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Unity3D第一人称控制器C#脚本

原作者: [db:作者] 来自: [db:来源] 收藏 邀请
CharacterMotor.cs
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

[RequireComponent(typeof(CharacterController))]   
[AddComponentMenu("Character/Character Motor")]   

public class CharacterMotor : MonoBehaviour {   
    
    // Does this script currently respond to input?   
    public bool canControl  = true;   
    
    public bool useFixedUpdate = true;   
    
    // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.   
    // Very handy for organization!   
    
    // The current global direction we want the character to move in.   
    [System.NonSerialized]   
    public Vector3 inputMoveDirection = Vector3.zero;   
    
    // Is the jump button held down? We use this interface instead of checking   
    // for the jump button directly so this script can also be used by AIs.   
    [System.NonSerialized]   
    public bool inputJump  = false;   
    
    [System.Serializable]   
    public class CharacterMotorMovement   
    {   
        
        // The maximum horizontal speed when moving   
        public float maxForwardSpeed = 10.0f;   
        public float maxSidewaysSpeed = 10.0f;   
        public float maxBackwardsSpeed = 10.0f;   
        
        // Curve for multiplying speed based on slope (negative = downwards)   
        public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));   
        
        // How fast does the character change speeds?  Higher is faster.   
        public float maxGroundAcceleration = 30.0f;   
        public float maxAirAcceleration = 20.0f;   
        
        // The gravity for the character   
        public float gravity = 10.0f;   
        public float maxFallSpeed = 20.0f;   
        
        // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.   
        // Very handy for organization!   
        
        // The last collision flags returned from controller.Move   
        [System.NonSerialized]   
        public CollisionFlags collisionFlags;    
        
        // We will keep track of the character's current velocity,   
        [System.NonSerialized]   
        public Vector3 velocity;   
        
        // This keeps track of our current velocity while we're not grounded   
        [System.NonSerialized]   
        public Vector3 frameVelocity = Vector3.zero;   
        
        [System.NonSerialized]   
        public Vector3 hitPoint = Vector3.zero;   
        
        [System.NonSerialized]   
        public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);   
    }   
    
    public CharacterMotorMovement movement = new CharacterMotorMovement();   
    
    public enum MovementTransferOnJump {   
        None, // The jump is not affected by velocity of floor at all.   
        InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.   
        PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.   
        PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.   
    }   
    
    // We will contain all the jumping related variables in one helper class for clarity.      
    [System.Serializable]   
    public class CharacterMotorJumping {   
        // Can the character jump?   
        public bool enabled = true;   
        
        // How high do we jump when pressing jump and letting go immediately   
        public float baseHeight = 1.0f;   
        
        // We add extraHeight units (meters) on top when holding the button down longer while jumping   
        public float extraHeight = 4.1f;   
        
        // How much does the character jump out perpendicular to the surface on walkable surfaces?   
        // 0 means a fully vertical jump and 1 means fully perpendicular.   
        public float perpAmount  = 0.0f;   
        
        // How much does the character jump out perpendicular to the surface on too steep surfaces?   
        // 0 means a fully vertical jump and 1 means fully perpendicular.   
        public float steepPerpAmount = 0.5f;   
        
        // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.   
        // Very handy for organization!   
        
        // Are we jumping? (Initiated with jump button and not grounded yet)   
        // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.   
        [System.NonSerialized]   
        public bool jumping = false;   
        
        [System.NonSerialized]   
        public bool holdingJumpButton = false;   
        
        // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)   
        [System.NonSerialized]   
        public float lastStartTime = 0.0f;   
        
        [System.NonSerialized]   
        public float lastButtonDownTime = -100f;   
        
        [System.NonSerialized]   
        public Vector3 jumpDir = Vector3.up;   
    }   
    
    public CharacterMotorJumping  jumping = new CharacterMotorJumping();   
    
    [System.Serializable]   
    public class CharacterMotorMovingPlatform {   
        public bool enabled = true;   
        
        public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;   
        
        [System.NonSerialized]   
        public Transform hitPlatform;   
        
        [System.NonSerialized]   
        public Transform activePlatform;   
        
        [System.NonSerialized]   
        public Vector3 activeLocalPoint;   
        
        [System.NonSerialized]   
        public Vector3 activeGlobalPoint;   
        
        [System.NonSerialized]   
        public Quaternion activeLocalRotation;   
        
        [System.NonSerialized]   
        public Quaternion activeGlobalRotation;   
        
        [System.NonSerialized]   
        public Matrix4x4 lastMatrix;   
        
        [System.NonSerialized]   
        public Vector3 platformVelocity;   
        
