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XNA游戏:各种输入测试 中

发布时间:2020-06-18 13:37:08 来源:网络 阅读:232 作者:linzheng 栏目:开发技术

GestureDefinition.cs

 

  1. using System;  
  2. using Microsoft.Xna.Framework;  
  3. using Microsoft.Xna.Framework.Input.Touch;  
  4.  
  5. namespace InputHandlerDemo.Inputs  
  6. {  
  7.     /// <summary> 
  8.     /// 手势定义  
  9.     /// </summary> 
  10.     class GestureDefinition  
  11.     {  
  12.         public GestureType Type;  
  13.         public Rectangle CollisionArea;  
  14.         public GestureSample Gesture;  
  15.         public Vector2 Delta;  
  16.         public Vector2 Delta2;  
  17.         public Vector2 Position;  
  18.         public Vector2 Position2;  
  19.  
  20.         public GestureDefinition(GestureType theGestureType, Rectangle theGestureArea)  
  21.         {  
  22.             Gesture = new GestureSample(theGestureType, new TimeSpan(0),  
  23.                                         Vector2.Zero, Vector2.Zero,  
  24.                                         Vector2.Zero, Vector2.Zero);  
  25.             Type = theGestureType;  
  26.             CollisionArea = theGestureArea;  
  27.         }  
  28.  
  29.         public GestureDefinition(GestureSample theGestureSample)  
  30.         {  
  31.             Gesture = theGestureSample;  
  32.             Type = theGestureSample.GestureType;  
  33.             CollisionArea = new Rectangle((int)theGestureSample.Position.X,  
  34.                                           (int)theGestureSample.Position.Y, 5, 5);  
  35.  
  36.             Delta = theGestureSample.Delta;  
  37.             Delta2 = theGestureSample.Delta2;  
  38.             Position = theGestureSample.Position;  
  39.             Position2 = theGestureSample.Position2;  
  40.         }  
  41.  
  42.     }  

Input.cs

 

  1. using System;  
  2. using System.Collections.Generic;  
  3. using Microsoft.Xna.Framework.Input;  
  4. using Microsoft.Xna.Framework.Input.Touch;  
  5. using Microsoft.Xna.Framework;  
  6. using Microsoft.Devices.Sensors;  
  7.  
  8. namespace InputHandlerDemo.Inputs  
  9. {  
  10.     /// <summary> 
  11.     /// 输入操作类  
  12.     /// </summary> 
  13.     class Input  
  14.     {  
  15.         Dictionary<Keys, bool> keyboardInputs = new Dictionary<Keys, bool>();  
  16.         Dictionary<Buttons, bool> gamepadInputs = new Dictionary<Buttons, bool>();  
  17.         Dictionary<Rectangle, bool> touchTapInputs = new Dictionary<Rectangle, bool>();  
  18.         Dictionary<Direction, float> touchSlideInputs = new Dictionary<Direction, float>();  
  19.         Dictionary<int, GestureDefinition> gestureInputs = new Dictionary<int, GestureDefinition>();  
  20.         Dictionary<Direction, float> accelerometerInputs = new Dictionary<Direction, float>();  
  21.  
  22.         static public Dictionary<PlayerIndex, GamePadState> CurrentGamePadState//当前玩家的控制状态  
  23.     = new Dictionary<PlayerIndex, GamePadState>();  
  24.  
  25.         static public Dictionary<PlayerIndex, GamePadState> PreviousGamePadState//上一个玩家的控制状态  
  26.             = new Dictionary<PlayerIndex, GamePadState>();  
  27.  
  28.         static public TouchCollection CurrentTouchLocationState;//当前的触控集合  
  29.         static public TouchCollection PreviousTouchLocationState;//上一个触控集合  
  30.         static public KeyboardState CurrentKeyboardState;//当前的键盘状态  
  31.         static public KeyboardState PreviousKeyboardState;//上一个键盘状态  
  32.  
  33.         static public Dictionary<PlayerIndex, bool> GamepadConnectionState 
  34.     = new Dictionary<PlayerIndex, bool>();  
  35.  
  36.         static private List<GestureDefinition> detectedGestures = new List<GestureDefinition>();  
  37.  
  38.  
