2023-08-02 06:08:03 +00:00
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// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System.Collections.Generic;
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using Doozy.Runtime.Reactor;
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using Doozy.Runtime.Reactor.Animations;
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using Doozy.Runtime.Reactor.Reflection;
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using Doozy.Runtime.Reactor.Ticker;
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using UnityEngine;
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namespace Doozy.Runtime.UIManager.Animators
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{
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/// <summary>
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/// Specialized animator component used to animate a float value
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/// by listening to a UIContainer (controller) show/hide commands.
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/// </summary>
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2023-12-05 06:20:20 +00:00
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[AddComponentMenu("Doozy/UI/Containers/Animators/UIContainer Float Animator")]
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2023-08-02 06:08:03 +00:00
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public class UIContainerFloatAnimator : BaseUIContainerAnimator
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{
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/// <summary> Float value target accessed via reflection </summary>
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public ReflectedFloat ValueTarget = new ReflectedFloat();
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/// <summary> Check if the value target is set up correctly </summary>
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public bool isValid => ValueTarget.IsValid();
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[SerializeField] private FloatAnimation ShowAnimation;
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/// <summary> Container Show Animation </summary>
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public FloatAnimation showAnimation => ShowAnimation ?? (ShowAnimation = new FloatAnimation(ValueTarget));
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[SerializeField] private FloatAnimation HideAnimation;
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/// <summary> Container Hide Animation </summary>
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public FloatAnimation hideAnimation => HideAnimation ?? (HideAnimation = new FloatAnimation(ValueTarget));
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#if UNITY_EDITOR
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protected override void Reset()
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{
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ValueTarget ??= new ReflectedFloat();
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base.Reset();
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ResetAnimation(showAnimation);
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ResetAnimation(hideAnimation);
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}
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#endif
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protected override void Awake()
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{
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UpdateSettings();
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base.Awake();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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ShowAnimation?.Recycle();
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HideAnimation?.Recycle();
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}
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/// <summary> Connect to Controller </summary>
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protected override void ConnectToController()
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{
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base.ConnectToController();
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if (!controller) return;
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controller.showReactions.Add(showAnimation.animation);
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controller.hideReactions.Add(hideAnimation.animation);
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}
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/// <summary> Disconnect from Controller </summary>
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protected override void DisconnectFromController()
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{
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base.DisconnectFromController();
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if (!controller) return;
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controller.showReactions.Remove(showAnimation.animation);
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controller.hideReactions.Remove(hideAnimation.animation);
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}
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/// <summary> Play the show animation </summary>
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public override void Show()
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{
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if (reversingShow)
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{
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showAnimation.OnFinishCallback.RemoveListener(OnReverseShowComplete);
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reversingShow = false;
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}
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showAnimation.Play(PlayDirection.Forward);
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}
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/// <summary> Reverse the show animation (if playing) </summary>
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public override void ReverseShow()
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{
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if (showAnimation.isPlaying)
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{
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showAnimation.OnFinishCallback.AddListener(OnReverseShowComplete);
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showAnimation.Reverse();
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reversingShow = true;
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return;
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}
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Hide();
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}
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private void OnReverseShowComplete()
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{
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InstantHide();
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showAnimation.OnFinishCallback.RemoveListener(OnReverseShowComplete);
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reversingShow = false;
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}
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/// <summary> Play the hide animation </summary>
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public override void Hide()
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{
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if (reversingHide)
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{
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hideAnimation.OnFinishCallback.RemoveListener(OnReverseHideComplete);
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reversingHide = false;
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}
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hideAnimation.Play(PlayDirection.Forward);
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}
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/// <summary> Reverse the hide animation (if playing) </summary>
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public override void ReverseHide()
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{
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if (hideAnimation.isPlaying)
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{
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hideAnimation.OnFinishCallback.AddListener(OnReverseHideComplete);
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hideAnimation.Reverse();
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reversingHide = true;
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return;
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}
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Show();
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}
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private void OnReverseHideComplete()
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{
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InstantShow();
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hideAnimation.OnFinishCallback.RemoveListener(OnReverseHideComplete);
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reversingHide = false;
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}
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/// <summary> Set show animation's progress at one </summary>
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public override void InstantShow() =>
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showAnimation.SetProgressAtOne();
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/// <summary> Set hide animation's progress at one </summary>
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public override void InstantHide() =>
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hideAnimation.SetProgressAtOne();
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/// <summary> Set the value target </summary>
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/// <param name="reflectedValue"> Reflected value target </param>
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private void SetTarget(object reflectedValue) =>
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SetTarget(reflectedValue as ReflectedFloat);
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/// <summary> Set the value target </summary>
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/// <param name="reflectedValue"> Reflected value target </param>
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private void SetTarget(ReflectedFloat reflectedValue)
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{
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showAnimation.SetTarget(reflectedValue);
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hideAnimation.SetTarget(reflectedValue);
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}
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/// <summary> Refresh the set target and, if the animation is playing, update the calculated values </summary>
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public override void UpdateSettings()
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{
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SetTarget(ValueTarget);
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if (showAnimation.isPlaying) showAnimation.UpdateValues();
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if (hideAnimation.isPlaying) hideAnimation.UpdateValues();
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}
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/// <summary> Stop all animations </summary>
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public override void StopAllReactions()
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{
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showAnimation.Stop();
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hideAnimation.Stop();
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}
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/// <summary> Reset all the reactions to their initial values (if the animation is enabled) </summary>
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/// <param name="forced"> If true, forced will ignore if the animation is enabled or not </param>
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public override void ResetToStartValues(bool forced = false)
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{
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if (showAnimation.isActive) showAnimation.Stop();
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if (hideAnimation.isActive) hideAnimation.Stop();
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showAnimation.ResetToStartValues(forced);
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hideAnimation.ResetToStartValues(forced);
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if (ValueTarget == null || !ValueTarget.IsValid())
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return;
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ValueTarget.SetValue(showAnimation.startValue);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(rectTransform);
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UnityEditor.SceneView.RepaintAll();
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#endif
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}
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/// <summary> Set animation heartbeat </summary>
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public override List<Heartbeat> SetHeartbeat<T>()
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{
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var list = new List<Heartbeat>();
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for (int i = 0; i < 2; i++) list.Add(new T());
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showAnimation.animation.SetHeartbeat(list[0]);
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hideAnimation.animation.SetHeartbeat(list[1]);
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return list;
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}
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private static void ResetAnimation(FloatAnimation animation)
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{
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var reaction = animation.animation;
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reaction.Reset();
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reaction.enabled = true;
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reaction.fromReferenceValue = ReferenceValue.CustomValue;
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reaction.fromCustomValue = 0f;
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reaction.toReferenceValue = ReferenceValue.CustomValue;
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reaction.toCustomValue = 1f;
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reaction.settings.duration = 0.5f;
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}
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}
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}
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