完成大地图主要界面

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suntao committed 2021-04-15 09:01:07 +08:00
1 parent 5156473bb2
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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if TMP_PRESENT
using System.Collections.Generic;
using TMPro;
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
using System.Linq;
#endif
#endif
namespace Assets.Scripts.UI.UIEffect.Common
{
/// <summary>
/// Base class for effects that modify the generated Mesh.
/// It works well not only for standard Graphic components (Image, RawImage, Text, etc.) but also for TextMeshPro and TextMeshProUGUI.
/// </summary>
[ExecuteInEditMode]
public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier
{
//################################
// Constant or Static Members.
//################################
#if TMP_PRESENT
static readonly List<Vector2> s_Uv0 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv1 = new List<Vector2> (4096);
#if UNITY_2017_1_OR_NEWER
static readonly List<Vector2> s_Uv2 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv3 = new List<Vector2> (4096);
#endif
static readonly List<Vector3> s_Vertices = new List<Vector3> (4096);
static readonly List<int> s_Indices = new List<int> (4096);
static readonly List<Vector3> s_Normals = new List<Vector3> (4096);
static readonly List<Vector4> s_Tangents = new List<Vector4> (4096);
static readonly List<Color32> s_Colors = new List<Color32> (4096);
static readonly VertexHelper s_VertexHelper = new VertexHelper ();
static readonly List<TMP_SubMeshUI> s_SubMeshUIs = new List<TMP_SubMeshUI> (4096);
static readonly List<Mesh> s_Meshes = new List<Mesh> (4096);
static readonly List<UIVertex> s_UIVertices = new List<UIVertex> (4096);
static readonly List<BaseMeshEffect> s_TmpEffects = new List<BaseMeshEffect>(4);
#endif
static readonly Material[] s_EmptyMaterials = new Material[0];
//################################
// Public Members.
//################################
/// <summary>
/// The Graphic attached to this GameObject.
/// </summary>
public Graphic graphic { get { Initialize(); return _graphic; } }
/// <summary>
/// The CanvasRenderer attached to this GameObject.
/// </summary>
public CanvasRenderer canvasRenderer { get { Initialize(); return _canvasRenderer; } }
#if TMP_PRESENT
/// <summary>
/// The TMP_Text attached to this GameObject.
/// </summary>
public TMP_Text textMeshPro { get { Initialize (); return _textMeshPro; } }
#endif
/// <summary>
/// The RectTransform attached to this GameObject.
/// </summary>
public RectTransform rectTransform { get { Initialize(); return _rectTransform; } }
#if UNITY_5_6_OR_NEWER
/// <summary>
/// Additional canvas shader channels to use this component.
/// </summary>
public virtual AdditionalCanvasShaderChannels requiredChannels { get { return AdditionalCanvasShaderChannels.None; } }
#endif
/// <summary>
/// Is TextMeshPro or TextMeshProUGUI attached to this GameObject?
/// </summary>
public bool isTMPro
{
get
{
#if TMP_PRESENT
return textMeshPro != null;
#else
return false;
#endif
}
}
/// <summary>
/// The material for rendering.
/// </summary>
public virtual Material material
{
get
{
#if TMP_PRESENT
if (textMeshPro)
{
return textMeshPro.fontSharedMaterial;
}
else
#endif
if (graphic)
{
return graphic.material;
}
else
{
return null;
}
}
set
{
#if TMP_PRESENT
if (textMeshPro)
{
textMeshPro.fontSharedMaterial = value;
}
else
#endif
if (graphic)
{
graphic.material = value;
}
}
}
public virtual Material[] materials
{
get
{
#if TMP_PRESENT
if (textMeshPro)
{
return textMeshPro.fontSharedMaterials ?? s_EmptyMaterials;
}
else
#endif
if (graphic)
{
_materials[0] = graphic.material;
return _materials;
}
else
{
return s_EmptyMaterials;
}
}
}
/// <summary>
/// Call used to modify mesh. (legacy)
/// </summary>
/// <param name="mesh">Mesh.</param>
public virtual void ModifyMesh(Mesh mesh)
{
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public virtual void ModifyMesh(VertexHelper vh)
{
}
/// <summary>
/// Mark the vertices as dirty.
