Add score to FortFight, clean up the resets
This commit is contained in:
@@ -5529,7 +5529,7 @@ GameObject:
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- component: {fileID: 1156219949}
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m_Layer: 5
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m_Name: MainCanvas
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m_TagString: Untagged
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m_TagString: MainCanvas
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@@ -5613,7 +5613,7 @@ RectTransform:
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- {fileID: 1585033672}
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- {fileID: 805585728}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: -0.079}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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@@ -8511,7 +8511,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 20
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orthographic size: 35
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@@ -8536,7 +8536,7 @@ Transform:
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m_GameObject: {fileID: 1810521056}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalPosition: {x: 0, y: 13.5999975, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -62,6 +62,7 @@ namespace Minigames.FortFight.Core
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private PlayerData playerTwo;
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private bool isGameActive = false;
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private float gameStartTime = 0f;
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private float completionTime = 0f; // Store completion time when game ends
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public FortFightGameMode CurrentGameMode => currentGameMode;
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public bool IsGameActive => isGameActive;
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@@ -73,6 +74,11 @@ namespace Minigames.FortFight.Core
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{
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get
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{
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if (!isGameActive && completionTime > 0f)
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{
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// Game ended, return the stored completion time
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return completionTime;
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}
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if (!isGameActive) return 0f;
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return Time.time - gameStartTime;
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}
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@@ -333,6 +339,8 @@ namespace Minigames.FortFight.Core
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return;
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}
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// Store completion time before setting isGameActive to false
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completionTime = Time.time - gameStartTime;
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isGameActive = false;
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// Stop turn manager
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@@ -341,12 +349,123 @@ namespace Minigames.FortFight.Core
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TurnManager.Instance.SetGameOver();
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}
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// Manage UI transitions
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ShowGameOver();
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// Start the end game sequence (show boosters, then game over screen)
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StartCoroutine(EndGameSequence());
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OnGameEnded?.Invoke();
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Logging.Debug("[FortFightGameManager] Game ended");
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Logging.Debug($"[FortFightGameManager] Game ended - Duration: {completionTime:F2}s");
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}
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/// <summary>
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/// End game sequence: award boosters, wait for completion, then show game over screen
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/// </summary>
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private System.Collections.IEnumerator EndGameSequence()
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{
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// Determine if player won
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bool playerWon = DidPlayerWin();
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// Calculate booster reward based on completion time and win/loss
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int boosterReward = CalculateBoosterReward(completionTime, playerWon);
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string resultText = playerWon ? "WON" : "LOST";
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Logging.Debug($"[FortFightGameManager] Game completed in {completionTime:F2}s - Player {resultText}, awarding {boosterReward} booster pack(s)");
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// Show booster pack reward UI and wait for completion
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if (boosterReward > 0)
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{
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Logging.Debug("[FortFightGameManager] Starting booster giver sequence via GameManager");
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var task = GameManager.Instance.GiveBoosterPacksAsync(boosterReward);
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// Wait for the task to complete
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while (!task.IsCompleted)
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{
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yield return null;
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}
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// Check for exceptions
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if (task.IsFaulted)
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{
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Logging.Warning($"[FortFightGameManager] Booster pack reward failed: {task.Exception?.GetBaseException().Message}");
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}
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else
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{
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Logging.Debug("[FortFightGameManager] Booster giver sequence finished, proceeding to game over screen");
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}
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}
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else
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{
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Logging.Debug("[FortFightGameManager] No boosters to award, proceeding directly to game over screen");
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}
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// Now show game over screen
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ShowGameOver();
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}
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/// <summary>
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/// Determine if the player won the game
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/// </summary>
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private bool DidPlayerWin()
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{
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var fortManager = FortManager.Instance;
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if (fortManager == null)
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{
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Logging.Warning("[FortFightGameManager] Cannot determine winner - FortManager not found");
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return false;
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}
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bool playerDefeated = fortManager.PlayerFort?.IsDefeated ?? false;
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bool enemyDefeated = fortManager.EnemyFort?.IsDefeated ?? false;
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// Player wins if enemy fort is defeated and player fort is not
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return enemyDefeated && !playerDefeated;
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}
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/// <summary>
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/// Calculate booster pack reward based on completion time and game result.
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///
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/// If player WON:
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/// < 1min: 5 Booster Packs
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/// < 3min: 4 Booster Packs
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/// < 5min: 3 Booster Packs
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/// < 7min: 2 Booster Packs
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/// >= 7min: 1 Booster Pack
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///
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/// If player LOST:
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/// 1 Booster Pack (participation reward)
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/// </summary>
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private int CalculateBoosterReward(float timeInSeconds, bool playerWon)
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{
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// If player lost, give participation reward
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if (!playerWon)
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{
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return 1;
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}
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// If player won, calculate reward based on completion time
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float minutes = timeInSeconds / 60f;
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if (minutes < 1f)
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{
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return 5;
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}
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else if (minutes < 3f)
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{
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return 4;
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}
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else if (minutes < 5f)
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{
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return 3;
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}
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else if (minutes < 7f)
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{
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return 2;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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@@ -1,4 +1,5 @@
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using Core;
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using System;
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using Core;
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using Core.Lifecycle;
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using TMPro;
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using UnityEngine;
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@@ -220,12 +221,10 @@ namespace Minigames.FortFight.UI
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/// <summary>
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/// Restart the game by reloading the current scene
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/// </summary>
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private void RestartGame()
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private async void RestartGame()
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{
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// Use Unity's SceneManager to reload current scene
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string currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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Logging.Debug($"[GameOverUI] Reloading scene: {currentScene}");
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UnityEngine.SceneManagement.SceneManager.LoadScene(currentScene);
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.ReloadCurrentScene(progress);
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}
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#endregion
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