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235 lines
7.6 KiB
235 lines
7.6 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEditor; |
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using UnityEngine; |
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using System.Collections.Generic; |
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using Rotorz.ReorderableList; |
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namespace Fungus.EditorUtils |
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{ |
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[CustomEditor (typeof(Command), true)] |
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public class CommandEditor : Editor |
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{ |
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public static Command selectedCommand; |
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public static CommandInfoAttribute GetCommandInfo(System.Type commandType) |
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{ |
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object[] attributes = commandType.GetCustomAttributes(typeof(CommandInfoAttribute), false); |
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foreach (object obj in attributes) |
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{ |
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CommandInfoAttribute commandInfoAttr = obj as CommandInfoAttribute; |
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if (commandInfoAttr != null) |
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{ |
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return commandInfoAttr; |
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} |
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} |
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return null; |
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} |
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public virtual void DrawCommandInspectorGUI() |
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{ |
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Command t = target as Command; |
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if (t == null) |
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{ |
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return; |
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} |
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var flowchart = (Flowchart)t.GetFlowchart(); |
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if (flowchart == null) |
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{ |
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return; |
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} |
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CommandInfoAttribute commandInfoAttr = CommandEditor.GetCommandInfo(t.GetType()); |
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if (commandInfoAttr == null) |
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{ |
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return; |
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} |
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GUILayout.BeginVertical(GUI.skin.box); |
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if (t.enabled) |
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{ |
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if (flowchart.ColorCommands) |
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{ |
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GUI.backgroundColor = t.GetButtonColor(); |
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} |
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else |
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{ |
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GUI.backgroundColor = Color.white; |
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} |
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} |
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else |
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{ |
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GUI.backgroundColor = Color.grey; |
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} |
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GUILayout.BeginHorizontal(GUI.skin.button); |
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string commandName = commandInfoAttr.CommandName; |
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GUILayout.Label(commandName, GUILayout.MinWidth(80), GUILayout.ExpandWidth(true)); |
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GUILayout.FlexibleSpace(); |
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GUILayout.Label(new GUIContent("(" + t.ItemId + ")")); |
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GUILayout.Space(10); |
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GUI.backgroundColor = Color.white; |
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bool enabled = t.enabled; |
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enabled = GUILayout.Toggle(enabled, new GUIContent()); |
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if (t.enabled != enabled) |
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{ |
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Undo.RecordObject(t, "Set Enabled"); |
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t.enabled = enabled; |
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} |
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GUILayout.EndHorizontal(); |
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GUI.backgroundColor = Color.white; |
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EditorGUILayout.Separator(); |
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DrawCommandGUI(); |
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EditorGUILayout.Separator(); |
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if (t.ErrorMessage.Length > 0) |
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{ |
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GUIStyle style = new GUIStyle(GUI.skin.label); |
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style.normal.textColor = new Color(1,0,0); |
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EditorGUILayout.LabelField(new GUIContent("Error: " + t.ErrorMessage), style); |
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} |
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GUILayout.EndVertical(); |
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// Display help text |
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CommandInfoAttribute infoAttr = CommandEditor.GetCommandInfo(t.GetType()); |
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if (infoAttr != null) |
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{ |
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EditorGUILayout.HelpBox(infoAttr.HelpText, MessageType.Info, true); |
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} |
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} |
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public virtual void DrawCommandGUI() |
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{ |
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Command t = target as Command; |
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// Code below was copied from here |
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// http://answers.unity3d.com/questions/550829/how-to-add-a-script-field-in-custom-inspector.html |
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// Users should not be able to change the MonoScript for the command using the usual Script field. |
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// Doing so could cause block.commandList to contain null entries. |
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// To avoid this we manually display all properties, except for m_Script. |
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serializedObject.Update(); |
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SerializedProperty iterator = serializedObject.GetIterator(); |
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bool enterChildren = true; |
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while (iterator.NextVisible(enterChildren)) |
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{ |
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enterChildren = false; |
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if (iterator.name == "m_Script") |
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{ |
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continue; |
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} |
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if (!t.IsPropertyVisible(iterator.name)) |
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{ |
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continue; |
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} |
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if (iterator.isArray && |
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t.IsReorderableArray(iterator.name)) |
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{ |
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ReorderableListGUI.Title(new GUIContent(iterator.displayName, iterator.tooltip)); |
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ReorderableListGUI.ListField(iterator); |
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} |
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else |
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{ |
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EditorGUILayout.PropertyField(iterator, true, new GUILayoutOption[0]); |
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} |
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} |
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serializedObject.ApplyModifiedProperties(); |
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} |
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static public void ObjectField<T>(SerializedProperty property, GUIContent label, GUIContent nullLabel, List<T> objectList) where T : Object |
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{ |
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if (property == null) |
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{ |
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return; |
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} |
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List<GUIContent> objectNames = new List<GUIContent>(); |
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T selectedObject = property.objectReferenceValue as T; |
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int selectedIndex = -1; // Invalid index |
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// First option in list is <None> |
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objectNames.Add(nullLabel); |
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if (selectedObject == null) |
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{ |
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selectedIndex = 0; |
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} |
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for (int i = 0; i < objectList.Count; ++i) |
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{ |
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if (objectList[i] == null) continue; |
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objectNames.Add(new GUIContent(objectList[i].name)); |
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if (selectedObject == objectList[i]) |
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{ |
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selectedIndex = i + 1; |
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} |
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} |
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T result; |
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selectedIndex = EditorGUILayout.Popup(label, selectedIndex, objectNames.ToArray()); |
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if (selectedIndex == -1) |
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{ |
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// Currently selected object is not in list, but nothing else was selected so no change. |
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return; |
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} |
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else if (selectedIndex == 0) |
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{ |
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result = null; // Null option |
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} |
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else |
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{ |
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result = objectList[selectedIndex - 1]; |
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} |
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property.objectReferenceValue = result; |
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} |
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// When modifying custom editor code you can occasionally end up with orphaned editor instances. |
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// When this happens, you'll get a null exception error every time the scene serializes / deserialized. |
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// Once this situation occurs, the only way to fix it is to restart the Unity editor. |
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// |
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// As a workaround, this function detects if this command editor is an orphan and deletes it. |
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// To use it, just call this function at the top of the OnEnable() method in your custom editor. |
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protected virtual bool NullTargetCheck() |
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{ |
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try |
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{ |
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// The serializedObject accessor create a new SerializedObject if needed. |
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// However, this will fail with a null exception if the target object no longer exists. |
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#pragma warning disable 0219 |
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SerializedObject so = serializedObject; |
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} |
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catch (System.NullReferenceException) |
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{ |
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DestroyImmediate(this); |
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return true; |
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} |
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return false; |
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} |
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} |
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}
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