| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640 | using UnityEngine;using FairyGUI;using UI.LuckyBox;using System.Collections.Generic;using System.Collections;namespace GFGGame{    public class LuckyBoxBonusShowView : BaseWindow    {        private UI_LuckBoxBonusShowUI _ui;        private List<ItemData> _rewardList = new List<ItemData>();        private List<ItemData> _rewardItemList = new List<ItemData>();        private Dictionary<int, Dictionary<int, EffectUI>> _effListTen = new Dictionary<int, Dictionary<int, EffectUI>>();        private Dictionary<int, EffectUI> _effList = new Dictionary<int, EffectUI>();        private Dictionary<int, bool> _itemHasNew = new Dictionary<int, bool>();        private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();        private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();        private List<int> _recordOpenIndex = new List<int>();  //记录打开过得item位置        private List<int> _recordTurnIndex = new List<int>();  //记录播放过item位置        private int _chooseIndex = -1;  //当前选中的index        private int _countShow = 0;   //第几次展示        private bool _handClick = false;   //手动点击开启        private bool _AnimationWait = true;   //抽卡动画等待加载完毕        bool _touchLoaBg = true;    //防止点击背景事件太快        private EffectUI _effectUI1;        private EffectUI _effectUI2;        private EffectUI _effectUI3;        private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();        public override void Dispose()        {            EffectUIPool.Recycle(_effectUI1);            _effectUI1 = null;            EffectUIPool.Recycle(_effectUI2);            _effectUI2 = null;            EffectUIPool.Recycle(_effectUI3);            _effectUI3 = null;            for (int key = 0; key < _effListTen.Count; key++)            {                if (_effListTen.ContainsKey(key))                {                    for (int key1 = 0; key1 < _effListTen[key].Count; key1++)                    {                        if (_effListTen[key].ContainsKey(key1))                        {                            EffectUIPool.Recycle(_effListTen[key][key1]);                            _effListTen[key][key1] = null;                        }                    }                }            }            _effListTen.Clear();            for (int key = 0; key < _effList.Count; key++)            {                if (_effList.ContainsKey(key))                {                    EffectUIPool.Recycle(_effList[key]);                    _effList[key] = null;                }            }            _effList.Clear();            if (_ui != null)            {                _ui.Dispose();                _ui = null;            }            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;            _ui = UI_LuckBoxBonusShowUI.Create();            this.viewCom = _ui.target;            isfullScreen = true;            _ui.m_loaBg.onClick.Add(OnClickLoaBg);            _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");            _ui.m_BtnPass.onClick.Add(OnClickBtnPass);            UpdateEffect();        }        private void UpdateEffect()        {            _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");            _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");            _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");        }        protected override void AddEventListener()        {            base.AddEventListener();            EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);            EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);            EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);        }        protected override void RemoveEventListener()        {            base.RemoveEventListener();            EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);            EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);            EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);        }        protected void OthershowViewClose()        {            _ui.m_touchFlipOpen.touchable = false;        }        protected void ReferNextShow()        {            if (GetSuitItemController.isAuto)                return;            int suitId = 0;            if(_itemIdList.ContainsKey(_chooseIndex))                suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);            if (_chooseIndex != -1 && suitId > 0)                ClickItem(_chooseIndex);            else            {                if (_handClick)                {                    _handClick = false;                    _ui.m_touchFlipOpen.touchable = false;                }            }        }        protected override void OnShown()        {            base.OnShown();            _touchLoaBg = false;            _rewardList.AddRange(this.viewData as List<ItemData>);            _itemIdList.Clear();            _itemObjList.Clear();            _recordOpenIndex.Clear();            _recordTurnIndex.Clear();            _itemHasNew.Clear();            _ui.m_BtnPass.visible = false;            _ui.m_touchFlipOpen.touchable = false;                        if (_rewardList.Count == 1)            {                _ui.m_c1.selectedIndex = 0;                UpdateItem(_ui.m_itemOne.target, 0, 1);            }            else            {                _ui.m_c1.selectedIndex = 1;                for (int i = 0; i < _rewardList.Count; i++)                {                    UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);                }            }            //修改,因为加了抽奖动画,在进入后就直接筛选掉所有不是新的            for (int i = 0; i < _rewardList.Count; i++)            {                UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[i]);                if (!item.m_comIcon.m_imgNew.visible)                {                    _recordTurnIndex.Add(i);                    _recordOpenIndex.Add(i);                }                UI_LuckyBoxBonusShowItem.ProxyEnd();            }            if(GetSuitItemController.isAuto)            {                OnClickBtnPass();            }            Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);         }        protected override void OnHide()        {            _rewardList.Clear();            base.OnHide();            Timers.inst.Remove(UpDataTime);            Timers.inst.Remove(UpClickDataTime);            Timers.inst.Remove(touchFlipOpen);            Timers.inst.Remove(UpDataTimeTouchLoaBg);            GetSuitItemController.isAuto = false;            _touchLoaBg = true;            foreach (var v in _effectUIDic)            {                EffectUIPool.Recycle(v.Value);            }            _effectUIDic.Clear();            EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);        }        private void UpdateItem(GComponent com, int index, int countType)        {            UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);            ItemData itemData = _rewardList[index];            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);            item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;            item.m_comIcon.m_txtName.text = itemCfg.name;            item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);            item.m_comIcon.m_FlipOpenType.selectedIndex = 0;            item.m_comIcon.m_t1.Play();            // 圆盘出现时等待玩家点击的特效            switch (itemCfg.rarity)            {                case 1:                    break;                case 2:                    break;                case 3:                    _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));                    break;                case 4:                    _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));                    break;                case 5:                    _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));                    break;            }            //带特效的处理先注释            //item.m_comIcon.m_holder.visible = false;            //item.m_comIcon.m_holder1.visible = false;            //if (itemCfg.rarity > 2) {             //    string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";            //    GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;            //    holder.visible = true;            //    if (countType == 10 && (!_effListTen.ContainsKey(index) ||            //        ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))            //    {            //        EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);            //        if (!_effListTen.ContainsKey(index))            //        {            //            Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();            //            if (itemCfg.rarity == 3)            //                effectList.Add(0, _effectUI);            //            else if (itemCfg.rarity == 4)            //                effectList.Add(1, _effectUI);            //            _effListTen.Add(index, effectList);            //        }            //        else {            //            if (itemCfg.rarity == 3)            //                _effListTen[index].Add(0, _effectUI);            //            else if (itemCfg.rarity == 4)            //                _effListTen[index].Add(1, _effectUI);            //        }            //    }            //    if (countType == 1 &&             //        ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))            //    {            //        EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);            //        if (itemCfg.rarity == 3)            //            _effList.Add(0, _effectUI);            //        else if (itemCfg.rarity == 4)            //            _effList.Add(1, _effectUI);            //    }            //}            int count = 0;            bool isFirst = false;            for (int i = 0; i < _rewardList.Count; i++)            {                if (_rewardList[i].id == itemData.id) count++;                if (count == 1 && i == index) isFirst = true;            }            item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;            if (_itemHasNew.ContainsKey(index))                _itemHasNew[index] = item.m_comIcon.m_imgNew.visible;            else                _itemHasNew.Add(index, item.m_comIcon.m_imgNew.visible);            item.m_t0.Play();            if (item.target.data == null)            {                item.target.onClick.Add(ShowItemTips);            }            item.target.data = index;            _itemIdList.Add(index, itemCfg.id);            _itemObjList.Add(index, com);            UI_LuckyBoxBonusShowItem.ProxyEnd();        }        private void ShowItemTips(EventContext context)        {            if (!_touchLoaBg)            {                return;            }            _touchLoaBg = false;            Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);            GObject obj = context.sender as GObject;            int index = (int)obj.data;            _chooseIndex = index;            GoodsItemTipsController.ShowItemTips(_itemIdList[index]);            //HandClickItem(index);        }        private void HandClickItem(int index)        {            _ui.m_touchFlipOpen.touchable = true;            _handClick = true;            ClickItem(index);            //翻牌动画            Timers.inst.Add(1f, 1, UpClickDataTime, index);        }        private void UpClickDataTime(object param = null)        {            int index = (int)param;            Timers.inst.Remove(UpClickDataTime);            if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))            {                HideOtherShowWindow();                _ui.m_touchFlipOpen.touchable = false;            }            else                ClickItem(index);        }        void ClickItem(int index)        {            if (_recordOpenIndex.Count >= _rewardList.Count)                _ui.m_BtnPass.visible = false;            if (!