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1、U3D官方手冊碰撞節(jié)中文翻譯2010-08-31 02:30:01|分類: Unity |標(biāo)簽: |字號(hào)大中小訂閱 來源: U3D官方手冊碰撞節(jié)中文翻譯-麻雀2009.5.3Box ColliderBox碰撞The Box Collider is a basic cube-shaped collision primitive.box碰撞是最基礎(chǔ)的一種碰撞。A pile of Box Colliders一堆box碰撞Properties屬性Material 物理材料Reference to the Physic Material that determines how this Collider
2、 interacts with others.選擇物理材質(zhì),決定物體對其它物體的碰撞方式(自帶的有:彈性的,冰,金屬,橡膠,木頭)Is Trigger 觸發(fā)If enabled, this Collider is used for triggering events, and is ignored by the physics engine.觸發(fā)碰撞事件,如果勾選則取消物理模擬。Size 碰撞范圍The size of the Collider in the X, Y, Z directions.更改碰撞的X,Y,Z方向的大小Center 中心位置The position of the Col
3、lider in the objects local space.以碰撞的中心點(diǎn)移動(dòng)碰撞的位置Details詳細(xì)資料The Box Collider can be resized into different shapes of rectangular prisms. It works great for doors, walls, platforms, etc. It isalso effective as a human torso in a ragdoll or as a car hull in a vehicle. Of course, it works perfectly for j
4、ust boxes and crates as well!box碰撞可以調(diào)整成不同形狀的長方體。應(yīng)用于門,墻壁,平臺(tái),等。也可以應(yīng)用于角色的軀體或汽車船體等交通工具。當(dāng)然,它只是應(yīng)用于類似BOX形狀的物體。A standard Box Collider標(biāo)準(zhǔn)的Box 碰撞Colliders work with Rigidbodies to bring physics in Unity to life. Whereas Rigidbodies allow objects to be controlled by physics, Colliders allow objects to collide
5、with each other. Colliders must be added to objects independently of Rigidbodies. A Collider does not necessarily need a Rigidbody attached, but a Rigidbody must be attached in order for the object to move as a result of collisions.碰撞附加剛體之后能夠產(chǎn)生物理模擬。剛體能夠讓對象(objects)修改物理模擬屬性。碰撞允許對象(objects)之間相互影響。碰撞可以
6、附加在沒有應(yīng)用剛體的對象上(objects)。碰撞體不是必須附加剛體,但是,附加了剛體才能實(shí)現(xiàn)物理模擬。When a collision between two Colliders occurs and if at least one of them has a Rigidbody attached, three collision messages are sent out to the objects attached to them. These events can be handled in scripting, and allow you to create unique beha
7、viors with or without making use of the built-in Ageias physX engine.如果2個(gè)對象之間產(chǎn)生相撞,那么至少有1個(gè)是附加剛體的。他們之間會(huì)發(fā)出相互影響的事件信號(hào)。這些事件可以用腳本來實(shí)現(xiàn),你可以自己寫腳本,或者用內(nèi)置的Ageias physX 引擎來應(yīng)用腳本。Triggers觸發(fā)An alternative way of using Colliders is to mark them as a Trigger, just check the IsTrigger property checkbox in the Inspector.
8、 Triggers are effectively ignored by the physics engine, and have a unique set of three trigger messages that are sent out when a collision with a Trigger occurs. Triggers are useful for triggering other events in your game, like cutscenes, automatic door opening, displaying tutorial messages, etc.
