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C# LuaState.EndStaticLibs方法代码示例

本文整理汇总了C#中LuaState.EndStaticLibs方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.EndStaticLibs方法的具体用法?C# LuaState.EndStaticLibs怎么用?C# LuaState.EndStaticLibs使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LuaState的用法示例。


在下文中一共展示了LuaState.EndStaticLibs方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Register

	public static void Register(LuaState L)
	{
		L.BeginStaticLibs("SleepTimeout");
		L.RegConstant("NeverSleep", -1);
		L.RegConstant("SystemSetting", -2);
		L.EndStaticLibs();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:7,代码来源:UnityEngine_SleepTimeoutWrap.cs

示例2: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("QualitySettings");
     L.RegFunction("GetQualityLevel", GetQualityLevel);
     L.RegFunction("SetQualityLevel", SetQualityLevel);
     L.RegFunction("IncreaseLevel", IncreaseLevel);
     L.RegFunction("DecreaseLevel", DecreaseLevel);
     L.RegFunction("__eq", op_Equality);
     L.RegVar("names", get_names, null);
     L.RegVar("pixelLightCount", get_pixelLightCount, set_pixelLightCount);
     L.RegVar("shadowProjection", get_shadowProjection, set_shadowProjection);
     L.RegVar("shadowCascades", get_shadowCascades, set_shadowCascades);
     L.RegVar("shadowDistance", get_shadowDistance, set_shadowDistance);
     L.RegVar("shadowCascade2Split", get_shadowCascade2Split, set_shadowCascade2Split);
     L.RegVar("shadowCascade4Split", get_shadowCascade4Split, set_shadowCascade4Split);
     L.RegVar("masterTextureLimit", get_masterTextureLimit, set_masterTextureLimit);
     L.RegVar("anisotropicFiltering", get_anisotropicFiltering, set_anisotropicFiltering);
     L.RegVar("lodBias", get_lodBias, set_lodBias);
     L.RegVar("maximumLODLevel", get_maximumLODLevel, set_maximumLODLevel);
     L.RegVar("particleRaycastBudget", get_particleRaycastBudget, set_particleRaycastBudget);
     L.RegVar("softVegetation", get_softVegetation, set_softVegetation);
     L.RegVar("realtimeReflectionProbes", get_realtimeReflectionProbes, set_realtimeReflectionProbes);
     L.RegVar("billboardsFaceCameraPosition", get_billboardsFaceCameraPosition, set_billboardsFaceCameraPosition);
     L.RegVar("maxQueuedFrames", get_maxQueuedFrames, set_maxQueuedFrames);
     L.RegVar("vSyncCount", get_vSyncCount, set_vSyncCount);
     L.RegVar("antiAliasing", get_antiAliasing, set_antiAliasing);
     L.RegVar("desiredColorSpace", get_desiredColorSpace, null);
     L.RegVar("activeColorSpace", get_activeColorSpace, null);
     L.RegVar("blendWeights", get_blendWeights, set_blendWeights);
     L.EndStaticLibs();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:31,代码来源:UnityEngine_QualitySettingsWrap.cs

示例3: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("RenderSettings");
     L.RegFunction("__eq", op_Equality);
     L.RegVar("fog", get_fog, set_fog);
     L.RegVar("fogMode", get_fogMode, set_fogMode);
     L.RegVar("fogColor", get_fogColor, set_fogColor);
     L.RegVar("fogDensity", get_fogDensity, set_fogDensity);
     L.RegVar("fogStartDistance", get_fogStartDistance, set_fogStartDistance);
     L.RegVar("fogEndDistance", get_fogEndDistance, set_fogEndDistance);
     L.RegVar("ambientMode", get_ambientMode, set_ambientMode);
     L.RegVar("ambientSkyColor", get_ambientSkyColor, set_ambientSkyColor);
     L.RegVar("ambientEquatorColor", get_ambientEquatorColor, set_ambientEquatorColor);
     L.RegVar("ambientGroundColor", get_ambientGroundColor, set_ambientGroundColor);
     L.RegVar("ambientLight", get_ambientLight, set_ambientLight);
     L.RegVar("ambientIntensity", get_ambientIntensity, set_ambientIntensity);
     L.RegVar("ambientProbe", get_ambientProbe, set_ambientProbe);
     L.RegVar("reflectionIntensity", get_reflectionIntensity, set_reflectionIntensity);
     L.RegVar("reflectionBounces", get_reflectionBounces, set_reflectionBounces);
     L.RegVar("haloStrength", get_haloStrength, set_haloStrength);
     L.RegVar("flareStrength", get_flareStrength, set_flareStrength);
     L.RegVar("flareFadeSpeed", get_flareFadeSpeed, set_flareFadeSpeed);
     L.RegVar("skybox", get_skybox, set_skybox);
     L.RegVar("sun", get_sun, set_sun);
     L.RegVar("defaultReflectionMode", get_defaultReflectionMode, set_defaultReflectionMode);
     L.RegVar("defaultReflectionResolution", get_defaultReflectionResolution, set_defaultReflectionResolution);
     L.RegVar("customReflection", get_customReflection, set_customReflection);
     L.EndStaticLibs();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:29,代码来源:UnityEngine_RenderSettingsWrap.cs

