mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
609 lines
No EOL
21 KiB
C#
609 lines
No EOL
21 KiB
C#
using System;
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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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using UnityEngine.Timeline;
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using UnityEngine.UI;
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using TMPro;
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using Jukebox;
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using UnityEngine.Playables;
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using UnityEngine.Networking;
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using HeavenStudio.Games;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio
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{
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[RequireComponent(typeof(PlayableDirector), typeof(AudioSource))]
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public class JudgementManager : MonoBehaviour
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{
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enum Rank
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{
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Ng = 0,
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Ok = 1,
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Hi = 2
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}
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public enum InputCategory : int
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{
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Normal = 0,
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Keep = 1,
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Aim = 2,
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Repeat = 3
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// higher values are (will be) custom categories
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}
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[Serializable]
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public struct MedalInfo
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{
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public double beat;
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public string name;
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public double score;
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public bool cleared;
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}
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[Serializable]
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public struct InputInfo
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{
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public double beat;
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public double accuracyState;
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public double timeOffset;
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public float weight;
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public int category;
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}
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[Serializable]
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public struct JudgementInfo
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{
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public List<InputInfo> inputs;
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public List<MedalInfo> medals;
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public double finalScore;
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public bool star, perfect;
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public DateTime time;
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}
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const string MessageAdd = "Also... ";
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static JudgementInfo judgementInfo;
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static RiqBeatmap playedBeatmap;
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public static void SetPlayInfo(JudgementInfo info, RiqBeatmap beatmap)
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{
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judgementInfo = info;
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playedBeatmap = beatmap;
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}
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[Header("Bar parameters")]
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[SerializeField] float barDuration;
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[SerializeField] float barRankWait;
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[SerializeField] float rankMusWait;
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[SerializeField] Color barColourNg, barColourOk, barColourHi;
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[SerializeField] Color numColourNg, numColourOk, numColourHi;
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[Header("Audio clips")]
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[SerializeField] AudioClip messageMid;
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[SerializeField] AudioClip messageLast;
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[SerializeField] AudioClip barLoop, barStop;
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[SerializeField] AudioClip rankNg, rankOk, rankHi;
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[SerializeField] AudioClip musNgStart, musOkStart, musHiStart;
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[SerializeField] AudioClip musNg, musOk, musHi;
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[SerializeField] AudioClip jglNg, jglOk, jglHi;
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[Header("References")]
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[SerializeField] TMP_Text header;
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[SerializeField] TMP_Text message0;
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[SerializeField] TMP_Text message1;
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[SerializeField] TMP_Text message2;
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[SerializeField] TMP_Text barText;
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[SerializeField] Slider barSlider;
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[SerializeField] TMP_Text epilogueMessage;
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[SerializeField] Image epilogueImage;
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[SerializeField] AspectRatioFitter epilogueFitter;
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[SerializeField] Sprite epilogueNg, epilogueOk, epilogueHi;
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[SerializeField] GameObject bg;
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[SerializeField] GameObject rankLogo;
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[SerializeField] TMP_Text justOk;
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[SerializeField] Animator rankAnim;
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[SerializeField] ParticleSystem okParticles1, okParticles2;
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[SerializeField] CanvasScaler scaler;
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[SerializeField] Animator canvasAnim;
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AudioSource audioSource;
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List<int> usedCategories;
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float[] categoryInputs;
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double[] categoryScores;
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string msg0, msg1, msg2;
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float barTime = 0, barStartTime = float.MaxValue;
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Rank rank;
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bool twoMessage = false, barStarted = false, didRank = false, didEpilogue = false, subRank = false;
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public void PrepareJudgement()
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{
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bg.SetActive(false);
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rankLogo.SetActive(false);
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justOk.gameObject.SetActive(false);
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subRank = false;
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barText.text = "0";
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barSlider.value = 0;
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barText.color = numColourNg;
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barSlider.fillRect.GetComponent<Image>().color = barColourNg;
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string propSuffix = "ng";
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if (judgementInfo.finalScore < Minigame.rankOkThreshold)
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{
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rank = Rank.Ng;
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propSuffix = "ng";