9、Use your imagination!觸發(fā)就是對象加不加碰撞的一個(gè)標(biāo)記。觸發(fā)屬性在檢視面板(Inspector)里。觸發(fā)是控制物理模擬的開關(guān)。當(dāng)碰撞體被觸發(fā)狀態(tài)時(shí),就會(huì)發(fā)送出一組觸發(fā)信號(hào)。觸發(fā)在游戲的其它事件中,也起著非常重要的作用。例如:場景布局,自動(dòng)門,通訊,等等,所有你能想象的!Be aware that in order for two Triggers to send out trigger events when they collide, one of them must include a Rigidbody as well. For a Trigger to collid
10、e with a normal Collider, one of them must have a Rigidbody attached. For a detailed chart of different types of collisions, see the collision action matrix in the Advanced section below.注意:要使2個(gè)觸發(fā)器發(fā)出碰撞事件,其中一個(gè)必須包含剛體。詳細(xì)內(nèi)容見頁底的碰撞矩陣表。Friction and bouncyness摩擦力和彈力Friction, bouncyness and softness are defi
11、ned in the Physic Material. The Standard Assets contain the most common physics materials. To use one of them click on the Physic Material drop-down and select one, eg. Ice. You can also create your own physics materials and tweak all friction values.摩擦力,彈力和柔和的定義在物理材質(zhì)(Physic Material)那節(jié)。標(biāo)準(zhǔn)資源文件夾中(U3D
12、安裝目錄下的Standard Assets文件夾)帶有很多物理材質(zhì)。你也可以自己創(chuàng)建物理材質(zhì)和修改系數(shù)。Compound Colliders混合碰撞Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider. They come in handy when you have a complex mesh to use in collisions but cannot use a Mesh Collider. To create a Compound Co
13、llider, create child objects of your colliding object, then add a primitive Collider to each child object. This allows you to position, rotate, and scale each Collider easily and independently of one another.混合碰撞是結(jié)合簡單碰撞,組成獨(dú)特的碰撞。當(dāng)你遇到復(fù)雜的物體不合適用mesh碰撞時(shí),可以用混合碰撞的方法。創(chuàng)建每個(gè)子物體的簡單碰撞來組成混合碰撞。你可以用移動(dòng)旋轉(zhuǎn)和縮放來調(diào)整每個(gè)碰撞。A
14、 real-world Compound Collider setup 混合碰撞設(shè)置In the above picture, the environment has a Mesh Collider attached. Mesh Colliders work the best for terrain or environments made from irregular shapes. The gun_model GameObject has a Rigidbody attached, and multiple primitive Colliders as child GameObjects.
15、 When the Rigidbody parent is moved around by forces, the child Colliders move along with it. The primitive Colliders will collide with the environments Mesh Collider, and the parent Rigidbody will alter the way it moves based on forces being applied to it and how its child Colliders interact with o
16、ther Colliders in the Scene.上圖中,槍的模型運(yùn)用了混合碰撞,混合碰撞最好應(yīng)用于地形或者形狀復(fù)雜的物體。這個(gè)槍模型附加了剛體,還有帶有簡單碰撞的子游戲?qū)ο?,?dāng)剛體移動(dòng)的時(shí)候,子碰撞也隨之移動(dòng)。Mesh Colliders cant normally collide with each other. If a Mesh Collider is marked as Convex, then it can collide with another Mesh Collider. The typical solution is to use primitive Collider
17、s for any objects that move, and Mesh Colliders for static background objects.通常mesh碰撞不能相互碰撞。如果mesh碰撞是明顯凸起的,那么它可以相互碰撞。典型的解決方法是在每個(gè)子對象上附加簡單碰撞。Hints提示 To add multiple Colliders for an object, create child GameObjects and attach a Collider to each one. This allows each Collider to be manipulated indepen
18、dently.給一個(gè)物體添加碰撞時(shí),創(chuàng)建多個(gè)子游戲?qū)ο蟛⒔o每個(gè)對象添加碰撞,允許每個(gè)部位自由控制。 You can look at the gizmos in the Scene View to see how the Collider is being calculated on your object.你可以在場景視圖中觀察你建立的對象的碰撞。 Colliders do their best to match the scale of an object. If you have a non-uniform scale (a scale which is different in each
