Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
Herein, "first", "second", etc. are labels for specific objects, and do not limit the number or order of the objects.
In the related art, in the game live broadcast, a game scene including a game character is usually directly presented to a live broadcast audience through a live broadcast audience, and the live broadcast audience cannot intuitively know a reason why the state of the game character in the game scene changes. For example, in an asymmetric live game, when a chasing competition is performed between game characters, it is difficult for a live audience to perceive how a chaser and a chased person are separated or shortened in distance, so that the viewing experience of the live audience on the live game is not high.
In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game information presentation method, which may be executed by the live broadcast anchor 110 and may be applied to a chase competition game live broadcast. For example, one butcher character in a "dawn killer" game plays a chase competition against four human characters.
The system architecture and application scenario of the operating environment of the exemplary embodiment are described below with reference to fig. 1.
Referring to fig. 1, the system architecture 100 may include: game client 110, live host 120, and live spectator 130. The game client 110 may be an electronic device capable of running a game program, and is capable of displaying a game screen in a graphical user interface and sending the game screen to the live broadcast client 120. The live broadcaster 120 may be various electronic devices with a display screen, including but not limited to a desktop computer, a portable computer, a smart phone, a tablet computer, and the like, and may push a game screen acquired from the game client 110 to the live viewer 130 in the form of a live screen for live broadcasting. The live viewer end 130 may be any electronic device having a display screen, including but not limited to a desktop computer, a laptop computer, a smart phone, a tablet computer, etc., through which a live viewer can view live pictures pushed by the live host end 120. The network of communication connections between game client 110, live host end 120, and live spectator end 130 may include various connection types, such as wired, wireless communication links, or fiber optic cables, among others.
It should be noted that game client 110 and live host 120 may be different terminal electronic devices shown in the system architecture. The game client 110 and the live broadcast anchor 120 may also be the same terminal electronic device, that is, a certain terminal electronic device serves as both the game client 110 and the live broadcast anchor 120.
The game information presentation method according to the present exemplary embodiment will be specifically described below with reference to fig. 2.
Fig. 2 shows a game information prompting method in this exemplary embodiment, in which a live broadcast frame is pushed to a live viewer through a live broadcast anchor, where the live broadcast frame includes a game frame acquired from a game client, and the live broadcast anchor is in communication connection with the game client and the live viewer respectively, and specifically includes the following steps S210 to S230:
step S210, obtaining distance information between a first game role sent by a game client and a second game role traced by the first game role, wherein the distance information is determined by the game client according to the position information of the first game role and the position information of the second game role;
step S220, when the change state of the distance information meets the preset condition, obtaining the game event acting on the first game role or the second game role from the game client;
step S230, generating a first prompt message in the live broadcast frame according to the distance information between the first game character and the second game character and the game event, and pushing the live broadcast frame containing the first prompt message to the live broadcast viewer.
In the game information prompting process, on one hand, through interaction with the game client, the live broadcast anchor obtains the distance information between the first game role and the second game role and the corresponding game event and generates the prompting information, so that live broadcast audiences can more intuitively know the distance between the game roles and the reason for the change of the distance when pursuing competition in a game scene, the perception of the live broadcast audiences on the game competition state is improved, and the live broadcast watching experience of the game is ensured. On the other hand, by setting the preset conditions, the pursuit competition processes of the game roles can be screened, the competitive time which is more wonderful in the pursuit process is obtained, the distance information between the game roles at the moment and the corresponding game event are obtained, and even if live broadcast audiences can easily understand the process of the game pursuit competition, the prompt information of the live broadcast interface is not excessively complicated.
It should be noted that, the game characters mentioned in the present disclosure include a first game character and a second game character, which refer to dynamic objects that can be controlled in a game scene. The dynamic object may be a Character controlled by a Player through an input device, such as a virtual Character, a virtual animal, or an animation Character, or a Non-Player Character (NPC) provided in a game scene. The game anchor can control the game character to move in the game scene, for example, the game character runs, jumps, crawls and the like, and can also control the game character to compete with other game characters by using skills, game props and the like provided by an application program.
