Подробные изменения: - Расширен основной gameplay loop: джетпак, новые платформы, оборудование, враги, прогрессия сложности и ограничения взаимодействий игрока. - Добавлены Bootstrap-сервисы запуска приложения, защита, фокус окна, управление курсором и настройки сервисов через DI. - Добавлена COM-интеграция с технической схемой Input System, обработкой кнопок/ADC, подсветкой и консольной диагностикой. - Добавлен отдельный debug/logging модуль с каналами, обработчиками консоли и файловым выводом. - Добавлены asmdef, link.xml, EditMode/PlayMode тесты и обновлена дорожная карта проекта. Проверки: - dotnet build .\\DanroJump.Runtime.csproj --no-restore - dotnet build .\\DanroJump.Tests.EditMode.csproj --no-restore - dotnet build .\\DanroJump.Tests.PlayMode.csproj --no-restore
207 lines
7.6 KiB
C#
207 lines
7.6 KiB
C#
using UnityEngine;
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using Zenject;
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namespace DanroJump.Gameplay
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{
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/// <summary>
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/// Создает летающих и универсальных врагов в диапазонах высоты, которые подготовил PlatformSpawner.
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/// Перед созданием проверяет, что область врага не пересекает платформенные коллайдеры.
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/// </summary>
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public sealed class ProceduralEnemySpawner : MonoBehaviour
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{
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[Header("Spawn cadence")]
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[SerializeField] [Min(0f)] private float initialSpawnY = 8f;
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[SerializeField] [Min(0.1f)] private float verticalStep = 12f;
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[SerializeField] [Min(0)] private int maxAliveEnemies = 8;
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[SerializeField] [Min(1)] private int spawnAttempts = 12;
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[Header("Spawn area")]
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[SerializeField] [Min(0f)] private float horizontalPadding = 0.85f;
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[SerializeField] [Min(0f)] private float verticalJitter = 1.5f;
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[SerializeField] private Vector2 fallbackEnemyHalfExtents = new(0.55f, 0.55f);
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[SerializeField] private Vector2 platformClearance = new(0.15f, 0.15f);
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[SerializeField] private LayerMask blockingMask = ~0;
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private readonly Collider2D[] overlapBuffer = new Collider2D[16];
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private readonly System.Collections.Generic.List<GameObject> aliveEnemies = new();
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private DiContainer container;
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private Camera gameplayCamera;
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private IGameplayDifficultyProgression difficultyProgression;
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private System.Random random;
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private float nextSpawnY;
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private bool isInitialized;
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/// <summary>
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/// Инициализирует спавнер из PlatformSpawner, чтобы seed и генерация были синхронизированы.
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/// </summary>
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public void Initialize(
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DiContainer injectedContainer,
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Camera injectedGameplayCamera,
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IGameplayDifficultyProgression injectedDifficultyProgression,
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int seed)
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{
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container = injectedContainer;
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gameplayCamera = injectedGameplayCamera;
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difficultyProgression = injectedDifficultyProgression;
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random = new System.Random(seed);
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nextSpawnY = initialSpawnY;
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isInitialized = true;
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}
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/// <summary>
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/// Создает врагов в новом вертикальном диапазоне, который только что сгенерировал PlatformSpawner.
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/// </summary>
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public void SpawnForGeneratedRange(float fromY, float toY)
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{
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CleanupDestroyedEnemies();
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if (!CanTrySpawn())
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{
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return;
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}
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var minY = Mathf.Min(fromY, toY);
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var maxY = Mathf.Max(fromY, toY);
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while (nextSpawnY < minY)
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{
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nextSpawnY += verticalStep;
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}
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while (nextSpawnY <= maxY && CanTrySpawn())
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{
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TrySpawnEnemyAtNextStep(minY, maxY);
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nextSpawnY += verticalStep;
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}
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}
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/// <summary>
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/// Удаляет процедурных врагов ниже линии рецикла платформ.
