Initial commit: Star of Words Unity project
Snapshot of the existing Unity 6 language-learning word game before any refactoring. Adds Unity .gitignore and .gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ecb1c9edea
1455 changed files with 933295 additions and 0 deletions
662
Assets/Scripts/3.0/mod12/TFTranslationGameScene.cs
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662
Assets/Scripts/3.0/mod12/TFTranslationGameScene.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.SceneManagement;
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public class Mod12_TrueFalseGame : MonoBehaviour
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{
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[Header("TXT FILE (TR,EN,ES,DE,FR,PT)")]
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public TextAsset analogyFile; // TXT dosyasını sürükle-bırak
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[System.Serializable]
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public class WordPair
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{
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public string tr, en, es, de, fr, pt;
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public WordPair(string tr, string en, string es, string de, string fr, string pt)
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{
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this.tr = tr;
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this.en = en;
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this.es = es;
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this.de = de;
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this.fr = fr;
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this.pt = pt;
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}
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public string Get(string lang)
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{
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return lang switch
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{
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"tr" => tr,
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"en" => en,
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"es" => es,
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"de" => de,
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"fr" => fr,
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"pt" => pt,
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_ => en
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};
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}
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}
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// ================= UI =================
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public TMP_Text wordText;
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public TMP_Text feedbackText;
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public TMP_Text scoreText;
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public TMP_Text comboText;
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public TMP_Text timerText;
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public Button trueButton;
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public Button falseButton;
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public Button passButton;
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[Header("━━━ BACK BUTTON ━━━━━━━━━━━━━━━━━━━━━━━━")]
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public Button backButton;
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public string backSceneName = "ModSec 12";
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[Header("COLORS")]
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public Color normalColor = new Color32(255, 255, 255, 40);
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public Color selectedColor = new Color32(60, 120, 220, 255);
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public Color correctColor = new Color32(0, 200, 0, 255);
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public Color wrongColor = new Color32(200, 0, 0, 255);
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[Header("━━━ FEEDBACK TEXT SETTINGS ━━━━━━━━━━━━━")]
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public bool feedbackOnTop = true;
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public float feedbackTopY = 400f;
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public float feedbackFontSize = 72f;
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[Header("━━━ ANIMATION SETTINGS ━━━━━━━━━━━━━━━━━")]
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[Range(0.80f, 1f)] public float selectedScale = 0.94f;
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public float selectAnimTime = 0.10f;
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// ================= Logic =================
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private List<WordPair> words = new List<WordPair>();
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private bool correctPair;
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private bool locked = false;
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private float timeLeft = 60f;
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private int score = 0;
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private int combo = 0;
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private int correctCount = 0;
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private int wrongCount = 0;
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string qLang;
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string aLang;
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string modKey = "Mod12";
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readonly Color timerNormalColor = Color.white;
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readonly Color timerWarnColor = new Color32(255, 80, 80, 255);
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Vector3 trueOriginalScale = Vector3.one;
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Vector3 falseOriginalScale = Vector3.one;
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Vector3 trueOriginalPos;
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Vector3 falseOriginalPos;
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Coroutine trueScaleCo;
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Coroutine falseScaleCo;
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Coroutine feedbackCo;
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Coroutine wordFadeCo;
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// ============================================================
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void Start()
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{
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qLang = PlayerPrefs.GetString("QuestionLangCode", "en");
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aLang = PlayerPrefs.GetString("AnswerLangCode", "tr");
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CacheButtonData();
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PrepareFeedbackText();
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LoadTXT();
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trueButton.onClick.AddListener(() => Answer(true));
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falseButton.onClick.AddListener(() => Answer(false));
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passButton.onClick.AddListener(Pass);
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if (backButton != null)
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{
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backButton.onClick.RemoveAllListeners();
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backButton.onClick.AddListener(() => SceneManager.LoadScene(backSceneName));
