Unity类银河恶魔城学习记录12-2 p124 Character Stats UI源代码

Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

UI_Statslot.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;public class UI_Statslot : MonoBehaviour
{[SerializeField] private StatType statType;[SerializeField] private TextMeshProUGUI statValueText;[SerializeField] private TextMeshProUGUI statNameText;private void OnValidate(){gameObject.name = "Stat - " + statType.ToString();if(statNameText != null){statNameText.text = statType.ToString();}}private void Start(){UpdateStatValueUI();}public void UpdateStatValueUI(){PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();if(playerStats != null){statValueText.text = playerStats.GetStats(statType).GetValue().ToString();}}
}

UI_equipementSlots.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;public class UI_equipementSlots : UI_itemSlot
{public EquipmentType slotType;//这怎么拿到的private void OnValidate(){gameObject.name = "Equipment slot -" + slotType.ToString();}public override void OnPointerDown(PointerEventData eventData){if (item == null || item.data == null)//修复点击空白处会报错的bugreturn;//点击装备槽后卸下装备Inventory.instance.AddItem(item.data as ItemData_Equipment);Inventory.instance.Unequipment(item.data as ItemData_Equipment);  CleanUpSlot();}
}

UI_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;public class UI_itemSlot : MonoBehaviour ,IPointerDownHandler
{[SerializeField] private Image itemImage;[SerializeField] private TextMeshProUGUI itemText;public InventoryItem item;public void UpdateSlots(InventoryItem _newItem){item = _newItem;itemImage.color = Color.white;if (item != null){itemImage.sprite = item.data.icon;if (item.stackSize > 1){itemText.text = item.stackSize.ToString();}else{itemText.text = "";}}}public void CleanUpSlot()//解决出现UI没有跟着Inventory变化的bug{item = null;itemImage.sprite = null;itemImage.color = Color.clear;itemText.text = "";}public virtual void OnPointerDown(PointerEventData eventData){if(item == null)//修复点击空白处会报错的bug{return;}if(Input.GetKey(KeyCode.LeftControl)){Inventory.instance.RemoveItem(item.data);return;}if (item.data.itemType == ItemType.Equipment)Inventory.instance.EquipItem(item.data);}
}
Buff_Effcet.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;[CreateAssetMenu(fileName = "BUff effect", menuName = "Data/Item effect/Buff effect")]public class Buff_Effect :ItemEffect
{private PlayerStats stats;[SerializeField] private StatType buffType;[SerializeField] private float buffDuration;[SerializeField] private int buffAmount;public override void ExecuteEffect(Transform _respawnPosition){stats = PlayerManager.instance.player.GetComponent<PlayerStats>();stats.IncreaseStatBy(buffAmount, buffDuration, stats.GetStats(buffType));}}
Inventory.cs
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;public class Inventory : MonoBehaviour
{public static Inventory instance;public List<ItemData> startingItem;public List<InventoryItem> equipment;//inventoryItems类型的列表public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典public List<InventoryItem> inventory;//inventoryItems类型的列表public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典public List<InventoryItem> stash;public Dictionary<ItemData, InventoryItem> stashDictionary;[Header("Inventory UI")][SerializeField] private Transform inventorySlotParent;[SerializeField] private Transform stashSlotParent;[SerializeField] private Transform equipmentSlotParent;[SerializeField] private Transform statSlotParent;private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组private UI_itemSlot[] stashItemSlot;private UI_equipementSlots[] equipmentSlot;private UI_Statslot[] statSlot;[Header("Items cooldown")]private float lastTimeUsedFlask;private float lastTimeUsedArmor;private float flaskCooldown;private float armorCooldown;private void Awake(){if (instance == null)instance = this;elseDestroy(gameObject);//防止多次创建Inventory}public void Start(){inventory = new List<InventoryItem>();inventoryDictionary = new Dictionary<ItemData, InventoryItem>();stash = new List<InventoryItem>();stashDictionary = new Dictionary<ItemData, InventoryItem>();equipment = new List<InventoryItem>();equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlotstashItemSlot = stashSlotParent.GetComponentsInChildren<UI_itemSlot>();equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_equipementSlots>();statSlot = statSlotParent.GetComponentsInChildren<UI_Statslot>();AddStartingItems();}private void AddStartingItems(){for (int i = 0; i < startingItem.Count; i++){AddItem(startingItem[i]);}}//设置初始物品public void EquipItem(ItemData _item){//解决在itemdata里拿不到子类equipment里的enum的问题ItemData_Equipment newEquipment = _item as ItemData_Equipment;//https://www.bilibili.com/read/cv15551811///将父类转换为子类InventoryItem newItem = new InventoryItem(newEquipment);ItemData_Equipment oldEquipment = null;foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面{if (item.Key.equipmentType == newEquipment.equipmentType)//将拿到的key与转换成itemdata_equipment类型的_item的type对比拿到存在的key{oldEquipment = item.Key;//此key需保存在外部的data类型里//equipment.Remove(item.Value);//equipmentDictionary.Remove(item.Key);}}//好像用foreach里的value和key无法对外部的list和字典进行操作if (oldEquipment != null){AddItem(oldEquipment);Unequipment(oldEquipment);}equipment.Add(newItem);equipmentDictionary.Add(newEquipment, newItem);RemoveItem(_item);newEquipment.AddModifiers();UpdateSlotUI();}//装备装备的函数public void Unequipment(ItemData_Equipment itemToRemove)//装备其他同类型的装备时。去除已装备的装备{if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value)){equipment.Remove(value);equipmentDictionary.Remove(itemToRemove);itemToRemove.RemoveModifiers();UpdateSlotUI();}}private void UpdateSlotUI(){for (int i = 0; i < equipmentSlot.Length; i++){//此步骤用于将对应类型的武器插入对应的槽内foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面{if (item.Key.equipmentType == equipmentSlot[i].slotType){equipmentSlot[i].UpdateSlots(item.Value);}}}//解决出现UI没有跟着Inventory变化的bugfor (int i = 0; i < inventoryItemSlot.Length;i++){inventoryItemSlot[i].CleanUpSlot();}for (int i = 0; i < stashItemSlot.Length; i++){stashItemSlot[i].CleanUpSlot();}for (int i = 0; i < inventory.Count; i++){inventoryItemSlot[i].UpdateSlots(inventory[i]);}for (int i = 0; i < stash.Count; i++){stashItemSlot[i].UpdateSlots(stash[i]);}for(int i = 0; i < statSlot.Length;i++){statSlot[i].UpdateStatValueUI();}}//更新UI函数public void AddItem(ItemData _item){if (_item.itemType == ItemType.Equipment){AddToInventory(_item);}else if (_item.itemType == ItemType.Material){AddToStash(_item);}UpdateSlotUI();}//添加物体的函数private void AddToStash(ItemData _item)//向stash加物体的函数{if (stashDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value{value.AddStack();}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值{InventoryItem newItem = new InventoryItem(_item);stash.Add(newItem);//填进列表里只有一次stashDictionary.Add(_item, newItem);//同上}}private void AddToInventory(ItemData _item){if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value{value.AddStack();}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值{InventoryItem newItem = new InventoryItem(_item);inventory.Add(newItem);//填进列表里只有一次inventoryDictionary.Add(_item, newItem);//同上}}//将物体存入Inventory的函数public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数{if (inventoryDictionary.TryGetValue(_item, out InventoryItem value)){if (value.stackSize <= 1){inventory.Remove(value);inventoryDictionary.Remove(_item);}elsevalue.RemoveStack();}if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue)){if (stashValue.stackSize <= 1){stash.Remove(stashValue);stashDictionary.Remove(_item);}elsestashValue.RemoveStack();}UpdateSlotUI();}public List<InventoryItem> GetEquipmentList() => equipment;public List<InventoryItem> GetStashList() => stash;public ItemData_Equipment GetEquipment(EquipmentType _Type)//通过Type找到对应的已装备装备的函数{ItemData_Equipment equipedItem = null;foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)if (item.Key.equipmentType == _Type){equipedItem = item.Key;}return equipedItem;}public void UseFlask()//使用药瓶设置冷却时间{ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);if (currentFlask == null)return;//使用药瓶设置冷却时间bool canUseFlask = Time.time > lastTimeUsedFlask + flaskCooldown;if(canUseFlask){flaskCooldown = currentFlask.itemCooldown;currentFlask.Effect(null);lastTimeUsedFlask = Time.time;}else{Debug.Log("Flask is Cooldown");}}//使用药瓶函数public bool CanUseArmor(){ItemData_Equipment currentArmor = GetEquipment(EquipmentType.Armor);if(Time.time > lastTimeUsedArmor + armorCooldown){lastTimeUsedArmor = Time.time;armorCooldown = currentArmor.itemCooldown;return true;}Debug.Log("Armor on cooldown");return false;}