A game scene referred to in the present disclosure refers to a virtual scene that an application program displays (or provides) when running on a terminal or a server. The game scene is a simulated environment of a real world, or a semi-simulated semi-fictional virtual environment, or a pure fictional virtual environment. The game scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The game scene may be a game world or terrain scene for a player to control a game character to perform a chase competition, and the game scene may include: mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles, canyon style mountains, lines, rivers, classrooms, tables and chairs, lectures, and the like.
Each step in fig. 2 will be described in detail below.
Step S210 is to obtain distance information between the first game character sent by the game client and the second game character traced by the first game character, where the distance information is determined by the game client according to the position information of the first game character and the position information of the second game character.
The first game role and the second game role are both located in a game scene, and the first game role and the second game role belong to different role avatars. Wherein the first game role plays the chaser and the second game role plays the chaser, and the first game role can win the victory by chasing and attacking the second game role. Taking the example of a "dawn killer" game live, the first game character may be a butcher character and the second game character may be a human character.
The first position information refers to position information of the first game character in the game scene. The second position information refers to position information of the second game character in the game scene. In addition, the positions of the first game character and the second game character can be monitored in real time, so that the real-time position information of the first game character and the second game character can be acquired.
The distance information between the first game character and the second game character may be a straight distance between the first game character and the second game character, or may be a distance of a pursuit route of the first game character to the second game character. When the first game role can chase the first game role through a plurality of paths, the chasing path of the first game role to the second game role can be determined by the game client through routing according to the first position information of the first game role and the position information of the second game role.
In an alternative embodiment, the second game character to which the first game character has pursued may be determined by the game client based on the field of view of the first game character.
The visual field range refers to a game scene area related to a preset angle range corresponding to the current orientation of the first game character and a preset distance range corresponding to the first game character; the preset angle range and the preset distance range may be set by a game developer based on experience.
The second game character traced by the first game character is located within the visual field of the first game character, that is, the second game character is located within the game field area, and it can be understood that the second game character is visible to the first game character in the current orientation direction and the observable distance.
In the above process, a second game character closest to the first game character in the visual field of the first game character can be used as a chasing object of the first game character, so that the behavior logic of the game character is more in line with the habits of the player.
In step S220, when the change state of the distance information satisfies a preset condition, a game event acting on the first game character or the second game character is acquired from the game client.
The change state of the distance information may be an amount of change in the distance between the first game character and the second game character per unit time.
The preset condition may include that a distance between the first game character and the second game character within a preset time range varies by an amount exceeding a preset threshold.
The game event refers to an event which may affect the moving speed of the game character when the distance between the first game character and the second game character satisfies a preset condition. The game event may include any one or more of: the game skill triggering event corresponding to the first game role or the second game role, and the interaction logic event corresponding to the specific static object in the game scene.
Here, the game skill triggering event refers to a game skill triggering event that affects the moving speed of the first game character or the second game character. For example, a first game character triggers an acceleration skill acting on itself, or a deceleration skill acting on a second game character; the second game character triggers an acceleration skill to act on itself, or a deceleration skill to act on the first game character.
The specific static object in the game scene refers to a virtual object which is configured in advance and is contained in the virtual scene, and the specific static object can be elements such as terrain, buildings, vegetation, rivers and the like in the game scene, is not directly controlled by a player, and can respond to the interaction logic of game characters in the scene. Interactive logic events, such as game characters passing or entering a particular building, may be provided.
The distance between the first game character and the second game character may increase, be constant, or decrease as the first game character and the second game character compete. When the distance variation between the game roles is large, the pursuing competition process is shown to be violent, so that the relatively wonderful moment in the pursuing competition process can be screened out by setting a preset condition, the game event acted on the first game role or the second game role at the moment is obtained, live broadcast audiences can be assisted to know the reason of the sudden change of the distance between the first game role and the second game role, and the game experience of the live broadcast audiences is enhanced.
