Compare commits
5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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3c490bdae8 | ||
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36ecac038a | ||
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22df749a0e | ||
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6b1a6b83a4 | ||
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1dc80339d4 |
@@ -79,3 +79,4 @@ crashlytics-build.properties
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|||||||
ProjectSettings/Packages/com.unity.probuilder/Settings.json
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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||||||
Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||||
Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||||
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||||
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|||||||
@@ -0,0 +1,6 @@
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{
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -1,5 +1,18 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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%TAG !u! tag:unity3d.com,2011:
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m_Name:
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m_EditorClassIdentifier:
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version: 10
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--- !u!21 &2100000
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--- !u!21 &2100000
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|
||||||
@@ -1,149 +0,0 @@
|
|||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[CustomEditor(typeof(MapCoordinateSystem))]
|
|
||||||
public sealed class MapCoordinateSystemEditor : Editor
|
|
||||||
{
|
|
||||||
public override void OnInspectorGUI()
|
|
||||||
{
|
|
||||||
DrawDefaultInspector();
|
|
||||||
EditorGUILayout.HelpBox(
|
|
||||||
"Select MapCoordinates to display its grid and live crosshair coordinates in the Scene view. " +
|
|
||||||
"This visualization is not rendered in the Game view or in builds.",
|
|
||||||
MessageType.Info);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSceneGUI()
|
|
||||||
{
|
|
||||||
MapCoordinateSystem coordinateSystem = (MapCoordinateSystem)target;
|
|
||||||
if (!coordinateSystem.ShowSceneVisualization || !coordinateSystem.HasValidCorners())
|
|
||||||
return;
|
|
||||||
|
|
||||||
DrawGrid(coordinateSystem);
|
|
||||||
DrawCorners(coordinateSystem);
|
|
||||||
DrawCrosshairs(coordinateSystem);
|
|
||||||
DrawTargets(coordinateSystem);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void DrawGrid(MapCoordinateSystem coordinateSystem)
|
|
||||||
{
|
|
||||||
int divisions = coordinateSystem.GridDivisions;
|
|
||||||
GUIStyle labelStyle = CreateLabelStyle(coordinateSystem.BoundaryColor);
|
|
||||||
|
|
||||||
for (int index = 0; index <= divisions; index++)
|
|
||||||
{
|
|
||||||
float normalized = (float)index / divisions;
|
|
||||||
|
|
||||||
Vector3 verticalStart = Vector3.Lerp(
|
|
||||||
coordinateSystem.BottomLeft.position,
|
|
||||||
coordinateSystem.BottomRight.position,
|
|
||||||
normalized);
|
|
||||||
Vector3 verticalEnd = Vector3.Lerp(
|
|
||||||
coordinateSystem.TopLeft.position,
|
|
||||||
coordinateSystem.TopRight.position,
|
|
||||||
normalized);
|
|
||||||
Vector3 horizontalStart = Vector3.Lerp(
|
|
||||||
coordinateSystem.BottomLeft.position,
|
|
||||||
coordinateSystem.TopLeft.position,
|
|
||||||
normalized);
|
|
||||||
Vector3 horizontalEnd = Vector3.Lerp(
|
|
||||||
coordinateSystem.BottomRight.position,
|
|
||||||
coordinateSystem.TopRight.position,
|
|
||||||
normalized);
|
|
||||||
|
|
||||||
bool isBoundary = index == 0 || index == divisions;
|
|
||||||
Handles.color = isBoundary ? coordinateSystem.BoundaryColor : coordinateSystem.GridColor;
|
|
||||||
Handles.DrawLine(verticalStart, verticalEnd);
|
|
||||||
Handles.DrawLine(horizontalStart, horizontalEnd);
|
|
||||||
|
|
||||||
if (!coordinateSystem.ShowCoordinateLabels)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
float horizontalCoordinate = coordinateSystem.MaximumCoordinates.x * normalized;
|
|
||||||
float verticalCoordinate = coordinateSystem.MaximumCoordinates.y * normalized;
|
|
||||||
Handles.Label(verticalStart, horizontalCoordinate.ToString("0.##"), labelStyle);
|
|
||||||
