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5228519c4f
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new-race-m
| Author | SHA1 | Date | |
|---|---|---|---|
| 8c0a24fd44 | |||
| a151f2f293 | |||
| 4352fffde7 | |||
| 74ca0bb3d7 |
@@ -1,4 +1,6 @@
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export const audioFils = {
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tententen: "https://static.shelingxingqiu.com/shootmini/static/audio/tententen.mp3",
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点击按钮: "https://static.shelingxingqiu.com/shootmini/static/audio/%E7%82%B9%E5%87%BB%E6%8C%89%E9%92%AE.mp3",
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"20CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/20CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
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"40CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/40CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
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// 激光已校准:
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@@ -31,7 +31,7 @@ function handleTabClick(index) {
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v-for="(tab, index) in tabs"
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:key="index"
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class="tab-item"
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@click="handleTabClick(index)"
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@click="$clickSound(() => handleTabClick(index))"
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:style="{
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width: index === 1 ? '36%' : '20%',
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}"
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@@ -206,7 +206,7 @@ const goCalibration = async () => {
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<button hover-class="none" @click="() => (showHint = false)">
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取消
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</button>
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<button hover-class="none" @click="cancelMatching">确认</button>
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<button hover-class="none" @click="$clickSound(cancelMatching)">确认</button>
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</view>
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</view>
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<view v-if="hintType === 4" class="tip-content">
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@@ -112,7 +112,7 @@ const createRoom = debounce(async () => {
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<text>40厘米全环靶</text>
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</view>
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</view>
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<SButton :onClick="createRoom">创建房间</SButton>
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<SButton :onClick="() => $clickSound(createRoom)">创建房间</SButton>
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</view>
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</template>
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@@ -123,7 +123,7 @@ onBeforeUnmount(() => {
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</text>
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</view>
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</view>
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<button hover-class="none" @click="stopMatch">取消匹配</button>
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<button hover-class="none" @click="$clickSound(stopMatch)">取消匹配</button>
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</view>
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</template>
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13
src/main.js
13
src/main.js
@@ -2,12 +2,25 @@ import { createSSRApp } from 'vue'
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import { createPinia } from 'pinia'
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import piniaPluginPersistedstate from 'pinia-plugin-persistedstate'
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import App from './App.vue'
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import audioManager from './audioManager'
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export function createApp() {
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const app = createSSRApp(App)
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const pinia = createPinia()
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pinia.use(piniaPluginPersistedstate)
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app.use(pinia)
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/**
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* 全局点击音效工具函数,用于在任意按钮/元素点击时自动播放音效。
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* 用法:@click="$clickSound(handler)" 或 @click="$clickSound(() => doSomething())"
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* @param {Function} handler - 原始点击回调函数(可选,点击时直接调用)
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* @param {string} [soundKey='点击按钮'] - audioManager 中的音效 key
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*/
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app.config.globalProperties.$clickSound = (handler, soundKey = '点击按钮') => {
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audioManager.play(soundKey);
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if (typeof handler === 'function') handler();
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};
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return {
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app
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}
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@@ -443,7 +443,7 @@ onBeforeUnmount(() => {
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<PlayerSeats v-if="room.battleType === 2" :total="room.count || 10" :players="players"
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:removePlayer="removePlayer" :isOwner="owner.id === user.id" />
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<view>
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<SButton :disabled="!canClick" :onClick="getReady">
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<SButton :disabled="!canClick" :onClick="() => $clickSound(getReady)">
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{{
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allReady.value
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? "即将进入对局..."
