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- using System.Collections;
- using System.Collections.Generic;
- using System.Threading.Tasks;
- using DG.Tweening;
- using GameFramework;
- using GameFramework.Event;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- using UnityEngine.Serialization;
- using UnityEngine.UI;
- using UnityGameFramework.Runtime;
- public class EleTrainStudyForm : UIFormLogic
- {
- private GameObject _trainPanel;
- private GameObject _learnPanel;
- private GameObject _faultPanel;
- private GameObject _trainDoneTips;
- private GameObject _faultDoneTips;
- private Button _reStartButton;
- private Button _cpuButton;
- private Button _ramButton;
- private Button _fanButton;
- private Button _powerButton;
- private bool cpuDone = false;
- private bool fanDone = false;
- private bool ramDone = false;
- private bool powerDone = false;
- //private GameObject _overHotTips;
- private Button _reStarFaultButton;
- private Button _cpuFaultButton;
- private Button _ramFaultButton;
- private Button _fanFaultButton;
- private Button _powerFaultButton;
- private Image _cpuValueSlider;
- private Text _cpuValueText;
- private Image _ramValueSlider;
- private Text _ramValueText;
- private Slider _hardDiskTemperature;
- private Image _hardDiskColor;
- private Slider _mbTemperature;
- private Image _mbColor;
- private Slider _fanSpeed;
- public Sprite[] learnModelButtonImg;
- public Sprite[] trainModelButtonImg;
- public Sprite[] bugModelButtonImg;
- private Button _learnButton;
- private Button _trainButton;
- private Button _faultButton;
- private IT_TrainModelType _currentType;
- private GameObject messagePanel;
- private Text nameText;
- private Text messageText;
- private const string message1 =
- "UPS整机柜是UPS系统的主体框架,通常采用封闭的金属箱体设计,内含UPS的所有主要组件。这个整机柜的设计目的在于提供良好的散热和物理保护,以确保UPS系统在运行过程中能够正常工作。通常,整机柜的外形设计符合标准机架或机柜的尺寸,以方便在数据中心或其他机房环境中的安装。整机柜不仅提供了电子元件的支撑结构,还有助于维护UPS系统的整体性能。";
- private const string message2 =
- "外置电池模块是连接到UPS系统的可拆卸电池单元。这些电池模块的主要功能是存储电能,以在电网电力中断时提供必要的电力备份,确保设备在与电网断开连接时仍能继续运行。这些模块通常具有较大的电力容量,使得UPS系统能够提供长时间的备份电力。外置电池模块的串联连接能够提供更大的电力容量,并且它们的自由拆卸设计使得电池的更换和维护更加便捷。";
- private const string message3 =
- "UPS配电箱是用于管理和分配电力的设备。这个设备通常包括多个电源输出插口,用于连接到设备,以确保UPS提供的电力能够有效地传递到相应的设备。UPS配电箱还可能包含电力保护和过滤功能,确保连接的设备免受电力波动和干扰的影响。它在维护电力质量方面起到了关键作用,为用户提供可靠的电力输出。";
- private const string message4 =
- "整机柜液晶控制屏是安装在UPS整机柜上的液晶屏幕,用于显示UPS系统的状态信息、电力参数和配置选项。通过这个屏幕,用户可以实时监控UPS的性能,了解电力输入和输出的状况,以及进行必要的配置和设置。整机柜液晶控制屏提供了用户友好的界面,使得UPS系统的监控和管理变得更加直观和方便。";
- private const string message5 =
- "UPS(不间断电源)是整个系统的核心组件,包括电源转换器、逆变器、控制电路等。UPS的主要功能是在电网电力中断时提供临时的电力,以保持连接设备的正常运行。电源转换器将交流电转换为直流电来充电蓄电池,而逆变器将蓄电池的直流电转换为设备所需的交流电。控制电路负责监测电力输入和输出,以确保UPS系统的稳定运行。";
- private const string message6 =
- "一些UPS系统集成了内置蓄电池,用于提供短期的电力备份。这些蓄电池通常设计为维持设备运行一段时间,直到外部电池模块连接或直接供电可以恢复。内置蓄电池通常安装在UPS系统的机箱内部,具有紧凑的设计,以节省空间。它们为UPS系统提供了一种快速响应电力中断的手段,确保设备在关键时刻不会失去电力支持。";
- private float randomUpdateTime = 0;
- private float cpuValue;
- private float ramValue;
- bool haveFixed = false;
- private GameObject tarinList;
- private Button trainB1;
- private Button trainB2;
- private Button trainB3;
- private GameObject faultList;
- private Button faultB1;
- private Button faultB2;
- private Button faultB3;
- //$$$
- public Button[] faultButtons;