示例4: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Physics");
     L.RegFunction("Raycast", Raycast);
     L.RegFunction("RaycastAll", RaycastAll);
     L.RegFunction("Linecast", Linecast);
     L.RegFunction("OverlapSphere", OverlapSphere);
     L.RegFunction("CapsuleCast", CapsuleCast);
     L.RegFunction("SphereCast", SphereCast);
     L.RegFunction("CapsuleCastAll", CapsuleCastAll);
     L.RegFunction("SphereCastAll", SphereCastAll);
     L.RegFunction("CheckSphere", CheckSphere);
     L.RegFunction("CheckCapsule", CheckCapsule);
     L.RegFunction("IgnoreCollision", IgnoreCollision);
     L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision);
     L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision);
     L.RegConstant("kIgnoreRaycastLayer", 4);
     L.RegConstant("kDefaultRaycastLayers", -5);
     L.RegConstant("kAllLayers", -1);
     L.RegConstant("IgnoreRaycastLayer", 4);
     L.RegConstant("DefaultRaycastLayers", -5);
     L.RegConstant("AllLayers", -1);
     L.RegVar("gravity", get_gravity, set_gravity);
     L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset);
     L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold);
     L.RegVar("solverIterationCount", get_solverIterationCount, set_solverIterationCount);
     L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold);
     L.EndStaticLibs();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:29,代码来源:UnityEngine_PhysicsWrap.cs

示例5: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Application");
     L.RegFunction("Quit", Quit);
     L.RegFunction("CancelQuit", CancelQuit);
     L.RegFunction("LoadLevel", LoadLevel);
     L.RegFunction("LoadLevelAsync", LoadLevelAsync);
     L.RegFunction("LoadLevelAdditiveAsync", LoadLevelAdditiveAsync);
     L.RegFunction("LoadLevelAdditive", LoadLevelAdditive);
     L.RegFunction("GetStreamProgressForLevel", GetStreamProgressForLevel);
     L.RegFunction("CanStreamedLevelBeLoaded", CanStreamedLevelBeLoaded);
     L.RegFunction("CaptureScreenshot", CaptureScreenshot);
     L.RegFunction("HasProLicense", HasProLicense);
     L.RegFunction("ExternalCall", ExternalCall);
     L.RegFunction("OpenURL", OpenURL);
     L.RegFunction("RequestUserAuthorization", RequestUserAuthorization);
     L.RegFunction("HasUserAuthorization", HasUserAuthorization);
     L.RegVar("loadedLevel", get_loadedLevel, null);
     L.RegVar("loadedLevelName", get_loadedLevelName, null);
     L.RegVar("isLoadingLevel", get_isLoadingLevel, null);
     L.RegVar("levelCount", get_levelCount, null);
     L.RegVar("streamedBytes", get_streamedBytes, null);
     L.RegVar("isPlaying", get_isPlaying, null);
     L.RegVar("isEditor", get_isEditor, null);
     L.RegVar("isWebPlayer", get_isWebPlayer, null);
     L.RegVar("platform", get_platform, null);
     L.RegVar("isMobilePlatform", get_isMobilePlatform, null);
     L.RegVar("isConsolePlatform", get_isConsolePlatform, null);
     L.RegVar("runInBackground", get_runInBackground, set_runInBackground);
     L.RegVar("dataPath", get_dataPath, null);
     L.RegVar("streamingAssetsPath", get_streamingAssetsPath, null);
     L.RegVar("persistentDataPath", get_persistentDataPath, null);
     L.RegVar("temporaryCachePath", get_temporaryCachePath, null);
     L.RegVar("srcValue", get_srcValue, null);
     L.RegVar("absoluteURL", get_absoluteURL, null);
     L.RegVar("unityVersion", get_unityVersion, null);
     L.RegVar("version", get_version, null);
     L.RegVar("bundleIdentifier", get_bundleIdentifier, null);
     L.RegVar("installMode", get_installMode, null);
     L.RegVar("sandboxType", get_sandboxType, null);
     L.RegVar("productName", get_productName, null);
     L.RegVar("companyName", get_companyName, null);
     L.RegVar("cloudProjectId", get_cloudProjectId, null);
     L.RegVar("webSecurityEnabled", get_webSecurityEnabled, null);
     L.RegVar("webSecurityHostUrl", get_webSecurityHostUrl, null);
     L.RegVar("targetFrameRate", get_targetFrameRate, set_targetFrameRate);
     L.RegVar("systemLanguage", get_systemLanguage, null);
     L.RegVar("backgroundLoadingPriority", get_backgroundLoadingPriority, set_backgroundLoadingPriority);
     L.RegVar("internetReachability", get_internetReachability, null);
     L.RegVar("genuine", get_genuine, null);
     L.RegVar("genuineCheckAvailable", get_genuineCheckAvailable, null);
     L.RegVar("logMessageReceived", get_logMessageReceived, set_logMessageReceived);
     L.RegVar("logMessageReceivedThreaded", get_logMessageReceivedThreaded, set_logMessageReceivedThreaded);
     L.RegFunction("LogCallback", UnityEngine_Application_LogCallback);
     L.EndStaticLibs();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:56,代码来源:UnityEngine_ApplicationWrap.cs

