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C# Box类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Box的典型用法代码示例。如果您正苦于以下问题:C# Box类的具体用法?C# Box怎么用?C# Box使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Box类属于命名空间,在下文中一共展示了Box类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Adding_item_with_negative_quanity_throws_error

        public void Adding_item_with_negative_quanity_throws_error()
        {
            var box = new Box();
            var item = new Item { Name = "Test Item" };

            Assert.Throws<InvalidOperationException>(() => box.AddItem(-3, item));
        }
开发者ID:rhartzog,项目名称:InventoryManager,代码行数:7,代码来源:BoxTests.cs


示例2: WallDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public WallDemo(DemosGame game)
            : base(game)
        {
            int width = 10;
            int height = 10;
            float blockWidth = 2f;
            float blockHeight = 1f;
            float blockLength = 1f;

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    var toAdd =
                        new Box(
                            new Vector3(
                                i * blockWidth + .5f * blockWidth * (j % 2) - width * blockWidth * .5f,
                                blockHeight * .5f + j * (blockHeight),
                                0),
                            blockWidth, blockHeight, blockLength, 10);
                    Space.Add(toAdd);
                }
            }

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:32,代码来源:WallDemo.cs


示例3: CollisionFilteringDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public CollisionFilteringDemo(DemosGame game)
            : base(game)
        {
            Entity toAdd;
            toAdd = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(toAdd);

            //Set up two stacks which go through each other
            var firstStackGroup = new CollisionGroup();
            var secondStackGroup = new CollisionGroup();
            //Adding this rule to the space's collision group rules will prevent entities belong to these two groups from generating collision pairs with each other.
            groupPair = new CollisionGroupPair(firstStackGroup, secondStackGroup);
            CollisionRules.CollisionGroupRules.Add(groupPair, CollisionRule.NoBroadPhase);

            for (int k = 0; k < 10; k++)
            {
                toAdd = new Box(
                    new Vector3(-4 + .12f * k, .5f + k, 0), 1f, 1f, 1f,
                    10);
                toAdd.CollisionInformation.CollisionRules.Group = firstStackGroup;
                Space.Add(toAdd);
                toAdd = new Box(new Vector3(4 - .12f * k, .5f + k, 0),
                                1f, 1f, 1f, 10);
                toAdd.CollisionInformation.CollisionRules.Group = secondStackGroup;
                Space.Add(toAdd);
            }
            //Add another two boxes which ignore each other using the specific entities method; they will still collide with the stacks since they will have the default dynamic collision group.
            toAdd = new Box(new Vector3(1, 3, 0), 1f, 4f, 2f, 10);
            var toAdd2 = new Box(new Vector3(-1, 3, 0), 1f, 4f, 2f, 15);
            CollisionRules.AddRule(toAdd, toAdd2, CollisionRule.NoBroadPhase);
            Space.Add(toAdd);
            Space.Add(toAdd2);
            game.Camera.Position = new Vector3(0, 6, 20);
        }
开发者ID:Anomalous-Software,项目名称:BEPUPhysics,代码行数:38,代码来源:CollisionFilteringDemo.cs


示例4: ultraChart1_FillSceneGraph

        void ultraChart1_FillSceneGraph(object sender, Infragistics.UltraChart.Shared.Events.FillSceneGraphEventArgs e)
        {

            IAdvanceAxis xaxis = e.Grid["X"] as IAdvanceAxis;
            IAdvanceAxis yaxis = e.Grid["Y"] as IAdvanceAxis;

            if (xaxis == null)
            {
                return;
            }

            int xloc1 = (int)xaxis.MapMinimum;
            int xloc2 = (int)xaxis.MapMaximum;
            int yloc = (int)yaxis.Map(6);

            Box b = new Box(new Point(xloc1, yloc - 2), xloc2 - xloc1, 5, new LineStyle(LineCapStyle.NoAnchor, LineCapStyle.NoAnchor, LineDrawStyle.Solid));
            b.PE.Fill = Color.LightGreen;
            b.Value = 6d; // has to be a double for the value
            b.Caps = PCaps.HitTest | PCaps.Skin | PCaps.Tooltip;
            b.Chart = e.ChartCore.ChartType;
            b.Layer = e.ChartCore.GetChartLayer();
            b.Row = b.Column = -1; // have to set these to -1
            
            e.SceneGraph.Add(b);

