Inheritance: NetworkBehaviour
Beispiel #1
0
 void Awake()
 {
     _gameOverMenu           = GameObject.Find("Game_Over_Menu");
     _playerControllerScript = GameObject.Find("Player").GetComponent <PlayerController>();
     _playerCombatScript     = GameObject.Find("Player").GetComponent <PlayerCombat>();
     _gameOverMenu.SetActive(false);
 }
Beispiel #2
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    public void StartCutscene(Transform target)
    {
        if (lookForStatsIfMissing)
        {
            playerStats    = FindObjectOfType <PlayerStats>();
            playerMovement = FindObjectOfType <PlayerMovement>();
            playerCombat   = FindObjectOfType <PlayerCombat>();
        }
        if (currentTween >= 0)
        {
            LeanTween.cancel(targetCameraFollowScript.gameObject, currentTween);
        }
        originalTarget = targetCameraFollowScript.target;
        targetCameraFollowScript.enabled = false;

        currentTween = targetCameraFollowScript.transform.LeanMove(new Vector3(target.position.x, target.position.y, targetCameraFollowScript.transform.position.z),
                                                                   timeToReachTarget).setEaseOutSine().setOnComplete(ReachTargetCallback).uniqueId;

        if (playerStats)
        {
            playerStats.CanMove(false);
            playerStats.CanAct(false);
        }
        if (playerMovement)
        {
            playerMovement.canInput = false;
        }
        if (playerCombat)
        {
            playerCombat.canInput = false;
        }
    }
Beispiel #3
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    void Awake()
    {
        DontDestroyOnLoad(transform.gameObject);
        stgRef_Setup();

        tDialogueCanvas    = GameObject.FindGameObjectWithTag("testerCanvas");
        dDictionaryArchive = tDialogueCanvas.GetComponent <DictionaryConverter> ();
        dlgManager         = GameObject.FindGameObjectWithTag("DialogueManager");
        dlgInterface       = dlgManager.GetComponent <DialogueManager> ();

        Player      = GameObject.FindGameObjectWithTag("User");
        playerView  = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> ();
        movementRef = Player.GetComponent <PlayerController> ();
        Prompter    = GameObject.FindGameObjectWithTag("tBox");

        assignPrmptCanvas();

        cellarLight = Player.GetComponentInChildren <LightsScript> ();
        ftTimer     = GameObject.FindGameObjectWithTag("ftTimer");
        ftTimer.SetActive(false);

        PvERef = Player.GetComponent <PlayerCombat> ();

        qStatus = Player.GetComponent <playerStatusLog> ();
        qStatus.qPhaseSet(stgRef);
        canContinue = false;
    }
Beispiel #4
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    public void Shoot(PlayerCombat playerCombat, int damage, float speed, float range)
    {
        Projectile projectile = Instantiate(_projectile, transform.position, transform.rotation);

        projectile.transform.LookAt(playerCombat.GetDirection());
        projectile.Fired(damage, speed, range, playerCombat._playerController);
    }
    // Start is called before the first frame update
    void Start()
    {
        if (!IsFirstTime() && !isScene)
        {
            gameObject.SetActive(false);
        }
        else
        {
            nextScene = SceneManager.GetActiveScene().buildIndex + 1;
            StartCoroutine(Type());

            if (playerStats != null)
            {
                playerStats.SetActive(false);
            }
            if (factBoxes != null)
            {
                factBoxes.SetActive(false);
            }

            player = GameObject.Find("Player");
            if (player != null)
            {
                Debug.Log("Player available");
                moveScript             = player.GetComponent <PlayerMovement>();
                combatScript           = player.GetComponent <PlayerCombat>();
                moveScript.canMove     = false;
                combatScript.canAttack = false;
            }
        }
    }
Beispiel #6
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    void PlayerAttacksNPC(GameObject aiUnit)
    {   // Player Attacks NPC pointed by mouse click
        //Debug.Log("Player attacking NPC........");
        //PlayerCombat.SetStats(soldier.Unit.GetAttack(), soldier.Unit.GetDefense, target.Unit.GetAttack(), target.Unit.GetDefense); FIX LATER*****
        PlayerCombat pc = new PlayerCombat();

        //pc.SetStats(5, 5, 5, 5);

        if (aiUnit == null)
        {
            return;                 // When enemy is destroyed
        }
        int dmg = pc.AttackPhase(true, this.GetComponent <Unit>().GetAttack(), this.GetComponent <Unit>().GetDefense(), aiUnit.GetComponent <Unit>().GetAttack(), aiUnit.GetComponent <Unit>().GetDefense());

        aiUnit.GetComponent <Unit>().TakeDmg(dmg);
        Debug.Log("Player hits for: " + dmg);
        Debug.Log("Player has: " + this.GetComponent <Unit>().GetHealth());

        attacking           = false;
        willAttackAfterMove = false;