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}
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UpdateScore();
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UpdateCombo();
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NextQuestion();
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}
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// ============================================================
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void Update()
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{
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if (!locked)
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{
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timeLeft -= Time.deltaTime;
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if (timeLeft <= 0) GameOver();
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}
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UpdateTimerUI();
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}
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// ============================================================
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void CacheButtonData()
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{
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if (trueButton != null)
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{
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trueOriginalScale = trueButton.transform.localScale;
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trueOriginalPos = trueButton.transform.localPosition;
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trueButton.transition = Selectable.Transition.None;
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}
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if (falseButton != null)
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{
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falseOriginalScale = falseButton.transform.localScale;
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falseOriginalPos = falseButton.transform.localPosition;
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falseButton.transition = Selectable.Transition.None;
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}
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}
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void PrepareFeedbackText()
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{
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if (feedbackText == null) return;
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if (feedbackOnTop)
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{
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Vector3 pos = feedbackText.transform.localPosition;
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pos.y = feedbackTopY;
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feedbackText.transform.localPosition = pos;
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}
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feedbackText.alignment = TextAlignmentOptions.Center;
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feedbackText.fontSize = Mathf.Max(feedbackText.fontSize, feedbackFontSize);
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feedbackText.text = "";
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Color c = feedbackText.color;
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c.a = 1f;
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feedbackText.color = c;
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}
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void UpdateTimerUI()
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{
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if (timerText == null) return;
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timerText.text = Mathf.Ceil(timeLeft).ToString();
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if (timeLeft <= 10f)
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{
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timerText.color = FullAlpha(Color.Lerp(timerWarnColor, Color.white, Mathf.PingPong(Time.time * 3f, 1f)));
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timerText.transform.localScale = Vector3.one * (1f + Mathf.Sin(Time.time * 10f) * 0.05f);
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}
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else
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{
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timerText.color = FullAlpha(timerNormalColor);
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timerText.transform.localScale = Vector3.one;
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}
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}
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// ============================================================
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void LoadTXT()
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{
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words.Clear();
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if (analogyFile == null)
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{
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wordText.text = "TXT NOT FOUND!";
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return;
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}
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string raw = analogyFile.text.Replace("\r", "");
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string[] lines = raw.Split('\n');
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foreach (string line in lines)
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{
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if (string.IsNullOrWhiteSpace(line)) continue;
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string[] p = line.Split(',');
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if (p.Length != 6)
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{
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Debug.LogError("HATALI SATIR → Format TR,EN,ES,DE,FR,PT olmalı: " + line);
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continue;
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}
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words.Add(new WordPair(
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p[0].Trim(), p[1].Trim(), p[2].Trim(),
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p[3].Trim(), p[4].Trim(), p[5].Trim()
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));
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}
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if (words.Count < 2)
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{
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wordText.text = "YETERSİZ KELİME!";
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}
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}
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// ============================================================
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void NextQuestion()
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{
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if (words.Count < 2) return;
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locked = false;
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if (feedbackText != null)
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feedbackText.text = "";
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ResetColors();
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WordPair w1 = words[Random.Range(0, words.Count)];
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WordPair w2 = w1;
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// %50 doğru / %50 yanlış