- public GameObject faultChoicePanel;
- public GameObject[] faultChoices;
- public GameObject[] fusedFaultTips;
- public GameObject[] uspGoneFaultTips;
- public GameObject[] Fault3_Tips;
- private RectTransform faultTools;
- private GameObject faultSelectButtons;
- private Power_FaultToolList faultToolList;
- private Button upsButton;
- private Button bxsButton;
- private Button dcButton;
- private Button plButton;
- protected override void OnInit(object userData)
- {
- base.OnInit(userData);
- _trainPanel = this.transform.Find("trainPanel").gameObject;
- _learnPanel = this.transform.Find("learnPanel").gameObject;
- _faultPanel = this.transform.Find("faultPanel").gameObject;
- InItUiComponent();
- InitFaultTips();
- }
- protected override void OnOpen(object userData)
- {
- base.OnOpen(userData);
- _trainDoneTips.SetActive(false);
- //_cpuButton.GetComponentInChildren<Text>().text = "CPU";
- //_fanButton.GetComponentInChildren<Text>().text = "风冷";
- //_powerButton.GetComponentInChildren<Text>().text = "电源";
- //_ramButton.GetComponentInChildren<Text>().text = "内存";
- //GameMain.Event.Subscribe(ReStart_IT_TrainStudyEvent.EventId,ReSetTrainUI);
- GameMain.Event.Subscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
- GameMain.Event.Subscribe(Ele_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
- GameMain.Event.Subscribe(Power_FaultNextEvent.EventId, OnGetPower_FaultNext);
- _learnPanel.SetActive(true);
- _trainPanel.SetActive(false);
- _learnButton.image.sprite = learnModelButtonImg[1];
- _trainButton.image.sprite = trainModelButtonImg[0];
- _faultButton.image.sprite = bugModelButtonImg[0];
- ChangeToLearn(true, 0.1f);
- tarinList.SetActive(false);
- //_currentType = IT_TrainModelType.learn;
- //GameMain.Event.Fire(this,IT_StartLearnTargetInfoEvent.Create());
- }
- protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- base.OnUpdate(elapseSeconds, realElapseSeconds);
- }
- private void InItUiComponent()
- {
- _trainDoneTips = _trainPanel.transform.Find("DoneTips").gameObject;
- _trainDoneTips.SetActive(false);
- messagePanel = _learnPanel.transform.Find("messagePanel").gameObject;
- messagePanel.SetActive(false);
- nameText = messagePanel.transform.Find("nameText").GetComponent<Text>();
- messageText = messagePanel.transform.Find("messageText").GetComponent<Text>();
- _faultDoneTips = _faultPanel.transform.Find("DoneTips").gameObject;
- _faultDoneTips.SetActive(false);
- _faultPanel.SetActive(false);
- _reStartButton = _trainPanel.transform.Find("TrainButton/Verlist/reStartButton").GetComponent<Button>();
- _reStartButton.onClick.AddListener(() => { GameMain.Event.Fire(this, ReStart_IT_TrainStudyEvent.Create()); });
- _learnButton = this.transform.Find("Navi/B1").GetComponent<Button>();
- _learnButton.onClick.AddListener(() => { ChangeToLearn(true, 0.1f); });
- _trainButton = this.transform.Find("Navi/B2").GetComponent<Button>();
- _trainButton.onClick.AddListener(ChangeToTrain);
- _faultButton = this.transform.Find("Navi/B3").GetComponent<Button>();
- _faultButton.onClick.AddListener(() => { ChangeToFault(); });
- tarinList = this.transform.Find("Navi/trainlist").gameObject;
- trainB1 = this.transform.Find("Navi/trainlist/B1").GetComponent<Button>();