示例6: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Resources");
     L.RegFunction("FindObjectsOfTypeAll", FindObjectsOfTypeAll);
     L.RegFunction("Load", Load);
     L.RegFunction("LoadAsync", LoadAsync);
     L.RegFunction("LoadAll", LoadAll);
     L.RegFunction("GetBuiltinResource", GetBuiltinResource);
     L.RegFunction("UnloadAsset", UnloadAsset);
     L.RegFunction("UnloadUnusedAssets", UnloadUnusedAssets);
     L.EndStaticLibs();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:12,代码来源:UnityEngine_ResourcesWrap.cs

示例7: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("LuaHelper");
     L.RegFunction("GetType", GetType);
     L.RegFunction("GetPanelManager", GetPanelManager);
     L.RegFunction("GetResManager", GetResManager);
     L.RegFunction("GetNetManager", GetNetManager);
     L.RegFunction("GetSoundManager", GetSoundManager);
     L.RegFunction("OnCallLuaFunc", OnCallLuaFunc);
     L.RegFunction("OnJsonCallFunc", OnJsonCallFunc);
     L.EndStaticLibs();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:12,代码来源:LuaFramework_LuaHelperWrap.cs

示例8: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Input");
     L.RegFunction("GetAxis", GetAxis);
     L.RegFunction("GetAxisRaw", GetAxisRaw);
     L.RegFunction("GetButton", GetButton);
     L.RegFunction("GetButtonDown", GetButtonDown);
     L.RegFunction("GetButtonUp", GetButtonUp);
     L.RegFunction("GetKey", GetKey);
     L.RegFunction("GetKeyDown", GetKeyDown);
     L.RegFunction("GetKeyUp", GetKeyUp);
     L.RegFunction("GetJoystickNames", GetJoystickNames);
     L.RegFunction("GetMouseButton", GetMouseButton);
     L.RegFunction("GetMouseButtonDown", GetMouseButtonDown);
     L.RegFunction("GetMouseButtonUp", GetMouseButtonUp);
     L.RegFunction("ResetInputAxes", ResetInputAxes);
     L.RegFunction("GetAccelerationEvent", GetAccelerationEvent);
     L.RegFunction("GetTouch", GetTouch);
     L.RegVar("compensateSensors", get_compensateSensors, set_compensateSensors);
     L.RegVar("gyro", get_gyro, null);
     L.RegVar("mousePosition", get_mousePosition, null);
     L.RegVar("mouseScrollDelta", get_mouseScrollDelta, null);
     L.RegVar("mousePresent", get_mousePresent, null);
     L.RegVar("simulateMouseWithTouches", get_simulateMouseWithTouches, set_simulateMouseWithTouches);
     L.RegVar("anyKey", get_anyKey, null);
     L.RegVar("anyKeyDown", get_anyKeyDown, null);
     L.RegVar("inputString", get_inputString, null);
     L.RegVar("acceleration", get_acceleration, null);
     L.RegVar("accelerationEvents", get_accelerationEvents, null);
     L.RegVar("accelerationEventCount", get_accelerationEventCount, null);
     L.RegVar("touches", get_touches, null);
     L.RegVar("touchCount", get_touchCount, null);
     L.RegVar("touchPressureSupported", get_touchPressureSupported, null);
     L.RegVar("stylusTouchSupported", get_stylusTouchSupported, null);
     L.RegVar("touchSupported", get_touchSupported, null);
     L.RegVar("multiTouchEnabled", get_multiTouchEnabled, set_multiTouchEnabled);
     L.RegVar("location", get_location, null);
     L.RegVar("compass", get_compass, null);
     L.RegVar("deviceOrientation", get_deviceOrientation, null);
     L.RegVar("imeCompositionMode", get_imeCompositionMode, set_imeCompositionMode);
     L.RegVar("compositionString", get_compositionString, null);
     L.RegVar("imeIsSelected", get_imeIsSelected, null);
     L.RegVar("compositionCursorPos", get_compositionCursorPos, set_compositionCursorPos);
     L.RegVar("backButtonLeavesApp", get_backButtonLeavesApp, set_backButtonLeavesApp);
     L.EndStaticLibs();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:46,代码来源:UnityEngine_InputWrap.cs

