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1、Unity3d粒子系統(tǒng)翻譯后面有參數翻譯Particle Systems粒子系統(tǒng)Note: This is the documentation for the new particle system (Shuriken). For documentation on the legacy particle system go to Legacy Particle System.注意:這是文件為新的粒子系統(tǒng)(手里劍)。為傳統(tǒng)的粒子系統(tǒng)文件轉到新的粒子系統(tǒng)Particle System (Shuriken)粒子系統(tǒng)(手里劍)Particle Systems in Unity are used to
2、make clouds of smoke, steam, fire and other atmospheric effects. 粒子系統(tǒng)在統(tǒng)一被過去常常使煙霧的云,蒸汽,火,其他大氣效果。You can create a new particle system by creating a Particle System GameObject (menu GameObject -> Create Other -> Particle System) or by creating an empty GameObject and adding the ParticleSystem com
3、ponent to it (in Component->Effects) The Particle System Inspector (Shuriken)粒子系統(tǒng)檢查員(手里劍)The Particle System Inspector shows one particle system at a time (the currently selected one), and it looks like this: 粒子系統(tǒng)檢查員節(jié)目一個粒子系統(tǒng)一次(目前選擇一),它面貌這般:Individual particle systems can take on various complex b
4、ehaviors by using Modules.個人粒子系統(tǒng)能與各個的復合行為借用模塊。They can also be extended by being grouped together into Particle Effects. 他們可以也被延長由被一起聚集到粒子效果。If you press the button Open Editor ., this will open up the Extended Particle Editor, that shows all of the particle systems under the same root in the scene
5、tree. For more information on particle system grouping, please see the section on Particle Effects. 如果你點擊按鈕Open Editor。這會擴出粒子編輯器,顯示所有的粒子系統(tǒng)在同一根在場景樹,而更多信息關于粒子系統(tǒng)編,請參閱對顆粒的影響Scene View Editing場景編輯When creating and editing Particle Systems, you either work with the Inspector or the extended Particle Edito
6、r, and your changes are reflected in the SceneView. The scene view has a Preview Panel, where playback of the currently selected Particle Effect can be controlled in Edit Mode, with actions like play, pause, stop and scrubbing playback time當創(chuàng)建和編輯的粒子系統(tǒng),你可以工作的督察或擴展粒子編輯器,和你的變化反映在sceneview?,F場觀點有一個預覽面板,在
7、播放當前選定的粒子效果可控制在編輯模式,行動就像玩,暫停,停止和擦洗的播放時間Scrubbing play back time can be performed by dragging on the label Playback Time. All Playback controls have shortcut keys which can be customized in the Preferences window洗滌播放時間可通過拖動標簽上的播放時間。所有播放控件有捷徑鍵可定制的選項窗口Particle System Curve Editor粒子系統(tǒng)編輯器MinMax curves曲線大
8、小Many of the properties in the particle system modules describe a change of a value with time. That change is described via MinMax Curves. These time-animated properties (for example size and speed), will have a pull down menu on the right hand side, where you can choose between:許多性能的粒子系統(tǒng)模塊描述的值的變化與時
9、間。這種變化是通過最小曲線描述。這些time-animated屬性(例如,大小和速度),將有一個下拉菜單上的右手邊,在這里你可以選擇:Constant: The value of the property will not change with time, and will not be displayed in the Curve Editor常數:屬性值不隨時間變化,并沒有顯示在曲線編輯器Random between constants: The value of the property will be selected at random between the two consta
10、nts隨機之間的常數:價值的財產將被隨機選擇,兩國之間的常數Curve: The value of the property will change with time based on the curve specified in the Curve Editor曲線:財產的價值會隨時間變化的曲線的基礎上指定的曲線編輯器A property animated with a Curve 動畫曲線的性質Random between curves: A curve will be generated at random between the min and the max curve, and
11、the value of the property will change in time based on the generated curve隨機之間的曲線:一個曲線會產生隨機之間的最小和最大曲線,財產的價值會隨時間變化的基礎上產生的曲線A property animated as Random Between Two Curves一個物業(yè)動畫作為隨機曲線之間In the Curve Editor, the x-axis spans time between 0 and the value specified by the Duration property, and the y-axi