  39.         static private Accelerometer accelerometerSensor;  
  40.         static private Vector3 currentAccelerometerReading;  
  41.         //方向  
  42.         public enum Direction  
  43.         {  
  44.             Up,  
  45.             Down,  
  46.             Left,  
  47.             Right  
  48.         }  
  49.  
  50.         public Input()  
  51.         {  
  52.             if (CurrentGamePadState.Count == 0)  
  53.             {  
  54.                 CurrentGamePadState.Add(PlayerIndex.One, GamePad.GetState(PlayerIndex.One));  
  55.                 CurrentGamePadState.Add(PlayerIndex.Two, GamePad.GetState(PlayerIndex.Two));  
  56.                 CurrentGamePadState.Add(PlayerIndex.Three, GamePad.GetState(PlayerIndex.Three));  
  57.                 CurrentGamePadState.Add(PlayerIndex.Four, GamePad.GetState(PlayerIndex.Four));  
  58.  
  59.                 PreviousGamePadState.Add(PlayerIndex.One, GamePad.GetState(PlayerIndex.One));  
  60.                 PreviousGamePadState.Add(PlayerIndex.Two, GamePad.GetState(PlayerIndex.Two));  
  61.                 PreviousGamePadState.Add(PlayerIndex.Three, GamePad.GetState(PlayerIndex.Three));  
  62.                 PreviousGamePadState.Add(PlayerIndex.Four, GamePad.GetState(PlayerIndex.Four));  
  63.  
  64.                 GamepadConnectionState.Add(PlayerIndex.One,  
  65.                     CurrentGamePadState[PlayerIndex.One].IsConnected);  
  66.                 GamepadConnectionState.Add(PlayerIndex.Two,  
  67.                     CurrentGamePadState[PlayerIndex.Two].IsConnected);  
  68.                 GamepadConnectionState.Add(PlayerIndex.Three,  
  69.                     CurrentGamePadState[PlayerIndex.Three].IsConnected);  
  70.                 GamepadConnectionState.Add(PlayerIndex.Four,  
  71.                     CurrentGamePadState[PlayerIndex.Four].IsConnected);  
  72.             }  
  73.             //添加重力感应  
  74.             if (accelerometerSensor == null)  
  75.             {  
  76.                 accelerometerSensor = new Accelerometer();  
  77.                 accelerometerSensor.ReadingChanged  
  78.                     += new EventHandler<AccelerometerReadingEventArgs>(AccelerometerReadingChanged);  
  79.             }  
  80.         }  
  81.         /// <summary> 
  82.         /// 开始更新  
  83.         /// </summary> 
  84.         static public void BeginUpdate()  
  85.         {  
  86.             //PlayerIndex游戏玩家的索引,添加4个玩家  
  87.             CurrentGamePadState[PlayerIndex.One] = GamePad.GetState(PlayerIndex.One);  
  88.             CurrentGamePadState[PlayerIndex.Two] = GamePad.GetState(PlayerIndex.Two);  
  89.             CurrentGamePadState[PlayerIndex.Three] = GamePad.GetState(PlayerIndex.Three);  
  90.             CurrentGamePadState[PlayerIndex.Four] = GamePad.GetState(PlayerIndex.Four);  
  91.             //当前触摸的地方  
  92.             CurrentTouchLocationState = TouchPanel.GetState();  
  93.             //玩家1的状态  
  94.             CurrentKeyboardState = Keyboard.GetState(PlayerIndex.One);  
  95.  
  96.             detectedGestures.Clear();  
  97.             while (TouchPanel.IsGestureAvailable)  
  98.             {  
  99.                 GestureSample gesture = TouchPanel.ReadGesture();  
  100.                 detectedGestures.Add(new GestureDefinition(gesture));  
  101.             }  
  102.         }  
  103.         /// <summary> 
  104.         /// 结束更新  
  105.         /// </summary> 
  106.         static public void EndUpdate()  
  107.         {  
  108.             //PlayerIndex游戏玩家的索引,日安家  
  109.             PreviousGamePadState[PlayerIndex.One] = CurrentGamePadState[PlayerIndex.One];  
  110.             PreviousGamePadState[PlayerIndex.Two] = CurrentGamePadState[PlayerIndex.Two];  
  111.             PreviousGamePadState[PlayerIndex.Three] = CurrentGamePadState[PlayerIndex.Three];  
  112.             PreviousGamePadState[PlayerIndex.Four] = CurrentGamePadState[PlayerIndex.Four];  
  113.  