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@@ -141,7 +141,7 @@ onLoad(async (options) => {
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<image src="../static/founded-room.png" mode="widthFix" />
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<view>
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<input placeholder="输入房间号" v-model="roomNumber" placeholder-style="color: #ccc" />
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<view @click="enterRoom(roomNumber)">进入房间</view>
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<view @click="$clickSound(() => enterRoom(roomNumber))">进入房间</view>
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</view>
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</view>
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<view class="create-room">
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@@ -155,7 +155,7 @@ onLoad(async (options) => {
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</view>
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</view>
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<view>
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<SButton width="80%" :rounded="30" :onClick="onCreateRoom">
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<SButton width="80%" :rounded="30" :onClick="() => $clickSound(onCreateRoom)">
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创建约战房
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</SButton>
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</view>
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@@ -178,7 +178,7 @@ onShareTimeline(() => {
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v-else
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src="https://static.shelingxingqiu.com/attachment/2026-01-04/dffohwtk1gwh0xfa6h.png"
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mode="widthFix"
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@click="() => toPage('/pages/my-device')"
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@click="$clickSound(() => toPage('/pages/my-device'))"
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/>
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<block v-if="user.id">
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<text v-if="!device.deviceId">绑定我的智能弓</text>
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@@ -196,10 +196,10 @@ onShareTimeline(() => {
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</BubbleTip>
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</view>
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<view class="play-card">
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<view @click="() => toPage('/pages/practise')">
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<view @click="$clickSound(() => toPage('/pages/practise'))">
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<image src="../static/my-practise.png" mode="widthFix"/>
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</view>
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<view @click="() => toPage('/pages/friend-battle')">
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<view @click="$clickSound(() => toPage('/pages/friend-battle'))">
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<image src="../static/friend-battle.png" mode="widthFix"/>
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</view>
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</view>
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@@ -211,7 +211,7 @@ onShareTimeline(() => {
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/>
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<button
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class="into-btn"
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@click="() => toPage('/pages/ranking')"
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@click="$clickSound(() => toPage('/pages/ranking'))"
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hover-class="none"
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></button>
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<view class="ranking-players" @click="toRankListPage">
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@@ -1,5 +1,5 @@
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<script setup>
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import { ref, onMounted, onBeforeUnmount, watch } from "vue";
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import { ref, onMounted, onBeforeUnmount, watch, nextTick } from "vue";
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import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
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import Container from "@/components/Container.vue";
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import BowTarget from "@/components/BowTarget.vue";
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@@ -32,6 +32,8 @@ const halfTimeTip = ref(false);
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const halfRest = ref(false);
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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/** 记录每位玩家当前半场连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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/**
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* 监听设备在线状态,大乱斗比赛进行中设备离线时弹窗提示用户
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@@ -120,6 +122,28 @@ onLoad(async (options) => {
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// });
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});
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/**
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* 检测指定玩家连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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*/
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function checkAndPlayTententen(playerId, isXRing) {
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if (!playerId) return;
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const id = parseInt(playerId);
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if (isXRing) {
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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if (xRingStreaks.value[id] >= 3) {
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xRingStreaks.value[id] = 0;
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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nextTick(() => audioManager.play("tententen", false));
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}
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} else {
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// 非 X 环则重置该玩家的连续计数
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xRingStreaks.value[id] = 0;
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}
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}
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async function onReceiveMessage(msg) {
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if (Array.isArray(msg)) return;
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if (msg.type === MESSAGETYPESV2.BattleStart) {
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@@ -127,7 +151,28 @@ async function onReceiveMessage(msg) {
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halfRest.value = false;
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recoverData(msg);
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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// 更新前快照各玩家本轮已射箭数,用于事后识别本次射手
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const curRound = playersScores.value[playersScores.value.length - 1] || {};