12、s represents the value of the animated property at each point in time. The range of the y-axis can be adjusted in the number field in the upper right corner of the Curve Editor. The Curve Editor currently displays all of the curves for a particle system in the same window.在曲線編輯器,X軸跨越時間和0之間的值指定的時間屬性,
13、和Y軸代表的價值的動畫屬性在每個時間點。一系列的Y軸可以調整中的一些領域在右上角的曲線編輯器。曲線編輯當前顯示所有的曲線的一個粒子系統(tǒng)在同一窗口。Multiple curves in the same curve editor多曲線相同的曲線編輯器Note that the "-" in the bottom-right corner will remove the currently selected curve, while the "+" will optimize it (that is make it into a parametrized c
14、urve with at most 3 keys).請注意,“-”在右下角將刪除當前選定的曲線,而“+”優(yōu)化(這是使它成為一個參數曲線最多3鍵)。For animating properties that describe vectors in 3D space, we use the TripleMinMax Curves, which are simply curves for the x-,y-, and z- dimensions side by side, and it looks like this: 為動畫屬性描述三維空間中的向量,我們使用tripleminmax曲線,這是簡單的
15、曲線的X線,-,和尺寸并排,和它看起來像這樣:Managing many curves in the curve editor管理許多曲線在曲線編輯器To avoid cluttering in the Curve Editor, it is possible to toggle curves on and off, by clicking on them in the inspector. The Particle System Curve Editor can also be detached from the Inspector by right-clicking on the Part
16、icle System Curves title bar, after which you should see something like this:避免復雜的曲線編輯器,它可以切換曲線和關閉,通過點擊他們的督察。的粒子系統(tǒng)編輯器也可以脫離督察通過右鍵點擊標題欄的粒子系統(tǒng)的曲線,之后你應該看到這樣的事情:A detached Curve Editor that can be docked like any other window分離曲線編輯器,可以??肯袢魏纹渌翱贔or more information on working with curves, take a look at th
17、e Curve Editor documentation上的更多信息,工作曲線,看一看曲線編輯文件Colors and Gradients in the Particle System (Shuriken)顏色和梯度的粒子系統(tǒng)(手里劍)For properties that deal with color, the Particle System makes use of the Color and Gradient Editor. It works in a similar way to the Curve Editor.屬性的顏色處理,粒子系統(tǒng)使用的顏色和梯度編輯。它以同樣的方式曲線編輯器
18、。The color-based properties will have a pull down menu on the right hand side, where you can choose between:基于顏色的性能將有一個下拉菜單上的右手邊,你可以選擇:Color: The color will be the same throughout time (see Color Picker)顏色:顏色會在同一時間(見顏色選擇器)Gradient: The gradient (RGBA) will vary throughout time, edited in the Gradien
19、t Editor梯度:梯度(亮度)將有所不同,在漸變編輯器編輯Random Between Two Colors: The color varies with time and is chosen at random between two values specified in the Color Picker隨機之間的顏色:顏色隨時間和隨機選擇2值中指定的顏色選擇器Random Between Two Gradients: The gradient (RGBA) varies with time and is chosen at random between two values spec
20、ified Gradient Editor隨機雙梯度:梯度(亮度)隨時間和隨機選擇之間的值指定的漸變編輯器Introduction to Particle System Modules (Shuriken)介紹了粒子系統(tǒng)模塊(手里劍)A Particle System consists of a predefined set of modules that can be enabled and disabled. These modules describe the behavior of particles in an individual particle system.一個粒子系統(tǒng)由一組
21、預定義的模塊,可以啟用和禁用。這些模塊描述粒子的行為在個別粒子系統(tǒng)。Initially only a few modules are enabled. Addding or removing modules changes the behavior of the particle system. You can add new modules by pressing the (+) sign in the top-right corner of the Particle System Inspector. This pops up a selection menu, where you can
22、 choose the module you want to enable.最初只有幾個模塊能夠。加或刪除模塊化行為的粒子系統(tǒng)。您可以添加新的模塊按(+)在右上角的粒子系統(tǒng)。這彈出選擇菜單,在那里你可以選擇你想使模塊。An alternative way to work with modules is to select "Show All Modules", at which point all of the modules will show up in the inspector.另一種方式與模塊是選擇“顯示所有模塊”,此時所有的模塊將顯示在檢查員。Then you
23、can enable / disable modules directly from the inspector by clicking the checkbox to the left.然后你可以啟用/禁用模塊直接從檢查員由點擊復選框的左側。Most of the properties are controllable by curves (see Curve Editor). Color properties are controlled via gradients which define an animation for color (see Color Editor).大多數性能可控