19、 direction), only the Mesh Collider can match completely.盡可能的調(diào)整好每個(gè)物體的碰撞,只有mesh碰撞才能完全匹配。 If you are moving an object through its Transform component but you want to receive Collision/Trigger messages, you must attach a Rigidbody to the object that is moving.Advanced高級(jí)階段Collider combinations碰撞組合There
20、are numerous different combinations of collisions that can happen in Unity. Each game is unique, and different combinations may work better for different types of games. If youre using physics in your game, it will be very helpful to understand the different basic Collider types, their common uses,
21、and how they interact with other types of objects.在Unity中,有許多不同的碰撞組合。每個(gè)游戲都是唯一的,不同的碰撞組合適應(yīng)不同類型的游戲。如果你在你的游戲里利用物理系統(tǒng),將會(huì)很好的讓你了解不同的碰撞類型,和共同點(diǎn)。還有他們是怎么結(jié)合每個(gè)物體類型的。Static Collider靜態(tài)碰撞These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached. These objects should remain still, o
22、r move very little. These work great for your environment geometry. They will not move if a Rigidbody collides with them.這種游戲?qū)ο鬀]有附加剛體,但附加了碰撞。這些對象保持靜止或只移動(dòng)一點(diǎn)點(diǎn)。他們不會(huì)自己移動(dòng),除非有剛體碰撞碰到了他們。Rigidbody Collider剛體碰撞These GameObjects contain both a Rigidbody and a Collider. They are completely affected by the phys
23、ics engine through scripted forces and collisions. They might collide with a GameObject that only contains a Collider. These will likely be your primary type of Collider in games that use physics.這種游戲?qū)ο蟀藙傮w和碰撞2部分。他們從頭到尾都受到物理系統(tǒng)的影響。他們可以影響只帶有碰撞的游戲?qū)ο?。這是主要的在游戲里使用物理系統(tǒng)的碰撞類型。Kinematic Rigidbody Collider剛體運(yùn)
24、動(dòng)碰撞This GameObject contains a Collider and a Rigidbody which is marked IsKinematic. To move this GameObject, you modify its Transform Component, rather than applying forces. Theyre similar to Static Colliders but will work better when you want to move the Collider around frequently. There are some o
25、ther specialized scenarios for using this GameObject.This object can be used for circumstances in which you would normally want a Static Collider to send a trigger event. Since a Trigger must have a Rigidbody attached, you should add a Rigidbody, then enable IsKinematic. This will prevent your Objec
26、t from moving from physics influence, and allow you to receive trigger events when you want to.Kinematic Rigidbodies can easily be turned on and off. This is great for creating ragdolls, when you normally want a character to follow an animation, then turn into a ragdoll when a collision occurs, prom
27、pted by an explosion or anything else you choose. When this happens, simply turn all your Kinematic Rigidbodies into normal Rigidbodies through scripting.If you have Rigidbodies come to rest so they are not moving for some time, they will fall asleep. That is, they will not be calculated during the
28、physics update since they are not going anywhere. If you move a Kinematic Rigidbody out from underneath normal Rigidbodies that are at rest on top of it, the sleeping Rigidbodies will wake up and be correctly calculated again in the physics update. So if you have a lot of Static Colliders that you w
