2022-02-08 14:26:55 +00:00
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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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2022-02-09 10:29:09 +00:00
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using System;
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using Starpelly;
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using DG.Tweening;
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2022-02-08 14:26:55 +00:00
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.RhythmTweezers
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{
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// use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC
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public class RhythmTweezers : Minigame
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{
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[Header("References")]
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public Transform VegetableHolder;
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public SpriteRenderer Vegetable;
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public SpriteRenderer VegetableDupe;
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public Animator VegetableAnimator;
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public Tweezers Tweezers;
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public GameObject hairBase;
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public GameObject longHairBase;
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public GameObject pluckedHairBase;
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public GameObject HairsHolder;
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public GameObject DroppedHairsHolder;
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[NonSerialized] public int hairsLeft = 0;
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[Header("Variables")]
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public float beatInterval = 4f;
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float intervalStartBeat;
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bool intervalStarted;
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public float tweezerBeatOffset = 0f;
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[Header("Sprites")]
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public Sprite pluckedHairSprite;
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public Sprite missedHairSprite;
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public Sprite onionSprite;
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public Sprite potatoSprite;
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[NonSerialized] public int eyeSize = 0;
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Tween transitionTween;
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bool transitioning = false;
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private static Color _defaultOnionColor;
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public static Color defaultOnionColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
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return _defaultOnionColor;
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}
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}
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private static Color _defaultPotatoColor;
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public static Color defaultPotatoColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
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return _defaultPotatoColor;
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}
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}
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public static RhythmTweezers instance { get; set; }
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private void Awake()
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{
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instance = this;
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}
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public void SpawnHair(float beat)
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{
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// End transition early if the next hair is a lil early.
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StopTransitionIfActive();
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// If interval hasn't started, assume this is the first hair of the interval.
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if (!intervalStarted)
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{
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SetIntervalStart(beat, beatInterval);
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}
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Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
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float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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hairsLeft++;
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}
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public void SpawnLongHair(float beat)
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{
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StopTransitionIfActive();
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if (!intervalStarted)
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{
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SetIntervalStart(beat, beatInterval);
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}
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Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
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float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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hairsLeft++;
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}
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public void SetIntervalStart(float beat, float interval = 4f)
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{
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// Don't do these things if the interval was already started.
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if (!intervalStarted)
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{
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// End transition early if the interval starts a lil early.
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StopTransitionIfActive();
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hairsLeft = 0;
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intervalStarted = true;
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}
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intervalStartBeat = beat;
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beatInterval = interval;
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}
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const float vegDupeOffset = 16.7f;
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public void NextVegetable(float beat, int type, Color onionColor, Color potatoColor)
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{
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transitioning = true;
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Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
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Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
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Color nextColor = type == 0 ? onionColor : potatoColor;
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VegetableDupe.sprite = nextVeggieSprite;
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VegetableDupe.color = nextColor;
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// Move both vegetables to the left by vegDupeOffset, then reset their positions.
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// On position reset, reset state of core vegetable.
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transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f)
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.OnComplete(() => {
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var holderPos = VegetableHolder.localPosition;
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VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
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Vegetable.sprite = nextVeggieSprite;
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Vegetable.color = nextColor;
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ResetVegetable();
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transitioning = false;
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intervalStarted = false;
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}).SetEase(Ease.InOutSine);
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}
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public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
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{
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StopTransitionIfActive();
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Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
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Color newColor = type == 0 ? onionColor : potatoColor;
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Vegetable.sprite = newSprite;
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Vegetable.color = newColor;
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VegetableDupe.sprite = newSprite;
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VegetableDupe.color = newColor;
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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StopTransitionIfActive();
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ResetVegetable();
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intervalStarted = false;
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}
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}
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private void LateUpdate()
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{
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// Set tweezer angle.
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var tweezerAngle = -180f;
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if (intervalStarted)
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{
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var tweezerTime = Conductor.instance.songPositionInBeats - beatInterval - tweezerBeatOffset;
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var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
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}
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Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
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// Set tweezer to follow vegetable.
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var currentTweezerPos = Tweezers.transform.localPosition;
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var vegetablePos = Vegetable.transform.localPosition;
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var vegetableHolderPos = VegetableHolder.transform.localPosition;
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Tweezers.transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
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}
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private void ResetVegetable()
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{
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foreach (Transform t in HairsHolder.transform)
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{
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GameObject.Destroy(t.gameObject);
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}
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foreach (Transform t in DroppedHairsHolder.transform)
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{
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GameObject.Destroy(t.gameObject);
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}
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VegetableAnimator.Play("Idle", 0, 0);
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eyeSize = 0;
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}
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private void StopTransitionIfActive()
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{
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if (transitioning)
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{
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if (transitionTween != null)
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transitionTween.Kill(true);
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}
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}
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}
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}
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