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				@@ -29,7 +29,7 @@ namespace GFGGame 
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				         private float indexY; 
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				         private GameObject gamey; 
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				         //特效类型数组,这里后面可以二维数组,放向左和向右的 
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				-        private string[] effArray = new string[2]{ "ZJ_JuQing","ZJ_ZD"  }; 
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				+        private string[] effArray = new string[2] { "ZJ_JuQing", "ZJ_ZD" }; 
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				         private int currentDifficulty; 
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				         public override void Dispose() 
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				@@ -123,21 +123,21 @@ namespace GFGGame 
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				             { 
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				                 _chapterID = (int)(this.viewData as object[])[0]; 
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				                 currentDifficulty = (int)(this.viewData as object[])[1]; 
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				+ 
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				+                if (!backRefresh && MainStoryDataManager.currentChapterCfgId != _chapterID) 
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				+                { 
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				+                    _chapterID = MainStoryDataManager.currentChapterCfgId; 
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				+                } 
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				+                else 
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				+                { 
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				+                    MainStoryDataManager.currentChapterCfgId = _chapterID; 
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				+                } 
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				             } 
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				             else 
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				             { 
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				                 _chapterID = (int)this.viewData; 
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				             } 
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				-            if (!backRefresh && MainStoryDataManager.currentChapterCfgId != _chapterID) 
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				-            { 
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				-                _chapterID = MainStoryDataManager.currentChapterCfgId; 
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				-            } 
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				-            else {  
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				-                 MainStoryDataManager.currentChapterCfgId = _chapterID; 
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				-            } 
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				-            //_chapterID = MainStoryDataManager.currentChapterCfgId; 
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				- 
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				             _valueBarController.OnShown(); 
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				             _ui.m_t0.SetHook("canHit", () => { _ui.target.touchable = true; }); 
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				             _ui.m_t0.Play(); 
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				@@ -226,12 +226,12 @@ namespace GFGGame 
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				         private void OnClickSwitchBack() 
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				         { 
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				             Timers.inst.Remove(SetContainerY); 
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				-            ViewManager.Show<StoryChapterListView>(new object[] {Mathf.Max(0, currentDifficulty) , newIndex }); 
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				+            ViewManager.Show<StoryChapterListView>(new object[] { Mathf.Max(0, currentDifficulty), newIndex }); 
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				         } 
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				         private void OnClickGotoView() 
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				         { 
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				             StoryChapterCfg chapterSuitCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID); 
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				-            ViewManager.Show<ClothingSyntheticView>(new object[] { chapterSuitCfg.suitId}, false, false); 
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				+            ViewManager.Show<ClothingSyntheticView>(new object[] { chapterSuitCfg.suitId, 0, _chapterID }, false, false); 
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				         } 
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				         private void OnClickBtnHome() 
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				@@ -242,7 +242,7 @@ namespace GFGGame 
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				         private void OnClickNext() 
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				         { 
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				             StoryChapterCfg chapterSuitCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID); 
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				-            if (MainStoryDataManager.CheckChapterUnlock(_chapterID+1) && StoryController.CheckSuitGot(chapterSuitCfg.suitId)) 
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				+            if (MainStoryDataManager.CheckChapterUnlock(_chapterID + 1) && StoryController.CheckSuitGot(chapterSuitCfg.suitId)) 
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				             { 
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				                 Timers.inst.Remove(SetContainerY); 
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				                 _chapterID += 1; 
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				@@ -253,15 +253,15 @@ namespace GFGGame 
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				             else 
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				             { 
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				                 StoryChapterCfg chapterCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID + 1); 
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				-                if(!StoryController.CheckSuitGot(chapterSuitCfg.suitId)) 
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				+                if (!StoryController.CheckSuitGot(chapterSuitCfg.suitId)) 
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				                 { 
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				                     PromptController.Instance.ShowFloatTextPrompt("需集齐所需套装"); 
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				                 } 
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				                 else if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) < chapterCfg.lvl) 
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				                 { 
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				-                    PromptController.Instance.ShowFloatTextPrompt(string.Format("角色等级达到{0}级开启",chapterCfg.lvl)); 
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				+                    PromptController.Instance.ShowFloatTextPrompt(string.Format("角色等级达到{0}级开启", chapterCfg.lvl)); 
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				                 } 
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				-                 
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				+ 
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				             } 
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				         } 
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				@@ -294,7 +294,7 @@ namespace GFGGame 
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				             { 
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				                 _ui.m_chapter.m_compChapterScroll.m_imgBegin.visible = true; 
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				                 _ui.m_chapter.m_compChapterScroll.m_nextEffect.visible = true; 
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				-                if(chapterCfg.suitId > 0 && chapterCfg.subType == 0) 
