remove EasyFont and legacy UI dependency therein as it has been removed from Unity.

This commit is contained in:
ryanhy 2019-05-20 12:38:40 -07:00
Родитель cb1c3bd271
Коммит 55511a553f
12 изменённых файлов: 95 добавлений и 1046 удалений

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// port of stb_easy_font.h into Unity/C# - public domain
// Aras Pranckevicius, 2015 November
// https://github.com/aras-p/UnityStbEasyFont
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class EasyFontUtilities
{
public const float kScaleFactor = 0.12f;
public static void UpdateMesh(ref Mesh mesh, string text, Color32 color)
{
if (mesh != null)
mesh.Clear();
if (mesh == null)
{
mesh = new Mesh();
mesh.hideFlags = HideFlags.HideAndDontSave;
}
List<Vector3> vertices = new List<Vector3>();
List<Color32> colors = new List<Color32>();
StbEasyFont.GenerateMesh(0, 0, text, color, vertices, colors);
mesh.vertices = vertices.ToArray();
mesh.colors32 = colors.ToArray();
mesh.subMeshCount = 1;
var indices = new int[vertices.Count];
for (var i = 0; i < indices.Length; ++i)
indices[i] = i;
mesh.SetIndices(indices, MeshTopology.Quads, 0);
}
public static Material CreateFontMaterial()
{
var shader = Shader.Find("Hidden/Internal-Colored");
var mat = new Material(shader);
mat.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes and depth testing
mat.SetInt("_ZWrite", 0);
mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always);
return mat;
}
public static Vector3 CalcAnchorOffset(Mesh mesh, TextAnchor anchor)
{
var bounds = mesh.bounds;
var dx = bounds.extents.x;
var dy = bounds.extents.y + 1;
var offset = Vector3.zero;
// horizontal
switch (anchor)
{
case TextAnchor.LowerCenter:
case TextAnchor.MiddleCenter:
case TextAnchor.UpperCenter:
offset.x -= dx;
break;
case TextAnchor.LowerRight:
case TextAnchor.MiddleRight:
case TextAnchor.UpperRight:
offset.x -= dx * 2f;
break;
default:
break;
}
// vertical
switch (anchor)
{
case TextAnchor.MiddleLeft:
case TextAnchor.MiddleRight:
case TextAnchor.MiddleCenter:
offset.y += dy;
break;
case TextAnchor.LowerLeft:
case TextAnchor.LowerRight:
case TextAnchor.LowerCenter:
offset.y += dy * 2f;
break;
default:
break;
}
return offset;
}
#if UNITY_EDITOR
public static void SelectAndMoveToView(GameObject go)
{
var view = SceneView.lastActiveSceneView;
if (view != null)
view.MoveToView(go.transform);
Selection.activeGameObject = go;
}
#endif
#if UNITY_EDITOR
[MenuItem("Tools/Replace with simple text")]
public static void ReplaceBuiltinWithSimple()
{
Undo.SetCurrentGroupName("Replaced texts");
var textMeshes = Object.FindObjectsOfType<TextMesh>();
foreach (var t in textMeshes)
{
var nt = Undo.AddComponent<SimpleTextMesh>(t.gameObject);
nt.text = t.text;
nt.anchor = t.anchor;
nt.characterSize = t.characterSize;
if (t.fontSize != 0)
nt.characterSize *= t.fontSize / 12.0f;
nt.color = t.color;
var renderer = t.gameObject.GetComponent<MeshRenderer>();
if (renderer)
Undo.DestroyObjectImmediate(renderer);
Undo.DestroyObjectImmediate(t);
}
var guiTexts = Object.FindObjectsOfType<GUIText>();
foreach (var t in guiTexts)
{
var nt = Undo.AddComponent<SimpleGUIText>(t.gameObject);
nt.text = t.text;
nt.anchor = t.anchor;
nt.characterSize = 1.0f;
if (t.fontSize != 0)
nt.characterSize *= t.fontSize / 12.0f;
nt.color = t.color;
nt.pixelOffset = t.pixelOffset;
Undo.DestroyObjectImmediate(t);
}
}
#endif
}

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// port of stb_easy_font.h into Unity/C# - public domain
// Aras Pranckevicius, 2015 November
// https://github.com/aras-p/UnityStbEasyFont
