大修改调整
This commit is contained in:
@@ -19363,21 +19363,6 @@ MonoBehaviour:
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@@ -19423,7 +19408,22 @@ MonoBehaviour:
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@@ -19438,6 +19438,111 @@ MonoBehaviour:
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@@ -19618,8 +19723,128 @@ MonoBehaviour:
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9023
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9023
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9023
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9023
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57594
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57594
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9023
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9023
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51625
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51625
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9267
Assets/ResRaw/Prefabs/Player/NewAnim/RodIdle.anim
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9267
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Normal file
8
Assets/ResRaw/Prefabs/Player/canKao/tele.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0be8b91d77089504e9507f0c3eda1335
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
File diff suppressed because it is too large
Load Diff
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|
||||
fileFormatVersion: 2
|
||||
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|
||||
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|
||||
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||||
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|
||||
userData:
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||||
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||||
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Load Diff
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||||
fileFormatVersion: 2
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||||
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|
||||
NativeFormatImporter:
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||||
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|
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userData:
|
||||
assetBundleName:
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||||
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||||
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Load Diff
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||||
fileFormatVersion: 2
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
assetBundleVariant:
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||||
32050
Assets/ResRaw/Prefabs/Player/canKao/tele/first_m1_tele_thrown_part1.anim
Normal file
32050
Assets/ResRaw/Prefabs/Player/canKao/tele/first_m1_tele_thrown_part1.anim
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: da9e3cadab2e152478cf93248ee36a98
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
40665
Assets/ResRaw/Prefabs/Player/canKao/tele/first_m1_tele_thrown_part2.anim
Normal file
40665
Assets/ResRaw/Prefabs/Player/canKao/tele/first_m1_tele_thrown_part2.anim
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: ea01141148883334fb8d47428d998939
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||||
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|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
52977
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_1.anim
Normal file
52977
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_1.anim
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 989f394014b7de647a5a5a7b89b5e23d
|
||||
NativeFormatImporter:
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||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
58269
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_2.anim
Normal file
58269