        }
开发者ID:heimanhon,项目名称:researchwork,代码行数:26,代码来源:Form1.cs


示例5: DockItemContainer

		public DockItemContainer (DockFrame frame, DockItem item)
		{
			this.item = item;

			mainBox = new VBox ();
			Add (mainBox);

			mainBox.ResizeMode = Gtk.ResizeMode.Queue;
			mainBox.Spacing = 0;
			
			ShowAll ();
			
			mainBox.PackStart (item.GetToolbar (PositionType.Top).Container, false, false, 0);
			
			HBox hbox = new HBox ();
			hbox.Show ();
			hbox.PackStart (item.GetToolbar (PositionType.Left).Container, false, false, 0);
			
			contentBox = new HBox ();
			contentBox.Show ();
			hbox.PackStart (contentBox, true, true, 0);
			
			hbox.PackStart (item.GetToolbar (PositionType.Right).Container, false, false, 0);
			
			mainBox.PackStart (hbox, true, true, 0);
			
			mainBox.PackStart (item.GetToolbar (PositionType.Bottom).Container, false, false, 0);
		}
开发者ID:wickedshimmy,项目名称:monodevelop,代码行数:28,代码来源:DockItemContainer.cs


示例6: BroadPhaseDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public BroadPhaseDemo(DemosGame game)
            : base(game)
        {
            //Make a fatter kapow sphere.
            Space.Remove(kapow);
            kapow = new Sphere(new Vector3(11000, 0, 0), 1.5f, 1000);
            Space.Add(kapow);
            Space.Solver.IterationLimit = 1; //Essentially no sustained contacts, so don't need to worry about accuracy.
            Space.ForceUpdater.Gravity = Vector3.Zero;

            int numColumns = 15;
            int numRows = 15;
            int numHigh = 15;
            float separation = 3;

            Entity toAdd;

            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(separation * i, k * separation, separation * j), 1, 1, 1, 1);
                        toAdd.Material.Bounciness = 1; //Superbouncy boxes help propagate shock waves.
                        toAdd.LinearDamping = 0f;
                        toAdd.AngularDamping = 0f;
                        Space.Add(toAdd);
                    }

            game.Camera.Position = new Vector3(0, 3, -10);
            game.Camera.ViewDirection = new Vector3(0, 0, 1);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:35,代码来源:BroadPhaseDemo.cs


示例7: ColosseumDemo

 /// <summary>
 /// Constructs a new demo.
 /// </summary>
 /// <param name="game">Game owning this demo.</param>
 public ColosseumDemo(DemosGame game)
     : base(game)
 {
     double angle;
     int numBoxesPerRing = 12;
     float blockWidth = 2;
     float blockHeight = 2;
     float blockLength = 6f;
     float radius = 15;
     Entity toAdd;
     Space.Add(new Box(new Vector3(0, -blockHeight / 2 - 1, 0), 100, 2f, 100));
     double increment = MathHelper.TwoPi / numBoxesPerRing;
     for (int i = 0; i < 8; i++)
     {
         for (int k = 0; k < numBoxesPerRing; k++)
         {
             if (i % 2 == 0)
             {
                 angle = k * increment;
                 toAdd = new Box(new Vector3(-(float) Math.Cos(angle) * radius, i * blockHeight, (float) Math.Sin(angle) * radius), blockWidth, blockHeight, blockLength, 20);
                 toAdd.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float) angle);
                 Space.Add(toAdd);
             }
             else
             {
                 angle = (k + .5f) * increment;
                 toAdd = new Box(new Vector3(-(float)Math.Cos(angle) * radius, i * blockHeight, (float)Math.Sin(angle) * radius), blockWidth, blockHeight, blockLength, 20);
                 toAdd.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float) angle);
                 Space.Add(toAdd);
             }
         }
     }
     game.Camera.Position = new Vector3(0, 2, 2);
 }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:38,代码来源:ColosseumDemo.cs


