feat: better editor
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2 changed files with 2545 additions and 16863 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEngine;
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@ -12,11 +13,9 @@ public class GameManager : MonoBehaviour
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[HideInInspector]
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public static GameManager instance;
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[SerializeField]
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private Transform NodeParent;
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public Transform NodeParent;
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public GameObject NodePrefab;
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[SerializeField]
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private GameObject NodePrefab;
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[Header("Node Generation")]
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@ -29,11 +28,29 @@ public class GameManager : MonoBehaviour
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[Range(0, 100)]
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public float hoverRadius = 50;
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[Space]
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[Range(0,10)]
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public int editorConnectionAllowedWidth = 3;
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public Color editorConnectionAllowedColor = Color.white;
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[Space]
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[Range(0, 10)]
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public int editorConnectionHoveredWidth = 2;
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public Color editorConnectionHoveredColor = Color.gray;
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[Space]
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[Range(0,10)]
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public int editorConnectionForbiddenWidth = 1;
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public Color editorConnectionForbiddenColor = Color.black;
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public List<Connection> connections = new List<Connection>();
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private List<Node> nodes = new List<Node>();
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public struct Connection
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[SerializeField]
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public List<Connection> connections = new List<Connection>();
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[Serializable]
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public class Connection
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{
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public Node nodeA, nodeB;
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public bool allowed;
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@ -48,7 +65,6 @@ public class GameManager : MonoBehaviour
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DestroyImmediate(NodeParent.GetChild(i).gameObject);
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float radius = 20f;
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float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
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float angleIncrement = 2f * Mathf.PI * goldenRatio;
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@ -97,86 +113,26 @@ public class GameManager : MonoBehaviour
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}
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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#if UNITY_EDITOR
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void OnDrawGizmos()
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{
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if (connections == null || SceneView.lastActiveSceneView?.camera == null) return;
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Camera cam = SceneView.lastActiveSceneView.camera;
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// Maus Screen-Koordinaten
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Vector2 guiPos = Event.current.mousePosition;
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guiPos.y = cam.pixelHeight - guiPos.y;
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Vector3 mousePos = new Vector3(guiPos.x, guiPos.y, 0);
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int closestIndex = -1;
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float closestDist = float.MaxValue;
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// Erster Durchlauf: kleinste Distanz merken
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for (int i = 0; i < connections.Count; i++)
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{
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var con = connections[i];
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Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
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Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
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// Punkt-zu-Segment Abstand statt Dreiecksformel
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Vector3 ab = b - a;
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Vector3 am = mousePos - a;
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float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
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Vector3 proj = a + t * ab;
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float dist = Vector3.Distance(mousePos, proj);
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if (dist < closestDist)
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{
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closestDist = dist;
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closestIndex = i;
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}
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}
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// Zweiter Durchlauf: zeichnen
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for (int i = 0; i < connections.Count; i++)
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{
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var con = connections[i];
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Handles.color = con.allowed ? Color.green : Color.red;
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float thickness = (i == closestIndex && closestDist < hoverRadius) ? 5f : 1f;
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Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position, thickness);
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}
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}
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#endif
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(GameManager))]
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public class GameManagerEditor : Editor
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{
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int clickedConIdx = -1;
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public override void OnInspectorGUI()
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{
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// Standard-Inspector zeichnen
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DrawDefaultInspector();
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GameManager gm = (GameManager)target;
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Generate Sphere"))
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{
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gm.GenerateAlongSphere();
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}
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if (GUILayout.Button("Generate Connections"))
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{
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gm.GenerateConnections();
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}
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GUILayout.EndHorizontal();
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@ -186,18 +142,71 @@ public class GameManagerEditor : Editor
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gm.GenerateConnections();
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}
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}
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}
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[InitializeOnLoad]
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public static class SceneViewUpdater
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{
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static SceneViewUpdater()
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private void OnSceneGUI()
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{
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EditorApplication.update += () =>
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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GameManager gm = (GameManager)target;
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if (gm.connections == null || gm.connections.Count == 0) return;
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Camera cam = SceneView.lastActiveSceneView.camera;
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if (cam == null) return;
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Vector2 mouse = Event.current.mousePosition;
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mouse.y = cam.pixelHeight - mouse.y;
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Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
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int closestIdx = -1;
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float closestDist = float.MaxValue;
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// Hover-Ermittlung
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for (int i = 0; i < gm.connections.Count; i++)
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{
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if (SceneView.lastActiveSceneView != null)
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SceneView.lastActiveSceneView.Repaint();
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};
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var con = gm.connections[i];
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Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
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Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
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Vector3 ab = b - a;
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Vector3 am = mousePos - a;
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float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
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Vector3 proj = a + t * ab;
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float dist = Vector3.Distance(mousePos, proj);
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if (dist < closestDist && dist < gm.hoverRadius)
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{
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closestDist = dist;
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closestIdx = i;
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}
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}
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// Klick-Behandlung
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Event e = Event.current;
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if (e.type == EventType.MouseDown && e.button == 0 && closestIdx >= 0)
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{
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clickedConIdx = closestIdx;
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}
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if (e.type == EventType.MouseUp && e.button == 0)
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{
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if (closestIdx == clickedConIdx && closestIdx != -1)
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{
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gm.connections[closestIdx].allowed = !gm.connections[closestIdx].allowed;
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e.Use(); // Event als verarbeitet markieren
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}
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clickedConIdx = -1;
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}
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// Zeichnen
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for (int i = 0; i < gm.connections.Count; i++)
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{
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var con = gm.connections[i];
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Handles.color = (i == closestIdx && !con.allowed) ? gm.editorConnectionHoveredColor : con.allowed ? gm.editorConnectionAllowedColor : gm.editorConnectionForbiddenColor;
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float thickness = (i == closestIdx) ? gm.editorConnectionHoveredWidth : con.allowed ? gm.editorConnectionAllowedWidth : gm.editorConnectionForbiddenWidth;
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Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position, thickness);
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}
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// SceneView kontinuierlich aktualisieren
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SceneView.RepaintAll();
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}
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}
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#endif
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