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C# FSprite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FSprite的典型用法代码示例。如果您正苦于以下问题:C# FSprite类的具体用法?C# FSprite怎么用?C# FSprite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。



FSprite类属于命名空间,在下文中一共展示了FSprite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: LungLevel

    public LungLevel()
    {
        background_ = new FAnimatedSprite("Lungs_Background");
        int[] breathing_frames = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
        FAnimation breathing_animation = new FAnimation("breathing", "Lungs_Background", breathing_frames, 250, true);
        background_.addAnimation(breathing_animation);
        background_.play("breathing");

        AddChild(background_);

        dust_container_size_ = new Rect(-Futile.screen.halfWidth*2.5f, -Futile.screen.halfHeight*2.5f, Futile.screen.width*2.5f, Futile.screen.height*2.5f);

        dust1_ = new Dust("Dust_4", dust_container_size_);
        AddChild(dust1_);

        tubes1_ = new FSprite("Lungs_Rear");
        AddChild(tubes1_);
        tubes2_ = new FSprite("Lungs_MidBack1");
        AddChild(tubes2_);

        dust2_ = new Dust("Dust_3", dust_container_size_);
        AddChild(dust2_);

        tubes3_ = new FSprite("Lungs_MiddleFore");
        AddChild(tubes3_);
        tubes4_ = new FSprite("Lungs_Fore");
        AddChild(tubes4_);

        dust3_ = new Dust("Dust_2", dust_container_size_);
        AddChild(dust3_);
    }
开发者ID:remy22,项目名称:Game-Design-Class,代码行数:31,代码来源:LungLevel.cs


示例2: FutilePlatformerBaseObject

    public FutilePlatformerBaseObject(RXRect hitBox, World world, string shadow ="")
    {
        this.ySetsSortZ = true;
        this.hitBox = hitBox;
        this.world = world;
        this.tileSize = world.TileSize;

        if (C.isDebug)
        {
            collisionDebugSprite = new FSprite("boundingBox");
            collisionDebugSprite.x = hitBox.x;
            collisionDebugSprite.y = hitBox.y;
            collisionDebugSprite.width = hitBox.width;
            collisionDebugSprite.height = hitBox.height;
            collisionDebugSprite.sortZ = 100;
            this.AddChild(collisionDebugSprite);
        }

            this.shouldSortByZ = true;
        if (!String.IsNullOrEmpty(shadow))
        {
            this.shadow = new FSprite(shadow);
            this.shadow.y = -.1f;
            this.AddChild(this.shadow);
        }

        UpdateCollisionChecks();
    }
开发者ID:maggardJosh,项目名称:OGREAT,代码行数:28,代码来源:FutilePlatformerBaseObject.cs


示例3: Start

    public override void Start()
    {
        background_ = new FSprite("level select screen final");
        AddChild(background_);

        string highest_level = PlayerPrefs.GetString("highest_level");
        if(highest_level.Equals("stomach"))
        {
            setBrain(ButtonType.locked);
            setLungs(ButtonType.locked);
        } else if(highest_level.Equals("lung")) {
            setBrain(ButtonType.locked);
            setLungs(ButtonType.normal);
        } else {
            setBrain(ButtonType.normal);
            setLungs(ButtonType.normal);
        }

        stomach = new FButton("Stomach", "StomachPressed");
        stomach.SignalRelease += HandleStomachButton;
        AddChild(stomach);
        stomach.SetPosition(STOMACH_POSITION);

        background_.scale = 1f;

        Go.to(background_, 0.5f, new TweenConfig().setDelay(0.1f).floatProp("scale", 1.0f).setEaseType(EaseType.BackOut));
    }
开发者ID:rhololkeolke,项目名称:Game-Design-Class,代码行数:27,代码来源:LevelSelectPage.cs


示例4: Arena

    public Arena()
    {
        instance = this;

        mapData = MapGenerator.Generate();

        FSprite bgSprite = new FSprite("Arena/BG_1");
        AddChild(bgSprite);