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}
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else if (judgementInfo.finalScore < Minigame.rankHiThreshold)
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{
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rank = Rank.Ok;
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propSuffix = "ok";
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}
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else
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{
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rank = Rank.Hi;
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propSuffix = "hi";
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}
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GetCategoryInfo();
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int firstCat = 0, secondCat = 0;
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double lastScore = 0;
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if (usedCategories.Count == 1)
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{
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twoMessage = false;
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if (playedBeatmap != null)
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{
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msg0 = playedBeatmap[$"resultcommon_{propSuffix}"];
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}
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else
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{
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msg0 = rank switch
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{
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Rank.Ng => "Try harder next time.",
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Rank.Ok => "Eh. Passable.",
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_ => "Good rhythm.",
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};
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}
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}
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else
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{
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switch (rank)
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{
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case Rank.Ok:
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// check if any category has a hi score
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foreach (int cat in usedCategories)
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{
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if (categoryScores[cat] > lastScore)
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{
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lastScore = categoryScores[cat];
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firstCat = cat;
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}
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}
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SetOkMessages(firstCat, lastScore);
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break;
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case Rank.Ng:
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// find the first and second worst categories
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firstCat = -1;
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secondCat = -1;
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lastScore = double.MaxValue;
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foreach (int cat in usedCategories)
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{
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if (categoryScores[cat] < lastScore)
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{
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lastScore = categoryScores[cat];
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firstCat = cat;
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}
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}
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lastScore = double.MaxValue;
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foreach (int cat in usedCategories)
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{
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if (cat == firstCat) continue;
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if (categoryScores[cat] < lastScore)
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{
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lastScore = categoryScores[cat];
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secondCat = cat;
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}
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}
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// only show one message if only one category fails
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twoMessage = categoryScores[secondCat] < Minigame.rankOkThreshold;
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if (playedBeatmap != null)
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{
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msg0 = msg1 = playedBeatmap[$"resultcat{firstCat}_ng"];
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msg2 = playedBeatmap[$"resultcat{secondCat}_ng"];
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}
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else
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{
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msg0 = msg1 = "Try harder next time.";
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msg2 = "Try harder next time.";
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}
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break;
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case Rank.Hi:
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// find the first and second best categories
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firstCat = -1;
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secondCat = -1;
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lastScore = 0;
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foreach (int cat in usedCategories)
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{
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if (categoryScores[cat] > lastScore)
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{
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lastScore = categoryScores[cat];
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firstCat = cat;
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}
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}
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lastScore = 0;
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foreach (int cat in usedCategories)
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{
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if (cat == firstCat) continue;
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if (categoryScores[cat] > lastScore)
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{
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lastScore = categoryScores[cat];
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secondCat = cat;
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}
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}
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// only show one message if only one category passes
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twoMessage = categoryScores[secondCat] >= Minigame.rankHiThreshold;
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if (playedBeatmap != null)
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{
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msg0 = msg1 = playedBeatmap[$"resultcat{firstCat}_hi"];
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msg2 = playedBeatmap[$"resultcat{secondCat}_hi"];
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}
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else
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{
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msg0 = msg1 = "Good rhythm.";
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msg2 = "Good rhythm.";
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}
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break;
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}
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}
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header.text = playedBeatmap != null ? playedBeatmap["resultcaption"] : "Rhythm League Notes";
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if (twoMessage)
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{
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message0.gameObject.SetActive(false);
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message1.gameObject.SetActive(true);
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message2.gameObject.SetActive(true);
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message1.text = " ";
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message2.text = " ";
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}
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else
