229 lines
6.6 KiB
TypeScript
229 lines
6.6 KiB
TypeScript
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import AnimatorController from "./AnimatorController";
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import AnimatorState from "./AnimatorState";
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import AnimatorStateLogic from "./AnimatorStateLogic";
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const { ccclass, property, executionOrder } = cc._decorator;
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/**
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* 自定义控制动画播放的接口
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*/
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export interface AnimationPlayer {
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/** 设置动画播放结束的回调 */
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setFinishedCallback(callback: (event: cc.Event.EventCustom) => void, target?: any): void;
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/** 播放动画 */
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playAnimation(animName: string, loop: boolean): void;
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/** 缩放动画播放速率 */
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scaleTime(scale: number): void;
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}
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/**
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* 状态机组件基类 优先执行生命周期
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*/
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@ccclass
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@executionOrder(-1000)
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export default class AnimatorBase extends cc.Component {
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@property({ type: cc.JsonAsset, tooltip: CC_DEV && '状态机json文件' })
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protected AssetRawUrl: cc.JsonAsset = null;
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@property({ tooltip: CC_DEV && '是否在onLoad中自动启动状态机' })
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protected PlayOnLoad: boolean = true;
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@property({ tooltip: CC_DEV && '是否在update中自动触发状态机逻辑更新' })
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protected AutoUpdate: boolean = true;
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/** 是否初始化 */
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protected _hasInit: boolean = false;
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/** 状态机控制 */
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protected _ac: AnimatorController = null;
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/** 各个状态逻辑控制,key为状态名 */
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protected _stateLogicMap: Map<string, AnimatorStateLogic> = null;
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/** 状态切换时的回调 */
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protected _onStateChangeCall: (fromState: string, toState: string) => void = null;
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/** 自定义的动画播放控制器 */
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protected _animationPlayer: AnimationPlayer = null;
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public get curStateName(): string {
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return this._ac.curState.name;
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}
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public get curStateMotion(): string {
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return this._ac.curState.motion;
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}
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/**
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* 手动初始化状态机,可传入0-3个参数,类型如下
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* - onStateChangeCall 状态切换时的回调
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* - stateLogicMap 各个状态逻辑控制
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* - animationPlayer 自定义动画控制
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* @virtual
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*/
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public onInit(...args: Array<Map<string, AnimatorStateLogic> | ((fromState: string, toState: string) => void) | AnimationPlayer>) {
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}
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/**
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* 处理初始化参数
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*/
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protected initArgs(...args: Array<Map<string, AnimatorStateLogic> | ((fromState: string, toState: string) => void) | AnimationPlayer>) {
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args.forEach((arg) => {
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if (!arg) {
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return;
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}
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if (typeof arg === 'function') {
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this._onStateChangeCall = arg;
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} else if (typeof arg === 'object') {
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if (arg instanceof Map) {
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this._stateLogicMap = arg;
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} else {
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this._animationPlayer = arg;
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this._animationPlayer.setFinishedCallback(this.onAnimFinished, this);
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}
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}
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});
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}
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private updateAnimator() {
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// 混合当前动画播放速度
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let playSpeed = this._ac.curState.speed;
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if (this._ac.curState.multi) {
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playSpeed *= this._ac.params.getNumber(this._ac.curState.multi) || 1;
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}
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this.scaleTime(playSpeed);
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// 更新AnimatorStateLogic
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if (this._stateLogicMap) {
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let curLogic = this._stateLogicMap.get(this._ac.curState.name);
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curLogic && curLogic.onUpdate();
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}
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// 更新状态机逻辑
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this._ac.updateAnimator();
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}
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protected update() {
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if (this._hasInit && this.AutoUpdate) {
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this.updateAnimator();
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}
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}
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/**
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* 手动调用更新
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*/
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public manualUpdate() {
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if (this._hasInit && !this.AutoUpdate) {
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this.updateAnimator();
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}
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}
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/**
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* 解析状态机json文件
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*/
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protected initJson(json: any) {
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this._ac = new AnimatorController(this, json);
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}
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/**
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* 动画结束的回调
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*/
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protected onAnimFinished() {
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this._ac.onAnimationComplete();
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}
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/**
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* 播放动画
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* @virtual
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* @param animName 动画名
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* @param loop 是否循环播放
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*/
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protected playAnimation(animName: string, loop: boolean) {
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}
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/**
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* 缩放动画播放速率
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* @virtual
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* @param scale 缩放倍率
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*/
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protected scaleTime(scale: number) {
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}
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/**
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* 状态切换时的逻辑(状态机内部方法,不能由外部直接调用)
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*/
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public onStateChange(fromState: AnimatorState, toState: AnimatorState) {
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if (toState.motion && toState.motion !== "") {
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this.playAnimation(toState.motion, toState.loop);
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}
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let fromStateName = fromState ? fromState.name : '';
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if (this._stateLogicMap) {
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let fromLogic = this._stateLogicMap.get(fromStateName);
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fromLogic && fromLogic.onExit();
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let toLogic = this._stateLogicMap.get(toState.name);
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toLogic && toLogic.onEntry();
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}
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this._onStateChangeCall && this._onStateChangeCall(fromStateName, toState.name);
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}
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/**
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* 设置boolean类型参数的值
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*/
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public setBool(key: string, value: boolean) {
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this._ac.params.setBool(key, value);
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}
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/**
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* 获取boolean类型参数的值
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*/
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public getBool(key: string): boolean {
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return this._ac.params.getBool(key) !== 0;
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}
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/**
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* 设置number类型参数的值
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*/
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public setNumber(key: string, value: number) {
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this._ac.params.setNumber(key, value);
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}
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/**
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* 获取number类型参数的值
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*/
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public getNumber(key: string): number {
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return this._ac.params.getNumber(key);
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}
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/**
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* 设置trigger类型参数的值
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*/
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public setTrigger(key: string) {
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this._ac.params.setTrigger(key);
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}
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/**
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* 重置trigger类型参数的值
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*/
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public resetTrigger(key: string) {
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this._ac.params.resetTrigger(key);
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}
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/**
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* 设置autoTrigger类型参数的值(autoTrigger类型参数不需要主动reset,每次状态机更新结束后会自动reset)
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*/
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public autoTrigger(key: string) {
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this._ac.params.autoTrigger(key);
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}
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/**
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* 无视条件直接跳转状态
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* @param 状态名
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*/
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public play(stateName: string) {
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if (!this._hasInit) {
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return;
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}
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this._ac.play(stateName);
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}
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}
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