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Unity 中怎么利用ScrollRect实现一个无限滚动条

2023-06-20 17:29

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本篇文章为大家展示了Unity 中怎么利用ScrollRect实现一个无限滚动条,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。

一 .总体流程

建一个循环滑动脚本 InfinityGridLayoutGroup类并且有删除刷新功能;

一个数据管理刷新脚本如:MarketLayoutGroup(商店市场数据刷新管理器),继承InfinityGridLayoutGroup类 并且在滑动   的时候给每条数据对象赋值显示;

一个单数据对象MarketElement;

一个UI 用于显示滑动;

1 .InfinityGridLayoutGroup类:

using UnityEngine;using System.Collections;using UnityEngine.UI;using System.Collections.Generic; [RequireComponent(typeof(GridLayoutGroup))][RequireComponent(typeof(ContentSizeFitter))]public class InfinityGridLayoutGroup : MonoBehaviour{     public int minAmount = 0;//实现无限滚动,需要的最少的child数量。屏幕上能看到的+一行看不到的,比如我在屏幕上能看到 2 行,每一行 2 个。则这个值为 2行*2个 + 1 行* 2个 = 6个。      public bool changePanel = false;//切换面板    public bool up = false;    RectTransform rectTransform;     GridLayoutGroup gridLayoutGroup;    ContentSizeFitter contentSizeFitter;     ScrollRect scrollRect;     List<RectTransform> children = new List<RectTransform>();     Vector2 startPosition;     public int amount = 0;     public delegate void UpdateChildrenCallbackDelegate(int index, Transform trans);    public UpdateChildrenCallbackDelegate updateChildrenCallback = null;     public int realIndex = -1;    int realIndexUp = -1; //从下往上;      #region // 改动    Vector2 gridLayoutSizeLast;    Vector2 gridLayoutPosLast;    Vector2 currentPos;    #endregion    public bool hasInit = false;    Vector2 gridLayoutSize;    Vector2 gridLayoutPos;    Dictionary<Transform, Vector2> childsAnchoredPosition = new Dictionary<Transform, Vector2>();    Dictionary<Transform, int> childsSiblingIndex = new Dictionary<Transform, int>();     // Use this for initialization      void Start()    {        StartCoroutine(InitChildren());    }     IEnumerator InitChildren()    {        yield return 0;        // Debug.Log("hasInit" + hasInit);        minAmount = transform.childCount;        if (!hasInit)        {            //childsAnchoredPosition.Clear();            //获取Grid的宽度;              rectTransform = GetComponent<RectTransform>();             gridLayoutGroup = GetComponent<GridLayoutGroup>();            gridLayoutGroup.enabled = false;            contentSizeFitter = GetComponent<ContentSizeFitter>();            contentSizeFitter.enabled = false;            gridLayoutSizeLast = rectTransform.sizeDelta;            gridLayoutPos = rectTransform.anchoredPosition;            gridLayoutSize = rectTransform.sizeDelta;             // Debug.Log("<Color=Red>children</Color>---" + children.Count + "realIndex---" + realIndex);            //注册ScrollRect滚动回调;              scrollRect = transform.parent.GetComponent<ScrollRect>();            scrollRect.onValueChanged.AddListener((data) => { ScrollCallback(data); });             //获取所有child anchoredPosition 以及 SiblingIndex;              for (int index = 0; index < transform.childCount; index++)            {                Transform child = transform.GetChild(index);                RectTransform childRectTrans = child.GetComponent<RectTransform>();                childsAnchoredPosition.Add(child, childRectTrans.anchoredPosition);                 childsSiblingIndex.Add(child, child.GetSiblingIndex());            }            //Debug.Log("<Color=Blue>children</Color>---" + children.Count + "realIndex---" + realIndex);        }        else        {            //Debug.Log("gridLayoutPosLast--" + gridLayoutSizeLast.y);            rectTransform.anchoredPosition = new Vector2(gridLayoutPos.x, Vector2.zero.y);            // Debug.Log("current--" + currentPos.y);             rectTransform.sizeDelta = gridLayoutSize;            gridLayoutSizeLast = rectTransform.sizeDelta;            // Debug.Log("rectTransform.sizeDelta--" + rectTransform.sizeDelta.y);             children.Clear();             realIndex = -1;            realIndexUp = -1;             //children重新设置上下顺序;              foreach (var info in childsSiblingIndex)            {                info.Key.SetSiblingIndex(info.Value);            }             //children重新设置anchoredPosition;              for (int index = 0; index < transform.childCount; index++)            {                Transform child = transform.GetChild(index);                 RectTransform childRectTrans = child.GetComponent<RectTransform>();                if (childsAnchoredPosition.ContainsKey(child))                {                    childRectTrans.anchoredPosition = childsAnchoredPosition[child];                }                else                {                    Debug.LogError("childsAnchoredPosition no contain " + child.name);                }            }        }         //获取所有child;          for (int index = 0; index < transform.childCount; index++)        {            Transform trans = transform.GetChild(index);            trans.gameObject.SetActive(true);             children.Add(transform.GetChild(index).GetComponent<RectTransform>());             //初始化前面几个;              UpdateChildrenCallback(children.Count - 1, transform.GetChild(index));        }         startPosition = rectTransform.anchoredPosition;        // Debug.Log("<Color=Red>children</Color>---"+ children.Count+ "realIndex---"+ realIndex);        realIndex = children.Count - 1;         ShowElement(realIndex);        //Debug.Log( scrollRect.transform.TransformPoint(Vector3.zero));           // Debug.Log(transform.TransformPoint(children[0].localPosition));           hasInit = true;         //如果需要显示的个数小于设定的个数;          for (int index = 0; index < minAmount; index++)        {            children[index].gameObject.SetActive(index < amount);        }         if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)        {            //如果小了一行,则需要把GridLayout的高度减去一行的高度;              int row = (minAmount - amount) / gridLayoutGroup.constraintCount;            if (row > 0)            {                rectTransform.sizeDelta -= new Vector2(0, (gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y) * row);            }        }        else        {            //如果小了一列,则需要把GridLayout的宽度减去一列的宽度;              int column = (minAmount - amount) / gridLayoutGroup.constraintCount;            if (column > 0)            {                rectTransform.sizeDelta -= new Vector2((gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x) * column, 0);            }        }        //if (amount <= minAmount)        //    scrollRect.enabled = false;        //else        //    scrollRect.enabled = true;    }      void ScrollCallback(Vector2 data)    {        UpdateChildren();    }     void UpdateChildren()    {        // Debug.Log("当前位置");        if (transform.childCount < minAmount)        {            return;        }        // Debug.Log("当前位置" + rectTransform.anchoredPosition.y + "startPosition.y" + startPosition.y);        currentPos = rectTransform.anchoredPosition;        //Vector2 currentPos = rectTransform.anchoredPosition;         if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)        {            float offsetY = currentPos.y - startPosition.y;             if (offsetY > 0)            {                //向上拉,向下扩展;                  {                    if (realIndex >= amount - 1)                    {                        startPosition = currentPos;                        return;                    }                    up = false;                    float scrollRectUp = scrollRect.transform.TransformPoint(Vector3.zero).y;                     Vector3 childBottomLeft = new Vector3(children[0].anchoredPosition.x, children[0].anchoredPosition.y - gridLayoutGroup.spacing.y - gridLayoutGroup.cellSize.y * 0.5f, 0f); //gridLayoutGroup.cellSize.y                     float childBottom = transform.TransformPoint(childBottomLeft).y;                     if (childBottom >= scrollRectUp)                    {                        Debug.Log("childBottom >= scrollRectUp");                         //移动到底部;                          for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                        {                            children[index].SetAsLastSibling();                             children[index].anchoredPosition = new Vector2(children[index].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);                             realIndex++;                             if (realIndex > amount - 1)                            {                                children[index].gameObject.SetActive(false);                            }                            else                            {                                UpdateChildrenCallback(realIndex, children[index]);                             }                        }                        ShowElement(realIndex);                        //GridLayoutGroup 底部加长;                           rectTransform.sizeDelta += new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                        gridLayoutSizeLast = rectTransform.sizeDelta;                        // Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y);                        //更新child;                          for (int index = 0; index < children.Count; index++)                        {                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();                        }                    }                    // Debug.Log("realIndex向上--" + realIndex);                }            }            else            {                //Debug.Log("Drag Down");                  //向下拉,下面收缩;                  if (realIndex + 1 <= children.Count)                {                    startPosition = currentPos;                    return;                }                 RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();                Vector3 scrollRectAnchorBottom = new Vector3(0, -scrollRectTransform.rect.height - gridLayoutGroup.spacing.y, 0f);//- gridLayoutGroup.spacing.y                float scrollRectBottom = scrollRect.transform.TransformPoint(scrollRectAnchorBottom).y;                 Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y + gridLayoutGroup.spacing.y * minAmount, 0f);//gridLayoutGroup.spacing.y realIndex-minAmount+1                 float childUp = transform.TransformPoint(childUpLeft).y;                //Debug.Log("childUp----" + childUp + "scrollRectBottom---" + scrollRectBottom);                if (childUp < scrollRectBottom)                {                    //Debug.Log("childUp < scrollRectBottom");                      up = true;                    //把底部的一行 移动到顶部                      for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                    {                        children[children.Count - 1 - index].SetAsFirstSibling();                         children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                         children[children.Count - 1 - index].gameObject.SetActive(true);                         UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);                    }                     realIndex -= gridLayoutGroup.constraintCount;                     ShowElement(realIndex);                    //GridLayoutGroup 底部缩短;                      //rectTransform.anchoredPosition = gridLayoutPos;                     rectTransform.sizeDelta -= new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                    gridLayoutSizeLast = rectTransform.sizeDelta;                    //Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y);                    //更新child;                      for (int index = 0; index < children.Count; index++)                    {                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();                    }                }                // Debug.Log("realIndex向下--" + realIndex);            }        }        #region 左右滑动        else        {            float offsetX = currentPos.x - startPosition.x;             if (offsetX < 0)            {                //向左拉,向右扩展;                  {                    if (realIndex >= amount - 1)                    {                        startPosition = currentPos;                        return;                    }                     float scrollRectLeft = scrollRect.transform.TransformPoint(Vector3.zero).x;                     Vector3 childBottomRight = new Vector3(children[0].anchoredPosition.x + gridLayoutGroup.cellSize.x, children[0].anchoredPosition.y, 0f);                    float childRight = transform.TransformPoint(childBottomRight).x;                     // Debug.LogError("childRight=" + childRight);                       if (childRight <= scrollRectLeft)                    {                        //Debug.Log("childRight <= scrollRectLeft");                           //移动到右边;                          for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                        {                            children[index].SetAsLastSibling();                             children[index].anchoredPosition = new Vector2(children[children.Count - 1].anchoredPosition.x + gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, children[index].anchoredPosition.y);                             realIndex++;                             if (realIndex > amount - 1)                            {                                children[index].gameObject.SetActive(false);                            }                            else                            {                                UpdateChildrenCallback(realIndex, children[index]);                            }                        }                        if (realIndex >= 7)                            //GridLayoutGroup 右侧加长;                              rectTransform.sizeDelta += new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0);                         //更新child;                          for (int index = 0; index < children.Count; index++)                        {                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();                        }                    }                }            }            else            {                //Debug.Log("Drag Down");                  //向右拉,右边收缩;                  if (realIndex + 1 <= children.Count)                {                    startPosition = currentPos;                    return;                }                RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();                Vector3 scrollRectAnchorRight = new Vector3(scrollRectTransform.rect.width + gridLayoutGroup.spacing.x, 0, 0f);                float scrollRectRight = scrollRect.transform.TransformPoint(scrollRectAnchorRight).x;                 Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y, 0f);                 float childLeft = transform.TransformPoint(childUpLeft).x;                 if (childLeft >= scrollRectRight)                {                    //Debug.LogError("childLeft > scrollRectRight");                       //把右边的一行 移动到左边;                      for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                    {                        children[children.Count - 1 - index].SetAsFirstSibling();                         children[children.Count - 1 - index].anchoredPosition = new Vector2(children[0].anchoredPosition.x - gridLayoutGroup.cellSize.x - gridLayoutGroup.spacing.x, children[children.Count - 1 - index].anchoredPosition.y);                         children[children.Count - 1 - index].gameObject.SetActive(true);                         UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);                    }                       //GridLayoutGroup 右侧缩短;                      rectTransform.sizeDelta -= new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0);                     //更新child;                      for (int index = 0; index < children.Count; index++)                    {                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();                    }                     realIndex -= gridLayoutGroup.constraintCount;                }                #endregion            }        }        // Debug.Log("realIndex--" + realIndex);        //Debug.Log("currentPos.y--" + currentPos.y + "rectTransform.sizeDelta---" + rectTransform.sizeDelta.y);        startPosition = currentPos;        gridLayoutPosLast = currentPos;    }     void UpdateChildrenCallback(int index, Transform trans)    {        if (updateChildrenCallback != null)        {            updateChildrenCallback(index, trans);        }    }     public virtual void ShowElement(int endIndex)    {     }    /// <summary>      /// 设置总的个数;      /// </summary>      /// <param name="count"></param>      public void SetAmount(int count)    {        amount = count;        //如果切换面板        if (!changePanel)        {            //hasInit = false;            StartCoroutine(InitChildren());            changePanel = true;        }        else        {            // Debug.Log("currentPos.y--" + currentPos.y);            if (currentPos.y > 10)            {                 如果需要显示的个数小于设定的个数;                  //Debug.Log("minAmount--"+minAmount);                for (int index = 0; index < minAmount; index++)                {                    children[index].gameObject.SetActive(index < amount);                }                //删除操作                 if (GameInstance.isDecrase)                {                    if (realIndex > minAmount - 1)                    {                        realIndex--;                        //把底部的一行 移动到顶部                          for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                        {                            children[children.Count - 1 - index].SetAsFirstSibling();                             children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                             children[children.Count - 1 - index].gameObject.SetActive(true);                             UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);                        }                        //更新child;                          for (int index = 0; index < children.Count; index++)                        {                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();                        }                    }                      GameInstance.isDecrase = false;//GameInstance类中bool变量控制条目删除的刷新使用                     currentPos = new Vector2(currentPos.x, currentPos.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);                    if (realIndex > minAmount - 1)                    {                        gridLayoutSizeLast = new Vector2(gridLayoutSizeLast.x, gridLayoutSizeLast.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);                    }                    else                        rectTransform.anchoredPosition = currentPos;                }                else                    rectTransform.anchoredPosition = currentPos;                 rectTransform.sizeDelta = gridLayoutSizeLast;                rectTransform.anchoredPosition = new Vector2(currentPos.x, currentPos.y);                startPosition = rectTransform.anchoredPosition;                ShowElement(realIndex);             }            else            {                StartCoroutine(InitChildren());            }        }   }}