Handles.Label(horizontalStart, verticalCoordinate.ToString("0.##"), labelStyle);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void DrawCorners(MapCoordinateSystem coordinateSystem)
|
|
||||||
{
|
|
||||||
Handles.color = coordinateSystem.BoundaryColor;
|
|
||||||
DrawCorner(coordinateSystem.BottomLeft, "(0, 0)", coordinateSystem);
|
|
||||||
DrawCorner(
|
|
||||||
coordinateSystem.BottomRight,
|
|
||||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, 0)",
|
|
||||||
coordinateSystem);
|
|
||||||
DrawCorner(
|
|
||||||
coordinateSystem.TopLeft,
|
|
||||||
$"(0, {coordinateSystem.MaximumCoordinates.y:0.##})",
|
|
||||||
coordinateSystem);
|
|
||||||
DrawCorner(
|
|
||||||
coordinateSystem.TopRight,
|
|
||||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, " +
|
|
||||||
$"{coordinateSystem.MaximumCoordinates.y:0.##})",
|
|
||||||
coordinateSystem);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void DrawCorner(
|
|
||||||
Transform corner,
|
|
||||||
string label,
|
|
||||||
MapCoordinateSystem coordinateSystem)
|
|
||||||
{
|
|
||||||
float size = coordinateSystem.MarkerSize * HandleUtility.GetHandleSize(corner.position);
|
|
||||||
Handles.SphereHandleCap(0, corner.position, Quaternion.identity, size, EventType.Repaint);
|
|
||||||
|
|
||||||
if (coordinateSystem.ShowCoordinateLabels)
|
|
||||||
Handles.Label(corner.position, label, CreateLabelStyle(coordinateSystem.BoundaryColor));
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void DrawCrosshairs(MapCoordinateSystem coordinateSystem)
|
|
||||||
{
|
|
||||||
MapController[] controllers =
|
|
||||||
Object.FindObjectsByType<MapController>(FindObjectsSortMode.None);
|
|
||||||
|
|
||||||
foreach (MapController controller in controllers)
|
|
||||||
{
|
|
||||||
if (controller.CoordinateSystem != coordinateSystem || controller.CrosshairVisual == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Vector3 position = controller.CrosshairVisual.position;
|
|
||||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
|
||||||
float size = coordinateSystem.MarkerSize * 1.35f * HandleUtility.GetHandleSize(position);
|
|
||||||
|
|
||||||
Handles.color = Color.yellow;
|
|
||||||
Handles.SphereHandleCap(0, position, Quaternion.identity, size, EventType.Repaint);
|
|
||||||
Handles.Label(
|
|
||||||
position,
|
|
||||||
$"Crosshair ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
|
||||||
CreateLabelStyle(Color.yellow));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void DrawTargets(MapCoordinateSystem coordinateSystem)
|
|
||||||
{
|
|
||||||
if (!coordinateSystem.ShowCoordinateLabels)
|
|
||||||
return;
|
|
||||||
|
|
||||||
MapTarget[] targets = Object.FindObjectsByType<MapTarget>(FindObjectsSortMode.None);
|
|
||||||
foreach (MapTarget mapTarget in targets)
|
|
||||||
{
|
|
||||||
if (mapTarget.CoordinateSystem != null && mapTarget.CoordinateSystem != coordinateSystem)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Vector3 position = mapTarget.transform.position;
|
|
||||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
|
||||||
Handles.Label(
|
|
||||||
position,
|
|
||||||
$"{mapTarget.name} ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
|
||||||
CreateLabelStyle(Color.red));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static GUIStyle CreateLabelStyle(Color color)
|
|
||||||
{
|
|
||||||
GUIStyle style = new(EditorStyles.boldLabel);
|
|
||||||
style.normal.textColor = color;
|
|
||||||
return style;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,98 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Main References")]
|
|
||||||
[SerializeField] private MapCrosshairController crosshair = null;
|
|
||||||
[SerializeField] private MapCoordinateSystem coordinateSystem = null;
|
|
||||||
|
|
||||||
[Header("Target System")]
|
|
||||||
[SerializeField] private MapTargetController targetController = null;
|
|
||||||
[SerializeField] private MapTarget targetPrefab = null;
|
|
||||||
[SerializeField] private Transform targetParent = null;
|
|
||||||
[SerializeField] private bool createTargetsOnStart = true;
|
|
||||||
|
|
||||||
[Header("Radar System")]
|
|
||||||
[SerializeField] private MapRadarController radarController = null;
|
|
||||||
|
|
||||||
[Header("Crosshair Objects")]
|
|
||||||
[SerializeField] private Transform relayX = null;
|
|
||||||
[SerializeField] private Transform relayY = null;
|
|
||||||
[SerializeField] private Transform crosshairVisual = null;
|
|
||||||
|
|
||||||