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const prevCounts = {};
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for (const pid of Object.keys(curRound)) {
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prevCounts[pid] = (curRound[pid] || []).length;
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}
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recoverData(msg);
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// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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let shooterId = null;
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let isXRing = false;
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for (const pid of Object.keys(newRound)) {
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const newLen = (newRound[pid] || []).length;
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if (newLen > (prevCounts[pid] || 0)) {
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shooterId = parseInt(pid);
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const shot = newRound[pid][newLen - 1];
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isXRing = !!(shot?.ringX && shot?.ring);
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break;
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}
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}
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// 检测同一玩家三箭全 X 环,触发 tententen 音效
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checkAndPlayTententen(shooterId, isXRing);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTimeTip.value = true;
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halfRest.value = true;
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@@ -130,7 +130,7 @@ onShow(() => {
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<template>
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<Container title="弓箭绑定">
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<view v-if="!device.deviceId" class="scan-code">
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<button hover-class="none" @click="handleScan">
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<button hover-class="none" @click="$clickSound(handleScan)">
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<image src="../static/scan.png" mode="widthFix" />
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</button>
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<button hover-class="none" @click="showTip = true">
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@@ -269,7 +269,7 @@ onShow(() => {
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</view>
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</view>
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<view :style="{ marginTop: '240rpx' }">
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<SButton :onClick="unbindDevice" width="80vw" :rounded="40"
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<SButton :onClick="() => $clickSound(unbindDevice)" width="80vw" :rounded="40"
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>解绑</SButton
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>
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</view>
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@@ -114,7 +114,7 @@ onMounted(async () => {
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/>
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</view>
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<template #bottom>
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<SButton :rounded="50" :onClick="toEditPage">下一步</SButton>
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<SButton :rounded="50" :onClick="() => $clickSound(toEditPage)">下一步</SButton>
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</template>
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</Container>
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</template>
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@@ -198,7 +198,7 @@ onLoad((options) => {
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</ScreenHint2>
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</view>
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<template #bottom>
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<SButton :rounded="50" :onClick="onSubmit">
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<SButton :rounded="50" :onClick="() => $clickSound(onSubmit)">
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{{ currentGroup === groups ? "保存并查看分析" : "下一组" }}
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</SButton>
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</template>
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@@ -329,10 +329,10 @@ onShareTimeline(() => {
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</view>
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</view>
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<view>
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<button hover-class="none" @click="toRecordPage" class="image-btn">
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<button hover-class="none" @click="$clickSound(toRecordPage)" class="image-btn">
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<image src="../static/record-btn.png" mode="widthFix" />
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</button>
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<button hover-class="none" @click="startScoring" class="image-btn">
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<button hover-class="none" @click="$clickSound(startScoring)" class="image-btn">
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<image src="../static/start-scoring.png" mode="widthFix" />
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</button>
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</view>
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@@ -1,5 +1,5 @@
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<script setup>
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import { ref, onMounted, onBeforeUnmount } from "vue";
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import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
|
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import { onLoad } from "@dcloudio/uni-app";
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import Container from "@/components/Container.vue";
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import ShootProgress from "@/components/ShootProgress.vue";
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@@ -31,6 +31,8 @@ const { user } = storeToRefs(store);
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const start = ref(false);
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const scores = ref([]);
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const total = 12;
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/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
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const xRingStreak = ref(0);
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const practiseResult = ref({});
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const practiseId = ref("");
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const showGuide = ref(false);
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@@ -46,6 +48,7 @@ onLoad((options) => {
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const onReady = async () => {
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await startPractiseAPI();
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scores.value = [];
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xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
