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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Tools;
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using UnityEngine;
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using UnityEngine.UI;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will let you change the fill value of a target Image over time.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you modify the fill value of a target Image over time.")]
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[FeedbackPath("UI/Image Fill")]
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public class MMF_ImageFill : MMF_Feedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
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public override bool EvaluateRequiresSetup() { return (BoundImage == null); }
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public override string RequiredTargetText { get { return BoundImage != null ? BoundImage.name : ""; } }
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public override string RequiresSetupText { get { return "This feedback requires that a BoundImage be set to be able to work properly. You can set one below."; } }
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#endif
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public override bool HasCustomInspectors => true;
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public override bool HasAutomatedTargetAcquisition => true;
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protected override void AutomateTargetAcquisition() => BoundImage = FindAutomatedTarget<Image>();
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/// the possible modes for this feedback
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public enum Modes { OverTime, Instant, ToDestination }
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[MMFInspectorGroup("Target Image", true, 12, true)]
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/// the Image to affect when playing the feedback
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[Tooltip("the Image to affect when playing the feedback")]
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public Image BoundImage;
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[MMFInspectorGroup("Image Fill Animation", true, 24)]
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/// whether the feedback should affect the Image instantly or over a period of time
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[Tooltip("whether the feedback should affect the Image instantly or over a period of time")]
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public Modes Mode = Modes.OverTime;
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/// how long the Image should change over time
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[Tooltip("how long the Image should change over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestination)]
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public float Duration = 0.2f;
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/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
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[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
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public bool AllowAdditivePlays = false;
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/// the fill to move to in instant mode
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[Tooltip("the fill to move to in instant mode")]
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[MMFEnumCondition("Mode", (int)Modes.Instant)]
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public float InstantFill = 1f;
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/// the curve to use when interpolating towards the destination fill
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[Tooltip("the curve to use when interpolating towards the destination fill")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestination)]
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public MMTweenType Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic);
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/// the value to which the curve's 0 should be remapped
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[Tooltip("the value to which the curve's 0 should be remapped")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float CurveRemapZero = 0f;
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/// the value to which the curve's 1 should be remapped
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[Tooltip("the value to which the curve's 1 should be remapped")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float CurveRemapOne = 1f;
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/// the fill to aim towards when in ToDestination mode
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[Tooltip("the fill to aim towards when in ToDestination mode")]
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[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public float DestinationFill = 1f;
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/// if this is true, the target will be disabled when this feedbacks is stopped
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[Tooltip("if this is true, the target will be disabled when this feedbacks is stopped")]
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public bool DisableOnStop = false;
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/// the duration of this feedback is the duration of the Image, or 0 if instant
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public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
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protected Coroutine _coroutine;
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protected float _initialFill;
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protected bool _initialState;
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/// <summary>
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/// On Play we turn our Image on and start an over time coroutine if needed
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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_initialState = BoundImage.gameObject.activeInHierarchy;
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Turn(true);
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_initialFill = BoundImage.fillAmount;
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switch (Mode)
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{
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case Modes.Instant:
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BoundImage.fillAmount = InstantFill;
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break;
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case Modes.OverTime:
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if (!AllowAdditivePlays && (_coroutine != null))
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{
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return;
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}
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_coroutine = Owner.StartCoroutine(ImageSequence());
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break;
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case Modes.ToDestination:
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if (!AllowAdditivePlays && (_coroutine != null))
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{
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return;
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}
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_coroutine = Owner.StartCoroutine(ImageSequence());
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break;
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}
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}
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/// <summary>
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/// This coroutine will modify the values on the Image
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator ImageSequence()
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{
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float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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_initialFill = BoundImage.fillAmount;
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IsPlaying = true;
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while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
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{
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float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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SetFill(remappedTime);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetFill(FinalNormalizedTime);
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_coroutine = null;
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IsPlaying = false;
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yield return null;
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}
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/// <summary>
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/// Sets the various values on the sprite renderer on a specified time (between 0 and 1)
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetFill(float time)
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{
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float newFill = 0f;
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if (Mode == Modes.OverTime)
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{
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newFill = MMTween.Tween(time, 0f, 1f, CurveRemapZero, CurveRemapOne, Curve);
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}
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else if (Mode == Modes.ToDestination)
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{
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newFill = MMTween.Tween(time, 0f, 1f, _initialFill, DestinationFill, Curve);
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}
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BoundImage.fillAmount = newFill;
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}
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/// <summary>
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/// Turns the sprite renderer off on stop
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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IsPlaying = false;
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active && DisableOnStop)
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{
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Turn(false);
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}
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_coroutine = null;
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}
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/// <summary>
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/// Turns the sprite renderer on or off
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/// </summary>
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/// <param name="status"></param>
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protected virtual void Turn(bool status)
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{
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BoundImage.gameObject.SetActive(status);
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BoundImage.enabled = status;
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}
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/// <summary>
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/// On restore, we put our object back at its initial position
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/// </summary>
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protected override void CustomRestoreInitialValues()
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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Turn(_initialState);
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BoundImage.fillAmount = _initialFill;
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}
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}
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}
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