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{
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message0.gameObject.SetActive(true);
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message1.gameObject.SetActive(false);
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message2.gameObject.SetActive(false);
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message0.text = " ";
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}
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string imagePath;
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string imageName;
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EntityTypes.Resource? imageResource;
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if (rank == Rank.Ng)
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{
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imageResource = playedBeatmap != null ? playedBeatmap["epilogue_ng_res"] : null;
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}
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else if (rank == Rank.Ok)
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{
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imageResource = playedBeatmap != null ? playedBeatmap["epilogue_ok_res"] : null;
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}
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else
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{
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imageResource = playedBeatmap != null ? playedBeatmap["epilogue_hi_res"] : null;
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}
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if (imageResource != null)
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{
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imagePath = imageResource.Value.path;
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imageName = imageResource.Value.name;
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try
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{
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string fsPath = RiqFileHandler.GetResourcePath(imageName, imagePath);
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// fetch the image using UnityWebRequest
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StartCoroutine(LoadImage(fsPath));
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}
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catch (System.IO.DirectoryNotFoundException)
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{
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Debug.Log("image resource doesn't exist, using blank placeholder");
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epilogueImage.sprite = rank switch
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{
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Rank.Ok => epilogueOk,
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Rank.Hi => epilogueHi,
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_ => epilogueNg
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};
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epilogueFitter.aspectRatio = 16f / 9f;
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}
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}
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}
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void SetOkMessages(int cat, double score)
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{
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twoMessage = false;
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if (score >= Minigame.rankHiThreshold)
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{
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// just OK
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subRank = true;
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if (playedBeatmap != null)
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{
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msg0 = playedBeatmap[$"resultcat{cat}_hi"];
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}
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else
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{
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msg0 = "Good rhythm.";
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}
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}
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else
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{
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if (playedBeatmap != null)
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{
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msg0 = playedBeatmap[$"resultcommon_ok"];
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}
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else
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{
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msg0 = "Eh. Passable.";
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}
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}
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}
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void GetCategoryInfo()
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{
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int maxCat = 0;
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usedCategories = new();
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if (playedBeatmap == null || playedBeatmap.data.beatmapSections.Count == 0)
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{
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usedCategories.Add(0);
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return;
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}
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foreach (var section in playedBeatmap.data.beatmapSections)
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{
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int cat = section["category"];
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if (!usedCategories.Contains(cat))
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{
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usedCategories.Add(cat);
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maxCat = Mathf.Max(maxCat, cat);
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}
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}
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usedCategories.Sort();
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categoryInputs = new float[maxCat + 1];
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categoryScores = new double[maxCat + 1];
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foreach (var input in judgementInfo.inputs)
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{
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categoryInputs[input.category] += input.weight;
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categoryScores[input.category] += input.accuracyState * input.weight;
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}
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for (int i = 0; i < categoryScores.Length; i++)
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{
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if (categoryInputs[i] > 0)
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{
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categoryScores[i] /= categoryInputs[i];
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}
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}
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}
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IEnumerator LoadImage(string path)
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{
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UnityWebRequest www = UnityWebRequestTexture.GetTexture("file://" + path);
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yield return www.SendWebRequest();
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if (www.result == UnityWebRequest.Result.ConnectionError)
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{
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Debug.Log(www.error);
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epilogueImage.sprite = rank switch
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{
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Rank.Ok => epilogueOk,
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Rank.Hi => epilogueHi,
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_ => epilogueNg
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};
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epilogueFitter.aspectRatio = 16f / 9f;
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}
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else
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{
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Texture2D texture = DownloadHandlerTexture.GetContent(www);
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epilogueImage.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
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epilogueImage.preserveAspect = true;
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epilogueFitter.aspectRatio = (float)texture.width / (float)texture.height;
