int]; |
++++使用r,g,b,a组件,使用[0],[1],[2],[3]表示;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color p;
void MyTestFunc(){ p[1] = 5; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
#D4、Constructors构造器 |
++D4、Constructors构造器++++D4.1、Color++++D4.2、YanlzXREngine.Color.Constructors |
++D4.1、Color |
public Color(float r, float g, float b, float a);public Color(float r, float g, float b); |
++++[r]:红色组件;
++++[g]:绿色组件;
++++[b]:蓝色组件;
++++[a]:透明组件;
++++构造一个新的颜色,使用指定r,g,b,a组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ //public Color color = new Color(0.2F, 0.3F, 0.4F); public Color color = new Color(0.2F, 0.3F, 0.4F, 0.5F); } //立钻哥哥:public class YanlzColor{} |
#E5、Public Functions公有函数 |
++E5、Public Functions公有函数++++D5.1、ToString++++D5.2、YanlzXREngine.Color.PublicFunctions |
++D5.1、ToString |
public string ToString();public string ToString(string format); |
++++返回一个良好该颜色的格式化字符串;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{
void MyTestFunc(){ Debug.Log(Color.white); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzColor{} |
#F6、Static Functions静态函数 |
++F6、Static Functions静态函数++++F6.1、HSVToRGB++++F6.2、Lerp++++F6.3、LerpUnclamped++++F6.4、RGBToHSV++++F6.5、YanlzXREngine.Color.StaticFunctions |
++F6.1、HSVToRGB |
public static Color HSVToRGB(float H, float S, float V);public static Color HSVToRGB(float H, float S, float V, bool hdr); |
++++[H]:色调[0, 1];
++++[S]:饱和度[0, 1];
++++[V]:值[0, 1];
++++[hdr]:输出HDR颜色;如果为true,返回颜色将不会夹在[0 .. 1];
++++一个不透明的颜色与HSV匹配的输入;
++++从HSV输入创建一个RGB颜色;
++F6.2、Lerp |
public static Color Lerp(Color a, Color b, float t); |
++++[a]:Color a;
++++[b]:Color b;
++++[t]:Float for combining a and b;
++++颜色a和颜色b之间的线性差值t;
++++t是夹在0到1之间;当t为0时返回a;当t为1时返回b;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color lerpedColor = Color.white;
void Update(){ lerpedColor = Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time, 1)); } //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzColor{} |
++F6.3、LerpUnclamped |
public static Color LerpUnclamped(Color a, Color b, float t); |
++++颜色a和b之间的线性差值t;
++++当t为0时返回a;当t为1时返回b;
++F6.4、RGBToHSV |
public static void RGBToHSV(Color rgbColor, out float H, out float S, out float V); |
++++[rgbColor]:输入颜色;
++++[H]:输出变量的色调;
++++[S]:输出变量的饱和度;
++++[V]:输出变量的值;
++++计算色调,饱和度和输入颜色的RGB值;
#G7、Operators操作符 |
++G7、Operators操作符++++G7.1、Color++++G7.2、operator-++++G7.3、operator*++++G7.4、operator/++++G7.5、operator+++++G7.6、Vector4++++G7.7、YanlzXREngine.Color.Operators |
++G7.1、Color |
Color.Color; |
++++颜色可以被隐式转换成四维向量;
++G7.2、operator- |
public static Color operator-(Color a, Color b); |
++++颜色a减去颜色b;每个组件都分开相减;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color redColor = Color.magenta - Color.blue; } //立钻哥哥:public class YanlzColor{} |
++G7.3、operator* |
public static Color operator *(Color a, Color b); |
++++两颜色相乘;每个组件分开相乘;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color grayColor = Color.gray * Color.white; } //立钻哥哥:public class YanlzColor{} |
++G7.4、operator/ |
public static Color operator /(Color a, float b); |
++++颜色a除以变量b;每个颜色组件都分开除以该数值;
++G7.5、operator+ |
public static Color operator +(Color a, Color b); |
++++两个颜色相加;每个组件分别相加;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Color result = Color.blue + Color.red; } //立钻哥哥:public class YanlzColor{} |
++G7.6、Vector4 |
Color.Vector4; |
++++颜色可以隐式转换成四维向量;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzColor : MonoBehaviour{ public Vector4 aVector4 = Color.white; } //立钻哥哥:public class YanlzColor{} |
#H8、立钻哥哥对Color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
++++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
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