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58f774fc7e
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using UnityEngine;
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public interface IGameMode
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{
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void Update(Player player);
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void OnCollisionEnter(Player player, Collision2D collision);
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void OnCollisionExit(Player player, Collision2D collision);
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class NormalGameMode : IGameMode
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{
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private const float HorizontalSpeed = 8.6f;
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{
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Jump(player);
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private void Jump(Player player)
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{
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}
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{
|
||||
return !player.IsColliding;
|
||||
}
|
||||
|
||||
private void AlignRotation(Player player)
|
||||
{
|
||||
Vector3 rotation = player.Transform.rotation.eulerAngles;
|
||||
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||
player.Transform.rotation = Quaternion.Euler(rotation);
|
||||
}
|
||||
|
||||
private void UpdateParticlePositionAndRotation(Player player)
|
||||
{
|
||||
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
||||
player.IsColliding = true;
|
||||
player.CanJump = true;
|
||||
|
||||
if (collision.gameObject.CompareTag("Kill"))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
if (collision.gameObject.CompareTag("Win"))
|
||||
{
|
||||
SceneManager.LoadScene("SelectLevelScene");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCollisionExit(Player player, Collision2D collision)
|
||||
{
|
||||
player.IsColliding = false;
|
||||
}
|
||||
}
|
2
Assets/Scripts/GameMode/NormalGameMode.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 222f727842e308847a028d3fce55d364
|
68
Assets/Scripts/GameMode/ShipGameMode.cs
Normal file
@ -0,0 +1,68 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ShipGameMode : IGameMode
|
||||
{
|
||||
private const float HorizontalSpeed = 8.6f;
|
||||
private const float JumpForce = 26.6581f;
|
||||
private const KeyCode JumpKey = KeyCode.Space;
|
||||
|
||||
private const float UpperAngle = 45f;
|
||||
private const float LowerAngle = -45f;
|
||||
private const float RotationLerpSpeed = 5f;
|
||||
|
||||
public void Update(Player player)
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed, player.RigidBody.linearVelocity.y);
|
||||
|
||||
if (player.HasStarted && Input.GetKey(JumpKey))
|
||||
{
|
||||
Jump(player);
|
||||
}
|
||||
|
||||
float targetAngle = Input.GetKey(JumpKey) ? UpperAngle : LowerAngle;
|
||||
float currentAngle = player.Transform.rotation.eulerAngles.z;
|
||||
if (currentAngle > 180f)
|
||||
currentAngle -= 360f;
|
||||
float newAngle = Mathf.Lerp(currentAngle, targetAngle, RotationLerpSpeed * Time.deltaTime);
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||
|
||||
UpdateParticlePositionAndRotation(player);
|
||||
}
|
||||
|
||||
private void UpdateParticlePositionAndRotation(Player player)
|
||||
{
|
||||
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
}
|
||||
|
||||
private void Jump(Player player)
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Kill"))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
return;
|
||||
}
|
||||
if (collision.gameObject.CompareTag("Win"))
|
||||
{
|
||||
SceneManager.LoadScene("HomeScene");
|
||||
return;
|
||||
}
|
||||
|
||||
float currentAngle = player.Transform.rotation.eulerAngles.z;
|
||||
float shortestAngle = Mathf.DeltaAngle(currentAngle, 0);
|
||||
player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle));
|
||||
}
|
||||
|
||||
public void OnCollisionExit(Player player, Collision2D collision)
|
||||
{
|
||||
// rien pour l'instant
|
||||
}
|
||||
}
|
2
Assets/Scripts/GameMode/ShipGameMode.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28b5f8f9214141740af5157d6b421677
|
@ -16,9 +16,12 @@ public class LevelElement
|
||||
[System.Serializable]
|
||||
public class Level
|
||||
{
|
||||
public static readonly int LAST_X = 15;
|
||||
public string JsonName { get; set; }
|
||||
public int TotalJumps { get; set; }
|
||||
public int TotalAttempts { get; set; }
|
||||
public int ProgressionPercent { get; set; }
|
||||
public int ProgressionPercentMax { get; set; }
|
||||
|
||||
public string name;
|
||||
public string musicName;
|
||||
@ -26,6 +29,20 @@ public class Level
|
||||
|
||||
public List<LevelElement> elements;
|
||||
|
||||
public float LastX
|
||||
{
|
||||
get
|
||||
{
|
||||
LevelElement lastElement = elements[^1];
|
||||
float lastX = LAST_X;
|
||||
if (lastElement != null)
|
||||
{
|
||||
lastX += lastElement.x;
|
||||
}
|
||||
return lastX;
|
||||
}
|
||||
}
|
||||
|
||||
public static Level CreateFromJSON(string jsonString)
|
||||
{
|
||||
return JsonUtility.FromJson<Level>(jsonString);
|
||||
|
@ -1,10 +1,12 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.IO;
|
||||
|
||||
public class LevelLoader : MonoBehaviour
|
||||
{
|
||||
public LevelsLoader levelsLoader;
|
||||
public AudioSource audioSource;
|
||||
public Text progressionText;
|
||||
|
||||
private GameObject GetPrefab(string type)
|
||||
{
|
||||
@ -31,14 +33,7 @@ public class LevelLoader : MonoBehaviour
|
||||
|
||||
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
|
||||
}
|
||||
|
||||
LevelElement lastElement = current.elements[^1];
|
||||
float lastX = 15;
|
||||
if (lastElement != null)
|
||||
{
|
||||
lastX += lastElement.x;
|
||||
}
|
||||
Instantiate(GetPrefab("WinnerWall"), new Vector3(lastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
||||
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
||||
}
|
||||
|
||||
public void Start()
|
||||
@ -52,6 +47,7 @@ public class LevelLoader : MonoBehaviour
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
Level current = levelsLoader.levelCurrent;
|
||||
progressionText.text = current.ProgressionPercent + "%";
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ public class LevelStat
|
||||
|
||||
public int totalJumps;
|
||||
public int totalAttempts;
|
||||
public int progressionPercent;
|
||||
|
||||
public static LevelStat CreateFromJSON(string jsonString)
|
||||
{
|
||||
|
@ -1,6 +1,7 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System;
|
||||
|
||||
public class LevelsLoader : MonoBehaviour
|
||||
{
|
||||
@ -33,11 +34,14 @@ public class LevelsLoader : MonoBehaviour
|
||||
level.JsonName = jsonTextFile.name;
|
||||
level.TotalAttempts = 0;
|
||||
level.TotalJumps = 0;
|
||||
level.ProgressionPercent = 0;
|
||||
level.ProgressionPercentMax = 0;
|
||||
|
||||
if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat))
|
||||
{
|
||||
level.TotalJumps = levelStat.totalJumps;
|
||||
level.TotalAttempts = levelStat.totalAttempts;
|
||||
level.TotalJumps = levelStat.totalJumps;
|
||||
level.ProgressionPercentMax = levelStat.progressionPercent;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -59,7 +63,8 @@ public class LevelsLoader : MonoBehaviour
|
||||
{
|
||||
JsonName = levelCurrent.JsonName,
|
||||
totalJumps = levelCurrent.TotalJumps,
|
||||
totalAttempts = levelCurrent.TotalAttempts
|
||||
totalAttempts = levelCurrent.TotalAttempts,
|
||||
progressionPercent = levelCurrent.ProgressionPercentMax,
|
||||
};
|
||||
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
|
||||
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson);
|
||||
@ -88,4 +93,22 @@ public class LevelsLoader : MonoBehaviour
|
||||
levelCurrent.TotalAttempts += 1;
|
||||
SaveLevelCurrent();
|
||||
}
|
||||
|
||||
public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
|
||||
{
|
||||
float lastX = levelCurrent.LastX;
