장비 장착 시스템 작업 완료
|
|
@ -9,6 +9,7 @@ public class ItemPrefab : MonoBehaviour
|
|||
|
||||
private Equipment equipment;
|
||||
private EquipmentData equipmentData;
|
||||
public long getId { get { return equipment.id; } }
|
||||
|
||||
public void SetData(Equipment equipment)
|
||||
{
|
||||
|
|
@ -16,4 +17,11 @@ public class ItemPrefab : MonoBehaviour
|
|||
equipmentData = Statics.excelDatas.equipmentData[equipment.equipment_data_id];
|
||||
image.sprite = Statics.stringIcons[equipmentData.name];
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void SelectItem()
|
||||
{
|
||||
UnitSetUiCtrl.Instance.ItemSet(this, equipment, equipmentData);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -120,6 +120,7 @@ public class MainCtrl : MonoBehaviour
|
|||
if(data.status.Equals(200))
|
||||
{
|
||||
PlayerPrefs.SetString("uuid", data.uuid);
|
||||
Statics.uuid = data.uuid;
|
||||
List<DeckUnitInfo> units = data.deck_unit;
|
||||
foreach (DeckUnitInfo item in units)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -20,9 +20,9 @@ public class EquipmentData : Excel
|
|||
public enum ePart
|
||||
{
|
||||
Weapon = 0, //公扁
|
||||
Armor, //방어구
|
||||
Shoes, //신발
|
||||
Earrings, //귀걸이
|
||||
Bracelet, //팔찌
|
||||
Armor, //갑옷
|
||||
Gloves, //장갑
|
||||
Headpiece, //투구
|
||||
Shield, //방패
|
||||
Ring //馆瘤
|
||||
}
|
||||
|
|
@ -15,6 +15,8 @@ public enum Protocol
|
|||
|
||||
Downlode = 100,//기획 데이터 다운로드
|
||||
Login = 101,//유저 로그인
|
||||
|
||||
EquipChange = 200,//Àåºñ º¯°æ
|
||||
}
|
||||
|
||||
#region 100 : Downlode
|
||||
|
|
@ -79,42 +81,70 @@ public class DynamicData
|
|||
|
||||
public class DeckUnitInfo
|
||||
{
|
||||
public int id { get; set; }
|
||||
public int unit_id { get; set; }
|
||||
public int user_id { get; set; }
|
||||
public int equip0 { get; set; }
|
||||
public int equip1 { get; set; }
|
||||
public int equip2 { get; set; }
|
||||
public int equip3 { get; set; }
|
||||
public int equip4 { get; set; }
|
||||
public int equip5 { get; set; }
|
||||
public long id { get; set; }
|
||||
public long unit_id { get; set; }
|
||||
public long user_id { get; set; }
|
||||
public long equip0_id { get; set; }
|
||||
public long equip1_id { get; set; }
|
||||
public long equip2_id { get; set; }
|
||||
public long equip3_id { get; set; }
|
||||
public long equip4_id { get; set; }
|
||||
public long equip5_id { get; set; }
|
||||
public int level { get; set; }
|
||||
public int exp { get; set; }
|
||||
public long exp { get; set; }
|
||||
}
|
||||
|
||||
public class Equipment
|
||||
{
|
||||
public int id { get; set; }
|
||||
public int unit_id { get; set; }
|
||||
public int equip_unit { get; set; }
|
||||
public long id { get; set; }
|
||||
public long unit_id { get; set; }
|
||||
public long equip_unit { get; set; }
|
||||
public int rand_stats { get; set; }
|
||||
public int equipment_data_id { get; set; }
|
||||
public long equipment_data_id { get; set; }
|
||||
}
|
||||
|
||||
public class DeckInfo
|
||||
{
|
||||
public int id { get; set; }
|
||||
public int user_id { get; set; }
|
||||
public long id { get; set; }
|
||||
public long user_id { get; set; }
|
||||
public int deck_type { get; set; }
|
||||
public int deck_unit0_id { get; set; }
|
||||
public int deck_unit1_id { get; set; }
|
||||
public int deck_unit2_id { get; set; }
|
||||
public int deck_unit3_id { get; set; }
|
||||
public int deck_unit4_id { get; set; }
|
||||
public int deck_unit5_id { get; set; }
|
||||
public int deck_unit6_id { get; set; }
|
||||
public int deck_unit7_id { get; set; }
|
||||
public int deck_unit8_id { get; set; }
|
||||
public long deck_unit0_id { get; set; }
|
||||
public long deck_unit1_id { get; set; }
|
||||
public long deck_unit2_id { get; set; }
|
||||
public long deck_unit3_id { get; set; }
|
||||
public long deck_unit4_id { get; set; }
|
||||
public long deck_unit5_id { get; set; }
|
||||
public long deck_unit6_id { get; set; }
|
||||
public long deck_unit7_id { get; set; }