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_2.anim
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3894ddf900eee734f9644e348a0a3f6d
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
58539
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_3.anim
Normal file
58539
Assets/ResRaw/Prefabs/Player/canKao/tele/thrown_idle_3.anim
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1ec1b1a905f66742b7f03951f315a09
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,31 +5,11 @@ using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
[Serializable]
|
||||
public enum PlayerState
|
||||
{
|
||||
idle = 0,
|
||||
move = 1,
|
||||
prepare = 2,
|
||||
casting = 3,
|
||||
fishing = 4,
|
||||
baitFlies = 5,
|
||||
fight = 6,
|
||||
fishView = 7,
|
||||
collectFish = 8,
|
||||
throwFish = 9,
|
||||
vehicle = 10,
|
||||
swiming = 11,
|
||||
flyModeDebug = 12,
|
||||
vehicleFishing = 13,
|
||||
preciseCastIdle = 14,
|
||||
preciseCastThrow = 15
|
||||
}
|
||||
|
||||
public class PlayerModelAsset : MonoBehaviour
|
||||
{
|
||||
public Animator Animator { get; private set; }
|
||||
public PlayerIK IK { get; private set; }
|
||||
public PlayerAnimator PlayerAnimator { get; private set; }
|
||||
public MagicBlending MagicBlending { get; private set; }
|
||||
|
||||
public Transform NeckTransform;
|
||||
@@ -46,6 +26,7 @@ namespace NBF
|
||||
Animator.keepAnimatorStateOnDisable = true;
|
||||
MagicBlending = GetComponent<MagicBlending>();
|
||||
IK = GetComponent<PlayerIK>();
|
||||
PlayerAnimator = GetComponent<PlayerAnimator>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,43 +4,6 @@
|
||||
{
|
||||
public const uint None = 0;
|
||||
|
||||
public static class Player
|
||||
{
|
||||
/// <summary>
|
||||
/// 闲置
|
||||
/// </summary>
|
||||
public const uint Idle = 2;
|
||||
|
||||
/// <summary>
|
||||
/// 拿着鱼竿闲置
|
||||
/// </summary>
|
||||
public const uint RodIdle = 3;
|
||||
|
||||
/// <summary>
|
||||
/// 等待抛竿,蓄力中
|
||||
/// </summary>
|
||||
public const uint WaitThrow = 4;
|
||||
|
||||
/// <summary>
|
||||
/// 抛竿中
|
||||
/// </summary>
|
||||
public const uint Throw = 5;
|
||||
|
||||
/// <summary>
|
||||
/// 钓鱼中
|
||||
/// </summary>
|
||||
public const uint Fishing = 6;
|
||||
|
||||
/// <summary>
|
||||
/// 上鱼搏斗中
|
||||
/// </summary>
|
||||
public const uint Fight = 7;
|
||||
|
||||
/// <summary>
|
||||
/// 展示鱼获
|
||||
/// </summary>
|
||||
public const uint ShowFish = 8;
|
||||
}
|
||||
|
||||
public static class Fish
|
||||
{
|
||||
|
||||
@@ -4,6 +4,7 @@ using System.Collections.Generic;
|
||||
using ECM2;
|
||||
using ECM2.Examples.FirstPerson;
|
||||
using Fantasy;
|
||||
using NBC;
|
||||
using NBF.Fishing2;
|
||||
using NBF.Utils;
|
||||
using UnityEngine;
|
||||
@@ -28,6 +29,7 @@ namespace NBF
|
||||
|
||||
public readonly List<FRod> Tackles = new List<FRod>();
|
||||
public FRod Rod { get; private set; }
|
||||
public Fsm<FPlayer> Fsm { get; private set; }
|
||||
|
||||
public event Action<FHandItem> OnFishingSetEquiped;
|
||||
public event Action OnFishingSetUnequip;
|
||||
@@ -42,6 +44,7 @@ namespace NBF
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InitFsm();
|
||||
AddInputEvent();
|
||||
CreatePlayerModel();
|
||||
}
|
||||
@@ -56,6 +59,20 @@ namespace NBF
|
||||
RemoveInputEvent();
|
||||
}
|
||||
|
||||
#region 状态机
|
||||
|
||||
private void InitFsm()
|
||||
{
|
||||
Fsm = new Fsm<FPlayer>("Player", this, true);
|
||||
Fsm.RegisterState<PlayerStateIdle>();
|
||||
Fsm.RegisterState<PlayerStateThrow>();
|
||||
Fsm.RegisterState<PlayerStateFishing>();
|
||||
Fsm.RegisterState<PlayerStateFight>();
|
||||
Fsm.RegisterState<PlayerStatePrepare>();
|
||||
Fsm.Start<PlayerStateIdle>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 角色模型
|
||||
|
||||
@@ -117,6 +134,7 @@ namespace NBF
|
||||
Destroy(Rod.gameObject);
|
||||
Tackles.Remove(Rod);
|
||||
Rod = null;
|
||||
yield return new WaitForSeconds(0.15f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,9 +3,60 @@ using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