        AddChild(entityArea = new EntityArea());
        float inset = 13;
        entityArea.bounds.x = -Config.WIDTH/2 + inset;
        entityArea.bounds.y = -Config.HEIGHT/2 + inset;
        entityArea.bounds.width = Config.WIDTH - inset*2;
        entityArea.bounds.height = Config.HEIGHT - inset*2;

        colorOverlay = new FSprite("WhiteBox");
        colorOverlay.color = new Color(1,1,1,0);
        colorOverlay.width = Config.WIDTH;
        colorOverlay.height = Config.HEIGHT;
        entityArea.overlayContainer.AddChild(colorOverlay);

        AddChild(frontContainer = new FContainer());

        dayManager = new DayManager();

        CreateBuildings();
        SetupPlayers();

        ListenForUpdate(Update);
    }
开发者ID:BoarK,项目名称:BewareWolf,代码行数:31,代码来源:Arena.cs


示例5: LevelBar

        public LevelBar(int numDashes)
        {
            this.numDashes = numDashes;
            string borderElementName = "UI/Stats/LevelBar_" + numDashes;

            if (numDashes == 5) {
                dashWidth = 19;
            } else if (numDashes == 10) {
                dashWidth = 9;
            } else if (numDashes == 25) {
                dashWidth = 3;
            }

            AddChild (barContainer = new FContainer ());

            barContainer.AddChild (background = new FSprite ("Box")); //black bg
            background.color = Color.black;
            background.SetAnchor (0.0f, 0.0f);

            barContainer.AddChild (borderSprite = new FSprite (borderElementName));//white border
            borderSprite.SetAnchor (0.0f, 0);
            borderSprite.SetPosition (0, 0);

            barContainer.AddChild (dashContainer = new FContainer ());

            dashSpacing = 1;
            totalWidth = 100;
            dashHeight = 3;
            barOffset = new Vector2 (-51, 0);
            dashOffset = new Vector2 (1, 2);
            ApplyConfig ();
        }
开发者ID:tanis2000,项目名称:Futile,代码行数:32,代码来源:LevelBar.cs


示例6: WTSpriteComponent

    public WTSpriteComponent(string name, string imageName)
        : base(name)
    {
        componentType_ = ComponentType.Sprite;

        sprite_ = new FSprite(imageName);
    }
开发者ID:wtrebella,项目名称:FutilePrototyper,代码行数:7,代码来源:WTSpriteComponent.cs


示例7: SBSpriteComponent

 public SBSpriteComponent(string imageName, bool ableToRotate)
 {
     this.shouldBeInRotatingContainer = ableToRotate;
     sprite = new FSprite(imageName);
     componentType = ComponentType.Sprite;
     name = "sprite component";
 }
开发者ID:wtrebella,项目名称:SuperBlackout,代码行数:7,代码来源:SBSpriteComponent.cs


示例8: getGameUIContainer

    public static FContainer getGameUIContainer(GamePage game)
    {
        if (GameUIContainer == null)
        {
            GameUIContainer = new FContainer();

            // add background
            FSprite bg = new FSprite("UI_background.png");
            bg.x = 0;
            bg.y = Futile.screen.halfHeight - (bg.height / 2);
            GameUIContainer.AddChildAtIndex(bg, 99);

            // add minimap
            GameUIContainer.AddChild(game._dungeon.minimap);

            // add gold count
            playerGold.text = "g: " + game.player.GoldCount;
            playerGold.x += -140;
            playerGold.y += Futile.screen.halfHeight - 20;
            GameUIContainer.AddChild(playerGold);

            // add sanity count
            playerSanity.text = game.player.HP.ToString();
            playerSanity.x += 260;
            playerSanity.y += Futile.screen.halfHeight - 60;
            GameUIContainer.AddChild(playerSanity);

            return GameUIContainer;
        }
        else return GameUIContainer;
    }
开发者ID:poemdexter,项目名称:Xelda-Unity,代码行数:31,代码来源:UI_Manager.cs


示例9: StateTitle

    public StateTitle(StateGame game)
        : base(TITLE)
    {
        //Initialize
        m_Game		= game;
        m_Time		= BLINK_DURATION * 2;
        m_StartTime = START_DURATION * 2;

