fade to correct scene when current scene doesn't match save file on load
This commit is contained in:
@@ -2984,17 +2984,6 @@ MeshFilter:
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@@ -3149,17 +3138,6 @@ Transform:
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- {fileID: 813193272}
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- {fileID: 813193272}
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m_Father: {fileID: 265036979}
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@@ -4156,17 +4134,6 @@ Transform:
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- {fileID: 441147620}
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- {fileID: 441147620}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2079108456 stripped
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Button
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--- !u!1 &2146681811
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--- !u!1 &2146681811
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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@@ -4452,18 +4419,6 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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value: 0
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 8504793874200787636, guid: 6d1ef2b53d3ef0446852da522af66b73, type: 3}
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propertyPath: QuitButton
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value:
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objectReference: {fileID: 2079108456}
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- target: {fileID: 8504793874200787636, guid: 6d1ef2b53d3ef0446852da522af66b73, type: 3}
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propertyPath: SaveButton
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value:
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objectReference: {fileID: 1366274845}
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- target: {fileID: 8504793874200787636, guid: 6d1ef2b53d3ef0446852da522af66b73, type: 3}
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propertyPath: DeleteSaveButton
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value:
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objectReference: {fileID: 1299342542}
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m_RemovedComponents: []
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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@@ -44,7 +44,6 @@ private void Awake()
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private void Start()
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private void Start()
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{
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{
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SaveSystem.Load();
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SaveSystem.Load();
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SaveSystem.Save(); // save off any corruption fixes
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}
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}
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/// <summary>
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/// <summary>
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@@ -70,15 +69,15 @@ private void ReloadReferences()
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/// <summary>
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/// <summary>
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/// Triggers transition to a map point
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/// Triggers transition to a map point
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/// </summary>
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/// </summary>
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public void GoToMapPoint(MapPoint mapPoint)
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public void GoToMapPoint(MapPoint mapPoint, bool instantBlackScreen = false)
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{
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{
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StartCoroutine(GoToMapPointCoroutine(mapPoint));
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StartCoroutine(GoToMapPointCoroutine(mapPoint, instantBlackScreen));
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}
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}
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/// <summary>
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/// <summary>
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/// Executes transition to map point (scene and location)
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/// Executes transition to map point (scene and location)
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/// </summary>
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/// </summary>
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private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint, bool instantBlackScreen)
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{
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{
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Instance.isTransitioningScenes = true;
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Instance.isTransitioningScenes = true;
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Instance.PlayerController.SetCharacterControl(false);
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Instance.PlayerController.SetCharacterControl(false);
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@@ -89,6 +88,9 @@ private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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float fadeTime = 0;
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float fadeTime = 0;
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Color blackScreenColor = Color.black;
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Color blackScreenColor = Color.black;
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// Fade to black when instantBlackScreen is false
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if (!instantBlackScreen)
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{
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while (fadeTime < fadeDuration)
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while (fadeTime < fadeDuration)
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{
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{
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blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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@@ -97,7 +99,13 @@ private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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yield return null;
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yield return null;
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}
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}
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fadeTime = 0;
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fadeTime = 0;
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}
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else
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{
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// instantly make screen black before scene transition
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blackScreenColor.a = 1;
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Instance.BlackScreen.color = blackScreenColor;
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}
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mapPoint.Scene);
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mapPoint.Scene);
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while (!asyncLoad.isDone)
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while (!asyncLoad.isDone)
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@@ -126,6 +134,9 @@ private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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yield return null;
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yield return null;
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}
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}
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blackScreenColor.a = 0;
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Instance.BlackScreen.color = blackScreenColor;
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// move character a little more
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// move character a little more
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while (fadeTime < moveDuration)
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while (fadeTime < moveDuration)
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{
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{
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@@ -183,6 +194,7 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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ReloadReferences();
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ReloadReferences();
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// Make sure screen is black in new scene
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// Make sure screen is black in new scene
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blackScreenColor.a = 1;
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Instance.BlackScreen.color = blackScreenColor;
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Instance.BlackScreen.color = blackScreenColor;
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SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
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SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
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@@ -207,6 +219,9 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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yield return null;
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yield return null;
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}
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}
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blackScreenColor.a = 0;
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Instance.BlackScreen.color = blackScreenColor;
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// move character a little more
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// move character a little more
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while (fadeTime < moveDuration)
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while (fadeTime < moveDuration)
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{
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{
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@@ -7,4 +7,10 @@ public class MapPoint
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{
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{
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public string Scene;
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public string Scene;
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public Vector3 SpawnPosition;
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public Vector3 SpawnPosition;
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public MapPoint(string scene, Vector3 spawnPosition)
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{
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this.Scene = scene;
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this.SpawnPosition = spawnPosition;
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}
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}
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}
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@@ -17,15 +17,17 @@ public void SavePlayerData(ref PlayerSaveData data)
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public void LoadPlayerData(PlayerSaveData data)
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public void LoadPlayerData(PlayerSaveData data)
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{
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{
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/*if (data.currentScene != null && data.currentScene != SceneManager.GetActiveScene().name)
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if (data.currentScene != null && data.currentScene != SceneManager.GetActiveScene().name)
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{
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GameManager.Instance.GoToMapPoint(new MapPoint(data.currentScene, data.dougPosition), true);
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}
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else
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{
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{
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SceneManager.LoadScene(data.currentScene);
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}*/
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GameManager.Instance.PlayerManager.CurrentToolIndex = data.activeToolIndex;
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GameManager.Instance.PlayerManager.CurrentToolIndex = data.activeToolIndex;
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GameManager.Instance.PlayerController.cameraController.SnapToRotation(data.camRotation);
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GameManager.Instance.PlayerController.cameraController.SnapToRotation(data.camRotation);
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GameManager.Instance.PlayerController.transform.position = data.dougPosition;
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GameManager.Instance.PlayerController.transform.position = data.dougPosition;
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}
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}
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}
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#endregion
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#endregion
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}
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}
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