2026-02-02 05:24:20 +00:00
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using System.Numerics;
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2026-01-30 06:16:16 +00:00
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using UnityEngine;
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using UnityEngine.InputSystem;
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2026-02-02 12:33:32 +00:00
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using UnityEngine.SceneManagement;
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2026-02-02 05:24:20 +00:00
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using Quaternion = UnityEngine.Quaternion;
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using Vector2 = UnityEngine.Vector2;
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2026-01-30 06:16:16 +00:00
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public class PlayerMovement : MonoBehaviour
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{
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private Rigidbody2D _rigidbody2D;
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private Collider2D _collider2D;
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private Animator _animator;
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2026-02-02 05:24:20 +00:00
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[Header("속도 설정")]
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2026-01-30 06:16:16 +00:00
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[SerializeField] private float moveSpeed = 5f;
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[SerializeField] private float jumpForce = 10f;
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[SerializeField] private float poleForce = 3f;
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[Header("감지 설정")]
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[SerializeField] private BoxCollider2D groundCheckCollider;
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[SerializeField] private BoxCollider2D hangWallCheckCollider;
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[SerializeField] private LayerMask groundLayer;
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[SerializeField] private LayerMask hangingWallLayer;
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2026-02-03 05:59:13 +00:00
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[SerializeField] private Collider2D hangingWallCollider;
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[SerializeField] private Rigidbody2D hangingWallRigidBody;
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2026-02-06 08:21:16 +00:00
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[Header("사운드 설정")]
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[SerializeField] private float footstepRate = 0.3f;
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private Vector2 inputVector;
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private bool isHanging = false;
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private float footstepTimer;
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private bool wasGrounded;
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private bool isDead = false;
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private void Awake()
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{
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_rigidbody2D = GetComponent<Rigidbody2D>();
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2026-01-30 10:53:09 +00:00
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_collider2D = GetComponent<BoxCollider2D>();
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_animator = GetComponent<Animator>();
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}
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private void FixedUpdate()
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{
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if (GameManager.instance.currentState == GameState.GameOver)
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{
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if (!isDead)
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{
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isDead = true;
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_animator.SetTrigger("Die");
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}
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_rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y);
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return;
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}
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2026-02-04 11:43:12 +00:00
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if (GameManager.instance.currentState != GameState.Playing)
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{
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_rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y);
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return;
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}
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2026-02-07 09:33:35 +00:00
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bool isGround = IsGrounded();
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float yVel = _rigidbody2D.linearVelocity.y;
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if (!wasGrounded && isGround && yVel <= 0.1f)
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{
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SoundManager.instance.PlaySFX(SfxType.Land);
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}
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wasGrounded = isGround;
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_animator.SetBool("isRun", inputVector.x != 0 && isGround);
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_animator.SetBool("isGround", isGround);
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_animator.SetFloat("yVelocity", yVel);
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if (isHanging)
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{
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if (inputVector.x != 0)
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{
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hangingWallRigidBody.AddForce(Vector2.right * inputVector.x * poleForce);
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}
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return;
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}
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HandleRotation();
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_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
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if (isGround && inputVector.x != 0)
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{
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footstepTimer -= Time.deltaTime;
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if (footstepTimer <= 0)
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{
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SoundManager.instance.PlaySFX(SfxType.Walk);
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footstepTimer = footstepRate;
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}
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}
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else
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{
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footstepTimer = 0;
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}
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}
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public void SetMoveInput(Vector2 input)
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{
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inputVector = input;
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}
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public void TryJump()
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{
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if (GameManager.instance.currentState != GameState.Playing)
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{
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return;
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}
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2026-02-01 11:12:05 +00:00
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if (isHanging)
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{
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CancelHanging();
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SoundManager.instance.PlaySFX(SfxType.Jump);
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}
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else if (IsGrounded())
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{
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SoundManager.instance.PlaySFX(SfxType.Jump);
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_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
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}
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}
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public void TryHang()
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{
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if (GameManager.instance.currentState != GameState.Playing)
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{
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return;
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}
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if (isHanging)
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{
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CancelHanging();
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}
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2026-02-02 06:18:23 +00:00
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else
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{
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Collider2D hit = Physics2D.OverlapBox(hangWallCheckCollider.bounds.center, hangWallCheckCollider.size, 0, hangingWallLayer);
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2026-02-02 06:18:23 +00:00
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if (hit != null)
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{
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HangingObject();
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}
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}
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}
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2026-02-02 12:33:32 +00:00
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private void OnReset(InputValue value)
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{
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if (value.isPressed)
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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}
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private void CancelHanging()
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{
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isHanging = false;
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_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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if (hangingWallCollider != null)
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{
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
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hangingWallCollider = null;
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}
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transform.SetParent(null, true);
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_rigidbody2D.linearVelocity = hangingWallRigidBody.linearVelocity * 4;
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hangingWallRigidBody = null;
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}
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private void HangingObject()
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{
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float direction = transform.rotation.eulerAngles.y == 180 ? -1f : 1f;
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RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.right * direction, 1f, hangingWallLayer);
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if (hit.collider != null)
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{
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isHanging = true;
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_rigidbody2D.linearVelocity = Vector2.zero;
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_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
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hangingWallCollider = hit.collider;
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hangingWallRigidBody = hit.collider.attachedRigidbody;
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, true);
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transform.position = new Vector2(hit.point.x, transform.position.y);
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gameObject.transform.SetParent(hit.transform, true);
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transform.localRotation = Quaternion.identity;
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}
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}
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private bool IsGrounded()
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{
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return groundCheckCollider.IsTouchingLayers(groundLayer);
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}
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private void HandleRotation()
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{
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if (inputVector.x > 0)
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{
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transform.rotation = Quaternion.Euler(0, 0, 0);
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}
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else if (inputVector.x < 0)
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{
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transform.rotation = Quaternion.Euler(0, 180, 0);
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}
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}
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}
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