_recordOpenIndex.Contains(index))            {                TurnItem(index);            }            else            {                if (!_recordTurnIndex.Contains(index))                    ShowTurnItem(index);                else                    GoodsItemTipsController.ShowItemTips(_itemIdList[index]);            }        }        private void UpDataTimeTouchLoaBg(object param = null)        {            _touchLoaBg = true;        }        private void OnClickLoaBg(EventContext context)        {            if (!_touchLoaBg)            {                return;            }            _touchLoaBg = false;            Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);            if (_recordOpenIndex.Count >= _rewardList.Count)            {                _chooseIndex = -1;                this.Hide();            }            else            {                for (int index = 0; index < _rewardList.Count; index++)                {                    if (!_recordOpenIndex.Contains(index))                    {                        _chooseIndex = index;                        HandClickItem(index);                        break;                    }                }            }        }        private void OnClickBtnPass()        {            for (int index = 0; index < _rewardList.Count; index++)            {                if (!_recordOpenIndex.Contains(index))                {                    int count = 0;                    bool isFirst = false;                    for (int i = 0; i < _rewardList.Count; i++)                    {                        if (_rewardList[i].id == _rewardList[index].id) count++;                        if (count == 1 && i == index) isFirst = true;                    }                    bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;                    if (!open)                    {                        _chooseIndex = -1;                        ClickItem(index);                    }                }            }            ClickPass();        }        private void ClickPass()        {            GetSuitItemController.isAuto = true;            _ui.m_touchFlipOpen.touchable = true;            _ui.m_BtnPass.visible = false;            for (int i = 0; i < _rewardList.Count; i++)            {                TurnItem(i);            }            //展示获得物品            Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);        }        private void UpDataTime(object param = null)        {            _ui.m_touchFlipOpen.touchable = true;            if (_recordTurnIndex.Count >= _rewardList.Count)            {                Timers.inst.Remove(UpDataTime);                HideOtherShowWindow();                _ui.m_touchFlipOpen.touchable = false;                GetSuitItemController.isAuto = false;            }            for (int i = 0; i < _rewardList.Count; i++)            {                if (!_recordTurnIndex.Contains(i))                {                    ShowTurnItem(i);                    break;                }            }        }        //控制展示获得物品界面        private void ShowTurnItem(int index)        {            UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);            if (!_AnimationWait)                return;            if (item.m_comIcon.m_imgNew.visible)            {                _countShow += 1;                //判断是否有套装需要展示                int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);                if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)                {                    if (_countShow == 1)                    {                        ViewManager.Hide<SuitItemView>();                        ViewManager.Hide<LuckyBoxNewCardView>();                        ViewManager.Hide<GetSuitItemVIew>();                        _rewardItemList.Clear();                        _rewardItemList.Add(_rewardList[index]);                        ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);                    }                    else                    {                        ViewManager.Hide<LuckyBoxNewDressView>();                        ViewManager.Hide<LuckyBoxNewCardView>();                        int count = 0;                        int totalCount = 0;                        DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);                        if (_countShow == 2)   //展示进度条界面                        {                            int countSuitId = 0;                            for (int i = index + 1; i < _rewardList.Count; i++)                            {                                _itemHasNew.TryGetValue(i, out bool isNew);                                var itemRewardCfg = ItemCfgArray.Instance.GetCfg(_rewardList[i].id);                                if (isNew && itemRewardCfg.itemType == ConstItemType.DRESS_UP && itemRewardCfg.suitId == suitId) {                                     countSuitId++;                                }                            }                            count = count - countSuitId;                            ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });                        }                        else if (_countShow == 3) //展示集齐套装界面                        {                            ViewManager.Hide<SuitItemView>();                            ViewManager.Show<GetSuitItemVIew>(suitId);                            _AnimationWait = false;                        }                        //判断是否需要显示集齐套装界面(需要的时候晚3个定时器时间)                        if (count <= 0 || totalCount <= 0 || count < totalCount || (count >= totalCount && _countShow > 5))                        {                            _recordTurnIndex.Add(index);                            _countShow = 0;                            if (_handClick)                            {                                _handClick = false;                                _ui.m_touchFlipOpen.touchable = false;                            }                        }                    }                }                else                {                    //词牌和不是套装进这里                    ViewManager.Hide<SuitItemView>();                    ViewManager.Hide<LuckyBoxNewCardView>();                    ViewManager.Hide<GetSuitItemVIew>();                    _rewardItemList.Clear();                    _rewardItemList.Add(_rewardList[index]);                    ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);                    _recordTurnIndex.Add(index);                    _countShow = 0;                    Timers.inst.Add(1.5f, 1, touchFlipOpen);  //防止点击太快                }            }            else            {                _recordTurnIndex.Add(index);                _ui.m_touchFlipOpen.touchable = false;            }            UI_LuckyBoxBonusShowItem.ProxyEnd();        }        private void touchFlipOpen(object param)        {            Timers.inst.Remove(touchFlipOpen);            _ui.m_touchFlipOpen.touchable = false;        }        private void TurnItem(int index)        {            if (!_recordOpenIndex.Contains(index))            {                // 删除 “等待翻开” 的特效                if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))                {                    EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);                    _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);                }                if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))                {                    EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);                    _effectUIDic.Remove("CK_Loop_Wait_GS" + index);                }                if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))                {                    EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);                    _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);                }                UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);                if (!item.m_comIcon.m_imgNew.visible)                {                    if(!_recordTurnIndex.Contains(index))                    {                        _recordTurnIndex.Add(index);                    }                }                                    //先翻开牌面                 //item.m_comIcon.m_FlipOpenType.selectedIndex = 0;                //item.m_t1.Play();                //item.m_t2.Play();                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);                // 点击特效                if (!_effectUIDic.ContainsKey("CK_Cirle_DJ" + index))                {                    _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));                }                else                {                    _effectUIDic["CK_Cirle_DJ" + index] = EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ");                }                    // 翻开特效                switch (itemCfg.rarity)                {                    case 1:                        _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));                        _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));                        break;                    case 2:                        _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));                        _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));                        break;                    case 3:                        _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));                        _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));                        break;                    case 4:                        _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));                        _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));                        break;                    case 5:                        _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));                        _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));                        break;                }                //item.m_comIcon.m_t0.Play();                if(!_recordOpenIndex.Contains(index))                {                    _recordOpenIndex.Add(index);                }                UI_LuckyBoxBonusShowItem.ProxyEnd();            }        }        private void HideOtherShowWindow()        {            ViewManager.Hide<SuitItemView>();            ViewManager.Hide<GetSuitItemVIew>();            ViewManager.Hide<LuckyBoxNewDressView>();            ViewManager.Hide<LuckyBoxNewCardView>();        }        private void SetAnimationWait()        {            _AnimationWait = true;        }    }}
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