29、ant to move around and have different object fall on them correctly, use Kinematic Rigidbody Colliders.Collision action matrix碰撞矩陣Depending on the configurations of the two colliding Objects, a number of different actions can occur. The chart below outlines what you can expect from two colliding Obj
30、ects, based on the components that are attached to them. Some of the combinations only cause one of the two Objects to be affected by the collision, so keep the standard rule in mind - physics will not be applied to objects that do not have Rigidbodies attached.把2個(gè)對象的碰撞進(jìn)行相應(yīng)的配置,就會(huì)得到許多的結(jié)果。下圖表述2個(gè)對象碰撞是否
31、能結(jié)合一起。Collision detection occurs and messages are sent upon collision碰撞檢測和傳送碰撞信號(hào)Static Collider靜態(tài)碰撞Rigidbody Collider剛體碰撞KinematicRigidbody Collider剛體運(yùn)動(dòng)碰撞StaticTrigger Collider靜態(tài)碰撞觸發(fā)RigidbodyTrigger Collider剛體碰撞觸發(fā)Kinematic RigidbodyTrigger Collider剛體運(yùn)動(dòng)碰撞觸發(fā)Static Collider靜態(tài)碰撞YRigidbody Collider剛體碰撞YY
32、YKinematic Rigidbody Collider剛體運(yùn)動(dòng)碰撞YStatic Trigger Collider靜態(tài)碰撞觸發(fā)Rigidbody Trigger Collider剛體碰撞觸發(fā)Kinematic Rigidbody Trigger Collider剛體運(yùn)動(dòng)碰撞觸發(fā)Trigger messages are sent upon collision觸發(fā)時(shí)發(fā)送的觸發(fā)信號(hào)Static Collider靜態(tài)碰撞Rigidbody Collider剛體碰撞KinematicRigidbody Collider剛體運(yùn)動(dòng)碰撞StaticTrigger Collider靜態(tài)碰撞觸發(fā)Rigidbo
33、dyTrigger Collider剛體碰撞觸發(fā)Kinematic RigidbodyTrigger Collider剛體運(yùn)動(dòng)碰撞觸發(fā)Static Collider靜態(tài)碰撞YYRigidbody Collider剛體碰撞YYYKinematic Rigidbody Collider剛體運(yùn)動(dòng)碰撞YYYStatic Trigger Collider靜態(tài)碰撞觸發(fā)YYYYRigidbody Trigger Collider剛體碰撞觸發(fā)YYYYYYKinematic Rigidbody Trigger Collider剛體運(yùn)動(dòng)碰撞觸發(fā)unity 角色動(dòng)畫2010-08-31 02:18:33|分類: U
34、nity |標(biāo)簽: |字號(hào)大中小訂閱 來源: Character Animation角色動(dòng)畫Unity Manual User Guide Creating Gameplay Character AnimationUnity手冊 使用指南 創(chuàng)建游戲 角色動(dòng)畫Unitys Animation System allows you to create beautifully animated skinned characters. The Animation System supports animation blending, mixing, additive animations, walk c
35、ycle time synchronization, animation layers, control over all aspects of the animation playback (time, speed, blend-weights), mesh skinning with 1, 2 or 4 bones per vertex and finally physically based ragdolls.Unity的動(dòng)畫系統(tǒng)允許你創(chuàng)建漂亮的動(dòng)畫角色.動(dòng)畫系統(tǒng)支持動(dòng)畫合成,混合,添加動(dòng)畫,步調(diào)周期時(shí)間同步,動(dòng)畫層,控制所有方面的動(dòng)畫回放(時(shí)間,速度,混合-偏重),網(wǎng)格面每個(gè)三角有1,
36、2或4個(gè)骨骼,且完成基本的物理玩偶.There are some best practices for creating a rigged character with optimal performance in Unity. It is recommended that you read about these techniques on the Modeling Optimized Characters page.這里有一些最好的方法創(chuàng)建一個(gè)作弊的角色在Unity獲得最好的展示.推薦你閱讀下Modeling Optimized Characters頁面上的教程。Making an ani
37、mated character involves two things; moving them through the world and animating them accordingly.制作一個(gè)動(dòng)畫角色需要2個(gè)東西;移動(dòng)他在世界中和做相應(yīng)的動(dòng)作.This page focuses on the animation. If you want to learn more about moving characters around (for a Super Mario Bros style game or a first-person shooter), take a look at t