- trainB2 = this.transform.Find("Navi/trainlist/B2").GetComponent<Button>();
- trainB3 = this.transform.Find("Navi/trainlist/B3").GetComponent<Button>();
- trainB1.onClick.AddListener(() =>
- {
- GameMain.Event.Fire(this, Ele_TrainAniEvent.Create(1));
- tarinList.SetActive(false);
- });
- trainB2.onClick.AddListener(() =>
- {
- GameMain.Event.Fire(this, Ele_TrainAniEvent.Create(2));
- tarinList.SetActive(false);
- });
-
- trainB3.onClick.AddListener(() =>
- {
- GameMain.Event.Fire(this, Ele_TrainAniEvent.Create(3));
- tarinList.SetActive(false);
- });
- tarinList.SetActive(false);
- faultList = this.transform.Find("Navi/faultlist").gameObject;
- faultB1 = this.transform.Find("Navi/faultlist/B1").GetComponent<Button>();
- faultB2 = this.transform.Find("Navi/faultlist/B2").GetComponent<Button>();
- faultB3 = this.transform.Find("Navi/faultlist/B3").GetComponent<Button>();
- faultB1.onClick.AddListener(() =>
- {
- foreach (var objs in faultChoices)
- {
- objs.SetActive(false);
- }
- faultChoicePanel.SetActive(false);
- GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
- GameMain.Event.Fire(this, Power_FaultStartEvent.Create(Power_FaultType.fused));
- faultList.SetActive(false);
- });
- faultB2.onClick.AddListener(() =>
- {
- foreach (var objs in faultChoices)
- {
- objs.SetActive(false);
- }
- faultChoicePanel.SetActive(false);
- GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
- GameMain.Event.Fire(this, Power_FaultStartEvent.Create(Power_FaultType.UspGone));
- faultList.SetActive(false);
- });
- faultB3.onClick.AddListener(() =>
- {
- foreach (var objs in faultChoices)
- {
- objs.SetActive(false);
- }
- faultChoicePanel.SetActive(false);
- GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
- GameMain.Event.Fire(this, Power_FaultStartEvent.Create(Power_FaultType.dc));
- faultList.SetActive(false);
- });
- //$$$------------------------
- faultChoicePanel = this.transform.Find($"faultChoicePanel").gameObject;
- faultChoices = new GameObject[8];
- for (int i = 0; i < 8; i++)
- {
- faultChoices[i] = this.transform.Find($"faultChoicePanel/BG/Quest_{i + 1}").gameObject;
- faultChoices[i].SetActive(false);
- }
- faultChoicePanel.SetActive(false);
- faultButtons = new Button[7];
- for (int i = 0; i < 7; i++)
- {
- faultButtons[i] = this.transform.Find($"Navi/faultlist/B{i + 4}").GetComponent<Button>();
- }
- faultButtons[0].onClick.AddListener(() => { faultChoicesClick(0); });
- faultButtons[1].onClick.AddListener(() => { faultChoicesClick(1); });
- faultButtons[2].onClick.AddListener(() => { faultChoicesClick(2); });
- faultButtons[3].onClick.AddListener(() => { faultChoicesClick(3); });
- faultButtons[4].onClick.AddListener(() => { faultChoicesClick(4); });
- faultButtons[5].onClick.AddListener(() => { faultChoicesClick(5); });
- faultButtons[6].onClick.AddListener(() => { faultChoicesClick(6); });
- faultChoicePanel.SetActive(false);
- //$$$------------------------
- faultList.SetActive(false);
- }
- //$$$------------------------
- private void faultChoicesClick(int index)
- {
- foreach (var obj in fusedFaultTips)
- {
- obj.SetActive(false);
- }
- foreach (var obj in uspGoneFaultTips)
- {
- obj.SetActive(false);
- }
- foreach (var obj in Fault3_Tips)
- {
- obj.SetActive(false);
- }
- faultList.SetActive(false);