// [Serializable]
|
||||
// public enum PlayerState
|
||||
// {
|
||||
// idle = 0,
|
||||
// move = 1,
|
||||
// prepare = 2,
|
||||
// casting = 3,
|
||||
// fishing = 4,
|
||||
// baitFlies = 5,
|
||||
// fight = 6,
|
||||
// fishView = 7,
|
||||
// collectFish = 8,
|
||||
// throwFish = 9,
|
||||
// vehicle = 10,
|
||||
// swiming = 11,
|
||||
// flyModeDebug = 12,
|
||||
// vehicleFishing = 13,
|
||||
// preciseCastIdle = 14,
|
||||
// preciseCastThrow = 15
|
||||
// }
|
||||
|
||||
[Serializable]
|
||||
public enum PlayerState : uint
|
||||
{
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// 闲置等待中
|
||||
/// </summary>
|
||||
Idle = 1,
|
||||
|
||||
/// <summary>
|
||||
/// 准备抛竿
|
||||
/// </summary>
|
||||
Prepare = 2,
|
||||
|
||||
/// <summary>
|
||||
/// 抛竿中
|
||||
/// </summary>
|
||||
Throw = 3,
|
||||
|
||||
/// <summary>
|
||||
/// 钓鱼中
|
||||
/// </summary>
|
||||
Fishing = 4,
|
||||
|
||||
/// <summary>
|
||||
/// 溜鱼中
|
||||
/// </summary>
|
||||
Fight = 5
|
||||
}
|
||||
|
||||
public class FPlayerData : MonoService<FPlayerData>
|
||||
{
|
||||
private PlayerState _previousPlayerState = PlayerState.idle;
|
||||
private PlayerState _previousPlayerState = PlayerState.Idle;
|
||||
private PlayerState _playerState;
|
||||
|
||||
public bool ChangeItem;
|
||||
|
||||
@@ -18,36 +18,62 @@ namespace NBF
|
||||
|
||||
#region 参数定义
|
||||
|
||||
public static readonly int IsSwiming = Animator.StringToHash("Swim");
|
||||
|
||||
public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
|
||||
|
||||
public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
|
||||
|
||||
public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
|
||||
|
||||
public static readonly int HeldRod = Animator.StringToHash("HeldRod");
|
||||
|
||||
public static readonly int RodArming = Animator.StringToHash("RodArming");
|
||||
// public static readonly int IsSwiming = Animator.StringToHash("Swim");
|
||||
//
|
||||
// public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
|
||||
//
|
||||
// public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
|
||||
//
|
||||
// public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
|
||||
//
|
||||
// public static readonly int HeldRod = Animator.StringToHash("HeldRod");
|
||||
//
|
||||
// public static readonly int RodArming = Animator.StringToHash("RodArming");
|
||||
|
||||
public static readonly int Forward = Animator.StringToHash("Forward");
|
||||
|
||||
public static readonly int Turn = Animator.StringToHash("Turn");
|
||||
|
||||
public static readonly int OnGround = Animator.StringToHash("OnGround");
|
||||
|
||||
public static readonly int RodRight = Animator.StringToHash("rod right");
|
||||
|
||||
public static readonly int RodForward = Animator.StringToHash("rod forward");
|
||||
|
||||
public static readonly int PreciseCast = Animator.StringToHash("Precise Cast");
|
||||
|
||||
public static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
|
||||
|
||||
public static readonly int OnGroundHash = Animator.StringToHash("OnGround");
|
||||
public static readonly int PrepareThrowHash = Animator.StringToHash("PrepareThrow");
|
||||
public static readonly int StartThrowHash = Animator.StringToHash("StartThrow");
|
||||
public static readonly int BaitThrownHash = Animator.StringToHash("BaitThrown");
|
||||
private static readonly int FishingUpHash = Animator.StringToHash("FishingUp");
|
||||
|
||||
public static readonly string LureRodLayer = "LureRod";
|
||||
public static readonly string HandRodLayer = "HandRod";
|
||||
|
||||
|
||||
public float FishingUp
|
||||
{
|
||||
get => _Animator.GetFloat(FishingUpHash);
|
||||
set => _Animator.SetFloat(FishingUpHash, value);
|
||||
}
|
||||
|
||||
public bool OnGround
|
||||
{
|
||||
get => _Animator.GetBool(OnGroundHash);
|
||||
set => _Animator.SetBool(OnGroundHash, value);
|
||||
}
|
||||
|
||||
