Geschaeft Update
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 | 
				
			||||||
 | 
					    minBoneWeight: 0.001
 | 
				
			||||||
 | 
					    optimizeBones: 1
 | 
				
			||||||
 | 
					    meshOptimizationFlags: -1
 | 
				
			||||||
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					    indexFormat: 0
 | 
				
			||||||
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					    secondaryUVAngleDistortion: 8
 | 
				
			||||||
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					    secondaryUVAreaDistortion: 15.000001
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			||||||
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					    secondaryUVHardAngle: 88
 | 
				
			||||||
 | 
					    secondaryUVMarginMethod: 1
 | 
				
			||||||
 | 
					    secondaryUVMinLightmapResolution: 40
 | 
				
			||||||
 | 
					    secondaryUVMinObjectScale: 1
 | 
				
			||||||
 | 
					    secondaryUVPackMargin: 4
 | 
				
			||||||
 | 
					    useFileScale: 0
 | 
				
			||||||
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					    strictVertexDataChecks: 0
 | 
				
			||||||
 | 
					  tangentSpace:
 | 
				
			||||||
 | 
					    normalSmoothAngle: 60
 | 
				
			||||||
 | 
					    normalImportMode: 1
 | 
				
			||||||
 | 
					    tangentImportMode: 3
 | 
				
			||||||
 | 
					    normalCalculationMode: 4
 | 
				
			||||||
 | 
					    legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
 | 
				
			||||||
 | 
					    blendShapeNormalImportMode: 1
 | 
				
			||||||
 | 
					    normalSmoothingSource: 0
 | 
				
			||||||
 | 
					  referencedClips: []
 | 
				
			||||||
 | 
					  importAnimation: 1
 | 
				
			||||||
 | 
					  humanDescription:
 | 
				
			||||||
 | 
					    serializedVersion: 3
 | 
				
			||||||
 | 
					    human: []
 | 
				
			||||||
 | 
					    skeleton: []
 | 
				
			||||||
 | 
					    armTwist: 0.5
 | 
				
			||||||
 | 
					    foreArmTwist: 0.5
 | 
				
			||||||
 | 
					    upperLegTwist: 0.5
 | 
				
			||||||
 | 
					    legTwist: 0.5
 | 
				
			||||||
 | 
					    armStretch: 0.05
 | 
				
			||||||
 | 
					    legStretch: 0.05
 | 
				
			||||||
 | 
					    feetSpacing: 0
 | 
				
			||||||
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					    globalScale: 1
 | 
				
			||||||
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					    rootMotionBoneName: 
 | 
				
			||||||
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					    hasTranslationDoF: 0
 | 
				
			||||||
 | 
					    hasExtraRoot: 0
 | 
				
			||||||
 | 
					    skeletonHasParents: 1
 | 
				
			||||||
 | 
					  lastHumanDescriptionAvatarSource: {instanceID: 0}
 | 
				
			||||||
 | 
					  autoGenerateAvatarMappingIfUnspecified: 1
 | 
				
			||||||
 | 
					  animationType: 2
 | 
				
			||||||
 | 
					  humanoidOversampling: 1
 | 
				
			||||||
 | 
					  avatarSetup: 0
 | 
				
			||||||
 | 
					  addHumanoidExtraRootOnlyWhenUsingAvatar: 1
 | 
				
			||||||
 | 
					  importBlendShapeDeformPercent: 1
 | 
				
			||||||
 | 
					  remapMaterialsIfMaterialImportModeIsNone: 0
 | 
				
			||||||
 | 
					  additionalBone: 0
 | 
				
			||||||
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					  userData: 
 | 
				
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 | 
					  assetBundleName: 
 | 
				
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 | 
					  assetBundleVariant: 
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			||||||
							
								
								
									
										8
									
								
								Viagg-io/Assets/PlacmentTool.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Viagg-io/Assets/PlacmentTool.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
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					guid: 6943dd0e44c2f82429b3a51a8b802281
 | 
				
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 | 
					folderAsset: yes
 | 
				
			||||||
 | 
					DefaultImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
							
								
								