using UnityEngine;
using System.Collections.Generic;
[ExecuteInEditMode]
public class SimpleGUIText : MonoBehaviour
{
[Multiline]
public string text = "ABC";
public TextAnchor anchor = TextAnchor.LowerLeft;
public Vector2 pixelOffset = Vector2.zero;
public Color32 color = new Color32(255, 255, 255, 255);
public float characterSize = 1.0f;
private string prevText = null;
private Color32 prevColor = new Color32(0, 0, 0, 0);
private Mesh mesh;
private Material mat;
void Start()
{
UpdateMesh();
}
void OnEnable()
{
Camera.onPostRender += RenderText;
}
void OnDisable()
{
Camera.onPostRender -= RenderText;
DestroyImmediate(mesh);
DestroyImmediate(mat);
}
void RenderText(Camera cam)
{
// don't render if not game view
if (cam.cameraType != CameraType.Game)
return;
if (cam.tag != "MainCamera" && cam.tag != "UI")
return;
// our layer is culled
if ((cam.cullingMask & (1 << gameObject.layer)) == 0)
return;
UpdateMesh();
if (mesh == null)
return;
UpdateMaterial();
GL.PushMatrix();
GL.LoadPixelMatrix();
mat.SetPass(0);
var camRect = cam.pixelRect;
var pos = transform.position;
pos.x = camRect.x + pos.x * camRect.width + pixelOffset.x;
pos.y = camRect.y + pos.y * camRect.height + pixelOffset.y;
pos.z = 0;
pos += EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
pos.x = Mathf.Round(pos.x);
pos.y = Mathf.Round(pos.y);
var scale = characterSize;
var mtx = Matrix4x4.TRS(pos, Quaternion.identity, new Vector3(scale, -scale, scale));
// Note: DrawMeshNow sets up current camera's view matrix;
// so make sure that's identity and reset it afterwards
cam.worldToCameraMatrix = Matrix4x4.identity;
Graphics.DrawMeshNow(mesh, mtx);
cam.ResetWorldToCameraMatrix();
GL.PopMatrix();
}
void UpdateMaterial()
{
if (mat != null)
return;
mat = EasyFontUtilities.CreateFontMaterial();
}
void UpdateMesh()
{
if (text == prevText && color.Equals(prevColor) && mesh != null)
return;
prevText = text;
prevColor = color;
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/3D Object/Simple GUI Text")]
public static void CreateText()
{
var go = new GameObject("New GUI Text", typeof(SimpleGUIText));
go.GetComponent<SimpleGUIText>().text = "Hello World";
UnityEditor.Selection.activeGameObject = go;
go.transform.position = new Vector3(0.5f, 0.5f, 0.0f);
}
#endif
}

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// port of stb_easy_font.h into Unity/C# - public domain
// Aras Pranckevicius, 2015 November
// https://github.com/aras-p/UnityStbEasyFont
using UnityEngine;
using System.Collections.Generic;
[ExecuteInEditMode]
public class SimpleGUITextForCamera : MonoBehaviour
{
[Multiline]
public string text = "ABC";
public TextAnchor anchor = TextAnchor.LowerLeft;
public Vector2 pixelOffset = Vector2.zero;
public Color32 color = new Color32(255, 255, 255, 255);
public float characterSize = 1.0f;
public new Camera camera = null;
private string prevText = null;
private Color32 prevColor = new Color32(0, 0, 0, 0);
private Mesh mesh;
private Material mat;
void Start()
{
UpdateMesh();
}
void OnEnable()
{
Camera.onPostRender += RenderText;
}
void OnDisable()
{
Camera.onPostRender -= RenderText;
DestroyImmediate(mesh);
DestroyImmediate(mat);
}
void RenderText(Camera cam)
{
if (cam != camera)
return;
// don't render if not game view
if (cam.cameraType != CameraType.Game)
return;
if (cam.tag != "MainCamera" && cam.tag != "UI")
return;
// our layer is culled
if ((cam.cullingMask & (1 << gameObject.layer)) == 0)
return;
UpdateMesh();
if (mesh == null)
return;
UpdateMaterial();
GL.PushMatrix();
GL.LoadPixelMatrix();