public bool StartThrow
|
||||
{
|
||||
get => _Animator.GetBool(StartThrowHash);
|
||||
set => _Animator.SetBool(StartThrowHash, value);
|
||||
}
|
||||
|
||||
public bool BaitThrown
|
||||
{
|
||||
get => _Animator.GetBool(BaitThrownHash);
|
||||
set => _Animator.SetBool(BaitThrownHash, value);
|
||||
}
|
||||
|
||||
public bool PrepareThrow
|
||||
{
|
||||
get => _Animator.GetBool(PrepareThrowHash);
|
||||
set => _Animator.SetBool(PrepareThrowHash, value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -64,6 +90,7 @@ namespace NBF
|
||||
Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
|
||||
}
|
||||
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Player.OnFishingSetEquiped -= OnFishingSetEquiped_OnRaised;
|
||||
@@ -78,21 +105,6 @@ namespace NBF
|
||||
_IK.SetBipedLeftHandIK(enabled: false, null);
|
||||
}
|
||||
|
||||
private void OnCastLure()
|
||||
{
|
||||
Player.Data.State = PlayerState.baitFlies;
|
||||
// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
|
||||
}
|
||||
|
||||
private void OnBailUnnarm()
|
||||
{
|
||||
// if (IsThrowButtonPressed.Value)
|
||||
// {
|
||||
// _Animator.SetBool(ThrowFar, value: true);
|
||||
// Player.Data.State = PlayerState.casting;
|
||||
// OnBailOpen?.Invoke();
|
||||
// }
|
||||
}
|
||||
|
||||
private void OnFishingSetEquiped_OnRaised(FHandItem item)
|
||||
{
|
||||
@@ -107,16 +119,6 @@ namespace NBF
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayAnimation(string state, string layer)
|
||||
{
|
||||
_Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
|
||||
}
|
||||
|
||||
public void PlayPreciseCastAnimation()
|
||||
{
|
||||
_Animator.SetBool(PreciseIdle, value: false);
|
||||
_Animator.SetTrigger(PreciseCast);
|
||||
}
|
||||
|
||||
public void SetLayerWeight(string layer, float weight)
|
||||
{
|
||||
@@ -125,94 +127,119 @@ namespace NBF
|
||||
|
||||
private void PlayerFSMState_OnValueChanged(PlayerState state)
|
||||
{
|
||||
switch (Player.Data.PreviousState)
|
||||
{
|
||||
case PlayerState.vehicle:
|
||||
_IsInVehicle = false;
|
||||
_Animator.SetBool(BoatDriving, value: false);
|
||||
break;
|
||||
case PlayerState.swiming:
|
||||
_Animator.SetBool(IsSwiming, value: false);
|
||||
break;
|
||||
case PlayerState.preciseCastIdle:
|
||||
_Animator.SetBool(PreciseIdle, value: false);
|
||||
break;
|
||||
case PlayerState.prepare:
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
break;
|
||||
case PlayerState.casting:
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
break;
|
||||
case PlayerState.collectFish:
|
||||
_magicBlending.BlendAsset.globalWeight = 0f;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case PlayerState.idle:
|
||||
case PlayerState.move:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
break;
|
||||
case PlayerState.prepare:
|
||||
_Animator.SetBool(RodArming, value: true);
|
||||
_Animator.SetBool(HeldRod, value: true);
|
||||
break;
|
||||
case PlayerState.fishing:
|
||||
_Animator.SetBool(HeldRod, value: true);
|
||||
_Animator.SetBool(BaitInWater, value: true);
|
||||
break;
|
||||
case PlayerState.vehicle:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
_Animator.SetBool(BoatDriving, value: true);
|
||||
_IK.SetBipedLeftHandIK(enabled: true);
|
||||
_IsInVehicle = true;
|
||||
break;
|
||||
case PlayerState.vehicleFishing:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
_IsInVehicle = true;
|
||||
break;
|
||||
case PlayerState.swiming:
|
||||
_Animator.SetBool(IsSwiming, value: true);
|
||||
break;
|
||||
case PlayerState.collectFish:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_IK.SetAimIK(enabled: false);
|
||||
_magicBlending.BlendAsset.globalWeight = 1f;
|
||||
break;
|
||||
case PlayerState.preciseCastIdle:
|
||||
_Animator.SetBool(PreciseIdle, value: true);
|
||||
break;
|
||||
case PlayerState.casting:
|
||||
case PlayerState.baitFlies:
|
||||
case PlayerState.fight:
|
||||
case PlayerState.fishView:
|
||||
