攀爬系统概述

运用场景

在许多动作类游戏中,攀爬系统作为动作系统的一部分为游戏提供了更多的玩法。如“跑酷系统”、“躲避系统”、“轻功系统”。攀爬为以往操作在 “XY” 平面的动作游戏拓展了 “Z” 轴。让游戏的高楼大厦不再是背景板,而是游玩的空间。

类型游戏

  1. 刺客信条系列
  2. 看门狗系列
  3. 天涯明月刀(武侠类游戏轻功)
  4. 古墓丽影系列
  5. 蜘蛛侠
  6. 波斯王子
  7. 虐杀原形
  8. 塞尔达传说荒野之息

攀爬系统的实现

实现灵感

在游玩 《古剑奇谭3》“古厝回廊” 关卡时,由于跳跃没有吸附的功能,使得在越过障碍时很容易掉入深坑。使得该关卡的游玩体验与流畅度大打折扣。自己太菜的缘故。
而这类关卡在游玩 刺客信条、虐杀原形 等游戏时并没有这方面的困惑。像是刺客信条中的古墓探索等“纯跑酷”、“机关解密”关卡其花费的时间更多的时在 解密场景变换 上,对于失误操作也有“ 边缘吸附 ”、“ 地图返回 ”等措施的补救。
经过以上的思想碰撞,我产生了一个问题 “攀爬系统是如何实现的呢?” 经过一段时间的学习与资料查找,我实现了攀爬系统。下面请让我来分享自己实现的思路与步骤。

引擎

虚幻4
4.25

操作

C++混蓝图

成果







攀爬动画资源

虚幻商城的:Climbing Animation Set
bilibili知名UP主"驴肉墨鱼汤UNOFFICIAL"的搬运视频:50分钟创建攀爬系统

实现思路

  1. 使用ue4第三人称模板。
  2. 角色在腾空时通过碰撞检测判断是否可攀爬。
  3. 可以攀爬时吸附到碰撞点,角色移动模式设置为 “Fly”
  4. 判断上下左右四个方向是否可达,若可达根据输入向相应的方向进行移动。
  5. 转角、边缘处通过Montage动画进行特殊处理。
  6. 跳跃系统通过碰撞检测与Montage实现。
  7. 蹬墙跳、脱离,改变朝向停止吸附,改变移动模式“Falling”。

动画蓝图及Montage

动画蓝图


状态机新增一个 “Hanging” 状态

在状态机中使用一个 “Blend Space” 进行动画混合。将向上爬,向下爬,向左爬,向右爬,静止动画通过 VerticalHorizontal 混合在一起,之后可以通过角色进行控制。

