#7 Add rigidbody and collider of aiPrefab
Additional commit content - Set aiStat for testing - Add ai interface script - Add layer and fix physics setting
This commit is contained in:
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@ -1,28 +1,76 @@
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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namespace BlueWater
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{
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[Serializable]
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public abstract class AiController : MonoBehaviour, IAiStat
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public abstract class AiController : MonoBehaviour, IDamageable
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{
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#region interface property
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#region Property and variable
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[field: SerializeField] public AiStat AiStat { get; set; } = new();
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private Animator aiAnimator;
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private static readonly int DeathHash = Animator.StringToHash("Death");
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private static readonly int DamageHash = Animator.StringToHash("TakeDamage");
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#endregion
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#region abstract function
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//protected abstract void Attack();
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#endregion
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#region Unity built-in function
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private void Awake()
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{
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SetCurrentHp(AiStat.maxHp);
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aiAnimator = Utils.GetComponentAndAssert<Animator>(transform);
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}
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private void Start()
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{
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SetCurrentHp(AiStat.maxHp);
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}
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#endregion
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#region interface property and function
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[field: SerializeField] public AiStat AiStat { get; set; } = new();
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public void TakeDamage(AiStat attacker, AiStat defender)
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{
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// 회피 성공 체크
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if (Random.Range(0, 100) < defender.avoidanceRate)
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{
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// TODO : 회피 처리
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return;
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}
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var finalDamage = Utils.CalcDamage(attacker, defender);
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// 방패 막기 체크
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if (finalDamage == 0f)
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{
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// TODO : 방패로 막힘 처리(애니메이션 등)
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return;
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}
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var changeHp = Mathf.Max(defender.currentHp - finalDamage, 0);
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SetCurrentHp(changeHp);
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// 죽었는지 체크
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if (changeHp == 0f)
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{
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// TODO : 죽었을 때 처리(죽는 애니메이션 이후 사라지는 효과 등)
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aiAnimator.SetTrigger(DeathHash);
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return;
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}
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aiAnimator.SetTrigger(DamageHash);
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}
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#endregion
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@ -33,5 +33,8 @@ namespace BlueWater
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[Tooltip("방패 캐릭터가 관통 당할 확률을 줄여주는 관통 저항률")]
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[Range(0, 100)] public int penetrationResistivity;
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[Tooltip("공격을 피할 수 있는 회피율")]
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[Range(0, 100)] public int avoidanceRate;
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}
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}
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12
BlueWater/Assets/02.Scritps/Interface/IAiBase.cs
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12
BlueWater/Assets/02.Scritps/Interface/IAiBase.cs
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@ -0,0 +1,12 @@
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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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// ReSharper disable once CheckNamespace
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namespace BlueWater
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{
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public interface IAiBase
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{
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}
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}
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11
BlueWater/Assets/02.Scritps/Interface/IAiBase.cs.meta
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11
BlueWater/Assets/02.Scritps/Interface/IAiBase.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9768d3f2214ba044f8af4513230ebab2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,7 +1,7 @@
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// ReSharper disable once CheckNamespace
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namespace BlueWater
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{
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public interface IAiStat
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public interface IAiStat : IAiBase
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{
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public AiStat AiStat { get; set; }
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}
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12
BlueWater/Assets/02.Scritps/Interface/IDamageable.cs
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12
BlueWater/Assets/02.Scritps/Interface/IDamageable.cs
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@ -0,0 +1,12 @@
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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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// ReSharper disable once CheckNamespace
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namespace BlueWater
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{
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public interface IDamageable : IAiStat
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{
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public void TakeDamage(AiStat attacker, AiStat defender);
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}
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}
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11
BlueWater/Assets/02.Scritps/Interface/IDamageable.cs.meta
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11
BlueWater/Assets/02.Scritps/Interface/IDamageable.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 907795d3776a2264991fe009b5ef974a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -49,5 +49,32 @@ namespace BlueWater
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var methodName = method.Name;
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UnityEngine.Debug.Log($"Call {className}.{methodName}");
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}
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public static float CalcDamage(AiStat attacker, AiStat defender)
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{
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var finalDamage = 0f;
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if (defender.usingShield)
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{
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var penetrationChance = attacker.shieldPenetrationRate -
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(attacker.shieldPenetrationRate * defender.penetrationResistivity * 0.01f);
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// 방패를 관통했다면,
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if (Random.Range(0, 100) < penetrationChance)
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{
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finalDamage = attacker.atk - defender.def;
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finalDamage = Mathf.Max(finalDamage, 0);
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return finalDamage;
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}
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// 방패를 관통하지 못 함
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return 0;
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}
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finalDamage = attacker.atk - defender.def;
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finalDamage = Mathf.Max(finalDamage, 0);
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return finalDamage;
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}
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}
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}
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@ -8839,8 +8839,10 @@ GameObject:
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@ -8860,6 +8862,7 @@ Transform:
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@ -8945,6 +8948,56 @@ Animator:
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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--- !u!114 &7907774551260894579
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -8962,8 +9015,12 @@ MonoBehaviour:
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currentHp: 0
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atk: 50
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def: 0
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spd: 0
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moveSpd: 0
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atkSpd: 0
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usingShield: 0
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shieldPenetrationRate: 25
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penetrationResistivity: 0
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avoidanceRate: 20
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--- !u!1 &156456
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GameObject:
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@ -19204,6 +19261,61 @@ SkinnedMeshRenderer:
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@ -8958,12 +9011,16 @@ MonoBehaviour:
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m_Name:
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<AiStat>k__BackingField:
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maxHp: 0
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maxHp: 60
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atk: 30
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atk: 40
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spd: 0
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moveSpd: 0
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atkSpd: 0
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usingShield: 1
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--- !u!1 &156456
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-
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Loading…
Reference in New Issue
Block a user