/// </summary>
public virtual void SetVerticesDirty()
{
#if TMP_PRESENT
if (textMeshPro)
{
foreach (var info in textMeshPro.textInfo.meshInfo)
{
var mesh = info.mesh;
if (mesh)
{
mesh.Clear ();
mesh.vertices = info.vertices;
mesh.uv = info.uvs0;
mesh.uv2 = info.uvs2;
mesh.colors32 = info.colors32;
mesh.normals = info.normals;
mesh.tangents = info.tangents;
mesh.triangles = info.triangles;
}
}
if (canvasRenderer)
{
canvasRenderer.SetMesh (textMeshPro.mesh);
GetComponentsInChildren (false, s_SubMeshUIs);
foreach (var sm in s_SubMeshUIs)
{
sm.canvasRenderer.SetMesh (sm.mesh);
}
s_SubMeshUIs.Clear ();
}
textMeshPro.havePropertiesChanged = true;
}
else
#endif
if (graphic)
{
graphic.SetVerticesDirty();
}
}
public void ShowTMProWarning(Shader shader, Shader mobileShader, Shader spriteShader, System.Action<Material> onCreatedMaterial)
{
#if UNITY_EDITOR && TMP_PRESENT
if(!textMeshPro || !textMeshPro.fontSharedMaterial)
{
return;
}
// Is the material preset for dissolve?
Material m = textMeshPro.fontSharedMaterial;
if (m.shader != shader && m.shader != mobileShader)
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format("{0} requires '{1}' or '{2}' as a shader for material preset.", GetType().Name, shader.name, mobileShader.name), MessageType.Warning);
if(GUILayout.Button ("Fix"))
{
var correctShader = m.shader.name.Contains ("Mobile") ? mobileShader : shader;
textMeshPro.fontSharedMaterial = ModifyTMProMaterialPreset (m, correctShader, onCreatedMaterial);
}
EditorGUILayout.EndHorizontal ();
return;
}
// Is the sprite asset for dissolve?
TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset ();
// Sprite asset might not exist at all
if(spriteAsset == null) {
return;
}
m = spriteAsset.material;
if (m && m.shader != spriteShader && textMeshPro.richText && textMeshPro.text.Contains("<sprite="))
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format ("{0} requires '{1}' as a shader for sprite asset.", GetType().Name,spriteShader.name), MessageType.Warning);
if (GUILayout.Button ("Fix"))
{
GetComponentsInChildren<TMP_SubMesh> ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
GetComponentsInChildren<TMP_SubMeshUI> ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
textMeshPro.spriteAsset = ModifyTMProSpriteAsset (m, spriteShader, onCreatedMaterial);
}
EditorGUILayout.EndHorizontal ();
return;
}
}
Material ModifyTMProMaterialPreset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
{
string path = AssetDatabase.GetAssetPath (baseMaterial);
string filename = Path.GetFileNameWithoutExtension (path) + " (" + GetType ().Name + ")";
Material mat = Resources.Load<Material> (TMP_Settings.defaultFontAssetPath + filename);
if (!mat)
{
mat = new Material (baseMaterial)
{
shaderKeywords = baseMaterial.shaderKeywords,
shader = shader,
};
onCreatedMaterial (mat);
AssetDatabase.CreateAsset (mat, Path.GetDirectoryName (path) + "/" + filename + ".mat");
EditorUtility.FocusProjectWindow ();
EditorGUIUtility.PingObject (mat);
}
else
{
mat.shader = shader;
}
EditorUtility.SetDirty (mat);
return mat;
}
TMP_SpriteAsset ModifyTMProSpriteAsset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
{
string path = AssetDatabase.GetAssetPath (baseMaterial);
string filename = Path.GetFileNameWithoutExtension (path) + " (" + this.GetType ().Name + ")";
TMP_SpriteAsset spriteAsset = Resources.Load<TMP_SpriteAsset> (TMP_Settings.defaultSpriteAssetPath + filename);
if (!spriteAsset)
{
AssetDatabase.CopyAsset (path, Path.GetDirectoryName (path) + "/" + filename + ".mat");
spriteAsset = Resources.Load<TMP_SpriteAsset> (TMP_Settings.defaultSpriteAssetPath + filename);
spriteAsset.material.shader = shader;
spriteAsset.material.name = shader.name;
onCreatedMaterial (spriteAsset.material);
EditorUtility.FocusProjectWindow ();
EditorGUIUtility.PingObject (spriteAsset);
}
else
{
spriteAsset.material.shader = shader;
}
EditorUtility.SetDirty (spriteAsset);
return spriteAsset;
#endif
}
//################################
// Protected Members.
//################################
/// <summary>
/// Should the effect modify the mesh directly for TMPro?
/// </summary>
protected virtual bool isLegacyMeshModifier { get { return false; } }
protected virtual void Initialize()
{
if (!_initialized)
{
_initialized = true;
_graphic = _graphic ?? GetComponent<Graphic>();
_canvasRenderer = _canvasRenderer ?? GetComponent<CanvasRenderer>();
_rectTransform = _rectTransform ?? GetComponent<RectTransform>();
#if TMP_PRESENT
_textMeshPro = _textMeshPro ?? GetComponent<TMP_Text> ();
#endif
}
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
_initialized = false;
SetVerticesDirty();
#if TMP_PRESENT
if (textMeshPro)
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Add (OnTextChanged);
}
#endif
#if UNITY_EDITOR && TMP_PRESENT
if (graphic && textMeshPro)
{
GraphicRebuildTracker.TrackGraphic (graphic);
}
#endif
#if UNITY_5_6_OR_NEWER
if (graphic)
{
AdditionalCanvasShaderChannels channels = requiredChannels;
var canvas = graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
Debug.LogWarningFormat(this, "Enable {1} of Canvas.additionalShaderChannels to use {0}.", GetType().Name, channels);
}
}
#endif
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
#if TMP_PRESENT
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove (OnTextChanged);
#endif
SetVerticesDirty();
#if UNITY_EDITOR && TMP_PRESENT
if (graphic && textMeshPro)
{
GraphicRebuildTracker.UnTrackGraphic (graphic);
}
#endif
}
/// <summary>
/// LateUpdate is called every frame, if the Behaviour is enabled.
/// </summary>
protected virtual void LateUpdate()
{
#if TMP_PRESENT
if (textMeshPro)
{
if (textMeshPro.havePropertiesChanged || _isTextMeshProActive != textMeshPro.isActiveAndEnabled)
{
SetVerticesDirty ();
}
_isTextMeshProActive = textMeshPro.isActiveAndEnabled;
}
#endif
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties()
{
SetVerticesDirty();
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
protected override void OnValidate()
{
SetVerticesDirty();
}
#endif
//################################
// Private Members.
//################################
bool _initialized;
CanvasRenderer _canvasRenderer;
RectTransform _rectTransform;
Graphic _graphic;
Material[] _materials = new Material[1];
#if TMP_PRESENT
bool _isTextMeshProActive;
TMP_Text _textMeshPro;
/// <summary>
/// Called when any TextMeshPro generated the mesh.
/// </summary>
/// <param name="obj">TextMeshPro object.</param>
void OnTextChanged (Object obj)
{
// Skip if the object is different from the current object or the text is empty.
var textInfo = textMeshPro.textInfo;
if (textMeshPro != obj || textInfo.characterCount - textInfo.spaceCount <= 0)
{
return;
}
GetComponents<BaseMeshEffect>(s_TmpEffects);
for (int i = 0; i < s_TmpEffects.Count; i++)
{
if (s_TmpEffects[i].enabled)
{
if (s_TmpEffects[i] == this)
break;
else
return;
}
}
// Collect the meshes.
s_Meshes.Clear ();
foreach (var info in textInfo.meshInfo)
{
s_Meshes.Add (info.mesh);
}
// Modify the meshes.
foreach (var e in s_TmpEffects)
{
if (!e.enabled)
continue;
if (e.isLegacyMeshModifier)
{
// Legacy mode: Modify the meshes directly.
foreach (var m in s_Meshes)
{
if (m)
{
e.ModifyMesh(m);
}
}
}
else
{
// Convert meshes to VertexHelpers and modify them.
foreach (var m in s_Meshes)
{
if (m)
{
FillVertexHelper(s_VertexHelper, m);
e.ModifyMesh(s_VertexHelper);
s_VertexHelper.FillMesh(m);
}
}
}
}
// Set the modified meshes to the CanvasRenderers (for UI only).
if (canvasRenderer)
{
canvasRenderer.SetMesh (textMeshPro.mesh);
GetComponentsInChildren (false, s_SubMeshUIs);
foreach (var sm in s_SubMeshUIs)
{
sm.canvasRenderer.SetMesh (sm.mesh);
}
s_SubMeshUIs.Clear ();
}
// Clear.
s_Meshes.Clear ();
}
void FillVertexHelper (VertexHelper vh, Mesh mesh)
{
vh.Clear ();
mesh.GetVertices (s_Vertices);
mesh.GetColors (s_Colors);
mesh.GetUVs (0, s_Uv0);
mesh.GetUVs (1, s_Uv1);
mesh.GetNormals (s_Normals);
mesh.GetTangents (s_Tangents);
mesh.GetIndices (s_Indices, 0);
#if UNITY_2017_1_OR_NEWER
mesh.GetUVs (2, s_Uv2);
mesh.GetUVs (3, s_Uv3);
bool useUv2 = 0 < s_Uv2.Count;
bool useUv3 = 0 < s_Uv3.Count;
#endif
s_UIVertices.Clear();
UIVertex v = default(UIVertex);
for (int i = 0; i < s_Vertices.Count; i++)
{
v.position = s_Vertices[i];
v.color = s_Colors[i];
v.uv0 = s_Uv0[i];
v.uv1 = s_Uv1[i];
#if UNITY_2017_1_OR_NEWER
if (useUv2 && i < s_Uv2.Count)
v.uv2 = s_Uv2[i];
if (useUv3 && i < s_Uv3.Count)
v.uv3 = s_Uv3[i];
#endif
v.normal = s_Normals[i];
v.tangent = s_Tangents[i];
s_UIVertices.Add(v);
}
s_VertexHelper.AddUIVertexStream(s_UIVertices, s_Indices);
}
#endif
}
}
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using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.UI.UIEffect
{
/// <summary>
/// UIGradient.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("UI/MeshEffectForTextMeshPro/UIGradient", 101)]
public class UIGradient : Assets.Scripts.UI.UIEffect.Common.BaseMeshEffect
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// Gradient direction.
/// </summary>
public enum Direction
{
Horizontal,
Vertical,
Angle,
Diagonal,
}
/// <summary>
/// Gradient space for Text.
/// </summary>
public enum GradientStyle
{
Rect,
Fit,
Split,
}
//################################
// Serialize Members.
//################################
[Tooltip("Gradient Direction.")]
[SerializeField] Direction m_Direction;
[Tooltip("Color1: Top or Left.")]
[SerializeField] Color m_Color1 = Color.white;
[Tooltip("Color2: Bottom or Right.")]
[SerializeField] Color m_Color2 = Color.white;
[Tooltip("Color3: For diagonal.")]
[SerializeField] Color m_Color3 = Color.white;
[Tooltip("Color4: For diagonal.")]
[SerializeField] Color m_Color4 = Color.white;
[Tooltip("Gradient rotation.")]
[SerializeField] [Range(-180, 180)] float m_Rotation;
[Tooltip("Gradient offset for Horizontal, Vertical or Angle.")]
[SerializeField] [Range(-1, 1)] float m_Offset1;
[Tooltip("Gradient offset for Diagonal.")]
[SerializeField] [Range(-1, 1)] float m_Offset2;
[Tooltip("Gradient style for Text.")]
[SerializeField] GradientStyle m_GradientStyle;
[Tooltip("Color space to correct color.")]
[SerializeField] ColorSpace m_ColorSpace = ColorSpace.Uninitialized;
[Tooltip("Ignore aspect ratio.")]
[SerializeField] bool m_IgnoreAspectRatio = true;
//################################
// Public Members.
//################################
public Graphic targetGraphic { get { return base.graphic; } }
/// <summary>
/// Gradient Direction.
/// </summary>
public Direction direction
{
get { return m_Direction; }
set
{
if (m_Direction != value)
{
m_Direction = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color1: Top or Left.