[Header("Input")]
|
|
||||||
[SerializeField, Min(0f)] private float movementSpeed = 1f;
|
|
||||||
[SerializeField] private bool useKeyboardInput = true;
|
|
||||||
|
|
||||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
|
||||||
public Transform CrosshairVisual => crosshairVisual;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
if (targetController != null)
|
|
||||||
{
|
|
||||||
targetController.Configure(
|
|
||||||
coordinateSystem,
|
|
||||||
targetPrefab,
|
|
||||||
targetParent);
|
|
||||||
|
|
||||||
if (createTargetsOnStart)
|
|
||||||
targetController.CreateAndPlaceTargets();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (radarController != null)
|
|
||||||
radarController.Configure(coordinateSystem, targetController, targetPrefab);
|
|
||||||
|
|
||||||
if (crosshair == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
crosshair.Configure(
|
|
||||||
coordinateSystem,
|
|
||||||
relayX,
|
|
||||||
relayY,
|
|
||||||
crosshairVisual,
|
|
||||||
movementSpeed,
|
|
||||||
useKeyboardInput,
|
|
||||||
targetController);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetHorizontalAxis(float value)
|
|
||||||
{
|
|
||||||
if (crosshair != null)
|
|
||||||
crosshair.SetHorizontalAxis(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetVerticalAxis(float value)
|
|
||||||
{
|
|
||||||
if (crosshair != null)
|
|
||||||
crosshair.SetVerticalAxis(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector2 GetCrosshairCoordinates()
|
|
||||||
{
|
|
||||||
return crosshair != null ? crosshair.GetCrosshairCoordinates() : Vector2.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateAndPlaceTargets()
|
|
||||||
{
|
|
||||||
if (targetController != null)
|
|
||||||
targetController.CreateAndPlaceTargets();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
|
||||||
{
|
|
||||||
if (crosshair != null)
|
|
||||||
return crosshair.TryGetNearestTarget(out target, out distance);
|
|
||||||
|
|
||||||
target = null;
|
|
||||||
distance = -1f;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool ActivateRadar()
|
|
||||||
{
|
|
||||||
return radarController != null && radarController.ActivateRadar();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,147 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapCoordinateSystem : MonoBehaviour
|
|
||||||
{
|
|
||||||
public const float CoordinateMaximum = 10f;
|
|
||||||
|
|
||||||
[Header("Coordinate Bounds")]
|
|
||||||
[SerializeField] private Transform bottomLeft = null;
|
|
||||||
[SerializeField] private Transform bottomRight = null;
|
|
||||||
[SerializeField] private Transform topLeft = null;
|
|
||||||
[SerializeField] private Transform topRight = null;
|
|
||||||
|
|
||||||
[Header("Square Bounds")]
|
|
||||||
[SerializeField, Min(0.001f)] private float squareSize = 5.14925f;
|
|
||||||
|
|
||||||
[Header("Scene View Visualization")]
|
|
||||||
[SerializeField] private bool showSceneVisualization = true;
|
|
||||||
[SerializeField, Range(1, 20)] private int gridDivisions = 10;
|
|
||||||
[SerializeField] private bool showCoordinateLabels = true;
|
|
||||||
[SerializeField] private Color boundaryColor = new(0f, 0.85f, 1f, 1f);
|
|
||||||
[SerializeField] private Color gridColor = new(0f, 0.85f, 1f, 0.3f);
|
|
||||||
[SerializeField, Min(0.001f)] private float markerSize = 0.06f;
|
|
||||||
|
|
||||||
public Vector2 MaximumCoordinates => new(CoordinateMaximum, CoordinateMaximum);
|
|
||||||
public float SquareSize => Mathf.Max(0.001f, squareSize);
|
|
||||||
public bool ShowSceneVisualization => showSceneVisualization;
|
|
||||||
public int GridDivisions => Mathf.Max(1, gridDivisions);
|
|
||||||
public bool ShowCoordinateLabels => showCoordinateLabels;
|
|
||||||
public Color BoundaryColor => boundaryColor;
|
|
||||||
public Color GridColor => gridColor;
|
|
||||||
public float MarkerSize => Mathf.Max(0.001f, markerSize);
|
|
||||||
public Transform BottomLeft => bottomLeft;
|
|
||||||
public Transform BottomRight => bottomRight;
|
|
||||||
public Transform TopLeft => topLeft;
|
|
||||||
public Transform TopRight => topRight;
|
|
||||||
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
squareSize = Mathf.Max(0.001f, squareSize);
|
|
||||||
ApplySquareBounds();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplySquareBounds()
|
|
||||||
{
|
|
||||||
if (!HasValidCorners())
|
|
||||||
return;
|
|
||||||
|
|
||||||
Vector3 origin = bottomLeft.position;
|
|
||||||