Step S230, generating a first prompt message in the live broadcast frame according to the distance information between the first game character and the second game character and the game event, and pushing the live broadcast frame containing the first prompt message to the live broadcast viewer.
The first prompt information refers to information including distance information between the first game role and the second game role and game events influencing the movement speed of the game roles, and is used for prompting the live broadcast audience of the distance information between the first game role and the second game role and the game events influencing the movement speed of the game roles, so that the live broadcast audience can further more intuitively know about game competition conditions, and game experience of the live broadcast audience is enhanced.
The live interface 300 shown in fig. 3A includes a first game character 301, a second game character 302, and a reminder identifier 303. The first game character 301 is a chaser, the second game character 302 is a chaser, the prompt identifier 303 is a prompt identifier corresponding to the first prompt message, and the prompt identifier 303 includes a game event "quick skip" and distance information "1.2 m" between the first game character 301 and the second game character 302.
It should be noted that the presentation form of the prompt identifier 303 corresponding to the first prompt information in fig. 3A is also only an exemplary illustration, and may be set according to the actual situation, and the disclosure does not make any special limitation to this.
In an optional implementation manner, the determining the display position of the first prompt message may be performed through the steps shown in fig. 4, and specifically includes the following steps S410 to S420:
step S410, obtaining a trigger object corresponding to the game event from the game client;
step S420, determining a display position of the first prompt message according to the trigger object, so as to generate the first prompt message at the display position.
The trigger object corresponding to the game event can be determined by the game client. The triggering object of the game event may be the first game character, the second game character, and a specific static object in the above-mentioned game scene, etc. When the game event is a game skill triggering event, the game character to which the game skill belongs is a triggering object of the game skill triggering event. For example, if a first game character triggers a deceleration skill to act on a second game character, then the first game character is the trigger object for the deceleration game event and the second game character is the action object for the deceleration game event. When the game event is an interactive logic event corresponding to a specific static object in the game scene, the specific static object can be used as a trigger object. For example, when a game character passes through or enters a specific building, the specific building can be used as a trigger object.
In the step shown in fig. 4, the display position of the first prompt information is determined according to the trigger object, so that the first prompt information is displayed near the trigger object, and therefore, the live viewers can intuitively know the trigger object and the trigger position of the game event at the same time, and the game perception experience of the live viewers is enhanced.
In an optional implementation manner, the determining the display position of the first prompt message according to the trigger object may be implemented by: and identifying the position of the trigger object in the live broadcast picture, and determining the display position of the first prompt message according to the position of the trigger object in the live broadcast picture.
The live broadcast anchor terminal can perform image recognition on the live broadcast picture according to the acquired trigger object, position the trigger object in the live broadcast picture, and use the position as the display position of the first prompt information, so that the first prompt information is more visually presented.
In an optional implementation manner, the determining the display position of the first prompt information according to the trigger object may be further implemented by the steps shown in fig. 5, which specifically include the following steps S510 to S520:
step S510, acquiring the relative position of the trigger object in the game picture from the game client, wherein the relative position is obtained by the game client according to the position conversion of the trigger object in the game scene;
in step S520, the display position of the first prompt information is determined according to the relative position of the trigger object in the game screen.
The position of the trigger object in the game scene may be three-dimensional coordinate data of the trigger object in the game scene. The relative position of the trigger object in the game screen refers to the two-dimensional plane coordinate position of the trigger object in the displayed game screen. The game client can convert the three-dimensional coordinate data of the trigger object in the game scene into a two-dimensional plane coordinate position in the game picture, so as to obtain the relative position of the trigger object in the game picture. The display position of the first prompt information can be determined conveniently and quickly based on the relative position, so that the first prompt information can be presented more intuitively.