/// </summary>
public Color color1
{
get { return m_Color1; }
set
{
if (m_Color1 != value)
{
m_Color1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color2: Bottom or Right.
/// </summary>
public Color color2
{
get { return m_Color2; }
set
{
if (m_Color2 != value)
{
m_Color2 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color3: For diagonal.
/// </summary>
public Color color3
{
get { return m_Color3; }
set
{
if (m_Color3 != value)
{
m_Color3 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color4: For diagonal.
/// </summary>
public Color color4
{
get { return m_Color4; }
set
{
if (m_Color4 != value)
{
m_Color4 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient rotation.
/// </summary>
public float rotation
{
get
{
return m_Direction == Direction.Horizontal ? -90
: m_Direction == Direction.Vertical ? 0
: m_Rotation;
}
set
{
if (!Mathf.Approximately(m_Rotation, value))
{
m_Rotation = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Horizontal, Vertical or Angle.
/// </summary>
public float offset
{
get { return m_Offset1; }
set
{
if (m_Offset1 != value)
{
m_Offset1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Diagonal.
/// </summary>
public Vector2 offset2
{
get { return new Vector2(m_Offset2, m_Offset1); }
set
{
if (m_Offset1 != value.y || m_Offset2 != value.x)
{
m_Offset1 = value.y;
m_Offset2 = value.x;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient style for Text.
/// </summary>
public GradientStyle gradientStyle
{
get { return m_GradientStyle; }
set
{
if (m_GradientStyle != value)
{
m_GradientStyle = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color space to correct color.
/// </summary>
public ColorSpace colorSpace
{
get { return m_ColorSpace; }
set
{
if (m_ColorSpace != value)
{
m_ColorSpace = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Ignore aspect ratio.
/// </summary>
public bool ignoreAspectRatio
{
get { return m_IgnoreAspectRatio; }
set
{
if (m_IgnoreAspectRatio != value)
{
m_IgnoreAspectRatio = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
// Gradient space.
Rect rect = default(Rect);
UIVertex vertex = default(UIVertex);
if (m_GradientStyle == GradientStyle.Rect)
{
// RectTransform.
rect = graphic.rectTransform.rect;
}
else if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
rect.Set(0, 0, 1, 1);
}
else if (m_GradientStyle == GradientStyle.Fit)
{
// Fit to contents.
rect.xMin = rect.yMin = float.MaxValue;
rect.xMax = rect.yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
rect.xMin = Mathf.Min(rect.xMin, vertex.position.x);
rect.yMin = Mathf.Min(rect.yMin, vertex.position.y);
rect.xMax = Mathf.Max(rect.xMax, vertex.position.x);
rect.yMax = Mathf.Max(rect.yMax, vertex.position.y);
}
}
// Gradient rotation.
float rad = rotation * Mathf.Deg2Rad;
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
if (!m_IgnoreAspectRatio && Direction.Angle <= m_Direction)
{
dir.x *= rect.height / rect.width;
dir = dir.normalized;
}
// Calculate vertex color.
Color color;
Vector2 nomalizedPos;
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
// Normalize vertex position by local matrix.
if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
nomalizedPos = localMatrix * s_SplitedCharacterPosition[i % 4] + offset2;
}
else
{
nomalizedPos = localMatrix * vertex.position + offset2;
}
// Interpolate vertex color.
if (direction == Direction.Diagonal)
{
color = Color.LerpUnclamped(
Color.LerpUnclamped(m_Color1, m_Color2, nomalizedPos.x),
Color.LerpUnclamped(m_Color3, m_Color4, nomalizedPos.x),
nomalizedPos.y);
}
else
{
color = Color.LerpUnclamped(m_Color2, m_Color1, nomalizedPos.y);
}
// Correct color.
vertex.color *= (m_ColorSpace == ColorSpace.Gamma) ? color.gamma
: (m_ColorSpace == ColorSpace.Linear) ? color.linear
: color;
vh.SetUIVertex(vertex, i);
}
}
//################################
// Private Members.
//################################
static readonly Vector2[] s_SplitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
/// <summary>
/// Matrix2x3.
/// </summary>
struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public static Vector2 operator *(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
}
}
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