• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C# TagInterface.TagReference类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中BlamLib.TagInterface.TagReference的典型用法代码示例。如果您正苦于以下问题:C# TagReference类的具体用法?C# TagReference怎么用?C# TagReference使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



TagReference类属于BlamLib.TagInterface命名空间,在下文中一共展示了TagReference类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: render_method_definition_group

		public render_method_definition_group()
		{
			Add(Options = new TI.TagReference(this, TagGroups.rmop));
			// tag block [0x18] [categories]
				// string id
				// tag block [0x1C] [options]
					// string id
					// tag reference [rmop]
					// unknown [0x8]
				// unknown [0x8]
			// tag block [0x10]
				// word
				// word (enum?)
				// tag block [0x4]
					// word
					// word
			// tag block [0x10]
				// word
				// unknown [0xE]
			Add(PixelShader = new TI.TagReference(this, TagGroups.glps));
			Add(VertexShader = new TI.TagReference(this, TagGroups.glvs));
			Add(new TI.UnknownPad(
				4 +	// only seen this be 0 or 1 as a dword
				4));// never seen this used
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:25,代码来源:Shaders.cs


示例2: contrail_group

		public contrail_group() : base(19)
		{
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(ScaleFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));

			Add(PointGenerationRate = new TI.Real());
			Add(PointVelocity = new TI.RealBounds());
			Add(PointVelocityConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(InheritedVelocityFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(RenderType = new TI.Enum());
			Add(new TI.Pad(2));
			Add(TextureRepeatsU = new TI.Real());
			Add(TextureRepeatsV = new TI.Real());
			Add(TextureAnimationU = new TI.Real());
			Add(TextureAnimationV = new TI.Real());
			Add(AnimationRate = new TI.Real());
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(FirstSequenceIndex = new TI.ShortInteger());
			Add(SequenceCount = new TI.ShortInteger());
			Add(new TI.Pad(64));

			// Map is 'Secondary Map'
			Add(ShaderMap = new TI.Struct<shader_map_struct>(this));
			Add(PointStates = new TI.Block<contrail_point_states_block>(this, 16));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:25,代码来源:ObjectWidgets.cs


示例3: sound_group

		public sound_group() : base(26)
		{
			Add(Flags = new TI.Flags());
			Add(Class = new TI.Enum());
			Add(SampleRate = new TI.Enum());
			Add(Distance = new TI.RealBounds());
			Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(RandomPitchBounds = new TI.RealBounds());
			Add(InnerConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(OuterConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(OuterConeGain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(GainModifier = new TI.Real());
			Add(MaxBendPerSecond = new TI.Real());
			Add(new TI.Pad(12));
			Add(SkipFractionModifier1 = new TI.Real());
			Add(GainModifier1 = new TI.Real());
			Add(PitchModifier1 = new TI.Real());
			Add(new TI.Pad(12));
			Add(SkipFractionModifier2 = new TI.Real());
			Add(GainModifier2 = new TI.Real());
			Add(PitchModifier2 = new TI.Real());
			Add(new TI.Pad(12));
			Add(Encoding = new TI.Enum());
			Add(Compression = new TI.Enum());
			Add(PromotionSound = new TI.TagReference(this, TagGroups.snd_));
			Add(PromotionCount = new TI.ShortInteger());
			Add(new TI.Pad(2 + 20));
			Add(PitchRanges = new TI.Block<sound_pitch_range_block>(this, 8));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:29,代码来源:Sound.cs


示例4: breakable_surface_group

		public breakable_surface_group() : base(5)
		{
			Add(MaximumVitality = new TI.Real());
			Add(Effect = new TI.TagReference(this, TagGroups.effe));
			Add(Sound = new TI.TagReference(this, TagGroups.snd_));
			Add(ParticleEffects = new TI.Block<particle_system_definition_block_new>(this, 32));
			Add(ParticleDensity = new TI.Real());
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:Bsp.cs


示例5: scenario_structure_bsps_block

		public scenario_structure_bsps_block() : base(4)
		{
			// Offset to this bsp's scenario_structure_bsps_header
			Add(Offset = new TI.LongInteger());
			Add(Size = new TI.LongInteger());
			Add(Data = new TI.Skip(4 // address
				+ 4)); // pad
			Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Scenario.cs


示例6: object_attachment_block

			public object_attachment_block() : base(6)
			{
				Add(Type = new TI.TagReference(this));
				Add(Marker = new TI.String());
				Add(PrimaryScale = new TI.Enum());
				Add(SecondaryScale = new TI.Enum());
				Add(ChangeColor = new TI.Enum());
				Add(new TI.Pad(2 + 16));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Objects.cs