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/// </summary>
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public void CleanupBelow(float worldY)
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{
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for (var index = aliveEnemies.Count - 1; index >= 0; index--)
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{
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var enemy = aliveEnemies[index];
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if (enemy == null)
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{
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aliveEnemies.RemoveAt(index);
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continue;
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}
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if (enemy.transform.position.y < worldY)
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{
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Destroy(enemy);
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aliveEnemies.RemoveAt(index);
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}
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}
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}
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private bool CanTrySpawn()
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{
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return isInitialized &&
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gameplayCamera != null &&
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container != null &&
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difficultyProgression != null &&
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(maxAliveEnemies <= 0 || aliveEnemies.Count < maxAliveEnemies);
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}
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private void TrySpawnEnemyAtNextStep(float minGeneratedY, float maxGeneratedY)
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{
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if (!difficultyProgression.TryGetProceduralEnemyPrefab(nextSpawnY, random, out var prefab))
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{
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return;
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}
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var halfExtents = GetEnemyHalfExtents(prefab);
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for (var attempt = 0; attempt < spawnAttempts; attempt++)
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{
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var position = CreateSpawnPosition(minGeneratedY, maxGeneratedY, halfExtents);
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if (IntersectsBlockingCollider(position, halfExtents + platformClearance))
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{
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continue;
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}
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Spawn(prefab, position);
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return;
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}
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}
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private Vector3 CreateSpawnPosition(float minGeneratedY, float maxGeneratedY, Vector2 halfExtents)
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{
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var cameraHalfWidth = gameplayCamera.orthographicSize * gameplayCamera.aspect;
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var minX = gameplayCamera.transform.position.x - cameraHalfWidth + horizontalPadding + halfExtents.x;
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var maxX = gameplayCamera.transform.position.x + cameraHalfWidth - horizontalPadding - halfExtents.x;
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var minY = minGeneratedY + halfExtents.y;
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var maxY = Mathf.Max(minY, maxGeneratedY - halfExtents.y);
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var jitteredY = nextSpawnY + RandomRange(-verticalJitter, verticalJitter);
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return new Vector3(
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RandomRange(minX, maxX),
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Mathf.Clamp(jitteredY, minY, maxY),
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0f);
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}
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private void Spawn(GameObject prefab, Vector3 position)
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{
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var instance = container.InstantiatePrefab(prefab, position, Quaternion.identity, transform);
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instance.SetActive(true);
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aliveEnemies.Add(instance);
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}
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private bool IntersectsBlockingCollider(Vector3 position, Vector2 halfExtents)
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{
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var contactFilter = new ContactFilter2D
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{
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useLayerMask = true,
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layerMask = blockingMask,
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useTriggers = false
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};
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var count = Physics2D.OverlapBox(position, halfExtents * 2f, 0f, contactFilter, overlapBuffer);
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for (var index = 0; index < count; index++)
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{
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var hit = overlapBuffer[index];
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if (hit != null && !hit.GetComponentInParent<EnemyBase>())
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{
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return true;
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}
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}
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return false;
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}
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private Vector2 GetEnemyHalfExtents(GameObject prefab)
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{
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var collider = prefab != null ? prefab.GetComponentInChildren<Collider2D>(true) : null;
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if (collider == null)
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{
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return fallbackEnemyHalfExtents;
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}
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return new Vector2(
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Mathf.Max(fallbackEnemyHalfExtents.x, collider.bounds.extents.x),
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Mathf.Max(fallbackEnemyHalfExtents.y, collider.bounds.extents.y));
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}
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private void CleanupDestroyedEnemies()
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{
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for (var index = aliveEnemies.Count - 1; index >= 0; index--)
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{
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if (aliveEnemies[index] == null || !aliveEnemies[index].activeInHierarchy)
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{
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aliveEnemies.RemoveAt(index);
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}
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}
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}
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private float RandomRange(float min, float max)
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{
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if (max <= min)
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{
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return min;
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}
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return Mathf.Lerp(min, max, (float)(random?.NextDouble() ?? 0d));
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}
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}
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}
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