2.MarketLayoutGroup类:

using System.Collections;using System.Collections.Generic;using UnityEngine; public class MarketLayoutGroup : InfinityGridLayoutGroup{    bool isNotOutRange = false;    //商店市场的可买的商品集合    private List<MarketGood> marketGoods;    //可出售到商店的商品集合    public List<SealGood> marketSeal;    //可要在商店加工的商品集合    private List<ExchangeGood> marketMake;        //重写父类的调用循环刷新显示    public override void ShowElement(int endIndex)    {        //获取商店窗体对象        MarketActivity market = MainPanelContrller.Instance.presenter.MarketWindowsActivity[0] as MarketActivity;        //判断当前窗体默认开启的类型是否是可买的商品集合        if (market.current == CurrentPanel.Image_Buy)        {            //获取可买商品的数据( GameInstance全局数据储存脚本)            marketGoods = GameInstance.marketGoods;            //判断商品数            amount = marketGoods.Count;            //Debug.Log ("marketGoods--"+marketGoods.Count);            //endIndex为可见ui的最大下标            isNotOutRange = endIndex < marketGoods.Count ? true : false;            //遍历ui对象数目 判断每一条ui应该显示的数据 并调用MarketElement赋值显示。            for (int i = 0; i < transform.childCount; i++)            {                //获取ui显示对象                MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>();                //判断并且赋值显示                if (isNotOutRange)                {                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;                    presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]);                }                else                {                    if (endIndex - minAmount + 1 + i < marketGoods.Count)                    {                        presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]);                    }                    else                    {                        MarketGood good = new MarketGood();                         presenter.SetData(good);                    }                }            }        }        else if (market.current == CurrentPanel.Image_Seal)        {            if (GameInstance.marketSeals == null)                return;            //Debug.Log("GameInstance.marketSeals" + GameInstance.marketSeals.Count);            // Debug.Log("marketSeal" + marketSeal);            marketSeal = GameInstance.marketSeals;            amount = marketSeal.Count;            isNotOutRange = endIndex < marketSeal.Count ? true : false;            for (int i = 0; i < transform.childCount; i++)            {                ElementSeal presenter = transform.GetChild(i).GetComponent<ElementSeal>();                if (isNotOutRange)                {                    //Debug.Log("endIndex+" + endIndex);                    //Debug.Log(endIndex - minAmount + 1 + i);                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;                    presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]);                }                else                {                     // Debug.Log(endIndex - minAmount + 1 + i);                    if (endIndex - minAmount + 1 + i < marketSeal.Count)                    {                        presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]);                    }                    else                    {                        SealGood _good = new SealGood();                        presenter.SetData(_good);                    }                }            }        }        else        {             //Debug.Log("当前所在条数--" + realIndex);            //加工            marketMake = GameInstance.marketMakes;            amount = marketMake.Count;            isNotOutRange = endIndex < marketMake.Count ? true : false;            for (int i = 0; i < transform.childCount; i++)            {                MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>();                if (isNotOutRange)                {                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;                    presenter.SetData(marketMake[endIndex - minAmount + 1 + i]);                }                else                {                    //Debug.Log ("marketGoods---"+marketGoods);                    if (endIndex - minAmount + 1 + i < marketMake.Count)                    {                        presenter.SetData(marketMake[endIndex - minAmount + 1 + i]);                    }                    else                    {                        ExchangeGood good = new ExchangeGood();                        presenter.SetData(good);                    }                }            }        }     }}