									
										8
									
								
								Viagg-io/Assets/PlacmentTool/Editor.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Viagg-io/Assets/PlacmentTool/Editor.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: b2ca50dcae34dcc4ab7a34c5d6b2d934
 | 
				
			||||||
 | 
					folderAsset: yes
 | 
				
			||||||
 | 
					DefaultImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
							
								
								
									
										630
									
								
								Viagg-io/Assets/PlacmentTool/Editor/PrefabPlacementTool.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										630
									
								
								Viagg-io/Assets/PlacmentTool/Editor/PrefabPlacementTool.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,630 @@
 | 
				
			|||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class PrefabPlacementTool : EditorWindow
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public enum Type
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Physical,
 | 
				
			||||||
 | 
					        Place,
 | 
				
			||||||
 | 
					        Decal,
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public Type type = Type.Physical;
 | 
				
			||||||
 | 
					    private Type previousType = Type.Physical; // Äîáàâèì ïåðåìåííóþ äëÿ õðàíåíèÿ ïðåäûäóùåãî ðåæèìà
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public enum Mode
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Sequential,
 | 
				
			||||||
 | 
					        Random,
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public Mode mode = Mode.Sequential;
 | 
				
			||||||
 | 
					   
 | 
				
			||||||
 | 
					    [HideInInspector]
 | 
				
			||||||
 | 
					    private List<GameObject> prefabsToPlace = new List<GameObject>();
 | 
				
			||||||
 | 
					    private List<GameObject> prefabsToRemove = new List<GameObject>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public Vector3 rotation;
 | 
				
			||||||
 | 
					    public bool randomRotation;
 | 
				
			||||||
 | 
					    public Vector3 randomSizeMin = new Vector3(1f, 1f, 1f);
 | 
				
			||||||
 | 
					    public Vector3 randomSizeMax = new Vector3(1f, 1f, 1f);
 | 
				
			||||||
 | 
					    public bool sizeProportionally = true;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float placementHeight = 1.0f;
 | 
				
			||||||
 | 
					    private int currentPrefabIndex = 0;
 | 
				
			||||||
 | 
					    private int groupIndex = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [HideInInspector]
 | 
				
			||||||
 | 
					    private string savePath = "Assets/PlacmentTool/Prefabs/SavePrefab/"; // Íà÷àëüíîå çíà÷åíèå ïóòè ñîõðàíåíèÿ
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public GameObject pointerPrefab;
 | 
				
			||||||
 | 
					    public GameObject pointerPrefabHeight;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private GameObject pointerInstance;
 | 
				
			||||||
 | 
					    private GameObject pointerHeightInstance;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public bool showPrefabsList = true;
 | 
				
			||||||
 | 
					    private bool isPlaying = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void FindPointerPrefabs()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        pointerPrefab = FindPrefabByName("PointerPrefab");
 | 
				
			||||||
 | 
					        pointerPrefabHeight = FindPrefabByName("PointerHeightPrefab");
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    GameObject FindPrefabByName(string prefabName)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        string[] guids = AssetDatabase.FindAssets(prefabName); // Èùåì ïðåôàáû ñ óêàçàííûì èìåíåì
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (guids.Length > 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            string path = AssetDatabase.GUIDToAssetPath(guids[0]); // Áåðåì ïåðâûé íàéäåííûé ïðåôàá
 | 
				
			||||||
 | 
					            return AssetDatabase.LoadAssetAtPath<GameObject>(path);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.LogError("Prefab with name " + prefabName + " not found!");
 | 
				
			||||||
 | 
					            return null;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (isPlaying)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (Input.GetMouseButtonDown(0))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    DeleteObjectUnderCursor();
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                else
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    PlaceNextPrefab();
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Ïðîâåðêà íà èçìåíåíèå ðåæèìà
 | 
				
			||||||
 | 
					        if (type != previousType)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                if (pointerHeightInstance != null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    Destroy(pointerHeightInstance);
 | 
				
			||||||
 | 
					                    pointerHeightInstance = null;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            previousType = type; // Îáíîâëÿåì ïðåäûäóùèé ðåæèì
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        MovePointerWithCursor();
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void OnGUI()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.LabelField("Prefab Placement Tool Settings", EditorStyles.boldLabel);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        type = (Type)EditorGUILayout.EnumPopup("Placement Type", type);
 | 
				