  114.             PreviousTouchLocationState = CurrentTouchLocationState;  
  115.             PreviousKeyboardState = CurrentKeyboardState;  
  116.         }  
  117.  
  118.         private void AccelerometerReadingChanged(object sender, AccelerometerReadingEventArgs e)  
  119.         {  
  120.             currentAccelerometerReading.X = (float)e.X;  
  121.             currentAccelerometerReading.Y = (float)e.Y;  
  122.             currentAccelerometerReading.Z = (float)e.Z;  
  123.         }  
  124.         // 添加一个键盘输入  
  125.         public void AddKeyboardInput(Keys theKey, bool isReleasedPreviously)  
  126.         {  
  127.             if (keyboardInputs.ContainsKey(theKey))  
  128.             {  
  129.                 keyboardInputs[theKey] = isReleasedPreviously;  
  130.                 return;  
  131.             }  
  132.             keyboardInputs.Add(theKey, isReleasedPreviously);  
  133.         }  
  134.         //添加一个游戏按钮输入  
  135.         public void AddGamepadInput(Buttons theButton, bool isReleasedPreviously)  
  136.         {  
  137.             if (gamepadInputs.ContainsKey(theButton))  
  138.             {  
  139.                 gamepadInputs[theButton] = isReleasedPreviously;  
  140.                 return;  
  141.             }  
  142.             gamepadInputs.Add(theButton, isReleasedPreviously);  
  143.         }  
  144.         //添加一个手势单击输入  
  145.         public void AddTouchTapInput(Rectangle theTouchArea, bool isReleasedPreviously)  
  146.         {  
  147.             if (touchTapInputs.ContainsKey(theTouchArea))  
  148.             {  
  149.                 touchTapInputs[theTouchArea] = isReleasedPreviously;  
  150.                 return;  
  151.             }  
  152.             touchTapInputs.Add(theTouchArea, isReleasedPreviously);  
  153.         }  
  154.         //添加一个手势滑动输入  
  155.         public void AddTouchSlideInput(Direction theDirection, float slideDistance)  
  156.         {  
  157.             if (touchSlideInputs.ContainsKey(theDirection))  
  158.             {  
  159.                 touchSlideInputs[theDirection] = slideDistance;  
  160.                 return;  
  161.             }  
  162.             touchSlideInputs.Add(theDirection, slideDistance);  
  163.         }  
  164.  
  165.         public bool PinchGestureAvailable = false;//手势是否可用  
  166.         public void AddTouchGesture(GestureType theGesture, Rectangle theTouchArea)  
  167.         {  
  168.             TouchPanel.EnabledGestures = theGesture | TouchPanel.EnabledGestures;  
  169.             gestureInputs.Add(gestureInputs.Count, new GestureDefinition(theGesture, theTouchArea));  
  170.             if (theGesture == GestureType.Pinch)  
  171.             {  
  172.                 PinchGestureAvailable = true;  
  173.             }  
  174.         }  
  175.  
  176.         static private bool isAccelerometerStarted = false;//重力加速是否可用  
  177.         public void AddAccelerometerInput(Direction direction, float tiltThreshold)  
  178.         {  
  179.             if (!isAccelerometerStarted)  
  180.             {  
  181.                 try  
  182.                 {  
  183.                     accelerometerSensor.Start();  
  184.                     isAccelerometerStarted = true;  
  185.                 }  
  186.                 catch (AccelerometerFailedException e)  
  187.                 {  
  188.                     isAccelerometerStarted = false;  
  189.                     System.Diagnostics.Debug.WriteLine(e.Message);  
  190.                 }  
  191.             }  
  192.  
  193.             accelerometerInputs.Add(direction, tiltThreshold);  
  194.         }  
  195.  
  196.         public void RemoveAccelerometerInputs()  
  197.         {  
  198.             if (isAccelerometerStarted)  
  199.             {  
  200.                 try  
  201.                 {  
  202.                     accelerometerSensor.Stop();  
  203.                     isAccelerometerStarted = false;  
  204.                 }  
  205.                 catch (AccelerometerFailedException e)  
  206.                 {  
  207.                     // The sensor couldn't be stopped.  