        //Create background
        FSprite Background	= new FSprite("rect") { x = Futile.screen.halfWidth, y = Futile.screen.halfHeight, width = Futile.screen.width, height = Futile.screen.height, color = new Color(0, 0, 0, 0.5f) };
        AddChild(Background);

        //Create stuff
        m_Title			= new FSprite("logo") 						{ x = Futile.screen.halfWidth, y = Futile.screen.height * 0.6f };
        m_Instruction1	= new FLabel("font", "Tap screen to play") 	{ x = Futile.screen.halfWidth, y = Futile.screen.height * 0.2f };
        AddChild(m_Instruction1);
        AddChild(m_Title);

        //Credit
        /*FLabel Credit1	= new FLabel("visitor-small", "A game by Karunia Ramadhan, Namira Chaldea, and Raka Mahesa") { x = Futile.screen.halfWidth };
        Credit1.y = 4 + (Credit1.textRect.height * 0.5f);
        AddChild(Credit1);*/

        //Play music
        FSoundManager.PlayMusic("bgm", 1f);
    }
开发者ID:hitnoodle,项目名称:prototype-game-game,代码行数:26,代码来源:StateTitle.cs


示例10: UI

 public UI()
 {
     dialogue = new Dialogue();
     this.AddChild(dialogue);
     background = new FSprite("bg");
     slotA = new FSprite("slot_a");
     slotB = new FSprite("slot_b");
     slotASelected = new FSprite("jump_soul");
     slotBSelected = new FSprite("sword_soul");
     hearts = new FSprite("heart_full");
     this.AddChild(background);
     this.AddChild(slotA);
     this.AddChild(slotB);
     this.AddChild(slotASelected);
     this.AddChild(slotBSelected);
     this.AddChild(hearts);
     slotASelected.isVisible = false;
     slotBSelected.isVisible = false;
     background.y = Futile.screen.halfHeight - background.height / 2f;
     slotB.y = background.y;
     slotA.y = background.y;
     slotB.x = -Futile.screen.halfWidth + slotB.width / 2f + 20;
     slotA.x = slotB.x + slotB.width / 2f + slotA.width / 2f + 3;
     slotASelected.SetPosition(slotA.GetPosition());
     slotBSelected.SetPosition(slotB.GetPosition());
     slotASelected.x += 1;
     slotBSelected.x += 1;
     hearts.y = background.y;
     hearts.x = Futile.screen.halfWidth - hearts.width / 2f - 20;
 }
开发者ID:maggardJosh,项目名称:SpiritGuard,代码行数:30,代码来源:UI.cs


示例11: Start

    public override void Start()
    {
        ShowTitle("GoKit Shake and Oscillate");

        _sprites=new List<FSprite>();
        _spriteAnims=new List<GoTween>();

        //Build the grid
        FSprite sprite=new FSprite("Monkey_0");
        float scale=0.25f;
        float width=sprite.textureRect.width*scale;
        float height=sprite.textureRect.height*scale;
        int rows=4;
        int columns=5;
        for(int i=0;i<columns;i++) {
            float x=-((float)(columns-1)*0.5f-(float)i)*width;
            for(int j=0;j<rows;j++) {
                float y=((float)(rows-1)*0.5f-(float)j)*height;
                sprite=new FSprite("Monkey_0");
                sprite.scale=scale;
                sprite.x=x; sprite.y=y;
                _sprites.Add(sprite);
                AddChild(sprite);
            }
        }

        base.Start();

        TempMessage("Click to start",2f);
    }
开发者ID:tanis2000,项目名称:Futile,代码行数:30,代码来源:PageTestGoKit.cs


示例12: Start

    // Use this for initialization
    public override void Start()
    {
        transitionIn = true;
        InitScript.inGame = false;
        background = new Starfield(InitScript.bg1Pos,false);
        Futile.stage.AddChild(background);

        background2 = new Starfield(InitScript.bg2Pos, false);
        Futile.stage.AddChild(background2);

        menuAnims = new FSprite("MenutoCredits0.png");
        menuAnims.scale = 2.0f;
        menuAnims.x = 0;
        //menuAnims.isVisible = false;
        Futile.stage.AddChild(menuAnims);

        menuBackground = new FSprite("CreditScreen.png");
        menuBackground.scale = 2.0f;
        menuBackground.x = 0;
        menuBackground.isVisible = false;
        Futile.stage.AddChild(menuBackground);

        btnInstructions = new FButton("MenuButton.png");
        btnInstructions.x -= 1;
        btnInstructions.y -= 166;
        btnInstructions.scale = 2.0f;
        btnInstructions.isVisible = false;
        Futile.stage.AddChild(btnInstructions);
        InitScript.blackBar1.MoveToTop();
        InitScript.blackBar2.MoveToTop();

        btnInstructions.SignalRelease += HandleInfoButtonRelease;