24、的曲線(見曲線編輯器)。顏色屬性是通過控制梯度定義一個動畫的顏色(見顏色編輯器)。、For details on individual modules and their properties, see Particle System Modules詳細介紹各模塊和它們的屬性,看到粒子系統(tǒng)模塊Particle System Modules (Shuriken)粒子系統(tǒng)模塊(手里劍)This page is dedicated to individual modules and their properties. For introduction to modules see this page
25、這一頁是專門單個模塊及其性質。介紹模塊看到這個頁面Initial Module初始模塊This module is always present, cannot be removed or disabled.這個模塊是永遠存在的,不能被刪除或禁用。Duration持續(xù)期間The duration the Particle System will be emitting particles.粒子系統(tǒng)發(fā)射粒子持續(xù)的時間。Looping循環(huán)Is the Particle System looping.是粒子系統(tǒng)循環(huán)。Prewarm延遲Only looping systems can be prewa
26、rmed which means that the Particle System will have emitted particles at start as if it had already emitted particles one cycle.只有循環(huán)系統(tǒng)可以prewarmed即粒子系統(tǒng)將排放的顆粒在開始,如果它已經發(fā)射的粒子一個周期。完整的釋放出一個周期的粒子Start Delay啟動延遲Delay in seconds that this Particle System will wait before emitting particles. Note prewarmed lo
27、oping systems cannot use a start delay延遲秒,這粒子系統(tǒng)之前要等待發(fā)射粒子。注意prewarmed循環(huán)系統(tǒng)不能使用啟動延遲Start Lifetime生命周期The lifetime of particles in seconds (see MinMaxCurve)粒子的活力周期以秒為單位Start Speed速度The speed of particles when emitted.(see MinMaxCurve)粒子的發(fā)射速度Start Size尺寸The size of particles when emitted. (see MinMaxCurv
28、e)粒子的發(fā)射尺寸大小Start Rotation自轉The rotation of particles when emitted. (see MinMaxCurve)旋轉時發(fā)出的粒子。(見minmaxcurve)Start Color顏色The color of particles when emitted. (see MinMaxGradient)當發(fā)射粒子的顏色。(見minmaxgradient)Gravity Modifier重力改性劑The amount of gravity that will affect particles during their lifetime數額的重力會
29、影響粒子在其生命周期Inherit Velocity繼承速度Factor for controlling the amount of velocity the particles should inherit of the transform of the Particle System (for moving Particle Systems)因子為控制量的速度粒子應該繼承的變換的粒子系統(tǒng)(移動粒子系統(tǒng))Simulation Space模擬空間Simulate the Particle System in local space or world space模擬粒子系統(tǒng)在當地的空間或空間世界
30、Play On Awake打醒If enabled the Particle System will automatically start when it's created.如果啟用了粒子系統(tǒng)會自動開始創(chuàng)建時。Max Particles最大顆粒Max number of particles the Particle System will emit最大數量的粒子的粒子系統(tǒng)會發(fā)出Emission Module發(fā)射模塊Controls the rate of particles being emitted and allows spawning large groups of part
31、icles at certain moments (over Particle System duration time). Useful for explosions when a bunch of particles need to be created at once.控制粒子的速度排放,使產卵大群體的粒子在某些時刻(多粒子系統(tǒng)的持續(xù)時間)。用于爆炸時,一群粒子需要創(chuàng)建一次。Rate比例Amount of particles emitted over Time (per second) or Distance (per meter). (see MinMaxCurve)粒子的數量上發(fā)出的
32、時間(秒)或距離(米)。(見minmaxcurve)Bursts (Time option only)脈沖(時間選項)Add bursts of particles that occur within the duration of the Particle System加用粒子發(fā)生的持續(xù)時間內的粒子系統(tǒng)Time and Number of Particles時間和粒子數Specify time (in seconds within duration) that a specified amount of particles should be emitted. Use the + and -
33、 for adjusting number of bursts.指定的時間(秒的時間),一定數量的粒子發(fā)射。使用+和-調整數量的爆發(fā)。Shape Module形模塊Defines the shape of the emitter: Sphere, Hemishpere, Cone, Box and Mesh. Can apply initial force along the surface normal or random direction.定義形狀的發(fā)射器:球體,hemishpere,錐,箱網??梢陨暾埑跏剂ρ乇砻嬲;螂S機方向。Sphere球體 Radius半徑Radius
34、of the sphere (can also be manipulated by handles in the Scene View)球體半徑(也可以通過操縱手柄在場景視圖)Emit from Shell發(fā)射殼體Emit from shell of the sphere. If disabled, particles will be emitted from the volume of the sphere.發(fā)出的球殼。如果禁用,粒子會發(fā)射出球體的體積。Random Direction隨機方向Should particles have have a random direction when