示例7: grenades_block

			public grenades_block() : base(6)
			{
				Add(MaxCount = new TI.ShortInteger());
				Add(new TI.Pad(2));
				Add(ThrowingEffect = new TI.TagReference(this, TagGroups.effe));
				Add(HudInterface = new TI.TagReference(this, TagGroups.grhi));
				Add(Equipment = new TI.TagReference(this, TagGroups.eqip));
				Add(Projectile = new TI.TagReference(this, TagGroups.proj));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Globals.cs


示例8: global_shader_parameter_block

		public global_shader_parameter_block() : base(7)
		{
			/*0x00*/Add(Name = new TI.StringId());
			/*0x04*/Add(Type = new TI.Enum());
			/*0x06*/Add(RuntimeFlags = new TI.Flags(TI.FieldType.WordFlags)); // was Pad
			/*0x08*/Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			/*0x18*/Add(ConstValue = new TI.Real());
			/*0x1C*/Add(ConstColor = new TI.RealColor());
			/*0x28*/Add(AnimationProperties = new TI.Block<shader_animation_property_block>(this, 14));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Shaders.cs


示例9: contrail_point_states_block

			public contrail_point_states_block() : base(8)
			{
				Add(Duration = new TI.RealBounds());
				Add(TransitionDuration = new TI.RealBounds());
				Add(Physics = new TI.TagReference(this, TagGroups.phys));
				Add(new TI.Pad(32));
				Add(Width = new TI.Real());
				Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
				Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
				Add(ScaleFlags = new TI.Flags());
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:11,代码来源:ObjectWidgets.cs


示例10: antenna_group

		public antenna_group() : base(9)
		{
			Add(AttachmentMarkerName = new TI.String());
			Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm));
			Add(Physics = new TI.TagReference(this, TagGroups.phys));
			Add(new TI.Pad(80));
			Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(FalloffPixels = new TI.Real());
			Add(CutoffPixels = new TI.Real());
			Add(new TI.Pad(40));
			Add(Vertices = new TI.Block<antenna_vertex_block>(this, 20));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:12,代码来源:ObjectWidgets.cs


示例11: scenario_structure_bsp_reference_block

		public scenario_structure_bsp_reference_block()
		{
			Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
			Add(Design = new TI.TagReference(this, TagGroups.sddt));
			Add(LightingInfo = new TI.TagReference(this, TagGroups.stli));
			Add(new TI.Skip(
				4 + // may be a index
				16 +
				1 +
				1 + // index to 2nd tag block in scenario
				2 + // index
				4
				));
			Add(Cubemap = new TI.TagReference(this, TagGroups.bitm));
			Add(Wind = new TI.TagReference(this, TagGroups.wind));
			Add(new TI.Pad(4));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Scenario.cs


示例12: global_hud_interface_element_struct

		public global_hud_interface_element_struct() : base(14)
		{
			Add(AnchorOffset = new TI.Point2D());
			Add(WidthScale = new TI.Real());
			Add(HeightScale = new TI.Real());
			Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2 + 20));
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(DefaultColor = new TI.Color());
			Add(FlashingColor = new TI.Color());
			Add(FlashPeriod = new TI.Real());
			Add(FlashDelay = new TI.Real());
			Add(NumberOfFlashes = new TI.ShortInteger());
			Add(FlashFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(FlashLength = new TI.Real());
			Add(DisabledColor = new TI.Color());

			// i think the 4 byte padding that follows this should be here...
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:19,代码来源:Hud.cs


示例13: shader_map_struct

		public shader_map_struct() : base(13)
		{
			Add(new TI.Pad(40));
			Add(ShaderFlags = TI.Flags.Word);
			Add(FramebufferBlendFunction = new TI.Enum());
			Add(FramebufferFadeMode = new TI.Enum());
			Add(ShaderMapFlags = TI.Flags.Word);
			Add(new TI.Pad(28));

			Add(MapBitmap = new TI.TagReference(this, TagGroups.bitm));
			
			Add(MapAnchor = new TI.Enum());
			Add(MapFlags = TI.Flags.Word);
			
			Add(MapAnimation = new TI.Struct<shader_animation_struct>(this));
			
			// 28
			Add(new TI.Pad(4));
			Add(ZSpriteRadiusScale = new TI.Real());
			Add(new TI.Pad(20));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:21,代码来源:Shaders.cs