- foreach (var objs in faultChoices)
- {
- objs.SetActive(false);
- }
- GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(index));
- faultChoices[index].SetActive(true);
- faultChoicePanel.SetActive(true);
- faultList.SetActive(false);
- }
- private void InitFaultTips()
- {
- uspGoneFaultTips = new GameObject[6];
- for (int i = 0; i < uspGoneFaultTips.Length; i++)
- {
- uspGoneFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step1_{i}").gameObject;
- uspGoneFaultTips[i].SetActive(false);
- }
- fusedFaultTips = new GameObject[8];
- for (int i = 0; i < fusedFaultTips.Length; i++)
- {
- fusedFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step2_{i}").gameObject;
- fusedFaultTips[i].SetActive(false);
- }
- Fault3_Tips = new GameObject[6];
- for (int i = 0; i < Fault3_Tips.Length; i++)
- {
- Fault3_Tips[i] = _faultPanel.transform.Find($"Doc/BG/Step3_{i}").gameObject;
- Fault3_Tips[i].SetActive(false);
- }
- faultTools = _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>();
- faultTools.localPosition = new Vector3(1120, 0, 0);
- faultSelectButtons = _faultPanel.transform.Find($"FixButton").gameObject;
- upsButton = _faultPanel.transform.Find("FixButton/Verlist/upsButton").GetComponent<Button>();
- bxsButton = _faultPanel.transform.Find("FixButton/Verlist/bxsButton").GetComponent<Button>();
- dcButton = _faultPanel.transform.Find("FixButton/Verlist/dcButton").GetComponent<Button>();
- plButton = _faultPanel.transform.Find("FixButton/Verlist/plButton").GetComponent<Button>();
- upsButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Power_SelectFaultItemEvent.Create(Power_FaultType.UspGone)); });
- bxsButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Power_SelectFaultItemEvent.Create(Power_FaultType.fused)); });
- dcButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Power_SelectFaultItemEvent.Create(Power_FaultType.dc)); });
- plButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Power_SelectFaultItemEvent.Create(Power_FaultType.pl)); });
- faultSelectButtons.SetActive(false);
- faultToolList = faultTools.GetComponent<Power_FaultToolList>();
- }
- protected override void OnClose(bool isShutdown, object userData)
- {
- base.OnClose(isShutdown, userData);
- //GameMain.Event.Unsubscribe(ReStart_IT_TrainStudyEvent.EventId,ReSetTrainUI);
- GameMain.Event.Unsubscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
- GameMain.Event.Unsubscribe(Ele_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
- GameMain.Event.Unsubscribe(Power_FaultNextEvent.EventId, OnGetPower_FaultNext);
- }
- private async void ChangeToLearn(bool force = false, float delayTime = 0.0f)
- {
- tarinList.SetActive(false);
- _faultDoneTips.SetActive(false);
- faultList.SetActive(false);
- if (_currentType == IT_TrainModelType.learn && !force)
- return;
- if (SceneManager.GetActiveScene().name != "TrainStudy4_1")
- SceneManager.LoadScene("TrainStudy4_1");
- await Task.Delay((int)(delayTime * 1000));
- //GameMain.Event.Fire(this,IT_TrainStudyStateEvent.Create(false));
- GameMain.Event.Fire(this, Ele_StartLearnTargetInfoEvent.Create());
- _currentType = IT_TrainModelType.learn;
- _learnButton.image.sprite = learnModelButtonImg[1];
- _trainButton.image.sprite = trainModelButtonImg[0];