示例8: TestSaveVisibility

			public void TestSaveVisibility()
			{
				var root = new Body
				           	{
				           		Location = new Frame3D(10, 0, 0)
				           	};
				Body box = new Box
				           	{
				           		Location = new Frame3D(10, 20, 30)
				           	};
				root.Add(box);
				var lo = new LoggingObject(box, root);
				lo.SaveVisibilityState(_totalTime);
				Assert.AreEqual(1, lo.VisibilityStates.Count);
				Assert.AreEqual(_totalTime, lo.VisibilityStates[0].StartTime);
				_totalTime ++;
				lo.SaveVisibilityState(_totalTime);
				Assert.AreEqual(1, lo.VisibilityStates.Count);
				Assert.AreEqual(true, lo.VisibilityStates[0].IsVisible);
				root.Remove(box);
				_totalTime++;
				lo.SaveVisibilityState(_totalTime);
				Assert.AreEqual(_totalTime, lo.VisibilityStates.Last().StartTime);
				Assert.AreEqual(2, lo.VisibilityStates.Count);
				Assert.AreEqual(false, lo.VisibilityStates.Last().IsVisible);
			}
开发者ID:DmitryZyr,项目名称:CVARC,代码行数:26,代码来源:SavingBodiesTests.cs


示例9: CompoundBox

 public CompoundBox(Box b1, Box b2, Box b3)
 {
     boxes = new List<Box>();
     boxes.Add(b1);
     boxes.Add(b2);
     boxes.Add(b3);
 }
开发者ID:weimingtom,项目名称:db-diver,代码行数:7,代码来源:CompoundBox.cs


示例10: Run

        public static void Run()
        {
            // Initialize scene object
            Scene scene = new Scene();

            // Initialize Node class object
            Node cubeNode = new Node("box");

            // ExStart:ConvertBoxPrimitivetoMesh
            // Initialize object by Box class
            IMeshConvertible convertible = new Box();
            // Convert a Box to Mesh
            Mesh mesh = convertible.ToMesh();
            // ExEnd:ConvertBoxPrimitivetoMesh

            // Point node to the Mesh geometry
            cubeNode.Entity = mesh;

            // Add Node to a scene
            scene.RootNode.ChildNodes.Add(cubeNode);

            // The path to the documents directory.
            string MyDir = RunExamples.GetDataDir() + RunExamples.GetOutputFilePath("BoxToMeshScene.fbx");

            // Save 3D scene in the supported file formats
            scene.Save(MyDir, FileFormat.FBX7400ASCII);

            Console.WriteLine("\n Converted the primitive Box to a mesh successfully.\nFile saved at " + MyDir);
        }
开发者ID:aspose-3d,项目名称:Aspose.3D-for-.NET,代码行数:29,代码来源:ConvertBoxPrimitivetoMesh.cs


示例11: TestConstruction

        public void TestConstruction()
        {
            var box1 = new Box(new Point(1, 2), new Point(5, 4));
            Assert.AreEqual(box1.Height, 2);
            Assert.AreEqual(box1.Width, 4);

            var box2 = new Box(new Point(1, 2), 5, 6);
            Assert.AreEqual(box2.Height, 6);
            Assert.AreEqual(box2.Width, 5);

            var box3 = new Box(0, 2, 3, 1);
            Assert.AreEqual(box3.BottomLeft, new Point(0, 1));
            Assert.AreEqual(box3.BottomRight, new Point(3, 1));
            Assert.AreEqual(box3.TopLeft, new Point(0, 2));
            Assert.AreEqual(box3.TopRight, new Point(3, 2));
            Assert.AreEqual(box3.Center, new Point(1.5, 1.5));

            if (!box3.Points.SequenceEqual(new[]
                {
                    box3.TopLeft,
                    box3.TopRight,
                    box3.BottomRight,
                    box3.BottomLeft
                }))
                Assert.Fail();
        }
开发者ID:pabloengine,项目名称:pablo,代码行数:26,代码来源:BoxTest.cs


示例12: DockItemToolbar

		internal DockItemToolbar (DockItem parentItem, PositionType position)
		{
			this.parentItem = parentItem;
			frame = new CustomFrame ();
			switch (position) {
				case PositionType.Top:
					frame.SetMargins (0, 0, 1, 1); 
					frame.SetPadding (0, 2, 2, 0); 
					break;
				case PositionType.Bottom:
					frame.SetMargins (0, 1, 1, 1);
					frame.SetPadding (2, 2, 2, 0); 
					break;
				case PositionType.Left:
					frame.SetMargins (0, 1, 1, 0);
					frame.SetPadding (0, 0, 2, 2); 
					break;
				case PositionType.Right:
					frame.SetMargins (0, 1, 0, 1);
					frame.SetPadding (0, 0, 2, 2); 
					break;
			}
			this.position = position;
			if (position == PositionType.Top || position == PositionType.Bottom)
				box = new HBox (false, 3);
			else
				box = new VBox (false, 3);
			box.Show ();
			frame.Add (box);
			frame.GradientBackround = true;
		}
开发者ID:transformersprimeabcxyz,项目名称:monodevelop-1,代码行数:31,代码来源:DockItemToolbar.cs


