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U3D MonoBehaviour

發布時間:2025/4/16 编程问答 25 豆豆
生活随笔 收集整理的這篇文章主要介紹了 U3D MonoBehaviour 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

一、簡介  

  MonoBehaviour是每個腳本派生類的基類,它定義了一個腳本文件從最初被加載到最終被銷毀的一個完整過程。

  這個過程通過對應的方法體現出來,在不同的方法完成不同的功能,我們把這些方法稱為:腳本生命周期相關的方法。包含內容有:

  Awake():當該腳本實例被載入時Awake被調用。(只會被調用一次)

  OnEable():當對象被啟用并激活狀態時此函數被調用。

  Start():Start僅在當第一次腳本啟用Update方法被調用之前調用。(只會被調用一次)

  Update():當MonoBehaviour啟用時,其Update在每一幀被調用

  FixedUpdate():(固定更新)會按照設置的時間固定頻率來循環更新

  LateUpdate():LateUpdate是在所有Update函數調用后被調用。這可用于調整腳本執行順序。例如:當物體在Update里移動時,跟隨物體的相機可以在LateUpdate里實現。?

  OnGUI():渲染和處理GUI事件時調用。

  OnDisable():當對象變為不可用或非激活狀態時此函數被調用。

  OnEnable():當對象被啟用并激活狀態時此函數被調用。

  

二、常用屬性及方法介紹


    Variables 變量

useGUILayout Disabling this lets you skip the GUI layout phase.
禁用此項,將會跳過GUILayout布局。

    Functions 函數

CancelInvoke Cancels all Invoke calls on this MonoBehaviour.
在當前MonoBehaviour,取消所有Invoke調用
Invoke Invokes the method methodName in time seconds.
在time秒后,延遲調用方法methodName。
InvokeRepeating Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
在time秒調用methodName方法,然后每repeatRate秒重復調用。
IsInvoking Is any invoke on methodName pending?
methodName方法是否在等候調用?
StartCoroutine Starts a coroutine.
開始協同程序。
StopAllCoroutines Stops all coroutines running on this behaviour.
停止運行此behaviour上的所有協同程序。
StopCoroutine Stops all coroutines named methodName running on this behaviour.
停止此behaviour上運行的所有名為methodName的協同程序。

    Static Functions 靜態函數

print Logs message to the Unity Console (identical to Debug.Log).
輸出日志消息到Unity控制臺。等同Debug.Log。

    Messages 消息

Awake Awake is called when the script instance is being loaded.
當該腳本實例被載入時Awake被調用。
FixedUpdate This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
當MonoBehaviour啟用時,其 FixedUpdate 在每一幀被調用。
LateUpdate LateUpdate is called every frame, if the Behaviour is enabled.
當Behaviour啟用時,其LateUpdate在每一幀被調用。
OnAnimatorIK Callback for setting up animation IK (inverse kinematics).
設置動畫的IK回調(反向運動學)。
OnAnimatorMove Callback for processing animation movements for modifying root motion.
用于修改根運動處理動畫移動的回調。
OnApplicationFocus Sent to all game objects when the player gets or loses focus.
當玩家獲得或失去焦點時發送給所有游戲對象。
OnApplicationPause Sent to all game objects when the player pauses.
當玩家暫停發送給所有游戲對象。
OnApplicationQuit Sent to all game objects before the application is quit.
在應用退出之前發送給所有的游戲物體。
OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
如果OnAudioFilterRead被執行,Unity將插入一個自定義的過濾器到音頻DSP鏈。
OnBecameInvisible OnBecameInvisible is called when the renderer is no longer visible by any camera.
當renderer(渲染器)在任何相機上都不可見時調用OnBecameInvisible。
OnBecameVisible OnBecameVisible is called when the renderer became visible by any camera.
當renderer(渲染器)在任何相機上可見時調用OnBecameVisible。
OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
當此collider/rigidbody觸發另一個rigidbody/collider時,OnCollisionEnter將被調用。
OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only).
當進入的碰撞器與這個對象的碰撞器接觸,發送信息(僅限2D物理)。
OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
當此collider/rigidbody停止觸發另一個rigidbody/collider時,OnCollisionExit將被調用。
OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only).
當另一個對象的碰撞器停止接觸這個對象的碰撞器時,發送信息(僅限2D物理)。
OnCollisionStay OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
當此collider/rigidbody觸發另一個rigidbody/collider時,OnCollisionStay將會在每一幀被調用。
OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only).
當另一個對象的碰撞器每幀接觸這個對象的碰撞器時,發送信息(僅限2D物理)。
OnConnectedToServer Called on the client when you have successfully connected to a server.
當成功連接到服務器時,在客戶端調用。
OnControllerColliderHit OnControllerColliderHit is called when the controller hits a collider while performing a Move.
在移動的時,當controller碰撞到collider時OnControllerColliderHit被調用。
OnDestroy This function is called when the MonoBehaviour will be destroyed.
當MonoBehaviour將被銷毀時,這個函數被調用。
OnDisable This function is called when the behaviour becomes disabled () or inactive.
當對象變為不可用或非激活狀態時此函數被調用。
OnDisconnectedFromServer Called on the client when the connection was lost or you disconnected from the server.
當失去連接或從服務器端斷開時在客戶端調用。
OnDrawGizmos Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
如果你想繪制可被點選的gizmos,執行OnDrawGizmos。
OnDrawGizmosSelected Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
如果你想在物體被選中時繪制gizmos,執行這個函數。
OnEnable This function is called when the object becomes enabled and active.
當對象被啟用并激活狀態時此函數被調用。
OnFailedToConnect Called on the client when a connection attempt fails for some reason.
當一個連接因為某些原因失敗時在客戶端調用。
OnFailedToConnectToMasterServer Called on clients or servers when there is a problem connecting to the MasterServer.
當連接MasterServer出現問題時在客戶端或服務器端調用。
OnGUI OnGUI is called for rendering and handling GUI events.
渲染和處理GUI事件時調用。
OnJointBreak Called when a joint attached to the same game object broke.
當附在同一對象上的關節被斷開時調用。
OnLevelWasLoaded This function is called after a new level was loaded.
當一個新關卡被載入時此函數被調用。
OnMasterServerEvent Called on clients or servers when reporting events from the MasterServer.
當報告事件來自MasterServer時在客戶端或服務器端調用。
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
當用戶鼠標在GUIElement或Collider上點擊時OnMouseDown被調用。
OnMouseDrag OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
當用戶鼠標在GUIElement或Collider上拖拽時OnMouseDrag被調用 。
OnMouseEnter OnMouseEnter is called when the mouse entered the GUIElement or Collider.
當鼠標進入到GUIElement(GUI元素)或Collider(碰撞體)中時調用OnMouseEnter。
OnMouseExit OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
當用戶鼠標不在GUIElement或Collider上時OnMouseExit被調用。
OnMouseOver OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.
當用戶鼠標在GUIElement或Collider上經過時OnMouseOver被調用。
OnMouseUp OnMouseUp is called when the user has released the mouse button.
當用戶釋放鼠標按鈕時調用OnMouseUp。
OnMouseUpAsButton OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnMouseUpAsButton只有當鼠標在同一個GUIElement或Collider按下,在釋放時調用。
OnNetworkInstantiate Called on objects which have been network instantiated with Network.Instantiate.
當對象使用Network.Instantiate進行網絡初始化時調用。
OnParticleCollision OnParticleCollision is called when a particle hits a collider.
當粒子碰到碰撞器時,OnParticleCollision 被調用。
OnPlayerConnected Called on the server whenever a new player has successfully connected.
當一個新玩家成功連接時在服務器上被調用。
OnPlayerDisconnected Called on the server whenever a player disconnected from the server.
當一個玩家從服務器上斷開時在服務器端調用。
OnPostRender OnPostRender is called after a camera finished rendering the scene.
在相機完成場景渲染之后被調用。
OnPreCull OnPreCull is called before a camera culls the scene.
在相機消隱場景之前被調用。
OnPreRender OnPreRender is called before a camera starts rendering the scene.
在相機渲染場景之前被調用。
OnRenderImage OnRenderImage is called after all rendering is complete to render image.
當完成所有渲染圖像后被調用,用來渲染圖像后期效果。
OnRenderObject OnRenderObject is called after camera has rendered the scene.
在相機場景渲染完成后被調用。
OnSerializeNetworkView Used to customize synchronization of variables in a script watched by a network view.
在一個網絡視圖腳本中,用于自定義變量同步。
OnServerInitialized Called on the server whenever a Network.InitializeServer was invoked and has completed.
當Network.InitializeServer被調用并完成時,在服務器上調用這個函數。
OnTriggerEnter OnTriggerEnter is called when the Collider other enters the trigger.
當Collider(碰撞體)進入trigger(觸發器)時調用OnTriggerEnter。
OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only).
當另一個對象進入到這個對象附加的觸發碰撞器時發送消息(僅2D物理)。
OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger.
當Collider(碰撞體)停止觸發trigger(觸發器)時調用OnTriggerExit。
OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only).
當另一個對象離開附加在這個對象的觸發碰撞器時發送消息(僅2D物理)。
OnTriggerStay OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
當碰撞體接觸觸發器時,OnTriggerStay將在每一幀被調用。
OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only).
當另一個對象停留在這個對象附加的觸發碰撞器內時,每幀發送消息(僅2D物理)。
OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
當該腳本被加載或檢視面板的值被修改時,此函數被調用(僅在編輯器被調用)。
OnWillRenderObject OnWillRenderObject is called once for each camera if the object is visible.
如果該對象可見,OnWillRenderObject每次會被相機調用。
Reset Reset to default values.
重設為默認值。
Start Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.
Start僅在當第一次腳本啟用Update方法被調用之前調用。
Update Update is called every frame, if the MonoBehaviour is enabled.
當MonoBehaviour啟用時,其Update在每一幀被調用。

?

?

Variables 變量

useGUILayout Disabling this lets you skip the GUI layout phase.
禁用此項,將會跳過GUILayout布局。

Functions 函數

CancelInvoke Cancels all Invoke calls on this?MonoBehaviour?
在當前?MonoBehaviour,取消所有Invoke調用
Invoke Invokes the method methodName in time seconds.
在time秒后,延遲調用方法methodName。
InvokeRepeating Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
在time秒調用methodName方法,然后每repeatRate秒重復調用。
IsInvoking Is any invoke on methodName pending?
methodName方法是否在等候調用?
StartCoroutine Starts a coroutine.
開始協同程序。
StopAllCoroutines Stops all coroutines running on this behaviour.
停止運行此behaviour上的所有協同程序。
StopCoroutine Stops all coroutines named methodName running on this behaviour.
停止此behaviour上運行的所有名為methodName的協同程序。

Static Functions 靜態函數

print Logs message to the Unity Console (identical to Debug.Log).
輸出日志消息到Unity控制臺。等同Debug.Log。

Messages 消息

Awake Awake is called when the script instance is being loaded.
當該腳本實例被載入時Awake被調用。
FixedUpdate This function is called every fixed framerate frame, if the?MonoBehaviour?is enabled.
當?MonoBehaviour啟用時,其 FixedUpdate 在每一幀被調用。
LateUpdate LateUpdate is called every frame, if the Behaviour is enabled.
當Behaviour啟用時,其LateUpdate在每一幀被調用。
OnAnimatorIK Callback for setting up animation IK (inverse kinematics).
設置動畫的IK回調(反向運動學)。
OnAnimatorMove Callback for processing animation movements for modifying root motion.
用于修改根運動處理動畫移動的回調。
OnApplicationFocus Sent to all game objects when the player gets or loses focus.
當玩家獲得或失去焦點時發送給所有游戲對象。
OnApplicationPause Sent to all game objects when the player pauses.
當玩家暫停發送給所有游戲對象。
OnApplicationQuit Sent to all game objects before the application is quit.
在應用退出之前發送給所有的游戲物體。
OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
如果OnAudioFilterRead被執行,Unity將插入一個自定義的過濾器到音頻DSP鏈。
OnBecameInvisible OnBecameInvisible is called when the renderer is no longer visible by any camera.
當renderer(渲染器)在任何相機上都不可見時調用OnBecameInvisible。
OnBecameVisible OnBecameVisible is called when the renderer became visible by any camera.
當renderer(渲染器)在任何相機上可見時調用OnBecameVisible。
OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
當此collider/rigidbody觸發另一個rigidbody/collider時,OnCollisionEnter將被調用。
OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only).
當進入的碰撞器與這個對象的碰撞器接觸,發送信息(僅限2D物理)。
OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
當此collider/rigidbody停止觸發另一個rigidbody/collider時,OnCollisionExit將被調用。
OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only).
當另一個對象的碰撞器停止接觸這個對象的碰撞器時,發送信息(僅限2D物理)。
OnCollisionStay OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
當此collider/rigidbody觸發另一個rigidbody/collider時,OnCollisionStay將會在每一幀被調用。
OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only).
當另一個對象的碰撞器每幀接觸這個對象的碰撞器時,發送信息(僅限2D物理)。
OnConnectedToServer Called on the client when you have successfully connected to a server.
當成功連接到服務器時,在客戶端調用。
OnControllerColliderHit OnControllerColliderHit is called when the controller hits a collider while performing a Move.
在移動的時,當controller碰撞到collider時OnControllerColliderHit被調用。
OnDestroy This function is called when the ?MonoBehaviour?will be destroyed.
當?MonoBehaviour將被銷毀時,這個函數被調用。
OnDisable This function is called when the behaviour becomes disabled () or inactive.
當對象變為不可用或非激活狀態時此函數被調用。
OnDisconnectedFromServer Called on the client when the connection was lost or you disconnected from the server.
當失去連接或從服務器端斷開時在客戶端調用。
OnDrawGizmos Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
如果你想繪制可被點選的gizmos,執行OnDrawGizmos。
OnDrawGizmosSelected Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
如果你想在物體被選中時繪制gizmos,執行這個函數。
OnEnable This function is called when the object becomes enabled and active.
當對象被啟用并激活狀態時此函數被調用。
OnFailedToConnect Called on the client when a connection attempt fails for some reason.
當一個連接因為某些原因失敗時在客戶端調用。
