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[已经过期] 不用scene调用,怎么强行转入菜单中的状态之类的

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发表于 2011-5-2 01:49:20 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
本帖最后由 日月星辰 于 2011-5-2 20:11 编辑

这个问题主要是由于俺在用一个3d脚本中,却无法调用scene了,奇怪,具体的例如:
普通可以用 $scene = Scene_Status.new进入状态显示,现在错误了,问问有没有其他的办法,例如$game_temp.menu_calling = true可以进入菜单,把调用菜单改成其他的可以么?

具体的3d脚本如下【整个脚本分成5part,错误的是part3,所以我目前只放出来part3的脚本,看看能不能改改】
  1. #============================================================================
  2. # Neo Mode 7
  3. # Written by MGCaladtogel
  4. # 12/05/08
  5. #
  6. # Part 3
  7. #
  8. # class Sprite
  9. #   neoM7_x                   : new method
  10. #   neoM7_y                   : new method
  11. #   neoM7                     : new method
  12. #   neoM7_zoom                : new method
  13. #   on_screen_x               : new method
  14. #   on_screen_y               : new method
  15. #   neoM7_character_x         : new method
  16. #   neoM7_character_y         : new method
  17. #   neoM7_character           : new method
  18. #
  19. # class RPG::Sprite
  20. #   animation_set_sprites     : redefined
  21. #
  22. # class Sprite_Character
  23. #   update                    : aliased
  24. #   refresh                   : aliased
  25. #
  26. # class Sprite_V              : new class
  27. #
  28. # class Spriteset_Map
  29. #   initialize                : aliased
  30. #   dispose                   : redefined
  31. #   update                    : aliased
  32. #
  33. #============================================================================

  34. #============================================================================
  35. # ■ Sprite
  36. #============================================================================