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correctPair = (Random.value > 0.5f);
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if (!correctPair)
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{
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WordPair temp;
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do temp = words[Random.Range(0, words.Count)];
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while (temp == w1);
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w2 = temp;
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}
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// TEK TEXT EKLEME
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wordText.text = $"{w1.Get(qLang)} = {w2.Get(aLang)}";
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if (wordFadeCo != null) StopCoroutine(wordFadeCo);
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wordFadeCo = StartCoroutine(FadeInText(wordText));
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}
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// ============================================================
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void Answer(bool pickedTrue)
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{
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if (locked) return;
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locked = true;
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bool ok =
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(pickedTrue && correctPair) ||
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(!pickedTrue && !correctPair);
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if (pickedTrue)
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{
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trueButton.image.color = FullAlpha(selectedColor);
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StartScaleAnim(trueButton, ref trueScaleCo, trueOriginalScale * selectedScale);
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}
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else
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{
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falseButton.image.color = FullAlpha(selectedColor);
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StartScaleAnim(falseButton, ref falseScaleCo, falseOriginalScale * selectedScale);
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}
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if (ok) Correct(pickedTrue);
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else Wrong(pickedTrue);
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Invoke(nameof(NextQuestion), 1f);
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}
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// ============================================================
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void Correct(bool pickedTrue)
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{
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correctCount++;
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combo++;
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score += 50 + combo * 10;
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timeLeft += 2f;
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SetFeedback(combo >= 3 ? $"{Local("correct")} {combo}x COMBO!" : Local("correct"), correctColor);
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Button btn = pickedTrue ? trueButton : falseButton;
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Vector3 normalScale = pickedTrue ? trueOriginalScale : falseOriginalScale;
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btn.image.color = FullAlpha(correctColor);
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StartCoroutine(CorrectPulse(btn, normalScale));
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if (comboText != null) StartCoroutine(ComboAnim(comboText));
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if (scoreText != null) StartCoroutine(ScorePopAnim(scoreText));
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UpdateScore();
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UpdateCombo();
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}
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void Wrong(bool pickedTrue)
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{
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wrongCount++;
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combo = 0;
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score -= 20;
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if (score < 0) score = 0;
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SetFeedback(Local("wrong"), wrongColor);
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Button btn = pickedTrue ? trueButton : falseButton;
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Vector3 originalPos = pickedTrue ? trueOriginalPos : falseOriginalPos;
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btn.image.color = FullAlpha(wrongColor);
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StartCoroutine(ShakeButton(btn, originalPos));
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UpdateScore();
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UpdateCombo();
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}
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// ============================================================
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void Pass()
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{
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if (locked) return;
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combo = 0;
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UpdateCombo();
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NextQuestion();
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}
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void ResetColors()
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{
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if (trueScaleCo != null) { StopCoroutine(trueScaleCo); trueScaleCo = null; }
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if (falseScaleCo != null) { StopCoroutine(falseScaleCo); falseScaleCo = null; }
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trueButton.image.color = FullAlpha(normalColor);
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falseButton.image.color = FullAlpha(normalColor);
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trueButton.transform.localScale = trueOriginalScale;
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falseButton.transform.localScale = falseOriginalScale;
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trueButton.transform.localPosition = trueOriginalPos;
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falseButton.transform.localPosition = falseOriginalPos;
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}
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void UpdateScore() => scoreText.text = score.ToString();
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void UpdateCombo() => comboText.text = combo + "x";
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// ============================================================
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void GameOver()
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{
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// Son elde edilen skor
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int lastScore = score;
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// 🔥 Mod Select / Leaderboard ekranına direkt bağlanacak basit key
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PlayerPrefs.SetInt("Mod12Skor", lastScore);
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// Mevcut max skoru oku (yoksa 0)
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int maxScore = PlayerPrefs.GetInt(modKey + "_MaxScore", 0);