示例13: StackDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public StackDemo(DemosGame game)
            : base(game)
        {
            kapow.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;
            int height = 50;
            float blockWidth = 3f;
            float blockHeight = 1f;
            float blockLength = 3f;

            for (int i = 0; i < height; i++)
            {
                    var toAdd =
                        new Box(
                            new Vector3(
                                0,
                                blockHeight * .5f + i * (blockHeight),
                                0),
                            blockWidth, blockHeight, blockLength, 10);
                    Space.Add(toAdd);
            }

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:Raverenx,项目名称:GameEngine,代码行数:30,代码来源:StackDemo.cs


示例14: Adding_new_item_to_box_should_have_correct_quantity

        public void Adding_new_item_to_box_should_have_correct_quantity()
        {
            var box = new Box();
            box.AddItem(3, new Item { Name = "Test Item" });

            Assert.Equal(3, box.Contents.First().Quantity);
        }
开发者ID:rhartzog,项目名称:InventoryManager,代码行数:7,代码来源:BoxTests.cs


示例15: CreateLevel2Box

    /**
       * Create a level two box, ie two boxes next to each other
       */
    private void CreateLevel2Box(Box from, Box to, string direction)
    {
        // send rpc to master client to destroy the box
        to.GetComponent<PhotonView>().RPC("Explode", PhotonTargets.MasterClient, null);

        // set the build level to 2
        from.GetComponent<PhotonView>().RPC("BuildLevel", PhotonTargets.All, 2);

        if (direction == "sideways") {
          // ie left to right

          // increase the scale of the box
          from.transform.localScale += new Vector3(1f, 0f, 0f);

          // reposition the box
          from.transform.position += new Vector3(0.5f, 0f, 0f);
        } else {
          // front to back
          // increase the scale of the box
          from.transform.localScale += new Vector3(0f, 0f, 1f);

          // reposition the box
          from.transform.position += new Vector3(0.0f, 0f, 0.5f);
        }
    }
开发者ID:remz99,项目名称:simplefps,代码行数:28,代码来源:BuildingPad.cs


示例16: ConvexHullTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public ConvexHullTestDemo(DemosGame game)
            : base(game)
        {
            var random = new Random(5);

            for (int i = 0; i < 500000; ++i)
            {
                List<Vector3> points = new List<Vector3>();
                for (int k = 0; k < random.Next(8, 60); k++)
                {
                    points.Add(new Vector3(-100 + 30 * (float)random.NextDouble(), 100 + 500 * (float)random.NextDouble(), 100 + 30 * (float)random.NextDouble()));
                }
                var convexHull = new ConvexHull(new Vector3(0, 7, 0), points, 10);
                Console.WriteLine(convexHull.CollisionInformation.Shape.Vertices.Count);
            }

            var vertices = new[]
            {
                new Vector3(0, -1.750886E-9f, -1.5f),
                new Vector3(1, 1, 0.5f),
                new Vector3(1, -1, 0.5f),
                new Vector3(-1, 1, 0.5f),
                new Vector3(-1, -1, 0.5f),
            };

            var hullVertices = new RawList<Vector3>();
            ConvexHullHelper.GetConvexHull(vertices, hullVertices);

            ConvexHull hull = new ConvexHull(vertices, 5);
            Space.Add(hull);

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:39,代码来源:ConvexHullTestDemo.cs


示例17: CameraController

 public CameraController(ScreenManager screen, Box zoomBox)
     : base(screen)
 {
     this.characters = new List<CharacterController>();
     this.camera = screen.ControllerViewManager.camera;
     this.zoomBox = zoomBox;
 }
开发者ID:Grutn,项目名称:TDT4240-X2,代码行数:7,代码来源:CameraController.cs


