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Author SHA1 Message Date
杨栋梁 4ee4c466d7 合成贵港吾悦广场演练 1 year ago
  1. 6
      .vsconfig
  2. 2
      Assets/17GuiGangWYGC/Empty.meta
  3. 62
      Assets/17GuiGangWYGC/Empty/NavmeshCar.prefab
  4. 7
      Assets/17GuiGangWYGC/Empty/NavmeshCar.prefab.meta
  5. 396
      Assets/17GuiGangWYGC/Empty/NavmeshLinkSoldier.prefab
  6. 7
      Assets/17GuiGangWYGC/Empty/NavmeshLinkSoldier.prefab.meta
  7. 1228
      Assets/17GuiGangWYGC/Empty/NavmeshLinkSoldierLouDing.prefab
  8. 7
      Assets/17GuiGangWYGC/Empty/NavmeshLinkSoldierLouDing.prefab.meta
  9. 5388
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  10. 7
      Assets/17GuiGangWYGC/Empty/NavmeshLinkSoldierWai1.prefab.meta
  11. 62
      Assets/17GuiGangWYGC/Empty/NavmeshSoldier.prefab
  12. 7
      Assets/17GuiGangWYGC/Empty/NavmeshSoldier.prefab.meta
  13. 405851
      Assets/17GuiGangWYGC/Empty/SceneAll.prefab
  14. 7
      Assets/17GuiGangWYGC/Empty/SceneAll.prefab.meta
  15. 2
      Assets/17GuiGangWYGC/Scene.meta
  16. 2
      Assets/17GuiGangWYGC/Scene/Materials.meta
  17. 2
      Assets/17GuiGangWYGC/Scene/Textures.meta
  18. 2
      Assets/17GuiGangWYGC/Scenes.meta
  19. 2
      Assets/17GuiGangWYGC/Scenes/BuildingScene.meta
  20. 7899
      Assets/17GuiGangWYGC/Scenes/BuildingScene.unity
  21. 7
      Assets/17GuiGangWYGC/Scenes/BuildingScene.unity.meta
  22. 2
      Assets/17GuiGangWYGC/ZhuTi.meta
  23. 2
      Assets/17GuiGangWYGC/ZhuTi/Materials.meta
  24. 2
      Assets/17GuiGangWYGC/ZhuTi/Textures.meta
  25. 2
      Assets/17GuiGangWYGC/shinei.meta
  26. 2
      Assets/17GuiGangWYGC/shinei/Materials.meta
  27. 2
      Assets/17GuiGangWYGC/shinei/Materials/No Name.mat
  28. 2
      Assets/17GuiGangWYGC/shinei/Textures.meta
  29. 3192
      Assets/17GuiGangWYGC/xiugai.FBX
  30. 126
      Assets/17GuiGangWYGC/xiugai.FBX.meta
  31. 2
      Assets/ChatData/6536782027981586437.meta
  32. 160
      Assets/Editor/DeleteMissingScripts.cs
  33. 11
      Assets/Editor/DeleteMissingScripts.cs.meta
  34. 73
      Assets/Editor/SceneToolFloor.cs
  35. 4
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/AreaNameDic.cs
  36. BIN
      Assets/Resources/Common/DongYouLiQing.png
  37. BIN
      Assets/Resources/Common/DrillImage.png
  38. BIN
      Assets/Resources/Common/ExerciseImage.png
  39. 150
      Assets/Resources/UINameItemPrefab.prefab
  40. 280438
      Assets/Scenes/DongYouLiQing.unity
  41. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-LZLD_NavMesh 1.asset
  42. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-LZLD_NavMesh.asset
  43. 8
      Assets/Scenes/DongYouLiQing/NavMesh-LZLD_NavMesh.asset.meta
  44. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSuferCar_WDLY.asset
  45. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSuferMan_WDLY.asset
  46. 8
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSuferMan_WDLY.asset.meta
  47. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface 1.asset
  48. 9
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface 1.asset.meta
  49. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface 1_old.asset
  50. 9
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface 1_old.asset.meta
  51. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface.asset
  52. 9
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface.asset.meta
  53. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface_old.asset
  54. 9
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSurface_old.asset.meta
  55. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavmeshCar.asset
  56. 2
      Assets/Scenes/DongYouLiQing/NavMesh-NavmeshCar.asset.meta
  57. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavmeshSoldier.asset
  58. 2
      Assets/Scenes/DongYouLiQing/NavMesh-NavmeshSoldier.asset.meta
  59. 2
      Assets/Scenes/DummyScene.unity
  60. 1336
      Assets/Scenes/Police.unity
  61. 6
      Assets/StreamingAssets/MainMapXml.xml
  62. BIN
      Assets/StreamingAssets/Police/PoliceTexture/吾悦广场.png
  63. 7
      Assets/StreamingAssets/Police/PoliceTexture/吾悦广场.png.meta
  64. 50
      Assets/StreamingAssets/Police/policeConfig.json
  65. 8
      Assets/StreamingAssets/RECFile/Practice/7270424689099408253.meta
  66. 8
      Assets/StreamingAssets/RECFile/Practice/7270425513733129232.meta
  67. 8
      Assets/StreamingAssets/RECFile/Practice/7270431969068976554.meta
  68. 8
      Assets/StreamingAssets/RECFile/Practice/7270432969796356830.meta
  69. 8
      Assets/StreamingAssets/RECFile/Practice/7270436324165816491.meta
  70. 8
      Assets/StreamingAssets/RECFile/Practice/7270437741505024429.meta
  71. 8
      Assets/StreamingAssets/RECFile/Practice/7270682692079845377.meta
  72. BIN
      Assets/UITexture/6.Police/出警.png
  73. 88
      Assets/UITexture/6.Police/出警.png.meta
  74. BIN
      Assets/UITexture/6.Police/出警路线.png
  75. 88
      Assets/UITexture/6.Police/出警路线.png.meta

