Car movement and camera changes.

Integrated custom car movements and fixed issues with follow camera behaviours.
This commit is contained in:
Ashby Issac 2026-01-05 13:34:57 +05:30
parent 0ff3af1c72
commit 0bace59e6d
97 changed files with 6381 additions and 0 deletions

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using UnityEngine;
public interface ICarComponents
{
void SuspensionForce(float distance = 0, Transform tireTransform = null);
void SteeringForce(Transform tireTransform = null);
void AccelerationForce(float accelInput = 0, Transform tireTransform = null, Transform tireMesh = null);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowCam : MonoBehaviour
{
public Transform target;
public Transform followPoint;
public Vector3 offset = new Vector3(0f, 5f, -10f);
public float smoothSpeed = 5f;
void LateUpdate()
{
if (target == null) return;
Vector3 rotatedOffset = Quaternion.Euler(0, target.eulerAngles.y, 0) * offset;
Vector3 targetPositonForCam = target.position + rotatedOffset;
transform.position = Vector3.Lerp(transform.position, targetPositonForCam, smoothSpeed * Time.deltaTime);
Quaternion updatedRotation = Quaternion.LookRotation(target.position - transform.position);
updatedRotation = Quaternion.Euler(updatedRotation.eulerAngles.x, updatedRotation.eulerAngles.y, updatedRotation.eulerAngles.z);
transform.rotation = Quaternion.Slerp(transform.rotation, updatedRotation, smoothSpeed * Time.deltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CarSpecs", menuName = "CarSpecs", order = 1)]
public class CarSpecs : ScriptableObject
{
public float dampingForce = 50;
public float strength = 500;
public float suspensionRestDist = 0.6f;
public float hitDist = 0.4f;
public float gripFactor = 0.4f;
public float tireMass = 2f;
public float totalSpeed = 20f;
public float rotationSpeed = 10f;
public float tireRotationAngle = 60f;
public float speedValue = 300f;
public float accelSpeed = 75f;
}

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using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
public class CarSystem : ICarComponents
{
[Category("Global Attributes")] private Rigidbody carRigidbody;
private CarSpecs carSpecs;
[Category("Animation Curves")] private AnimationCurve steerLeftAnimCurve;
[Category("Animation Curves")] private AnimationCurve steerRightAnimCurve;
private AnimationCurve accelAnimCurve;
[Category("SuspensionForce Attributes")]
private float force;
private float springOffset;
private float velocitySpeed;
private Vector3 springDir = default;
private Vector3 pointVelocity = default;
[Category("SteeringForce Attributes")] private float accel;
private float steeringVel;
private float changeInVel;
private Vector3 tirePointVel;
[Category("AccelerationForce Attributes")]
private Vector3 accelForce;
private Transform[] frontTireTransforms;
public CarSystem(Rigidbody carRigidbody = null, CarSpecs carSpecs = null, Transform[] frontTireTransforms = null,
AnimationCurve steerLeftAnimCurve = null, AnimationCurve steerRightAnimCurve = null, AnimationCurve accelAnimCurve = null)
{
this.carRigidbody = carRigidbody;
this.carSpecs = carSpecs;
this.frontTireTransforms = frontTireTransforms;
this.steerLeftAnimCurve = steerLeftAnimCurve;
this.steerRightAnimCurve = steerRightAnimCurve;
this.accelAnimCurve = accelAnimCurve;
GameplayController.Instance.OnApplyForce += ApplyCarForces;
GameplayController.Instance.OnCarRotate += CarRotation;
}
/* Force that makes the rigidbody float on
* the ground using the raycast-based approach */
public void SuspensionForce(float distance = 0, Transform tireTransform = null)
{
springDir = tireTransform.up;
pointVelocity = carRigidbody.GetPointVelocity(tireTransform.position);
Debug.Log($"Suspension({tireTransform.name}): suspensionRestDist: {carSpecs.suspensionRestDist}, distance: {distance}");
springOffset = carSpecs.suspensionRestDist - distance; // 0.4
velocitySpeed = Vector3.Dot(springDir, pointVelocity);
// also dependent on the mass of the object.
