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219 lines
6.1 KiB
219 lines
6.1 KiB
using DG.Tweening;
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using Spine.Unity;
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using UnityEngine;
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// 전투용 캐릭터.
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public class IVCharacter2 : CreatureBase
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{
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[SerializeField]
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protected Spine.Skeleton skeleton;
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protected MeshRenderer mrendAnim;
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protected MaterialPropertyBlock mpbAnim;
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private int attackState = 0;
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protected ParticleSystem ptcSwing;
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protected ParticleSystem ptcSwing2;
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protected override void Start()
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{
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base.Start();
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skeleton = skAnim.Skeleton;
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mrendAnim = skAnim.GetComponent<MeshRenderer>();
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mpbAnim = new MaterialPropertyBlock();
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mpbAnim.SetTexture(GlobalShaderProperty._mainTexPropertyID, mrendAnim.sharedMaterial.mainTexture);
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ptcSwing = transform.Find("ptcSlash").GetComponent<ParticleSystem>();
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ptcSwing2 = transform.Find("ptcSlash2").GetComponent<ParticleSystem>();
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}
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protected override void InitTween()
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{
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twcSummon = transform.DOScale(Global.V3_1, 0.8f).SetEase(Ease.OutQuad).OnComplete(SummonEnd).SetAutoKill(false).Pause();
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twcUnsummon = transform.DOScale(Global.V3_1, 0.8f).SetEase(Ease.InQuad).OnComplete(UnsummonEnd).SetAutoKill(false).Pause();
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}
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// 사망시.
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protected override void OnDie()
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{
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base.OnDie();
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if (bFriendly)
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battleMgr.DieFriendly();
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else
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battleMgr.DieEnemy(eCreatureClass.charEnemy, 0);
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}
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// 타겟 위치 찾기.
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protected override void SearchTarget()
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{
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if (!IsBattleAvail())
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{
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return;
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}
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if (BattleMgr.Instance.BattlePause)
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{
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ChangeState(eState.idle);
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return;
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}
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fSearchTick = 0f;
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iTargetIndex = battleMgr.GetTargetIndex(bFriendly);
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if (iTargetIndex < 0)
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{
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ChangeState(eState.idle);
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}
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else
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{
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v3TargetPos = battleMgr.GetTargetPos(bFriendly, iTargetIndex);
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fTargetDistance = BattleMgr.SCalcDistance(transform.position, v3TargetPos);
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if (stackSkillAvail.Count > 0 && stackSkillAvail.Peek() == -1)
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{
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ChangeState(eState.move);
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stackSkillAvail.Pop();
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}
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else
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fUseSkillRange = stackSkillAvail.Count > 0 ? battleMgr.GetSkillRange(stackSkillAvail.Peek()) : 0;
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if (fTargetDistance <= fUseSkillRange)
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{
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CheckSkill();
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}
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if (fTargetDistance <= fRange)
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{
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CheckAttack();
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}
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else
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{
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ChangeState(eState.move);
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}
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}
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}
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public override void Summon(Vector3 v3pos, bool bfrontright)
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{
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base.Summon(v3pos, bfrontright);
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BattleMgr.SSetPetFront(bFriendly, IsLookRight);
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BattleMgr.SSetGuardianFront(bFriendly, IsLookRight);
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}
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public override void Summon()
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{
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// 애니메이션 로드 대기중이면 소환 안함. 로드 완료되는 타이밍에 소환.
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if (bLoading)
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{
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bSummonNeed = true;
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return;
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}
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bDead = false;
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bSummon = true;
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bAttackable = false;
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fAttackTick = 0f;
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iTargetIndex = -1;
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v3TargetPos = Vector3.zero;
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fTargetDistance = 9999f;
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ptcSwing.gameObject.SetActive(false);
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ptcSwing2.gameObject.SetActive(false);
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gameObject.SetActive(true);
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ChangeStateForce(eState.warp_in);
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twcSummon.Restart();
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// 애니메이션이 다른 애니메이션으로 변경되면 새로 로드해야 함.
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if (bInitNeed)
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{
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bInitNeed = false;
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anState = skAnim.AnimationState;
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}
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//ChangeStateForce(eState.idle);
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BattleMgr.SSetPetFront(bFriendly, IsLookRight);
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BattleMgr.SSetGuardianFront(bFriendly, IsLookRight);
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}
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public override void Unsummon()
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{
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bSummon = true;
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bAttackable = false;
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ChangeStateForce(eState.warp_out);
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}
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public override void CheckAttack()
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{
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if (bStun)
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return;
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if (bAttackable && iTargetIndex >= 0)
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{
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ChangeFront();
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ChangeState(eState.attack);
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if (attackState == 0)
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{
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ptcSwing.gameObject.SetActive(true);
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ptcSwing.Play();
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attackState = 1;
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}
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else
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{
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//ChangeState(eState.attack2);
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ptcSwing2.gameObject.SetActive(true);
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ptcSwing2.Play();
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attackState = 0;
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}
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skAnim.timeScale = 1.0f * motionSpeed;
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}
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else
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{
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ChangeState(eState.idle);
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}
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}
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public override void CheckSkill()
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{
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if (bStun)
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return;
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// 스킬이 사용 가능할 경우.
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if (stackSkillAvail.Count > 0 && iTargetIndex >= 0)
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{
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//스킬 사용부분
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int iskillid = stackSkillAvail.Peek();
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int iskillused = battleMgr.UseSkill(bFriendly, iskillid, transform, iTargetIndex, battleMgr.GetTrfTarget(bFriendly, iTargetIndex), fCrtDamCalc, iCrtRateCalc, biAtkCalc);
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// 스킬 사용함.
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if (iskillused > 0)
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{
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stackSkillAvail.Pop();
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//ChangeState(eState.skill);
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return;
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}
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if(iskillused == -2)
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{
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ChangeState(eState.move);
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return;
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}
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// 사용할 수 없는 스킬.
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if (iskillused < 0)
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{
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stackSkillAvail.Pop();
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}
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}
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}
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#region Ani Event
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public override void AttackDamage()
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{
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if (BattleMgr.Instance.BattlePause || bSummon || bDead) return;
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if (bFriendly)
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{
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battleMgr.DamageToEnemy(iTargetIndex, biAtkCalc, fCrtDamCalc, iCrtRateCalc);
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IVCameraController.SShakeCamera(0.1f, 0.15f);
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}
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else
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{
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battleMgr.DamageToFriendly(biAtkCalc, fCrtDamCalc, iCrtRateCalc);
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}
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}
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#endregion Ani Event
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}
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