示例14: global_hud_meter_struct

		public global_hud_meter_struct() : base(20)
		{
			Add(AnchorOffset = new TI.Point2D());
			Add(WidthScale = new TI.Real());
			Add(HeightScale = new TI.Real());
			Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2 + 20));
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(ColorAtMeterMin = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(ColorAtMeterMax = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(FlashColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(EmptyColor = new TI.Color());
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags));
			Add(MinMeterValue = new TI.ByteInteger());
			Add(SequenceIndex = new TI.ShortInteger());
			Add(AlphaMul = new TI.ByteInteger());
			Add(AlphaBias = new TI.ByteInteger());
			Add(ValueScale = new TI.ShortInteger());
			Add(Opacity = new TI.Real());
			Add(Translucency = new TI.Real());
			Add(DisabledColor = new TI.Color());
			Add(new TI.Pad(16));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:23,代码来源:Hud.cs


示例15: scenario_netgame_equipment_block

			public scenario_netgame_equipment_block() : base(12)
			{
				Add(Flags = new TI.Flags());
				Add(Type0 = new TI.Enum());
				Add(Type1 = new TI.Enum());
				Add(Type2 = new TI.Enum());
				Add(Type3 = new TI.Enum());
				Add(TeamIndex = new TI.ShortInteger());
				Add(SpawnTime = new TI.ShortInteger());
				Add(new TI.Pad(48));
				Add(Position = new TI.RealPoint3D());
				Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
				Add(ItemCollection = new TI.TagReference(this, TagGroups.itmc));
				Add(new TI.Pad(48));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:15,代码来源:Scenario.cs


示例16: scenario_profiles_block

			public scenario_profiles_block() : base(14)
			{
				Add(Name = new TI.String());
				Add(StartingHealthMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
				Add(StartingShieldMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
				Add(PrimaryWeapon = new TI.TagReference(this, TagGroups.weap));
				Add(PrimaryRoundsLoaded = new TI.ShortInteger());
				Add(PrimaryRoundsTotal = new TI.ShortInteger());
				Add(SecondaryWeapon = new TI.TagReference(this, TagGroups.weap));
				Add(SecondaryRoundsLoaded = new TI.ShortInteger());
				Add(SecondaryRoundsTotal = new TI.ShortInteger());
				Add(StartingFrags = new TI.ByteInteger());
				Add(StartingPlasmas = new TI.ByteInteger());
				Add(StartingUnknownFrags = new TI.ByteInteger());
				Add(StartingUnknownPlasmas = new TI.ByteInteger());
				Add(new TI.Pad(20));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Scenario.cs


示例17: scenario_netgame_flags_block

			public scenario_netgame_flags_block() : base(6)
			{
				Add(Position = new TI.RealPoint3D());
				Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
				Add(Type = new TI.Enum());
				Add(TeamIndex = new TI.ShortInteger());
				Add(WeaponGroup = new TI.TagReference(this, TagGroups.itmc));
				Add(new TI.Pad(112));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Scenario.cs


示例18: weapon_hud_overlays_block

			public weapon_hud_overlays_block() : base(7)
			{
				Add(StateAttachedTo = new TI.Enum());
				Add(new TI.Pad(2));
				Add(CanUseOnMapType = new TI.Enum());
				Add(new TI.Pad(2 + 28));
				Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
				Add(Overlays = new TI.Block<weapon_hud_overlay_block>(this, 16));
				Add(new TI.Pad(40));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Hud.cs


示例19: scenario_object_palette_block

			public scenario_object_palette_block() : base(2)
			{
				Add(Name = new TI.TagReference(this, TagGroups.obje));
				Add(new TI.Pad(32));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:5,代码来源:Scenario.cs


示例20: scenario_group

		public scenario_group() : base(69)
		{
			Add(DontUse = new TI.TagReference(this, TagGroups.sbsp));
			Add(WontUse = new TI.TagReference(this, TagGroups.sbsp));
			Add(CantUse = new TI.TagReference(this, TagGroups.sky_));
			Add(Skies = new TI.Block<field_block<TI.TagReference>>(this, 8));
			Add(Type = new TI.Enum());
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(TI.Pad.BlockHalo1); // child scenarios, tag block data wasn't removed in stubbs for some reason
			Add(LocalNorth = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(new TI.Pad(20 + 136));
			Add(PredictedResources = new TI.Block<predicted_resource_block>(this, 1024));
			Add(Functions = new TI.Block<scenario_function_block>(this, 32));
			Add(EditorData = new TI.Data(this));
			Add(Comments = new TI.Block<editor_comment_block>(this, 1024));
			Add(new TI.Pad(224));