force = (springOffset * carSpecs.strength) - (velocitySpeed * carSpecs.dampingForce);
// Debug.LogWarning($":: springOffset: {springOffset} :: velocitySpeed: {velocitySpeed} :: force: {force}");
carRigidbody.AddForceAtPosition(springDir * force, tireTransform.position);
}
/* Force required to avoid unnecessary slipping for the car
* Can reduce traction using gripFactor
*/
public void SteeringForce(Transform tireTransform = null)
{
tirePointVel = carRigidbody.GetPointVelocity(tireTransform.position);
steeringVel = Vector3.Dot(tirePointVel, tireTransform.right);
var clampedVelOnX = Mathf.Abs(Mathf.Clamp01(steeringVel));
var gripFactor = Input.GetAxis("Horizontal") > 0 ? steerRightAnimCurve.Evaluate(clampedVelOnX)
: steerLeftAnimCurve.Evaluate(clampedVelOnX);
string curveDir = Input.GetAxis("Horizontal") > 0 ? "right" : "left";
//Debug.Log($" Evaluating {curveDir} curve: {gripFactor} ");
changeInVel = -steeringVel * gripFactor;// carSpecs.gripFactor;
accel = changeInVel / Time.fixedDeltaTime;
var forceToApply = accel * carSpecs.tireMass;
carRigidbody.AddForceAtPosition(tireTransform.right * forceToApply, tireTransform.position);
}
/* Forward/Backward force for the car's rigidbody */
public void AccelerationForce(float accelInput = 0, Transform tireTransform = null, Transform tireMesh = null)
{
if (accelInput != 0.0f)
{
float speed = Vector3.Dot(tireTransform.forward, carRigidbody.velocity);
float clampedSpeed = Mathf.Clamp01(speed / carSpecs.totalSpeed);
float accelSpeed = accelAnimCurve.Evaluate(clampedSpeed) * carSpecs.speedValue;
accelForce = accelSpeed * accelInput * carRigidbody.transform.forward;
carRigidbody.AddForceAtPosition(accelForce, tireTransform.position);
}
if (carRigidbody.velocity.magnitude > 0)
tireMesh.Rotate(Vector3.right, carSpecs.speedValue * 50f);
}
/* Apply force for Suspension, Steering, and Acceleration */
private void ApplyCarForces(float distance = 0, Transform tireTransform = null, float accelInput = 0, Transform tireMesh = null)
{
SuspensionForce(distance, tireTransform);
SteeringForce(tireTransform);
AccelerationForce(accelInput, tireTransform, tireMesh);
}
/* Rotate the front wheel transforms */
private void CarRotation(float steeringInput = 0)
{
float inputRotY = steeringInput * carSpecs.tireRotationAngle;
foreach (Transform frontTire in frontTireTransforms)
{
Quaternion updatedRotation = Quaternion.Euler(frontTire.localEulerAngles.x, inputRotY,
frontTire.localEulerAngles.z);
frontTire.localRotation = steeringInput == 0 ? new Quaternion(0, 0, 0, 1) : Quaternion.Slerp(frontTire.localRotation, updatedRotation,
Time.deltaTime * carSpecs.rotationSpeed);
}
}
}

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using System;
using UnityEngine;
using System.Collections;
using System.ComponentModel;
using UnityEngine.SceneManagement;
public class GameplayController : MonoBehaviour
{
[SerializeField] private Transform[] tireTransforms;
[SerializeField] private Transform[] frontTireTransforms;
[SerializeField] private Transform[] tireMeshes;
[SerializeField] private Rigidbody carRigidbody;
// [SerializeField] private GameObject gameOverPanel;
// [SerializeField] private TextMeshProUGUI gameOverText;
// [SerializeField] private TextMeshProUGUI timerText;
[SerializeField] private CarSpecs carSpecs;
[SerializeField] private Vector3 customCenterOfMass;
[SerializeField] private AnimationCurve steerLeftAnimCurve;
[SerializeField] private AnimationCurve steerRightAnimCurve;
[SerializeField] private AnimationCurve accelAnimCurve;
[Category("Input Attributes")]
private float steeringInput;
private float accelInput;
[Category("Global-Script-Attributes")]
private int tiresCount = 0;
private float remTime = 0f;
private float tiresInGround = 0f;
[Category("Script-Object-Refs.")]
private CarSystem carSystem;
private TimerSystem timerSystem;
private LevelManager levelManager;
[Category("Tags.")]