38、he Character Controller page.這個(gè)頁面致力于動(dòng)畫.如果你想要學(xué)習(xí)更多關(guān)于移動(dòng)角色的(為一個(gè)超級(jí)瑪麗風(fēng)格游戲或第一人稱射擊),查看Character Controller page.If you like, quickly jump to one of the topics covered on this page: ortAnim#ImportAnimImporting Character Animations ortSplit#ImportSplitAnimation Splitting ortFile#ImportFileMultiple Files ortIK
39、#ImportIKInverse Kinematics Inserting Into a Unity Scene Animating the Character Animation Blending Animation Layers Additive Animation如果你喜歡,直接跳到一個(gè)在這個(gè)頁面的標(biāo)題: 輸入角色動(dòng)畫 動(dòng)畫片段 多個(gè)文件 反向運(yùn)動(dòng) 插入U(xiǎn)nity場景 使角色做動(dòng)作 動(dòng)畫混合 動(dòng)畫層 添加動(dòng)畫You can download an example demo showing pre-setup animated characters here.你能在here下載演示動(dòng)畫角色
40、設(shè)置的例子example demo。Importing The Animations輸入動(dòng)畫First of all we have to import the character. Unity natively imports Maya (.mb or .ma) files, Cinema 4D (.c4d) files, and fbx files which can be exported from most animation packages. Click here to learn how to ortObject.htmlexport from your modelling/an
41、imation package.首先我們輸入動(dòng)畫。Unity支持輸入Maya (.mb or .ma)文件, Cinema 4D (.c4d)文件,和fbx文件,這些能輸出為很多動(dòng)畫包.點(diǎn)擊這里學(xué)習(xí)怎樣輸出模型/動(dòng)畫包ortObject.htmlexport from your modelling/animation package.Importing Animations using Animation Splitting輸出動(dòng)畫使用動(dòng)畫片段The most convenient way for animators to work is to have a single model cont
42、aining all animations. When importing the animated model, you can define which frames make up each part of the animation. Unity will automatically split the animation into the individual parts, called Animation Clips.最方便的制作動(dòng)畫的方法是使用單一的模型包含所有的動(dòng)畫.當(dāng)輸入動(dòng)畫模型,你能定義每部分動(dòng)畫的幀.Unity將自動(dòng)把動(dòng)畫片段分成單個(gè)動(dòng)作部分,名為動(dòng)畫片段Animatio
43、n Clips.For example: walk animation during frames 1 - 33 run animation during frames 41 - 57 kick animation during frames 81 - 97例如: 走路動(dòng)畫在幀1 -33 跑步動(dòng)畫在幀41 57 踢的動(dòng)畫在幀81 - 97To import the animations you simply place the model in the Assets folder of your project. Unity will now automatically import it.
44、Highlight it in the Project View and edit the Import Settings in the Inspector.輸入動(dòng)畫你可以直接放置他到工程里的Assets文件夾.Unity將自動(dòng)輸入他.突出顯示他在工程視圖和編輯輸入設(shè)置在檢視視圖.The Import Settings Dialog for a mesh一個(gè)模型的輸入設(shè)置對話框In the Import Settings, the Split Animations table is where you tell Unity which frames in your asset file mak
45、e up which Animation Clip. The names you specify here are used to activate them in your game.在輸入設(shè)置, Split Animations表是告訴Unity你的資源文件的哪些幀是表示哪些動(dòng)畫片段的.你指定在這里的名字在你的游戲使用觸發(fā)他們.nameDefines the Animation Clips name within Unity.first frameThe first frame of the animation. The frame number refers to the same fr
46、ame as in the 3D program used to create the animation.last frameThe last frame of the animation.loop frameIf enabled, an extra loop frame is inserted at the end of the animation. This frame matches the first frame in the clip. Use this if you want to make a looping animation and the first & last fra
47、mes dont match up exactly.名字定義Unity里動(dòng)畫片段的名字.起始幀動(dòng)畫的起始幀.幀數(shù)值和創(chuàng)建動(dòng)畫的3D程序使用相同的幀.終止幀動(dòng)畫的終止幀循環(huán)幀如果激活,額外的循環(huán)幀插入到動(dòng)畫的最后.這個(gè)幀匹配片段的起始幀.如果你想要制作一個(gè)循環(huán)動(dòng)畫和起始&終止幀不是很準(zhǔn)確的匹配時(shí).Importing Animations using multiple model files輸入動(dòng)畫使用多個(gè)模型文件The other way to import animations is to follow the animation naming scheme. You create separ