Vector3 rightDirection = bottomRight.position - origin;
|
|
||||||
Vector3 upDirection = topLeft.position - origin;
|
|
||||||
if (rightDirection.sqrMagnitude <= Mathf.Epsilon || upDirection.sqrMagnitude <= Mathf.Epsilon)
|
|
||||||
return;
|
|
||||||
|
|
||||||
rightDirection.Normalize();
|
|
||||||
upDirection = Vector3.ProjectOnPlane(upDirection, rightDirection);
|
|
||||||
if (upDirection.sqrMagnitude <= Mathf.Epsilon)
|
|
||||||
return;
|
|
||||||
|
|
||||||
upDirection.Normalize();
|
|
||||||
float size = SquareSize;
|
|
||||||
bottomRight.position = origin + rightDirection * size;
|
|
||||||
topLeft.position = origin + upDirection * size;
|
|
||||||
topRight.position = origin + (rightDirection + upDirection) * size;
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector2 ClampCoordinates(Vector2 coordinates)
|
|
||||||
{
|
|
||||||
return new Vector2(
|
|
||||||
Mathf.Clamp(coordinates.x, 0f, CoordinateMaximum),
|
|
||||||
Mathf.Clamp(coordinates.y, 0f, CoordinateMaximum));
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 CoordinatesToWorldPosition(Vector2 coordinates)
|
|
||||||
{
|
|
||||||
if (!HasValidCorners())
|
|
||||||
return transform.position;
|
|
||||||
|
|
||||||
Vector2 clamped = ClampCoordinates(coordinates);
|
|
||||||
float horizontal = clamped.x / CoordinateMaximum;
|
|
||||||
float vertical = clamped.y / CoordinateMaximum;
|
|
||||||
|
|
||||||
Vector3 bottom = Vector3.Lerp(bottomLeft.position, bottomRight.position, horizontal);
|
|
||||||
Vector3 top = Vector3.Lerp(topLeft.position, topRight.position, horizontal);
|
|
||||||
return Vector3.Lerp(bottom, top, vertical);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector2 WorldPositionToCoordinates(Vector3 worldPosition)
|
|
||||||
{
|
|
||||||
if (!HasValidCorners())
|
|
||||||
return Vector2.zero;
|
|
||||||
|
|
||||||
Vector3 horizontalEdge = bottomRight.position - bottomLeft.position;
|
|
||||||
Vector3 verticalEdge = topLeft.position - bottomLeft.position;
|
|
||||||
Vector3 fromBottomLeft = worldPosition - bottomLeft.position;
|
|
||||||
|
|
||||||
float horizontal = horizontalEdge.sqrMagnitude > Mathf.Epsilon
|
|
||||||
? Vector3.Dot(fromBottomLeft, horizontalEdge) / horizontalEdge.sqrMagnitude
|
|
||||||
: 0f;
|
|
||||||
float vertical = verticalEdge.sqrMagnitude > Mathf.Epsilon
|
|
||||||
? Vector3.Dot(fromBottomLeft, verticalEdge) / verticalEdge.sqrMagnitude
|
|
||||||
: 0f;
|
|
||||||
|
|
||||||
for (int iteration = 0; iteration < 6; iteration++)
|
|
||||||
{
|
|
||||||
Vector3 current = BilinearPosition(horizontal, vertical);
|
|
||||||
Vector3 error = worldPosition - current;
|
|
||||||
Vector3 horizontalDerivative = Vector3.Lerp(
|
|
||||||
bottomRight.position - bottomLeft.position,
|
|
||||||
topRight.position - topLeft.position,
|
|
||||||
vertical);
|
|
||||||
Vector3 verticalDerivative = Vector3.Lerp(
|
|
||||||
topLeft.position - bottomLeft.position,
|
|
||||||
topRight.position - bottomRight.position,
|
|
||||||
horizontal);
|
|
||||||
|
|
||||||
float horizontalLength = Vector3.Dot(horizontalDerivative, horizontalDerivative);
|
|
||||||
float mixedLength = Vector3.Dot(horizontalDerivative, verticalDerivative);
|
|
||||||
float verticalLength = Vector3.Dot(verticalDerivative, verticalDerivative);
|
|
||||||
float determinant = horizontalLength * verticalLength - mixedLength * mixedLength;
|
|
||||||
if (Mathf.Abs(determinant) <= Mathf.Epsilon)
|
|
||||||
break;
|
|
||||||
|
|
||||||
float horizontalError = Vector3.Dot(horizontalDerivative, error);
|
|
||||||
float verticalError = Vector3.Dot(verticalDerivative, error);
|
|
||||||
horizontal += (horizontalError * verticalLength - verticalError * mixedLength) / determinant;
|
|
||||||
vertical += (verticalError * horizontalLength - horizontalError * mixedLength) / determinant;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2 coordinates = new(
|
|
||||||
horizontal * CoordinateMaximum,
|
|
||||||
vertical * CoordinateMaximum);
|
|
||||||
return ClampCoordinates(coordinates);
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector3 BilinearPosition(float horizontal, float vertical)
|
|
||||||
{
|
|
||||||
Vector3 bottom = Vector3.LerpUnclamped(bottomLeft.position, bottomRight.position, horizontal);
|
|
||||||
Vector3 top = Vector3.LerpUnclamped(topLeft.position, topRight.position, horizontal);
|
|
||||||
return Vector3.LerpUnclamped(bottom, top, vertical);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool HasValidCorners()