case PlayerState.throwFish:
|
||||
case PlayerState.flyModeDebug:
|
||||
break;
|
||||
}
|
||||
// switch (Player.Data.PreviousState)
|
||||
// {
|
||||
// case PlayerState.vehicle:
|
||||
// _IsInVehicle = false;
|
||||
// _Animator.SetBool(BoatDriving, value: false);
|
||||
// break;
|
||||
// case PlayerState.swiming:
|
||||
// _Animator.SetBool(IsSwiming, value: false);
|
||||
// break;
|
||||
// case PlayerState.preciseCastIdle:
|
||||
// _Animator.SetBool(PreciseIdle, value: false);
|
||||
// break;
|
||||
// case PlayerState.prepare:
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// break;
|
||||
// case PlayerState.casting:
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// break;
|
||||
// case PlayerState.collectFish:
|
||||
// _magicBlending.BlendAsset.globalWeight = 0f;
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// switch (state)
|
||||
// {
|
||||
// switch (Player.Data.PreviousState)
|
||||
// {
|
||||
// case PlayerState.vehicle:
|
||||
// _IsInVehicle = false;
|
||||
// _Animator.SetBool(BoatDriving, value: false);
|
||||
// break;
|
||||
// case PlayerState.swiming:
|
||||
// _Animator.SetBool(IsSwiming, value: false);
|
||||
// break;
|
||||
// case PlayerState.preciseCastIdle:
|
||||
// _Animator.SetBool(PreciseIdle, value: false);
|
||||
// break;
|
||||
// case PlayerState.prepare:
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// break;
|
||||
// case PlayerState.casting:
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// break;
|
||||
// case PlayerState.collectFish:
|
||||
// _magicBlending.BlendAsset.globalWeight = 0f;
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// switch (state)
|
||||
// {
|
||||
// case PlayerState.idle:
|
||||
// case PlayerState.move:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// break;
|
||||
// case PlayerState.prepare:
|
||||
// _Animator.SetBool(RodArming, value: true);
|
||||
// _Animator.SetBool(HeldRod, value: true);
|
||||
// break;
|
||||
// case PlayerState.fishing:
|
||||
// _Animator.SetBool(HeldRod, value: true);
|
||||
// _Animator.SetBool(BaitInWater, value: true);
|
||||
// break;
|
||||
// case PlayerState.vehicle:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// _Animator.SetBool(BoatDriving, value: true);
|
||||
// _IK.SetBipedLeftHandIK(enabled: true);
|
||||
// _IsInVehicle = true;
|
||||
// break;
|
||||
// case PlayerState.vehicleFishing:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// _IsInVehicle = true;
|
||||
// break;
|
||||
// case PlayerState.swiming:
|
||||
// _Animator.SetBool(IsSwiming, value: true);
|
||||
// break;
|
||||
// case PlayerState.collectFish:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _IK.SetAimIK(enabled: false);
|
||||
// _magicBlending.BlendAsset.globalWeight = 1f;
|
||||
// break;
|
||||
// case PlayerState.preciseCastIdle:
|
||||
// _Animator.SetBool(PreciseIdle, value: true);
|
||||
// break;
|
||||
// case PlayerState.casting:
|
||||
// case PlayerState.baitFlies:
|
||||
// case PlayerState.fight:
|
||||
// case PlayerState.fishView:
|
||||
// case PlayerState.throwFish:
|
||||
// case PlayerState.flyModeDebug:
|
||||
// break;
|
||||
// }
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (Player.Data.State == PlayerState.swiming)
|
||||
{
|
||||
float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
|
||||
Time.deltaTime * 5f);
|
||||
float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
|
||||
_Animator.SetFloat(Forward, Mathf.Clamp01(value));
|
||||
_Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
|
||||
}
|
||||
else
|
||||
// if (Player.Data.State == PlayerState.swiming)
|
||||
// {
|
||||
// float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
|
||||
// Time.deltaTime * 5f);
|
||||
// float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
|
||||
// _Animator.SetFloat(Forward, Mathf.Clamp01(value));
|
||||
// _Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
|
||||
// }
|
||||