private const string checkpointTag = "Checkpoint";
private const string finishCheckpointTag = "Finish";
[Category("Level-End-Panel-Texts")]
private const string GameOver_Text = "Game Over!";
private const string OutOfTime_Text = "Out Of Time!";
private const string LevelComplete_Text = "Level Complete";
private RaycastHit hitInfo;
private bool isGameOver = false;
private Coroutine GroundCheckCoroutine = null;
[Category("Action Delegates")]
public static Action<float> OnCheckpointReached;
public Action<float, Transform, float, Transform> OnApplyForce;
public Action<float> OnCarRotate;
public Action<string> OnGameOver;
public static GameplayController Instance;
private float prevRemTime = 0;
private void Awake()
{
Instance = this;
Debug.Log($" Default Center of mass: {carRigidbody.centerOfMass} ");
carRigidbody.centerOfMass = customCenterOfMass;
}
private void Start()
{
isGameOver = false;
tiresCount = tireTransforms.Length;
// gameOverPanel.SetActive(false);
timerSystem = new TimerSystem();
remTime = timerSystem.Timer;
carSystem = new CarSystem(carRigidbody, carSpecs, frontTireTransforms, steerLeftAnimCurve: steerLeftAnimCurve, steerRightAnimCurve: steerRightAnimCurve, accelAnimCurve: accelAnimCurve);
// levelManager = new LevelManager(gameOverText, gameOverPanel);
}
/* Apply force to Car's rigidbody for Suspension(Y-Axis),
steering(X-Axis), and acceleration(Z-Axis) for each tire. */
private void FixedUpdate()
{
tiresInGround = 0;
for (int tireIndex = 0; tireIndex < tiresCount; tireIndex++)
{
if (Physics.Raycast(tireTransforms[tireIndex].position, -tireTransforms[tireIndex].up, out hitInfo, carSpecs.hitDist))
{
tiresInGround++;
OnApplyForce?.Invoke(hitInfo.distance, tireTransforms[tireIndex], accelInput, tireMeshes[tireIndex]);
}
}
CheckGameOverStates();
}
// Updates the timer for UI and Rotation of the wheels (transforms) according to input
private void Update()
{
//if (isGameOver || remTime < 1) // TODO :: uncomment after test
// return;
if (Input.GetKeyDown(KeyCode.R))
RestartLevel();
#if UNITY_EDITOR
ProcessInputs();
#endif
DisplayUITimer();
OnCarRotate?.Invoke(steeringInput);
}
// Add additional time when a checkpoint's reached
private void OnTriggerEnter(Collider other)
{
if (isGameOver)
return;
string otherGOTag = other.gameObject.tag;
if (otherGOTag == checkpointTag)
{
OnCheckpointReached?.Invoke(remTime);
remTime = timerSystem.Timer;
}
else if (otherGOTag == finishCheckpointTag && remTime > 0)
{
EnableGameOverState(LevelComplete_Text);
}
}
private void EnableGameOverState(string panelText)
{
return;
OnGameOver?.Invoke(panelText);
isGameOver = true;
}
private void DisplayUITimer()
{
if (remTime < 0) return;
remTime -= Time.deltaTime;
// timerText.text = ((int)remTime).ToString();
}
/* Editor movement inputs */
private void ProcessInputs()
{
accelInput = Input.GetAxis("Vertical");
steeringInput = Input.GetAxis("Horizontal");
}
private void CheckGameOverStates()
{
if (isGameOver)
return;
/* Check for Time run out */
if (remTime < 1)
{
EnableGameOverState(OutOfTime_Text);
return;
}
/* Check for Tires out of bounds (ground/platform) */
if (tiresInGround < 3 && GroundCheckCoroutine == null)
GroundCheckCoroutine = StartCoroutine(CheckTiresInGround());
}
/* Check if car/rigidbody is out of bounds/ground/platform */
private IEnumerator CheckTiresInGround()
{
yield return new WaitForSeconds(3f);
if (tiresInGround >= 3)
{
StopCoroutine();
}
/* Check for dealing with edge cases where
car would be moving through the edge of the platforms */
yield return new WaitForSeconds(2f);
if (tiresInGround < 3 && !isGameOver)
{
EnableGameOverState(GameOver_Text);
StopCoroutine();
}
}
private void StopCoroutine()
{
if (GroundCheckCoroutine != null)
{
StopCoroutine(GroundCheckCoroutine);
GroundCheckCoroutine = null;
}
}
/* Functions mapped to event triggers of associated buttons */
public void MoveInput(float input) => accelInput = input;
public void SteerInput(float input) => steeringInput = input;
public void RestartLevel()
{
StopCoroutine();
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.7.0
// from Assets/PlayerInputAction.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PlayerInputAction: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerInputAction()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerInputAction"",
""maps"": [
{
""name"": ""Player"",
""id"": ""857bc825-28ff-4de6-a566-17000cf625fa"",
""actions"": [
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""9c293672-2623-4517-9b3e-eab04ee3544e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""f77a8dd7-6431-4fa9-ba52-1102c1210d65"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""TouchInput"",
