• 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++ AddEscortState函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了AddEscortState函数的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: StopPath

void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* /*invoker*/)
{
    if (me->isInCombat())// no wp movement in combat
    {
        sLog->outError("SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
        return;
    }
    if (HasEscortState(SMART_ESCORT_ESCORTING))
        StopPath();
    if (path)
        if (!LoadPath(path))
            return;
    if (!mWayPoints || mWayPoints->empty())
        return;

    AddEscortState(SMART_ESCORT_ESCORTING);
    mCanRepeatPath = repeat;

    SetRun(run);

    WayPoint* wp = GetNextWayPoint();
    if (wp)
    {
        me->GetPosition(&mLastOOCPos);
        me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
        GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, NULL, wp->id, GetScript()->GetPathId());
    }
}
开发者ID:Hacker0771,项目名称:al335,代码行数:28,代码来源:SmartAI.cpp


示例2: debug_log

void npc_escortAI::EnterEvadeMode()
{
    m_creature->RemoveAllAurasOnEvade();
    m_creature->DeleteThreatList();
    m_creature->CombatStop(true);
    m_creature->SetLootRecipient(NULL);

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        // We have left our path
        if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE)
        {
            debug_log("SD2: EscortAI has left combat and is now returning to CombatStartPosition.");

            AddEscortState(STATE_ESCORT_RETURNING);

            float fPosX, fPosY, fPosZ;
            m_creature->GetCombatStartPosition(fPosX, fPosY, fPosZ);
            m_creature->GetMotionMaster()->MovePoint(POINT_LAST_POINT, fPosX, fPosY, fPosZ);
        }
    }
    else
        m_creature->GetMotionMaster()->MoveTargetedHome();

    Reset();
}
开发者ID:AtVirus,项目名称:server,代码行数:26,代码来源:escort_ai.cpp


示例3: _EnterEvadeMode

void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
{
    if (!me->IsAlive() || me->IsInEvadeMode())
        return;

    me->RemoveAurasOnEvade();

    me->AddUnitState(UNIT_STATE_EVADE);
    _EnterEvadeMode();

    GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db

    SetRun(mRun);
    if (HasEscortState(SMART_ESCORT_ESCORTING))
    {
        AddEscortState(SMART_ESCORT_RETURNING);
        ReturnToLastOOCPos();
    }
    else if (mFollowGuid)
    {
        if (Unit* target = ObjectAccessor::GetUnit(*me, mFollowGuid))
            me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);

        // evade is not cleared in MoveFollow, so we can't keep it
        me->ClearUnitState(UNIT_STATE_EVADE);
    }
    else
        me->GetMotionMaster()->MoveTargetedHome();

    if (!HasEscortState(SMART_ESCORT_ESCORTING))//dont mess up escort movement after combat
        SetRun(mRun);
}
开发者ID:DanielBallaSZTE,项目名称:TrinityCorePreWOTLK,代码行数:32,代码来源:SmartAI.cpp


示例4: GetScript

void SmartAI::EnterEvadeMode()
{
    if (!me->isAlive())
        return;

    me->RemoveAllAuras();
    me->DeleteThreatList();
    me->CombatStop(true);
    me->LoadCreaturesAddon();
    me->SetLootRecipient(NULL);
    me->ResetPlayerDamageReq();

    GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db

    SetRun(mRun);
    if (HasEscortState(SMART_ESCORT_ESCORTING))
    {
        AddEscortState(SMART_ESCORT_RETURNING);
        ReturnToLastOOCPos();
    } else if (mFollowGuid) {
        if (Unit* target = me->GetUnit(*me, mFollowGuid))
            me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
    } else {
        me->GetMotionMaster()->MoveTargetedHome();
    }

    Reset();
}
开发者ID:sacel,项目名称:StrawberryEMU,代码行数:28,代码来源:SmartAI.cpp


示例5: AddEscortState

void SmartAI::PausePath(uint32 delay, bool forced)
{
    if (!HasEscortState(SMART_ESCORT_ESCORTING))
        return;

    if (HasEscortState(SMART_ESCORT_PAUSED))
    {
        sLog->outError("SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
        return;
    }

    AddEscortState(SMART_ESCORT_PAUSED);
    mWPPauseTimer = delay;
    if (forced && !mWPReached)
    {
        mForcedPaused = forced;
        SetRun(mRun);
        if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
            me->GetMotionMaster()->MovementExpired();

        me->StopMoving();
        me->GetMotionMaster()->MoveIdle();//force stop
    }
    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, NULL, mCurrentWPID, GetScript()->GetPathId());
}
开发者ID:Keader,项目名称:Sunwell,代码行数:25,代码来源:SmartAI.cpp


示例6: error_log

//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
    if (m_creature->getVictim())
    {
        error_log("SD2: EscortAI attempt to Start while in combat.");
        return;
    }

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        error_log("SD2: EscortAI attempt to Start while already escorting.");
        return;
    }

    /*if (!WaypointList.empty())
        WaypointList.clear();*/

    FillPointMovementListForCreature();

    if (WaypointList.empty())
    {
        error_db_log("SD2: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint).");
        return;
    }

    //set variables
    m_bIsRunning = bRun;

    m_uiPlayerGUID = uiPlayerGUID;
    m_pQuestForEscort = pQuest;

    m_bCanInstantRespawn = bInstantRespawn;
    m_bCanReturnToStart = bCanLoopPath;

    if (m_bCanReturnToStart && m_bCanInstantRespawn)
        debug_log("SD2: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");

    if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
    {
        m_creature->GetMotionMaster()->MovementExpired();
        m_creature->GetMotionMaster()->MoveIdle();
        debug_log("SD2: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
    }

    //disable npcflags
    m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);

    debug_log("SD2: EscortAI started with " SIZEFMTD " waypoints. Run = %d, PlayerGUID = " UI64FMTD, WaypointList.size(), m_bIsRunning, m_uiPlayerGUID);

    CurrentWP = WaypointList.begin();

    //Set initial speed
    if (m_bIsRunning)
        m_creature->RemoveSplineFlag(SPLINEFLAG_WALKMODE);

    AddEscortState(STATE_ESCORT_ESCORTING);

    JustStartedEscort();
}
开发者ID:Danstahr,项目名称:ScriptDev2,代码行数:60,代码来源:escort_ai.cpp


示例7: AddEscortState

void npc_escortAI::SetEscortPaused(bool bPaused) {
	if (!HasEscortState(STATE_ESCORT_ESCORTING))
		return;

	if (bPaused)
		AddEscortState(STATE_ESCORT_PAUSED);
	else
		RemoveEscortState(STATE_ESCORT_PAUSED);
}
开发者ID:Bootz,项目名称:DeepshjirRepack,代码行数:9,代码来源:ScriptedEscortAI.cpp


示例8: GetScript

void SmartAI::EnterEvadeMode()
{
    // xinef: fixes strange jumps when charming SmartAI npc
    if (!me->IsAlive() || me->IsInEvadeMode())
        return;
    
    if (IS_PLAYER_GUID(me->GetCharmerGUID()) || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
    {
        me->AttackStop();
        return;
    }

    me->RemoveEvadeAuras();

    me->AddUnitState(UNIT_STATE_EVADE);
    me->DeleteThreatList();
    me->CombatStop(true);
    me->LoadCreaturesAddon(true);
    me->SetLootRecipient(NULL);
    me->ResetPlayerDamageReq();
    me->SetLastDamagedTime(0);

    GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db

    SetRun(mRun);
    if (HasEscortState(SMART_ESCORT_ESCORTING))
    {
        AddEscortState(SMART_ESCORT_RETURNING);
        ReturnToLastOOCPos();
    }
    else if (mFollowGuid)
    {
        if (Unit* target = ObjectAccessor::GetUnit(*me, mFollowGuid))
            me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
        me->ClearUnitState(UNIT_STATE_EVADE);

        // xinef: do not forget to reset scripts as we wont call reached home
        GetScript()->OnReset();
    }
    else
    {
        me->GetMotionMaster()->MoveTargetedHome();
        
        // xinef: do not forget to reset scripts as we wont call reached home
        if (!me->HasUnitState(UNIT_STATE_EVADE))
            GetScript()->OnReset();
    }
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:48,代码来源:SmartAI.cpp


示例9: script_error_log

// TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bRun, const Player* pPlayer, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
    if (m_creature->getVictim())
    {
        script_error_log("EscortAI attempt to Start while in combat.");
        return;
    }

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        script_error_log("EscortAI attempt to Start while already escorting.");
        return;
    }

    if (!pSystemMgr.GetPathInfo(m_creature->GetEntry(), 1))
    {
        script_error_log("EscortAI attempt to start escorting for %s, but has no waypoints loaded", m_creature->GetGuidStr().c_str());
        return;
    }

    // set variables
    m_bIsRunning = bRun;

    m_playerGuid = pPlayer ? pPlayer->GetObjectGuid() : ObjectGuid();
    m_pQuestForEscort = pQuest;

    m_bCanInstantRespawn = bInstantRespawn;
    m_bCanReturnToStart = bCanLoopPath;

    if (m_bCanReturnToStart && m_bCanInstantRespawn)
        debug_log("SD2: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");

    // disable npcflags
    m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);

    AddEscortState(STATE_ESCORT_ESCORTING);

    // Set initial speed
    m_creature->SetWalk(!m_bIsRunning);

    m_creature->StopMoving();

    // Start moving along the path with 2500ms delay
    m_creature->GetMotionMaster()->Clear(false, true);
    m_creature->GetMotionMaster()->MoveWaypoint(1, 3, 2500);

    JustStartedEscort();
}
开发者ID:killerwife,项目名称:mangos-classic,代码行数:49,代码来源:escort_ai.cpp


示例10: AddEscortState

void npc_escortAI::SetEscortPaused(bool bPaused)
{
    if (!HasEscortState(STATE_ESCORT_ESCORTING))
        return;

    if (bPaused)
    {
        AddEscortState(STATE_ESCORT_PAUSED);
        m_creature->addUnitState(UNIT_STAT_WAYPOINT_PAUSED);
    }
    else
    {
        RemoveEscortState(STATE_ESCORT_PAUSED);
        m_creature->clearUnitState(UNIT_STAT_WAYPOINT_PAUSED);
    }
}
开发者ID:killerwife,项目名称:mangos-classic,代码行数:16,代码来源:escort_ai.cpp


示例11: AddEscortState

void npc_escortAI::AttackStart(Unit* pWho)
{
    if (!pWho)
        return;

    if (me->Attack(pWho, true))
    {
        if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE && !HasEscortState(STATE_ESCORT_INCOMBAT))
            AddEscortState(STATE_ESCORT_INCOMBAT);

        if (IsCombatMovement())
        {
            me->StopMoving();
            me->GetMotionMaster()->MoveChase(pWho);
        }
    }
}
开发者ID:Blumfield,项目名称:ptc2,代码行数:17,代码来源:escort_ai.cpp


示例12: GetScript

void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
{
    if (mEvadeDisabled)
    {
        GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);
        return;
    }

    if (!IsAIControlled())
    {
        me->AttackStop();
        return;
    }

    if (!_EnterEvadeMode())
        return;

    me->AddUnitState(UNIT_STATE_EVADE);

    GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); // must be after _EnterEvadeMode (spells, auras, ...)

    SetRun(mRun);

    if (Unit* owner = me->GetCharmerOrOwner())
    {
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
        me->ClearUnitState(UNIT_STATE_EVADE);
    }
    else if (HasEscortState(SMART_ESCORT_ESCORTING))
    {
        AddEscortState(SMART_ESCORT_RETURNING);
        ReturnToLastOOCPos();
    }
    else if (Unit* target = mFollowGuid ? ObjectAccessor::GetUnit(*me, mFollowGuid) : nullptr)
    {
        me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
        // evade is not cleared in MoveFollow, so we can't keep it
        me->ClearUnitState(UNIT_STATE_EVADE);
    }
    else
        me->GetMotionMaster()->MoveTargetedHome();

    if (!me->HasUnitState(UNIT_STATE_EVADE))
        GetScript()->OnReset();
}
开发者ID:lasyan3,项目名称:TrinityCore,代码行数:45,代码来源:SmartAI.cpp


示例13: AddEscortState

void npc_escortAI::EnterEvadeMode()
{
    m_creature->RemoveAllAuras();
    m_creature->DeleteThreatList();
    m_creature->CombatStop(true);
    m_creature->SetLootRecipient(NULL);

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        AddEscortState(STATE_ESCORT_RETURNING);
        ReturnToLastPoint();
        debug_log("TSCR: EscortAI has left combat and is now returning to last point");
    }
    else
    {
        m_creature->GetMotionMaster()->MoveTargetedHome();
        Reset();
    }
}
开发者ID:LordVoldemort,项目名称:Shindorei,代码行数:19,代码来源:escort_ai.cpp


示例14: AddEscortState

void SmoothEscortAI::AttackStart(Unit* who)
{
    if (!who)
        return;

    if (me->Attack(who, true))
    {
        if (!HasEscortState(ESCORT_STATE_COMBAT))
        {
            AddEscortState(ESCORT_STATE_COMBAT);
            me->StopMoving();
            Position pos;
            me->GetPosition(&pos);
            me->SetHomePosition(pos);
        }

        if (IsCombatMovementAllowed())
            me->GetMotionMaster()->MoveChase(who);
    }
}
开发者ID:Exodius,项目名称:chuspi,代码行数:20,代码来源:ScriptedSmoothEscortAI.cpp


示例15: AddEscortState

void SmartAI::PausePath(uint32 delay, bool forced)
{
    if (!HasEscortState(SMART_ESCORT_ESCORTING))
        return;
    if (HasEscortState(SMART_ESCORT_PAUSED))
    {
        sLog->outError("SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
        return;
    }
    mForcedPaused = forced;
    me->GetPosition(&mLastOOCPos);
    AddEscortState(SMART_ESCORT_PAUSED);
    mWPPauseTimer = delay;
    if (forced)
    {
        SetRun(mRun);
        me->StopMoving();//force stop
        me->GetMotionMaster()->MoveIdle();//force stop
    }
    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, NULL, mLastWP->id, GetScript()->GetPathId());
}
开发者ID:AdrElecTro,项目名称:TrinityCore,代码行数:21,代码来源:SmartAI.cpp


示例16: AddEscortState

void npc_escortAI::EnterEvadeMode(EvadeReason /*why*/)
{
    me->RemoveAllAuras();
    me->DeleteThreatList();
    me->CombatStop(true);
    me->SetLootRecipient(NULL);

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        AddEscortState(STATE_ESCORT_RETURNING);
        ReturnToLastPoint();
        TC_LOG_DEBUG("scripts", "EscortAI has left combat and is now returning to last point");
    }
    else
    {
        me->GetMotionMaster()->MoveTargetedHome();
        if (HasImmuneToNPCFlags)
            me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
        Reset();
    }
}
开发者ID:Lyill,项目名称:TrinityCore,代码行数:21,代码来源:ScriptedEscortAI.cpp


示例17: TC_LOG_ERROR

void SmartAI::PausePath(uint32 delay, bool forced)
{
    if (!HasEscortState(SMART_ESCORT_ESCORTING))
        return;

    if (HasEscortState(SMART_ESCORT_PAUSED))
    {
        TC_LOG_ERROR("misc", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring.", me->GetEntry(), mCurrentWPID);
        return;
    }

    AddEscortState(SMART_ESCORT_PAUSED);
    mWPPauseTimer = delay;
    if (forced && !mWPReached)
    {
        mForcedPaused = forced;
        SetRun(mRun);
        me->StopMoving();
    }
    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, nullptr, mCurrentWPID, GetScript()->GetPathId());
}
开发者ID:Carbenium,项目名称:TrinityCore,代码行数:21,代码来源:SmartAI.cpp


示例18: EnterEvadeMode

    void EnterEvadeMode()
    {
        if (!HasEscortState(STATE_ESCORT_ESCORTING))
        {
            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
            me->SetHomePosition(1845.577759f+rand_norm()*5-2.5f, 800.681152f+rand_norm()*5-2.5f, 44.104248f, M_PI);
        }

        me->DeleteThreatList();
        me->CombatStop(true);
        if (HasEscortState(STATE_ESCORT_ESCORTING))
        {
            AddEscortState(STATE_ESCORT_RETURNING);
            ReturnToLastPoint();
        }
        else
        {
            me->GetMotionMaster()->MoveTargetedHome();
            Reset();
        }
        me->ClearUnitState(UNIT_STATE_EVADE);
    }
开发者ID:Helias,项目名称:azerothcore-wotlk,代码行数:22,代码来源:violet_hold.cpp


示例19: StopPath

void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
{
    if (me->IsInCombat())// no wp movement in combat
    {
        sLog->outError("SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
        return;
    }

    if (HasEscortState(SMART_ESCORT_ESCORTING))
        StopPath();

    if (path)
    {
        if (!LoadPath(path))
            return;
    }

    if (!mWayPoints || mWayPoints->empty())
        return;

    if (WayPoint* wp = GetNextWayPoint())
    {
        AddEscortState(SMART_ESCORT_ESCORTING);
        mCanRepeatPath = repeat;
        SetRun(run);

        if (invoker && invoker->GetTypeId() == TYPEID_PLAYER)
        {
            mEscortNPCFlags = me->GetUInt32Value(UNIT_NPC_FLAGS);
            me->SetUInt32Value(UNIT_NPC_FLAGS, 0);
        }

        Movement::PointsArray pathPoints;
        GenerateWayPointArray(&pathPoints);

        me->GetMotionMaster()->MoveSplinePath(&pathPoints);
        GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, NULL, wp->id, GetScript()->GetPathId());
    }
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:39,代码来源:SmartAI.cpp


示例20: RemoveAuras

void SmartAI::EnterEvadeMode()
{
    if (!me->isAlive() || me->IsInEvadeMode())
        return;

    RemoveAuras();

    me->AddUnitState(UNIT_STATE_EVADE);
    me->DeleteThreatList();
    me->CombatStop(true);
    me->LoadCreaturesAddon();
    me->SetLootRecipient(NULL);
    me->ResetPlayerDamageReq();

    GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db

    SetRun(mRun);
    if (HasEscortState(SMART_ESCORT_ESCORTING))
    {
        AddEscortState(SMART_ESCORT_RETURNING);
        ReturnToLastOOCPos();
    }
    else if (mFollowGuid)
    {
        if (Unit* target = me->GetUnit(*me, mFollowGuid))
            me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
    }
    else
    {
        mCanCombatMove = true;
        me->GetMotionMaster()->MoveTargetedHome();
    }

    //sLog->OutSpecialLog("SmartAI::EnterEvadeMode Entry %u" , me->GetEntry());

    if (!HasEscortState(SMART_ESCORT_ESCORTING)) // Don't mess up escort movement after combat.
        SetRun(mRun);
}
开发者ID:Expery,项目名称:Core,代码行数:38,代码来源:SmartAI.cpp



注:本文中的AddEscortState函数示例整理自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++ AddEvent函数代码示例发布时间:2022-05-30
下一篇:
C++ AddError函数代码示例发布时间:2022-05-30
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