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				+                if (chapterCfg.suitId > 0 && chapterCfg.subType == 0) 
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				                 { 
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				                     _ui.m_targetSuit.visible = true; 
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				                     SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(chapterCfg.suitId); 
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				@@ -354,7 +354,7 @@ namespace GFGGame 
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				                         { 
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				                             levelItem.m_flower.target.visible = true; 
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				                             int starCount = InstanceZonesDataManager.GetStarCountHistory(levelCfg.id); 
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				-                            StoryUtil.UpdateStar(starCount, levelItem.m_flower.target,Mathf.Max(0, currentDifficulty)); 
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				+                            StoryUtil.UpdateStar(starCount, levelItem.m_flower.target, Mathf.Max(0, currentDifficulty)); 
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				                         } 
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				                     } 
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				                     else 
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				@@ -413,14 +413,14 @@ namespace GFGGame 
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				                         string effName; 
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				                         if (currentDifficulty == 1) 
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				                         { 
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				-                            effName = effArray[levelItem.m_c1.selectedIndex] + "_Bule";   
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				+                            effName = effArray[levelItem.m_c1.selectedIndex] + "_Bule"; 
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				                         } 
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				                         else 
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				                         { 
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				                             effName = effArray[levelItem.m_c1.selectedIndex]; 
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				                         } 
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				-                        if(levelItem.m_c1.selectedIndex == 0) 
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				-                        {   
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				+                        if (levelItem.m_c1.selectedIndex == 0) 
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				+                        { 
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				                             if (levelItem.m_c2.selectedIndex == 0) 
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				                             { 
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				                                 _effectUI2 = EffectUIPool.CreateEffectUI(_effFirst.GetChild("effect_jq_left").asGraph, "ui_zj", effName); 
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				@@ -503,7 +503,7 @@ namespace GFGGame 
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				         } 
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				         private void UpdateBonusBoxStatus(UI_CompBonusBox bonusBox, int index) 
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				         { 
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				-            int status = MainStoryDataManager.GetChapterBonusStatus(MainStoryDataManager.currentChapterCfgId, index); 
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				+            int status = MainStoryDataManager.GetChapterBonusStatus(_chapterID, index); 
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				             bonusBox.m_iconActive.visible = status == ConstBonusStatus.CAN_GET; 
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				             // bonusBox.m_ComRewardEffect.visible = status == ConstBonusStatus.CAN_GET; 
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				             if (status == ConstBonusStatus.GOT) 
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				@@ -522,10 +522,10 @@ namespace GFGGame 
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				             int status = (int)bonusBox.target.data; 
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				             if (status == ConstBonusStatus.CAN_GET) 
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				             { 
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				-                bool got = await MainStorySProxy.GetMainStoryBoxBonus(MainStoryDataManager.currentChapterCfgId, index); 
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				+                bool got = await MainStorySProxy.GetMainStoryBoxBonus(_chapterID, index); 
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				                 if (got) 
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				                 { 
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				-                    List<ItemData> bonusList = MainStoryDataManager.GetChapterBonus(MainStoryDataManager.currentChapterCfgId, index); 
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				+                    List<ItemData> bonusList = MainStoryDataManager.GetChapterBonus(_chapterID, index); 
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				                     if (bonusList != null && bonusList.Count > 0) 
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				                     { 
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				                         BonusController.TryShowBonusList(bonusList); 
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				@@ -559,13 +559,13 @@ namespace GFGGame 
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				              || GuideDataManager.IsGuideFinish(ConstGuideId.ENTER_CHAPTER_5) <= 0 
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				              || GuideDataManager.IsGuideFinish(ConstGuideId.UP_CARD_STAR) <= 0 
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				              || GuideDataManager.IsGuideFinish(ConstGuideId.ARENA_OPEN) <= 0) 
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				-             //|| GuideDataManager.IsGuideFinish(ConstGuideId.CLOTHING_DECOMPOSE) <= 0) 
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				+            //|| GuideDataManager.IsGuideFinish(ConstGuideId.CLOTHING_DECOMPOSE) <= 0) 
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				             { 
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				                 UpdateToCheckGuide(null); 
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				             } 
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				             else 
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				             { 
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				-            Timers.inst.Remove(CheckGuide); 
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				+                Timers.inst.Remove(CheckGuide); 
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				             } 
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				         } 
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				@@ -601,7 +601,7 @@ namespace GFGGame 
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				             bool isGuide12 = GuideController.TryGuide(_ui.m_btnHome, ConstGuideId.ARENA_OPEN, 1, "点击返回主界面。"); 
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				             //&& !isGuide6 && !isGuide8 
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				-            _ui.m_chapter.target.scrollPane.touchEffect = !isGuide0 && !isGuide1 && !isGuide2 && !isGuide3 && !isGuide4 && !isGuide5 && !isGuide7  && !isGuide9 && !isGuide10; 
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				+            _ui.m_chapter.target.scrollPane.touchEffect = !isGuide0 && !isGuide1 && !isGuide2 && !isGuide3 && !isGuide4 && !isGuide5 && !isGuide7 && !isGuide9 && !isGuide10; 
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				         } 
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				         protected override void TryCompleteGuide() 
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