        StartCoroutine(WaitTime(1.0f));
        //Debug.Log("I done waited");
        //TurnManager.EndTurn();
    }
Beispiel #7
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 //check if something was hit
 public void Check4Hit()
 {
     //check if the player has hit something
     if (isplayer)
     {
         PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat> ();
         if (playerCombat != null)
         {
             playerCombat.CheckForHit();
         }
         else
         {
             Debug.Log("no player combat component found on gameObject '" + transform.parent.name + "'.");
         }
     }
     else
     {
         //check if the enemy has hit something
         EnemyAI AI = transform.parent.GetComponent <EnemyAI>();
         if (AI != null)
         {
             AI.CheckForHit();
         }
         else
         {
             Debug.Log("no enemy AI component found on gameObject '" + transform.parent.name + "'.");
         }
     }
 }
Beispiel #8
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 public void Check4Hit()
 {
     if (isPlayer)
     {
         PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat>();
         if (playerCombat != null)
         {
             playerCombat.CheckForHit();
         }
         else
         {
             Debug.LogError("No playerCombat component find on object" + transform.parent);
         }
     }
     else
     {
         EnemyAI AI = transform.parent.GetComponent <EnemyAI>();
         if (AI != null)
         {
             AI.CheckForHit();
         }
         else
         {
             Debug.Log("no enemy AI component found on gameObject" + transform.parent.name);
         }
     }
 }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Player"))
        {
            music.clip = music2;
            music.Play();
            healthPanel.SetActive(false);
            questPanel.SetActive(false);
            bossHpSlider.SetActive(false);
            Blocker.SetActive(true);
            Wizard1.SetActive(true);
            KingCompanion.SetActive(true);
            panelBlackout.SetActive(true);

            panel = panelBlackout.GetComponent <Animator>();

            playerScript = playerObject.GetComponent <PlayerMovement>();
            playerCombat = playerObject.GetComponent <PlayerCombat>();
            playerBow    = playerObject.GetComponent <Bow>();
            playerAnim   = playerObject.GetComponent <Animator>();
            playerRB     = playerObject.GetComponent <Rigidbody2D>();

            camAnim.SetBool("CutsceneIntro", true);
            panel.SetTrigger("FadeIn");
            panelBlackout.SetActive(true);
            Invoke(nameof(StopCutscene), 2f);
            playerScript.movementSpeed = 0f;
            playerBow.InputDisabled    = true;
            playerCombat.InputDisabled = true;
            playerScript.isDisabled    = true;
        }
    }
Beispiel #10
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    void Start()
    {
        instance = this;
        GameObject playerGo = Instantiate(Resources.Load <GameObject>("Player"));

        playerCombat      = playerGo.GetComponent <PlayerCombat>();
        playerControl     = playerGo.GetComponent <PlayerControl>();
        uiManager         = GetComponent <UIManager>();
        postEffectManager = playerGo.transform.Find("Camera").GetComponent <PostEffects>();

        bool saveExists = Save.Init();

        if (saveExists)
        {
            ChangeLevel(Save.current.mapName, false);
        }
        else
        {
            ChangeLevel(firstLevel, true);
        }

        playerControl.Init();
        playerCombat.Init();
        uiManager.Init();
        postEffectManager.Init();
        gameMixer.SetFloat("Volume", Save.current.settings.soundLevel);
        if (Save.current.combatData.currentHealth <= 0)
        {
            isPaused = true;
        }
    }
    void Awake()
    {
        weaponHinge = gameObject.transform.GetChild(0);
        rb = GetComponent<Rigidbody2D>();

        pc = gameObject.GetComponent<PlayerCombat>();
    }
Beispiel #12
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 void Start()
 {
     triggerCounter          = 0;
     numberOfPlayerColliders = 2;
     following    = false;
     playerCombat = player.GetComponent <PlayerCombat>();
 }
Beispiel #13
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 void Start()
 {
     uc = FindObjectOfType <UIController>();
     ls = FindObjectOfType <LoseSystem>();
     pk = FindObjectOfType <PlayerCombat>();
     pc = FindObjectOfType <PlayerController>();
 }
Beispiel #14
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        IEnumerator Normal()
        {
            while (state == State.Normal)
            {
                var direction = new Vector3(Horizontal, 0f, Vertical).normalized;
                if (direction.magnitude >= 0.1f)
                {
                    var targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + camera.eulerAngles.y;