动画蓝图每帧获取角色状态,并通过状态调用相应的事件。

当角色状态改变时调用相应的事件,播放相应的动画。
当Montage播放完毕时,使用AnimNotify进行定位。在动画蓝图中实现该事件,调用角色中的处理函数。

Montage

相较于状态机,该动画资源主要用于使用较灵活,触发事件较短的动画。

使用DefaultGroup.DefaultSlot,添加 “AnimNotify” 标签用于状态检测与触发。

DefaultGroup.DefaultSlot决定Default Slot插槽。

Character和碰撞检测

碰撞检测

创建一个SceneComponent的子类
用于实时的状态检测

TraceSceneComponent.h
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "TraceSceneComponent.generated.h"class UArrowComponent;
class AClimbAnimCharacter;
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class CLIMBANIM_API UTraceSceneComponent : public USceneComponent
{GENERATED_BODY()public:    // Sets default values for this component's propertiesUTraceSceneComponent();protected:// Called when the game startsvirtual void BeginPlay() override;public: // Called every framevirtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;public:UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = "Poisition")UArrowComponent* ArrowForward;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Poisition")UArrowComponent* ArrowBack;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Climbing")UArrowComponent* ArrowClimbingUp;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Climbing")UArrowComponent* ArrowClimbingDown;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Climbing")UArrowComponent* ArrowClimbingRight;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Climbing")UArrowComponent* ArrowClimbingLeft;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Jumping")UArrowComponent* ArrowJumpUp;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Jumping")UArrowComponent* ArrowJumpRight;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Jumping")UArrowComponent* ArrowJumpLeft;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ArrowParamater")float ArrowLength;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ArrowParamater")float ArrowJumpLength;bool IsHanging;float num;FVector hitLocation;FVector hitNormal;
public:UFUNCTION()bool HitResult(FVector beginLocation, FVector endLocation, FHitResult& hitResult);//对线性碰撞检测的封装UFUNCTION()bool IsInAir();//判断是否在空中UFUNCTION(BlueprintCallable)FORCEINLINE bool GetIsHanging() { return IsHanging; }class AClimbAnimCharacter* GetOwnerActor();UFUNCTION()void ForwardTrace();void UpTrace();void DownTrace();void LeftTrace();void RightTrace();void JumpUpTrace();void JumpRightTrace();void JumpLeftTrace();void ClimbDownTrace();void BuildArrow();
//箭头的初始化virtual void BeginDestroy()override;
//析构函数用于调试
};
TraceSceneComponent.cpp
// Called every frame
void UTraceSceneComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{Super::TickComponent(DeltaTime, TickType, ThisTickFunction);// ...//GEngine->AddOnScreenDebugMessage(2, 0.1f, FColor::Black, FString::SanitizeFloat(DeltaTime)+FString(TEXT("  "))+FString::SanitizeFloat(num));IsInAir();if (GetOwnerActor()->State == STATE::STATE_ONFLOOR)ClimbDownTrace();if(GetOwnerActor()->State!=STATE::STATE_ONFLOOR)ForwardTrace();if (GetOwnerActor()->State==STATE::STATE_ONHANGING) {UpTrace();DownTrace();LeftTrace();RightTrace();JumpUpTrace();JumpRightTrace();JumpLeftTrace();}
}
//封装线性碰撞,EDrawDebugTrace::Type::ForOneFrame用于调试,会绘制碰撞线
bool UTraceSceneComponent::HitResult(FVector beginLocation, FVector endLocation, FHitResult& hitResult)
{TArray<AActor*>ignoreActors;AClimbAnimCharacter* actor = GetOwnerActor();ignoreActors.Add(actor);return UKismetSystemLibrary::LineTraceSingle(GetWorld(), beginLocation, endLocation,UEngineTypes::ConvertToTraceType(ECC_GameTraceChannel1), false, ignoreActors, EDrawDebugTrace::Type::ForOneFrame, hitResult, true);
}
//获取Character
AClimbAnimCharacter* UTraceSceneComponent::GetOwnerActor()
{return Cast<AClimbAnimCharacter>(GetOwner());
}//向前检测,之后的上下左右检测大同小异,故不再张贴
void UTraceSceneComponent::ForwardTrace()
{FVector location = ArrowForward->GetComponentLocation();FVector forwardVector = GetOwnerActor()->GetActorForwardVector();forwardVector *= ArrowLength;FHitResult hitResult;if (HitResult(location, location + forwardVector, hitResult)) {IsHanging = true;GetOwnerActor()->IsHanging = true;if (GetOwnerActor()->State==STATE::STATE_ONAIR) {GetOwnerActor()->ClimbToWall();}}else {IsHanging = false;GetOwnerActor()->IsHanging = false;}
}//向下检测,用于边缘检测,当在行走时前方出现断层,可转移到攀爬状态
void UTraceSceneComponent::ClimbDownTrace()
{FVector location = ArrowClimbingDown->GetComponentLocation();FVector forwardVector = GetOwnerActor()->GetActorForwardVector();FVector beginLocation = location + forwardVector * ArrowJumpLength;FRotator normal = UKismetMathLibrary::Conv_VectorToRotator(forwardVector);FVector upVector = UKismetMathLibrary::GetUpVector(normal);FVector endLocation = beginLocation - upVector* ArrowJumpLength;FHitResult hitRsultDown;if (HitResult(beginLocation, endLocation, hitRsultDown)== false){FVector backVector=UKismetMathLibrary::RotateAngleAxis(forwardVector, 180.0f, upVector);FVector endBackVector = endLocation + backVector * ArrowJumpLength;FHitResult hitResultBack;if (HitResult(endLocation, endBackVector, hitResultBack)) {GetOwnerActor()->CanClimbDown = true;}else {GetOwnerActor()->CanClimbDown = false;}}else {GetOwnerActor()->CanClimbDown = false;}
}