|
||||
public long deck_unit8_id { get; set; }
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 200 : EquipChange
|
||||
public class EquipChangeReq
|
||||
{
|
||||
public string uuid { get; set; }
|
||||
public long unit_id { get; set; }
|
||||
public long equipment_id { get; set; }
|
||||
|
||||
public EquipChangeReq(long unit_id, long equipment_id)
|
||||
{
|
||||
this.uuid = Statics.uuid;
|
||||
this.unit_id = unit_id;
|
||||
this.equipment_id = equipment_id;
|
||||
}
|
||||
}
|
||||
|
||||
public class EquipChangeResp : Request<EquipChangeResp>
|
||||
{
|
||||
private Protocol protocol = Protocol.EquipChange;
|
||||
public Equipment equipment { get; set; }
|
||||
public DeckUnitInfo deck_unit_info { get; set; }
|
||||
|
||||
public void Request(Action<EquipChangeResp> onRequestFinished, long unit_id, long equipment_id)
|
||||
{
|
||||
CreateRequest(protocol, onRequestFinished, new EquipChangeReq(unit_id, equipment_id), HTTPMethods.Post, null);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
|
@ -12,13 +12,14 @@ public class Statics
|
|||
public static ExcelDatas excelDatas;
|
||||
|
||||
public static Dictionary <string, GameObject> stringUnits = new Dictionary<string,GameObject>();
|
||||
public static Dictionary <int, GameObject> intUnits = new Dictionary<int,GameObject>();
|
||||
public static Dictionary <long, GameObject> intUnits = new Dictionary<long, GameObject>();
|
||||
|
||||
public static Dictionary<string, Sprite> stringIcons = new Dictionary<string, Sprite>();
|
||||
|
||||
//서버에서 내려주는 데이터들
|
||||
public static string uuid;
|
||||
public static Dictionary<string, string> dynamic = new Dictionary<string, string>();
|
||||
public static Dictionary<int, DeckUnitInfo> deckUnit = new Dictionary<int, DeckUnitInfo>();
|
||||
public static Dictionary<long, DeckUnitInfo> deckUnit = new Dictionary<long, DeckUnitInfo>();
|
||||
|
||||
//유저가 세팅한 덱 정보
|
||||
public static List<DeckInfo> deck_info;
|
||||
|
|
|
|||
|
|
@ -23,6 +23,6 @@ public class UnitPrefab : MonoBehaviour
|
|||
|
||||
public void SelectUnit()
|
||||
{
|
||||
UnitSetUiCtrl.Instance.StatusSet(unitData, deckUnitInfo);
|
||||
UnitSetUiCtrl.Instance.StatusSet(this, unitData, deckUnitInfo, unitCtrl);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,12 @@
|
|||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static UnityEditor.Progress;
|
||||
|
||||
public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
||||
{
|
||||
//스텟 정보 ui
|
||||
[SerializeField] TMP_Text name;
|
||||
[SerializeField] TMP_Text attribute;
|
||||
[SerializeField] TMP_Text hp;
|
||||
|
|
@ -19,23 +22,50 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
[SerializeField] TMP_Text level;
|
||||
[SerializeField] TMP_Text maxLevel;
|
||||
|
||||
//유닛 프리펩및 위치
|
||||
[SerializeField] GameObject itemPrefab;
|
||||
[SerializeField] Transform itemContent;
|
||||
[SerializeField] GameObject unitPrefab;
|
||||
[SerializeField] Transform unitContent;
|
||||
|
||||
//각종 세팅 ui
|
||||
[SerializeField] GameObject objInfo;
|
||||
[SerializeField] GameObject objItemView;
|
||||
|
||||
[SerializeField] GameObject objEquipment;
|
||||
[SerializeField] GameObject objDeck;
|
||||
|
||||
//케릭터 카메라
|
||||
[SerializeField] Transform CamContent;
|
||||
[SerializeField] GameObject UnitObject;
|
||||
|
||||
//아이템 정보
|
||||
[SerializeField] GameObject itemInfo;
|
||||
[SerializeField] Image itemImage;
|
||||
[SerializeField] TMP_Text itemName;
|
||||
[SerializeField] GameObject status0;
|
||||
[SerializeField] TMP_Text status0Status;
|
||||
[SerializeField] TMP_Text status0Value;
|
||||
[SerializeField] GameObject status1;
|
||||
[SerializeField] TMP_Text status1Status;
|
||||
[SerializeField] TMP_Text status1Value;
|
||||
[SerializeField] GameObject status2;
|
||||
[SerializeField] TMP_Text status2Status;
|
||||
[SerializeField] TMP_Text status2Value;
|
||||
[SerializeField] GameObject status3;
|
||||
[SerializeField] TMP_Text status3Status;
|
||||
[SerializeField] TMP_Text status3Value;
|
||||
|
||||
GameObjectPool<ItemPrefab> itemPrefabList;
|
||||
GameObjectPool<UnitPrefab> unitPrefabList;
|
||||
|
||||
List<ItemPrefab> onItemPrefabList;
|
||||
List<UnitPrefab> onUnitPrefabList;
|
||||
|
||||
Equipment selectItem;
|
||||
ItemPrefab selectItemPrefab;
|
||||
DeckUnitInfo selectUnit;
|
||||
UnitPrefab selectUnitPrefab;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
maxLevel.text = Statics.dynamic["maxLevel"];
|
||||
|
|
@ -102,6 +132,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
objItemView.SetActive(false);
|
||||
objEquipment.SetActive(false);
|
||||
objDeck.SetActive(false);
|
||||
itemInfo.SetActive(false);
|
||||
}
|
||||
public void ButtonEquipment()
|
||||
{
|
||||
|
|
@ -109,6 +140,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
objItemView.SetActive(true);
|
||||
objEquipment.SetActive(true);
|
||||
objDeck.SetActive(false);
|
||||
itemInfo.SetActive(false);
|
||||
}
|
||||
public void ButtonDeck()
|
||||
{
|
||||
|
|
@ -116,6 +148,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
objItemView.SetActive(false);
|
||||
objEquipment.SetActive(false);
|
||||
objDeck.SetActive(true);
|
||||
itemInfo.SetActive(false);
|
||||
}
|
||||
public void ButtoncHaracteristic()
|
||||
{
|
||||
|
|
@ -123,10 +156,13 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
objItemView.SetActive(false);
|
||||
objEquipment.SetActive(false);
|
||||
objDeck.SetActive(false);
|
||||
itemInfo.SetActive(false);
|
||||
}
|
||||
|
||||
public void StatusSet(UnitData unitData, DeckUnitInfo deckUnitInfo)
|
||||
public void StatusSet(UnitPrefab unitPrefab, UnitData unitData, DeckUnitInfo deckUnitInfo, UnitCtrl unitCtrl)
|
||||
{
|
||||
this.selectUnitPrefab = unitPrefab;
|
||||
this.selectUnit = deckUnitInfo;
|
||||
level.text = deckUnitInfo.level.ToString();
|
||||
name.text = unitData.name;
|
||||
attribute.text = "None";
|
||||
|
|
@ -139,5 +175,172 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
critical.text = "0%";
|
||||
criticalDamage.text = "50%";
|
||||
damageReduction.text = "0%";
|
||||
|
||||
|
||||
//카메라 유닛 생성
|
||||
if(UnitObject != null)
|
||||
Destroy(UnitObject);
|
||||
|
||||
UnitObject = Instantiate(unitCtrl.gameObject, CamContent);
|
||||
UnitObject.GetComponent<UnitCtrl>().enabled = false;
|
||||
}
|
||||
|
||||
public void ItemSet(ItemPrefab itemPrefab, Equipment equipment, EquipmentData equipmentData)
|
||||
{
|
||||
this.selectItemPrefab = itemPrefab;
|
||||
this.selectItem = equipment;
|
||||
itemInfo.SetActive(true);
|
||||
itemImage.sprite = Statics.stringIcons[equipmentData.name];
|
||||
itemName.text = equipmentData.name;
|
||||
|
||||
status0.SetActive(true);
|
||||
status0Status.text = StatusText(equipmentData.part, equipment.rand_stats);
|
||||
status0Value.text = ValueText(equipmentData, equipment.rand_stats);
|
||||
|
||||
status1.SetActive(false);
|
||||
status2.SetActive(false);
|
||||
status3.SetActive(false);
|
||||
}
|
||||
|
||||
private string StatusText(ePart part, int randStats)
|
||||
{
|
||||
switch (part)
|
||||
{
|
||||
case ePart.Weapon: //무기
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "공격력";
|
||||
case 1:
|
||||
return "방어 관통력";
|
||||
case 2:
|
||||
return "치명타 대미지";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
case ePart.Armor: //갑옷
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "방어력";
|
||||
case 1:
|
||||
return "체력";
|
||||
case 2:
|
||||
return "대미지 감소";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
case ePart.Gloves: //장갑
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "이동속도";
|
||||
case 1:
|
||||
return "공격속도";
|
||||
case 2:
|
||||
return "공격력";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
case ePart.Headpiece: //투구
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "공격력";
|
||||
case 1:
|
||||
return "방어관통력";
|
||||
case 2:
|
||||
return "체력";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
case ePart.Shield: //보조장비
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "방어력";
|
||||
case 1:
|
||||
return "대미지감소";
|
||||
case 2:
|
||||
return "체력";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
case ePart.Ring: //반지
|
||||
switch (randStats)
|
||||
{
|
||||
case 0:
|
||||
return "치명타확률";
|
||||
case 1:
|
||||
return "이동속도";
|
||||
case 2:
|
||||
return "공격속도";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
private string ValueText(EquipmentData equipmentData, int randStats)
|
||||
{
|
||||
switch (randStats)
|
||||
{
|
||||
case 1:
|
||||
return equipmentData.stats1.ToString();
|
||||
case 2:
|
||||
return equipmentData.stats2.ToString();
|
||||
case 3:
|
||||
return equipmentData.stats3.ToString();
|
||||
//case 4:
|
||||
// return equipmentData.stats4.ToString();
|
||||
default:
|
||||
return "0";
|
||||
}
|
||||
}
|
||||
|
||||
public void equipItem()
|
||||
{
|
||||
itemInfo.SetActive(false);
|
||||
EquipChangeResp request = new EquipChangeResp();
|
||||
request.Request((data) =>
|
||||
{
|
||||
//신규 정보로 데이터 교체
|
||||
for(int n = 0; n < Statics.equipment.Count; n++)
|
||||
{
|
||||
if (Statics.equipment[n].id == data.equipment.id)
|
||||
{
|
||||
Statics.equipment[n] = data.equipment;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Statics.deckUnit.Remove(data.deck_unit_info.id);
|
||||
Statics.deckUnit.Add(data.deck_unit_info.id, data.deck_unit_info);
|
||||
|
||||
//세팅되어있는 데이터 수정
|
||||
selectUnitPrefab.SetData(data.deck_unit_info);
|
||||
if(data.equipment.unit_id != 0)
|
||||
{
|
||||
//생성
|
||||
ItemPrefab prefab = itemPrefabList.pop();
|
||||
prefab.SetData(data.equipment);
|
||||
prefab.gameObject.SetActive(true);
|
||||
onItemPrefabList.Add(prefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
//삭제
|
||||
for(int n = 0; n < onItemPrefabList.Count; n++)
|
||||
{
|
||||
if (onItemPrefabList[n].getId == data.equipment.id)
|
||||
{
|
||||
onItemPrefabList[n].gameObject.SetActive(false);
|
||||
itemPrefabList.push(onItemPrefabList[n]);
|
||||
onItemPrefabList.RemoveAt(n);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}, selectUnit.id, selectItem.id);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ GameObject:
|
|||
- component: {fileID: 4500346798473581018}
|
||||
- component: {fileID: 4889204206815743372}
|
||||
- component: {fileID: 4527511323705376602}
|
||||
- component: {fileID: 6185815176258306364}
|
||||
m_Layer: 5
|
||||
m_Name: Item
|
||||
m_TagString: Untagged
|
||||
|
|
@ -90,6 +91,62 @@ MonoBehaviour:
|
|||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
image: {fileID: 5892357763898247590}
|
||||
--- !u!114 &6185815176258306364
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 3615028656093890924}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Navigation:
|
||||
m_Mode: 3
|
||||
m_WrapAround: 0
|
||||
m_SelectOnUp: {fileID: 0}
|
||||
m_SelectOnDown: {fileID: 0}
|
||||
m_SelectOnLeft: {fileID: 0}
|
||||
m_SelectOnRight: {fileID: 0}
|
||||
m_Transition: 0
|
||||
m_Colors:
|
||||
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
|
||||
m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||
m_ColorMultiplier: 1
|
||||
m_FadeDuration: 0.1
|
||||
m_SpriteState:
|
||||
m_HighlightedSprite: {fileID: 0}
|
||||
m_PressedSprite: {fileID: 0}
|
||||
m_SelectedSprite: {fileID: 0}
|
||||
m_DisabledSprite: {fileID: 0}
|
||||
m_AnimationTriggers:
|
||||
m_NormalTrigger: Normal
|
||||
m_HighlightedTrigger: Highlighted
|
||||
m_PressedTrigger: Pressed
|
||||
m_SelectedTrigger: Selected
|
||||
m_DisabledTrigger: Disabled
|
||||
m_Interactable: 1
|
||||
m_TargetGraphic: {fileID: 4889204206815743372}
|
||||
m_OnClick:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 4527511323705376602}
|
||||
m_TargetAssemblyTypeName: ItemPrefab, Assembly-CSharp
|
||||
m_MethodName: SelectItem
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
--- !u!1 &8105354903029470659
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |