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233 lines
5.5 KiB
233 lines
5.5 KiB
using UnityEngine; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using Fungus; |
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namespace Fungus |
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{ |
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/** |
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* Controller for main camera. |
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* Supports several types of camera transition including snap, pan & fade. |
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*/ |
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public class CameraController : MonoBehaviour |
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{ |
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Game game; |
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Camera mainCamera; |
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float fadeAlpha = 0f; |
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void Start() |
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{ |
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game = Game.GetInstance(); |
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GameObject cameraObject = GameObject.FindGameObjectWithTag("MainCamera"); |
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if (cameraObject == null) |
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{ |
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Debug.LogError("Failed to find game object with tag 'MainCamera'"); |
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return; |
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} |
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mainCamera = cameraObject.GetComponent<Camera>(); |
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if (mainCamera == null) |
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{ |
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Debug.LogError("Failed to find camera component"); |
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return; |
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} |
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} |
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void OnGUI() |
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{ |
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int drawDepth = -1000; |
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if (fadeAlpha < 1f) |
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{ |
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// 1 = scene fully visible |
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// 0 = scene fully obscured |
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GUI.color = new Color(1,1,1, 1f - fadeAlpha); |
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GUI.depth = drawDepth; |
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), game.fadeTexture); |
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} |
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} |
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public void Fade(float targetAlpha, float fadeDuration, Action fadeAction) |
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{ |
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StartCoroutine(FadeInternal(targetAlpha, fadeDuration, fadeAction)); |
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} |
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public void FadeToView(View view, float fadeDuration, Action fadeAction) |
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{ |
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// Fade out |
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Fade(0f, fadeDuration / 2f, delegate { |
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// Snap to new view |
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PanToView(view, 0f, null); |
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// Fade in |
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Fade(1f, fadeDuration / 2f, delegate { |
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if (fadeAction != null) |
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{ |
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fadeAction(); |
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} |
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}); |
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}); |
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} |
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IEnumerator FadeInternal(float targetAlpha, float fadeDuration, Action fadeAction) |
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{ |
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float startAlpha = fadeAlpha; |
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float timer = 0; |
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while (timer < fadeDuration) |
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{ |
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float t = timer / fadeDuration; |
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timer += Time.deltaTime; |
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t = Mathf.Clamp01(t); |
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fadeAlpha = Mathf.Lerp(startAlpha, targetAlpha, t); |
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yield return null; |
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} |
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fadeAlpha = targetAlpha; |
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if (fadeAction != null) |
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{ |
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fadeAction(); |
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} |
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} |
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/** |
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* Positions camera so sprite is centered and fills the screen. |
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* @param spriteRenderer The sprite to center the camera on |
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*/ |
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public void CenterOnSprite(SpriteRenderer spriteRenderer) |
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{ |
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Sprite sprite = spriteRenderer.sprite; |
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Vector3 extents = sprite.bounds.extents; |
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float localScaleY = spriteRenderer.transform.localScale.y; |
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mainCamera.orthographicSize = extents.y * localScaleY; |
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Vector3 pos = spriteRenderer.transform.position; |
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mainCamera.transform.position = new Vector3(pos.x, pos.y, 0); |
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SetCameraZ(); |
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} |
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public void SnapToView(View view) |
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{ |
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PanToView(view, 0, null); |
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} |
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/** |
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* Moves camera from current position to a target View over a period of time. |
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*/ |
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public void PanToView(View view, float duration, Action arriveAction) |
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{ |
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if (duration == 0f) |
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{ |
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// Move immediately |
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mainCamera.orthographicSize = view.viewSize; |
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mainCamera.transform.position = view.transform.position; |
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SetCameraZ(); |
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if (arriveAction != null) |
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{ |
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arriveAction(); |
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} |
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} |
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else |
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{ |
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StartCoroutine(PanInternal(view, duration, arriveAction)); |
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} |
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} |
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IEnumerator PanInternal(View view, float duration, Action arriveAction) |
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{ |
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float timer = 0; |
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float startSize = mainCamera.orthographicSize; |
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float endSize = view.viewSize; |
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Vector3 startPos = mainCamera.transform.position; |
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Vector3 endPos = view.transform.position; |
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bool arrived = false; |
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while (!arrived) |
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{ |
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timer += Time.deltaTime; |
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if (timer > duration) |
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{ |
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arrived = true; |
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timer = duration; |
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} |
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// Apply smoothed lerp to camera position and orthographic size |
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float t = timer / duration; |
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mainCamera.orthographicSize = Mathf.Lerp(startSize, endSize, Mathf.SmoothStep(0f, 1f, t)); |
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mainCamera.transform.position = Vector3.Lerp(startPos, endPos, Mathf.SmoothStep(0f, 1f, t)); |
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SetCameraZ(); |
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if (arrived && |
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arriveAction != null) |
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{ |
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arriveAction(); |
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} |
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yield return null; |
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} |
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} |
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/** |
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* Moves camera smoothly through a sequence of Views over a period of time |
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*/ |
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public void PanToPath(View[] viewList, float duration, Action arriveAction) |
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{ |
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List<Vector3> pathList = new List<Vector3>(); |
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// Add current camera position as first point in path |
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// Note: We use the z coord to tween the camera orthographic size |
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Vector3 startPos = new Vector3(mainCamera.transform.position.x, |
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mainCamera.transform.position.y, |
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mainCamera.orthographicSize); |
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pathList.Add(startPos); |
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for (int i = 0; i < viewList.Length; ++i) |
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{ |
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View view = viewList[i]; |
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Vector3 viewPos = new Vector3(view.transform.position.x, |
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view.transform.position.y, |
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view.viewSize); |
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pathList.Add(viewPos); |
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} |
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StartCoroutine(PanToPathInternal(duration, arriveAction, pathList.ToArray())); |
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} |
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IEnumerator PanToPathInternal(float duration, Action arriveAction, Vector3[] path) |
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{ |
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float timer = 0; |
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while (timer < duration) |
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{ |
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timer += Time.deltaTime; |
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timer = Mathf.Min(timer, duration); |
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float percent = timer / duration; |
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Vector3 point = iTween.PointOnPath(path, percent); |
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mainCamera.transform.position = new Vector3(point.x, point.y, 0); |
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mainCamera.orthographicSize = point.z; |
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SetCameraZ(); |
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yield return null; |
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} |
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if (arriveAction != null) |
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{ |
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arriveAction(); |
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} |
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} |
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void SetCameraZ() |
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{ |
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mainCamera.transform.position = new Vector3(mainCamera.transform.position.x, mainCamera.transform.position.y, game.cameraZ); |
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} |
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} |
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}
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