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start.value = true;
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audioManager.play("练习开始");
|
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};
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@@ -55,9 +58,33 @@ const onOver = async () => {
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start.value = false;
|
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};
|
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|
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/**
|
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* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
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*/
|
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function checkAndPlayTententen(isXRing) {
|
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if (isXRing) {
|
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xRingStreak.value += 1;
|
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// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
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if (xRingStreak.value >= 3) {
|
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xRingStreak.value = 0;
|
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nextTick(() => audioManager.play("tententen", false));
|
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}
|
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} else {
|
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// 非 X 环则重置连续计数
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xRingStreak.value = 0;
|
||||
}
|
||||
}
|
||||
|
||||
async function onReceiveMessage(msg) {
|
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if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
const prevLen = scores.value.length;
|
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scores.value = msg.details;
|
||||
// 有新箭时取最后一箭判断是否 X 环并检测连续计数
|
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if (scores.value.length > prevLen) {
|
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const latestArrow = scores.value[scores.value.length - 1];
|
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checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
|
||||
}
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
// setTimeout(onOver, 1500);
|
||||
}
|
||||
@@ -74,6 +101,7 @@ async function onComplete() {
|
||||
practiseResult.value = {};
|
||||
start.value = false;
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
|
||||
const result = await createPractiseAPI(total, 120);
|
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if (result) practiseId.value = result.id;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
|
||||
import Container from "@/components/Container.vue";
|
||||
import ShootProgress from "@/components/ShootProgress.vue";
|
||||
import BowTarget from "@/components/BowTarget.vue";
|
||||
@@ -31,6 +31,8 @@ const { user } = storeToRefs(store);
|
||||
const start = ref(false);
|
||||
const scores = ref([]);
|
||||
const total = 36;
|
||||
/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
|
||||
const xRingStreak = ref(0);
|
||||
const practiseResult = ref({});
|
||||
const practiseId = ref("");
|
||||
const showGuide = ref(false);
|
||||
@@ -45,6 +47,7 @@ onLoad((options) => {
|
||||
const onReady = async () => {
|
||||
await startPractiseAPI();
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
|
||||
start.value = true;
|
||||
audioManager.play("练习开始");
|
||||
};
|
||||
@@ -54,9 +57,33 @@ const onOver = async () => {
|
||||
start.value = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
||||
*/
|
||||
function checkAndPlayTententen(isXRing) {
|
||||
if (isXRing) {
|
||||
xRingStreak.value += 1;
|
||||
// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
||||
if (xRingStreak.value >= 3) {
|
||||
xRingStreak.value = 0;
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置连续计数
|
||||
xRingStreak.value = 0;
|
||||
}
|
||||
}
|
||||
|
||||
async function onReceiveMessage(msg) {
|
||||
if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
const prevLen = scores.value.length;
|
||||
scores.value = msg.details;
|
||||
// 有新箭时取最后一箭判断是否 X 环并检测连续计数
|
||||
if (scores.value.length > prevLen) {
|
||||
const latestArrow = scores.value[scores.value.length - 1];
|
||||
checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
|
||||
}
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
setTimeout(onOver, 1500);
|
||||
}
|
||||
@@ -89,6 +116,7 @@ async function onComplete() {
|
||||
practiseResult.value = {};
|
||||
start.value = false;
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
|
||||
const result = await createPractiseAPI(total, 360);
|
||||
if (result) practiseId.value = result.id;
|
||||
}
|
||||
|
||||
@@ -281,27 +281,27 @@ onShow(async () => {
|
||||
<image
|
||||
src="../static/rank/battle1v1.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="() => toMatchPage(1, 2)"
|
||||
@click.stop="$clickSound(() => toMatchPage(1, 2))"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle2v2.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="() => toMatchPage(2, 4)"
|
||||
@click.stop="$clickSound(() => toMatchPage(2, 4))"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle3v3.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="() => toMatchPage(3, 6)"
|
||||
@click.stop="$clickSound(() => toMatchPage(3, 6))"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle5.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="() => toMatchPage(4, 5)"
|
||||
@click.stop="$clickSound(() => toMatchPage(4, 5))"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle10.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="() => toMatchPage(5, 10)"
|
||||
@click.stop="$clickSound(() => toMatchPage(5, 10))"
|
||||
/>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
@@ -49,6 +49,8 @@ const battleWay = ref(0);
|
||||
const lastToSomeoneShootKey = ref("");
|
||||
/** 控制设备离线提示弹窗的显示状态 */
|
||||
const showOfflineModal = ref(false);
|
||||
/** 记录每位玩家当前轮连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
|
||||
const xRingStreaks = ref({});
|
||||
|
||||
/**
|
||||
* 监听设备在线状态,比赛进行中设备离线时弹窗提示用户
|
||||
@@ -231,6 +233,27 @@ function onNewRound(msg, prevRound) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检测指定射手连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
|
||||
* @param {number} shooterId - 本次射手的 ID(取自 currentShooterId.value)
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
||||
*/
|
||||
function checkAndPlayTententen(shooterId, isXRing) {
|
||||
if (!shooterId) return;
|
||||
if (isXRing) {
|
||||
xRingStreaks.value[shooterId] = (xRingStreaks.value[shooterId] || 0) + 1;
|
||||
// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
|
||||
if (xRingStreaks.value[shooterId] >= 3) {
|
||||
xRingStreaks.value[shooterId] = 0;
|
||||
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置该玩家的连续计数
|
||||
xRingStreaks.value[shooterId] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
async function onReceiveMessage(msg) {
|
||||
if (Array.isArray(msg)) return;
|
||||
if (msg.type === MESSAGETYPESV2.BattleStart) {
|
||||
@@ -245,6 +268,9 @@ async function onReceiveMessage(msg) {
|
||||
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
showRoundTip.value = false;
|
||||
recoverData(msg, {arrowOnly: true});
|
||||
// 检测同一玩家三箭全 X 环,触发 tententen 音效
|
||||
// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
|
||||
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
|
||||
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
||||
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
||||
const prevRound = currentRound.value;
|
||||
|
||||
Reference in New Issue
Block a user