        Futile.instance.SignalUpdate += HandleUpdate;
    }
开发者ID:adnissen,项目名称:Irrupt,代码行数:36,代码来源:CreditsPage.cs


示例13: StateGame

    public StateGame()
        : base(GAME)
    {
        //Initialize
        m_ScoreCounterTimers	= new List<float>();
        m_HealthCounterTimers	= new List<float>();
        m_HealthChanges			= new List<float>();
        m_EnemyShootTimer		= new List<float>();
        m_Started				= false;
        m_ConsoleLog 			= new string[CONSOLE_MAX_LINE];
        for(int i=0;i<CONSOLE_MAX_LINE;i++) m_ConsoleLog[i] = "";

        //Create backgrounds
        m_Background11 		= new FSprite("clouds") { x = Constants.UNITY_CENTER_X, y = Constants.UNITY_CENTER_Y };
        m_Background12 		= new FSprite("clouds") { x = Constants.UNITY_CANVAS_RIGHT + (Constants.UNITY_CANVAS_WIDTH / 2f) - 1, y = Constants.UNITY_CENTER_Y };
        m_Background22 		= new FSprite("hills") 	{ x = Constants.UNITY_CANVAS_RIGHT + (Constants.UNITY_CANVAS_WIDTH / 2f) - 1 };
        m_Background21 		= new FSprite("hills") 	{ x = Constants.UNITY_CENTER_X };
        m_Background21.y	= Constants.UNITY_CANVAS_BOTTOM + m_Background21.textureRect.height * 0.5f;
        m_Background22.y	= Constants.UNITY_CANVAS_BOTTOM + m_Background22.textureRect.height * 0.5f;
        AddChild(m_Background11);
        AddChild(m_Background12);
        AddChild(m_Background21);
        AddChild(m_Background22);

        //Create components
        m_Exa 			= new Exa();
        m_Enemies		= new FContainer();
        m_EnemyBullets	= new FContainer();
        m_PlayerBullets	= new FContainer();

        AddChild(m_Enemies);
        AddChild(m_Exa);
        AddChild(m_PlayerBullets);
        AddChild(m_EnemyBullets);

        //Create interface
        m_ScoreCounter 		= new FLabel("font", "") { isVisible = false };
        m_ErrorCounter 		= new FLabel("font", "") { isVisible = false };
        m_ScoreOverlay 		= new FSprite("target") { isVisible = false };
        m_HealthOverlay 	= new FSprite("target") { isVisible = false };
        m_HealthGauge 		= new FSprite("gauge") { isVisible = false };
        m_HealthBar 		= new FSprite("rect") { isVisible = false, color = new Color(0, 1, 0, 1) };

        //Add
        AddChild(m_HealthBar);
        AddChild(m_HealthGauge);
        //AddChild(m_ErrorCounter);
        AddChild(m_ScoreCounter);
        AddChild(m_ScoreOverlay);
        AddChild(m_HealthOverlay);

        //Create unity canvas
        m_Unity 	= new FSprite("unity") { x = Futile.screen.halfWidth, y = Futile.screen.halfHeight };
        m_Console 	= new FLabel[CONSOLE_MAX_LINE];
        for(int i=0;i<CONSOLE_MAX_LINE;i++) m_Console[i] = new FLabel("font_console", "") { isVisible = false };

        //Add
        AddChild(m_Unity);
        foreach(FLabel line in m_Console) AddChild(line);
    }
开发者ID:hitnoodle,项目名称:prototype-game-game,代码行数:60,代码来源:StateGame.cs


示例14: Start

    public override void Start()
    {
        ShowTitle("ListDelayedActions\nClick to start the chain");