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}
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}
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public void ShowMessage0()
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{
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if (twoMessage) return;
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audioSource.PlayOneShot(messageLast);
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message0.text = msg0;
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}
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public void ShowMessage1()
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{
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if (!twoMessage) return;
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audioSource.PlayOneShot(messageMid);
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// message1.text = "message line 1";
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message1.text = msg1;
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}
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public void ShowMessage2()
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{
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if (!twoMessage) return;
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audioSource.PlayOneShot(messageLast);
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// message2.text = "message line 2";
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message2.text = MessageAdd + msg2;
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}
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public void StartBar()
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{
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audioSource.clip = barLoop;
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audioSource.Play();
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barStartTime = Time.time;
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barTime = (float)judgementInfo.finalScore * barDuration;
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barStarted = true;
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}
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public void ShowRank()
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{
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rankLogo.SetActive(true);
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// bg.SetActive(true);
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if (rank == Rank.Ng)
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{
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rankAnim.Play("Ng");
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audioSource.PlayOneShot(rankNg);
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}
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else if (rank == Rank.Ok)
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{
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rankAnim.Play("Ok");
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if (subRank)
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{
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justOk.gameObject.SetActive(true);
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justOk.text = "...but, just";
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}
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audioSource.PlayOneShot(rankOk);
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}
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else
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{
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rankAnim.Play("Hi");
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audioSource.PlayOneShot(rankHi);
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}
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}
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public void StartRankMusic()
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{
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if (rank == Rank.Ng)
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{
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audioSource.PlayOneShot(musNgStart);
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audioSource.clip = musNg;
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audioSource.loop = true;
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audioSource.PlayScheduled(AudioSettings.dspTime + musNgStart.length);
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}
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else if (rank == Rank.Ok)
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{
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audioSource.PlayOneShot(musOkStart);
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audioSource.clip = musOk;
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audioSource.loop = true;
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audioSource.PlayScheduled(AudioSettings.dspTime + musOkStart.length);
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}
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else
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{
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audioSource.PlayOneShot(musHiStart);
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audioSource.clip = musHi;
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audioSource.loop = true;
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audioSource.PlayScheduled(AudioSettings.dspTime + musHiStart.length);
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}
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didRank = true;
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}
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private void Start()
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{
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audioSource = GetComponent<AudioSource>();
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}
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private IEnumerator WaitAndRank()
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{
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yield return new WaitForSeconds(barRankWait);
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ShowRank();
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yield return new WaitForSeconds(rankMusWait);
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StartRankMusic();
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}
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private void Update()
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{
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float w = Screen.width / 1920f;
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float h = Screen.height / 1080f;
|
|
scaler.scaleFactor = Mathf.Min(w, h);
|
|
|
|
InputController currentController = PlayerInput.GetInputController(1);
|
|
if (currentController.GetLastButtonDown() > 0)
|
|
{
|
|
if (didRank && !didEpilogue)
|
|
{
|
|
// start the sequence for epilogue
|
|
okParticles1.Stop();
|
|
okParticles2.Stop();
|
|
canvasAnim.Play("EpilogueOpen");
|
|
audioSource.Stop();
|
|
if (rank == Rank.Ng)
|
|
{
|
|
epilogueMessage.text = playedBeatmap != null ? playedBeatmap["epilogue_ng"] : "Try Again picture";
|
|
audioSource.PlayOneShot(jglNg);
|
|
}
|
|
else if (rank == Rank.Ok)
|
|
{
|
|
epilogueMessage.text = playedBeatmap != null ? playedBeatmap["epilogue_ok"] : "OK picture";
|
|
audioSource.PlayOneShot(jglOk);
|
|
}
|
|
else
|
|
{
|
|
epilogueMessage.text = playedBeatmap != null ? playedBeatmap["epilogue_hi"] : "Superb picture";
|
|
audioSource.PlayOneShot(jglHi);
|
|
}
|
|
didEpilogue = true;
|
|
}
|
|
else if (didEpilogue)
|
|
{
|
|
audioSource.Stop();
|
|
RiqFileHandler.ClearCache();
|
|
GlobalGameManager.LoadScene("Title", 0.35f, 0.5f);
|
|
}
|
|
else if (barStarted)
|
|
{
|
|
barTime = Time.time - barStartTime;
|
|
}
|
|
}
|
|
if (barStarted)
|
|
{
|
|
float t = Time.time - barStartTime;
|
|
if (t >= barTime)
|
|
{
|
|
barStarted = false;
|
|
audioSource.Stop();
|
|
audioSource.PlayOneShot(barStop);
|
|
barText.text = ((int)(judgementInfo.finalScore * 100)).ToString();
|
|
barSlider.value = (float)judgementInfo.finalScore;
|
|
|
|
if (rank == Rank.Ng)
|
|
{
|
|
barText.color = numColourNg;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourNg;
|
|
}
|
|
else if (rank == Rank.Ok)
|
|
{
|
|
barText.color = numColourOk;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourOk;
|
|
}
|
|
else
|
|
{
|
|
barText.color = numColourHi;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourHi;
|
|
}
|
|
|
|
StartCoroutine(WaitAndRank());
|
|
}
|
|
else
|
|
{
|
|
float v = t / barTime * (float)judgementInfo.finalScore;
|
|
barText.text = ((int)(v * 100)).ToString();
|
|
barSlider.value = v;
|
|
|
|
if (v < Minigame.rankOkThreshold)
|
|
{
|
|
barText.color = numColourNg;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourNg;
|
|
}
|
|
else if (v < Minigame.rankHiThreshold)
|
|
{
|
|
barText.color = numColourOk;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourOk;
|
|
}
|
|
else
|
|
{
|
|
barText.color = numColourHi;
|
|
barSlider.fillRect.GetComponent<Image>().color = barColourHi;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
} |