
1.实装一些美术素材 2.完成木马召唤小怪攻击逻辑 (1.修复伊斯兰小怪的炸飞方向丢失Bug (2.给伊斯兰小怪两种被击飞模式,当被普通武器攻击,轻度正常击飞,当被炸弹炸飞,剧烈飞出 3.完成木马喷射炸弹攻击逻辑 (1.与召唤小怪逻辑类似 (2.创建炸弹类 (3.3次喷射,仅确定首次力度和方向,后两次依靠倍率改变力度 4.完成炸弹逻辑,用于召唤炸弹和喷射炸弹两种攻击方式 (1.碰到东西即爆炸 (2.有一个触发器表示爆炸范围,当有东西进入 ,尝试获取被炸对象接口,如果有,则将其加入攻击列表,爆炸时对列表中的每一个对象造成伤害,攻击力来自于owner (3.当有物体离开触发器,康康它是否在列表中,若在,将其移除 5.整理脚本 下班
195 lines
7.1 KiB
C#
195 lines
7.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 伊斯兰小怪类
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/// </summary>
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public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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[FoldoutGroup("其他",false,0)][Header("怪物死后旋转速度的随机区间")]
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public float deadRotationRangeMax;
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[FoldoutGroup("其他",false,0)]
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public float deadRotationRangeMin;
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/// <summary>
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/// 抓到玩家后多长事件触发爆炸
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/// </summary>
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[Header("抓到玩家后多长事件触发爆炸")][FoldoutGroup("伊斯兰")]
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public float boomTime;
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/// <summary>
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/// 被击飞力度的调整值
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/// </summary>
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[Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)]
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public Vector2 hitToflyParameter;
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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private Rigidbody2D m_rigidbody;
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/// <summary>
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/// seek函数中的追踪目标
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/// </summary>
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private Transform target;
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/// <summary>
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/// 记录此时玩家是否在爆炸范围内
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/// </summary>
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[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
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private bool canHitPlayer;
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// _____ _ _ ____ _
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// / ____| | | | _ \ | |
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// | | __ _| | | |_) | __ _ ___| | __
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// | | / _` | | | _ < / _` |/ __| |/ /
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// | |___| (_| | | | |_) | (_| | (__| <
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// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
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void Start(){Init();}//初始化
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void FixedUpdate(){if(state == State.seek)Seek();}//seek
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// _ _ _
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// | \ | | | |
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// | \| | ___ _ __ _ __ ___ __ _| |
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// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
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// | |\ | (_) | | | | | | | | (_| | |
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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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private void Init(){
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//初始化状态为Seek
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state = State.seek;
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//找到必要的组件
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m_rigidbody = GetComponent<Rigidbody2D>();
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target = FindObjectOfType<MyPlayer>().transform;
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}
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/// <summary>
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/// 寻找函数,每Fixed调用
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/// </summary>
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private void Seek(){
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//构造一个方向,1代表向右,-1代表向左
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int dir = (target.position.x - transform.position.x > 0) ? 1:-1;
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//使刚体水平方向上获得速度
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m_rigidbody.velocity = new Vector2(speed * dir,
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m_rigidbody.velocity.y);
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//矫正一下faceDir的问题,使其始终朝向玩家
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transform.rotation = Quaternion.
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Euler
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(transform.rotation.x,
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((dir == 1) ? 0:-180),
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transform.rotation.z);
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}
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/// <summary>
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/// 碰到玩家的时候触发,伊斯兰爆炸的时候Call这个,通过协程触发,因为爆炸有个延时
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/// </summary>
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private void Boom(){
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//
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deadRotationRangeMax *= 3;
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deadRotationRangeMin *= 3;
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hitToflyParameter *= 3;
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state = State.dead;
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OnBeHit(MyPlayer.AtkMethod.反弹炸弹,(target.position.x - transform.position.x > 0) ? 1:-1);
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// //让自己去世
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// OnDead();
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//判定能否攻击到玩家
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if(canHitPlayer){
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FindObjectOfType<MyPlayer>().OnBeHit(ATK,(target.position.x - transform.position.x > 0) ? -1:1);
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// //加一个扭矩,营造死亡的效果
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// m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
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// ((target.position.x - transform.position.x > 0) ? -1:1));
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}
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}
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/// <summary>
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/// 被击飞的击飞效果处理
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/// </summary>
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/// <param name="dir">被击方向</param>
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public void BeHitToFly(int dir){
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m_rigidbody.velocity += new Vector2( //给予自身一个
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-1 * dir * hitToflyParameter.x,//X方向为力度系数乘以受击方向
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hitToflyParameter.y//Y方向为力度系数
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//的绝对的速度
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);
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}
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/// <summary>
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/// 协程用,删除自己这个游戏物体
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/// </summary>
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protected void Dead(){Destroy(gameObject);}
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// ______ _
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// | ____| | |
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// | |____ _____ _ __ | |_
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// | __\ \ / / _ \ '_ \| __|
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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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protected override void OnTouchThePlayer(MyPlayer player){Invoke("Boom",boomTime);}
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protected override void OnDead(){
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//标记当前状态为死亡
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state = State.dead;
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//加一个扭矩,营造死亡的效果
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m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
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((target.position.x - transform.position.x > 0) ? -1 : 1));
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//关掉自己的碰撞体
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GetComponent<BoxCollider2D>().enabled = false;
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//两秒后自己毁灭
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Invoke("Dead",2f);
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}
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public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
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//让自己被击飞
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BeHitToFly(hitDir);
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//结算生命值
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HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
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//看下死了没
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//死了就记录下死亡时候的面部朝向,用来做死亡翻滚效果,然后再Call一下死亡事件
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if(CheckDead()) {OnDead();}
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//被打飞了在着地前都不会挨打了
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canBeHit = false;
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}
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// _____ _ _ _ _
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// / ____| | | (_) (_)
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// | | ___ | | |_ ___ _ ___ _ __
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// | | / _ \| | | / __| |/ _ \| '_ \
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// | |___| (_) | | | \__ \ | (_) | | | |
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// \_____\___/|_|_|_|___/_|\___/|_| |_|
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//触发器代表炸弹范围,进入说明能炸到,离开说明炸不到了
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protected override void OnTriggerEnter2D(Collider2D other){
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base.OnTriggerEnter2D(other);
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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canHitPlayer = true;
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}
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void OnTriggerExit2D(Collider2D other){
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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canHitPlayer = false;
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}
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// _____ _ __
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// |_ _| | | / _|
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// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
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// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
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// _| |_| | | | || __/ | | || (_| | (_| __/
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// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
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public void BeBoomed(float atk, int dir){
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//需要重写
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OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
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}
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public Transform ObjTransform(){return transform;}
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} |