6
.vsconfig

@ -0,0 +1,6 @@
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"components": [
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2
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- _ZWrite: 1
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- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.47450984, g: 0.5137255, b: 0.5686275, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}

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100008: LT11(B1-F1,1.8)
100010: LT11(B1-F1,1.8) 1
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Assets/Editor/DeleteMissingScripts.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System;
public class DeleteMissingScripts : EditorWindow
{
[MenuItem("Tools/移除丢失的脚本")]
public static void RemoveMissingScript()
{
GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));
int r;
int j;
for (int i = 0; i < pAllObjects.Length; i++)
{
if (pAllObjects[i].hideFlags == HideFlags.None)//HideFlags.None 获取Hierarchy面板所有Object
{
var components = pAllObjects[i].GetComponents<Component>();
var serializedObject = new SerializedObject(pAllObjects[i]); // 将object序列化
var prop = serializedObject.FindProperty("m_Component"); //得到object的Component序列化数组
r = 0;
for (j = 0; j < components.Length; j++)
{
if (components[j] == null)
{
prop.DeleteArrayElementAtIndex(j - r);
r++;
}
}
serializedObject.ApplyModifiedProperties();
}
}
}
[MenuItem("Tools/添加缺失克隆类型")]
public static void AddCloneTypes()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<CloneableEnums>())
{
var types = obj[i].GetComponent<CloneableEnums>().CloneableTypes;
}
}
}
[MenuItem("Tools/添加克隆类型帮助类(非油罐类型)")]
public static void AddCloneTypesHelper()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
}
}
[MenuItem("Tools/检查是否有没有添加的克隆类型")]
public static void CheckEmptyCloneTypes()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
}
}
private static bool FindShiNei(Transform p)
{
if (p.name.ToLower() == "shinei")
{
return true;
}
else
{
if (p.parent != null)
{
return FindShiNei(p.parent);
}
else
{
return false;
}
}
}
[MenuItem("MyTools/LgsTools/智能检测/Remove Missing-MonoBehavior Component")]
static public void RemoveMissComponent()
{
//此处地址为根地址,代码会从这个地址的文件夹下开始遍历里面的所有文件夹的所有预置体以及它的子物体
string path = Application.dataPath + "/17GuiGangWYGC";
string[] getFoder = Directory.GetDirectories(path);
searchFile(getFoder);
}
//递归遍历文件夹
static public void searchFile(string[] path)
{
foreach (string item in path)
{
string[] getFile = Directory.GetFiles(item);
foreach (string file in getFile)
{
FileInfo fileInfo = new FileInfo(file);
if (fileInfo.Extension.Equals(".Prefab", StringComparison.CurrentCultureIgnoreCase))
{
CheckMissMonoBehavior(file);
}
}
string[] getFoder = Directory.GetDirectories(item);
searchFile(getFoder);
}
}
/// <summary>
/// 删除一个Prefab上的空脚本
/// </summary>
/// <param name="path">prefab路径 例Assets/Resources/FriendInfo.prefab</param>
static void CheckMissMonoBehavior(string path)
{
//先截取路径,使路径从ASSETS开始
int index = path.IndexOf("Assets/", StringComparison.CurrentCultureIgnoreCase);
string newPath = path.Substring(index);
GameObject obj = AssetDatabase.LoadAssetAtPath(newPath, typeof(GameObject)) as GameObject;
//实例化物体
GameObject go = PrefabUtility.InstantiatePrefab(obj) as GameObject;
//递归删除
searchChild(go);
// 将数据替换到asset
PrefabUtility.SaveAsPrefabAsset(go, newPath);
go.hideFlags = HideFlags.HideAndDontSave;
//删除掉实例化的对象
DestroyImmediate(go);
}
//递归物体的子物体
static public void searchChild(GameObject gameObject)
{
int number = GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gameObject);
if (gameObject.transform.childCount > 0)
{
for (int i = 0; i < gameObject.transform.childCount; i++)
{
searchChild(gameObject.transform.GetChild(i).gameObject);
}
}
}
}