|
|
||||||
{
|
|
||||||
return bottomLeft != null && bottomRight != null && topLeft != null && topRight != null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,181 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapCrosshairController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Nearest Target (Runtime)")]
|
|
||||||
[SerializeField] private MapTarget nearestTarget = null;
|
|
||||||
[SerializeField] private float distanceToNearestTarget = -1f;
|
|
||||||
|
|
||||||
private MapCoordinateSystem coordinateSystem;
|
|
||||||
private MapTargetController targetController;
|
|
||||||
private Transform relayX;
|
|
||||||
private Transform relayY;
|
|
||||||
private Transform crosshairVisual;
|
|
||||||
private float movementSpeed;
|
|
||||||
private bool useKeyboardInput;
|
|
||||||
private float horizontalAxis;
|
|
||||||
private float verticalAxis;
|
|
||||||
private Vector2 crosshairCoordinates;
|
|
||||||
private Vector3 relayXOffset;
|
|
||||||
private Vector3 relayYOffset;
|
|
||||||
private bool isConfigured;
|
|
||||||
|
|
||||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
|
||||||
|
|
||||||
public void Configure(
|
|
||||||
MapCoordinateSystem newCoordinateSystem,
|
|
||||||
Transform newRelayX,
|
|
||||||
Transform newRelayY,
|
|
||||||
Transform newCrosshairVisual,
|
|
||||||
float newMovementSpeed,
|
|
||||||
bool enableKeyboardInput,
|
|
||||||
MapTargetController newTargetController)
|
|
||||||
{
|
|
||||||
coordinateSystem = newCoordinateSystem;
|
|
||||||
relayX = newRelayX;
|
|
||||||
relayY = newRelayY;
|
|
||||||
crosshairVisual = newCrosshairVisual;
|
|
||||||
movementSpeed = Mathf.Max(0f, newMovementSpeed);
|
|
||||||
useKeyboardInput = enableKeyboardInput;
|
|
||||||
targetController = newTargetController;
|
|
||||||
crosshairCoordinates = Vector2.zero;
|
|
||||||
isConfigured = CalibrateObjects();
|
|
||||||
|
|
||||||
if (isConfigured)
|
|
||||||
ApplyCoordinates();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (!isConfigured)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (useKeyboardInput)
|
|
||||||
ReadKeyboardInput();
|
|
||||||
|
|
||||||
Vector2 movement = new(horizontalAxis, verticalAxis);
|
|
||||||
crosshairCoordinates += movement * (movementSpeed * Time.deltaTime);
|
|
||||||
crosshairCoordinates = coordinateSystem.ClampCoordinates(crosshairCoordinates);
|
|
||||||
ApplyCoordinates();
|
|
||||||
UpdateNearestTarget();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetHorizontalAxis(float value)
|
|
||||||
{
|
|
||||||
horizontalAxis = Mathf.Clamp(value, -1f, 1f);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetVerticalAxis(float value)
|
|
||||||
{
|
|
||||||
verticalAxis = Mathf.Clamp(value, -1f, 1f);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector2 GetCrosshairCoordinates()
|
|
||||||
{
|
|
||||||
return crosshairCoordinates;
|
|
||||||
}
|
|
||||||
|
|
||||||
public MapTarget GetNearestTarget()
|
|
||||||
{
|
|
||||||
return nearestTarget;
|
|
||||||
}
|
|
||||||
|
|
||||||
public float GetDistanceToNearestTarget()
|
|
||||||
{
|
|
||||||
return distanceToNearestTarget;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
|
||||||
{
|
|
||||||
target = nearestTarget;
|
|
||||||
distance = distanceToNearestTarget;
|
|
||||||
return target != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ReadKeyboardInput()
|
|
||||||
{
|
|
||||||
Keyboard keyboard = Keyboard.current;
|
|
||||||
if (keyboard == null)
|
|
||||||
{
|
|
||||||
SetHorizontalAxis(0f);
|
|
||||||
SetVerticalAxis(0f);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetHorizontalAxis(
|
|
||||||
(keyboard.lKey.isPressed ? 1f : 0f) - (keyboard.jKey.isPressed ? 1f : 0f));
|
|
||||||
SetVerticalAxis(
|
|
||||||
(keyboard.iKey.isPressed ? 1f : 0f) - (keyboard.kKey.isPressed ? 1f : 0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ApplyCoordinates()
|
|
||||||
{
|
|
||||||
Vector3 targetWorldPosition = coordinateSystem.CoordinatesToWorldPosition(crosshairCoordinates);
|
|
||||||
crosshairVisual.position = targetWorldPosition;
|
|
||||||
|
|
||||||
if (relayX != null)
|
|
||||||
relayX.position = coordinateSystem.CoordinatesToWorldPosition(
|
|
||||||
new Vector2(crosshairCoordinates.x, 0f)) + relayXOffset;
|
|
||||||
|
|
||||||
if (relayY != null)
|
|
||||||
relayY.position = coordinateSystem.CoordinatesToWorldPosition(
|
|
||||||