- _faultButton.image.sprite = bugModelButtonImg[0];
- _trainPanel.SetActive(false);
- _learnPanel.SetActive(true);
- _faultPanel.SetActive(false);
- //$$$------------------------
- faultChoicePanel.SetActive(false);
- }
- private void ChangeToTrain()
- {
- faultList.SetActive(false);
- tarinList.SetActive(true);
- if (_currentType == IT_TrainModelType.train)
- return;
- _learnPanel.SetActive(false);
- _faultPanel.SetActive(false);
- _learnButton.image.sprite = learnModelButtonImg[0];
- _trainButton.image.sprite = trainModelButtonImg[1];
- _faultButton.image.sprite = bugModelButtonImg[0];
- _currentType = IT_TrainModelType.train;
- if (SceneManager.GetActiveScene().name != "TrainStudy4")
- SceneManager.LoadScene("TrainStudy4");
- //_trainPanel.SetActive(true);
- //$$$------------------------
- faultChoicePanel.SetActive(false);
- }
- private void ChangeToFault(bool force = false)
- {
- tarinList.SetActive(false);
- faultList.SetActive(true);
- if (_currentType == IT_TrainModelType.fault && !force)
- return;
- GameMain.Event.Fire(this, Ele_TrainStudyStateEvent.Create(false));
- GameMain.Event.Fire(this, Ele_StartLearnTargetInfoEvent.Create(false));
- _learnButton.image.sprite = learnModelButtonImg[0];
- _trainButton.image.sprite = trainModelButtonImg[0];
- _faultButton.image.sprite = bugModelButtonImg[1];
- _faultPanel.SetActive(true);
- _trainPanel.SetActive(false);
- _learnPanel.SetActive(false);
- _currentType = IT_TrainModelType.fault;
- _faultPanel.transform.Find($"Doc").gameObject.SetActive(false);
- _faultPanel.transform.Find($"FixButton").gameObject.SetActive(false);
- _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>().localPosition = new Vector3(1120, 0, 0);
- if (SceneManager.GetActiveScene().name != "TrainStudy4_2" || force)
- SceneManager.LoadScene("TrainStudy4_2");
- //$$$------------------------
- faultChoicePanel.SetActive(false);
- }
- private void ResetFaultPanel()
- {
- _faultDoneTips.SetActive(false);
- haveFixed = false;
- DOTween.Kill("_fanSpeed");
- DOTween.Kill("_mbTemperature");
- DOTween.Kill("_hardDiskTemperature");
- //_overHotTips.SetActive(true);
- _mbTemperature.value = 9;
- _mbTemperature.DOValue(8, 0.8f).SetLoops(-1, LoopType.Yoyo).SetId("_mbTemperature");
- _hardDiskTemperature.value = 9;
- _hardDiskTemperature.DOValue(8, 1.2f).SetLoops(-1, LoopType.Yoyo).SetId("_hardDiskTemperature");
- _fanSpeed.value = 0;
- _hardDiskColor.color = Color.red;
- _mbColor.color = Color.red;
- }
- private void FixFault(ITHardWaryType type)
- {
- switch (type)
- {
- case ITHardWaryType.cpu:
- break;
- case ITHardWaryType.fan:
- break;
- case ITHardWaryType.ram:
- break;
- case ITHardWaryType.power:
- break;
- case ITHardWaryType.none:
- break;
- }
- }
- private void ChangeTargetMessage(object sender, GameEventArgs e)
- {
- Ele_TrainStudyShowTargetInfoEvent args = (Ele_TrainStudyShowTargetInfoEvent)e;
- switch (args._Type)
- {
- case EleHardWaryType.PDG:
- nameText.text = "UPS整机柜";
- messageText.text = message1;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.DCG:
- nameText.text = "外置电池模块";
- messageText.text = message2;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.PDX:
- nameText.text = "UPS配电箱";
- messageText.text = message3;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.YJP:
- nameText.text = "液晶控制屏";
- messageText.text = message4;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.UPS:
- nameText.text = "UPS";
- messageText.text = message5;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.DC:
- nameText.text = "UPS内置电池";
- messageText.text = message6;
- if (!messagePanel.activeSelf)
- {
- messagePanel.SetActive(true);
- }
- break;
- case EleHardWaryType.none:
- messagePanel.SetActive(false);
- break;
- }
- }
- private void ReSetTrainUI(object sender, GameEventArgs e)
- {
- _trainDoneTips.SetActive(false);
- //_cpuButton.GetComponentInChildren<Text>().text = "CPU";
- //_fanButton.GetComponentInChildren<Text>().text = "风冷";
- //_powerButton.GetComponentInChildren<Text>().text = "电源";
- //_ramButton.GetComponentInChildren<Text>().text = "内存";
- //cpuDone = false;
- //fanDone = false;
- //ramDone = false;
- //powerDone = false;
- }
- private void OnIT_TrainStudyDone(object sender, GameEventArgs e)
- {
- //Debug.Log(11111111111);
- _faultDoneTips.SetActive(true);
- ChangeToFault(true);
- //GameMain.UI.OpenUIForm("Tips", "Pop");
- }
- private void OnGetPower_FaultNext(object sender, GameEventArgs e)
- {
- Power_FaultNextEvent args = (Power_FaultNextEvent)e;
- _faultPanel.transform.Find($"Doc").gameObject.SetActive(true);
- switch (args.FaultType)
- {
- case Power_FaultType.fused:
- for (int i = 0; i < uspGoneFaultTips.Length; i++)
- {
- uspGoneFaultTips[i].SetActive(false);
- }
- uspGoneFaultTips[args.stepIndex].SetActive(true);
- if (args.stepIndex == 0)
- {
- for (int i = 0; i < fusedFaultTips.Length; i++)
- {
- fusedFaultTips[i].SetActive(false);
- }
- foreach (var t in Fault3_Tips)
- {
- t.SetActive(false);
- }
- faultSelectButtons.SetActive(true);
- faultTools.localPosition = new Vector3(1120, 0, 0);
- faultToolList.ReSetToolList(1);
- }
- else
- {
- faultSelectButtons.SetActive(false);
- faultTools.localPosition = new Vector3(920, 0, 0);
- }
- break;
- case Power_FaultType.UspGone:
- for (int i = 0; i < fusedFaultTips.Length; i++)
- {
- fusedFaultTips[i].SetActive(false);
- }
- fusedFaultTips[args.stepIndex].SetActive(true);
- if (args.stepIndex == 0)
- {
- for (int i = 0; i < uspGoneFaultTips.Length; i++)
- {
- uspGoneFaultTips[i].SetActive(false);
- }
- foreach (var t in Fault3_Tips)
- {
- t.SetActive(false);
- }
- faultSelectButtons.SetActive(true);
- faultTools.localPosition = new Vector3(1120, 0, 0);
- faultToolList.ReSetToolList(0);
- }
- else
- {
- faultSelectButtons.SetActive(false);
- faultTools.localPosition = new Vector3(920, 0, 0);
- }
- break;
- case Power_FaultType.dc:
- for (int i = 0; i < Fault3_Tips.Length; i++)
- {
- Fault3_Tips[i].SetActive(false);
- }
- Fault3_Tips[args.stepIndex].SetActive(true);
- if (args.stepIndex == 0)
- {
- for (int i = 0; i < uspGoneFaultTips.Length; i++)
- {
- uspGoneFaultTips[i].SetActive(false);
- }
- for (int i = 0; i < fusedFaultTips.Length; i++)
- {
- fusedFaultTips[i].SetActive(false);
- }
- faultSelectButtons.SetActive(true);
- faultTools.localPosition = new Vector3(1120, 0, 0);
- faultToolList.ReSetToolList(0);
- }
- else
- {
- faultSelectButtons.SetActive(false);
- faultTools.localPosition = new Vector3(920, 0, 0);
- }
- break;
- }
- }
- }
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