  208.                     System.Diagnostics.Debug.WriteLine(e.Message);  
  209.                 }  
  210.             }  
  211.  
  212.             accelerometerInputs.Clear();  
  213.         }  
  214.  
  215.  
  216.         static public bool IsConnected(PlayerIndex thePlayerIndex)  
  217.         {  
  218.             return CurrentGamePadState[thePlayerIndex].IsConnected;  
  219.         }  
  220.  
  221.         //是否选中玩家  
  222.         public bool IsPressed(PlayerIndex thePlayerIndex)  
  223.         {  
  224.             return IsPressed(thePlayerIndex, null);  
  225.         }  
  226.  
  227.         public bool IsPressed(PlayerIndex thePlayerIndex, Rectangle? theCurrentObjectLocation)  
  228.         {  
  229.             if (IsKeyboardInputPressed())  
  230.             {  
  231.                 return true;  
  232.             }  
  233.  
  234.             if (IsGamepadInputPressed(thePlayerIndex))  
  235.             {  
  236.                 return true;  
  237.             }  
  238.  
  239.             if (IsTouchTapInputPressed())  
  240.             {  
  241.                 return true;  
  242.             }  
  243.  
  244.             if (IsTouchSlideInputPressed())  
  245.             {  
  246.                 return true;  
  247.             }  
  248.             //点钟矩形区域  
  249.             if (IsGestureInputPressed(theCurrentObjectLocation))  
  250.             {  
  251.                 return true;  
  252.             }  
  253.  
  254.             return false;  
  255.         }  
  256.  
  257.         private bool IsKeyboardInputPressed()  
  258.         {  
  259.             foreach (Keys aKey in keyboardInputs.Keys)  
  260.             {  
  261.                 if (keyboardInputs[aKey]  
  262.                 && CurrentKeyboardState.IsKeyDown(aKey)  
  263.                 && !PreviousKeyboardState.IsKeyDown(aKey))  
  264.                 {  
  265.                     return true;  
  266.                 }  
  267.                 else if (!keyboardInputs[aKey]  
  268.                 && CurrentKeyboardState.IsKeyDown(aKey))  
  269.                 {  
  270.                     return true;  
  271.                 }  
  272.             }  
  273.  
  274.             return false;  
  275.         }  
  276.  
  277.  
  278.         private bool IsGamepadInputPressed(PlayerIndex thePlayerIndex)  
  279.         {  
  280.             foreach (Buttons aButton in gamepadInputs.Keys)  
  281.             {  
  282.                 if (gamepadInputs[aButton]  
  283.                 && CurrentGamePadState[thePlayerIndex].IsButtonDown(aButton)  
  284.                 && !PreviousGamePadState[thePlayerIndex].IsButtonDown(aButton))  
  285.                 {  
  286.                     return true;  
  287.                 }  
  288.                 else if (!gamepadInputs[aButton]  
  289.                 && CurrentGamePadState[thePlayerIndex].IsButtonDown(aButton))  
  290.                 {  
  291.                     return true;  
  292.                 }  
  293.             }  
  294.  
  295.             return false;  
  296.         }  
  297.  
  298.         private bool IsTouchTapInputPressed()  
  299.         {  
  300.             foreach (Rectangle touchArea in touchTapInputs.Keys)  
  301.             {  
  302.                 if (touchTapInputs[touchArea]  
  303.                 && touchArea.Intersects(CurrentTouchRectangle)  
  304.                 && PreviousTouchPosition() == null)  
  305.                 {  
  306.                     return true;  
  307.                 }  
  308.                 else if (!touchTapInputs[touchArea]  
  309.                 && touchArea.Intersects(CurrentTouchRectangle))  
  310.                 {  
  311.                     return true;  
  312.                 }  
  313.             }  
  314.  
  315.             return false;  
  316.         }  
  317.  
  318.         private bool IsTouchSlideInputPressed()  
  319.         {  
  320.             foreach (Direction slideDirection in touchSlideInputs.Keys)  
  321.             {  
  322.                 if (CurrentTouchPosition() != null && PreviousTouchPosition() != null)  
  323.                 {  
  324.                     switch (slideDirection)  
  325.                     {  
  326.                         case Direction.Up:  
  327.                             {  
  328.                                 if (CurrentTouchPosition().Value.Y + touchSlideInputs[slideDirection]  
  329.                                     < PreviousTouchPosition().Value.Y)  
  330.                                 {  
  331.                                     return true;  
  332.                                 }  
  333.                                 break;  
  334.                             }  
  335.  