new Vector2(0f, crosshairCoordinates.y)) + relayYOffset;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool CalibrateObjects()
|
|
||||||
{
|
|
||||||
if (coordinateSystem == null || crosshairVisual == null || !coordinateSystem.HasValidCorners())
|
|
||||||
return false;
|
|
||||||
|
|
||||||
Vector3 origin = coordinateSystem.CoordinatesToWorldPosition(Vector2.zero);
|
|
||||||
Vector3 horizontalDirection =
|
|
||||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(MapCoordinateSystem.CoordinateMaximum, 0f)) -
|
|
||||||
origin;
|
|
||||||
Vector3 verticalDirection =
|
|
||||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(0f, MapCoordinateSystem.CoordinateMaximum)) -
|
|
||||||
origin;
|
|
||||||
|
|
||||||
if (horizontalDirection.sqrMagnitude <= Mathf.Epsilon ||
|
|
||||||
verticalDirection.sqrMagnitude <= Mathf.Epsilon)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
horizontalDirection.Normalize();
|
|
||||||
verticalDirection.Normalize();
|
|
||||||
|
|
||||||
if (relayX != null)
|
|
||||||
relayXOffset = Vector3.ProjectOnPlane(relayX.position - origin, horizontalDirection);
|
|
||||||
|
|
||||||
if (relayY != null)
|
|
||||||
relayYOffset = Vector3.ProjectOnPlane(relayY.position - origin, verticalDirection);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateNearestTarget()
|
|
||||||
{
|
|
||||||
nearestTarget = null;
|
|
||||||
distanceToNearestTarget = -1f;
|
|
||||||
|
|
||||||
if (targetController == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
float nearestSqrDistance = float.PositiveInfinity;
|
|
||||||
foreach (MapTarget target in targetController.Targets)
|
|
||||||
{
|
|
||||||
if (target == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
float sqrDistance = (target.MapCoordinates - crosshairCoordinates).sqrMagnitude;
|
|
||||||
if (sqrDistance >= nearestSqrDistance)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
nearestSqrDistance = sqrDistance;
|
|
||||||
nearestTarget = target;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (nearestTarget != null)
|
|
||||||
distanceToNearestTarget = Mathf.Sqrt(nearestSqrDistance);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,113 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapRadarController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Radar Settings")]
|
|
||||||
[SerializeField, Min(0f)] private float cooldown = 5f;
|
|
||||||
[SerializeField] private bool useKeyboardInput = true;
|
|
||||||
|
|
||||||
[Header("Radar State (Runtime)")]
|
|
||||||
[SerializeField] private float cooldownRemaining;
|
|
||||||
|
|
||||||
private readonly List<GameObject> radarMarks = new();
|
|
||||||
private MapCoordinateSystem coordinateSystem;
|
|
||||||
private MapTargetController targetController;
|
|
||||||
private MapTarget radarMarkPrefab;
|
|
||||||
private float nextActivationTime;
|
|
||||||
private bool isConfigured;
|
|
||||||
|
|
||||||
public float CooldownRemaining => cooldownRemaining;
|
|
||||||
public bool IsReady => cooldownRemaining <= 0f;
|
|
||||||
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
cooldown = Mathf.Max(0f, cooldown);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Configure(
|
|
||||||
MapCoordinateSystem newCoordinateSystem,
|
|
||||||
MapTargetController newTargetController,
|
|
||||||
MapTarget newRadarMarkPrefab)
|
|
||||||
{
|
|
||||||
coordinateSystem = newCoordinateSystem;
|
|
||||||
targetController = newTargetController;
|
|
||||||
radarMarkPrefab = newRadarMarkPrefab;
|
|
||||||
isConfigured = coordinateSystem != null &&
|
|
||||||
coordinateSystem.HasValidCorners() &&
|
|
||||||
targetController != null &&
|
|
||||||
radarMarkPrefab != null;
|
|
||||||
|
|
||||||
if (targetController != null)
|
|
||||||
targetController.SetTargetVisualsVisible(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
|
||||||
|
|
||||||
if (!useKeyboardInput)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Keyboard keyboard = Keyboard.current;
|
|
||||||
if (keyboard != null && keyboard.oKey.wasPressedThisFrame)
|
|
||||||
ActivateRadar();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool ActivateRadar()
|
|
||||||
{
|
|
||||||
if (!isConfigured || Time.time < nextActivationTime)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
PlaceRadarMarks();
|
|
||||||
nextActivationTime = Time.time + Mathf.Max(0f, cooldown);
|
|
||||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PlaceRadarMarks()
|
|
||||||
{
|
|
||||||