mat.SetPass(0);
var camRect = cam.pixelRect;
var pos = transform.position;
pos.x = camRect.x + pos.x * camRect.width + pixelOffset.x;
pos.y = camRect.y + pos.y * camRect.height + pixelOffset.y;
pos.z = 0;
pos += EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
pos.x = Mathf.Round(pos.x);
pos.y = Mathf.Round(pos.y);
var scale = characterSize;
var mtx = Matrix4x4.TRS(pos, Quaternion.identity, new Vector3(scale, -scale, scale));
// Note: DrawMeshNow sets up current camera's view matrix;
// so make sure that's identity and reset it afterwards
cam.worldToCameraMatrix = Matrix4x4.identity;
Graphics.DrawMeshNow(mesh, mtx);
cam.ResetWorldToCameraMatrix();
GL.PopMatrix();
}
void UpdateMaterial()
{
if (mat != null)
return;
mat = EasyFontUtilities.CreateFontMaterial();
}
void UpdateMesh()
{
if (text == prevText && color.Equals(prevColor) && mesh != null)
return;
prevText = text;
prevColor = color;
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/3D Object/Simple GUI Text")]
public static void CreateText()
{
var go = new GameObject("New GUI Text", typeof(SimpleGUIText));
go.GetComponent<SimpleGUIText>().text = "Hello World";
UnityEditor.Selection.activeGameObject = go;
go.transform.position = new Vector3(0.5f, 0.5f, 0.0f);
}
#endif
}

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@ -1,78 +0,0 @@
// port of stb_easy_font.h into Unity/C# - public domain
// Aras Pranckevicius, 2015 November
// https://github.com/aras-p/UnityStbEasyFont
using UnityEngine;
using System.Collections.Generic;
[ExecuteInEditMode]
public class SimpleTextMesh : MonoBehaviour
{
[Multiline]
public string text = "ABC";
public Color32 color = new Color32(255, 255, 255, 255);
public float characterSize = 1.0f;
public TextAnchor anchor = TextAnchor.UpperLeft;
private string prevText = null;
private Color32 prevColor = new Color32(0, 0, 0, 0);
private Mesh mesh;
private Material mat;
void Start()
{
UpdateMesh();
}
void OnDisable()
{
DestroyImmediate(mesh);
DestroyImmediate(mat);
}
void Update()
{
UpdateMesh();
if (mesh != null)
{
UpdateMaterial();
var mtx = transform.localToWorldMatrix;
var scale = EasyFontUtilities.kScaleFactor * characterSize;
var offset = EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
offset.y = -offset.y;
var offsetMat = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
var scaleMat = Matrix4x4.Scale(new Vector3(scale, -scale, scale));
Graphics.DrawMesh(mesh, mtx * scaleMat * offsetMat, mat, gameObject.layer);
}
}
void UpdateMaterial()
{
if (mat != null)
return;
mat = EasyFontUtilities.CreateFontMaterial();
}
void UpdateMesh()
{
if (text == prevText && color.Equals(prevColor) && mesh != null)
return;
prevText = text;
prevColor = color;
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/3D Object/Simple 3D Text")]
public static void CreateText()
{
var go = new GameObject("New 3D Text", typeof(SimpleTextMesh));
go.GetComponent<SimpleTextMesh>().text = "Hello World";
EasyFontUtilities.SelectAndMoveToView(go);
}
#endif
}

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@ -1,141 +0,0 @@
// port of stb_easy_font.h into Unity/C# - public domain
// Aras Pranckevicius, 2015 November
// https://github.com/aras-p/UnityStbEasyFont
//
// Original one: https://github.com/nothings/stb/blob/master/stb_easy_font.h
// stb_easy_font.h - v0.6 - bitmap font for 3D rendering - public domain
// Sean Barrett, Feb 2015
using UnityEngine;
using System.Collections.Generic;
public class StbEasyFont
{
struct CharInfo
{
public CharInfo(byte a, byte h, byte v)
{
advance = a;
h_seg = h;
v_seg = v;