			Add(ObjectNames = new TI.Block<scenario_object_names_block>(this, 512));
			Add(Scenery = new TI.Block<scenario_scenery_block>(this, 2000));
			Add(SceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Bipeds = new TI.Block<scenario_biped_block>(this, 128));
			Add(BipedPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Vehicles = new TI.Block<scenario_vehicle_block>(this, 80));
			Add(VehiclePalette = new TI.Block<scenario_object_palette_block>(this, 100)); // silly bungie, why would u want to have up to 100 vehicle types to choose from when you could only possibly choose 80 of them?
			Add(Equipment = new TI.Block<scenario_equipment_block>(this, 256));
			Add(EquipmentPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Weapons = new TI.Block<scenario_weapon_block>(this, 128));
			Add(WeaponsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(DeviceGroups = new TI.Block<device_group_block>(this, 128));
			Add(Machines = new TI.Block<scenario_machine_block>(this, 400));
			Add(MachinesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Controls = new TI.Block<scenario_control_block>(this, 100));
			Add(ControlsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(LightFixtures = new TI.Block<scenario_light_fixture_block>(this, 500));
			Add(LightFixturesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(SoundScenery = new TI.Block<scenario_sound_scenery_block>(this, 256));
			Add(SoundSceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(new TI.Pad(84));

			Add(PlayerStartingProfile = new TI.Block<scenario_profiles_block>(this, 256));
			Add(PlayerStartingLocations = new TI.Block<scenario_players_block>(this, 256));
			Add(TriggerVolumes = new TI.Block<scenario_trigger_volume_block>(this, 256));
			Add(RecordedAnimations = new TI.Block<recorded_animation_block>(this, 1024));
			Add(NetgameFlags = new TI.Block<scenario_netgame_flags_block>(this, 200));
			Add(NetgameEquipment = new TI.Block<scenario_netgame_equipment_block>(this, 200));
			Add(StartingEquipment = new TI.Block<scenario_starting_equipment_block>(this, 200));
			Add(BspSwitchTriggerVolumes = new TI.Block<scenario_bsp_switch_trigger_volume_block>(this, 256));
			Add(Decals = new TI.Block<scenario_decals_block>(this, 65536));
			Add(DecalPalette = new TI.Block<field_block<TI.TagReference>>(this, 128));
			Add(DetailObjectCollectionPalette = new TI.Block<field_block<TI.TagReference>>(this, 32));
			Add(new TI.Pad(84));

			Add(ActorPalette = new TI.Block<field_block<TI.TagReference>>(this, 64));
			Add(Encounters = new TI.Block<encounter_block>(this, 128));
			Add(CommandLists = new TI.Block<ai_command_list_block>(this, 256));
			Add(AiAnimationReferences = new TI.Block<ai_animation_reference_block>(this, 128));
			Add(AiScriptReferences = new TI.Block<ai_script_reference_block>(this, 128));
			Add(AiRecordingReferences = new TI.Block<ai_recording_reference_block>(this, 128));
			Add(AiConverstaions = new TI.Block<ai_conversation_block>(this, 128));

			Add(ScriptSyntaxData = new TI.Data(this, BlamLib.TagInterface.DataType.ScriptNode));
			Add(ScriptStringData = new TI.Data(this));
			Add(Scripts = new TI.Block<hs_scripts_block>(this, 512));
			Add(Globals = new TI.Block<hs_globals_block>(this, 128));
			Add(References = new TI.Block<hs_references_block>(this, 256));
			Add(SourceFiles = new TI.Block<hs_source_files_block>(this, 8));
			Add(new TI.Pad(24));

			Add(CutsceneFlags = new TI.Block<scenario_cutscene_flag_block>(this, 512));
			Add(CutsceneCameraPoints = new TI.Block<scenario_cutscene_camera_point_block>(this, 512));
			Add(CutsceneTitles = new TI.Block<scenario_cutscene_title_block>(this, 64));
			Add(new TI.Pad(108));

			Add(CustomObjectNames = new TI.TagReference(this, TagGroups.ustr));
			Add(IngameHelpText = new TI.TagReference(this, TagGroups.ustr));
			Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_));
			Add(StructureBsps = new TI.Block<scenario_structure_bsps_block>(this, 16));

			//Skies.Definition.Value.ResetReferenceGroupTag(TagGroups.sky_);
			//SceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.scen);
			//BipedPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.bipd);
			//VehiclePalette.Definition.Name.ResetReferenceGroupTag(TagGroups.vehi);
			//EquipmentPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.eqip);
			//WeaponsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.weap);
			//MachinesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.mach);
			//ControlsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ctrl);
			//LightFixturesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.lifi);
			//SoundSceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ssce);
			//DecalPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.deca);
			//ActorPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.actr);
			//DetailObjectCollectionPalette.ResetReferenceGroupTag(TagGroups.dobc);
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:92,代码来源:Scenario.cs



注:本文中的BlamLib.TagInterface.TagReference类示例整理自Github/MSDocs等源码及文档管理平台,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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C# Flexibility.StructureValueCollection类代码示例发布时间:2022-05-24
下一篇:
C# TI.Block类代码示例发布时间:2022-05-24
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap