GunfightShootUI.ts 21 KB

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  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity, game, PhysicsSystem, PhysicsRayResult } from 'cc';
  2. import { Game } from '../game/Game';
  3. import { BaseExp } from '../core/base/BaseExp';
  4. import { autoBind } from '../extend/AutoBind';
  5. import { Constants } from '../data/Constants';
  6. import { uiMgr } from '../core/manager/UIManager';
  7. import { userIns } from '../data/UserData';
  8. import MsgHints from '../utils/MsgHints';
  9. import List from '../third/List';
  10. import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  11. import { BulletMagazine } from '../game/BulletMagazine';
  12. import { settingData } from '../data/SettingData';
  13. import i18n from '../core/i18n/runtime-scripts/LanguageData';
  14. import PlatformSystem from '../platform/PlatformSystem';
  15. const { ccclass, property } = _decorator;
  16. const { clamp, toRadian } = math;
  17. @ccclass('GunfightShootUI')
  18. export class GunfightShootUI extends BaseExp {
  19. @autoBind({ type: Node, tooltip: "轮盘节点" })
  20. public wheel: Node;
  21. @autoBind({ type: Node, tooltip: "标准贴图" })
  22. public scopeOverlay: Node;
  23. @autoBind({ type: Node, tooltip: "准心" })
  24. public crossHair: Node;
  25. @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
  26. public rifle_bullet_progressBar: ProgressBar;
  27. @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
  28. public rifle_bullet_num_label: Label;
  29. @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
  30. public rifle_bullets_scrollView: BulletMagazine;
  31. @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
  32. public snipe_bullets_scrollView: BulletMagazine;
  33. @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
  34. public rifle_bullets_bg: Node;
  35. @autoBind({ type: List, tooltip: "敌人任务列表" })
  36. public task_scrollView: List;
  37. @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
  38. public hpProgressBar: ProgressBar;
  39. @property({type: [Node], tooltip: "要隐藏的所有按钮"})
  40. public hiddeNodes: Array<Node> = [];
  41. @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
  42. public reloadProgressBar: ProgressBar;
  43. @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
  44. public injury_blood: Node;
  45. @autoBind({ type: Label, tooltip: "玩家枪的名字" })
  46. public gun_name_label: Label;
  47. @autoBind({ type: Label, tooltip: "关卡名字" })
  48. public gk_num_lable: Label;
  49. @autoBind({ type: Node, tooltip: "切枪按钮" })
  50. public cut_gun_btn: Node;
  51. @autoBind({ type: Label, tooltip: "剩余切换次数" })
  52. public cut_num_label: Label;
  53. @autoBind({ type: Node, tooltip: "切枪看视频的图标按钮" })
  54. public cut_video: Node;
  55. /** 子弹飞行距离 */
  56. public bulletDistance: number = 800;
  57. /** 当前相机绕 X 轴的旋转角度 */
  58. private currentXRotation: number = 0;
  59. /** 当前相机绕 Y 轴的旋转角度 */
  60. private currentYRotation: number = 0;
  61. /** 左右旋转角度的最大限制值 */
  62. private maxHorizontalAngle: number = 180;
  63. /** 上下旋转角度的最大限制值 */
  64. private maxVerticalAngle: number = 70;
  65. /** 相机的原始视野值 */
  66. private originalFov: number;
  67. /** 玩家节点的初始旋转四元数 */
  68. private initialPlayerRotation: Quat = new Quat();
  69. /** 相机节点的初始旋转四元数 */
  70. private initialCameraRotation: Quat = new Quat();
  71. /** 相机放大后的目标视野值 */
  72. private targetFov: number;
  73. /** 标记相机是否正在进行放大操作 */
  74. private isZoomingIn: boolean = false;
  75. /** 标记相机是否正在进行缩小操作 */
  76. private isZoomingOut: boolean = false;
  77. /** 相机视野放大的速度 */
  78. private zoomSpeed: number = 0;
  79. /** 期望的缩放时间,单位为秒 */
  80. private zoomDuration: number = 0.2;
  81. /** 记录镜头开始放大的时间 */
  82. private zoomStartTime: number = 0;
  83. /** 标记是否在2秒内完成放大 */
  84. private zoomValid: boolean = false;
  85. /** 标记是否开镜 */
  86. private _isScopeOpen: boolean = false;
  87. get isScopeOpen() {
  88. return this._isScopeOpen;
  89. }
  90. set isScopeOpen(value: boolean) {
  91. this.gunDataUI();
  92. if (this._isScopeOpen !== value) {
  93. this._isScopeOpen = value;
  94. if (value) {
  95. this.openScope();
  96. } else {
  97. this.closeScope();
  98. }
  99. }
  100. }
  101. /**镜头的位置*/
  102. private wheelPos: Vec3 = Vec3.ZERO;
  103. //任务数据
  104. private taskDatas: Array<any> = [];
  105. //是否正在被击中
  106. private isHurtRun: boolean = false;
  107. start() {
  108. this.hasAnim = false;
  109. this.closeOnBlank = false;
  110. this.injury_blood.active = false;
  111. this.reloadProgressBar.node.active = false;
  112. if(!Constants.isDebug){
  113. this.hiddeNodes.forEach(e => e.active = false);
  114. }
  115. this.wheelPos = this.wheel.position.clone();
  116. //敌人数量改变
  117. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  118. //枪的数量发生变化
  119. this.register(Constants.eventName.gun_num_change, this.gunNumChange.bind(this));
  120. //监听当前节点触摸事件
  121. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  122. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  123. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  124. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  125. //监听轮盘点击事件 监听轮盘的触摸开始事件,当触摸开始时调用 onWheelClick 方法
  126. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  127. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  128. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  129. }
  130. public hide(){
  131. uiMgr.getPageComponent(Constants.mainUIs.main)?.playOrStopBGM(false);
  132. }
  133. /**
  134. * 摄像机初始信息
  135. * @param args
  136. */
  137. public originalInitial(){
  138. //记录摄像机原始视野
  139. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  140. //录初始旋转角度
  141. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  142. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  143. this.currentYRotation = this.initialPlayerRotation.x;
  144. this.currentXRotation = this.initialPlayerRotation.y;
  145. }
  146. public show(...args: any[]){
  147. this.loadTaskData();
  148. }
  149. /**
  150. * 枪的数量发生变化 是否显示切枪按钮
  151. */
  152. public gunNumChange(){
  153. const isMoreGuns: boolean = userIns.data.guns.length > 1;
  154. this.cut_gun_btn.active = isMoreGuns;
  155. this.cut_video.active = isMoreGuns;
  156. if(userIns.data.cutNum > 0){
  157. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  158. this.cut_video.active = false;
  159. }else{
  160. this.cut_num_label.string = `lack`;
  161. this.cut_video.active = true;
  162. }
  163. }
  164. /**
  165. * enemyId total count enemyData
  166. * 加载数据
  167. */
  168. public loadTaskData() {
  169. const data: any = userIns.getCurLevelData();
  170. this.gk_num_lable.string = i18n("main.关卡任务 %{value}",{value: data.id});
  171. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  172. this.task_scrollView.numItems = this.taskDatas.length;
  173. //加载子弹的数据
  174. this.gunDataUI();
  175. }
  176. /**
  177. * 任务数据
  178. * @param item item节点
  179. * @param idx 数据下标
  180. */
  181. public setTaskItemData(item: Node, idx: number) {
  182. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  183. }
  184. /**
  185. * 设置枪的数据
  186. */
  187. public gunDataUI() {
  188. const gData:any = Game.I.player.pData;
  189. if(Game.I.isGameOver
  190. || Game.I.isPause
  191. || !Game.I.player.gun
  192. || !gData){
  193. return;
  194. }
  195. this.crossHair.active = true;//准心
  196. //步枪没有开镜贴图
  197. this.scopeOverlay.active = !this.isRifleGun();
  198. this.gun_name_label.string = gData.name_lang;
  199. const isSnipeGun: boolean = gData.type == 1;
  200. //换弹夹进度条
  201. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  202. if(isMagazine){
  203. this.rifle_bullets_bg.active = false;
  204. this.snipe_bullets_scrollView.node.active = false;
  205. }else{
  206. //步枪子弹视图
  207. this.rifle_bullets_bg.active = !isSnipeGun;
  208. //狙击子弹视图列表
  209. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  210. if(isSnipeGun){
  211. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  212. }else{
  213. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  214. //子弹进度条
  215. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  216. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  217. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  218. }
  219. }
  220. }
  221. /**
  222. * 更换弹夹动画
  223. * @param time 换弹时间 单位秒
  224. * @param complete 完成回调
  225. */
  226. public reloadMagazineing(time: number,complete?: Function) {
  227. if(time <= 0){
  228. complete?.();
  229. }else{
  230. this.reloadProgressBar.node.active = true;
  231. this.reloadProgressBar.progress = 1;
  232. this.rifle_bullets_bg.active = false;
  233. this.snipe_bullets_scrollView.node.active = false;
  234. //创建定时器动画
  235. tween(this.reloadProgressBar)
  236. .to(time, { progress: 0 }, {
  237. easing: easing.linear,
  238. onStart: () => {
  239. tween(this.reloadProgressBar).stop();
  240. },
  241. onComplete: () => {
  242. this.reloadProgressBar.node.active = false;
  243. complete?.();
  244. }
  245. })
  246. .start();
  247. }
  248. }
  249. /**
  250. * 根据切换枪的stability设置镜头的稳定性
  251. */
  252. public crossHairStability() {
  253. const gData:any = Game.I.player.pData;
  254. if(!gData)return;
  255. this.gunDataUI();
  256. this.wheel.position = this.wheelPos;
  257. //参数映射优化(假设stability范围0-1) 振幅稳定性越低振幅越大 频率稳定性越低抖动越快
  258. const amplitude = 20 * (1 - gData.stability / 1000);
  259. let elapsed = 0;
  260. //基础抖动持续时间
  261. const duration = 0.4;
  262. const updateShake = (deltaTime: number) => {
  263. elapsed += deltaTime;
  264. //双轴随机偏移
  265. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  266. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  267. this.wheel.position = new Vec3(
  268. this.wheelPos.x + offsetX,
  269. this.wheelPos.y + offsetY,
  270. this.wheelPos.z
  271. );
  272. //自动结束
  273. if(elapsed >= duration) {
  274. this.wheel.position = this.wheelPos;
  275. this.unschedule(updateShake);
  276. }
  277. };
  278. this.unschedule(updateShake);
  279. // 使用游戏时间而非系统时间
  280. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  281. }
  282. /**
  283. * 屏幕触摸事件
  284. * 触摸移动时,根据触摸的位置计算旋转角度,并应用到节点上
  285. * @param event
  286. */
  287. private onNodeTouchMove(event: EventTouch) {
  288. const delta = event.getDelta();
  289. let f: number = this._isScopeOpen ? 0.2 : 0.6;
  290. //计算旋转角度 相机旋转的灵敏度 值越大移动越快 灵敏度越高
  291. this.currentYRotation -= delta.x * settingData.data.sensitivity * f;
  292. this.currentXRotation -= delta.y * settingData.data.sensitivity * f;
  293. //分别限制左右和上下旋转角度
  294. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  295. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  296. //计算水平和垂直旋转的四元数
  297. const yQuat = new Quat();
  298. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  299. const xQuat = new Quat();
  300. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  301. //合并旋转
  302. let finalQuat = new Quat();
  303. Quat.multiply(finalQuat, yQuat, xQuat);
  304. //将最终旋转与初始摄像机旋转合并
  305. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  306. //应用旋转到摄像机
  307. Game.I.player.node.rotation = finalQuat;
  308. }
  309. /**
  310. * 触摸结束
  311. * 触摸结束时 触摸结束处理方法
  312. */
  313. private onCustomNodeTouchEnd() {
  314. //触摸结束,可添加其他逻辑
  315. }
  316. /**
  317. * 开始慢慢放大视野
  318. */
  319. private onWheelClick() {
  320. this.isScopeOpen = true;
  321. }
  322. /**
  323. * 恢复原始视野
  324. */
  325. private onWheelRelease() {
  326. if(!this.zoomValid){
  327. this.isScopeOpen = false;
  328. return
  329. }
  330. //是步枪直接连续开火
  331. if(!this.isRifleGun()){
  332. Game.I.player.shoot();
  333. this.scheduleOnce(()=>{
  334. //检查是否在秒内完成放大 已经在update里开镜完成时调用 Game.I.player.shoot();
  335. this.isScopeOpen = false;
  336. },0.6)
  337. }else{
  338. this.isScopeOpen = false;
  339. }
  340. }
  341. /**
  342. * 开始开镜
  343. */
  344. private openScope() {
  345. //从枪械数据获取参数
  346. const gData = Game.I.player.pData;
  347. if(!gData)return;
  348. const isRifle: boolean = this.isRifleGun();
  349. //是步枪直接连续开火
  350. if(isRifle){
  351. Game.I.player.shoot();
  352. }
  353. this.isZoomingIn = true;
  354. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  355. this.zoomDuration = 72 / gData.zoomingSpeed;
  356. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  357. const zoomMultiplier = isRifle ?
  358. 1 / gData.rifleZoom :
  359. 1 / gData.scopeZoom;
  360. this.targetFov = this.originalFov * zoomMultiplier;
  361. //保持原有速度计算逻辑
  362. const fovDifference = this.originalFov - this.targetFov;
  363. this.zoomSpeed = fovDifference / this.zoomDuration;
  364. this.zoomStartTime = sys.now();
  365. }
  366. /**
  367. * 关闭开镜
  368. */
  369. private closeScope() {
  370. this.isZoomingIn = false;
  371. this.isZoomingOut = true;
  372. const fovDifference = this.originalFov - this.targetFov;
  373. //使用相同 zoomDuration 保证缩镜速度一致
  374. this.zoomSpeed = fovDifference / this.zoomDuration;
  375. }
  376. /**
  377. * 是否是步枪
  378. */
  379. public isRifleGun(){
  380. const gData:any = Game.I.player.pData;
  381. if(!gData)return false;
  382. return gData.id == '100014' || gData.id == '100015';
  383. }
  384. /**
  385. * 是否连发狙枪
  386. */
  387. public isSnipeGun(){
  388. const gData:any = Game.I.player.pData;
  389. if(!gData)return false;
  390. return gData.id == '100014' || gData.id == '100015';
  391. }
  392. /**
  393. * 计算从枪口出发,沿准心射线方向的点
  394. * @param isBulletEndPos 是否获得子弹的终点
  395. */
  396. public getCrossHairPos(){
  397. //获取屏幕准心位置(世界坐标)
  398. const screenPos = this.getScreenCenterPos();
  399. //校准补偿准心的偏移量
  400. //screenPos.x -= 0;
  401. //screenPos.y += 0;
  402. //从摄像机发射通过准心的射线
  403. const ray = new geometry.Ray();
  404. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  405. //获取枪口位置
  406. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  407. return new Vec3(
  408. muzzlePos.x + ray.d.x * this.bulletDistance,
  409. muzzlePos.y + ray.d.y * this.bulletDistance,
  410. muzzlePos.z + ray.d.z * this.bulletDistance);
  411. }
  412. /**
  413. * 返回屏幕中心的世界坐标
  414. */
  415. public getScreenCenterPos(){
  416. const worldPos = this.crossHair.worldPosition.clone();
  417. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  418. let screenPos = camera2D.worldToScreen(worldPos);
  419. return screenPos;
  420. }
  421. /**
  422. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  423. * @param progress 血量进度
  424. * @returns
  425. */
  426. public playerHurtTwinkle(progress: number){
  427. this.hpProgressBar.progress = progress;
  428. const isLowHP = progress <= 0.3;
  429. const op = this.injury_blood.getComponent(UIOpacity);
  430. //如果当前是高血量且正在闪烁 停止并隐藏
  431. if (!isLowHP && this.isHurtRun) {
  432. this.isHurtRun = false;
  433. Tween.stopAllByTarget(op);
  434. this.injury_blood.active = false;
  435. return;
  436. }
  437. if (isLowHP && !this.isHurtRun) {//低血量且未在闪烁时,启动循环闪烁
  438. this.isHurtRun = true;
  439. this.injury_blood.active = true;
  440. op.opacity = 255;
  441. tween(op)
  442. .to(0.5, { opacity: 0 }, { easing: easing.linear })
  443. .to(0.5, { opacity: 255 }, { easing: easing.linear })
  444. .repeatForever()
  445. .start();
  446. }else if (!isLowHP) {//高血量时触发单次闪烁
  447. this.injury_blood.active = true;
  448. Tween.stopAllByTarget(op);
  449. op.opacity = 255;
  450. tween(op)
  451. .to(0.4, { opacity: 0 }, { easing: easing.linear })
  452. .call(() => {
  453. this.injury_blood.active = false;
  454. })
  455. .start();
  456. }
  457. }
  458. /**
  459. * 点击事件
  460. * @param event 事件
  461. * @param customEventData 数据
  462. */
  463. public onBtnClicked(event: EventTouch, customEventData: any) {
  464. super.onBtnClicked(event,customEventData);
  465. let btnName = event.target.name;
  466. if (btnName === 'pause_btn') { // 暂停页面
  467. uiMgr.show(Constants.popUIs.pauseUI);
  468. }else if (btnName === 'shot_btn') {//射击
  469. if(this.isRifleGun){
  470. //模拟按下射击
  471. this._isScopeOpen = true;
  472. Game.I.player.shoot();
  473. this.scheduleOnce(()=>{
  474. this._isScopeOpen = false;
  475. },1.5)
  476. }else{
  477. Game.I.player.shoot();
  478. }
  479. }else if (btnName === 'cut_gun_btn') {//切枪
  480. if(userIns.data.guns.length <= 1)return;
  481. if(userIns.data.cutNum > 0){
  482. Game.I.player.randomCutGun();
  483. }else{//看视频加切换次数
  484. PlatformSystem.platform.showRewardVideo((f) => {
  485. if(f) {//播放视频成功
  486. userIns.data.cutNum += 5;
  487. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  488. this.cut_video.active = false;
  489. }
  490. });
  491. }
  492. }else if(btnName === 'clean_btn'){//重新加载数据
  493. userIns.removeData();
  494. Game.I.player.pData = userIns.getCurUseGun();
  495. MsgHints.show('重新加载数据完成');
  496. }else if(btnName === 'unlock_btn'){//解锁全部枪数据
  497. userIns.unlockAllGuns();
  498. MsgHints.show('已经解锁全部枪数据');
  499. }
  500. }
  501. /**
  502. * //基准速度值 基准时间3秒
  503. const baseSpeed = 450;
  504. const baseTime = 3;
  505. //时间 = (基准速度 / 当前速度) * 基准时间
  506. let time: number = (baseSpeed / data.reloadingSpeed) * baseTime;
  507. */
  508. /**
  509. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  510. * @param deltaTime - 上一帧到当前帧的时间间隔
  511. */
  512. update(deltaTime: number) {
  513. if (this.isZoomingIn) {
  514. const currentFov = Game.I.camera.fov;
  515. if (currentFov > this.targetFov) {
  516. const newFov = currentFov - this.zoomSpeed * deltaTime;
  517. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  518. } else {
  519. //检查是否在2秒内完成放大
  520. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  521. if (elapsedTime <= 1.5) {
  522. this.zoomValid = true;
  523. }
  524. this.isZoomingIn = false;
  525. }
  526. } else if (this.isZoomingOut) {
  527. const currentFov = Game.I.camera.fov;
  528. if (currentFov < this.originalFov) {
  529. const newFov = currentFov + this.zoomSpeed * deltaTime;
  530. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  531. } else {
  532. this.isZoomingOut = false;
  533. this.zoomValid = false;
  534. }
  535. }
  536. }
  537. }