        _sprites=new List<FSprite>();

        //Build the grid
        FSprite sprite=new FSprite("Monkey_0");
        float scale=0.25f;
        float width=sprite.textureRect.width*scale;
        float height=sprite.textureRect.height*scale;
        int rows=4;
        int columns=5;
        for(int i=0;i<columns;i++) {
            float x=-((float)(columns-1)*0.5f-(float)i)*width;
            for(int j=0;j<rows;j++) {
                float y=((float)(rows-1)*0.5f-(float)j)*height;
                sprite=new FSprite("Monkey_0");
                sprite.scale=scale;
                sprite.x=x; sprite.y=y;
                _sprites.Add (sprite);
                AddChild(sprite);
            }
        }

        base.Start();
    }
开发者ID:tanis2000,项目名称:Futile,代码行数:27,代码来源:PageTestDelayedActions.cs


示例15: HealthBar

    public HealthBar(float offsetX, float offsetY, float width, float height, float percentage)
    {
        this.offsetX = offsetX;
        this.offsetY = offsetY;

        _width = width;
        _height = height;

        _background = new FSprite("Futile_White");

        _background.width = _width;
        _background.height = _height;

        _bar = new FSprite("Futile_White");

        _bar.height = _height - DOUBLE_INSET;
        _bar.anchorX = 0.0f;
        _bar.x = -_width*0.5f + INSET;

        _background.color = new Color(0.15f,0.22f,0.35f);

        _percentage = Mathf.Clamp01(percentage);

        this.alpha = 0.0f;

        UpdatePercentage();

        ListenForUpdate(HandleUpdate);
    }
开发者ID:tanis2000,项目名称:Futile,代码行数:29,代码来源:HealthBar.cs


示例16: PlayerRow

    public PlayerRow(Player player)
    {
        this.player = player;

        AddChild(inner = new FContainer());

        inner.AddChild(iconContainer = new FContainer());

        if(player.device.Name == "TOKeyboardProfileA")
        {
            icon = new FSprite("UI/WASDIcon");
        }
        else if(player.device.Name == "TOKeyboardProfileB")
        {
            icon = new FSprite("UI/ArrowsIcon");
        }
        else
        {
            icon = new FSprite("UI/ControllerIcon");
        }

        icon.color = player.color.color;
        iconContainer.AddChild(icon);

        iconContainer.scale = 0;
        Go.to(iconContainer, 0.4f, new TweenConfig().scaleXY(1.0f).backOut());

        ListenForUpdate(Update);
    }
开发者ID:BoarK,项目名称:BewareWolf,代码行数:29,代码来源:PlayerSelectPage.cs


示例17: TweenTerrain

    public TweenTerrain()
    {
        height = 768;
        width = 768;
        halfWidth = width/2;
        halfHeight = height/2;

        TextAsset t = Resources.Load("map") as TextAsset;
        IDictionary dict =  Json.Deserialize(t.text) as IDictionary;
        IList layers = dict["layers"] as IList;
        IDictionary layer = layers[0] as IDictionary;
        IList data = layer["data"] as IList;
        int index = 0;

        tiles = new FSprite[((int)height+tileSize)/tileSize,((int)width+tileSize)/tileSize];
        for(float y = -halfHeight; y < halfHeight; y+=tileSize){
            for(float x = -halfWidth; x < halfWidth; x+=tileSize){
                FSprite s = new FSprite(Futile.whiteElement);
                if((long)data[index++] == 1)
                    enablesTiles.Add(s);
                s.SetPosition(x,y);
                s.scale = 0;
                s.alpha = 0;
                tiles[(int)(y+halfHeight)/tileSize,(int)(x+halfWidth)/tileSize] = s;
                this.AddChild(s);
            }
        }
        Debug.Log(index);
    }
开发者ID:philipcass,项目名称:art_game,代码行数:29,代码来源:TweenTerrain.cs