}
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public enum StatType
{strength,agility,intelligence,vitality,damage,critChance,critPower,Health,armor,evasion,magicResistance,fireDamage,iceDamage,lightingDamage
}
public class CharacterStats : MonoBehaviour
{private EntityFX fx;[Header("Major stats")]public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%public Stat intelligence;// 1 点 魔法伤害 1点魔抗 public Stat vitality;//加血的[Header("Offensive stats")]public Stat damage;public Stat critChance;      // 暴击率public Stat critPower;       //150% 爆伤[Header("Defensive stats")]public Stat Health;public Stat armor;public Stat evasion;//闪避值public Stat magicResistance;[Header("Magic stats")]public Stat fireDamage;public Stat iceDamage;public Stat lightingDamage;public bool isIgnited;  // 持续烧伤public bool isChilded;  // 削弱护甲 20%public bool isShocked;  // 降低敌人命中率[SerializeField] private float ailmentsDuration = 4;private float ignitedTimer;private float chilledTimer;private float shockedTimer;private float igniteDamageCooldown = .3f;private float ignitedDamageTimer;private int igniteDamage;[SerializeField] private GameObject shockStrikePrefab;private int shockDamage;public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数//此函数调用了更新HealthUI函数public bool isDead { get; private set; }[SerializeField] public int currentHealth;protected virtual void Start(){critPower.SetDefaultValue(150);//设置默认爆伤currentHealth = GetMaxHealthValue();fx = GetComponent<EntityFX>();}protected virtual void Update(){//所有的状态都设置上默认持续时间,持续过了就结束状态ignitedTimer -= Time.deltaTime;chilledTimer -= Time.deltaTime;shockedTimer -= Time.deltaTime;ignitedDamageTimer -= Time.deltaTime;if (ignitedTimer < 0)isIgnited = false;if (chilledTimer < 0)isChilded = false;if (shockedTimer < 0)isShocked = false;//被点燃后,出现多段伤害后点燃停止if(isIgnited)ApplyIgnitedDamage();}public virtual void IncreaseStatBy(int _modifier, float _duration,Stat _statToModify){StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));}private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify){_statToModify.AddModifier(_modifier);yield return new WaitForSeconds(_duration);_statToModify.RemoveModifier(_modifier);}public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数{if (TargetCanAvoidAttack(_targetStats))设置闪避{return;}int totleDamage = damage.GetValue() + strength.GetValue();//爆伤设置if (CanCrit()){totleDamage = CalculateCriticalDamage(totleDamage);}totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御_targetStats.TakeDamage(totleDamage);DoMagicaDamage(_targetStats); // 可以去了也可以不去}protected virtual void Die(){isDead = true;}public virtual void TakeDamage(int _damage)//造成伤害是出特效{fx.StartCoroutine("FlashFX");//IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001DecreaseHealthBy(_damage);GetComponent<Entity>().DamageImpact();if (currentHealth < 0 && !isDead)Die();}public virtual void IncreaseHealthBy(int _amount)//添加回血函数{currentHealth += _amount;if (currentHealth > GetMaxHealthValue())currentHealth = GetMaxHealthValue();if (onHealthChanged != null)onHealthChanged();}protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效{currentHealth -= _damage;if (onHealthChanged != null){onHealthChanged();}}#region Magical damage and ailementsprivate void ApplyIgnitedDamage(){if (ignitedDamageTimer < 0 ){DecreaseHealthBy(igniteDamage);if (currentHealth < 0 && !isDead)Die();ignitedDamageTimer = igniteDamageCooldown;}}被点燃后,出现多段伤害后点燃停止public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方{int _fireDamage = fireDamage.GetValue();int _iceDamage = iceDamage.GetValue();int _lightingDamage = lightingDamage.GetValue();int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);_targetStats.TakeDamage(totleMagicalDamage);//防止循环在所有元素伤害为0时出现死循环if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)return;//让元素效果取决与伤害//为了防止出现元素伤害一致而导致无法触发元素效果//循环判断触发某个元素效果AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);}private  void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage){bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;while (!canApplyIgnite && !canApplyChill && !canApplyShock){if (Random.value < .25f){canApplyIgnite = true;Debug.Log("Ignited");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .35f){canApplyChill = true;Debug.Log("Chilled");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .55f){canApplyShock = true;Debug.Log("Shocked");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}}if (canApplyIgnite){_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));}if (canApplyShock)_targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));//给点燃伤害赋值_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);}//造成元素效果public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态{bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;bool canApplyChill = !isIgnited && !isChilded && !isShocked;bool canApplyShock = !isIgnited && !isChilded;//使当isShock为真时Shock里的函数仍然可以调用if (_ignite && canApplyIgnite){isIgnited = _ignite;ignitedTimer = ailmentsDuration;fx.IgniteFxFor(ailmentsDuration);}if (_chill && canApplyChill){isChilded = _chill;chilledTimer = ailmentsDuration;float slowPercentage = .2f;GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);fx.ChillFxFor(ailmentsDuration);}if (_shock && canApplyShock){if(!isShocked){ApplyShock(_shock);}else{if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电return;HitNearestTargetWithShockStrike();}//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据}}public void ApplyShock(bool _shock){if (isShocked)return;isShocked = _shock;shockedTimer = ailmentsDuration;fx.ShockFxFor(ailmentsDuration);}//触电变色效果private void HitNearestTargetWithShockStrike(){Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)Transform closestEnemy = null;//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.htmlforeach (var hit in colliders){if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己{float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离{closestDistance = distanceToEnemy;closestEnemy = hit.transform;}}if (closestEnemy == null)closestEnemy = transform;}if (closestEnemy != null){GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());}}//给最近的敌人以雷劈public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值#endregion#region Stat calculationsprivate int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算{totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);return totleMagicalDamage;}private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算{//被冰冻后,角色护甲减少if (_targetStats.isChilded)totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);elsetotleDamage -= _targetStats.armor.GetValue();totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);return totleDamage;}private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算{int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();//我被麻痹后//敌人的闪避率提升if (isShocked)totleEvation += 20;if (Random.Range(0, 100) < totleEvation){return true;}return false;}private bool CanCrit()//判断是否暴击{int totleCriticalChance = critChance.GetValue() + agility.GetValue();if (Random.Range(0, 100) <= totleCriticalChance){return true;}return false;}private int CalculateCriticalDamage(int _damage)//计算暴击后伤害{float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;float critDamage = _damage * totleCirticalPower;return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的}public int GetMaxHealthValue(){return Health.GetValue() + vitality.GetValue() * 10;}//统计生命值函数public  Stat GetStats(StatType _statType){if (_statType == StatType.strength) return strength;else if (_statType == StatType.agility) return agility;else if (_statType == StatType.intelligence) return intelligence;else if (_statType == StatType.vitality) return vitality;else if (_statType == StatType.damage) return damage;else if (_statType == StatType.critChance) return critChance;else if (_statType == StatType.critPower) return critPower;else if (_statType == StatType.Health) return Health;else if (_statType == StatType.armor) return armor;else if (_statType == StatType.evasion) return evasion;else if (_statType == StatType.magicResistance) return magicResistance;else if (_statType == StatType.fireDamage) return fireDamage;else if (_statType == StatType.iceDamage) return iceDamage;else if (_statType == StatType.lightingDamage) return lightingDamage;return null;}#endregion
}