|
||||
GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
|
||||
float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x;
|
||||
float marginError = 0.5f;
|
||||
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
|
||||
|
||||
float rawPercentage = (playerPosition.x / totalDistance) * 100;
|
||||
int clampedPercentage = Mathf.Clamp(Mathf.RoundToInt(rawPercentage), 0, 100);
|
||||
|
||||
levelCurrent.ProgressionPercent = clampedPercentage;
|
||||
levelCurrent.ProgressionPercentMax = Math.Max(levelCurrent.ProgressionPercentMax, levelCurrent.ProgressionPercent);
|
||||
SaveLevelCurrent();
|
||||
|
||||
return clampedPercentage;
|
||||
}
|
||||
}
|
||||
|
25
Assets/Scripts/LevelsSelect/LevelProgression.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LevelProgression : MonoBehaviour
|
||||
{
|
||||
public Text levelProgressionText;
|
||||
|
||||
public LevelsLoader levelsLoader;
|
||||
|
||||
private string GetText()
|
||||
{
|
||||
return "Progression Max: " + levelsLoader.levelCurrent.ProgressionPercentMax + "%";
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
levelProgressionText.text = GetText();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
levelProgressionText.text = GetText();
|
||||
}
|
||||
}
|
2
Assets/Scripts/LevelsSelect/LevelProgression.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f53ed5a09d2704999b0f112382f62309
|
28
Assets/Scripts/LevelsSelect/LevelTotalAttempts.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LevelTotalAttempts : MonoBehaviour
|
||||
{
|
||||
public Text levelTotalAttemptsText;
|
||||
|
||||
public LevelsLoader levelsLoader;
|
||||
|
||||
private string GetText()
|
||||
{
|
||||
int number = levelsLoader.levelCurrent.TotalAttempts;
|
||||
FormattableString message = $"{number:N0}";
|
||||
return "Total Attempts: " + FormattableString.Invariant(message);
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
levelTotalAttemptsText.text = GetText();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
levelTotalAttemptsText.text = GetText();
|
||||
}
|
||||
}
|
2
Assets/Scripts/LevelsSelect/LevelTotalAttempts.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2e1b06afdba22e2e801e20c56a99a30
|
28
Assets/Scripts/LevelsSelect/LevelTotalJumps.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LevelTotalJumps : MonoBehaviour
|
||||
{
|
||||
public Text levelTotalJumpsText;
|
||||
|
||||
public LevelsLoader levelsLoader;
|
||||
|
||||
private string GetText()
|
||||
{
|
||||
int number = levelsLoader.levelCurrent.TotalJumps;
|
||||
FormattableString message = $"{number:N0}";
|
||||
return "Total Jumps: " + FormattableString.Invariant(message);
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
levelTotalJumpsText.text = GetText();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
levelTotalJumpsText.text = GetText();
|
||||
}
|
||||
}
|
2
Assets/Scripts/LevelsSelect/LevelTotalJumps.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90096cf0341a3ac178de4db506d4205c
|
33
Assets/Scripts/PauseMenu.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
public GameObject pauseMenu;
|
||||
public GameObject pauseButton;
|
||||
public LevelLoader levelLoader;
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
Time.timeScale = 0;
|
||||
levelLoader.audioSource.Pause();
|
||||
|
||||
pauseMenu.SetActive(true);
|
||||
pauseButton.SetActive(false);
|
||||
}
|
||||
|
||||
public void Home()
|
||||
{
|
||||
Time.timeScale = 1;
|
||||
SceneManager.LoadScene("HomeScene");
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
Time.timeScale = 1;
|
||||
levelLoader.audioSource.Play();
|
||||
|
||||
pauseMenu.SetActive(false);
|
||||
pauseButton.SetActive(true);
|
||||
}
|
||||
}
|
2
Assets/Scripts/PauseMenu.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe007f250f006dae5b98ae5c5a87113b
|
@ -1,101 +1,76 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.IO;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D rigidBody;
|
||||
public GameObject playerObject;
|