示例18: PlayerSelectPage

    public PlayerSelectPage()
    {
        bg = new FSprite("Arena/BG_1");
        bg.color = new Color(0.5f,0.5f,0.5f,1.0f);
        AddChild(bg);

        statusLabel = new DualLabel(TOFonts.MEDIUM_BOLD,"");
        statusLabel.scale = 1f;
        statusLabel.SetPosition(0,-Config.HEIGHT/2+27);
        AddChild(statusLabel);

        float spreadControlX = Config.WIDTH/2 - 74.0f;

        DualLabel wolfLabel = new DualLabel(TOFonts.MEDIUM_BOLD,"WOLF (night):\n\nTAP ANY BUTTON\nTO ATTACK\n\n\nHUMAN (day):\n\nRUN FOR\nYOUR LIFE");
        wolfLabel.mainLabel.color = new Color(1.0f,0.7f,0.7f);
        wolfLabel.x = -spreadControlX;
        AddChild(wolfLabel);

        DualLabel villLabel = new DualLabel(TOFonts.MEDIUM_BOLD,"VILLAGERS:\n\nRUN AWAY\nAT NIGHT\n\nHOLD ANY BUTTON\nTO SPREAD OUT\n\nCAN HOP\nOVER FENCES");
        villLabel.mainLabel.color = new Color(0.8f,0.8f,1.0f);
        villLabel.x = spreadControlX;
        AddChild(villLabel);

        logo = new FSprite("Arena/Logo");
        AddChild(logo);

        logo.y = Config.HEIGHT/2 - 43.0f;

        ListenForUpdate(Update);

        UpdateStatus();
    }
开发者ID:BoarK,项目名称:BewareWolf,代码行数:32,代码来源:PlayerSelectPage.cs


示例19: Wolf

    public Wolf(WolfActivePlayer player, EntityArea entityArea)
        : base(entityArea)
    {
        this.player = player;

        offsetY = 12f;

        body = new FContainer();
        bodySprite = new FSprite(WolfAnimation.Idle.frames[0]);
        body.AddChild(bodySprite);

        bodySprite.color = player.player.color.color + new Color(0.5f,0.5f,0.5f,0.0f);

        bodySprite.y = offsetY;

        body.scaleX = player.isFacingLeft ? 1f : -1f;
        //		colorSprite = new FSprite("Arena/Wolf_Idle1_color");
        //		colorSprite.color = player.player.color.color;
        //		body.AddChild(colorSprite);
        //
        shadowSprite = new FSprite("Arena/VillShadow");
        shadowSprite.alpha = 0.2f;
        shadowSprite.scaleX = 1.9f;
        shadowSprite.scaleY = 1.0f;
    }
开发者ID:BoarK,项目名称:BewareWolf,代码行数:25,代码来源:Wolf.cs


示例20: Init

    public void Init(Player player, Vector2 startPos)
    {
        this.player = player;

        world.beastHolder.AddChild(holder = new FContainer());

        gameObject.transform.position = new Vector3(startPos.x * FPhysics.POINTS_TO_METERS,startPos.y * FPhysics.POINTS_TO_METERS,0);
        gameObject.transform.parent = world.root.transform;

        bodyLink = gameObject.AddComponent<FPNodeLink>();
        bodyLink.Init(holder, false);

        bodySprite = new FSprite("Evil-Eye_"+player.team.numString+"_01");
        holder.AddChild(bodySprite);

        eyeSprite = new FSprite("Eye_" + player.numString);
        eyeSprite.scale = 0.33f;
        holder.AddChild(eyeSprite);
        //holder.alpha = 0.25f;

        goldSprite = new FSprite("Evil-Eye_crown_01");
        holder.AddChild(goldSprite);
        goldSprite.isVisible = false;
        //goldSprite.shader = FShader.Additive;

        InitPhysics();

        holder.ListenForUpdate(HandleUpdate);
        holder.ListenForLateUpdate(HandleLateUpdate);
        holder.ListenForFixedUpdate(HandleFixedUpdate);

        //AddTentacle(new Vector2(-20.0f, -20.0f), -90.0f);
        //AddTentacle(new Vector2(0.0f, -30.0f), 0.0f);
        //AddTentacle(new Vector2(20.0f, -20.0f), 90.0f);
    }
开发者ID:hassanLastborn,项目名称:Tether,代码行数:35,代码来源:Beast.cs



注:本文中的FSprite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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