			||||||
 | 
					        mode = (Mode)EditorGUILayout.EnumPopup("Placement Mode", mode);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					        List<GameObject> prefabsToRemove = new List<GameObject>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        for (int i = 0; i < prefabsToPlace.Count; i++)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            EditorGUILayout.BeginHorizontal();
 | 
				
			||||||
 | 
					            prefabsToPlace[i] = (GameObject)EditorGUILayout.ObjectField("Prefab " + i, prefabsToPlace[i], typeof(GameObject), false);
 | 
				
			||||||
 | 
					            if (GUILayout.Button("Remove"))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                prefabsToRemove.Add(prefabsToPlace[i]);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            EditorGUILayout.EndHorizontal();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Óäàëåíèå ýëåìåíòîâ ïîñëå çàâåðøåíèÿ îòðèñîâêè èíòåðôåéñà
 | 
				
			||||||
 | 
					        foreach (var prefab in prefabsToRemove)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            prefabsToPlace.Remove(prefab);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        prefabsToRemove.Clear();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Add Prefab"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            prefabsToPlace.Add(null);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        GUILayout.Space(20);
 | 
				
			||||||
 | 
					        // Ïåðåíåñëè êíîïêó "Clear List" íèæå ñïèñêà ïðåôàáîâ
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Clear List"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            prefabsToPlace.Clear();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					        rotation = EditorGUILayout.Vector3Field("Rotation", rotation);
 | 
				
			||||||
 | 
					        randomRotation = EditorGUILayout.Toggle("Random Rotation", randomRotation);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					        sizeProportionally = EditorGUILayout.Toggle("Size Proportionally", sizeProportionally);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (sizeProportionally)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            float minSize = EditorGUILayout.FloatField("Random Size Min", randomSizeMin.x);
 | 
				
			||||||
 | 
					            randomSizeMin = new Vector3(minSize, minSize, minSize);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            float maxSize = EditorGUILayout.FloatField("Random Size Max", randomSizeMax.x);
 | 
				
			||||||
 | 
					            randomSizeMax = new Vector3(maxSize, maxSize, maxSize);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            randomSizeMin = EditorGUILayout.Vector3Field("Random Size Min", randomSizeMin);
 | 
				
			||||||
 | 
					            randomSizeMax = EditorGUILayout.Vector3Field("Random Size Max", randomSizeMax);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUILayout.Space(10);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Clear Objects"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            ClearObjects();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUILayout.Space(20);
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Group Objects"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            GroupObjects();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Save Grouped Prefab"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            SavePrefabs();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUILayout.Space(10);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.BeginHorizontal();
 | 
				
			||||||
 | 
					        GUILayout.FlexibleSpace();
 | 
				
			||||||
 | 
					        EditorGUILayout.EndHorizontal();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUILayout.Space(10);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUILayout.Label("Save Path", EditorStyles.boldLabel);
 | 
				
			||||||
 | 
					        GUILayout.BeginHorizontal();
 | 
				
			||||||
 | 
					        savePath = EditorGUILayout.TextField(savePath);
 | 
				
			||||||
 | 
					        if (GUILayout.Button("Select Folder", GUILayout.Width(100)))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            string selectedPath = EditorUtility.OpenFolderPanel("Select Save Folder", "", "");
 | 
				
			||||||
 | 
					            if (!string.IsNullOrEmpty(selectedPath))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                // Åñëè âûáðàíà ïàïêà, îáíîâëÿåì savePath
 | 
				
			||||||
 | 
					                savePath = "Assets" + selectedPath.Replace(Application.dataPath, "") + "/";
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        GUILayout.EndHorizontal();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        placementHeight = EditorGUILayout.FloatField("Placement Height", placementHeight);
 | 
				
			||||||
 | 
					      
 | 
				
			||||||
 | 
					        pointerPrefab = (GameObject)EditorGUILayout.ObjectField("Pointer Prefab", pointerPrefab, typeof(GameObject), false);
 | 
				
			||||||
 | 
					        pointerPrefabHeight = (GameObject)EditorGUILayout.ObjectField("Pointer Prefab Height", pointerPrefabHeight, typeof(GameObject), false);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (!EditorApplication.isPlaying)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            GUI.enabled = false; // Áëîêèðîâêà êíîïîê â ðåæèìå ðåäàêòèðîâàíèÿ
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (GUILayout.Button(isPlaying ? "Stop" : "Play"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            TogglePlay();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GUI.enabled = true; // Âîññòàíîâëåíèå àêòèâíîñòè äëÿ äðóãèõ ýëåìåíòîâ èíòåðôåéñà
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void OnEnable()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        FindPointerPrefabs(); // Âûçûâàåì ìåòîä ïîèñêà ïðåôàáîâ ïðè àêòèâàöèè îêíà èíñïåêòîðà
 | 
				
			||||||
 | 
					        EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void OnDisable()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void OnPlayModeStateChanged(PlayModeStateChange state)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (state == PlayModeStateChange.ExitingPlayMode && isPlaying)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            isPlaying = false;
 | 
				
			||||||
 | 
					            HidePointer();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void TogglePlay()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (EditorApplication.isPlaying)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            isPlaying = !isPlaying;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            if (isPlaying)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                Debug.Log("Prefab Placement Tool Playing");
 | 
				
			||||||
 | 
					                CreatePointer();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                Debug.Log("Prefab Placement Tool Stopped");
 | 
				
			||||||
 | 
					                HidePointer();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.LogWarning("You can only toggle play mode while in play mode.");
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [MenuItem("Window/Prefab Placement Tool")]
 | 
				
			||||||
 | 
					    public static void ToggleWindow()
 | 
				
			||||||
 | 
					    { 
 | 
				
			||||||
 | 
					        GetWindow<PrefabPlacementTool>("Prefab Placement Tool");
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void DeleteObjectUnderCursor()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        RaycastHit hit;
 | 
				
			||||||
 | 
					        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (Physics.Raycast(ray, out hit))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            GameObject objectToDelete = hit.collider.gameObject;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            if ((Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (objectToDelete.CompareTag("PlacedObject"))
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    Undo.DestroyObjectImmediate(objectToDelete);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    Quaternion GenerateRandomRotation(Vector3 maxRotation)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (randomRotation)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            return Quaternion.Euler(
 | 
				
			||||||
 | 
					                Random.Range(0f, maxRotation.x),
 | 
				
			||||||
 | 
					                Random.Range(0f, maxRotation.y),
 | 
				
			||||||
 | 
					                Random.Range(0f, maxRotation.z)
 | 
				
			||||||
 | 
					            );
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            return Quaternion.Euler(maxRotation);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    void PlaceNextPrefab()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (prefabsToPlace.Count == 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.LogWarning("List of prefabs to place is empty.");
 | 
				
			||||||
 | 
					            return;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GameObject prefabToInstantiate = null;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (mode == Mode.Sequential)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (currentPrefabIndex >= prefabsToPlace.Count)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                currentPrefabIndex = 0; // Return to the beginning of the list
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            prefabToInstantiate = prefabsToPlace[currentPrefabIndex];
 | 
				
			||||||
 | 
					            currentPrefabIndex++;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else if (mode == Mode.Random)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            int randomIndex = Random.Range(0, prefabsToPlace.Count);
 | 
				
			||||||
 | 
					            prefabToInstantiate = prefabsToPlace[randomIndex];
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (prefabToInstantiate != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            RaycastHit hit;
 | 
				
			||||||
 | 
					            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            if (Physics.Raycast(ray, out hit))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                Vector3 spawnPosition = hit.point;
 | 
				
			||||||
 | 
					                Quaternion spawnRotation = GenerateRandomRotation(rotation);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                Vector3 GenerateRandomScale(Vector3 min, Vector3 max)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    if (sizeProportionally)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        float randomSize = Random.Range(min.x, max.x);
 | 
				
			||||||
 | 
					                        return new Vector3(randomSize, randomSize, randomSize);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        return new Vector3(
 | 
				
			||||||
 | 
					                            Random.Range(min.x, max.x),
 | 
				
			||||||
 | 
					                            Random.Range(min.y, max.y),
 | 
				
			||||||
 | 
					                            Random.Range(min.z, max.z)
 | 
				
			||||||
 | 
					                        );
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                if (type == Type.Place || type == Type.Decal || type == Type.Physical)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    Vector3 randomScale = GenerateRandomScale(randomSizeMin, randomSizeMax);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    if (type == Type.Place)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        spawnPosition.y += 0.1f;
 | 
				
			||||||
 | 
					                        GameObject newObject = Instantiate(prefabToInstantiate, spawnPosition, spawnRotation);
 | 
				
			||||||
 | 
					                        newObject.tag = "PlacedObject";
 | 
				
			||||||
 | 
					                        newObject.transform.localScale = randomScale;
 | 
				
			||||||
 | 
					                     
 | 
				
			||||||
 | 
					                        Rigidbody createdRB = newObject.GetComponent<Rigidbody>();
 | 
				
			||||||
 | 
					                        if (createdRB == null)
 | 
				
			||||||
 | 
					                        {
 | 
				
			||||||
 | 
					                            createdRB = newObject.AddComponent<Rigidbody>();
 | 
				
			||||||
 | 
					                            createdRB.mass = 1f; // Set high mass
 | 
				
			||||||
 | 
					                            createdRB.drag = 20f; // Set movement resistance
 | 
				
			||||||
 | 
					                            createdRB.angularDrag = 10f; // Set rotation resistance
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                  
 | 
				
			||||||
 | 
					                        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else if (type == Type.Decal)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        Vector3 decalSpawnPosition = hit.point + hit.normal * 0.001f;
 | 
				
			||||||
 | 
					                        Quaternion decalSpawnRotation = spawnRotation;
 | 
				
			||||||
 | 
					                        GameObject newDecalObject = Instantiate(prefabToInstantiate, decalSpawnPosition, decalSpawnRotation);
 | 
				
			||||||
 | 
					                        newDecalObject.tag = "PlacedObject";
 | 
				
			||||||
 | 
					                        newDecalObject.transform.localScale = randomScale;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else if (type == Type.Physical)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        spawnPosition.y += placementHeight;
 | 
				
			||||||
 | 
					                        GameObject newPhysicalObject = (GameObject)PrefabUtility.InstantiatePrefab(prefabToInstantiate);
 | 
				
			||||||
 | 
					                        newPhysicalObject.transform.position = spawnPosition;
 | 
				
			||||||
 | 
					                        newPhysicalObject.transform.rotation = spawnRotation;
 | 
				
			||||||
 | 
					                        newPhysicalObject.tag = "PlacedObject";
 | 
				
			||||||
 | 
					                        newPhysicalObject.transform.localScale = randomScale;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                        Rigidbody createdPhysicalRB = newPhysicalObject.GetComponent<Rigidbody>();
 | 
				
			||||||
 | 
					                        if (createdPhysicalRB == null)
 | 
				
			||||||
 | 
					                        {
 | 
				
			||||||
 | 
					                            createdPhysicalRB = newPhysicalObject.AddComponent<Rigidbody>();
 | 
				
			||||||
 | 
					                        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                        Vector3 randomPhysicalScale = GenerateRandomScale(randomSizeMin, randomSizeMax);
 | 
				
			||||||
 | 
					                        newPhysicalObject.transform.localScale = randomPhysicalScale;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                        createdPhysicalRB.mass = 40 * (newPhysicalObject.transform.localScale.x * newPhysicalObject.transform.localScale.y * newPhysicalObject.transform.localScale.z);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void MovePointerWithCursor()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (isPlaying)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (pointerInstance == null && pointerPrefab != null)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                // Instantiate the pointerPrefab if it hasn't been instantiated yet
 | 
				
			||||||
 | 
					                pointerInstance = Instantiate(pointerPrefab);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Check if the pointerInstance exists and the mouse position is valid
 | 
				
			||||||
 | 
					            if (pointerInstance != null && Camera.main != null)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                RaycastHit hit;
 | 
				
			||||||
 | 
					                Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                if (Physics.Raycast(ray, out hit))
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    // Update the position of the pointer prefab to match the cursor's position
 | 
				