||||
public ParticleSystem particle;
|
||||
public LevelsLoader levelsLoader;
|
||||
public Rigidbody2D RigidBody { get; private set; }
|
||||
public Transform Transform { get; private set; }
|
||||
public ParticleSystem Particle { get; private set; }
|
||||
public LevelsLoader LevelsLoader { get; private set; }
|
||||
public SpriteRenderer SpriteRenderer { get; private set; }
|
||||
public bool IsColliding { get; set; } = true;
|
||||
public bool HasStarted { get; private set; } = false;
|
||||
public bool CanJump { get; set; } = true;
|
||||
|
||||
public bool isColliding = true;
|
||||
private bool hasStarted = false;
|
||||
public IGameMode CurrentGameMode { get; set; }
|
||||
|
||||
private bool canJump = true;
|
||||
public void Awake()
|
||||
{
|
||||
RigidBody = GetComponent<Rigidbody2D>();
|
||||
Transform = transform;
|
||||
Particle = GetComponentInChildren<ParticleSystem>();
|
||||
SpriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
LevelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
|
||||
var mainModule = particle.main;
|
||||
var mainModule = Particle.main;
|
||||
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
particle.transform.parent = null;
|
||||
Particle.transform.parent = null;
|
||||
|
||||
Invoke(nameof(EnableInput), 0.1f);
|
||||
|
||||
CurrentGameMode = new NormalGameMode();
|
||||
}
|
||||
|
||||
private void EnableInput()
|
||||
{
|
||||
hasStarted = true;
|
||||
HasStarted = true;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
rigidBody.linearVelocity = new Vector2(8.6f, rigidBody.linearVelocity.y);
|
||||
|
||||
if (hasStarted && isColliding && Input.GetKey(KeyCode.Space) && canJump)
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
|
||||
if (!IsJumping())
|
||||
{
|
||||
AlignRotation();
|
||||
particle.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.gameObject.SetActive(false);
|
||||
transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
||||
}
|
||||
|
||||
UpdateParticlePositionAndRotation();
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.x, 0);
|
||||
rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse);
|
||||
levelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
|
||||
private bool IsJumping()
|
||||
{
|
||||
return !isColliding;
|
||||
}
|
||||
|
||||
private void AlignRotation()
|
||||
{
|
||||
Vector3 rotation = transform.rotation.eulerAngles;
|
||||
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||
transform.rotation = Quaternion.Euler(rotation);
|
||||
}
|
||||
|
||||
private void UpdateParticlePositionAndRotation()
|
||||
{
|
||||
particle.transform.position = transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
CurrentGameMode.Update(this);
|
||||
LevelsLoader.CalculateCurrentProgressionPercent(transform.position);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
isColliding = true;
|
||||
canJump = true;
|
||||
|
||||
if (collision.gameObject.CompareTag("Kill"))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
if (collision.gameObject.CompareTag("Win"))
|
||||
{
|
||||
SceneManager.LoadScene("HomeScene");
|
||||
}
|
||||
CurrentGameMode.OnCollisionEnter(this, collision);
|
||||
}
|
||||
|
||||
public void OnCollisionExit2D(Collision2D collision)
|
||||
{
|
||||
isColliding = false;
|
||||
CurrentGameMode.OnCollisionExit(this, collision);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.CompareTag("ShipPortal"))
|
||||
{
|
||||
SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/Ship");
|
||||
ChangeGameMode(new ShipGameMode());
|
||||
}
|
||||
else if (collision.CompareTag("CubePortal"))
|
||||
{
|
||||
SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
|
||||
ChangeGameMode(new NormalGameMode());
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeGameMode(IGameMode newMode)
|
||||
{
|
||||
CurrentGameMode = newMode;
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ TagManager:
|
||||
- Kill
|
||||
- Win
|
||||
- LevelsLoader
|
||||
- LevelLoader
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|