  336.                         case Direction.Down:  
  337.                             {  
  338.                                 if (CurrentTouchPosition().Value.Y - touchSlideInputs[slideDirection]  
  339.                                     > PreviousTouchPosition().Value.Y)  
  340.                                 {  
  341.                                     return true;  
  342.                                 }  
  343.                                 break;  
  344.                             }  
  345.  
  346.                         case Direction.Left:  
  347.                             {  
  348.                                 if (CurrentTouchPosition().Value.X + touchSlideInputs[slideDirection]  
  349.                                     < PreviousTouchPosition().Value.X)  
  350.                                 {  
  351.                                     return true;  
  352.                                 }  
  353.                                 break;  
  354.                             }  
  355.  
  356.                         case Direction.Right:  
  357.                             {  
  358.                                 if (CurrentTouchPosition().Value.X - touchSlideInputs[slideDirection]  
  359.                                     > PreviousTouchPosition().Value.X)  
  360.                                 {  
  361.                                     return true;  
  362.                                 }  
  363.                                 break;  
  364.                             }  
  365.                     }  
  366.                 }  
  367.             }  
  368.  
  369.             return false;  
  370.         }  
  371.  
  372.         private bool IsGestureInputPressed(Rectangle? theNewDetectionLocation)  
  373.         {  
  374.             currentGestureDefinition = null;  
  375.  
  376.             if (detectedGestures.Count == 0) return false;  
  377.  
  378.             // Check to see if any of the Gestures defined in the gestureInputs   
  379.             // dictionary have been performed and detected.  
  380.             foreach (GestureDefinition userDefinedGesture in gestureInputs.Values)  
  381.             {  
  382.                 foreach (GestureDefinition detectedGesture in detectedGestures)  
  383.                 {  
  384.                     if (detectedGesture.Type == userDefinedGesture.Type)  
  385.                     {  
  386.                         // If a Rectangle area to check against has been passed in, then  
  387.                         // use that one, otherwise use the one originally defined  
  388.                         Rectangle areaToCheck = userDefinedGesture.CollisionArea;  
  389.                         if (theNewDetectionLocation != null)  
  390.                             areaToCheck = (Rectangle)theNewDetectionLocation;  
  391.  
  392.                         // If the gesture detected was made in the area where users were  
  393.                         // interested in Input (they intersect), then a gesture input is  
  394.                         // considered detected.  
  395.                         if (detectedGesture.CollisionArea.Intersects(areaToCheck))  
  396.                         {  
  397.                             if (currentGestureDefinition == null)  
  398.                             {  
  399.                                 currentGestureDefinition 
  400.                                     = new GestureDefinition(detectedGesture.Gesture);  
  401.                             }  
  402.                             else  
  403.                             {  
  404.                                 // Some gestures like FreeDrag and Flick are registered many,   
  405.                                 // many times in a single Update frame. Since there is only   
  406.                                 // one variable to store the gesture info, you must add on  
  407.                                 // any additional gesture values so there is a combination   
  408.                                 // of all the gesture information in currentGesture  
  409.                                 currentGestureDefinition.Delta += detectedGesture.Delta;  
  410.                                 currentGestureDefinition.Delta2 += detectedGesture.Delta2;  
  411.                                 currentGestureDefinition.Position += detectedGesture.Position;  
  412.                                 currentGestureDefinition.Position2 += detectedGesture.Position2;  
  413.                             }  
  414.                         }  
  415.                     }  
  416.                 }  
  417.             }  
  418.  
  419.             if (currentGestureDefinition != null) return true;  
  420.  
  421.             return false;  
  422.         }  
  423.  
  424.         private bool IsAccelerometerInputPressed()  
  425.         {  
  426.             foreach (KeyValuePair<Direction, float> input in accelerometerInputs)  
  427.             {  
  428.                 switch (input.Key)  
  429.                 {  
  430.                     case Direction.Up:  
  431.                         {  
  432.                             if (Math.Abs(currentAccelerometerReading.Y) > input.Value  
  433.                             && currentAccelerometerReading.Y < 0)  
  434.                             {  
  435.                                 return true;  
  436.                             }  
  437.                             break;  
  438.                         }  
  439.  
  440.                     case Direction.Down:  
  441.                         {  
  442.                             if (Math.Abs(currentAccelerometerReading.Y) > input.Value  
  443.                             && currentAccelerometerReading.Y > 0)  
  444.                             {  
  445.                                 return true;  
  446.                             }  
  447.                             break;  
  448.                         }  
  449.  
  450.                     case Direction.Left:  
  451.                         {  
  452.                             if (Math.Abs(currentAccelerometerReading.X) > input.Value  
  453.                             && currentAccelerometerReading.X < 0)  
  454.                             {  
  455.                                 return true;  
  456.                             }  
  457.                             break;  
  458.                         }  
  459.  
  460.                     case Direction.Right:  
  461.                         {  
  462.                             if (Math.Abs(currentAccelerometerReading.X) > input.Value  
  463.                             && currentAccelerometerReading.X > 0)  
  464.                             {  
  465.                                 return true;  
  466.                             }  
  467.                             break;  
  468.                         }  
  469.                 }  
  470.             }  
  471.  
  472.             return false;  
  473.         }  
  474.  
  475.         GestureDefinition currentGestureDefinition;  
  476.         public Vector2 CurrentGesturePosition()  
  477.         {  
  478.             if (currentGestureDefinition == null)  
  479.                 return Vector2.Zero;  
  480.  
  481.             return currentGestureDefinition.Position;  
  482.         }  
  483.  
  484.         public Vector2 CurrentGesturePosition2()  
  485.         {  
  486.             if (currentGestureDefinition == null)  
  487.                 return Vector2.Zero;  
  488.  
  489.             return currentGestureDefinition.Position2;  
  490.         }  
  491.  
  492.         public Vector2 CurrentGestureDelta()  
  493.         {  
  494.             if (currentGestureDefinition == null)  
  495.                 return Vector2.Zero;  
  496.  
  497.             return currentGestureDefinition.Delta;  
  498.         }  
  499.  
  500.         public Vector2 CurrentGestureDelta2()  
  501.         {  
  502.             if (currentGestureDefinition == null)  
  503.                 return Vector2.Zero;  
  504.  
  505.             return currentGestureDefinition.Delta2;  
  506.         }  
  507.  
  508.  
  509.         public Vector2? CurrentTouchPosition()  
  510.         {  
  511.             foreach (TouchLocation location in CurrentTouchLocationState)  
  512.             {  
  513.                 switch (location.State)  
  514.                 {  
  515.                     case TouchLocationState.Pressed:  
  516.                         return location.Position;  
  517.  
  518.                     case TouchLocationState.Moved:  
  519.                         return location.Position;  
  520.                 }  
  521.             }  
  522.  
  523.             return null;  
  524.         }  
  525.  
  526.         private Vector2? PreviousTouchPosition()  
  527.         {  
  528.             foreach (TouchLocation location in PreviousTouchLocationState)  
  529.             {  
  530.                 switch (location.State)  
  531.                 {  
  532.                     case TouchLocationState.Pressed:  
  533.                         return location.Position;  
  534.  
  535.                     case TouchLocationState.Moved:  
  536.                         return location.Position;  
  537.                 }  
  538.             }  
  539.  
  540.             return null;  
  541.         }  
  542.  
  543.  
  544.         private Rectangle CurrentTouchRectangle  
  545.         {  
  546.             get  
  547.             {  
  548.                 Vector2? touchPosition = CurrentTouchPosition();  
  549.                 if (touchPosition == null)  
  550.                     return Rectangle.Empty;  
  551.  
  552.                 return new Rectangle((int)touchPosition.Value.X - 5,  
  553.                                      (int)touchPosition.Value.Y - 5,  
  554.                                      10,  
  555.                                      10);  
  556.             }  
  557.         }  
  558.  
  559.  
  560.         public Vector3 CurrentAccelerometerReading  
  561.         {  
  562.             get  
  563.             {  
  564.                 return currentAccelerometerReading;  
  565.             }  
  566.         }  
  567.     }  

 

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