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// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2018/07/13
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using System;
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using UnityEngine;
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using DG.Tweening.Core;
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using DG.Tweening.Plugins.Options;
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//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
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//using Task = System.Threading.Tasks.Task;
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//#endif
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#pragma warning disable 1591
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namespace DG.Tweening
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{
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/// <summary>
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/// Shortcuts/functions that are not strictly related to specific Modules
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/// but are available only on some Unity versions
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/// </summary>
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public static class DOTweenModuleUnityVersion
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{
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#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
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#region Unity 4.3 or Newer
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#region Material
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/// <summary>Tweens a Material's color using the given gradient
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/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
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/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
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/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
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public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
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{
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Sequence s = DOTween.Sequence();
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GradientColorKey[] colors = gradient.colorKeys;
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int len = colors.Length;
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for (int i = 0; i < len; ++i) {
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GradientColorKey c = colors[i];
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if (i == 0 && c.time <= 0) {
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target.color = c.color;
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continue;
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}
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float colorDuration = i == len - 1
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? duration - s.Duration(false) // Verifies that total duration is correct
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: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
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s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
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}
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s.SetTarget(target);
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return s;
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}
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/// <summary>Tweens a Material's named color property using the given gradient
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/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
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/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
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/// <param name="gradient">The gradient to use</param>
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/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
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/// <param name="duration">The duration of the tween</param>
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public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
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{
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Sequence s = DOTween.Sequence();
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GradientColorKey[] colors = gradient.colorKeys;
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int len = colors.Length;
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for (int i = 0; i < len; ++i) {
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GradientColorKey c = colors[i];
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if (i == 0 && c.time <= 0) {
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target.SetColor(property, c.color);
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continue;
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}
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float colorDuration = i == len - 1
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? duration - s.Duration(false) // Verifies that total duration is correct
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: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
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s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
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}
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s.SetTarget(target);
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return s;
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}
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#endregion
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#endregion
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#endif
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#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
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#region Unity 5.3 or Newer
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#region CustomYieldInstructions
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
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/// </summary>
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public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForCompletion(t);
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}
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
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/// </summary>
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public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForRewind(t);
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}
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
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/// </summary>
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public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForKill(t);
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}
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
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/// </summary>
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/// <param name="elapsedLoops">Elapsed loops to wait for</param>
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public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
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}
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
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/// or has reached the given time position (loops included, delays excluded).
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
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/// </summary>
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/// <param name="position">Position (loops included, delays excluded) to wait for</param>
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public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForPosition(t, position);
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}
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/// <summary>
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/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
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/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
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/// It can be used inside a coroutine as a yield.
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/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
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/// </summary>
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public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return null;
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}
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return new DOTweenCYInstruction.WaitForStart(t);
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}
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#endregion
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#endregion
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#endif
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#if UNITY_2018_1_OR_NEWER
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#region Unity 2018.1 or Newer
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#region Material
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/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
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/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param>
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/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
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{
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if (!target.HasProperty(propertyID)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
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return null;
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}
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TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
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/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param>
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/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
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{
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if (!target.HasProperty(propertyID)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
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return null;
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}
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TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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#endregion
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#region .NET 4.6 or Newer
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#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
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#region Async Instructions
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
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/// </summary>
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public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
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}
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
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/// </summary>
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public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
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}
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
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/// </summary>
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public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active) await System.Threading.Tasks.Task.Yield();
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}
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
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/// </summary>
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/// <param name="elapsedLoops">Elapsed loops to wait for</param>
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public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
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}
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
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/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
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/// </summary>
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/// <param name="position">Position (loops included, delays excluded) to wait for</param>
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public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
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}
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/// <summary>
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/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
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/// It can be used inside an async operation.
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/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
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/// </summary>
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public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
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{
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if (!t.active) {
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if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
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return;
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}
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while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
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}
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#endregion
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#endif
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#endregion
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#endregion
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#endif
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}
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// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
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// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
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public static class DOTweenCYInstruction
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{
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public class WaitForCompletion : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active && !t.IsComplete();
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}}
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readonly Tween t;
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public WaitForCompletion(Tween tween)
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{
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t = tween;
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}
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}
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public class WaitForRewind : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
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}}
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readonly Tween t;
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public WaitForRewind(Tween tween)
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{
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t = tween;
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}
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}
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public class WaitForKill : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active;
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}}
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readonly Tween t;
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public WaitForKill(Tween tween)
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{
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t = tween;
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}
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}
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public class WaitForElapsedLoops : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active && t.CompletedLoops() < elapsedLoops;
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}}
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readonly Tween t;
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readonly int elapsedLoops;
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public WaitForElapsedLoops(Tween tween, int elapsedLoops)
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{
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t = tween;
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this.elapsedLoops = elapsedLoops;
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}
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}
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public class WaitForPosition : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active && t.position * (t.CompletedLoops() + 1) < position;
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}}
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readonly Tween t;
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readonly float position;
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public WaitForPosition(Tween tween, float position)
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{
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t = tween;
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this.position = position;
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}
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}
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public class WaitForStart : CustomYieldInstruction
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{
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public override bool keepWaiting { get {
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return t.active && !t.playedOnce;
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}}
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readonly Tween t;
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public WaitForStart(Tween tween)
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{
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t = tween;
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}
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}
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}
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#endif
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}
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