OnFailedToConnectToMasterServer Called on clients or servers when there is a problem connecting to the MasterServer.
當連接MasterServer出現問題時在客戶端或服務器端調用。
OnGUI OnGUI is called for rendering and handling GUI events.
渲染和處理GUI事件時調用。
OnJointBreak Called when a joint attached to the same game object broke.
當附在同一對象上的關節被斷開時調用。
OnLevelWasLoaded This function is called after a new level was loaded.
當一個新關卡被載入時此函數被調用。
OnMasterServerEvent Called on clients or servers when reporting events from the MasterServer.
當報告事件來自MasterServer時在客戶端或服務器端調用。
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
當用戶鼠標在GUIElement或Collider上點擊時OnMouseDown被調用。
OnMouseDrag OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
當用戶鼠標在GUIElement或Collider上拖拽時OnMouseDrag被調用 。
OnMouseEnter OnMouseEnter is called when the mouse entered the GUIElement or Collider.
當鼠標進入到GUIElement(GUI元素)或Collider(碰撞體)中時調用OnMouseEnter。
OnMouseExit OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
當用戶鼠標不在GUIElement或Collider上時OnMouseExit被調用。
OnMouseOver OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.
當用戶鼠標在GUIElement或Collider上經過時OnMouseOver被調用。
OnMouseUp OnMouseUp is called when the user has released the mouse button.
當用戶釋放鼠標按鈕時調用OnMouseUp。
OnMouseUpAsButton OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnMouseUpAsButton只有當鼠標在同一個GUIElement或Collider按下,在釋放時調用。
OnNetworkInstantiate Called on objects which have been network instantiated with Network.Instantiate.
當對象使用Network.Instantiate進行網絡初始化時調用。
OnParticleCollision OnParticleCollision is called when a particle hits a collider.
當粒子碰到碰撞器時,OnParticleCollision 被調用。
OnPlayerConnected Called on the server whenever a new player has successfully connected.
當一個新玩家成功連接時在服務器上被調用。
OnPlayerDisconnected Called on the server whenever a player disconnected from the server.
當一個玩家從服務器上斷開時在服務器端調用。
OnPostRender OnPostRender is called after a camera finished rendering the scene.
在相機完成場景渲染之后被調用。
OnPreCull OnPreCull is called before a camera culls the scene.
在相機消隱場景之前被調用。
OnPreRender OnPreRender is called before a camera starts rendering the scene.
在相機渲染場景之前被調用。
OnRenderImage OnRenderImage is called after all rendering is complete to render image.
當完成所有渲染圖像后被調用,用來渲染圖像后期效果。
OnRenderObject OnRenderObject is called after camera has rendered the scene.
在相機場景渲染完成后被調用。
OnSerializeNetworkView Used to customize synchronization of variables in a script watched by a network view.
在一個網絡視圖腳本中,用于自定義變量同步。
OnServerInitialized Called on the server whenever a Network.InitializeServer was invoked and has completed.
當Network.InitializeServer被調用并完成時,在服務器上調用這個函數。
OnTriggerEnter OnTriggerEnter is called when the Collider other enters the trigger.
當Collider(碰撞體)進入trigger(觸發器)時調用OnTriggerEnter。
OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only).
當另一個對象進入到這個對象附加的觸發碰撞器時發送消息(僅2D物理)。
OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger.
當Collider(碰撞體)停止觸發trigger(觸發器)時調用OnTriggerExit。
OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only).
當另一個對象離開附加在這個對象的觸發碰撞器時發送消息(僅2D物理)。
OnTriggerStay OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
當碰撞體接觸觸發器時,OnTriggerStay將在每一幀被調用。
OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only).
當另一個對象停留在這個對象附加的觸發碰撞器內時,每幀發送消息(僅2D物理)。
OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
當該腳本被加載或檢視面板的值被修改時,此函數被調用(僅在編輯器被調用)。
OnWillRenderObject OnWillRenderObject is called once for each camera if the object is visible.
如果該對象可見,OnWillRenderObject每次會被相機調用。
Reset Reset to default values.
重設為默認值。
Start Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.
Start僅在當第一次腳本啟用Update方法被調用之前調用。
Update Update is called every frame, if the ?MonoBehaviour?is enabled.
當?MonoBehaviour啟用時,其Update在每一幀被調用。?

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轉載于:https://www.cnblogs.com/forever-Ys/p/10558433.html

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