上图为碰撞检测的示意图,边缘检测稍微麻烦一点,及要判断角色前方向下没有碰撞,而返回的部分有碰撞。

Character

ClimbAnimCharacter.h
// Copyright Epic Games, Inc. All Rights Reserved.#pragma once#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ClimbAnimCharacter.generated.h"UENUM(BlueprintType)
enum class STATE : uint8 {STATE_ONFLOOR,STATE_ONAIR,STATE_ONHANGING
};UCLASS(config=Game)
class AClimbAnimCharacter : public ACharacter
{GENERATED_BODY()/** Camera boom positioning the camera behind the character */UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))class USpringArmComponent* CameraBoom;/** Follow camera */UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))class UCameraComponent* FollowCamera;
public:AClimbAnimCharacter();UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trace")class UTraceSceneComponent* Trace;/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)float BaseTurnRate;/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)float BaseLookUpRate;//留给SceneComponent的接口UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool IsHanging;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanMoveUp;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanMoveRight;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanMoveLeft;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanMoveDown;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanJumpingUp;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanJumpingRight;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanJumpingLeft;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "State")bool CanClimbDown;UPROPERTY(BlueprintReadOnly, Category = "State")float MoveVertical;UPROPERTY(BlueprintReadOnly, Category = "State")float MoveHorizontal;//用于动画蓝图的检测,判断是否播放,例如:IsJumpingRight 是否需要跳跃 CanJumpRight 能否跳跃UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsJumpingRight;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsClimbingUp;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsJumpingLeft;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsJumpingUp;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsTurnLeft;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsTurnRight;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")bool IsClimbingDown;//吸附点UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Poision")FVector hitLocation;//吸附点的法线UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Poision")FVector hitNormal;//距墙面的距离UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Paramater")float OffDistance;//攀爬的速度UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Paramater")float ClimbSpeed;//角色的状态STATE State;protected:/** Resets HMD orientation in VR. */void OnResetVR();/** Called for forwards/backward input */void MoveForward(float Value);/** Called for side to side input */void MoveRight(float Value);/** * Called via input to turn at a given rate. * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate*/void TurnAtRate(float Rate);/*** Called via input to turn look up/down at a given rate. * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate*/void LookUpAtRate(float Rate);/** Handler for when a touch input begins. */void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);/** Handler for when a touch input stops. */void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);protected:// APawn interfacevirtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;// End of APawn interfacepublic:/** Returns CameraBoom subobject **/FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }/** Returns FollowCamera subobject **/FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }UFUNCTION(BlueprintCallable)bool GetIsHanging()const;//UFUNCTION(BlueprintCallable)void Jump();//UFUNCTION(BlueprintCallable)void StopJumping();private://用于左右跳跃void JudgeJumpRightOrLeft(float Value);//用于向上跳及蹬墙跳void JudgeJumpUp(float Value);//获取角色方向并进行吸附FVector GetClimbForwardVector();UFUNCTION()void LeaveFromWall();UFUNCTION()void ClimbMoveRight(float Value);UFUNCTION()void ClimbMoveUp(float Value);
public:UFUNCTION()void ClimbToWall();//Montage及动画蓝图播放前后的设置UFUNCTION()void ClimbUp();UFUNCTION(BlueprintCallable)void ClimbUpOver();UFUNCTION()void JumpUp();UFUNCTION(BlueprintCallable)void JumpUpOver();UFUNCTION()void JumpLeft();UFUNCTION(BlueprintCallable)void JumpLeftOver();UFUNCTION()void JumpRight();UFUNCTION(BlueprintCallable)void JumpRightOver();UFUNCTION()void TurnLeft();UFUNCTION(BlueprintCallable)void TurnLeftOver();UFUNCTION()void TurnRight();UFUNCTION(BlueprintCallable)void TurnRightOver();UFUNCTION(BlueprintCallable)void ClimbDown();UFUNCTION(BlueprintCallable)void ClimbDownOver();UFUNCTION(BlueprintCallable)void JumpBack();
};
ClimbAnimCharacter.cpp
//添加悬挂时的跳跃
void AClimbAnimCharacter::Jump()
{if (State != STATE::STATE_ONHANGING) {Super::Jump();State = STATE::STATE_ONAIR;}else {if (State == STATE::STATE_ONHANGING) {float X_Value = GetInputAxisValue(TEXT("MoveRight"));float Y_Value = GetInputAxisValue(TEXT("MoveForward"));JudgeJumpUp(Y_Value);JudgeJumpRightOrLeft(X_Value);}}
}
//获取角色攀爬时的朝向,并查看距碰撞点的距离是否满足要求
FVector AClimbAnimCharacter::GetClimbForwardVector()
{FVector beginLocation = GetActorLocation();FVector endLocation = beginLocation+RootComponent->GetForwardVector()*200.0f;TArray<AActor*>ignoreActors;ignoreActors.Add(this);FHitResult hit;UKismetSystemLibrary::LineTraceSingle(GetWorld(), beginLocation, endLocation,UEngineTypes::ConvertToTraceType(ECC_GameTraceChannel1), false, ignoreActors, EDrawDebugTrace::Type::ForOneFrame, hit, true);hitNormal = hit.Normal;hitLocation = hit.Location;if (hitLocation!=FVector::ZeroVector&&UKismetMathLibrary::Abs((hitLocation - beginLocation).Size()) > OffDistance) {SetActorLocation(hitLocation + hitNormal * OffDistance);}GEngine->AddOnScreenDebugMessage(__LINE__, 1.0f, FColor::Black, FString(" Actor Location :") + beginLocation.ToString() + FString("    Hit Location :") + hitLocation.ToString() + FString("    Hit Normal") + hitNormal.ToString());FRotator normal = UKismetMathLibrary::Conv_VectorToRotator(hitNormal);FVector upVector = UKismetMathLibrary::GetUpVector(normal);return UKismetMathLibrary::RotateAngleAxis(hitNormal, 180.0f, upVector);
}
//由Component调用
void AClimbAnimCharacter::ClimbToWall()
{FVector forwardVector = GetClimbForwardVector();//SetActorLocation(hitLocation + hitNormal * OffDistance);FRotator rotation = UKismetMathLibrary::Conv_VectorToRotator(forwardVector);SetActorRotation(rotation);GetCharacterMovement()->SetMovementMode(MOVE_Flying);GetCharacterMovement()->StopMovementImmediately();State = STATE::STATE_ONHANGING;GetCharacterMovement()->bOrientRotationToMovement = false;IsHanging = true;