  37. class Sprite
  38.   #--------------------------------------------------------------------------
  39.   # * Attributes
  40.   #--------------------------------------------------------------------------
  41.   attr_accessor :length # sprite's width
  42.   attr_accessor :height # sprite's height
  43.   #--------------------------------------------------------------------------
  44.   # calculate x_coordinate in mode 7 for a vertical sprite
  45.   #--------------------------------------------------------------------------
  46.   def neoM7_x(x_map, y_map)
  47.     x_map = 32 * x_map
  48.     y_map = 32 * y_map
  49.     y_init = $game_temp.zoom_sprites * (y_map - $game_temp.pivot - $game_map.display_y.to_i / 4)
  50.     x_init = $game_temp.zoom_sprites * (x_map - 320 - $game_map.display_x.to_i / 4)
  51.     y_intermediate = (((y_init * $game_temp.cos_theta -
  52.     x_init * $game_temp.sin_theta).to_i) >> 12)
  53.     x_intermediate = (((x_init * $game_temp.cos_theta +
  54.     y_init * $game_temp.sin_theta).to_i) >> 12)
  55.     y_int_2 = $game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  56.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  57.     $game_temp.sin_alpha)
  58.     return (320 + ($game_temp.slope_value * y_int_2 +
  59.     $game_temp.corrective_value) * x_intermediate)
  60.   end
  61.   #--------------------------------------------------------------------------
  62.   # calculate y_coordinate in mode 7 for a vertical sprite
  63.   #--------------------------------------------------------------------------
  64.   def neoM7_y(x_map, y_map)
  65.     x_map = 32 * x_map
  66.     y_map = 32 * y_map
  67.     y_init = $game_temp.zoom_sprites * (y_map - $game_temp.pivot - $game_map.display_y.to_i / 4)
  68.     x_init = $game_temp.zoom_sprites * (x_map - 320 - $game_map.display_x.to_i / 4)
  69.     y_intermediate = (((y_init * $game_temp.cos_theta -
  70.     x_init * $game_temp.sin_theta).to_i) >> 12)
  71.     return ($game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  72.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  73.     $game_temp.sin_alpha))
  74.   end
  75.   #--------------------------------------------------------------------------
  76.   # calculate x and y coordinates in mode 7 for a vertical sprite
  77.   #--------------------------------------------------------------------------
  78.   def neoM7(x_map, y_map)
  79.     x_map = 32 * x_map
  80.     y_map = 32 * y_map
  81.     y_init = $game_temp.zoom_sprites * (y_map - $game_temp.pivot - $game_map.display_y.to_i / 4)
  82.     x_init = $game_temp.zoom_sprites * (x_map - 320 - $game_map.display_x.to_i / 4)
  83.     y_intermediate = (((y_init * $game_temp.cos_theta -
  84.     x_init * $game_temp.sin_theta).to_i) >> 12)
  85.     x_intermediate = (((x_init * $game_temp.cos_theta +
  86.     y_init * $game_temp.sin_theta).to_i) >> 12)
  87.     self.y = $game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  88.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  89.     $game_temp.sin_alpha)
  90.     self.x = (320 + ($game_temp.slope_value * y +
  91.     $game_temp.corrective_value) * x_intermediate)
  92.   end
  93.   #--------------------------------------------------------------------------
  94.   # calculate the zoom level in mode 7 for a vertical sprite
  95.   #--------------------------------------------------------------------------
  96.   def neoM7_zoom(x_screen, y_screen)
  97.     self.zoom_x = $game_temp.zoom_sprites * ($game_temp.slope_value * y +
  98.     $game_temp.corrective_value)
  99.     self.zoom_y = zoom_x
  100.   end
  101.   #--------------------------------------------------------------------------
  102.   # check if value_x (in pixels) is on screen
  103.   #--------------------------------------------------------------------------
  104.   def on_screen_x(value_x)
  105.     return (value_x.between?(- self.length / 2, 640 + self.length / 2))
  106.   end
  107.   #--------------------------------------------------------------------------
  108.   # check if value_y (in pixels) is on screen
  109.   #--------------------------------------------------------------------------
  110.   def on_screen_y(value_y)
  111.     return (value_y.between?($game_temp.height_limit_sprites, 480 + self.height))
  112.   end
  113.   #--------------------------------------------------------------------------
  114.   # calculate x_coordinate in mode 7 for a character sprite
  115.   #--------------------------------------------------------------------------
  116.   def neoM7_character_x(x_screen, y_screen)
  117.     y_init = $game_temp.zoom_sprites * (y_screen - $game_temp.pivot)
  118.     x_init = $game_temp.zoom_sprites * (x_screen - 320)
  119.     y_intermediate = (((y_init * $game_temp.cos_theta -
  120.     x_init * $game_temp.sin_theta).to_i)>>12)
  121.     x_intermediate = (((x_init * $game_temp.cos_theta +
  122.     y_init * $game_temp.sin_theta).to_i)>>12)
  123.     y_int_2 = $game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  124.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  125.     $game_temp.sin_alpha)
  126.     return (320 + ($game_temp.slope_value * y_int_2 +
  127.     $game_temp.corrective_value) * x_intermediate)
  128.   end
  129.   #--------------------------------------------------------------------------
  130.   # calculate y_coordinate in mode 7 for a character sprite
  131.   #--------------------------------------------------------------------------
  132.   def neoM7_character_y(x_screen, y_screen)
  133.     y_init = $game_temp.zoom_sprites * (y_screen - $game_temp.pivot)
  134.     x_init = $game_temp.zoom_sprites * (x_screen - 320)
  135.     y_intermediate = (((y_init * $game_temp.cos_theta -
  136.     x_init * $game_temp.sin_theta).to_i)>>12)
  137.     return ($game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  138.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  139.     $game_temp.sin_alpha))
  140.   end
  141.   #--------------------------------------------------------------------------
  142.   # calculate x and y coordinates in mode 7 for a character sprite
  143.   #--------------------------------------------------------------------------
  144.   def neoM7_character(x_screen, y_screen)
  145.     y_init = $game_temp.zoom_sprites * (y_screen - $game_temp.pivot)
  146.     x_init = $game_temp.zoom_sprites * (x_screen - 320)
  147.     y_intermediate = (((y_init * $game_temp.cos_theta -
  148.     x_init * $game_temp.sin_theta).to_i)>>12)
  149.     x_intermediate = (((x_init * $game_temp.cos_theta +
  150.     y_init * $game_temp.sin_theta).to_i)>>12)
  151.     self.y = $game_temp.pivot + ($game_temp.distance_h * y_intermediate *
  152.     $game_temp.cos_alpha) / ((($game_temp.distance_h) << 12) - y_intermediate *
  153.     $game_temp.sin_alpha)
  154.     self.x = (320 + ($game_temp.slope_value * y +
  155.     $game_temp.corrective_value) * x_intermediate)
  156.   end
  157. end