示例9: Register

	public static void Register(LuaState L)
	{
		L.BeginStaticLibs("Screen");
		L.RegFunction("SetResolution", SetResolution);
		L.RegVar("resolutions", get_resolutions, null);
		L.RegVar("currentResolution", get_currentResolution, null);
		L.RegVar("width", get_width, null);
		L.RegVar("height", get_height, null);
		L.RegVar("dpi", get_dpi, null);
		L.RegVar("fullScreen", get_fullScreen, set_fullScreen);
		L.RegVar("autorotateToPortrait", get_autorotateToPortrait, set_autorotateToPortrait);
		L.RegVar("autorotateToPortraitUpsideDown", get_autorotateToPortraitUpsideDown, set_autorotateToPortraitUpsideDown);
		L.RegVar("autorotateToLandscapeLeft", get_autorotateToLandscapeLeft, set_autorotateToLandscapeLeft);
		L.RegVar("autorotateToLandscapeRight", get_autorotateToLandscapeRight, set_autorotateToLandscapeRight);
		L.RegVar("orientation", get_orientation, set_orientation);
		L.RegVar("sleepTimeout", get_sleepTimeout, set_sleepTimeout);
		L.EndStaticLibs();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:18,代码来源:UnityEngine_ScreenWrap.cs

示例10: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Time");
     L.RegVar("time", get_time, null);
     L.RegVar("timeSinceLevelLoad", get_timeSinceLevelLoad, null);
     L.RegVar("deltaTime", get_deltaTime, null);
     L.RegVar("fixedTime", get_fixedTime, null);
     L.RegVar("unscaledTime", get_unscaledTime, null);
     L.RegVar("unscaledDeltaTime", get_unscaledDeltaTime, null);
     L.RegVar("fixedDeltaTime", get_fixedDeltaTime, set_fixedDeltaTime);
     L.RegVar("maximumDeltaTime", get_maximumDeltaTime, set_maximumDeltaTime);
     L.RegVar("smoothDeltaTime", get_smoothDeltaTime, null);
     L.RegVar("timeScale", get_timeScale, set_timeScale);
     L.RegVar("frameCount", get_frameCount, null);
     L.RegVar("renderedFrameCount", get_renderedFrameCount, null);
     L.RegVar("realtimeSinceStartup", get_realtimeSinceStartup, null);
     L.RegVar("captureFramerate", get_captureFramerate, set_captureFramerate);
     L.EndStaticLibs();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:19,代码来源:UnityEngine_TimeWrap.cs