3.UI对象父类MarketElement:

using System.Collections;using System.Collections.Generic;using UnityEngine;public class MarketElement : MonoBehaviour {    public virtual void SetData(ExchangeGood good) { }    public virtual void SetData(MarketGood good) { }    public virtual void SetData(SealGood good) { }    public virtual void SetData() { }}

实现类:ElementMarket

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI; public class ElementMarket : MarketElement{     private MarketGood _goodData;    [Header("物品框父物体")]    public Image good_BG;    public Text price;    public Text num;    public Text name;    public Text nameGoods;    public Button buy;     LocalizeData xml_data = new LocalizeData();    string config = LocalizeManager.Instance.GetCurrentLanguage();     public override void SetData(MarketGood good)    {        base.SetData(good);        if (good.goodsId == 0) return;         _goodData = good;        if (MainPanelContrller.Instance.openStyle == OpenMarketStyle.Skill)        {            GoodsInfoData myGood = new GoodsInfoData();            GameManager.Instance.allXmlData.GetXmlData<GoodsInfoData>(ConfigFilesName.GOODS_CONFIG, good.goodsId, ref myGood);            good_BG.transform.GetChild(0).GetComponent<Image>().sprite = SpriteManager.LoadAtlasSprite("Sprite/Item", "Item_" + myGood.Icon);            price.text = "x" + good.price.ToString();            nameGoods.text = myGood.Name;            // num.text = "x" + good.num;            // int trend = good.price - good.lastPrice;            //使用描述            name.text = myGood.Description;            //物品描述            num.text = myGood.Description_2;                    }        else        {            //员外的        }    }     void OnEnable()    {        buy.onClick.AddListener(BuyBtn);    }    void OnDisable()    {        buy.onClick.RemoveAllListeners();    }     /// <summary>    /// 打开购买二级界面     /// </summary>    void BuyBtn()    {        Debug.Log("购买了资源商店:" + _goodData.goodsId + " 物品");        this.gameObject.transform.parent.GetComponent<MarketLayoutGroup>().changePanel = true;        Bundle bundle = new Bundle();        bundle.PutObject("marketGood", _goodData);        MainPanelContrller.Instance.presenter.MarketWindowsActivity[0].manager.PushWindow(typeof(BuyActivity), bundle);    }  }

UI:

滑动总UI scrollrect

Unity 中怎么利用ScrollRect实现一个无限滚动条

滑动组件Grid MarketLayerGourp

Unity 中怎么利用ScrollRect实现一个无限滚动条

滑动条 ElementMarket:

Unity 中怎么利用ScrollRect实现一个无限滚动条

上述内容就是Unity 中怎么利用ScrollRect实现一个无限滚动条,你们学到知识或技能了吗?如果还想学到更多技能或者丰富自己的知识储备,欢迎关注编程网行业资讯频道。

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