做不出来
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using System;
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using DG.Tweening;
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using SLSUtilities.General;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Cielonos.MainGame.Characters
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{
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public partial class LandMovementSubcontroller : MovementSubcontrollerBase
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{
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protected AnimationSubcontrollerBase animationSc => owner.animationSc;
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protected Animator animator => animationSc.animator;
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protected virtual void OnAnimatorMove()
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{
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movementModifier = Vector3.zero;
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if (owner.animationSc.isDuringRootMotion)
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{
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UpdateRootMotionMovement();
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}
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else
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{
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UpdateRegularMovement();
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}
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ApplyGravity();
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UpdateFinalMovement();
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}
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protected virtual void Update()
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{
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isOnGround = groundDetector.DetectGround();
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if (owner.movementSc.dodgeIntervalTimer > 0f)
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{
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owner.movementSc.dodgeIntervalTimer -= DeltaTime;
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}
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}
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}
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public partial class LandMovementSubcontroller
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{
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/// <summary>
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/// 如果角色当前在空中,强制其落地。
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/// </summary>
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public void ForceLanding()
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{
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if(isOnGround) return;
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if (groundDetector.GetGroundPosition(out Vector3 landingPosition))
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{
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jumpVelocity = 0;
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gravitationalMovement = Vector3.zero;
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if (owner.collisionSc.useCharacterController)
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{
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owner.collisionSc.characterController.enabled = false;
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owner.transform.position = landingPosition + new Vector3(0, groundDetector.groundedOffset + 0.1f, 0);
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owner.collisionSc.characterController.enabled = true;
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}
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else
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{
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owner.collisionSc.mainRigidbody.position = landingPosition + new Vector3(0, groundDetector.groundedOffset + 0.1f, 0);
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}
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}
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}
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}
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public partial class LandMovementSubcontroller
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{
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void UpdateRootMotionMovement()
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{
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Quaternion originalDeltaRotation = animator.deltaRotation;
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characterTransform.rotation *= originalDeltaRotation;
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Vector3 originalDeltaPosition = animator.deltaPosition;
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Vector3 localDeltaPosition = characterTransform.InverseTransformDirection(originalDeltaPosition);
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Vector3 adjustedLocalDeltaPosition = new Vector3(
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localDeltaPosition.x * rootMotionMultiplier.x,
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localDeltaPosition.y,
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localDeltaPosition.z * rootMotionMultiplier.z);
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Vector3 adjustedDeltaPosition = characterTransform.TransformDirection(adjustedLocalDeltaPosition);
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if (isDashing || isDodging)
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{
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Vector3 deltaPosition = adjustedLocalDeltaPosition;
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deltaPosition.z *= isDashing ? dashMoveMultiplier : dodgeMoveMultiplier;
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horizontalMovement = characterTransform.TransformDirection(deltaPosition);
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}
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else
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{
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horizontalMovement = adjustedDeltaPosition;
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}
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verticalMovement = new Vector3(0, animator.deltaPosition.y * rootMotionMultiplier.y, 0);
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if ( /*!player.statusModule.CanMove ||*/ animationSc.isDisablingMoveXZ)
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{
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horizontalMovement = Vector3.zero;
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}
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if (animationSc.isDisablingMoveY)
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{
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verticalMovement = Vector3.zero;
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}
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}
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private void UpdateRegularMovement()
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{
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horizontalMovement = targetDirection.normalized * (moveSpeed * DeltaTime);
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verticalMovement = Vector3.zero;
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}
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/// <summary>落地检测的最短延迟(秒),避免起飞瞬间误判在地面上。</summary>
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private const float LAUNCH_GROUND_CHECK_DELAY = 0.1f;
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protected virtual void ApplyGravity()
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{
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if (!isApplyingGravity)
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{
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currentGravity = Vector3.zero;
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gravitationalMovement = Vector3.zero;
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return;
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}
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// 击飞脉冲活跃时,Y 轴位移由 ImpulseSubmodule 接管
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if (impulseSm.launchImpulse.IsActive)
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{
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// 抛物线落地检测:度过起飞延迟且已在下落阶段且触地 → 结束击飞
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if (impulseSm.launchImpulse.IsParabolic
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&& impulseSm.launchImpulse.ElapsedTime > LAUNCH_GROUND_CHECK_DELAY
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&& impulseSm.launchImpulse.SampleSignedSpeed() <= 0f
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&& groundDetector.isOnGround)
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{
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impulseSm.ClearLaunch();
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// 不 return — 落地后立即走正常的 isOnGround 重力分支
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}
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else
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{
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currentGravity = Vector3.zero;
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gravitationalMovement = Vector3.zero;
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return;
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}
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}
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if (groundDetector.isOnGround)
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{
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currentGravity = Vector3.zero;
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gravitationalMovement = Vector3.zero;
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movementModifier += Vector3.down * DeltaTime;
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return;
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}
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currentGravity = normalGravity * Vector3.down * DeltaTime;
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gravitationalMovement += currentGravity * DeltaTime;
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}
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protected virtual void UpdateFinalMovement()
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{
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horizontalMovement.y = 0;
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verticalMovement.x = 0;
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verticalMovement.z = 0;
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initiativeMovementVelocity = horizontalMovement + (verticalMovement * verticalMoveMultiplier);
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Vector3 jumpMove = new Vector3(0, jumpVelocity * DeltaTime, 0);
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Vector3 forceMove = impulseSm.Update(DeltaTime);
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finalMovementVelocity = initiativeMovementVelocity +
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gravitationalMovement * verticalMoveMultiplier * gravityMultiplier +
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forceMove +
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jumpMove * verticalMoveMultiplier;
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}
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protected Vector3 pendingPhysicsMovement;
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protected virtual void InitiativeMove()
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{
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if (owner.collisionSc.useCharacterController && owner.collisionSc.characterController.enabled)
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{
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owner.collisionSc.characterController.Move(finalMovementVelocity + movementModifier);
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}
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else
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{
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pendingPhysicsMovement += finalMovementVelocity + movementModifier;
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}
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}
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protected virtual void FixedUpdate()
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{
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if (pendingPhysicsMovement != Vector3.zero && !owner.collisionSc.useCharacterController)
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{
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if (owner.collisionSc.mainRigidbody != null)
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{
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Vector3 startPosition = owner.collisionSc.mainRigidbody.position;
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owner.collisionSc.mainRigidbody.MovePosition(startPosition + pendingPhysicsMovement);
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}
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pendingPhysicsMovement = Vector3.zero;
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}
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}
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}
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public partial class LandMovementSubcontroller
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{
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private void OnDrawGizmos()
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{
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if (!Application.isPlaying) return;
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float groundedOffset = groundDetector?.groundedOffset ?? 0.05f;
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float groundedRadius = groundDetector?.groundedLength ?? 0.1f;
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float predictDistance = -character.movementSc.finalMovementVelocity.y;
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float adjustedRadius = groundedRadius + Mathf.Max(0, predictDistance);
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position - new Vector3(0, groundedOffset, 0), adjustedRadius);
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}
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}
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}
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