        [System.NonSerialized]   
        public bool newPlatform;   
    }   
    
    public CharacterMotorMovingPlatform movingPlatform  = new CharacterMotorMovingPlatform();   
    
    [System.Serializable]   
    public class CharacterMotorSliding {   
        // Does the character slide on too steep surfaces?   
        public bool enabled = true;   
        
        // How fast does the character slide on steep surfaces?   
        public float slidingSpeed  = 15f;   
        
        // How much can the player control the sliding direction?   
        // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.   
        public float sidewaysControl = 1.0f;   
        
        // How much can the player influence the sliding speed?   
        // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.   
        public float speedControl  = 0.4f;   
    }   
    
    public CharacterMotorSliding sliding  = new CharacterMotorSliding();   
    
    [System.NonSerialized]   
    public bool grounded = true;   
    
    [System.NonSerialized]   
    public Vector3 groundNormal = Vector3.zero;   
    
    private Vector3  lastGroundNormal = Vector3.zero;   
    
    private Transform tr;   
    
    private CharacterController  controller ;   
    
    void Awake () {   
        controller = GetComponent <CharacterController>();   
        tr = transform;   
    }   
    
    private void UpdateFunction () {   
        // We copy the actual velocity into a temporary variable that we can manipulate.   
        Vector3 velocity  = movement.velocity;   
        
        // Update velocity based on input   
        velocity = ApplyInputVelocityChange(velocity);   
        
        // Apply gravity and jumping force   
        velocity = ApplyGravityAndJumping (velocity);   
        
        // Moving platform support   
        Vector3 moveDistance  = Vector3.zero;   
        if (MoveWithPlatform()) {   
            Vector3 newGlobalPoint  = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);   
            moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);   
            if (moveDistance != Vector3.zero)   
                controller.Move(moveDistance);   
            
            // Support moving platform rotation as well:   
            Quaternion newGlobalRotation  = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;   
            Quaternion rotationDiff  = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);   
            
            var yRotation = rotationDiff.eulerAngles.y;   
            if (yRotation != 0) {   
                // Prevent rotation of the local up vector   
                tr.Rotate(0, yRotation, 0);   
            }   
        }   
        
        // Save lastPosition for velocity calculation.   
        Vector3 lastPosition  = tr.position;   
        
        // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.   
        Vector3 currentMovementOffset = velocity * Time.deltaTime;   
        
        // Find out how much we need to push towards the ground to avoid loosing grouning   
        // when walking down a step or over a sharp change in slope.   
        float pushDownOffset  = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);   
        if (grounded)   
            currentMovementOffset -= pushDownOffset * Vector3.up;   
        
        // Reset variables that will be set by collision function   
        movingPlatform.hitPlatform = null;   
        groundNormal = Vector3.zero;   
        
        // Move our character!   
        movement.collisionFlags = controller.Move (currentMovementOffset);   
        
        movement.lastHitPoint = movement.hitPoint;   
        lastGroundNormal = groundNormal;   
        
        if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {   
            if (movingPlatform.hitPlatform != null) {   
                movingPlatform.activePlatform = movingPlatform.hitPlatform;   
                movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;   
                movingPlatform.newPlatform = true;   
            }   
        }   
        
        // Calculate the velocity based on the current and previous position.     
        // This means our velocity will only be the amount the character actually moved as a result of collisions.   
        Vector3 oldHVelocity  = new Vector3(velocity.x, 0, velocity.z);   
        movement.velocity = (tr.position - lastPosition) / Time.deltaTime;   
        Vector3 newHVelocity  = new Vector3(movement.velocity.x, 0, movement.velocity.z);   
        
        // The CharacterController can be moved in unwanted directions when colliding with things.   
        // We want to prevent this from influencing the recorded velocity.   
        if (oldHVelocity == Vector3.zero) {   
            movement.velocity = new Vector3(0, movement.velocity.y, 0);   
        }   
        else {   
            float projectedNewVelocity  = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;   
            movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;   
        }   
        
        if (movement.velocity.y < velocity.y - 0.001) {   
            if (movement.velocity.y < 0) {   
                // Something is forcing the CharacterController down faster than it should.   
                // Ignore this   
                movement.velocity.y = velocity.y;   
            }   
            else {   
                // The upwards movement of the CharacterController has been blocked.   
                // This is treated like a ceiling collision - stop further jumping here.   
                jumping.holdingJumpButton = false;   
            }   
        }   
        
        // We were grounded but just loosed grounding   
        if (grounded && !IsGroundedTest()) {   
            grounded = false;   
            