// else
|
||||
{
|
||||
float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 5f,
|
||||
Time.deltaTime * 20f);
|
||||
@@ -221,16 +248,14 @@ namespace NBF
|
||||
_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
|
||||
}
|
||||
|
||||
var rod = Vector3.zero;
|
||||
if (Player.Rod)
|
||||
{
|
||||
rod = Player.Rod.transform.position;
|
||||
}
|
||||
// var rod = Vector3.zero;
|
||||
// if (Player.Rod)
|
||||
// {
|
||||
// rod = Player.Rod.transform.position;
|
||||
// }
|
||||
|
||||
_Animator.SetBool(OnGroundHash, _IsInVehicle || Player.Data.IsGrounded);
|
||||
|
||||
_Animator.SetBool(OnGround, _IsInVehicle || Player.Data.IsGrounded);
|
||||
_Animator.SetFloat(RodRight, rod.x);
|
||||
_Animator.SetFloat(RodForward, rod.y);
|
||||
|
||||
|
||||
var isHandRodLayerEnabled = _isRodLayerEnabled && !Player.Data.IsLureRod ? 1 : 0;
|
||||
|
||||
@@ -244,5 +269,30 @@ namespace NBF
|
||||
SetLayerWeight(LureRodLayer,
|
||||
Mathf.MoveTowards(lureRodLayerWeight, isLureRodLayerEnabled, Time.deltaTime * 3f));
|
||||
}
|
||||
|
||||
#region 动画事件
|
||||
|
||||
/// <summary>
|
||||
/// 抬杆到底动画事件
|
||||
/// </summary>
|
||||
public void OnRodPowerUp()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始抛出动画事件
|
||||
/// </summary>
|
||||
public void OnRodThrowStart()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 抛竿结束动画事件
|
||||
/// </summary>
|
||||
public void OnRodThrownEnd()
|
||||
{
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Fishing/Player/States.meta
Normal file
3
Assets/Scripts/Fishing/Player/States.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3b57223c7f94237869524280afe1672
|
||||
timeCreated: 1768138483
|
||||
21
Assets/Scripts/Fishing/Player/States/PlayerStateBase.cs
Normal file
21
Assets/Scripts/Fishing/Player/States/PlayerStateBase.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using NBC;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public abstract class PlayerStateBase : FsmBaseState<FPlayer>
|
||||
{
|
||||
protected FPlayer Player => _owner;
|
||||
|
||||
/// <summary>
|
||||
/// 检查状态超时
|
||||
/// </summary>
|
||||
public void CheckStateTimeout(float time)
|
||||
{
|
||||
if (Time.time - EnterTime >= time)
|
||||
{
|
||||
Root.Start<PlayerStateIdle>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 080f1176c3ac4eefa37f615b22cac7ed
|
||||
timeCreated: 1768138530
|
||||
20
Assets/Scripts/Fishing/Player/States/PlayerStateFight.cs
Normal file
20
Assets/Scripts/Fishing/Player/States/PlayerStateFight.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
namespace NBF
|
||||
{
|
||||
public class PlayerStateFight : PlayerStateBase
|
||||
{
|
||||
public override uint StateId => (uint)PlayerState.Fishing;
|
||||
|
||||
protected override void onEnter()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void onExit()
|
||||
{
|
||||
}
|
||||
|
||||
protected override uint onUpdate()
|
||||
{
|
||||
return States.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0720dd0d400641bea639e36f169aafde
|
||||
timeCreated: 1768138922
|
||||
23
Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs
Normal file
23
Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
namespace NBF
|
||||
{
|
||||
/// <summary>
|
||||
/// 钓鱼中
|
||||
/// </summary>
|
||||
public class PlayerStateFishing : PlayerStateBase
|
||||
{
|
||||
public override uint StateId => (uint)PlayerState.Fishing;
|
||||
|
||||
protected override void onEnter()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void onExit()
|
||||
{
|
||||
}
|
||||
|
||||
protected override uint onUpdate()
|
||||
{
|
||||
return States.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6953fd92b2c54c6e846a0363520a9010
|
||||
timeCreated: 1768138900
|
||||
41
Assets/Scripts/Fishing/Player/States/PlayerStateIdle.cs
Normal file
41
Assets/Scripts/Fishing/Player/States/PlayerStateIdle.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
namespace NBF
|
||||
{
|
||||
/// <summary>
|
||||
/// 闲置中
|
||||
/// </summary>
|
||||
public class PlayerStateIdle : PlayerStateBase
|
||||
{
|
||||
public override uint StateId => (uint)PlayerState.Idle;
|
||||
private bool _nextState = false;
|
||||
|
||||
protected override void onEnter()
|
||||
{
|
||||
_nextState = false;
|
||||
InputManager.OnOp1Action += OnOp1Action;
|
||||
}
|
||||
|
||||
private void OnOp1Action(bool performed)
|
||||
{
|
||||
if (!Player.Rod) return;
|
||||
if (performed)
|
||||
{
|
||||
_nextState = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void onExit()
|
||||
{
|
||||
InputManager.OnOp1Action -= OnOp1Action;
|
||||
}
|
||||
|
||||
protected override uint onUpdate()
|
||||
{
|
||||
if (_nextState)
|
||||
{
|
||||
return (uint)PlayerState.Prepare;
|
||||
}
|
||||
|
||||
return States.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6146dcfbaf54972ac75c8115041ed3e
|
||||
timeCreated: 1768138510
|
||||
74
Assets/Scripts/Fishing/Player/States/PlayerStatePrepare.cs
Normal file
74
Assets/Scripts/Fishing/Player/States/PlayerStatePrepare.cs
Normal file
@@ -0,0 +1,74 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
/// <summary>
|
||||
/// 准备抛竿中
|
||||
/// </summary>
|
||||
public class PlayerStatePrepare : PlayerStateBase
|
||||
{
|
||||
public override uint StateId => (uint)PlayerState.Prepare;
|
||||
|
||||
public enum Phase
|
||||
{
|
||||
/// <summary>
|
||||
/// 蓄力
|
||||
/// </summary>
|
||||
Charged,
|
||||
|
||||
/// <summary>
|
||||
/// 确认蓄力结果
|
||||
/// </summary>
|
||||
Confirm,
|
||||
}
|
||||
|
||||
public Phase Stage = Phase.Charged;
|
||||
public float ChargedProgress;
|
||||
|
||||
protected override void onEnter()
|
||||
{
|
||||
Stage = Phase.Charged;
|
||||
Player.ModelAsset.PlayerAnimator.PrepareThrow = true;
|
||||
Player.ModelAsset.PlayerAnimator.FishingUp = 0;
|
||||
}
|
||||
|
||||
protected override uint onUpdate()
|
||||
{
|
||||
if (Stage == Phase.Charged)
|
||||
{
|
||||
ThrowPowerCharged();
|
||||
}
|
||||
else if (Stage == Phase.Confirm)
|
||||
{
|
||||
//确认蓄力结果,
|
||||
Debug.Log($"确认蓄力结果,ChargedProgress={ChargedProgress}");
|
||||
Params.Add(ChargedProgress);
|
||||
return (uint)PlayerState.Throw;
|
||||
}
|
||||
|
||||
return base.onUpdate();
|
||||
}
|
||||
|
||||
|
||||
#region 蓄力中
|
||||
|
||||
private void ThrowPowerCharged()
|
||||
{
|
||||
if (ChargedProgress < 1)
|
||||
{
|
||||
ChargedProgress += Time.deltaTime;
|
||||
}
|
||||
else if (ChargedProgress > 1)
|
||||
{
|
||||
ChargedProgress = 1;
|
||||
}
|
||||
|
||||
if (!InputManager.IsOp1)
|
||||
{
|
||||
Stage = Phase.Confirm;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1301b70435cd44c8ba3cc6085f35a782
|
||||
timeCreated: 1768138823
|
||||
145
Assets/Scripts/Fishing/Player/States/PlayerStateThrow.cs
Normal file
145
Assets/Scripts/Fishing/Player/States/PlayerStateThrow.cs
Normal file
@@ -0,0 +1,145 @@
|
||||
using NBC;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
/// <summary>
|
||||
/// 抛竿中
|
||||
/// </summary>
|
||||
public class PlayerStateThrow : PlayerStateBase
|
||||
{
|
||||
public override uint StateId => (uint)PlayerState.Throw;
|
||||
|
||||
public enum Phase
|
||||
{
|
||||
/// <summary>
|
||||
/// 等待动画事件回调
|
||||
/// </summary>
|
||||
Waiting,
|
||||
|
||||
/// <summary>
|
||||
/// 前摇动画
|
||||
/// </summary>
|
||||
AnimBegin,
|
||||
|
||||
/// <summary>
|
||||
/// 抛线动画
|
||||
/// </summary>
|
||||
ThrowAnim,
|
||||
|
||||
/// <summary>
|
||||
/// 结束
|
||||
/// </summary>
|
||||
Done,
|
||||
ErrorDone
|
||||
}
|
||||
|
||||
public Phase Stage = Phase.Waiting;
|
||||
|
||||
public float ChargedProgress;
|
||||
|
||||
protected override void onEnter()
|
||||
{
|
||||
_owner.ModelAsset.PlayerAnimator.StartThrow = true;
|
||||
|
||||
ChargedProgress = (float)Params.Get(0);
|
||||
Debug.Log($"PlayerThrow ChargedProgress={ChargedProgress}");
|
||||
Stage = Phase.Waiting;
|
||||
|
||||
// _owner.Gears.Reel?.Unlock();
|
||||
}
|
||||
|
||||
protected override uint onUpdate()
|
||||
{
|
||||
CheckStateTimeout(10);
|
||||
if (Stage == Phase.AnimBegin)
|
||||
{
|
||||
AnimBegin();
|
||||
ThrowPosition();
|
||||
}
|
||||
else if (Stage == Phase.ThrowAnim)
|
||||
{
|
||||
ThrowAnim();
|
||||
}
|
||||
else if (Stage == Phase.Done)
|
||||
{
|
||||
return (uint)PlayerState.Fishing;
|
||||
}
|
||||
else if (Stage == Phase.ErrorDone)
|
||||
{
|
||||
return (uint)PlayerState.Idle;
|
||||
}
|
||||
|
||||
return base.onUpdate();
|
||||
}
|
||||
|
||||
#region 动画回调
|
||||
|
||||
/// <summary>
|
||||
/// 抛竿动画事件
|
||||
/// </summary>
|
||||
public void RodForceThrowStart()
|
||||
{
|
||||
// Debug.LogError($"RodForceThrowStart==");
|
||||
_owner.ModelAsset.PlayerAnimator.PrepareThrow = false;
|
||||
_owner.ModelAsset.PlayerAnimator.StartThrow = false;
|
||||
Stage = Phase.AnimBegin;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 抛线前摇动画
|
||||
|
||||
private void AnimBegin()
|
||||
{
|
||||
_owner.ModelAsset.PlayerAnimator.PrepareThrow = false;
|
||||
_owner.ModelAsset.PlayerAnimator.StartThrow = false;
|
||||
_owner.ModelAsset.PlayerAnimator.BaitThrown = true;
|
||||
Stage = Phase.ThrowAnim;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 抛竿线飞出相关动画
|
||||
|
||||
private NTask _throwAnim;
|
||||
|
||||
private void ThrowPosition()
|
||||
{
|
||||
// if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Float)
|
||||
// {
|
||||
// _owner.Gears.Rod.lineHandler.pinchController?.ReleasePinch();
|
||||
// _throwAnim = new BobThrowAnim(_owner);
|
||||
// _throwAnim.Run(DefRunner.Scheduler);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// _throwAnim = new LureThrowAnim(_owner);
|
||||
// _throwAnim.Run(DefRunner.Scheduler);
|
||||
// }
|
||||
}
|
||||
|
||||
private void ThrowAnim()
|
||||
{
|
||||
if (_throwAnim.IsDone)
|
||||
{
|
||||
// if (_throwAnim.Status == NTaskStatus.Success)
|
||||
// {
|
||||
// if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Spin)
|
||||
// {
|
||||
// SetArm();
|
||||
// }
|
||||
//
|
||||
// Stage = Phase.Done;
|
||||
// Debug.LogError($"抛线后,线长度={_owner.Data.lineLength}");
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Stage = Phase.ErrorDone;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a0b4bc6f668446cab7baf752da60477
|
||||
timeCreated: 1768138870
|
||||
@@ -12,5 +12,5 @@ MonoBehaviour:
|
||||
m_Script: {fileID: -1063058285, guid: 448d62fcada76fd4ab5702190add98fd, type: 3}
|
||||
m_Name: EditorUndoStackPointer
|
||||
m_EditorClassIdentifier: "UMotionEditor.dll::\u0389\u0389\u0389\u0389\u038A\u0389\u0389\u0389\u038A\u038A\u038A\u038A\u038A\u0389\u038A\u038A\u038A\u0389\u038A\u038A\u0389\u0389\u0389\u038A\u038A\u038A\u038A\u038A\u038A\u0389\u038A\u038A\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u038A\u0389\u0389\u0389\u0389\u0389\u038A"
|
||||
"\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u038A\u038A\u038A\u0389\u038A\u0389\u038A\u0389\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u0389\u038A\u0389\u0389\u038A\u0389\u038A\u038A\u0389\u0389\u038A\u038A\u0389\u0389\u038A\u0389\u038A\u038A\u0389\u038A":
|
||||
"\u038A\u038A\u0389\u038A\u038A\u0389\u0389\u0389\u038A\u0389\u038A\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u038A\u0389\u038A\u0389\u038A\u038A\u038A\u038A\u038A\u0389\u0389\u0389\u0389\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389": -1
|
||||
"\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u038A\u038A\u038A\u0389\u038A\u0389\u038A\u0389\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u038A\u0389\u0389\u038A\u0389\u0389\u038A\u0389\u038A\u038A\u0389\u0389\u038A\u038A\u0389\u0389\u038A\u0389\u038A\u038A\u0389\u038A": 1.29p03
|
||||
"\u038A\u038A\u0389\u038A\u038A\u0389\u0389\u0389\u038A\u0389\u038A\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u038A\u0389\u038A\u0389\u038A\u038A\u038A\u038A\u038A\u0389\u0389\u0389\u0389\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389": 30
|
||||
|
||||
Reference in New Issue
Block a user