示例11: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Physics");
     L.RegFunction("Raycast", Raycast);
     L.RegFunction("RaycastAll", RaycastAll);
     L.RegFunction("RaycastNonAlloc", RaycastNonAlloc);
     L.RegFunction("Linecast", Linecast);
     L.RegFunction("OverlapSphere", OverlapSphere);
     L.RegFunction("OverlapSphereNonAlloc", OverlapSphereNonAlloc);
     L.RegFunction("OverlapCapsule", OverlapCapsule);
     L.RegFunction("OverlapCapsuleNonAlloc", OverlapCapsuleNonAlloc);
     L.RegFunction("CapsuleCast", CapsuleCast);
     L.RegFunction("SphereCast", SphereCast);
     L.RegFunction("CapsuleCastAll", CapsuleCastAll);
     L.RegFunction("CapsuleCastNonAlloc", CapsuleCastNonAlloc);
     L.RegFunction("SphereCastAll", SphereCastAll);
     L.RegFunction("SphereCastNonAlloc", SphereCastNonAlloc);
     L.RegFunction("CheckSphere", CheckSphere);
     L.RegFunction("CheckCapsule", CheckCapsule);
     L.RegFunction("CheckBox", CheckBox);
     L.RegFunction("OverlapBox", OverlapBox);
     L.RegFunction("OverlapBoxNonAlloc", OverlapBoxNonAlloc);
     L.RegFunction("BoxCastAll", BoxCastAll);
     L.RegFunction("BoxCastNonAlloc", BoxCastNonAlloc);
     L.RegFunction("BoxCast", BoxCast);
     L.RegFunction("IgnoreCollision", IgnoreCollision);
     L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision);
     L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision);
     L.RegConstant("IgnoreRaycastLayer", 4);
     L.RegConstant("DefaultRaycastLayers", -5);
     L.RegConstant("AllLayers", -1);
     L.RegVar("gravity", get_gravity, set_gravity);
     L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset);
     L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold);
     L.RegVar("defaultSolverIterations", get_defaultSolverIterations, set_defaultSolverIterations);
     L.RegVar("defaultSolverVelocityIterations", get_defaultSolverVelocityIterations, set_defaultSolverVelocityIterations);
     L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold);
     L.RegVar("queriesHitTriggers", get_queriesHitTriggers, set_queriesHitTriggers);
     L.RegVar("queriesHitBackfaces", get_queriesHitBackfaces, set_queriesHitBackfaces);
     L.EndStaticLibs();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:41,代码来源:UnityEngine_PhysicsWrap.cs

示例12: Awake

    void Awake()
    {
        #if UNITY_5
        Application.logMessageReceived += ShowTips;
        #else
        Application.RegisterLogCallback(ShowTips);
        #endif
        Instance = this;
        new LuaResLoader();
        testGo = gameObject;
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);

        state.BeginModule(null);
        state.RegFunction("TestArgError", TestArgError);
        state.RegFunction("TestTableInCo", TestTableInCo);
        state.RegFunction("TestCycle", TestCycle);
        state.RegFunction("TestNull", TestNull);
        state.RegFunction("TestAddComponent", TestAddComponent);
        state.RegFunction("TestOutOfBound", TestOutOfBound);
        state.RegFunction("TestMulStack", TestMulStack);
        state.BeginStaticLibs("TestStack");
        state.RegFunction("Test1", Test1);
        state.RegFunction("PushLuaError", PushLuaError);
        state.RegFunction("Test3", Test3);
        state.RegFunction("Test4", Test4);
        state.RegFunction("Test5", Test5);
        state.RegFunction("Test6", Test6);
        state.EndStaticLibs();
        state.EndModule();

        //state.DoFile("TestErrorStack.lua");
        state.Require("TestErrorStack");
        show = state.GetFunction("Show");
        testRay = state.GetFunction("TestRay");

        showStack = state.GetFunction("ShowStack");
        test4 = state.GetFunction("Test4");

        TestDelegate += TestD1;
        TestDelegate += TestD2;
    }
开发者ID:RuYi51,项目名称:LuaFramework_NGUI,代码行数:43,代码来源:TestLuaStack.cs

示例13: Awake

    void Awake()
    {
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);

        state.BeginModule(null);
        state.BeginStaticLibs("TestStack");
        state.RegFunction("Test1", Test1);
        state.RegFunction("Test2", Test2);
        state.RegFunction("Test3", Test3);
        state.EndStaticLibs();
        state.EndModule();

        state.DoString(script, "script");
        show = state.GetFunction("Show");
        testRay = state.GetFunction("TestRay");
    }
开发者ID:benbon,项目名称:tolua,代码行数:18,代码来源:TestLuaStack.cs

示例14: Register

	public static void Register(LuaState L)
	{
		L.BeginStaticLibs("TestProtol");
		L.RegVar("data", get_data, set_data);
		L.EndStaticLibs();
	}
开发者ID:benbon,项目名称:tolua,代码行数:6,代码来源:TestProtolWrap.cs

示例15: Register

	public static void Register(LuaState L)
	{
		L.BeginStaticLibs("LuaHelper");
		L.RegFunction("GetNetManager", GetNetManager);
		L.EndStaticLibs();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:6,代码来源:LuaHelperWrap.cs


注:本文中的LuaState.EndStaticLibs方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。