35、 emitted or a direction along the surface normal of the sphere該粒子有一個隨機的方向時,發(fā)射或一個方向沿表面正常的范圍Hemisphere半球體Radius半徑Radius of the hemisphere (can also be manipulated by handles in the Scene View)半球體半徑Emit from Shell排出殼體Emit from shell of the hemisphere. If disabled particles will be emitted from the volu
36、me of the hemisphere.發(fā)出的半球殼。如果禁用的粒子將排放量的半球。Random Direction隨機方向Should particles have have a random direction when emitted or a direction along the surface normal of the hemisphere.該粒子有一個隨機的方向時,發(fā)射或一個方向沿表面正常的半球。Cone圓錐形 Angle角度Angle of the cone. If angle is 0 then particles will be emitted in one
37、direction. (can also be manipulated by handles in the Scene View)錐角。如果是0然后粒子將被排放在一個方向。(也可以通過操縱手柄在場景視圖)Radius半徑A value larger than 0 when basically create a capped cone, using this will change emission from a point to a disc.(can also be manipulated by handles in the Scene View)一個值大于0時,基本上創(chuàng)建一個上限使用錐,這
38、將改變從一個點到光盤上。(也可以通過操縱手柄在場景視圖)Box箱 Box X箱X軸Scale of box in X (can also be manipulated by handles in the Scene View)規(guī)模盒×(也可以通過操縱手柄在場景視圖)Box Y箱Y軸Scale of box in Y (can also be manipulated by handles in the Scene View)規(guī)模盒y(也可以通過操縱手柄在場景視圖)Box Z箱Z軸Scale of box in Z (can also be manipulated by han
39、dles in the Scene View)規(guī)模盒z(也可以通過操縱手柄在場景視圖)Random DirectionShould particles have have a random direction when emitted or a direction along the Z-axis of the box該粒子有一個隨機的方向時,發(fā)射或沿z軸方向的盒子Mesh網格 Type類型Particles can be emitted from either Vertex, Edge or Triangle顆??膳欧诺捻旤c,邊和三角形Mesh網格Select Mesh that
40、should be used as emission shape選擇網格,應作為發(fā)射的形狀Random Direction隨機方向Should particles have have a random direction when emitted or a direction along the surface of the mesh該粒子有一個隨機的方向時,發(fā)射或一個方向沿表面的網格Velocity Over Lifetime Module速度超過一生模塊Directly animates velocity of the particle. Mostly useful for particl
41、es which has complex physical, but simple visual behavior (like smoke with turbulence and temperature loss) and has little interaction with physical world.直接動作速度的粒子。主要用于顆粒具有復雜的物理,但簡單的視覺行為(如吸煙與湍流與溫度損失),很少有互動與物理世界。XYZUse either constant values for curves or random between curves for controlling the mo
42、vement of the particles. See MinMaxCurve.使用恒定值曲線或隨機曲線控制粒子的運動??吹絤inmaxcurve。Space空間Local / World: Are the velocity values in local space or world space本地/世界:是局部空間或速度值在世界空間Limit Velocity Over Lifetime Module極限速度超過活力模塊Basically can be used to simulate drag. Dampens or clamps velocity, if it is over cer
43、tain threshold. Can be configured per axis or per vector length.基本上可以用來模擬阻力。挫傷或夾速度,如果它超過一定的閾值??膳渲妹總€軸或每個向量的長度。Separate 區(qū)分Axis 軸線Use for setting per axis control. 用于設置每軸控制。Speed速率Specify magnitude as constant or by curve that will limit all axes of velocity.指定大小為常數或曲線,將限制所有軸速度。XYZControl each axis sep
44、erately. See MinMaxCurve.每個軸分別控制??吹絤inmaxcurve。Dampen抑制(0-1) value that controls how much the exceeding velocity should be dampened. For example, a value of 0.5 will dampen exceeding velocity by 50%(0 - 1)值,控制了超過速度應挫傷。例如,一個0.5值將抑制超過速度為50%Force Over Lifetime Module在活力的模塊XYZUse either constant values
45、for curves or random between curves for controlling the force applied to the particles. See MinMaxCurve.使用恒定值曲線或隨機曲線控制的力量應用到粒子。看到minmaxcurveRandomize隨機的Randomize the force applied to the particles every frame隨機力應用到粒子每一幀Color Over Lifetime Module彩色壽命模塊Color顏色Controls the color of each particle during
46、 its lifetime. If some particles have a shorter lifetime than others, they will animate faster. Use constant color, random between two colors, animate it using gradient or specify a random color using two gradients. See Gradient.控制顏色的每個粒子在其一生。如果一些粒子有一個較短的壽命比其他人,他們將動畫速度。使用單一顏色,隨機之間的顏色,它使用梯度或指定一個隨機顏色使
47、用梯度。見梯度。Color Scale顏色表Use the color scale for easy adjustment of color or gradient.使用顏色表容易調整顏色或漸變。Color By Speed Module顏色由調速模塊Animates particle color based on its speed. Remaps speed in the defined range to a color.動畫粒子的顏色根據其速度。在定義范圍重新映射到一個色彩。Color顏色Color used for remapping of speed. Use gradients f
48、or varying colors. See MinMaxGradient.顏色用于映射速度。使用不同的顏色梯度??吹絤inmaxgradient。Color Scale顏色表Use the color scale for easy adjustment of color or gradient.使用顏色表容易調整顏色或漸變。Speed Range速度范圍The min and max values for defining the speed range which is used for remapping a speed to a color.最小和最大的價值確定的速度范圍是用于映射速度
49、,顏色。Size Over Lifetime Module大小超過活力模塊Size尺寸Controls the size of each particle during its lifetime. Use constant size, animate it using a curve or specify a random size using two curves. See MinMaxCurve.控件的大小,每個粒子在其一生。使用固定大小,動畫它使用曲線或指定一個隨機大小使用曲線??吹絤inmaxcurve。Size By Speed Module尺寸的模塊Size尺寸Size used
50、for remapping of speed. Use curves for varying sizes. See MinMaxCurve.大小用于映射速度。使用曲線不同大小??吹絤inmaxcurve。Speed Range速度范圍The min and max values for defining the speed range which is used for remapping a speed to a size.最小和最大的價值確定的速度范圍是用于映射速度的大小。Rotation Over Lifetime Module旋轉壽命模塊Specify values in degree
51、s.指定值的程度。Rotational Speed旋轉速度Controls the rotational speed of each particle during its lifetime. Use constant rotational speed, animate it using a curve or specify a random rotational speed using two curves. See MinMaxCurve.控制轉速的每個粒子在其一生。利用恒速旋轉,它使用曲線或指定一個隨機轉速使用曲線??吹絤inmaxcurveRotation By Speed Modul
52、e旋轉調速模塊Rotational Speed旋轉速度Rotational speed used for remapping of a particle's speed. Use curves for varying rotational speeds. See MinMaxCurve.轉速用于映射一個粒子的速度。使用不同的旋轉速度曲線??吹絤inmaxcurve。Speed Range速度范圍The min and max values for defining the speed range which is used for remapping a speed to a rota
53、tional speed.最小和最大的價值確定的速度范圍是用來映射一個速度旋轉速度。Collision Module碰撞模塊Set up collisions for the particles of this Particle System. For now only planar collisions are supported which is a very efficient for simple collision detection. Planes are set up by referencing an existing transform in the scene or by
54、creating a new empty GameObject for this purpose.建立碰撞的粒子的粒子系統(tǒng)?,F在只有平面碰撞的支持,這是一個非常有效的簡單的碰撞檢測。飛機是由參照現有的變換的場景或創(chuàng)建一個新的空的游戲對象為這一目的。Planes飛機Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the
55、 Y-axis is used as the normal of a plane.飛機是由分配一個參考的一個變換。這一變換可以任意變換的場景,可以是動畫。多架飛機可以使用。注:Y軸是作為正常的飛機。Dampen抑制(0-1) When the particle collides, it will keep this fraction of its speed. Unless it is set to 1.0, the particle will become slower after collision(0 - 1)的粒子碰撞時,它會保持這一部分的速度。除非它設置為1,將粒子碰撞后的速度變慢B
56、ounce彈起(0-1) When the particle collides, it will keep this fraction of the component of the velocity, which is normal to the plane of collision(0 - 1)的粒子碰撞時,它會將這部分的部分的速度,這是正常的平面碰撞Lifetime Loss壽命損失(0-1) The fraction of Start Lifetime lost on each collision. When lifetime reaches 0, the particle dies. For example if a particle should die on first collision, set this to 1.0.(0 - 1)部分開始失去生命的每碰撞。當壽命達到0,粒子的模具。例如,如果一個粒子的生命第一次碰撞,設為1。Visualization形象Only used for visualizing the planes: Grid or Solid.只用于可視化平面網格或固體。Grid格子Rendered as gizmos and is useful for quick indi
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