220 lines
8.0 KiB
C#
220 lines
8.0 KiB
C#
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/// Credit zge, jeremie sellam
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/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
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/// Updated from - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/65/a-better-uicircle
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/// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
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///
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/// * Modified component to utilize vertex stream instead of quads
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/// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
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/// * Added progress capability to allow component to be used as an indicator
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/// * Added methods for use during runtime and event system(s) with other components
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/// * Change some terminology of members to reflect other component property changes
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/// * Added padding capability
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/// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
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/// * Sample usage in scene "UICircleProgress"
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/// Note: moving the pivot around from center to an edge can cause strange things
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/// as well as having the RectTransform be smaller than the Thickness and/or Padding.
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/// When making an initial layout for the component, it would be best to test multiple
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/// aspect ratios and resolutions to ensure consistent behaviour.
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
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public class UICircle : UIPrimitiveBase
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{
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[Tooltip("The Arc Invert property will invert the construction of the Arc.")]
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public bool ArcInvert = true;
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[Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
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[Range(0, 1)]
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public float Arc = 1;
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[Tooltip("The Arc Steps property defines the number of segments that the Arc will be divided into.")]
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[Range(0, 1000)]
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public int ArcSteps = 100;
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[Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
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[Range(0, 360)]
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public int ArcRotation = 0;
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[Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
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[Range(0, 1)]
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public float Progress = 0;
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private float _progress = 0;
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public Color ProgressColor = new Color(255, 255, 255, 255);
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public bool Fill = true; //solid circle
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public float Thickness = 5;
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public int Padding = 0;
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private List<int> indices = new List<int>(); //ordered list of vertices per tri
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private List<UIVertex> vertices = new List<UIVertex>();
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private Vector2 uvCenter = new Vector2(0.5f, 0.5f);
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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int _inversion = ArcInvert ? -1 : 1;
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float Diameter = (rectTransform.rect.width < rectTransform.rect.height ? rectTransform.rect.width : rectTransform.rect.height) - Padding; //correct for padding and always fit RectTransform
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float outerDiameter = -rectTransform.pivot.x * Diameter;
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float innerDiameter = -rectTransform.pivot.x * Diameter + Thickness;
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vh.Clear();
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indices.Clear();
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vertices.Clear();
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int i = 0;
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int j = 1;
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int k = 0;
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float stepDegree = (Arc * 360f) / ArcSteps;
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_progress = ArcSteps * Progress;
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float rad = _inversion * Mathf.Deg2Rad * ArcRotation;
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float X = Mathf.Cos(rad);
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float Y = Mathf.Sin(rad);
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var vertex = UIVertex.simpleVert;
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vertex.color = _progress > 0 ? ProgressColor : color;
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//initial vertex
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vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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var iV = new Vector2(innerDiameter * X, innerDiameter * Y);
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if (Fill) iV = Vector2.zero; //center vertex to pivot
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vertex.position = iV;
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vertex.uv0 = Fill ? uvCenter : new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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for (int counter = 1; counter <= ArcSteps; counter++)
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{
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rad = _inversion * Mathf.Deg2Rad * (counter * stepDegree + ArcRotation);
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X = Mathf.Cos(rad);
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Y = Mathf.Sin(rad);
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vertex.color = counter > _progress ? color : ProgressColor;
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vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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//add additional vertex if required and generate indices for tris in clockwise order
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if (!Fill)
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{
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vertex.position = new Vector2(innerDiameter * X, innerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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k = j;
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indices.Add(i);
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indices.Add(j + 1);
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indices.Add(j);
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j++;
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i = j;
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j++;
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indices.Add(i);
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indices.Add(j);
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indices.Add(k);
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}
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else
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{
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indices.Add(i);
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indices.Add(j + 1);
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//Fills (solid circle) with progress require an additional vertex to
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// prevent the base circle from becoming a gradient from center to edge
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if (counter > _progress)
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{
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indices.Add(ArcSteps + 2);
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}
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else
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{
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indices.Add(1);
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}
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j++;
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i = j;
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}
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}
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//this vertex is added to the end of the list to simplify index ordering on geometry fill
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if (Fill)
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{
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vertex.position = iV;
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vertex.color = color;
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vertex.uv0 = uvCenter;
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vertices.Add(vertex);
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}
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vh.AddUIVertexStream(vertices, indices);
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}
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//the following methods may be used during run-time
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//to update the properties of the component
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public void SetProgress(float progress)
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{
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Progress = progress;
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SetVerticesDirty();
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}
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public void SetArcSteps(int steps)
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{
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ArcSteps = steps;
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SetVerticesDirty();
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}
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public void SetInvertArc(bool invert)
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{
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ArcInvert = invert;
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SetVerticesDirty();
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}
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public void SetArcRotation(int rotation)
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{
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ArcRotation = rotation;
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SetVerticesDirty();
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}
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public void SetFill(bool fill)
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{
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Fill = fill;
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SetVerticesDirty();
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}
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public void SetBaseColor(Color color)
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{
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this.color = color;
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SetVerticesDirty();
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}
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public void UpdateBaseAlpha(float value)
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{
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var _color = this.color;
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_color.a = value;
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this.color = _color;
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SetVerticesDirty();
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}
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public void SetProgressColor(Color color)
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{
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ProgressColor = color;
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SetVerticesDirty();
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}
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public void UpdateProgressAlpha(float value)
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{
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ProgressColor.a = value;
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SetVerticesDirty();
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}
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public void SetPadding(int padding)
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{
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Padding = padding;
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SetVerticesDirty();
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}
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public void SetThickness(int thickness)
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{
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Thickness = thickness;
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SetVerticesDirty();
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}
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}
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}
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