game(scripts): standardise InfoCollector
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1 changed files with 72 additions and 93 deletions
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/*
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Author: Reza
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Date: 7/2/25
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Description: Collects information when a player looks at objects long enough
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*/
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* Author: Reza
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* Date: 7/2/25
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* Description: Collects information when a player looks at objects long enough
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using UnityEngine;
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public class InfoCollector : MonoBehaviour
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{
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@ -23,149 +22,129 @@ public class InfoCollector : MonoBehaviour
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// Defines the UI text to display
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public TMP_Text infoText;
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// Defines the camera
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private Camera vrCamera;
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// Defines whether UI is displaying to prevent spamming
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private bool isDisplaying = false;
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// Defines the object the player is currently looking at
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private GameObject currentObject = null;
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// Tracks how long the player has been looking at the object
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private float gazeTimer = 0f;
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// Defines Audio References
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public AudioSource audioSource;
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public AudioClip scribbleSound;
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// Store objects that have already been collected
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private HashSet<GameObject> collectedObjects = new HashSet<GameObject>();
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void Start()
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// Store objects that have already been collected
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private readonly HashSet<GameObject> _collectedObjects = new();
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// Defines the object the player is currently looking at
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private GameObject _currentObject;
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// Tracks how long the player has been looking at the object
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private float _gazeTimer;
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// Defines whether UI is displaying to prevent spamming
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private bool _isDisplaying;
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// Defines the camera
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private Camera _vrCamera;
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private void Start()
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{
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// Assigns to player's camera
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vrCamera = Camera.main;
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_vrCamera = Camera.main;
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// Clear UI text initially
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infoText.text = "";
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}
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void Update()
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private void Update()
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{
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// Detects the direction the player is looking at
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Ray ray = new Ray(vrCamera.transform.position, vrCamera.transform.forward);
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RaycastHit hit;
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var ray = new Ray(_vrCamera.transform.position, _vrCamera.transform.forward);
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// Stores data of object hit in the detection range
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if (Physics.Raycast(ray, out hit, detectionRange))
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if (Physics.Raycast(ray, out var hit, detectionRange))
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{
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// Ensures that relevant info objects are detected
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if (hit.collider.CompareTag("InfoObject"))
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if (!hit.collider.CompareTag("InfoObject")) return;
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var targetObject = hit.collider.gameObject;
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// **Fix: Stop gaze timer if an object has been collected**
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if (_collectedObjects.Contains(targetObject)) return; // Exit without increasing gaze time
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// If the player is still looking at the same object, increase gaze time
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if (_currentObject == targetObject)
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{
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GameObject targetObject = hit.collider.gameObject;
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_gazeTimer += Time.deltaTime;
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// **Fix: Stop gaze timer if object has been collected**
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if (collectedObjects.Contains(targetObject))
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{
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return; // Exit without increasing gaze time
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}
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// If the player is still looking at the same object, increase gaze time
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if (currentObject == targetObject)
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{
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gazeTimer += Time.deltaTime;
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// If gaze time reaches required time and info is not displayed yet
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if (gazeTimer >= gazeTimeRequired && !isDisplaying)
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{
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CollectInfo(targetObject);
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}
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}
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else
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{
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// Reset timer when looking at a new object
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currentObject = targetObject;
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gazeTimer = 0f;
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}
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// If gaze time reaches the required time and info is not displayed yet
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if (_gazeTimer >= gazeTimeRequired && !_isDisplaying) CollectInfo(targetObject);
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}
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else
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{
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// Reset timer when looking at a new object
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_currentObject = targetObject;
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_gazeTimer = 0f;
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}
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}
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else
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{
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// Reset if no valid object is in view
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currentObject = null;
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gazeTimer = 0f;
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_currentObject = null;
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_gazeTimer = 0f;
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}
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}
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// Function to display object information
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void CollectInfo(GameObject obj)
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private void CollectInfo(GameObject obj)
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{
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// Prevents spamming of display
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isDisplaying = true;
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_isDisplaying = true;
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// **Fix: Mark object as collected**
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collectedObjects.Add(obj);
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_collectedObjects.Add(obj);
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// Displays information
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infoText.text = "<size=15>Info Collected:</size>\n\n" +
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"<size=20>" + obj.name + "</size>\n" +
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// Display information
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infoText.text = "<size=15>Info Collected:</size>\n\n" +
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"<size=20>" + obj.name + "</size>\n" +
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"<size=16>" + GetObjectInfo(obj) + "</size>";
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Debug.Log("Collected information from: " + obj.name);
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// Play sound only if no other sound is currently playing
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if (!audioSource.isPlaying)
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{
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audioSource.PlayOneShot(scribbleSound);
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}
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if (!audioSource.isPlaying) audioSource.PlayOneShot(scribbleSound);
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// Clears text after displayed time
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Invoke(nameof(ClearText), displayTime);
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}
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// Function to clear text after a delay
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void ClearText()
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private void ClearText()
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{
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// Removes text
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infoText.text = "";
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// Allows new information to be displayed
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isDisplaying = false;
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_isDisplaying = false;
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}
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// mark : this info collecting mechanism is more of easter eggs and if the players are
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// for mark (backend): this info collecting mechanism is more of easter eggs and if the players are
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// observant enough to look around the room / find out what the character is going through
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// can use this as statistics of what players tend to focus on
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string GetObjectInfo(GameObject obj)
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private static string GetObjectInfo(GameObject obj)
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{
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// Check if the object's name is the same
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if (obj.name == "Needles")
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return obj.name switch
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{
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// Check if the object's name is the same
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// Returns predefined information
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return "A used needle. If my parents finds out they would murder me.";
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if (obj.name == "Bottles")
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"Needles" => "A used needle. If my parents finds out they would murder me.",
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// Returns predefined information
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return "Saw dad drink this... I like how it numbs the pain";
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if (obj.name == "Cigarettes")
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"Bottles" => "Saw dad drink this... I like how it numbs the pain",
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// Returns predefined information
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return "Stole this from mom. I hope she doesn't find out.";
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if (obj.name == "Penknife")
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"Cigarettes" => "Stole this from mom. I hope she doesn't find out.",
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// Returns predefined information
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return "Sometimes I use this to feel something.";
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if (obj.name == "Blood")
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"Penknife" => "Sometimes I use this to feel something.",
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// Returns predefined information
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return "I don't remember if daddy or I did this.";
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if (obj.name == "ParentsDoor")
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"Blood" => "I don't remember if daddy or I did this.",
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// Returns predefined information
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return "My parents room. It's locked";
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// Default information if there is no specific case
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return "There's nothing to look at.";
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"ParentsDoor" => "My parents room. It's locked",
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// Default information if there is no specific case
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_ => "There's nothing to look at."
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};
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}
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}
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