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.rhkb.cn/news/296339.html

如若内容造成侵权/违法违规/事实不符,请联系长河编程网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

Hadoop和zookeeper集群相关执行脚本(未完,持续更新中~)

1、Hadoop集群查看状态 搭建Hadoop数据集群时&#xff0c;按以下路径操作即可生成脚本 [test_1analysis01 bin]$ pwd /home/test_1/hadoop/bin [test_01analysis01 bin]$ vim jpsall #!/bin/bash for host in analysis01 analysis02 analysis03 do echo $host s…

Windows下Docker搭建Flink集群

编写docker-compose.yml 参照&#xff1a;https://github.com/docker-flink/examples/blob/master/docker-compose.yml version: "2.1" services:jobmanager:image: flink:1.14.4-scala_2.11expose:- "6123"ports:- "18081:8081"command: jobma…

防止推特Twitter账号被冻结,应该选什么代理类型IP?

在处理多个 Twitter 帐号时&#xff0c;选择合适的代理IP对于避免大规模帐户暂停至关重要。现在&#xff0c;问题出现了&#xff1a;哪种类型的代理是满足您需求的最佳选择&#xff1f;下面文章将为你具体讲解推特账号冻结原因以及重点介绍如何选择代理IP。 一、推特账号被冻结…

vue 数据埋点

最近菜鸟做项目&#xff0c;需要做简单的数据埋点&#xff0c;不是企业级的&#xff0c;反正看渡一的视频&#xff0c;企业级特别复杂&#xff0c;包括但不限于&#xff1a;错误收集、点击地方、用户行为…… 菜鸟的需求就是简单收集一下用户的ip、地址、每个界面的访问时间&a…

计算机网络-HTTP相关知识-HTTP的发展

HTTP/1.1 特点&#xff1a; 简单&#xff1a;HTTP/1.1的报文格式包括头部和主体&#xff0c;头部信息是键值对的形式&#xff0c;使得其易于理解和使用。灵活和易于扩展&#xff1a;HTTP/1.1的请求方法、URL、状态码、头字段等都可以自定义和扩展&#xff0c;使得其具有很高的…

【SpringCloud】Ribbon 负载均衡

目 录 一.负载均衡原理二.源码跟踪1. LoadBalancerIntercepor2. LoadBalancerClient3. 负载均衡策略 IRule4. 总结 三.负载均衡策略1.负载均衡策略2.自定义负载均衡策略 四.饥饿加载 在 order-service 中 添加了 LoadBalanced 注解&#xff0c;即可实现负载均衡功能&#xff0c…

Ubuntu20.04使用Neo4j导入CSV数据可视化知识图谱

1.安装JDK&#xff08; Ubuntu20.04 JDK11&#xff09; sudo apt-get install openjdk-11-jdk -y java -version which java ls -l /usr/bin/java ls -l /etc/alternatives/java ls -l /usr/lib/jvm/java-11-openjdk-amd64/bin/java确认安装路径为/usr/lib/jvm/java-11-openjd…

Flutter iOS上架指南

本文探讨了使用Flutter开发的iOS应用能否上架&#xff0c;以及上架的具体流程。苹果提供了App Store作为正式上架渠道&#xff0c;同时也有TestFlight供开发者进行内测。合规并通过审核后&#xff0c;Flutter应用可以顺利上架。但上架过程可能存在一些挑战&#xff0c;因此可能…

三星加强Bixby智能:迈向生成式AI,抗衡谷歌Gemini

每周跟踪AI热点新闻动向和震撼发展 想要探索生成式人工智能的前沿进展吗&#xff1f;订阅我们的简报&#xff0c;深入解析最新的技术突破、实际应用案例和未来的趋势。与全球数同行一同&#xff0c;从行业内部的深度分析和实用指南中受益。不要错过这个机会&#xff0c;成为AI领…

VGA显示器驱动设计与验证

1.原理 场同步信号的单位是像素点 场同步信号的单位是一行 60的含义是每秒钟刷新60帧图像 全0表示黑色 2.1 CLK_gen.v module CLK_gen(input wire sys_clk ,input wire sys_rst_n ,output wire CLK_out ,output wire locked );parameter STATE1b0; reg [1:0] cnt; r…