}
public byte advance;
public byte h_seg;
public byte v_seg;
};
static CharInfo[] kCharInfo = new CharInfo[96]
{
new CharInfo(5, 0, 0), new CharInfo(3, 0, 0), new CharInfo(5, 1, 1), new CharInfo(7, 1, 4),
new CharInfo(7, 3, 7), new CharInfo(7, 6, 12), new CharInfo(7, 8, 19), new CharInfo(4, 16, 21),
new CharInfo(4, 17, 22), new CharInfo(4, 19, 23), new CharInfo(23, 21, 24), new CharInfo(23, 22, 31),
new CharInfo(20, 23, 34), new CharInfo(22, 23, 36), new CharInfo(19, 24, 36), new CharInfo(21, 25, 36),
new CharInfo(6, 25, 39), new CharInfo(6, 27, 43), new CharInfo(6, 28, 45), new CharInfo(6, 30, 49),
new CharInfo(6, 33, 53), new CharInfo(6, 34, 57), new CharInfo(6, 40, 58), new CharInfo(6, 46, 59),
new CharInfo(6, 47, 62), new CharInfo(6, 55, 64), new CharInfo(19, 57, 68), new CharInfo(20, 59, 68),
new CharInfo(21, 61, 69), new CharInfo(22, 66, 69), new CharInfo(21, 68, 69), new CharInfo(7, 73, 69),
new CharInfo(9, 75, 74), new CharInfo(6, 78, 81), new CharInfo(6, 80, 85), new CharInfo(6, 83, 90),
new CharInfo(6, 85, 91), new CharInfo(6, 87, 95), new CharInfo(6, 90, 96), new CharInfo(7, 92, 97),
new CharInfo(6, 96, 102), new CharInfo(5, 97, 106), new CharInfo(6, 99, 107), new CharInfo(6, 100, 110),
new CharInfo(6, 100, 115), new CharInfo(7, 101, 116), new CharInfo(6, 101, 121), new CharInfo(6, 101, 125),
new CharInfo(6, 102, 129), new CharInfo(7, 103, 133), new CharInfo(6, 104, 140), new CharInfo(6, 105, 145),
new CharInfo(7, 107, 149), new CharInfo(6, 108, 151), new CharInfo(7, 109, 155), new CharInfo(7, 109, 160),
new CharInfo(7, 109, 165), new CharInfo(7, 118, 167), new CharInfo(6, 118, 172), new CharInfo(4, 120, 176),
new CharInfo(6, 122, 177), new CharInfo(4, 122, 181), new CharInfo(23, 124, 182), new CharInfo(22, 129, 182),
new CharInfo(4, 130, 182), new CharInfo(22, 131, 183), new CharInfo(6, 133, 187), new CharInfo(22, 135, 191),
new CharInfo(6, 137, 192), new CharInfo(22, 139, 196), new CharInfo(5, 144, 197), new CharInfo(22, 147, 198),
new CharInfo(6, 150, 202), new CharInfo(19, 151, 206), new CharInfo(21, 152, 207), new CharInfo(6, 155, 209),
new CharInfo(3, 160, 210), new CharInfo(23, 160, 211), new CharInfo(22, 164, 216), new CharInfo(22, 165, 220),
new CharInfo(22, 167, 224), new CharInfo(22, 169, 228), new CharInfo(21, 171, 232), new CharInfo(21, 173, 233),
new CharInfo(5, 178, 233), new CharInfo(22, 179, 234), new CharInfo(23, 180, 238), new CharInfo(23, 180, 243),
new CharInfo(23, 180, 248), new CharInfo(22, 189, 248), new CharInfo(22, 191, 252), new CharInfo(5, 196, 252),
new CharInfo(3, 203, 252), new CharInfo(5, 203, 253), new CharInfo(22, 210, 253), new CharInfo(0, 214, 253),
};
static byte[] kHSegs = new byte[214]
{
97, 37, 69, 84, 28, 51, 2, 18, 10, 49, 98, 41, 65, 25, 81, 105, 33, 9, 97, 1, 97, 37, 37, 36,
81, 10, 98, 107, 3, 100, 3, 99, 58, 51, 4, 99, 58, 8, 73, 81, 10, 50, 98, 8, 73, 81, 4, 10, 50,
98, 8, 25, 33, 65, 81, 10, 50, 17, 65, 97, 25, 33, 25, 49, 9, 65, 20, 68, 1, 65, 25, 49, 41,
11, 105, 13, 101, 76, 10, 50, 10, 50, 98, 11, 99, 10, 98, 11, 50, 99, 11, 50, 11, 99, 8, 57,
58, 3, 99, 99, 107, 10, 10, 11, 10, 99, 11, 5, 100, 41, 65, 57, 41, 65, 9, 17, 81, 97, 3, 107,
9, 97, 1, 97, 33, 25, 9, 25, 41, 100, 41, 26, 82, 42, 98, 27, 83, 42, 98, 26, 51, 82, 8, 41,
35, 8, 10, 26, 82, 114, 42, 1, 114, 8, 9, 73, 57, 81, 41, 97, 18, 8, 8, 25, 26, 26, 82, 26, 82,
26, 82, 41, 25, 33, 82, 26, 49, 73, 35, 90, 17, 81, 41, 65, 57, 41, 65, 25, 81, 90, 114, 20,
84, 73, 57, 41, 49, 25, 33, 65, 81, 9, 97, 1, 97, 25, 33, 65, 81, 57, 33, 25, 41, 25,
};