11
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73
Assets/Editor/SceneToolFloor.cs

@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
@ -27,7 +27,7 @@ public class SceneToolFloor
{
string floornum = neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3/*, neiParent.GetChild(i).name.Length - 4*/);
msg.floorNum = int.Parse(floornum);
msg.interlayerNum = 0;
}
@ -179,7 +179,7 @@ public class SceneToolFloor
// {
// obj[i].gameObject.AddComponent<CloneableEnums>();
// obj[i].gameObject.GetComponent<CloneableEnums>().CloneableTypes = shineienums.CloneableTypes;
// }
// if (obj[i].gameObject.GetComponent<CloneableEnums>().CloneableTypes.Contains(CloneObjType.FirefightingRobot))
// {
@ -206,7 +206,7 @@ public class SceneToolFloor
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
// }
//}
}
}
}
[MenuItem("SceneTool/SetNavLTLayer")]//添加寻路层(选中shinei对象设置,注:扶梯情况特殊没有包含)
public static void SetNavLTLayer()
@ -215,10 +215,9 @@ public class SceneToolFloor
CloneableEnums shineienums = GameObject.Find("CloneAbleEnumsParent").transform.Find("ShiNeiFloor").GetComponent<CloneableEnums>();
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.ToUpper().Contains("LT"))
if (obj[i].name.ToUpper().Contains("LT") && obj[i].GetComponent<MeshRenderer>()
&& !obj[i].name.ToUpper().Contains("LTCS"))
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
@ -267,7 +266,7 @@ public class SceneToolFloor
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
}
}
}
}
@ -280,7 +279,7 @@ public class SceneToolFloor
{
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad"))
{
// if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
// if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
Debug.Log(obj[i].name);
}
@ -297,7 +296,7 @@ public class SceneToolFloor
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad")&&
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad") &&
!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
@ -319,7 +318,7 @@ public class SceneToolFloor
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
@ -361,7 +360,7 @@ public class SceneToolFloor
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
@ -415,11 +414,11 @@ public class SceneToolFloor
FloorMessage floormessage = obj[i].GetComponentInParent<FloorMessage>();
if (obj[i].gameObject.name.ToUpper().Contains("XHS")/*&& obj[i].gameObject.GetComponent<Animator>()*/)
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
//if (!obj[i].gameObject.GetComponent<MeshCollider>())
//{
// obj[i].gameObject.AddComponent<MeshCollider>();
//}
if (!obj[i].gameObject.GetComponent<CreateStaticObjID>())
{
obj[i].gameObject.AddComponent<CreateStaticObjID>();
@ -464,11 +463,11 @@ public class SceneToolFloor
{
QuadMat quadMat = GameObject.Find("QuadMat").GetComponent<QuadMat>();
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<XFSS>())
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<XFSS>())
{
if (!obj[i].transform.Find("Quad")&& obj[i].name!="Quad")
if (!obj[i].transform.Find("Quad") && obj[i].name != "Quad")
{
GameObject quad = GameObject.Instantiate(quadMat.Quad);
quad.name = "Quad";
@ -498,23 +497,23 @@ public class SceneToolFloor
obj[i].transform.Find("Quad").localScale = new Vector3(3, 3, 3);
quad.gameObject.SetActive(false);
}
else
else
{
obj[i].transform.Find("Quad").gameObject.layer = LayerMask.NameToLayer("FightDeploy");
obj[i].transform.Find("Quad").localScale = new Vector3(3, 3, 3);
obj[i].transform.Find("Quad").gameObject.SetActive(false);
}
}
}
}
}
[MenuItem("SceneTool/ClearMissSprite")]
public static void ClearMissSprite()
{
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
@ -526,16 +525,16 @@ public class SceneToolFloor
}
[MenuItem("SceneTool/SetOilNormal")]
public static void SetOilNormal()
public static void SetOilNormal()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
GameObject NornalPre = GameObject.Find("NormalPre");
if (!obj[0].GetComponent<Mesh>())
if (!obj[0].GetComponent<Mesh>())
{
//obj[0].gameObject.AddComponent<MeshFilter>();
//obj[0].gameObject.GetComponent<MeshFilter>().mesh = NornalPre.GetComponent<MeshFilter>().mesh;
// obj[0].gameObject.AddComponent<MeshRenderer>();
// obj[0].gameObject.AddComponent<MeshRenderer>();
obj[0].gameObject.GetComponent<MeshRenderer>().material = NornalPre.GetComponent<MeshRenderer>().material;
//obj[0].gameObject.AddComponent<MeshCollider>();
@ -563,18 +562,18 @@ public class SceneToolFloor
/// 替换场景中的水炮,适用于没有拆分但是需要出水的水炮
/// </summary>
[MenuItem("SceneTool/ChangeShuiPao")]
public static void ChangeShuiPao()
public static void ChangeShuiPao()
{
GameObject shuipaopre = Resources.Load<GameObject>("ShuiPao");
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<Collider>())
if (obj[i].GetComponent<Collider>())
{
GameObject csp = GameObject.Instantiate(shuipaopre);
csp.transform.parent = obj[i].parent;
csp.transform.localPosition = obj[i].localPosition;
// csp.transform.localRotation = obj[i].localRotation;
// csp.transform.localRotation = obj[i].localRotation;
csp.name = "shuipao" + i;
obj[i].gameObject.SetActive(false);
}
@ -592,7 +591,7 @@ public class SceneToolFloor
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].gameObject.GetComponent<MeshCollider>()&& obj[i].name != "Quad")
if (obj[i].gameObject.GetComponent<MeshCollider>() && obj[i].name != "Quad")
{
if (!obj[i].gameObject.GetComponent<CreateStaticObjID>())
{
@ -618,14 +617,14 @@ public class SceneToolFloor
{
obj[i].gameObject.AddComponent<XFSS>();
}
obj[i].gameObject.GetComponent<XFSS>().type = XFSSType.;
obj[i].gameObject.GetComponent<CloneableEnums>().CloneableTypes = SNXHS.CloneableTypes;
obj[i].gameObject.GetComponent<WaterSource>().water = true;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.staticGameObject;
if (obj[i].GetComponent<XFSS>())
if (obj[i].GetComponent<XFSS>())
{
if (obj[i].GetComponent<XFSS>().type==XFSSType.)
if (obj[i].GetComponent<XFSS>().type == XFSSType.)
{
obj[i].gameObject.GetComponent<WaterSource>().foam = true;
}

4
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/AreaNameDic.cs

@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -10,7 +10,7 @@ public class AreaNameDic
if (NameDic==null)
{
NameDic = new Dictionary<string, string>();
NameDic.Add("A", "建设路商业街");
NameDic.Add("8GGWYGC", "吾悦广场");
}
return NameDic[area];
}

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Assets/Scenes/Police.unity

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@ -1,14 +1,14 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<Maps>
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<DeptInfo>
<BaseInfo Id ="基本情况">
<Name Name="建设路商业街"/>
<Name Name="吾悦广场"/>
<LegalPerson LegalPerson="李蓟"/>
<LPPhone Phone="13588681618"/>
<Address Address="建设路商业街"/>
<Address Address="吾悦广场"/>
<FireChief FireChief="张三"/>
<FCPhone Phone="13988681119"/>

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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
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