非关系型数据库-----------Redis的主从复制、哨兵模式

目录 一、redis群集有三种模式 1.1主从复制、哨兵、集群的区别 1.1.1主从复制 1.1.2哨兵 1.1.3集群 二、主从复制 2.1主从复制概述 2.2主从复制的作用 ①数据冗余 ②故障恢复 ③负载均衡 ④高可用基石 2.3主从复制流程 2.4搭建redis主从复制 2.4.1环境准备 2.4…

elementui 左侧或水平导航菜单栏与main区域联动

系列文章目录 一、elementui 导航菜单栏和Breadcrumb 面包屑关联 二、elementui 左侧导航菜单栏与main区域联动 三、elementui 中设置图片的高度并支持PC和手机自适应 四、elementui 实现一个固定位置的Pagination&#xff08;分页&#xff09;组件 文章目录 系列文章目录…

配置zookeeper的时候三个节点都启动了但是查询zookeeper的角色的时候显示没启动成功

场景 搭建了一个音乐平台数仓&#xff0c;一共有五个节点&#xff0c;其中三个节点配置zookeeper&#xff0c;我的操作是先把这三个节点的zookeeper全部启动&#xff0c;然后再分别查询各自zookeeper的角色。出现了一下问题&#xff1a; Error contacting service. It is proba…

【Java】:继承

目录 1.为什么需要继承 2.继承的概念 3.继承的语法 4.父类成员访问 4.1子类和父类不存在同名成员变量 1.子类和父类不存在同名成员变量 2.子类和父类成员变量同名 4.2子类中访问父类的成员方法 1.成员方法名字不同 2.成员方法名字相同 5.super关键字 6.子类构造方法 …

CTF下加载CTFtraining题库以管理员身份导入 [HCTF 2018]WarmUp,之后以参赛者身份完成解题全过程

-------------------搭建CTFd------------------------------ 给大家介绍一个本地搭建比较好用的CTF比赛平台&#xff1a;CTFD。 CTFd是一个Capture The Flag框架&#xff0c;侧重于易用性和可定制性。它提供了运行CTF所需的一切&#xff0c;并且可以使用插件和主题轻松进行自…

212 基于matlab的双稳态随机共振的算法

基于matlab的双稳态随机共振的算法&#xff0c;分析信噪比随系统参数a,b及乘性噪声和加性噪声的增益变化曲线&#xff0c;60个数据样本可供选择。程序已调通&#xff0c;可直接运行。 212 双稳态随机共振 信噪比增益变化曲线 - 小红书 (xiaohongshu.com)

基于java实现的弹幕视频网站

开发语言&#xff1a;Java 框架&#xff1a;ssm 技术&#xff1a;JSP JDK版本&#xff1a;JDK1.8 服务器&#xff1a;tomcat7 数据库&#xff1a;mysql 5.7&#xff08;一定要5.7版本&#xff09; 数据库工具&#xff1a;Navicat11 开发软件&#xff1a;eclipse/myeclip…

C++ //练习 11.3 编写你自己的单词计数程序。

C Primer&#xff08;第5版&#xff09; 练习 11.3 练习 11.3 编写你自己的单词计数程序。 环境&#xff1a;Linux Ubuntu&#xff08;云服务器&#xff09; 工具&#xff1a;vim 代码块 /*************************************************************************> …

Jenkins 使用 Description Setter

想要的效果如图: 在打包完成之后直接在构件历史的部分展示出来构建的docker镜像名,这样就不需要去找日志了。 首先安装插件 Description Setter, 如何安装就不在此赘述了。 安装完成之后&#xff0c;在构件后操作选项添加一个流程&#xff0c; 有两个字段: regular expressi…

2024年 前端JavaScript 进阶 第3天 笔记

3.1-JS进阶-内容和两种编程思想 3.2-构造函数实现封装以及存在 3.3-原型对象prototype 3.4-数组扩展案例-求最大值和数组求和 3.5-constructor属性以及应用 3.6-对象原型proto 3.7-原型继承 3.8-原型链以及instanceof运算符 3.9-综合案例-模态框构造函数写法 3.10-综合案例-0pe…