int targetCount = targetController.Targets.Count;
|
|
||||||
EnsureRadarMarkCount(targetCount);
|
|
||||||
|
|
||||||
for (int index = 0; index < radarMarks.Count; index++)
|
|
||||||
{
|
|
||||||
bool hasTarget = index < targetCount && targetController.Targets[index] != null;
|
|
||||||
GameObject radarMark = radarMarks[index];
|
|
||||||
radarMark.SetActive(hasTarget);
|
|
||||||
|
|
||||||
if (!hasTarget)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
MapTarget target = targetController.Targets[index];
|
|
||||||
radarMark.name = $"Radar Mark - {target.name}";
|
|
||||||
radarMark.transform.position =
|
|
||||||
coordinateSystem.CoordinatesToWorldPosition(target.MapCoordinates);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EnsureRadarMarkCount(int requiredCount)
|
|
||||||
{
|
|
||||||
while (radarMarks.Count < requiredCount)
|
|
||||||
{
|
|
||||||
GameObject radarMark = Instantiate(radarMarkPrefab.gameObject, transform);
|
|
||||||
PrepareRadarMark(radarMark);
|
|
||||||
radarMarks.Add(radarMark);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void PrepareRadarMark(GameObject radarMark)
|
|
||||||
{
|
|
||||||
MapTarget targetMovement = radarMark.GetComponent<MapTarget>();
|
|
||||||
if (targetMovement != null)
|
|
||||||
targetMovement.enabled = false;
|
|
||||||
|
|
||||||
foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
|
|
||||||
targetCollider.enabled = false;
|
|
||||||
|
|
||||||
foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
|
|
||||||
targetRenderer.enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 168bf77c50d14e44a54a3a2e6717d012
|
|
||||||
@@ -1,88 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapTarget : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Map Position (Runtime)")]
|
|
||||||
[SerializeField] private Vector2 mapCoordinates;
|
|
||||||
|
|
||||||
private MapCoordinateSystem coordinateSystem;
|
|
||||||
private Vector2 movementDirection;
|
|
||||||
private float movementSpeed;
|
|
||||||
private bool isConfigured;
|
|
||||||
private Renderer[] targetRenderers;
|
|
||||||
|
|
||||||
public Vector2 MapCoordinates => mapCoordinates;
|
|
||||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
|
||||||
|
|
||||||
public void Configure(
|
|
||||||
MapCoordinateSystem newCoordinateSystem,
|
|
||||||
Vector2 startCoordinates,
|
|
||||||
float newMovementSpeed,
|
|
||||||
Vector2 initialDirection)
|
|
||||||
{
|
|
||||||
coordinateSystem = newCoordinateSystem;
|
|
||||||
movementSpeed = Mathf.Max(0f, newMovementSpeed);
|
|
||||||
movementDirection = initialDirection.sqrMagnitude > Mathf.Epsilon
|
|
||||||
? initialDirection.normalized
|
|
||||||
: Vector2.right;
|
|
||||||
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
|
|
||||||
SetMapCoordinates(startCoordinates);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (!isConfigured || movementSpeed <= 0f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Vector2 nextCoordinates = mapCoordinates + movementDirection * (movementSpeed * Time.deltaTime);
|
|
||||||
ReflectAtMapBounds(ref nextCoordinates);
|
|
||||||
SetMapCoordinates(nextCoordinates);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetMapCoordinates(Vector2 coordinates)
|
|
||||||
{
|
|
||||||
mapCoordinates = coordinateSystem != null
|
|
||||||
? coordinateSystem.ClampCoordinates(coordinates)
|
|
||||||
: new Vector2(
|
|
||||||
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
|
|
||||||
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
|
|
||||||
|
|
||||||
if (isConfigured)
|
|
||||||
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector2 GetMapCoordinates()
|
|
||||||
{
|
|
||||||
return mapCoordinates;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetVisualsVisible(bool isVisible)
|
|
||||||
{
|
|
||||||
if (targetRenderers == null)
|
|
||||||
targetRenderers = GetComponentsInChildren<Renderer>(true);
|
|
||||||
|
|
||||||
foreach (Renderer targetRenderer in targetRenderers)
|
|
||||||
{
|
|
||||||
if (targetRenderer != null)
|
|
||||||
targetRenderer.enabled = isVisible;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ReflectAtMapBounds(ref Vector2 coordinates)
|
|
||||||
{
|
|
||||||
float maximum = MapCoordinateSystem.CoordinateMaximum;
|
|
||||||
|
|
||||||
if (coordinates.x < 0f || coordinates.x > maximum)
|
|
||||||
{
|
|
||||||
movementDirection.x = -movementDirection.x;
|
|
||||||