In an optional implementation manner, a preset maximum chasing distance corresponding to the first game character may also be obtained from the game client, second prompt information is generated in a live broadcast picture based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and the live broadcast picture containing the second prompt information is pushed to a live broadcast audience.
The preset maximum chasing distance refers to a maximum distance value between the first game role and the second game role when the first game role enters the chasing state. For example, the maximum distance observable in the visual field range of the first game character may be set as the preset maximum chasing distance. When the game client detects that the distance between the second game role and the first game role is greater than the preset maximum chasing distance in the game executing process, the first game role can stop chasing the second game role.
The second prompt message may reflect a positional relationship between the first game character and the second game character, and may also reflect a distance relationship between distance information between the two game characters and a preset maximum pursuit distance. As shown in the prompt identifier 304 in fig. 3B, the prompt identifier 304 is a prompt identifier corresponding to the second prompt message, a circle 1 in the prompt identifier 304 represents an avatar of the first game character 301, a circle 2 represents an avatar of the second game character 302, a "+ 1.2 m" below the avatar of the second game character 302 represents a distance value between the first game character and the second game character, and a horizontal bar in the prompt identifier represents the above-mentioned preset maximum pursuit distance. The position of the avatar of the first game character 302 is non-fixed, and may move left and right on the lateral bar according to the real-time distance between the first game character and the second game character.
It should be noted that the presentation form of the prompt identifier 304 corresponding to the second prompt information in fig. 3B is only an exemplary illustration, and may be set according to the actual situation, and the disclosure does not make any special limitation to this.
In addition, when the game client detects that the first game character launches skill attack in the tracking process, the game client may further send the attack range of the skill to the live broadcast anchor, and the game anchor generates second prompt information based on the attack range of the skill, the distance information between the first game character and the second game character, and the preset maximum pursuit distance, as shown in fig. 3B. Wherein, the distance between the skill line in the prompt identifier 304 and the avatar 1 can be used to represent the attack scope of the skill of the first game character.
In the process, the live broadcast audience can more intuitively know the chasing competition state between the first game role and the second game role by generating the second prompt information so as to enhance the perception of the live broadcast audience on the chasing competition state and improve the live broadcast impression experience of the game.
In addition, when the game information prompting method is applied to a live game scene, the game client, the live broadcast anchor terminal and the live broadcast audience terminal can interact in the following modes:
the game client detects the distance information between the first game role and the second game role traced by the first game role in real time and sends the distance information to the live broadcast anchor. And after receiving the distance information, the live broadcast anchor judges whether the change state of the distance information meets a preset condition, and when the change state of the distance information meets the preset condition, the live broadcast anchor sends an information acquisition request of a game event acting on the first game role or the second game role and a trigger object of the game event to the game client. The game client sends the corresponding game event and the trigger object thereof to the live broadcast anchor. The live broadcast anchor terminal generates first prompt information according to the distance information between the first game role and the second game role and the received game event, determines the display position of the first prompt information in a live broadcast picture according to the position of the trigger object, displays the first prompt information at the display position, and pushes the live broadcast picture containing the first prompt information to a live broadcast audience terminal.
In addition, the live broadcast anchor end also acquires a preset maximum chasing distance corresponding to the first game role from the game client end, generates second prompt information in a live broadcast picture based on the distance information between the first game role and the second game role and the preset maximum chasing distance, and pushes the live broadcast picture containing the second prompt information to a live broadcast audience end in real time.
An exemplary embodiment of the present disclosure further provides a game information prompting device, in which a live broadcast frame is pushed to a live broadcast audience through a live broadcast anchor, the live broadcast frame includes a game frame acquired from a game client, and the live broadcast anchor is in communication connection with the game client and the live broadcast audience, as shown in fig. 6, the game information prompting device 600 may include:
a distance information obtaining module 610, configured to obtain distance information between a first game character sent by a game client and a second game character traced by the first game character, where the distance information is determined by the game client according to location information of the first game character and location information of the second game character;
a game event obtaining module 620, configured to obtain, from the game client, a game event that acts on the first game character or the second game character when a change state of the distance information satisfies a preset condition;
the prompt information generating module 630 is configured to generate first prompt information in a live broadcast picture according to the distance information between the first game role and the second game role and the game event, and push the live broadcast picture containing the first prompt information to a live broadcast viewer.
