Sequence complete after cleanup
This commit is contained in:
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characterArrived:
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m_PersistentCalls:
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m_Calls: []
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@@ -150,4 +150,19 @@ MonoBehaviour:
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interactionInterrupted:
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m_PersistentCalls:
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m_Calls: []
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characterArrived:
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m_PersistentCalls:
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m_Calls: []
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interactionComplete:
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m_PersistentCalls:
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m_Calls: []
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switchData: {fileID: 0}
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@@ -450512,6 +450512,17 @@ PrefabInstance:
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--- !u!114 &1101333110 stripped
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@@ -472334,6 +472345,66 @@ PrefabInstance:
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propertyPath: characterArrived.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_ObjectArgumentAssemblyTypeName
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propertyPath: m_Name
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propertyPath: m_Name
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value: LawnmowerStateMachine
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value: LawnmowerStateMachine
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@@ -472387,6 +472458,17 @@ PrefabInstance:
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--- !u!114 &4912039252317080711 stripped
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MonoBehaviour:
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478769
Assets/Scenes/Levels/Quarry_OLD.unity
Normal file
478769
Assets/Scenes/Levels/Quarry_OLD.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Levels/Quarry_OLD.unity.meta
Normal file
7
Assets/Scenes/Levels/Quarry_OLD.unity.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a8a8e3c7b61e8a64cb8299c7471c5d17
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -13,14 +13,13 @@ namespace Levels
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/// <summary>
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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/// </summary>
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public class LevelSwitch : MonoBehaviour
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public class LevelSwitch : InteractableBase
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{
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{
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/// <summary>
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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/// </summary>
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public LevelSwitchData switchData;
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private SpriteRenderer _iconRenderer;
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private InteractableBase _interactable;
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// Settings reference
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private IInteractionSettings _interactionSettings;
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@@ -35,11 +34,6 @@ namespace Levels
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_isActive = true;
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_isActive = true;
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if (_iconRenderer == null)
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<InteractableBase>();
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if (_interactable != null)
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{
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_interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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// Initialize settings reference
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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@@ -47,17 +41,6 @@ namespace Levels
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ApplySwitchData();
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ApplySwitchData();
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}
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// </summary>
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void OnDestroy()
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{
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if (_interactable != null)
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{
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_interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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/// <summary>
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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@@ -87,7 +70,7 @@ namespace Levels
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/// <summary>
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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/// </summary>
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private void OnCharacterArrived()
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protected override void OnCharacterArrived()
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{
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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return;
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@@ -16,14 +16,13 @@ namespace Levels
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/// <summary>
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/// <summary>
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/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
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/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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/// </summary>
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public class MinigameSwitch : MonoBehaviour
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public class MinigameSwitch : InteractableBase
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{
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{
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/// <summary>
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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/// </summary>
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public LevelSwitchData switchData;
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private SpriteRenderer _iconRenderer;
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private InteractableBase _interactable;
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// Settings reference
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private IInteractionSettings _interactionSettings;
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@@ -41,11 +40,7 @@ namespace Levels
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_isActive = true;
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_isActive = true;
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if (_iconRenderer == null)
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<InteractableBase>();
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if (_interactable != null)
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{
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_interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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// Initialize settings reference
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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ApplySwitchData();
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@@ -66,11 +61,6 @@ namespace Levels
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private void OnDestroy()
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private void OnDestroy()
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{
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
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if (_interactable != null)
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{
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_interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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if (SaveLoadManager.Instance != null)
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if (SaveLoadManager.Instance != null)
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{
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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@@ -142,7 +132,7 @@ namespace Levels
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/// <summary>
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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/// </summary>
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private void OnCharacterArrived()
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protected override void OnCharacterArrived()
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{
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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return;
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