}
//绑定按键“Drop”触发
void AClimbAnimCharacter::LeaveFromWall()
{IsHanging = false;FRotator normal = FRotator(0.0f); normal.Yaw=UKismetMathLibrary::Conv_VectorToRotator(hitNormal).Yaw;SetActorRotation(normal);GetCharacterMovement()->StopMovementImmediately();GetCharacterMovement()->SetMovementMode(MOVE_Falling);GetCharacterMovement()->bOrientRotationToMovement = true;State = STATE::STATE_ONAIR;
}
//通过角色的状态:State判断,当为攀爬时,使用以下移动方式
void AClimbAnimCharacter::ClimbMoveRight(float Value)
{if ((Controller != NULL) && State==STATE::STATE_ONHANGING && ((CanMoveRight==true&&Value>=0)||(CanMoveLeft==true&&Value<=0))){FVector forwardVector = GetClimbForwardVector();FRotator normal = UKismetMathLibrary::Conv_VectorToRotator(forwardVector);FVector Direction = UKismetMathLibrary::GetRightVector(normal);GEngine->AddOnScreenDebugMessage(__LINE__, 1.0f, FColor::Blue, FString("MoveRight Direction : ") + Direction.ToString());SetActorRotation(normal);AddMovementInput(Direction*Value, ClimbSpeed);MoveHorizontal = Value;}else if ((Controller != NULL) && State == STATE::STATE_ONHANGING && CanMoveRight == false && Value > 0) {//使用MontageTurnRight();}else if ((Controller != NULL) && State == STATE::STATE_ONHANGING && CanMoveLeft == false && Value < 0) {TurnLeft();}
}void AClimbAnimCharacter::ClimbMoveUp(float Value)
{if ((Controller != NULL) && State==STATE::STATE_ONHANGING && ((CanMoveUp==true&&Value>=0)||(CanMoveDown==true&&Value<=0))) {FVector forwardVector = GetClimbForwardVector();FRotator normal = UKismetMathLibrary::Conv_VectorToRotator(forwardVector);FVector Direction= UKismetMathLibrary::GetUpVector(normal);GEngine->AddOnScreenDebugMessage(__LINE__, 1.0f, FColor::Blue, FString("MoveUp Direction : ") + Direction.ToString());SetActorRotation(normal);AddMovementInput(Direction*Value , ClimbSpeed);MoveVertical = Value;}else if ((Controller != NULL) && State == STATE::STATE_ONHANGING && CanMoveUp == false && IsHanging==true && Value > 0) {ClimbUp();}
}
//蹬墙跳,主要使用“LaunchCharacter()”给一个力,把角色推移墙面
void AClimbAnimCharacter::JumpBack()
{LeaveFromWall();FVector forwardVector = GetActorForwardVector();forwardVector *= 500.0f;forwardVector.Z += 300.0f;LaunchCharacter(forwardVector, false, false);State = STATE::STATE_ONAIR;
}
//Montage动画调用实例,其它的大同小异
void AClimbAnimCharacter::ClimbUp()
{GetCharacterMovement()->StopMovementImmediately();DisableInput(GetWorld()->GetFirstPlayerController());IsClimbingUp = true;SetActorEnableCollision(false);//if (MontageClimbUp != nullptr)PlayAnimMontage(MontageClimbUp);
}void AClimbAnimCharacter::ClimbUpOver()
{GetCharacterMovement()->SetMovementMode(MOVE_Walking);GetCharacterMovement()->bOrientRotationToMovement = true;State = STATE::STATE_ONFLOOR;EnableInput(GetWorld()->GetFirstPlayerController());SetActorEnableCollision(true);
}


跳跃等操作也向上面一样判断即可

开发中遇到的问题

  1. 由于使用的是碰撞表面的法线绕Z轴180°作为角色的朝向,其移动的方向为表面的切线。在曲面攀爬时,会使角色远离物体,所以需要不断修正角色距墙面的位置。
  2. 使用的是移动模式中的飞行模式,需将 BrakingDecelerationFlying 设置为最大值,否则角色会由于阻力过小产生漂移。

攀爬系统的总结

该系统完成了角色在墙面的自由攀爬,转角,边缘的爬上、爬下,左右跳跃,向上跳,蹬墙跳。
主要运用了移动组件,碰撞检测,角色蓝图,动画蓝图,Montage,以及C++与蓝图交互的一些知识。
改善方向:代码结构需要修改,Character代码空间过于冗杂,可以放到其他地方。碰撞检测时可以设置Tag,使指定的部分可以攀爬。

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