			||||||
 | 
					                    pointerInstance.transform.position = hit.point;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            if (type == Type.Physical)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (pointerPrefabHeight != null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    if (pointerHeightInstance == null)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        // Instantiate the pointerPrefabHeight if it hasn't been instantiated yet
 | 
				
			||||||
 | 
					                        pointerHeightInstance = Instantiate(pointerPrefabHeight);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    RaycastHit hit;
 | 
				
			||||||
 | 
					                    Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    if (Physics.Raycast(ray, out hit))
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        // Set the position of the pointerPrefabHeight to the height above the hit point
 | 
				
			||||||
 | 
					                        Vector3 heightPosition = hit.point + Vector3.up * placementHeight;
 | 
				
			||||||
 | 
					                        pointerHeightInstance.transform.position = heightPosition;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void GroupObjects()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        // Ñîçäàåì ïóñòîé GameObject, êîòîðûé áóäåò ñëóæèòü êîðíåâûì äëÿ ãðóïïèðîâêè îáúåêòîâ
 | 
				
			||||||
 | 
					        GameObject groupRoot = new GameObject("GroupedObjects_" + Random.Range(1000, 9999)); // Ãåíåðèðóåì ñëó÷àéíîå çíà÷åíèå â äèàïàçîíå îò 1000 äî 9999
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Äîáàâëÿåì ìàðêåð GroupedObjectMarker ê êîðíåâîìó îáúåêòó, ÷òîáû åãî ìîæíî áûëî ëåãêî îïîçíàòü
 | 
				
			||||||
 | 
					        GroupedObjectMarker marker = groupRoot.AddComponent<GroupedObjectMarker>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Íàõîäèì âñå îáúåêòû ñ òåãîì "PlacedObject" è äåëàåì èõ äî÷åðíèìè îáúåêòàìè êîðíåâîãî îáúåêòà
 | 
				
			||||||
 | 
					        GameObject[] allObjects = GameObject.FindGameObjectsWithTag("PlacedObject");
 | 
				
			||||||
 | 
					        foreach (GameObject obj in allObjects)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            // Ïðîâåðÿåì, ÷òî îáúåêò íå ÿâëÿåòñÿ äî÷åðíèì îáúåêòîì äðóãîé ãðóïïû
 | 
				
			||||||
 | 
					            if (obj.transform.parent == null || obj.transform.parent.GetComponent<GroupedObjectMarker>() == null)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                obj.transform.parent = groupRoot.transform;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SavePrefabs()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        // Find all objects with the GroupedObjectMarker script attached
 | 
				
			||||||
 | 
					        GroupedObjectMarker[] groupedObjects = FindObjectsOfType<GroupedObjectMarker>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        foreach (GroupedObjectMarker marker in groupedObjects)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            // Get the root object
 | 
				
			||||||
 | 
					            Transform root = marker.transform;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Get the original name of the root GameObject
 | 
				
			||||||
 | 
					            string originalName = root.gameObject.name;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Create a list to hold references to the placed objects within this group
 | 
				
			||||||
 | 
					            List<GameObject> objectsToSave = new List<GameObject>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Find all children of the current group root
 | 
				
			||||||
 | 
					            foreach (Transform child in root)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                objectsToSave.Add(child.gameObject);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Modify objects before saving as prefabs
 | 
				
			||||||
 | 
					            foreach (GameObject obj in objectsToSave)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                // Enable colliders
 | 
				
			||||||
 | 
					                Collider[] colliders = obj.GetComponentsInChildren<Collider>();
 | 
				
			||||||
 | 
					                foreach (Collider _coll in colliders)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    _coll.enabled = true;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                // Remove MeshCollider components
 | 
				
			||||||
 | 
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			||||||
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			||||||
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 | 
				
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					    void HidePointer()
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			||||||
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					    {
 | 
				
			||||||
 | 
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 | 
				
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 | 
				
			||||||
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 | 
				
			||||||
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			||||||
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 | 
				
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 | 
				
			||||||
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 | 
				
			||||||
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			||||||
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					        // Ïóñòîé ìàðêåð äëÿ îáîçíà÷åíèÿ ãðóïïèðîâàííûõ îáúåêòîâ
 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
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					        {
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
 | 
					
 | 
				
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 | 
					
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