In an alternative embodiment, the second game character traced by the first game character in the game information presentation apparatus 600 is determined by the game client according to the visual field range of the first game character.
In an optional implementation, the game information prompting device 600 further includes: the trigger object acquisition module is used for acquiring a trigger object corresponding to the game event from the game client; and the display position determining module is used for determining the display position of the first prompt message according to the trigger object so as to generate the first prompt message at the display position.
In an alternative embodiment, the display position determination module may be configured to: and identifying the position of the trigger object in the live broadcast picture, and determining the display position of the first prompt message according to the position of the trigger object in the live broadcast picture.
In an optional implementation manner, the display position determining module may be further configured to acquire, from the game client, a relative position of the trigger object in the game screen, where the relative position is converted by the game client according to the position of the trigger object in the game scene; and determining the display position of the first prompt message according to the relative position of the trigger object in the game picture.
In an alternative embodiment, the game events in the game information presentation device 600 include any one or more of: the game skill triggering event corresponding to the first game role or the second game role, and the interaction logic event corresponding to the specific static object in the game scene.
In an optional implementation manner, the game information prompting apparatus 600 further includes a prompt information generating sub-module, configured to obtain a preset maximum chasing distance corresponding to the first game character from the game client, generate second prompt information in a live broadcast picture based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and push the live broadcast picture containing the second prompt information to a live broadcast audience.
In an alternative embodiment, the preset conditions in the game information prompting device 600 may include: the distance variation between the first game character and the second game character exceeds a preset threshold within a preset time range.
The specific details of each part in the game information prompting device 600 are described in detail in the embodiment of the method part, and details that are not disclosed can be referred to the embodiment of the method part, and thus are not described again.
Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the above-described game information presentation method of the present specification. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing an electronic device to perform the steps according to various exemplary embodiments of the disclosure described in the above-mentioned "exemplary methods" section of this specification, when the program product is run on the electronic device. The program product may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).
The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the game information prompting method. An electronic device 700 according to such an exemplary embodiment of the present disclosure is described below with reference to fig. 7. The electronic device 700 shown in fig. 7 is only an example and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
As shown in fig. 7, electronic device 700 may take the form of a general purpose computing device. The components of the electronic device 700 may include, but are not limited to: at least one processing unit 710, at least one memory unit 720, a bus 730 that connects the various system components (including the memory unit 720 and the processing unit 710), and a display unit 740.
The memory unit 720 stores program code that may be executed by the processing unit 710 to cause the processing unit 710 to perform steps according to various exemplary embodiments of the present disclosure as described in the "exemplary methods" section above in this specification. For example, processing unit 710 may perform any one or more of the method steps of fig. 2, 4, and 5.
The storage unit 720 may include readable media in the form of volatile memory units, such as a random access memory unit (RAM)721 and/or a cache memory unit 722, and may further include a read only memory unit (ROM) 723.
The memory unit 720 may also include programs/utilities 724 having a set (at least one) of program modules 725, such program modules 725 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
Bus 730 may be any representation of one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 700 may also communicate with one or more external devices 800 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 700, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 700 to communicate with one or more other computing devices. Such communication may occur via an input/output (I/O) interface 750. Also, the electronic device 700 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the internet) via the network adapter 760. As shown, the network adapter 760 communicates with the other modules of the electronic device 700 via the bus 730. It should be appreciated that although not shown in the figures, other hardware and/or software modules may be used in conjunction with the electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the exemplary embodiments of the present disclosure.
Furthermore, the above-described figures are merely schematic illustrations of processes included in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit, according to exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
As will be appreciated by one skilled in the art, aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the present disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is to be limited only by the following claims.