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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEditor;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace Fungus
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{
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/**
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* Temp hidden object which lets us use the entire inspector window to inspect
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* the block command list.
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*/
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public class BlockInspector : ScriptableObject
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{
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[FormerlySerializedAs("sequence")]
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public Block block;
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}
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/**
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* Custom editor for the temp hidden object.
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*/
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[CustomEditor (typeof(BlockInspector), true)]
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public class BlockInspectorEditor : Editor
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{
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protected Vector2 blockScrollPos;
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protected Vector2 commandScrollPos;
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protected bool resize = false;
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protected bool clamp = false;
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protected float topPanelHeight = 50;
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// Cache the block and command editors so we only create and destroy them
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// when a different block / command is selected.
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protected BlockEditor activeBlockEditor;
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protected CommandEditor activeCommandEditor;
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protected Command activeCommand; // Command currently being inspected
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// Cached command editors to avoid creating / destroying editors more than necessary
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// This list is static so persists between
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protected static List<CommandEditor> cachedCommandEditors = new List<CommandEditor>();
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protected void OnDestroy()
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{
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ClearEditors();
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}
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protected void OnEnable()
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{
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ClearEditors();
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}
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protected void OnDisable()
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{
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ClearEditors();
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}
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protected void ClearEditors()
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{
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foreach (CommandEditor commandEditor in cachedCommandEditors)
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{
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DestroyImmediate(commandEditor);
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}
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cachedCommandEditors.Clear();
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activeCommandEditor = null;
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}
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public override void OnInspectorGUI ()
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{
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BlockInspector blockInspector = target as BlockInspector;
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Block block = blockInspector.block;
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if (block == null)
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{
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return;
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}
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Flowchart flowchart = block.GetFlowchart();
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if (activeBlockEditor == null ||
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block != activeBlockEditor.target)
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{
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DestroyImmediate(activeBlockEditor);
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activeBlockEditor = Editor.CreateEditor(block) as BlockEditor;
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}
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activeBlockEditor.DrawBlockName(flowchart);
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// Using a custom rect area to get the correct 5px indent for the scroll views
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Rect blockRect = new Rect(5, topPanelHeight, Screen.width - 6, Screen.height - 70);
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GUILayout.BeginArea(blockRect);
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blockScrollPos = GUILayout.BeginScrollView(blockScrollPos, GUILayout.Height(flowchart.blockViewHeight));
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activeBlockEditor.DrawBlockGUI(flowchart);
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GUILayout.EndScrollView();
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Command inspectCommand = null;
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if (flowchart.selectedCommands.Count == 1)
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{
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inspectCommand = flowchart.selectedCommands[0];
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}
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if (Application.isPlaying &&
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inspectCommand != null &&
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inspectCommand.parentBlock != block)
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{
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GUILayout.EndArea();
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Repaint();
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return;
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}
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// Only change the activeCommand at the start of the GUI call sequence
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if (Event.current.type == EventType.Layout)
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{
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activeCommand = inspectCommand;
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}
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DrawCommandUI(flowchart, inspectCommand);
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}
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public void DrawCommandUI(Flowchart flowchart, Command inspectCommand)
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{
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ResizeScrollView(flowchart);
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GUILayout.Space(7);
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activeBlockEditor.DrawButtonToolbar();
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commandScrollPos = GUILayout.BeginScrollView(commandScrollPos);
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if (inspectCommand != null)
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{
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if (activeCommandEditor == null ||
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inspectCommand != activeCommandEditor.target)
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{
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// See if we have a cached version of the command editor already,
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var editors = (from e in cachedCommandEditors where (e.target == inspectCommand) select e);
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if (editors.Count() > 0)
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{
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// Use cached editor
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activeCommandEditor = editors.First();
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}
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else
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{
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// No cached editor, so create a new one.
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activeCommandEditor = Editor.CreateEditor(inspectCommand) as CommandEditor;
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cachedCommandEditors.Add(activeCommandEditor);
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}
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}
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if (activeCommandEditor != null)
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{
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activeCommandEditor.DrawCommandInspectorGUI();
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}
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}
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GUILayout.EndScrollView();
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GUILayout.EndArea();
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// Draw the resize bar after everything else has finished drawing
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// This is mainly to avoid incorrect indenting.
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Rect resizeRect = new Rect(0, topPanelHeight + flowchart.blockViewHeight + 1, Screen.width, 4f);
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GUI.color = new Color(0.64f, 0.64f, 0.64f);
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
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resizeRect.height = 1;
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GUI.color = new Color32(132, 132, 132, 255);
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
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resizeRect.y += 3;
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
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GUI.color = Color.white;
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Repaint();
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}
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private void ResizeScrollView(Flowchart flowchart)
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{
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Rect cursorChangeRect = new Rect(0, flowchart.blockViewHeight + 1, Screen.width, 4f);
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EditorGUIUtility.AddCursorRect(cursorChangeRect, MouseCursor.ResizeVertical);
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if (Event.current.type == EventType.mouseDown && cursorChangeRect.Contains(Event.current.mousePosition))
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{
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resize = true;
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}
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if (resize)
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{
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Undo.RecordObject(flowchart, "Resize view");
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flowchart.blockViewHeight = Event.current.mousePosition.y;
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}
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ClampBlockViewHeight(flowchart);
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// Stop resizing if mouse is outside inspector window.
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// This isn't standard Unity UI behavior but it is robust and safe.
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if (resize && Event.current.type == EventType.mouseDrag)
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{
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Rect windowRect = new Rect(0, 0, Screen.width, Screen.height);
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if (!windowRect.Contains(Event.current.mousePosition))
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{
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resize = false;
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}
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}
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if (Event.current.type == EventType.MouseUp)
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{
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resize = false;
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}
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}
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protected virtual void ClampBlockViewHeight(Flowchart flowchart)
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{
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// Screen.height seems to temporarily reset to 480 for a single frame whenever a command like
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// Copy, Paste, etc. happens. Only clamp the block view height when one of these operations is not occuring.
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if (Event.current.commandName != "")
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{
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clamp = false;
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}
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if (clamp)
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{
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// Make sure block view is always clamped to visible area
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float height = flowchart.blockViewHeight;
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height = Mathf.Max(200, height);
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height = Mathf.Min(Screen.height - 200,height);
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flowchart.blockViewHeight = height;
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}
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if (Event.current.type == EventType.Repaint)
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{
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clamp = true;
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}
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}
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}
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}
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