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// Eğer yeni skor daha yüksekse güncelle
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if (lastScore > maxScore)
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{
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PlayerPrefs.SetInt(modKey + "_MaxScore", lastScore);
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}
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// Temel kayıtlar
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PlayerPrefs.SetInt(modKey + "_Score", lastScore);
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PlayerPrefs.SetInt(modKey + "_Correct", correctCount);
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PlayerPrefs.SetInt(modKey + "_Wrong", wrongCount);
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PlayerPrefs.Save();
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// Resume sahnesine git
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SceneManager.LoadScene("Mod12Resume");
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}
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// ============================================================
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string Local(string key)
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{
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int L = PlayerPrefs.GetInt("AppLanguage", 1);
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if (key == "correct")
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return new[] { "Doğru!", "Correct!", "¡Correcto!", "Richtig!", "Correct!", "Correto!" }[L];
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if (key == "wrong")
|
||||
return new[] { "Yanlış!", "Wrong!", "¡Incorrecto!", "Falsch!", "Faux!", "Errado!" }[L];
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return key;
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}
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|
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// ================== ANIMATION HELPERS ==================
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void SetFeedback(string msg, Color c)
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||||
{
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if (feedbackText == null) return;
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||||
|
||||
feedbackText.text = msg;
|
||||
feedbackText.color = FullAlpha(c);
|
||||
|
||||
if (feedbackOnTop)
|
||||
{
|
||||
Vector3 pos = feedbackText.transform.localPosition;
|
||||
pos.y = feedbackTopY;
|
||||
feedbackText.transform.localPosition = pos;
|
||||
}
|
||||
|
||||
if (feedbackCo != null) StopCoroutine(feedbackCo);
|
||||
feedbackCo = StartCoroutine(FeedbackAnim(feedbackText));
|
||||
}
|
||||
|
||||
void StartScaleAnim(Button btn, ref Coroutine co, Vector3 targetScale)
|
||||
{
|
||||
if (btn == null) return;
|
||||
|
||||
if (co != null) StopCoroutine(co);
|
||||
co = StartCoroutine(ScaleButton(btn, targetScale));
|
||||
}
|
||||
|
||||
IEnumerator ScaleButton(Button btn, Vector3 targetScale)
|
||||
{
|
||||
if (btn == null) yield break;
|
||||
|
||||
Vector3 startScale = btn.transform.localScale;
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / Mathf.Max(0.01f, selectAnimTime);
|
||||
btn.transform.localScale = Vector3.Lerp(startScale, targetScale, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
btn.transform.localScale = targetScale;
|
||||
}
|
||||
|
||||
IEnumerator CorrectPulse(Button btn, Vector3 normal)
|
||||
{
|
||||
if (btn == null) yield break;
|
||||
|
||||
Vector3 big = normal * 1.12f;
|
||||
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.12f;
|
||||
btn.transform.localScale = Vector3.Lerp(normal, big, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.12f;
|
||||
btn.transform.localScale = Vector3.Lerp(big, normal, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
btn.transform.localScale = normal;
|
||||
}
|
||||
|
||||
IEnumerator ShakeButton(Button btn, Vector3 origin)
|
||||
{
|
||||
if (btn == null) yield break;
|
||||
|
||||
float duration = 0.35f;
|
||||
float magnitude = 12f;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
float power = 1f - elapsed / duration;
|
||||
float x = Random.Range(-1f, 1f) * magnitude * power;
|
||||
|
||||
btn.transform.localPosition = origin + new Vector3(x, 0f, 0f);
|
||||
|
||||
elapsed += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
btn.transform.localPosition = origin;
|
||||
}
|
||||
|
||||
IEnumerator FeedbackAnim(TMP_Text txt)
|
||||
{
|
||||
if (txt == null) yield break;
|
||||
|
||||
Vector3 originalScale = Vector3.one;
|
||||
Vector3 bigScale = originalScale * 1.18f;
|
||||
|
||||
Color c = FullAlpha(txt.color);
|
||||
c.a = 0f;
|
||||
txt.color = c;
|
||||
|
||||
Vector3 originalPos = txt.transform.localPosition;
|
||||
Vector3 startPos = originalPos + Vector3.down * 18f;
|
||||
|
||||
txt.transform.localPosition = startPos;
|
||||
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.16f;
|
||||
|
||||
float ease = EaseOutBack(t);
|
||||
|
||||
txt.transform.localScale = Vector3.Lerp(originalScale, bigScale, ease);
|
||||
txt.transform.localPosition = Vector3.Lerp(startPos, originalPos, ease);
|
||||
|
||||
c.a = Mathf.Clamp01(t);
|
||||
txt.color = c;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
c.a = 1f;
|
||||
txt.color = c;
|
||||
txt.transform.localPosition = originalPos;
|
||||
|
||||
t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.12f;
|
||||
txt.transform.localScale = Vector3.Lerp(bigScale, originalScale, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
txt.transform.localScale = originalScale;
|
||||
feedbackCo = null;
|
||||
}
|
||||
|
||||
IEnumerator ComboAnim(TMP_Text txt)
|
||||
{
|
||||
if (txt == null) yield break;
|
||||
|
||||
Vector3 original = Vector3.one;
|
||||
Vector3 big = original * 1.22f;
|
||||
|
||||
Color baseColor = FullAlpha(txt.color);
|
||||
Color highlight = new Color32(255, 220, 50, 255);
|
||||
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.12f;
|
||||
|
||||
txt.transform.localScale = Vector3.Lerp(original, big, EaseOutBack(t));
|
||||
txt.color = FullAlpha(Color.Lerp(baseColor, highlight, t));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.14f;
|
||||
|
||||
txt.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t));
|
||||
txt.color = FullAlpha(Color.Lerp(highlight, baseColor, t));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
txt.transform.localScale = original;
|
||||
txt.color = baseColor;
|
||||
}
|
||||
|
||||
IEnumerator ScorePopAnim(TMP_Text txt)
|
||||
{
|
||||
if (txt == null) yield break;
|
||||
|
||||
Vector3 original = Vector3.one;
|
||||
Vector3 big = original * 1.18f;
|
||||
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.10f;
|
||||
txt.transform.localScale = Vector3.Lerp(original, big, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.12f;
|
||||
txt.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
txt.transform.localScale = original;
|
||||
}
|
||||
|
||||
IEnumerator FadeInText(TMP_Text txt)
|
||||
{
|
||||
if (txt == null) yield break;
|
||||
|
||||
Color c = FullAlpha(txt.color);
|
||||
c.a = 0f;
|
||||
txt.color = c;
|
||||
|
||||
float t = 0f;
|
||||
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / 0.18f;
|
||||
c.a = EaseOutQuad(t);
|
||||
txt.color = c;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
c.a = 1f;
|
||||
txt.color = c;
|
||||
wordFadeCo = null;
|
||||
}
|
||||
|
||||
Color FullAlpha(Color c)
|
||||
{
|
||||
c.a = 1f;
|
||||
return c;
|
||||
}
|
||||
|
||||
float EaseOutBack(float t)
|
||||
{
|
||||
t = Mathf.Clamp01(t);
|
||||
|
||||
float c1 = 1.70158f;
|
||||
float c3 = c1 + 1f;
|
||||
|
||||
return 1f + c3 * Mathf.Pow(t - 1f, 3f) + c1 * Mathf.Pow(t - 1f, 2f);
|
||||
}
|
||||
|
||||
float EaseOutQuad(float t)
|
||||
{
|
||||
t = Mathf.Clamp01(t);
|
||||
return 1f - (1f - t) * (1f - t);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue