准备制作食材预处理流程,为lua直接读data table做基建
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Content/Data/Homeland/PreCookItemConfig.uasset
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Content/Data/Homeland/PreCookItemConfig.uasset
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@ -1,14 +1,39 @@
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local WidgetUtils = require("Utils.UI.WidgetUtils")
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local Emitter = require("Utils.Emitter")
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local HearthMain = {}
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function HearthMain:ctor()
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self.switch_to_prep_cook_station_handle = nil
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end
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function HearthMain:OnInitialized()
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self.BtnBack.OnClicked:Add(function()
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WidgetUtils.Hide(self, "HearthMain")
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end)
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self.BtnOpenRecipe.OnClicked:Add(function()
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WidgetUtils.Show(self, "RecipeMenu")
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self:BP_Close()
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end)
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end
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function HearthMain:Construct()
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self.switch_to_prep_cook_station_handle = Emitter.OnEvent(
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"switch_to_prep_station", function() self:SwitchToPrepCookStation() end
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)
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end
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function HearthMain:Destruct()
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Emitter.OffEvent("switch_to_prep_station", self.switch_to_prep_cook_station_handle)
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end
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function HearthMain:SwitchToPrepCookStation()
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if self:IsAnimationPlaying(self.Anim_StartPrepCook) then
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return
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end
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self:PlayAnimation(self.Anim_StartPrepCook, 0, 1, 0, 1, false)
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end
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function HearthMain:OnAnimationFinished(anim)
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if anim == self.Anim_StartPrepCook then
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WidgetUtils.Show(self, "PreCookStation")
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print("HearthMain:OnAnimationFinished")
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end
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end
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return Class(nil, nil, HearthMain)
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40
Content/Lua/HomeLand/UI/Hearth/PreCookStationPanel.lua
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40
Content/Lua/HomeLand/UI/Hearth/PreCookStationPanel.lua
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@ -0,0 +1,40 @@
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local PreCookStationPanel = {}
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local PRE_COOK_TOOL_CNT = 3
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function PreCookStationPanel:ctor()
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self.cook_tool_slots = {}
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end
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function PreCookStationPanel:OnInitialized()
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self.BackBtn.OnClicked:Add(function() self:BP_Close() end)
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self.cook_tool_slots = {}
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for i = 1, PRE_COOK_TOOL_CNT do
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local slot_name = "PreCookToolSlot_" .. tostring(i)
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table.insert(self.cook_tool_slots, self[slot_name])
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end
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end
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function PreCookStationPanel:Construct()
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self:Refresh()
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end
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function PreCookStationPanel:Destruct()
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end
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function PreCookStationPanel:Refresh()
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self:RefreshPreCookTools()
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end
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function PreCookStationPanel:RefreshPreCookTools()
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local display_tools = {"PCT0001"}
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for i = 1, PRE_COOK_TOOL_CNT do
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self.cook_tool_slots[i]:SetPreCookToolID(display_tools[i])
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end
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end
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return Class(nil, nil, PreCookStationPanel)
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@ -0,0 +1,11 @@
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local CookPrepStationEntry = {}
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local Emitter = require("Utils.Emitter")
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function CookPrepStationEntry:OnInitialized()
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self.MainBtn.OnClicked:Add(function()
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Emitter.EmitEvent("switch_to_prep_station")
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end)
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end
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return Class(nil, nil, CookPrepStationEntry)
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@ -88,11 +88,11 @@ end
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function CookingBench:UpdateCookState()
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if self.temperature > 0 then
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self.WBP_CookingProcess:SetVisible(true)
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self.WBP_CookingProcess:BP_SetVisible(true)
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local percent = self.temperature / self.max_temperature
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self.WBP_CookingProcess.TemperatureProcess:SetPercent(percent)
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else
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self.WBP_CookingProcess:SetVisible(false)
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self.WBP_CookingProcess:BP_SetVisible(false)
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end
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end
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35
Content/Lua/HomeLand/UI/Hearth/Widgets/PreCookSlot.lua
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Content/Lua/HomeLand/UI/Hearth/Widgets/PreCookSlot.lua
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@ -0,0 +1,35 @@
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local DataTableUtils = require("Utils.DataTableUtils")
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local PreCookSlot = {}
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function PreCookSlot:OnInitialized()
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end
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function PreCookSlot:Construct()
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end
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function PreCookSlot:Destruct()
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end
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function PreCookSlot:Reset()
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end
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function PreCookSlot:SetPreCookToolID(pre_cook_tool_id)
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self:Reset()
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if not pre_cook_tool_id then return end
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local row_data = DataTableUtils.GetDataTableRow("PreCookItemConfig", pre_cook_tool_id)
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if not row_data then
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return
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end
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self.SlotImg:SetBrushFromSoftTexture(row_data.DisplayResource, true)
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print("PreCookSlot:SetPreCookToolID", row_data)
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end
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return Class(nil, nil, PreCookSlot)
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@ -1,7 +1,7 @@
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local HomeLandHud = {}
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function HomeLandHud:ReceiveBeginPlay()
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self:ShowWidget("HomeLandMain")
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self:BP_PushWidget("HomeLandMain")
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end
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return Class(nil, nil, HomeLandHud)
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39
Content/Lua/Utils/DataTableUtils.lua
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Content/Lua/Utils/DataTableUtils.lua
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@ -0,0 +1,39 @@
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local DataTableUtils = {}
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local BusyGamePlayLibrary = import("BusyGamePlayLibrary")
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function DataTableUtils.GetDataTable(table_name)
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return BusyGamePlayLibrary.GetGameDataTable(table_name)
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end
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function DataTableUtils.GetDataTableRow(table_name, row_name)
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local data_table = DataTableUtils.GetDataTable(table_name)
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if not data_table then
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return nil
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end
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return data_table:FindRow(row_name)
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end
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--[[
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LuaExtensionMethod.cpp:22-28
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// 封装函数示例
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static int FindRowWrapper(lua_State* L) {
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UDataTable* dataTable = LuaObject::checkUD<UDataTable>(L, 1);
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FName rowName = LuaObject::checkValue<FName>(L, 2);
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UScriptStruct* rowStruct = LuaObject::checkUD<UScriptStruct>(L, 3);
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// 使用反射调用 FindRow
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uint8* rowData = dataTable->FindRowUnchecked(rowName);
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if (rowData && rowStruct) {
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// 将结果推送到 Lua
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return LuaObject::pushStruct(L, rowStruct, rowData);
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}
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return LuaObject::pushNil(L);
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}
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这段代码中,pushStruct只接受两个参数,如何改
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]]
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return DataTableUtils
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@ -10,10 +10,10 @@ end
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function WidgetUtils.Show(wco, widget_name)
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local hud = GetHud(wco)
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if not hud then return end
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return hud:ShowWidget(widget_name)
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return hud:BP_PushWidget(widget_name)
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end
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function WidgetUtils.Hide(wco, widget_name)
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function WidgetUtils.Close(wco, widget_name)
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local hud = GetHud(wco)
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if not hud then return end
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return hud:PopWidget(widget_name)
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Content/Resource/Texture/UI/Homeland/Hearth/PreCook/knife.uasset
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Content/Resource/Texture/UI/Homeland/Hearth/PreCook/knife.uasset
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Content/UI/HomeLand/Hearth/WBP_PreCookStationPanel.uasset
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Content/UI/HomeLand/Hearth/WBP_PreCookStationPanel.uasset
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@ -7,6 +7,9 @@
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#include "LuaCppBinding.h"
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#include "GameplayTagsManager.h"
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extern void RegisterDataTableExtension();
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static uint8* ReadFile(IPlatformFile& PlatformFile, FString path, uint32& len) {
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IFileHandle* FileHandle = PlatformFile.OpenRead(*path);
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if (FileHandle) {
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@ -94,6 +97,8 @@ void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) {
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LuaGameInstance = state->doFile("GameInstance");
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LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame);
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// ע<><D7A2>extension
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RegisterDataTableExtension();
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}
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void UBusyGameInstance::OnEndFrame(){
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@ -2,8 +2,10 @@
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#include "Core/PW_UserWidget.h"
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#include "Core/UI/PW_UIHud.h"
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UPW_SimpleWidget::UPW_SimpleWidget():bVisible(true){
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bVisible = true;
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SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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}
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@ -11,9 +13,9 @@ bool UPW_SimpleWidget::Initialize(){
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return UUserWidget::Initialize();
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}
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void UPW_SimpleWidget::SetVisible(bool Visible){
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if (bVisible == Visible) { return; }
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if ((bVisible = Visible)) {
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void UPW_SimpleWidget::SetVisible(bool InVisible){
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if (bVisible == InVisible) { return; }
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if ((bVisible = InVisible)) {
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SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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}
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else {
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@ -21,4 +23,32 @@ void UPW_SimpleWidget::SetVisible(bool Visible){
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}
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}
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void UPW_SimpleWidget::BP_SetVisible(bool InVisible){
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SetVisible(InVisible);
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}
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void UPW_UserWidget::BP_Close(){
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APW_UIHud* Hud = Cast<APW_UIHud>(GetPlayerContext().GetHUD());
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if (!Hud) return;
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Hud->PopWidget(this);
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}
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void UPW_UserWidget::SetVisible(bool InVisible){
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bVisible = InVisible;
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_RefreshVisible();
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}
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void UPW_UserWidget::FrameWorkSetVisible(bool InVisible){
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bFrameWorkVisible = InVisible;
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_RefreshVisible();
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}
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void UPW_UserWidget::_RefreshVisible(){
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bool FinalVisible = bFrameWorkVisible && bVisible;
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if (FinalVisible) {
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SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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}
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else {
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SetVisibility(ESlateVisibility::Collapsed);
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}
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}
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@ -27,7 +27,7 @@ UPW_UserWidget* APW_UIHud::PushWidget(const FName& WidgetName) {
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return nullptr;
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}
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if (UILayer->PushWidget(WidgetName, Inst)) {
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if (UILayer->PushWidget(Inst)) {
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return Inst;
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}
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else {
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@ -35,28 +35,15 @@ UPW_UserWidget* APW_UIHud::PushWidget(const FName& WidgetName) {
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}
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}
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bool APW_UIHud::PopWidget(const FName& WidgetName){
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if (UILayer == nullptr) {
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return false;
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UPW_UserWidget* APW_UIHud::PushWidget(UPW_UserWidget* WidgetInst){
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if (UILayer && WidgetInst) {
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return UILayer->PushWidget(WidgetInst) ? WidgetInst : nullptr;
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}
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return UILayer->PopWidget(WidgetName);
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return nullptr;
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}
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UPW_UserWidget* APW_UIHud::ShowWidget(const FName& WidgetName){
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UPW_UserWidget* Widget;
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if (!UILayer) {
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return nullptr;
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void APW_UIHud::PopWidget(const UPW_UserWidget* WidgetInst){
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if (UILayer) {
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UILayer->PopWidget(WidgetInst);
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}
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if ((Widget = UILayer->ShowWidget(WidgetName))) {
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return Widget;
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}
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return PushWidget(WidgetName);
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}
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bool APW_UIHud::HideWidget(const FName& WidgetName){
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if (UILayer == nullptr) {
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return false;
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}
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return UILayer->PopWidget(WidgetName);
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}
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60
Source/BusyRabbit/Private/CppBindings/DataTableBindings.cpp
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60
Source/BusyRabbit/Private/CppBindings/DataTableBindings.cpp
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@ -0,0 +1,60 @@
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#include "LuaCppBinding.h"
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using namespace slua;
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//static int LuaBinding_FindRow(lua_State* L) {
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// UDataTable* DataTable = LuaObject::checkUD<UDataTable>(L, 1);
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// FName RowName = LuaObject::checkValue<FName>(L, 2);
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//
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// UScriptStruct* RowStruct = (UScriptStruct*)DataTable->GetRowStruct();
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//
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// uint8* RowData = DataTable->FindRowUnchecked(RowName);
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//
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// if (RowData && RowStruct) {
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// // <20><><EFBFBD><EFBFBD> LuaStruct <20><>װ<EFBFBD><D7B0>
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// uint32 size = RowStruct->GetStructureSize() ? RowStruct->GetStructureSize() : 1;
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// uint8* buf = (uint8*)FMemory::Malloc(size);
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// RowStruct->InitializeStruct(buf);
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// RowStruct->CopyScriptStruct(buf, RowData);
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//
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// LuaStruct* ls = new LuaStruct();
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// ls->Init(buf, size, RowStruct, false);
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// return LuaObject::push(L, ls);
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// }
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// else {
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// return LuaObject::pushNil(L);
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// }
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//}
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static int LuaBinding_FindRow(lua_State* L) {
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UDataTable* DataTable = LuaObject::checkUD<UDataTable>(L, 1);
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FName RowName = LuaObject::checkValue<FName>(L, 2);
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FTableRowBase* TableRow = DataTable->FindRow<FTableRowBase>(RowName, TEXT(""));
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const UScriptStruct* rowStruct = DataTable->GetRowStruct();
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LuaStruct* luaStruct = new LuaStruct();
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luaStruct->Init((uint8*)TableRow, rowStruct->GetStructureSize(), (UScriptStruct*)rowStruct, true);
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LuaObject::addLink(L, TableRow); // ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//auto ret = LuaObject::push(L, luaStruct);
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return LuaObject::pushReference<LuaStruct*>(L, luaStruct, TableRow);
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}
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//FTableRowBase* tableRow = DataTable->FindRow<FTableRowBase>(RowName, TEXT(""));
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//
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//UScriptStruct* rowStruct = DataTable->GetRowStruct();
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//
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//LuaStruct* luaStruct = new LuaStruct();
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//luaStruct->Init((uint8*)tableRow, rowStruct->GetStructureSize(), rowStruct, true);
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//
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||||
//int ret = LuaObject::push(L, luaStruct);
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||||
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||||
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extern void RegisterDataTableExtension() {
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REG_EXTENSION_METHOD_IMP(UDataTable, "FindRow", { return LuaBinding_FindRow(L); });
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}
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@ -11,6 +11,7 @@
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#include "BusyActorManagerSubSystem.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GameAsset/BusyItem.h"
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#include "LuaBlueprintLibrary.h"
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#include "BusyGamePlayLibrary.generated.h"
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||||
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/**
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@ -57,4 +58,8 @@ public:
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||||
|
||||
UFUNCTION(BlueprintPure)
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static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
|
||||
|
||||
UFUNCTION(BlueprintPure)
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static FLuaBPVar TestTable(const FName& RowName);
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||||
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||||
};
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||||
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@ -28,12 +28,14 @@ public:
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||||
virtual bool Initialize() override;
|
||||
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bVisible;
|
||||
virtual void SetVisible(bool InVisible);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void BP_SetVisible(bool InVisible);
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetVisible(bool Visible);
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bVisible;
|
||||
};
|
||||
|
||||
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||||
@ -52,4 +54,21 @@ public:
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||
EWidgetLayoutType LayoutType;
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void BP_Close();
|
||||
|
||||
public:
|
||||
virtual void SetVisible(bool InVisible)override;
|
||||
|
||||
public:
|
||||
void FrameWorkSetVisible(bool InVisible);
|
||||
|
||||
protected:
|
||||
void _RefreshVisible();
|
||||
|
||||
protected:
|
||||
bool bFrameWorkVisible; // 框架控制的显隐,高优先级
|
||||
|
||||
};
|
||||
|
||||
@ -17,16 +17,17 @@ class BUSYRABBIT_API APW_UIHud : public AHUD, public ILuaOverriderInterface {
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
UPW_UserWidget* BP_PushWidget(const FName& WidgetName) { return PushWidget(WidgetName); }
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void BP_PopWidget(const UPW_UserWidget* WidgetInst) { PopWidget(WidgetInst); }
|
||||
|
||||
public:
|
||||
UPW_UserWidget* PushWidget(const FName& WidgetName);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool PopWidget(const FName& WidgetName);
|
||||
UPW_UserWidget* PushWidget(UPW_UserWidget* WidgetInst);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
UPW_UserWidget* ShowWidget(const FName& WidgetName);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool HideWidget(const FName& WidgetName);
|
||||
void PopWidget(const UPW_UserWidget* WidgetInst);
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
|
||||
@ -17,13 +17,12 @@ class BUSYRABBIT_API UPW_UILayer : public UPW_UserWidget
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPW_UserWidget* ShowWidget(const FName& WidgetName);
|
||||
bool PushWidget(UPW_UserWidget* WidgetInst);
|
||||
|
||||
bool HideWidget(const FName& WidgetName);
|
||||
void PopWidget(const UPW_UserWidget* WidgetInst);
|
||||
|
||||
bool PushWidget(const FName& WidgetName, UPW_UserWidget* WidgetInst);
|
||||
|
||||
bool PopWidget(const FName& WidgetName);
|
||||
protected:
|
||||
UOverlay* _GetOverlayByLayerType(EWidgetLayoutType InLayoutType);
|
||||
|
||||
|
||||
protected:
|
||||
@ -39,6 +38,4 @@ protected:
|
||||
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
|
||||
TObjectPtr<UOverlay> TopLayer;
|
||||
|
||||
protected:
|
||||
TMap<FName, UPW_UserWidget*> WidgetPool;
|
||||
};
|
||||
|
||||
23
Source/BusyRabbit/Public/Tables/BusyPreCookTable.h
Normal file
23
Source/BusyRabbit/Public/Tables/BusyPreCookTable.h
Normal file
@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Texture2D.h"
|
||||
#include "BusyPreCookTable.generated.h"
|
||||
|
||||
|
||||
USTRUCT()
|
||||
struct FBusyPreCookItemConfig: public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "名称")
|
||||
FText Name;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "描述")
|
||||
FText Desc;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注")
|
||||
FString Description;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于显示的资源")
|
||||
TSoftObjectPtr<UTexture2D> DisplayResource;
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user