本文整理汇总了C++中GetTotalAuraMultiplierByMiscValue函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTotalAuraMultiplierByMiscValue函数的具体用法?C++ GetTotalAuraMultiplierByMiscValue怎么用?C++ GetTotalAuraMultiplierByMiscValue使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetTotalAuraMultiplierByMiscValue函数的11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: GetStat
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for (auto i : regenAura)
{
Modifier* mod = i->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen);
}
开发者ID:MantisLord,项目名称:mangos-tbc,代码行数:27,代码来源:StatSystem.cpp
示例2: GetStat
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
{
power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 500.0f;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + CalculatePct(power_regen, modManaRegenInterrupt));
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);
}
开发者ID:FirstCore,项目名称:FuckerCrazyEmu,代码行数:26,代码来源:StatSystem.cpp
示例3: OCTRegenMPPerSpirit
void Player::UpdateManaRegen()
{
if (getPowerType() == POWER_MANA || getClass() == CLASS_DRUID)
{
// Mana regen from spirit
float spirit_regen = OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// SpiritRegen(SPI, INT, LEVEL) = (0.001 + (SPI x sqrt(INT) x BASE_REGEN[LEVEL])) x 5
if (GetStat(STAT_INTELLECT) > 0.0f)
spirit_regen *= sqrt(GetStat(STAT_INTELLECT));
// CombatRegen = 5% of Base Mana
float base_regen = GetCreateMana() * 0.01f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0.001f + spirit_regen + base_regen);
}
else if (getClass() == CLASS_HUNTER)
SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, -0.2f);
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:25,代码来源:StatSystem.cpp
示例4: GetCreateMana
void Player::UpdateManaRegen()
{
float base_regen = GetCreateMana() * 0.01f;
// Mana regen from spirit and intellect
float spirit_regen = sqrt(GetStat(STAT_INTELLECT)) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + power_regen_mp5 + spirit_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, base_regen + 0.001f + power_regen_mp5 + spirit_regen);
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:28,代码来源:StatSystem.cpp
示例5: GetStat
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);
if (IsInWorld())
CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_POWERREGEN, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:30,代码来源:StatSystem.cpp
示例6: OCTRegenMPPerSpirit
void Player::UpdateManaRegen()
{
if (GetPowerIndex(POWER_MANA) == MAX_POWERS)
return;
// Mana regen from spirit
float spirit_regen = OCTRegenMPPerSpirit();
float pctPerSec = 0.004f;
float netherBonus = 1.0f;
float regenRate = 1.0f;
uint32 baseMana = GetCreateMana();
// CombatRegen = 2-5% of Base Mana depending on class
// Warlock and Mage have 5% default regen
switch (getClass())
{
case CLASS_MAGE:
// According to reports by QA, Nether Attunement should give a 65% regen boost
if (HasAura(117957))
netherBonus = 1.13f;
case CLASS_WARLOCK:
// Base percent per second is higher for mages and warlocks
pctPerSec = 0.01f;
// Additionally add haste to the mana regen for Warlocks and Mages
if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_BY_HASTE))
regenRate = GetFloatValue(UNIT_MOD_HASTE_REGEN);
break;
case CLASS_DRUID:
// Druids should be calculated based off their mana pool after they gain Natural Insight
if (HasAura(112857))
baseMana *= 5;
break;
case CLASS_PALADIN:
// Paladins should be calculated based off their mana pool after they gain Holy Insight
if (HasAura(112859))
baseMana *= 5;
break;
case CLASS_SHAMAN:
// Shamans should be calculated based off their mana pool after they gain Spiritual Insight (also elemental shamans)
if (HasAura(112858) || HasAura(123099))
baseMana *= 5;
break;
default:
break;
}
float base_regen = (baseMana * pctPerSec * netherBonus) / regenRate + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
// Questionable
base_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), 0.001f + spirit_regen + base_regen);
}
开发者ID:Exodius,项目名称:chuspi,代码行数:59,代码来源:StatSystem.cpp
示例7: GetStat
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for (AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * (*i)->GetModifierValue() / 500.0f;
}
// Bonus from some dummy auras
AuraMap const& mAuras = GetAuras();
for (AuraMap::const_iterator itr = mAuras.begin(); itr != mAuras.end(); ++itr)
{
// Aspect of the Viper
if (itr->second->GetId() == 34074)
{
power_regen_mp5 += itr->second->GetModifier()->m_amount * Intellect / 500.0f;
// Add regen bonus from level in this dummy
power_regen_mp5 += getLevel() * 35 / 100;
}
// Improved Water Shield (Totem of the Thunderhead)
if (itr->second->GetId() == 34318)
{
power_regen_mp5 += 0.4;//itr->second->GetSpellProto()->EffectMiscValue[1];
}
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen);
}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:45,代码来源:StatSystem.cpp
示例8: OCTRegenMPPerSpirit
void Player::UpdateManaRegen()
{
// Mana regen from spirit
float power_regen = OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
{ modManaRegenInterrupt = 100; }
m_modManaRegenInterrupt = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f;
m_modManaRegen = power_regen_mp5 + power_regen;
}
开发者ID:Chuck5ta,项目名称:server,代码行数:19,代码来源:StatSystem.cpp
示例9: GetPowerIndex
void Player::UpdateManaRegen()
{
uint32 manaIndex = GetPowerIndex(POWER_MANA);
if (manaIndex == MAX_POWERS)
return;
// Mana regen from spirit
float spirit_regen = 0.0f;
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// CombatRegen = 5% of Base Mana
float base_regen = GetCreateMana() * 0.02f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + manaIndex, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + manaIndex, 0.001f + spirit_regen + base_regen);
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:20,代码来源:StatSystem.cpp
示例10: GetStat
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit
float power_regen = OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * (*i)->GetModifierValue() / 500.0f;
}
// Bonus from some dummy auras
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY);
for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i)
if((*i)->GetId() == 34074) // Aspect of the Viper
{
power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f;
// Add regen bonus from level in this dummy
power_regen_mp5 += getLevel() * 35 / 100;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
m_modManaRegen[1] = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f ; // recent cast
m_modManaRegen[0] = power_regen_mp5 + power_regen;
}
开发者ID:mynew,项目名称:TrinityCore-1,代码行数:38,代码来源:StatSystem.cpp
示例11: OCTRegenMPPerSpirit
void Player::UpdateManaRegen()
{
// Mana regen from spirit
float spirit_regen = OCTRegenMPPerSpirit();
spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
float HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;
float combat_regen = 0.004f * GetMaxPower(POWER_MANA) + spirit_regen + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);
float base_regen = 0.004f * GetMaxPower(POWER_MANA) + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);
if (getClass() == CLASS_WARLOCK)
{
combat_regen = 0.01f * GetMaxPower(POWER_MANA) + spirit_regen + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA);
base_regen = 0.01f * GetMaxPower(POWER_MANA) + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA);
}
// Mana Meditation && Meditation
if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT))
base_regen += 0.5 * spirit_regen; // Allows 50% of your mana regeneration from Spirit to continue while in combat.
// Rune of Power : Increase Mana regeneration by 100%
if (HasAura(116014))
{
combat_regen *= 2;
base_regen *= 2;
}
// Incanter's Ward : Increase Mana regen by 65%
if (HasAura(118858))
{
combat_regen *= 1.65f;
base_regen *= 1.65f;
}
// Chaotic Energy : Increase Mana regen by 625%
if (HasAura(111546))
{
// haste also increase your mana regeneration
HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;
combat_regen = combat_regen + (combat_regen * 6.25f);
combat_regen *= HastePct;
base_regen = base_regen + (base_regen * 6.25f);
base_regen *= HastePct;
}
// Nether Attunement - 117957 : Haste also increase your mana regeneration
if (HasAura(117957))
{
HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;
combat_regen *= HastePct;
base_regen *= HastePct;
}
// Mana Attunement : Increase Mana regen by 50%
if (HasAura(121039))
{
combat_regen = combat_regen + (combat_regen * 0.5f);
combat_regen *= HastePct;
base_regen = base_regen + (base_regen * 0.5f);
base_regen *= HastePct;
}
// Invocation : Decrease your mana regen by 50%
if (HasAura(114003))
{
combat_regen *= 0.5f;
base_regen *= 0.5f;
}
// Not In Combat : 2% of base mana + spirit_regen
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen);
// In Combat : 2% of base mana
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, combat_regen);
}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:70,代码来源:StatSystem.cpp
注:本文中的GetTotalAuraMultiplierByMiscValue函数示例由纯净天空整理自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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