示例18: MoreConstraintsTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public MoreConstraintsTestDemo(DemosGame game)
            : base(game)
        {
            Box boxA = new Box(new Vector3(0, 5, 0), 1, 2, 1, 10);
            Box boxB = new Box(new Vector3(0, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            WeldJoint weld = new WeldJoint(boxA, boxB);

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(weld);

            boxA = new Box(new Vector3(3, 5, 0), 1, 2, 1, 10);
            boxB = new Box(new Vector3(3, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            BallSocketJoint ballSocket = new BallSocketJoint(boxA, boxB, (boxA.Position + boxB.Position) / 2);
            AngularMotor angularMotor = new AngularMotor(boxA, boxB);
            angularMotor.Settings.Mode = MotorMode.Servomechanism;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocket);
            Space.Add(angularMotor);

            Box ground = new Box(new Vector3(0, 0, 0), 10, 1, 10);

            Space.Add(ground);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:Raverenx,项目名称:GameEngine,代码行数:38,代码来源:MoreConstraintsTestDemo.cs


示例19: CreateFromTriangleList

        public void CreateFromTriangleList(List<Triangle> triangles)
        {
            TrianglesIds = new Dictionary<Triangle, int>();
            int i = 0;
            foreach(var t in triangles)
                TrianglesIds.Add(t, i++);

            Vector3 max = new Vector3(0), min = new Vector3(float.PositiveInfinity);
            foreach(var t in triangles)
            {
                foreach(var v in t.Vertices)
                {
                    max.X = Max(max.X, v.Position.X);
                    max.Y = Max(max.Y, v.Position.Y);
                    max.Z = Max(max.Z, v.Position.Z);

                    min.X = Min(min.X, v.Position.X);
                    min.Y = Min(min.Y, v.Position.Y);
                    min.Z = Min(min.Z, v.Position.Z);
                }
            }
            Vector3 center = (max + min) / 2;
            float radius =
                Max(
                    Max(max.X - min.X, max.Y - min.Y)
                    , max.Z - min.Z) / 2;
            BoxTree = new Box(center, radius);
            BoxTree.Triangles = triangles;
            BoxTree.RecursiveDivide();

            Console.WriteLine(TotalNodes);
            Console.WriteLine(TotalLeaves);
        }
开发者ID:yanko,项目名称:vengine,代码行数:33,代码来源:SceneOctalTree.cs


示例20: FishInABarrelDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public FishInABarrelDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 7, 30);

            var detector = new Box(new Vector3(0, 0, 0), 1.5f, 1.5f, 1.5f);
            detector.CollisionInformation.CollisionRules.Personal = CollisionRule.NoSolver;
            var acceptedTriggerEntity = new Box(new Vector3(5, 0, 0), 1.6f, .7f, .4f, 1);
            acceptedTrigger = acceptedTriggerEntity.CollisionInformation;

            detector.Tag = "noDisplayObject";
            acceptedTriggerEntity.Tag = "noDisplayObject";
            Space.Add(detector);
            Space.Add(acceptedTriggerEntity);

            var fish = game.Content.Load<Model>("fish");
            game.ModelDrawer.Add(new DisplayEntityModel(acceptedTriggerEntity, fish, game.ModelDrawer));

            var barrelAndPlatform = game.Content.Load<Model>("barrelAndPlatform");
            Vector3[] staticTriangleVertices;
            int[] staticTriangleIndices;
            ModelDataExtractor.GetVerticesAndIndicesFromModel(barrelAndPlatform, out staticTriangleVertices, out staticTriangleIndices);

            //Note that the final 'margin' parameter is optional, but can be used to specify a collision margin on triangles in the static triangle group.
            var fishDepositoryGroup = new StaticMesh(staticTriangleVertices, staticTriangleIndices);
            CollisionRules.AddRule(fishDepositoryGroup, detector, CollisionRule.NoBroadPhase);
            Space.Add(fishDepositoryGroup);
            game.ModelDrawer.Add(fishDepositoryGroup);

            movedBox = new Box(new Vector3(-4, 5, 0), 1, 1, 1, 1);
            detector.Space.Add(movedBox);
            detector.CollisionInformation.Events.InitialCollisionDetected += InitialCollisionDetected;
            detector.CollisionInformation.Events.CollisionEnded += CollisionEnded;
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:38,代码来源:FishInABarrelDemo.cs



注:本文中的Box类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# BoxCollider类代码示例发布时间:2022-05-24
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