2025-07-08 10:46:31 +00:00
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace DDD
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{
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public enum InputActionMaps
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{
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None = 0,
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Ui = 1,
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Restaurant = 2,
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}
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public static class RestaurantActions
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{
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public const string Move = "Move";
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public const string Dash = "Dash";
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public const string Interact = "Interact";
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}
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public class KeyManager : Singleton<KeyManager>
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{
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private PlayerInput _currentPlayerInput;
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protected override void OnAwake()
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{
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base.OnAwake();
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_currentPlayerInput = GetComponent<PlayerInput>();
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}
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public void ChangeScene(SceneType sceneType)
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{
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switch (sceneType)
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{
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case SceneType.Title:
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SwitchCurrentActionMap(InputActionMaps.Ui);
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break;
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case SceneType.Restaurant:
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SwitchCurrentActionMap(InputActionMaps.Restaurant);
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break;
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default:
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throw new System.Exception("Invalid scene name");
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}
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}
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private bool IsNullCurrentPlayerInput()
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{
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if (_currentPlayerInput && _currentPlayerInput.enabled) return false;
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Debug.Log("CurrentPlayerInput가 할당되지 않았습니다.");
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return true;
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}
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public InputAction GetAction(InputActionMaps actionMapName, string actionName)
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{
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if (IsNullCurrentPlayerInput()) return null;
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var actionMap = _currentPlayerInput.actions.FindActionMap(actionMapName.ToString(), true);
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if (actionMap == null)
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{
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Debug.LogError($"Action Map '{actionMapName}' not found!");
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return null;
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}
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var action = actionMap.FindAction(actionName, true);
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if (action == null)
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{
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Debug.LogError($"Action '{actionName}' not found in Action Map '{actionMapName}'!");
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}
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return action;
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}
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public string GetBoundKey(InputActionMaps actionMapName, string actionName)
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{
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if (IsNullCurrentPlayerInput()) return null;
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var actionMap = _currentPlayerInput.actions.FindActionMap(actionMapName.ToString(), true);
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if (actionMap == null)
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{
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Debug.LogError($"Action Map '{actionMapName}' not found!");
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return null;
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}
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var action = actionMap.FindAction(actionName, true);
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if (action == null)
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{
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Debug.LogError($"Action '{actionName}' not found in Action Map '{actionMapName}'!");
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return null;
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}
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// 첫 번째 바인딩에서 키 이름 가져오기
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foreach (var binding in action.bindings)
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{
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if (!string.IsNullOrEmpty(binding.path))
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{
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// 키 이름만 추출
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var key = InputControlPath.ToHumanReadableString(binding.path,
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InputControlPath.HumanReadableStringOptions.OmitDevice);
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return key;
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}
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}
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Debug.LogWarning($"No bindings found for action '{actionName}' in Action Map '{actionMapName}'.");
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return null;
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}
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public string GetBoundKey(InputAction inputAction)
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{
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if (IsNullCurrentPlayerInput()) return null;
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if (inputAction == null)
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{
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Debug.LogError($"Action not found'!");
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return null;
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}
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// 첫 번째 바인딩에서 키 이름 가져오기
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foreach (var binding in inputAction.bindings)
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{
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if (!string.IsNullOrEmpty(binding.path))
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{
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// 키 이름만 추출
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var key = InputControlPath.ToHumanReadableString(binding.path,
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InputControlPath.HumanReadableStringOptions.OmitDevice);
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return key;
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}
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}
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Debug.LogWarning($"No bindings found for action '{inputAction}'");
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return null;
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}
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public bool IsCurrentActionMap(InputActionMaps inputActionMaps)
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{
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if (IsNullCurrentPlayerInput()) return false;
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return _currentPlayerInput.currentActionMap.ToString() == inputActionMaps.ToString();
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}
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public void SwitchCurrentActionMap(string inputActionMaps)
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{
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if (IsNullCurrentPlayerInput()) return;
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_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps);
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}
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public void SwitchCurrentActionMap(InputActionMaps inputActionMaps)
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{
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if (IsNullCurrentPlayerInput()) return;
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_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps.ToString());
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}
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public InputActionMap GetCurrentInputActionMap()
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{
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if (IsNullCurrentPlayerInput()) return null;
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return _currentPlayerInput.currentActionMap;
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}
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public void EnableCurrentPlayerInput()
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{
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if (!_currentPlayerInput) return;
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_currentPlayerInput.enabled = true;
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}
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public void DisableCurrentPlayerInput()
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{
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if (IsNullCurrentPlayerInput()) return;
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_currentPlayerInput.enabled = false;
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}
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public void DisableAllActionMaps()
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{
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if (IsNullCurrentPlayerInput()) return;
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foreach (var element in _currentPlayerInput.actions.actionMaps)
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{
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element.Disable();
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}
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}
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public void DisableAllActionsExcept(string exceptActionName)
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{
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if (IsNullCurrentPlayerInput()) return;
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var exceptAction = _currentPlayerInput.currentActionMap.FindAction(exceptActionName);
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foreach (var action in _currentPlayerInput.currentActionMap.actions)
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{
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if (action != exceptAction)
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{
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action.Disable();
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}
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else
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{
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action.Enable();
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}
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}
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}
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public void EnableAllActionsMaps()
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{
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if (IsNullCurrentPlayerInput()) return;
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foreach (var action in _currentPlayerInput.actions)
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{
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action.Enable();
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}
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}
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public void EnableAction(string actionName)
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{
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if (IsNullCurrentPlayerInput()) return;
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var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
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if (action == null)
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{
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Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
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return;
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}
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action.Enable();
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}
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public void DisableAction(string actionName)
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{
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if (IsNullCurrentPlayerInput()) return;
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var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
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if (action == null)
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{
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Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
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return;
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}
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action.Disable();
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}
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}
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}
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