Started adding preview for building buildings
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@@ -1305,6 +1305,7 @@ RectTransform:
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- {fileID: 2026916298}
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- {fileID: 96288173}
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@@ -1312,6 +1313,81 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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- component: {fileID: 1194686692}
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m_Layer: 5
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m_Name: BuildingPreview
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 40, y: 40}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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--- !u!1 &1314545342
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@@ -1516,7 +1592,7 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1330313874}
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m_Name:
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@@ -1562,6 +1638,12 @@ MonoBehaviour:
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ActiveCamera: {fileID: 330585545}
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CursorCollider: {fileID: 1330313879}
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RectTransform: {fileID: 1330313875}
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BuildingPreview: {fileID: 1194686692}
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CursorImage: {fileID: 1330313876}
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BuildingPrefab: {fileID: 8624048914473773482, guid: 1b5c88b3f8d08674a9b15155d6ba9a36,
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type: 3}
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CurrentMouseClickStrength: 0
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GridPosition: {x: 0, y: 0}
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--- !u!58 &1330313879
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CircleCollider2D:
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m_ObjectHideFlags: 0
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@@ -7,5 +7,7 @@ namespace Fruitomation.Game
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[Header("Building Properties")]
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[SerializeField] private Texture2D BuildingTexture;
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[field: SerializeField] public Vector2Int SizeOnGrid { get; private set; }
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public Texture2D Texture => BuildingTexture;
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}
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}
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@@ -1,21 +1,35 @@
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using System;
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using PashaBibko.Pacore.Attributes;
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using System.Collections.Generic;
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using Fruitomation.Global;
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using Fruitomation.Game;
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using UnityEngine.UI;
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using UnityEngine;
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using System;
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namespace Fruitomation.UI
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{
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public class GameCursor : MonoBehaviour
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{
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private const float MIN_STRENGTH = 0.5f;
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private const float MAX_STRENGTH = 1.7f;
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[Header("References")]
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[SerializeField] private Camera ActiveCamera;
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[SerializeField] private CircleCollider2D CursorCollider;
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[SerializeField] private RectTransform RectTransform;
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[SerializeField] private Image BuildingPreview;
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[SerializeField] private Image CursorImage;
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[Header("Dev")]
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[SerializeField] private GameObject BuildingPrefab;
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[Header("Read Only")]
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[SerializeField, InspectorReadOnly] private float CurrentMouseClickStrength;
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[SerializeField, InspectorReadOnly] private Vector2Int GridPosition;
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private readonly ContactFilter2D ContactFilter = new();
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private readonly List<Collider2D> Colliders = new();
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private float CurrentMouseClickStrength;
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private float StartOfMouseClick;
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private void UpdatePosition()
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@@ -27,10 +41,56 @@ namespace Fruitomation.UI
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transform.position = position;
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}
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private void UpdateMouseState()
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private void CalculateGridPosition()
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{
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const float MIN_STRENGTH = 0.5f;
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Vector2 p0 = RectTransform.anchoredPosition;
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Vector2 p1 = p0 - new Vector2(0, 100f); // Offset of the grid from the middle of the screen
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Vector2 p2 = p1 / 40f;
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Vector2 p3 = p2 + new Vector2(48f, 24f); // Half size of the grid
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Vector2Int p4 = Vector2Int.FloorToInt(p3);
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GridPosition = new Vector2Int
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(
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Math.Clamp(p4.x, 0, 95), // size.x - 1
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Math.Clamp(p4.y, 0, 48) // size.y - 1
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);
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}
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private void Update()
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{
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UpdatePosition();
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CurrentMouseClickStrength = MIN_STRENGTH;
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switch (GameStateController.State)
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{
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case GameState.Simulation:
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UpdateMouseStateSimulation();
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break;
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case GameState.Building:
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UpdateMouseStateBuilding();
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break;
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case GameState.UpgradeMenu:
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case GameState.Paused:
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case GameState.Default:
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break; // No extra logic needed
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default:
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throw new ArgumentOutOfRangeException();
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}
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CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, MAX_STRENGTH);
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CalculateGridPosition();
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RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
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}
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private void UpdateMouseStateSimulation()
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{
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CursorImage.enabled = true;
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BuildingPreview.enabled = false;
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if (Input.GetMouseButtonUp(0))
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{
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CurrentMouseClickStrength = MIN_STRENGTH;
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@@ -43,7 +103,7 @@ namespace Fruitomation.UI
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if (col.transform.name == "Sprite")
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{
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FruitBehaviour fruit = col.GetComponentInParent<FruitBehaviour>();
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Debug.Assert(fruit != null, "Couldn't find FruitBehaviour");
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Debug.Assert(fruit, "Couldn't find FruitBehaviour");
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fruit.TriggerDestruction();
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}
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@@ -60,7 +120,6 @@ namespace Fruitomation.UI
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}
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CurrentMouseClickStrength = Time.time - StartOfMouseClick;
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CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, 1.7f);
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}
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else
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@@ -69,28 +128,25 @@ namespace Fruitomation.UI
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}
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}
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private void CalculateGridPosition()
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private void UpdateMouseStateBuilding()
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{
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Vector2 p0 = RectTransform.anchoredPosition;
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Vector2 p1 = p0 - new Vector2(0, 100f); // Offset of the grid from the middle of the screen
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Vector2 p2 = p1 / 40f;
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Vector2 p3 = p2 + new Vector2(48f, 24f); // Half size of the grid
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Vector2Int p4 = Vector2Int.FloorToInt(p3);
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Vector2Int p5 = new
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(
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Math.Clamp(p4.x, 0, 95), // size.x - 1
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Math.Clamp(p4.y, 0, 48) // size.y - 1
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);
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Debug.Log(p5);
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}
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CursorImage.enabled = false;
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BuildingPreview.enabled = true;
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//
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Vector2Int p0 = GridPosition - new Vector2Int(48, 24);
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Vector2Int p1 = p0 * 40;
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Vector2Int p2 = p1 + new Vector2Int(20, 100);
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BuildingPreview.rectTransform.anchoredPosition = p2;
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//
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BuildingBase building = BuildingPrefab.GetComponent<BuildingBase>();
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BuildingPreview.material = new Material(Shader.Find("UI/Default"))
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{
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mainTexture = building.Texture
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};
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private void Update()
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{
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UpdateMouseState();
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UpdatePosition();
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CalculateGridPosition();
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RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
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BuildingPreview.rectTransform.sizeDelta = building.SizeOnGrid * 40;
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}
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}
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}
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