""type"": ""PassThrough"",
""id"": ""2d2c8e85-7298-4765-a196-5485b1ed8379"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""TouchPress"",
""type"": ""Button"",
""id"": ""e35afb81-50e8-4b03-be3c-dd2ba5828635"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""2edafdfd-f7f6-4a1c-b374-12b61b459271"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""2D Vector"",
""id"": ""31e26ecb-efa0-428a-972e-1dba4195b75e"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""40181451-9ed6-4b24-a216-c6013858ed1a"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""b872d7c2-30c9-45ff-a85f-5eac185cdebc"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""33752d10-fef2-49d9-93a0-e9ada12d0636"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""70222a3b-36ad-4d1e-ac03-eee1db76adf7"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""ca2a4457-d3b5-4319-9d12-a0a5b03b659c"",
""path"": ""<Touchscreen>/primaryTouch/indirectTouch"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""TouchInput"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""74be92f8-d232-47f2-beb5-4ec0c795b463"",
""path"": ""<Touchscreen>/primaryTouch/press"",
""interactions"": ""Press"",
""processors"": """",
""groups"": """",
""action"": ""TouchPress"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
m_Player_TouchInput = m_Player.FindAction("TouchInput", throwIfNotFound: true);
m_Player_TouchPress = m_Player.FindAction("TouchPress", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_Jump;
private readonly InputAction m_Player_Move;
private readonly InputAction m_Player_TouchInput;
private readonly InputAction m_Player_TouchPress;
public struct PlayerActions
{
private @PlayerInputAction m_Wrapper;
public PlayerActions(@PlayerInputAction wrapper) { m_Wrapper = wrapper; }
public InputAction @Jump => m_Wrapper.m_Player_Jump;
public InputAction @Move => m_Wrapper.m_Player_Move;
public InputAction @TouchInput => m_Wrapper.m_Player_TouchInput;
public InputAction @TouchPress => m_Wrapper.m_Player_TouchPress;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@TouchInput.started += instance.OnTouchInput;
@TouchInput.performed += instance.OnTouchInput;
@TouchInput.canceled += instance.OnTouchInput;
@TouchPress.started += instance.OnTouchPress;
@TouchPress.performed += instance.OnTouchPress;
@TouchPress.canceled += instance.OnTouchPress;
}
private void UnregisterCallbacks(IPlayerActions instance)
{
@Jump.started -= instance.OnJump;
@Jump.performed -= instance.OnJump;
@Jump.canceled -= instance.OnJump;
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
@TouchInput.started -= instance.OnTouchInput;
@TouchInput.performed -= instance.OnTouchInput;
@TouchInput.canceled -= instance.OnTouchInput;
@TouchPress.started -= instance.OnTouchPress;
@TouchPress.performed -= instance.OnTouchPress;
@TouchPress.canceled -= instance.OnTouchPress;
}
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public PlayerActions @Player => new PlayerActions(this);
public interface IPlayerActions
{
void OnJump(InputAction.CallbackContext context);
void OnMove(InputAction.CallbackContext context);
void OnTouchInput(InputAction.CallbackContext context);
void OnTouchPress(InputAction.CallbackContext context);
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class LevelManager
{
private TextMeshProUGUI gameOverText;
private GameObject gameOverPanel;
public LevelManager(TextMeshProUGUI gameOverText, GameObject gameOverPanel)
{
this.gameOverText = gameOverText;
this.gameOverPanel = gameOverPanel;
GameplayController.Instance.OnGameOver += LevelEndPanel;
}
/*
* Activate GameOver Panel when car has: fallen off,
* or when level's complete or when time has run out
*/
private void LevelEndPanel(string text)
{
//if (isGameOver) return;
gameOverText.text = text;
gameOverPanel.SetActive(true);
//isGameOver = true;
}
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using TMPro;
using UnityEngine;
public class FPSCounter : MonoBehaviour
{
private float deltaTime = 0.0f;
public TextMeshProUGUI fpsText;
void Update()
{
// Calculate the time it took to render the last frame
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
// Calculate FPS and display it in the console
float fps = 1.0f / deltaTime;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TimerSystem
{
private float timer = 10f;
private float timerIncrement = 5f;
public float Timer => timer;
public float TimerIncrement = 5f;
public TimerSystem()
{
GameplayController.OnCheckpointReached += UpdateTimer;
}
private void IncreaseTimer()
{
timer += timerIncrement;
}
public void UpdateTimer(float remTime)
{
timer = remTime;
IncreaseTimer();
}
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