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Author SHA1 Message Date
Sc0rch-thinks 77e4b75e4f adding a gun and pickup 2024-07-01 11:11:10 +08:00
Sc0rch-thinks 4961094c89 adding gun and pickup 2024-07-01 11:11:08 +08:00
375 changed files with 66041 additions and 951 deletions

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using System.Collections;
using System.Collections.Generic;
using System.Dynamic;
using Unity.VisualScripting;
using UnityEngine;
public class CharacterControl : MonoBehaviour
{
[SerializeField]
Transform playerCamera;
[SerializeField]
float seeDistance;
Interactable curretInteractable;
Pickable currentPickable;
Gun CurrentGun=null;
public RaycastHit hitInfo;
public static bool handsFull;
[SerializeField]
private GameObject hand;
void Update()
{
bool Raycast = Physics.Raycast(
playerCamera.position,
playerCamera.TransformDirection(Vector3.forward),
out hitInfo,
seeDistance
);
Debug.DrawRay(
playerCamera.position,
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
Color.green
);
if (Raycast)
{
Debug.Log(hitInfo.transform.name);
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable))
{
if (hitInfo.transform.TryGetComponent<Gun>(out CurrentGun)) { }
}
else
{
curretInteractable = null;
currentPickable = null;
}
}
else
{
curretInteractable = null;
currentPickable = null;
}
}
void OnInteract()
{
if (curretInteractable != null)
{
curretInteractable.Interact();
}
if (currentPickable != null)
{
currentPickable.PickUp();
}
}
void OnShoot()
{
Debug.Log("Shoot");
if (CurrentGun != null)
{
CurrentGun.Shoot();
}
}
void OnReload()
{
if (CurrentGun != null)
{
CurrentGun.Reload();
}
}
void OnDrop()
{
CurrentGun.transform.GetComponent<Pickable>().Drop();
}
}

View file

@ -18,4 +18,5 @@ void Awake()
Destroy(gameObject);
}
}
public int playerHealth = 100;
}

112
Assets/Scripts/Gun.cs Normal file
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@ -0,0 +1,112 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Gun : MonoBehaviour
{
public GameObject bullet;
/// <summary>
/// gun stats
/// </summary>
public int magSize;
public int damage;
public float timeBtwShots;
public float range;
public float reloadTime;
public int bulletsPerFire;
public bool automaticFire;
/// <summary>
/// gun status
/// </summary>
private bool reloading;
private bool shooting;
private bool readyToShot;
private int bulletsLeft;
/// <summary>
/// Refrencing
/// </summary>
[SerializeField]
Camera fpsCam;
public Transform bulletSpawn;
public TextMeshProUGUI bulletCounter;
public bool allowInvoke = true;
[SerializeField]
private GameObject mag;
void Awake()
{
bulletsLeft = magSize;
readyToShot = true;
}
public void Shoot()
{
if (readyToShot && !reloading && bulletsLeft > 0)
{
Debug.Log("Bang");
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
Vector3 targetPoint;
if (Physics.Raycast(ray, out hit))
{targetPoint = hit.point;}
else
{targetPoint = ray.GetPoint(150);}
Vector3 direction = targetPoint - bulletSpawn.position;
GameObject currentBullet = Instantiate(
bullet,
bulletSpawn.position,
Quaternion.identity
);
currentBullet.transform.forward = direction.normalized;
currentBullet
.GetComponent<Rigidbody>()
.AddForce(direction.normalized * range, ForceMode.Impulse);
bulletsLeft--;
if (allowInvoke)
{
Invoke("ResetShot", timeBtwShots);
allowInvoke = false;
}
}
}
void Update()
{
if(bulletsLeft == 0)
{
Reload();
}
}
private void ResetShot()
{
//Allow shooting and invoking again
readyToShot = true;
allowInvoke = true;
}
public void Reload()
{
if (bulletsLeft < magSize && !reloading)
{
Debug.Log("reload");
reloading = true;
readyToShot = false;
Invoke("Reloaded", reloadTime);
mag.SetActive(false);
}
}
void Reloaded()
{
reloading = false;
readyToShot = true;
bulletsLeft = magSize;
mag.SetActive(true);
}
}

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunPickable : Pickable
{
private bool InHand;
public override void Start()
{
base.Start();
gameObject.GetComponent<Gun>().enabled = false;
}
public override void PickUp()
{
base.PickUp();
gameObject.GetComponent<Gun>().enabled = true;
InHand = true;
}
public override void Drop()
{
base.Drop();
gameObject.GetComponent<Gun>().enabled = false;
InHand = false;
}
public void Update()
{
if (InHand)
{
Vector3 currentRotation = transform.eulerAngles;
currentRotation.x = Camera.transform.eulerAngles.x;
transform.eulerAngles = currentRotation;
}
}
}

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@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pickable : MonoBehaviour
{
[SerializeField]
private Transform HandPosition;
[SerializeField]
protected Transform player;
[SerializeField]
protected Transform Camera;
[SerializeField]
private float force;
private Rigidbody rb;
public virtual void Start()
{
rb = gameObject.GetComponent<Rigidbody>();
}
public virtual void PickUp()
{
CharacterControl.handsFull = true;
rb.isKinematic = true;
gameObject.GetComponent<BoxCollider>().isTrigger = true;
transform.SetParent(HandPosition);
transform.localRotation = Quaternion.Euler(Vector3.zero);
transform.localPosition = Vector3.zero;
transform.localScale = Vector3.one;
Debug.Log("Picked up");
}
public virtual void Drop()
{
CharacterControl.handsFull = false;
rb.isKinematic = false;
gameObject.GetComponent<BoxCollider>().isTrigger = false;
transform.SetParent(null);
rb.velocity = player.GetComponent<Rigidbody>().velocity;
rb.AddForce(Camera.forward * force, ForceMode.Impulse);
float random = Random.Range(-1f, 1f);
rb.AddTorque(new Vector3(random, random, random) * 10);
}
}

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@ -1,50 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Raycasting : MonoBehaviour
{
[SerializeField]
Transform playerCamera;
[SerializeField]
float seeDistance;
Interactable curretInteractable;
void Update()
{
bool Raycast = Physics.Raycast(
playerCamera.position,
playerCamera.TransformDirection(Vector3.forward),
out RaycastHit hitInfo,
seeDistance
);
Debug.DrawRay(
playerCamera.position,
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
Color.green
);
if (Raycast)
{
Debug.Log(hitInfo.transform.name);
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
else
{
curretInteractable = null;
}
}
else
{
curretInteractable = null;
}
}
void OnInteract()
{
if(curretInteractable!=null)
{
curretInteractable.Interact();
}
}
}

View file

@ -1,33 +1,101 @@
using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using Unity.VisualScripting;
using UnityEngine;
public class SlideDoor : Interactable
{
bool IsOpen = false;
public GameObject rightDoor;
public GameObject leftDoor;
bool opening = false;
bool closing = false;
float currentDuration;
void SlideRight()
[SerializeField]
private GameObject rightDoor;
Vector3 rightDoorStart;
Vector3 rightDoorEnd;
[SerializeField]
private GameObject leftDoor;
Vector3 leftDoorStart;
Vector3 leftDoorEnd;
[SerializeField]
private float lerpTime;
[SerializeField]
private AnimationCurve Curve;
public void Start()
{
if (!IsOpen)
rightDoorStart = rightDoor.transform.position;
Debug.Log(rightDoorStart);
rightDoorEnd = rightDoor.transform.position;
rightDoorEnd.z += 2;
Debug.Log(rightDoorEnd);
leftDoorStart = leftDoor.transform.position;
Debug.Log(leftDoorStart);
leftDoorEnd = leftDoor.transform.position;
leftDoorEnd.z -= 2;
Debug.Log(leftDoorEnd);
}
void Update()
{
if (opening)
{
Vector3 currentPosition = transform.position;
currentPosition.z += 2;
transform.position = currentPosition;
IsOpen = true;
currentDuration += Time.deltaTime;
float t = currentDuration / lerpTime;
rightDoor.transform.position = Vector3.Lerp(rightDoorStart, rightDoorEnd, Curve.Evaluate(t));
leftDoor.transform.position = Vector3.Lerp(leftDoorStart, leftDoorEnd, Curve.Evaluate(t));
if (currentDuration >= lerpTime)
{
currentDuration = 0;
opening = false;
rightDoor.transform.position = rightDoorEnd;
leftDoor.transform.position = leftDoorEnd;
IsOpen = true;
Debug.Log("Door opened");
}
}
else
else if (closing)
{
Vector3 currentPosition = transform.position;
currentPosition.z -= 2;
transform.position = currentPosition;
IsOpen = false;
currentDuration += Time.deltaTime;
float t = currentDuration / lerpTime;
rightDoor.transform.position = Vector3.Lerp(rightDoorEnd, rightDoorStart, Curve.Evaluate(t));
leftDoor.transform.position = Vector3.Lerp(leftDoorEnd, leftDoorStart, Curve.Evaluate(t));
if (currentDuration >= lerpTime)
{
currentDuration = 0;
closing = false;
rightDoor.transform.position = rightDoorStart;
leftDoor.transform.position = leftDoorStart;
IsOpen = false;
Debug.Log("Door closed");
}
}
}
public override void Interact()
{
SlideRight();
if (!closing && !opening && !IsOpen)
{
opening = true;
}
else if (!closing && !opening && IsOpen)
{
closing = true;
}
}
void OnTriggerExit(Collider other)
{
if(other.tag == "Player"&& IsOpen&& !opening)
{
closing=true;
}
}
}

View file

@ -49,6 +49,33 @@
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"interactions": "",
"initialStateCheck": false
},
{
"name": "Shoot",
"type": "Button",
"id": "57289eca-61fe-4ccf-82db-009aa86d3bdb",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Reload",
"type": "Button",
"id": "098a6518-d8c0-4bfd-8e79-605f226651f4",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Drop",
"type": "Button",
"id": "cc3794c8-637f-4fb4-aae2-2f3eb9e09308",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@ -238,6 +265,39 @@
"action": "Interact",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "0e0bb3ed-93b6-48a6-b98c-db21c0d473cc",
"path": "<Mouse>/leftButton",
"interactions": "",
"processors": "",
"groups": "",
"action": "Shoot",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "fea4f269-66d7-4a44-9814-03127a726991",
"path": "<Keyboard>/r",
"interactions": "",
"processors": "",
"groups": "",
"action": "Reload",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "dd5c0487-8312-44e9-8f8a-e13c054f6683",
"path": "<Keyboard>/g",
"interactions": "",
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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