48、ate model files and use this naming convention: model nameanimation name.fbx另一個(gè)輸入動(dòng)畫的方法是在動(dòng)畫名后面加.你創(chuàng)建單獨(dú)的模型文件和使用這種命名方法模型名字動(dòng)畫名字.fbxAn example of four animation files for an animated character有4個(gè)動(dòng)畫文件的動(dòng)畫角色例子Unity automatically imports all four files and collects all animations to the file without the sign
49、in. In the example above, the goober.mb file will be set up to reference idle, jump, walk and wallJump automatically.Unity自動(dòng)輸入所有4個(gè)文件并收集所有動(dòng)畫到?jīng)]有標(biāo)簽的文件.在上面的例子里, goober.mb將自動(dòng)建立空閑,跳躍,走路和翻墻的引用.Importing Inverse Kinematics輸入反向運(yùn)動(dòng)When importing animated characters from Maya that are created using IK, you have
50、 to check the Bake IK & simulation box in the Import Settings. Otherwise, your character will not animate correctly.當(dāng)輸入動(dòng)畫角色使用Maya會(huì)創(chuàng)建使用IK,你可以檢查Bake IK & simulation盒在輸入設(shè)定.否則你的角色將不能正常運(yùn)動(dòng).Bringing the character into the Scene放置角色到場景When you have imported your model you drag the object from the Project vi
51、ew into the Scene View or Hierarchy.當(dāng)你輸入模型后,拖拽物體從工程視圖到場景視圖或?qū)哟我晥D.The animated character is added by dragging it into the scene動(dòng)畫角色通過拖拽添加到場景The character above has three animations in the animation list and no default animation. You can add more animations to the character by dragging animation clips
52、from the Project View on to the character (in either the Hierarchy or Scene View). This will also set the default animation. When you hit Play, the default animation will be played.上面角色的三個(gè)動(dòng)作列表不是缺省動(dòng)作.你能添加更多動(dòng)畫到角色通過在工程視圖的角色中拖拽動(dòng)畫片段(到層次或場景視圖).這也將設(shè)置缺省動(dòng)畫.當(dāng)你按下運(yùn)行,缺省動(dòng)畫將運(yùn)行.TIP: You can use this to quickly test
53、 if your animation plays back correctly. Also use the Wrap Mode to view different behaviors of the animation, especially looping.技術(shù):你能使用這個(gè)快速測試,如果你的動(dòng)畫重播正常.也可使用卷模式Wrap Mode觀察不同的動(dòng)畫行為.特別是循環(huán).Animating the Character使角色動(dòng)起來The actual animating of characters is done through Unitys scripting interface.真實(shí)的角色動(dòng)畫
54、使用Unity腳本接口執(zhí)行.Animation Blending動(dòng)畫合成In todays games, animation blending is an essential feature to ensure that characters have smooth animations. Animators create separate animations, e.g. a walk cycle, run cycle, idle animation or shoot animation. At any point in time in your game you need to be ab
55、le to transition from the idle animation into the walk cycle and vice versa. Of course you dont want any sudden jumps in the motion, you want the animation to smoothly transition.現(xiàn)在的游戲,動(dòng)畫合成是一個(gè)必不可少的特征為確保角色有平滑的動(dòng)畫.動(dòng)畫師創(chuàng)建單個(gè)動(dòng)畫,如走路循環(huán),跑步循環(huán),空閑動(dòng)畫或射擊動(dòng)畫.有些時(shí)候你的游戲需要能轉(zhuǎn)換空閑動(dòng)畫到走路循環(huán)或反之.當(dāng)然你不想要在運(yùn)動(dòng)中有突然的跳躍,你想要?jiǎng)赢嬈交D(zhuǎn)換.This is where animation blending comes in. In Unity you can have an arbitrary amount of animations playing on the same character. All animations are blended or added together to generate the f
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