  158. #============================================================================
  159. # ■ RPG::Sprite
  160. #============================================================================
  161. module RPG
  162.   class Sprite < ::Sprite
  163.     #--------------------------------------------------------------------------
  164.     # * Rewritten method : the sprite's zoom level is applied to its animations
  165.     #--------------------------------------------------------------------------
  166.     def animation_set_sprites(sprites, cell_data, position)
  167.       for i in 0..15
  168.         sprite = sprites[i]
  169.         pattern = cell_data[i, 0]
  170.         if sprite == nil or pattern == nil or pattern == -1
  171.           sprite.visible = false if sprite != nil
  172.           next
  173.         end
  174.         sprite.visible = true
  175.         sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
  176.         if position == 3
  177.           if self.viewport != nil
  178.             sprite.x = self.viewport.rect.width / 2
  179.             sprite.y = self.viewport.rect.height - 160
  180.           else
  181.             sprite.x = 320
  182.             sprite.y = 240
  183.           end
  184.         else
  185.           sprite.x = self.x - self.ox + self.src_rect.width / 2
  186.           sprite.y = self.y - self.oy + self.src_rect.height / 2
  187.           sprite.y -= self.src_rect.height / 4 if position == 0
  188.           sprite.y += self.src_rect.height / 4 if position == 2
  189.         end
  190.         sprite.x += zoom_x * cell_data[i, 1]
  191.         sprite.y += zoom_y * cell_data[i, 2]
  192.         sprite.z = z
  193.         sprite.ox = 96
  194.         sprite.oy = 96
  195.         sprite.zoom_x = zoom_x * cell_data[i, 3] / 100.0
  196.         sprite.zoom_y = zoom_y * cell_data[i, 3] / 100.0
  197.         sprite.angle = cell_data[i, 4]
  198.         sprite.mirror = (cell_data[i, 5] == 1)
  199.         sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  200.         sprite.blend_type = cell_data[i, 7]
  201.       end
  202.     end
  203.   end
  204. end

  205. #============================================================================
  206. # ■ Sprite_Character
  207. #----------------------------------------------------------------------------
  208. # Calculate x-coordinate and y-coordinate for a neoM7 map
  209. #============================================================================

  210. class Sprite_Character < RPG::Sprite
  211.   #--------------------------------------------------------------------------
  212.   # * Aliased methods (F12 compatibility)
  213.   #--------------------------------------------------------------------------
  214.   if !@already_aliased
  215.     alias update_neoM7_sprite_character update
  216.     @already_aliased = true
  217.   end
  218.   #--------------------------------------------------------------------------
  219.   # * Update
  220.   #--------------------------------------------------------------------------
  221.   def update
  222.     if !$game_system.neoM7
  223.       update_neoM7_sprite_character
  224.       return
  225.     end
  226.     super
  227.     if @tile_id != @character.tile_id or
  228.        @character_name != @character.character_name or
  229.        @character_hue != @character.character_hue
  230.       @tile_id = @character.tile_id
  231.       @character_name = @character.character_name
  232.       @character_hue = @character.character_hue
  233.       if @tile_id >= 384
  234.         self.bitmap = RPG::Cache.tile($game_map.tileset_name,
  235.           @tile_id, @character.character_hue)
  236.         self.src_rect.set(0, 0, 32, 32)
  237.         self.ox = 16
  238.         self.oy = 32
  239.       else
  240.         if @character.is_a?(Game_Player) and FileTest.exist?("Graphics/Characters/" +
  241.           @character.character_name + "_m7.png")
  242.           self.bitmap = RPG::Cache.character(@character.character_name + "_m7",
  243.             @character.character_hue)
  244.         else
  245.           self.bitmap = RPG::Cache.character(@character.character_name,
  246.             @character.character_hue)
  247.         end
  248.         @cw = bitmap.width / 4
  249.         @ch = bitmap.height / @character.directions
  250.         self.ox = @cw / 2
  251.         self.oy = @ch
  252.         # pivot correction (intersection between the map and this sprite)
  253.         self.oy -= 4
  254.       end
  255.     end
  256.     self.visible = (not @character.transparent)
  257.     if @tile_id == 0
  258.       sx = @character.pattern * @cw
  259.       current_direction = (@character.direction - 2) / 2
  260.       if $scene.spriteset != nil and $scene.spriteset.tilemap.is_a?(Tilemap_neoM7)
  261.         directions_list = $dirs[@character.directions]
  262.         list_size = directions_list.size
  263.         current_direction = directions_list[(directions_list.index(current_direction) +
  264.         (($scene.spriteset.tilemap.theta + (180 / list_size)) % 360) / (360 / list_size)) % list_size]
  265.       end
  266.       sy = current_direction * @ch
  267.       self.src_rect.set(sx, sy, @cw, @ch)
  268.       self.length = @cw
  269.       self.height = @ch
  270.     end
  271.     x_intermediate = @character.screen_x
  272.     y_intermediate = @character.screen_y - 4

  273.     if $game_system.neoM7_loop
  274.       diff_y = ($game_player.y - @character.y).to_i
  275.       offset_y = ($game_map.height << 5) * (diff_y >= 0 ?
  276.       (diff_y / ($game_map.height >> 1)) :
  277.       (diff_y / ($game_map.height >> 1)) + 1)
  278.       diff_x = ($game_player.x - @character.x).to_i
  279.       offset_x = ($game_map.width << 5) * (diff_x >= 0 ?
  280.       (diff_x / ($game_map.width >> 1)) :
  281.       (diff_x / ($game_map.width >> 1)) + 1)
  282.       neoM7_character(x_intermediate + offset_x, y_intermediate + offset_y)
  283.     else
  284.       neoM7_character(x_intermediate, y_intermediate)
  285.     end
  286.     if !on_screen_x(x) or !on_screen_y(y)
  287.       self.opacity = 0
  288.       return
  289.     end
  290.     neoM7_zoom(x, y)
  291.     self.opacity = 255
  292.     self.z = 4 * y
  293.     self.y -= 32 * @character.height * zoom_y # height correction

  294.     self.blend_type = @character.blend_type
  295.     self.bush_depth = @character.bush_depth
  296.     if @character.animation_id != 0
  297.       animation = $data_animations[@character.animation_id]
  298.       animation(animation, true)
  299.       @character.animation_id = 0
  300.     end
  301.   end
  302. end

  303. #============================================================================
  304. # ■ Sprite_V (Vertical Sprites)
  305. #----------------------------------------------------------------------------
  306. #  Sprites corresponding to the vertical elements formed by tiles
  307. #============================================================================

  308. class Sprite_V < Sprite
  309.   attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
  310.   attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
  311.   attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
  312.   attr_accessor :priority # sprite's priority
  313.   attr_accessor :animated # True if animated
  314.   attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
  315.   #--------------------------------------------------------------------------
  316.   # * Update
  317.   #--------------------------------------------------------------------------
  318.   def update
  319.     if $game_system.neoM7_loop
  320.       diff_y = ($game_player.y - y_map).to_i
  321.       offset_y = $game_map.height * (diff_y >= 0 ?
  322.       (diff_y / ($game_map.height >> 1)) :
  323.       (diff_y / ($game_map.height >> 1)) + 1)
  324.       diff_x = ($game_player.x - x_map).to_i
  325.       offset_x = $game_map.width * (diff_x >= 0 ?
  326.       (diff_x / ($game_map.width >> 1)) :
  327.       (diff_x / ($game_map.width >> 1)) + 1)
  328.       neoM7(x_map + offset_x, y_map + offset_y)
  329.     else
  330.       neoM7(x_map, y_map)
  331.     end
  332.     if !on_screen_x(x) or !on_screen_y(y)
  333.       self.opacity = 0
  334.       return
  335.     end
  336.     neoM7_zoom(x, y)
  337.     self.opacity = 255
  338.     self.z = 4 * y + 32 * priority
  339.   end
  340.   #--------------------------------------------------------------------------
  341.   # * Update bitmap for animation
  342.   #     index  : 0..3 : animation's index
  343.   #--------------------------------------------------------------------------
  344.   def update_animated(index)
  345.     self.bitmap = @list_bitmap[index]
  346.   end
  347. end

  348. #============================================================================
  349. # ■ Spriteset_Map
  350. #----------------------------------------------------------------------------
  351. #  Modifications to call a neoM7 map
  352. #============================================================================

  353. class Spriteset_Map
  354.   #--------------------------------------------------------------------------
  355.   # * Aliased methods (F12 compatibility)
  356.   #--------------------------------------------------------------------------
  357.   if !@already_aliased
  358.     alias initialize_neoM7_spriteset_map initialize
  359.     alias update_neoM7_spriteset_map update
  360.     @already_aliased = true
  361.   end
  362.   #--------------------------------------------------------------------------
  363.   # * Attributes
  364.   #--------------------------------------------------------------------------
  365.   attr_accessor :tilemap # just to be able to access the tilemap
  366.   #--------------------------------------------------------------------------
  367.   # * Initialize Object
  368.   #   Rewritten to call a map with neoM7
  369.   #--------------------------------------------------------------------------
  370.   def initialize
  371.     if !$game_system.neoM7
  372.       initialize_neoM7_spriteset_map
  373.       return
  374.     end
  375.     @viewport1 = Viewport.new(0, 0, 640, 480)
  376.     @viewport2 = Viewport.new(0, 0, 640, 480)
  377.     @viewport3 = Viewport.new(0, 0, 640, 480)
  378.     @viewport2.z = 200
  379.     @viewport3.z = 5000
  380.     # neoM7 map
  381.     @tilemap = Tilemap_neoM7.new(@viewport1, self)
  382.     @panorama = Plane.new(@viewport1)
  383.     # sprites drawn at the horizon's level have a negative z, and with a z value
  384.     # of -100000 the panorama is still below
  385.     @panorama.z = ($game_system.neoM7 ? -100000 : -1000)
  386.     @fog = Plane.new(@viewport1)
  387.     @fog.z = 3000
  388.     @character_sprites = []
  389.     for i in $game_map.events.keys.sort
  390.       sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  391.       @character_sprites.push(sprite)
  392.     end
  393.     @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  394.     @weather = RPG::Weather.new(@viewport1)
  395.     @picture_sprites = []
  396.     for i in 1..50
  397.       @picture_sprites.push(Sprite_Picture.new(@viewport2,
  398.         $game_screen.pictures[i]))
  399.     end
  400.     @timer_sprite = Sprite_Timer.new
  401.     update
  402.     update if $game_system.neoM7_filter
  403.   end
  404.   #--------------------------------------------------------------------------
  405.   # * Dispose
  406.   #--------------------------------------------------------------------------
  407.   def dispose
  408.     if @tilemap.tileset != nil
  409.       @tilemap.tileset.dispose
  410.       for i in 0..6
  411.         @tilemap.autotiles[i].dispose
  412.       end
  413.     end
  414.     @tilemap.dispose
  415.     @panorama.dispose
  416.     @fog.dispose
  417.     for sprite in @character_sprites
  418.       sprite.dispose
  419.     end
  420.     @weather.dispose
  421.     for sprite in @picture_sprites
  422.       sprite.dispose
  423.     end
  424.     @timer_sprite.dispose
  425.     @viewport1.dispose
  426.     @viewport2.dispose
  427.     @viewport3.dispose
  428.   end
  429.   #--------------------------------------------------------------------------
  430.   # * Update
  431.   #--------------------------------------------------------------------------
  432.   def update
  433.     if !$game_system.neoM7
  434.       update_neoM7_spriteset_map
  435.       return
  436.     end
  437.     if @panorama_name != $game_map.panorama_name or
  438.        @panorama_hue != $game_map.panorama_hue
  439.       @panorama_name = $game_map.panorama_name
  440.       @panorama_hue = $game_map.panorama_hue
  441.       if @panorama.bitmap != nil
  442.         @panorama.bitmap.dispose
  443.         @panorama.bitmap = nil
  444.       end
  445.       if @panorama_name != ""
  446.         @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
  447.       end
  448.       Graphics.frame_reset
  449.     end
  450.     if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
  451.       @fog_name = $game_map.fog_name
  452.       @fog_hue = $game_map.fog_hue
  453.       if @fog.bitmap != nil
  454.         @fog.bitmap.dispose
  455.         @fog.bitmap = nil
  456.       end
  457.       if @fog_name != ""
  458.         @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
  459.       end
  460.       Graphics.frame_reset
  461.     end
  462.     # update animated tiles each 20 frames
  463.     if Graphics.frame_count % 20 == 0 and $game_system.neoM7_animated
  464.       @tilemap.update_animated
  465.     end
  466.     @tilemap.update
  467.     # to have a fluent panorama scrolling
  468.     @panorama.ox = 6 * ((tilemap.theta * 4.0 / 3).to_i)
  469.     @panorama.oy = - $game_temp.neoM7_height_limit
  470.     @fog.zoom_x = $game_map.fog_zoom / 100.0
  471.     @fog.zoom_y = $game_map.fog_zoom / 100.0
  472.     @fog.opacity = $game_map.fog_opacity
  473.     @fog.blend_type = $game_map.fog_blend_type
  474.     @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
  475.     @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
  476.     @fog.tone = $game_map.fog_tone
  477.     for sprite in @character_sprites
  478.       sprite.update
  479.     end
  480.     @weather.type = $game_screen.weather_type
  481.     @weather.max = $game_screen.weather_max
  482.     @weather.ox = $game_map.display_x / 4
  483.     @weather.oy = $game_map.display_y / 4
  484.     @weather.update
  485.     for sprite in @picture_sprites
  486.       sprite.update
  487.     end
  488.     @timer_sprite.update
  489.     @viewport1.tone = $game_screen.tone
  490.     @viewport1.ox = $game_screen.shake
  491.     @viewport3.color = $game_screen.flash_color
  492.     @viewport1.update
  493.     @viewport3.update
  494.   end
  495. end
复制代码

点评

前辈你懂的用代码  发表于 2011-5-2 09:42
具体是这一条if $scene.spriteset != nil and $scene.spriteset.tilemap.is_a?(Tilemap_neoM7) 【265行】  发表于 2011-5-2 01:51
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