coordinates.x = Mathf.Clamp(coordinates.x, 0f, maximum);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (coordinates.y < 0f || coordinates.y > maximum)
|
|
||||||
{
|
|
||||||
movementDirection.y = -movementDirection.y;
|
|
||||||
coordinates.y = Mathf.Clamp(coordinates.y, 0f, maximum);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2ae53f81d9ed4a0fb8d3496feac79ca1
|
|
||||||
@@ -1,113 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
public sealed class MapTargetController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Target Settings")]
|
|
||||||
[SerializeField, Min(0)] private int targetCount = 5;
|
|
||||||
[SerializeField, Min(0f)] private float targetMovementSpeed = 1f;
|
|
||||||
|
|
||||||
private readonly List<MapTarget> targets = new();
|
|
||||||
private MapCoordinateSystem coordinateSystem;
|
|
||||||
private MapTarget targetPrefab;
|
|
||||||
private Transform targetParent;
|
|
||||||
private bool isConfigured;
|
|
||||||
|
|
||||||
public IReadOnlyList<MapTarget> Targets => targets;
|
|
||||||
public int TargetCount => targetCount;
|
|
||||||
public float TargetMovementSpeed => targetMovementSpeed;
|
|
||||||
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
targetCount = Mathf.Max(0, targetCount);
|
|
||||||
targetMovementSpeed = Mathf.Max(0f, targetMovementSpeed);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Configure(
|
|
||||||
MapCoordinateSystem newCoordinateSystem,
|
|
||||||
MapTarget newTargetPrefab,
|
|
||||||
Transform newTargetParent)
|
|
||||||
{
|
|
||||||
coordinateSystem = newCoordinateSystem;
|
|
||||||
targetPrefab = newTargetPrefab;
|
|
||||||
targetParent = newTargetParent != null ? newTargetParent : transform;
|
|
||||||
isConfigured = coordinateSystem != null &&
|
|
||||||
coordinateSystem.HasValidCorners() &&
|
|
||||||
targetPrefab != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateAndPlaceTargets()
|
|
||||||
{
|
|
||||||
if (!isConfigured)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("Target system is not configured.", this);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
RegisterExistingTargets();
|
|
||||||
|
|
||||||
while (targets.Count < targetCount)
|
|
||||||
{
|
|
||||||
MapTarget target = Instantiate(targetPrefab, targetParent);
|
|
||||||
target.name = $"Target_{targets.Count + 1}";
|
|
||||||
targets.Add(target);
|
|
||||||
}
|
|
||||||
|
|
||||||
while (targets.Count > targetCount)
|
|
||||||
{
|
|
||||||
int lastIndex = targets.Count - 1;
|
|
||||||
MapTarget target = targets[lastIndex];
|
|
||||||
targets.RemoveAt(lastIndex);
|
|
||||||
|
|
||||||
if (target != null)
|
|
||||||
Destroy(target.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int index = 0; index < targets.Count; index++)
|
|
||||||
{
|
|
||||||
MapTarget target = targets[index];
|
|
||||||
if (target == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
target.Configure(
|
|
||||||
coordinateSystem,
|
|
||||||
GetRandomCoordinates(),
|
|
||||||
targetMovementSpeed,
|
|
||||||
Random.insideUnitCircle.normalized);
|
|
||||||
target.SetVisualsVisible(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetTargetVisualsVisible(bool isVisible)
|
|
||||||
{
|
|
||||||
foreach (MapTarget target in targets)
|
|
||||||
{
|
|
||||||
if (target != null)
|
|
||||||
target.SetVisualsVisible(isVisible);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public MapTarget GetTarget(int index)
|
|
||||||
{
|
|
||||||
return index >= 0 && index < targets.Count ? targets[index] : null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RegisterExistingTargets()
|
|
||||||
{
|
|
||||||
targets.Clear();
|
|
||||||
MapTarget[] existingTargets = targetParent.GetComponentsInChildren<MapTarget>(true);
|
|
||||||
|
|
||||||
foreach (MapTarget target in existingTargets)
|
|
||||||
{
|
|
||||||
if (target != null && !targets.Contains(target))
|
|
||||||
targets.Add(target);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Vector2 GetRandomCoordinates()
|
|
||||||
{
|
|
||||||
float maximum = MapCoordinateSystem.CoordinateMaximum;
|
|
||||||
return new Vector2(Random.Range(0f, maximum), Random.Range(0f, maximum));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
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|
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|
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|||||||
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|
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user