Refactoring of status system to prevent bug w/ events
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13 changed files with 487 additions and 113 deletions
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(Animator))]
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public class Tavernkeeper_controller : MonoBehaviour
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{
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public float mvt_speed = 5.0f; //Movement speed
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public float action_dist = 1.5f; //Action distance
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public float action_cd = 0.5f; //Action cooldown
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Dictionary<string, GameObject> hand_container; //Objects (IGrabable) in hand
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float actionTimer;
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bool isInteracting;
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// Last user inputs
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float horizontal;
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float vertical;
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float hands;
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string currentHand;
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Vector2 lookDirection = new Vector2(1,0);
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Rigidbody2D rigidbody2d;
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Animator animator;
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//Grab an Object (IGrabable) w/ a specific or w/ last hand used (hand=null).
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public void grab(GameObject obj, string hand=null)
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{
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//Default hand
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if(hand is null)
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hand = currentHand;
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//Test
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if(!hand_container.ContainsKey(hand))
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{
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Debug.LogError("Invalid key for hands :"+hand);
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}
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IGrabable grabable_obj = obj.GetComponent<IGrabable>();
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if(grabable_obj!=null && hand_container[hand] is null && grabable_obj.size==1) //Empty hand
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{
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// hit_object.transform.SetParent(transform);
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// hit_object.transform.localPosition = new Vector2(-0.2f,0.2f);
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Transform mugSlot = gameObject.transform.Find(hand+"MugSlot");
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grabable_obj.take(mugSlot);
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hand_container[hand]=obj;
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}
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else
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{
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Debug.Log(gameObject.name+" cannot grab (hand full): " + obj);
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}
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}
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//Drop every objects in hands at tavernkeeper position.
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public void emptyHands()
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{
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foreach(string hand in hand_container.Keys)
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{
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if(hand_container[hand]!=null)
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{
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IGrabable grabable_obj = hand_container[hand].GetComponent<IGrabable>();
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grabable_obj.drop(transform);
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}
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}
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hand_container["left"]=null;
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hand_container["right"]=null;
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}
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// Start is called before the first frame update
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void Start()
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{
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if(gameObject.tag != "Player")
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Debug.LogWarning(gameObject.name+" tag should be set to 'Player' to work properly");
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rigidbody2d = GetComponent<Rigidbody2D>();
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animator = GetComponent<Animator>();
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hand_container = new Dictionary<string, GameObject>(){
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{"left", null},
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{"right", null}
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};
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// GameSystem.Instance.startService();
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}
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// Update is called once per frame
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void Update()
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{
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//Read inputs
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horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager
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vertical = Input.GetAxis("Vertical");
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hands = Input.GetAxis("Hand");
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//Movement action
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movement(new Vector2(horizontal, vertical));
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//Actions delay
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if(isInteracting)
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{
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actionTimer -= Time.deltaTime;
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if (actionTimer < 0)
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isInteracting = false;
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}
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//Hands actions
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if(!isInteracting && !Mathf.Approximately(hands, 0.0f))
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{
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actionTimer= action_cd;
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isInteracting=true;
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if(hands>0)
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currentHand="left";
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else
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currentHand="right";
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handAction(currentHand);
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}
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}
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// Update used by the Physics engine
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void FixedUpdate()
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{
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//Movement of a physic object
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Vector2 position = rigidbody2d.position;
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position.x = position.x + mvt_speed * horizontal * Time.deltaTime;
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position.y = position.y + mvt_speed * vertical * Time.deltaTime;
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rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
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}
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//Movement
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void movement(Vector2 move)
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{
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//Update animation direction
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if(move != Vector2.zero)//Movement requested ? //!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)
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{
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lookDirection.Set(move.x, move.y); //== lookDirection=move
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lookDirection.Normalize();
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}
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animator.SetFloat("Look X", lookDirection.x);
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animator.SetFloat("Look Y", lookDirection.y);
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animator.SetFloat("Speed", move.magnitude);
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}
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//Handle action with hands ("left" or "right")
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void handAction(string hand)
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{
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//Test
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if(!hand_container.ContainsKey(hand))
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{
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Debug.LogError("Invalid key for hands :"+hand);
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}
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// Test collision of ray from tavernkeeper center (A verifier) at action_dist unit distance on Interactions layer
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RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, action_dist, LayerMask.GetMask("Interactions"));
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if (hit.collider != null)
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{
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GameObject hit_object = hit.collider.gameObject;
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// Debug.Log("Raycast has hit the object " + hit_object.name+ hit_object.tag);
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if (hit_object != null)
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{
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//Handle objects interactions by tags
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//TODO : Factoriser actions des Clients/Workshop
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//TODO : Gérer cas Grabable & Workshop
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if(hit_object.tag == "Grabable")
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{
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grab(hit_object, hand);
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}
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else if(hit_object.tag == "Usable")
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{
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IUsable usable = hit_object.GetComponent<IUsable>();
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if(usable!=null)
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{
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if(hand_container[hand] is null) //No object in hands
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{
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// Debug.Log(gameObject.name+" use "+hit_object.name);
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usable.use(gameObject); //Tavernkeeper interacting directly w/ usable
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}
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else if(usable.use(hand_container[hand])) //Interactions w/ object in hands
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{
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//Object taken by usable
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// Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
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hand_container[hand]=null;
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}
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}
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}
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else
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{
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Debug.Log(hit_object.tag+" tag not handled by "+gameObject.name);
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}
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}
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}
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else if (hand_container[hand] != null) //Hand full and no hits : use object
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{
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IGrabable obj = hand_container[hand].GetComponent<IGrabable>();
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if(obj !=null)
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{
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if(obj.use(gameObject)) //Use object in hand
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hand_container[hand]=null; //True = object dropped
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}
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}
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}
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//Returns set of free hands (keys)
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// ISet<string> freeHands()
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// {
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// HashSet<string> res = new HashSet<string>();
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// foreach ( KeyValuePair<string, GameObject> kvp in hand_container)
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// {
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// if(kvp.Value is null)
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// {
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// res.Add(kvp.Key);
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// }
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// }
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// return res;
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// }
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}
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