            // Apply inertia from platform   
            if (movingPlatform.enabled &&   
                (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||   
             movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)   
                ) {   
                movement.frameVelocity = movingPlatform.platformVelocity;   
                movement.velocity += movingPlatform.platformVelocity;   
            }   
            
            SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);   
            // We pushed the character down to ensure it would stay on the ground if there was any.   
            // But there wasn't so now we cancel the downwards offset to make the fall smoother.   
            tr.position += pushDownOffset * Vector3.up;   
        }   
        // We were not grounded but just landed on something   
        else if (!grounded && IsGroundedTest()) {   
            grounded = true;   
            jumping.jumping = false;   
            SubtractNewPlatformVelocity();   
            
            SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);   
        }   
        
        // Moving platforms support   
        if (MoveWithPlatform()) {   
            // Use the center of the lower half sphere of the capsule as reference point.   
            // This works best when the character is standing on moving tilting platforms.    
            movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);   
            movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);   
            
            // Support moving platform rotation as well:   
            movingPlatform.activeGlobalRotation = tr.rotation;   
            movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;    
        }   
    }   
    
    void FixedUpdate () {   
        if (movingPlatform.enabled) {   
            if (movingPlatform.activePlatform != null) {   
                if (!movingPlatform.newPlatform) {   
                    Vector3 lastVelocity  = movingPlatform.platformVelocity;   
                    
                    movingPlatform.platformVelocity = (   
                                                       movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)   
                                                       - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)   
                                                       ) / Time.deltaTime;   
                }   
                movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;   
                movingPlatform.newPlatform = false;   
            }   
            else {   
                movingPlatform.platformVelocity = Vector3.zero;    
            }   
        }   
        
        if (useFixedUpdate)   
            UpdateFunction();   
    }   
    
    void Update () {   
        if (!useFixedUpdate)   
            UpdateFunction();   
    }   
    
    private Vector3 ApplyInputVelocityChange (Vector3 velocity) {      
        if (!canControl)   
            inputMoveDirection = Vector3.zero;   
        
        // Find desired velocity   
        Vector3 desiredVelocity;   
        if (grounded && TooSteep()) {   
            // The direction we're sliding in   
            desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;   
            // Find the input movement direction projected onto the sliding direction   
            var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);   
            // Add the sliding direction, the spped control, and the sideways control vectors   
            desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;   
            // Multiply with the sliding speed   
            desiredVelocity *= sliding.slidingSpeed;   
        }   
        else
            desiredVelocity = GetDesiredHorizontalVelocity();   
        
        if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {   
            desiredVelocity += movement.frameVelocity;   
            desiredVelocity.y = 0;   
        }   
        
        if (grounded)   
            desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);   
        else
            velocity.y = 0;   
        
        // Enforce max velocity change   
        float maxVelocityChange  = GetMaxAcceleration(grounded) * Time.deltaTime;   
        Vector3 velocityChangeVector  = (desiredVelocity - velocity);   
        if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {   
            velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;   
        }   
        // If we're in the air and don't have control, don't apply any velocity change at all.   
        // If we're on the ground and don't have control we do apply it - it will correspond to friction.   
        if (grounded || canControl)   
            velocity += velocityChangeVector;   
        
        if (grounded) {   
            // When going uphill, the CharacterController will automatically move up by the needed amount.   
            // Not moving it upwards manually prevent risk of lifting off from the ground.   
            // When going downhill, DO move down manually, as gravity is not enough on steep hills.   
            velocity.y = Mathf.Min(velocity.y, 0);   
        }   
        
        return velocity;   
    }   
    
    private Vector3 ApplyGravityAndJumping (Vector3 velocity) {   
        
        if (!inputJump || !canControl) {   
            jumping.holdingJumpButton = false;   
            jumping.lastButtonDownTime = -100;   
        }   
        
        if (inputJump && jumping.lastButtonDownTime < 0 && canControl)   
            jumping.lastButtonDownTime = Time.time;   
        
        if (grounded)   
            velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;   
        else {   
            velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;   
            
            // When jumping up we don't apply gravity for some time when the user is holding the jump button.   
            // This gives more control over jump height by pressing the button longer.   
            if (jumping.jumping && jumping.holdingJumpButton) {   
                // Calculate the duration that the extra jump force should have effect.   
                // If we're still less than that duration after the jumping time, apply the force.   
                if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {   
                    // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.   
                    velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;   
                }   
            }   
            
            // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.   
            velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);   
        }   
        
        if (grounded) {   
            // Jump only if the jump button was pressed down in the last 0.2 seconds.   
            // We use this check instead of checking if it's pressed down right now   
            // because players will often try to jump in the exact moment when hitting the ground after a jump   
            // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,   
            // it's confusing and it feels like the game is buggy.   
            if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {   
                grounded = false;   
                jumping.jumping = true;   
                jumping.lastStartTime = Time.time;   
                jumping.lastButtonDownTime = -100;   
                jumping.holdingJumpButton = true;   
                
                // Calculate the jumping direction   
                if (TooSteep())   
                    jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);   
                else
                    jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);   
                
                // Apply the jumping force to the velocity. Cancel any vertical velocity first.   
                velocity.y = 0;   
                velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);   
                
                // Apply inertia from platform   
                if (movingPlatform.enabled &&   
                    (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||   
                 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)   
                    ) {   
                    movement.frameVelocity = movingPlatform.platformVelocity;   
                    velocity += movingPlatform.platformVelocity;   
                }   
                
                SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);   
            }   
            else {   
                jumping.holdingJumpButton = false;   
            }   
        }   
        
        return velocity;   
    }   
    
    void OnControllerColliderHit (ControllerColliderHit hit) {   
        if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {   
            if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)   
                groundNormal = hit.normal;   
            else
                groundNormal = lastGroundNormal;   
            
            movingPlatform.hitPlatform = hit.collider.transform;   
            movement.hitPoint = hit.point;   
            movement.frameVelocity = Vector3.zero;   
        }   
    }   
    
    private IEnumerator SubtractNewPlatformVelocity () {   
        // When landing, subtract the velocity of the new ground from the character's velocity   
        // since movement in ground is relative to the movement of the ground.   
        if (movingPlatform.enabled &&   
            (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||   
         movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)   
            ) {   
            // If we landed on a new platform, we have to wait for two FixedUpdates   
            // before we know the velocity of the platform under the character   
            if (movingPlatform.newPlatform) {   
                Transform platform  = movingPlatform.activePlatform;   
                yield return new WaitForFixedUpdate();   
                yield return new WaitForFixedUpdate();   
                if (grounded && platform == movingPlatform.activePlatform)   
                    yield return 1;   
            }   
            movement.velocity -= movingPlatform.platformVelocity;   
        }   
    }   
    
    private bool MoveWithPlatform () {   
        return (   
                movingPlatform.enabled   
                && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)   
                && movingPlatform.activePlatform != null
                );   
    }   
    
    private Vector3 GetDesiredHorizontalVelocity () {   
        // Find desired velocity   
        Vector3 desiredLocalDirection  = tr.InverseTransformDirection(inputMoveDirection);   
        float maxSpeed  = MaxSpeedInDirection(desiredLocalDirection);   
        if (grounded) {   
            // Modify max speed on slopes based on slope speed multiplier curve   
            var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;   
            maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);   
        }   
        return tr.TransformDirection(desiredLocalDirection * maxSpeed);   
    }   
    
    private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {   
        Vector3 sideways  = Vector3.Cross(Vector3.up, hVelocity);   
        return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;   
    }   
    
    private bool IsGroundedTest () {   
        return (groundNormal.y > 0.01);   
    }   
    
    float GetMaxAcceleration (bool grounded) {   
        // Maximum acceleration on ground and in air   
        if (grounded)   
            return movement.maxGroundAcceleration;   
        else
            return movement.maxAirAcceleration;   
    }   
    
    float CalculateJumpVerticalSpeed (float targetJumpHeight) {   
        // From the jump height and gravity we deduce the upwards speed    
        // for the character to reach at the apex.   
        return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);   
    }   
    
    bool IsJumping () {   
        return jumping.jumping;   
    }   
    
    bool IsSliding () {   
        return (grounded && sliding.enabled && TooSteep());   
    }   
    
    bool IsTouchingCeiling () {   
        return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;   
    }   
    
    bool IsGrounded () {   
        return grounded;   
    }   
    
    bool TooSteep () {   
        return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));   
    }   
    
    Vector3 GetDirection () {   
        return inputMoveDirection;   
    }   
    
    void  SetControllable (bool controllable) {   
        canControl = controllable;   
    }   
    
    // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.   
    // The function returns the length of the resulting vector.   
    float MaxSpeedInDirection (Vector3 desiredMovementDirection) {   
        if (desiredMovementDirection == Vector3.zero)   
            return 0;   
        else {   
            float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;   
            Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;   
            float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;   
            return length;   
        }   
    }   
    
    void SetVelocity (Vector3 velocity) {   
        grounded = false;   
        movement.velocity = velocity;   
        movement.frameVelocity = Vector3.zero;   
        SendMessage("OnExternalVelocity");   
    }   
    
    //
                      

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