static byte[] kVSegs = new byte[253]
{
4, 2, 8, 10, 15, 8, 15, 33, 8, 15, 8, 73, 82, 73, 57, 41, 82, 10, 82, 18, 66, 10, 21, 29, 1, 65,
27, 8, 27, 9, 65, 8, 10, 50, 97, 74, 66, 42, 10, 21, 57, 41, 29, 25, 14, 81, 73, 57, 26, 8, 8,
26, 66, 3, 8, 8, 15, 19, 21, 90, 58, 26, 18, 66, 18, 105, 89, 28, 74, 17, 8, 73, 57, 26, 21,
8, 42, 41, 42, 8, 28, 22, 8, 8, 30, 7, 8, 8, 26, 66, 21, 7, 8, 8, 29, 7, 7, 21, 8, 8, 8, 59, 7, 8,
8, 15, 29, 8, 8, 14, 7, 57, 43, 10, 82, 7, 7, 25, 42, 25, 15, 7, 25, 41, 15, 21, 105, 105, 29,
7, 57, 57, 26, 21, 105, 73, 97, 89, 28, 97, 7, 57, 58, 26, 82, 18, 57, 57, 74, 8, 30, 6, 8, 8,
14, 3, 58, 90, 58, 11, 7, 74, 43, 74, 15, 2, 82, 2, 42, 75, 42, 10, 67, 57, 41, 10, 7, 2, 42,
74, 106, 15, 2, 35, 8, 8, 29, 7, 8, 8, 59, 35, 51, 8, 8, 15, 35, 30, 35, 8, 8, 30, 7, 8, 8, 60,
36, 8, 45, 7, 7, 36, 8, 43, 8, 44, 21, 8, 8, 44, 35, 8, 8, 43, 23, 8, 8, 43, 35, 8, 8, 31, 21, 15,
20, 8, 8, 28, 18, 58, 89, 58, 26, 21, 89, 73, 89, 29, 20, 8, 8, 30, 7,
};
static void GenerateSegs(float x, float y, byte[] segs, int segs_start, int num_segs, bool vertical, Color32 c, List<Vector3> vbuf, List<Color32> cbuf)
{
for (int i = segs_start; i < segs_start + num_segs; ++i)
{
int len = segs[i] & 7;
x += (float)((segs[i] >> 3) & 1);
if (len != 0)
{
float y0 = y + (float)(segs[i] >> 4);
for (int j = 0; j < 4; ++j)
{
Vector3 pos = new Vector3(
x + (j == 1 || j == 2 ? (vertical ? 1 : len) : 0),
y0 + (j >= 2 ? (vertical ? len : 1) : 0),
0.0f
);
vbuf.Add(pos);
if (cbuf != null)
cbuf.Add(c);
}
}
}
}
static public void GenerateMesh(float x, float y, string text, Color32 color, List<Vector3> vertexBuffer, List<Color32> colorBuffer)
{
float start_x = x;
int max_verts = 64000 / 4;
int textIndex = 0;
int textLength = text.Length;
while (textIndex < textLength && vertexBuffer.Count < max_verts)
{
char textChar = text[textIndex];
if (textChar == '\n' || textChar == '\t')
{
y += 12;
x = start_x;
}
else if (textChar < ' ')
{
// just skip various other control chars
}
else
{
int charIndex = (int)textChar - 32;
if (charIndex < 0 || charIndex >= kCharInfo.Length)
charIndex = (int)'?' - 32;
byte advance = kCharInfo[charIndex].advance;
float y_ch = (advance & 16) != 0 ? y + 1 : y;
int h_seg = kCharInfo[charIndex].h_seg;
int v_seg = kCharInfo[charIndex].v_seg;
int num_h = kCharInfo[charIndex + 1].h_seg - h_seg;
int num_v = kCharInfo[charIndex + 1].v_seg - v_seg;
GenerateSegs(x, y_ch, kHSegs, h_seg, num_h, false, color, vertexBuffer, colorBuffer);
GenerateSegs(x, y_ch, kVSegs, v_seg, num_v, true, color, vertexBuffer, colorBuffer);
x += advance & 15;
}
++textIndex;
}
}
}

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@ -76,7 +76,7 @@ LightmapSettings:
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m_EnableRealtimeLightmaps: 0
m_LightmapEditorSettings:
serializedVersion: 10
serializedVersion: 12
m_Resolution: 1
m_BakeResolution: 50
m_AtlasSize: 1024
@ -84,6 +84,7 @@ LightmapSettings:
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m_LightmapsBakeMode: 1
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m_PVRSampleCount: 500
m_PVRBounces: 2
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m_PVREnvironmentReferencePointCount: 2048
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m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0
m_PVRFilterTypeAO: 0
m_PVRFilteringMode: 1
m_PVREnvironmentMIS: 0
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
@ -109,7 +116,8 @@ LightmapSettings:
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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