                    Movement.Move(targetAngle, speed * Time.deltaTime);
                }

                if (Crouch)
                {
                    Movement.ToggleCrouch(crouchMultiplier);
                }

                if (gameManager.playerAttack && Attack)
                {
                    PlayerCombat.Attack(collider =>
                                        collider.GetComponent <EnemyManager>()?.Die());
                }

                yield return(null);
            }
        }
Beispiel #15
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    public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
    {
        combatManager = FindObjectOfType <PlayerCombat>();

        Attacks      currentAttack   = combatManager.currentAttacker.stats.currentAttack;
        TargetObject currentAttacker = combatManager.currentAttacker;
        TargetObject target          = currentAttacker.target;

        if (currentAttacker.defending > 1)
        {
            currentAttacker.stats.currentAttack = null;
            animator.SetTrigger("isDefending");
        }

        if (currentAttack != null && currentAttack.isMagic == true)
        {
            target.newHealth = target.health - (currentAttack.attackPower * currentAttacker.stats.spellPower / (target.stats.defense * target.defending));


            animator.SetTrigger("DealDamage");
        }

        if (currentAttack != null && currentAttack.isPhysical == true)
        {
            target.newHealth = target.health - (currentAttack.attackPower * currentAttacker.stats.strength / (target.stats.defense * target.defending));

            animator.SetTrigger("DealDamage");
        }
    }
Beispiel #16
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    //spawn a projectile
    public void SpawnProjectile(string name)
    {
        PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat>();

        if (playerCombat)
        {
            //find a custom spawn position, if there is any. Otherwise use the weapon hand as spawn position
            Vector3            spawnPos       = playerCombat.weaponBone.transform.position;
            ProjectileSpawnPos customSpawnPos = playerCombat.weaponBone.GetComponentInChildren <ProjectileSpawnPos>();
            if (customSpawnPos)
            {
                spawnPos = customSpawnPos.transform.position;
            }

            //spawn projectile at spawn position
            GameObject projectilePrefab = GameObject.Instantiate(Resources.Load(name), spawnPos, Quaternion.identity) as GameObject;
            if (!projectilePrefab)
            {
                return;
            }

            //set projectile to current direction
            Projectile projectileComponent = projectilePrefab.GetComponent <Projectile>();
            if (projectileComponent)
            {
                projectileComponent.direction = playerCombat.currentDirection;
                Weapon currentWeapon = playerCombat.GetCurrentWeapon();
                if (currentWeapon != null)
                {
                    projectileComponent.SetDamage(playerCombat.GetCurrentWeapon().damageObject);
                }
            }
        }
    }
Beispiel #17
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    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        _playerCombat = GameObject.FindGameObjectWithTag(Consts.TAG_PLAYER).GetComponent <PlayerCombat>();
        _hasAttacked  = false;

        _playerCombat.SetCombatState(CombatState.BufferState);
    }
Beispiel #18
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    public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
    {
        if (combatManager == null)
        {
            combatManager = FindObjectOfType <PlayerCombat>();
        }

        //players = new List<TargetObject>();
        players = combatManager.battleOrder;
        counter++;


        if (counter > players.Count)
        {
            counter = 0;
            foreach (TargetObject player in players)
            {
                player.defending = 1;
            }
            animator.SetBool("StartCombatOrder", false);
        }
        else
        {
            combatManager.currentAttacker = players[counter - 1];

            animator.SetTrigger("NextAttack");
        }
    }
Beispiel #19
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 public override void UseMove(PlayerCombat playerCombat)
 {
     base.UseMove(playerCombat);
     _playerCombat    = playerCombat;
     _center.position = _spawnPosition[0].position;
     _lerp            = true;
 }
Beispiel #20
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 // Start is called before the first frame update
 void Start()
 {
     pc   = GetComponentInParent <PlayerCombat>();
     pm   = GetComponentInParent <PlayerMovement>();
     rb   = GetComponentInParent <Rigidbody2D>();
     anim = GetComponentInParent <Animator>();
 }
Beispiel #21
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 void Start()
 {
     sentences = new Queue <string>();
     player    = GameObject.FindGameObjectWithTag("Player");
     pm        = player.GetComponent <PlayerMovement>();
     pc        = player.GetComponent <PlayerCombat>();
 }
Beispiel #22
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 void Start()
 {
     target       = PlayerManager.instance.player.transform;
     agent        = GetComponent <NavMeshAgent>();
     playerCombat = PlayerCombat.instance;
     pStats       = PlayerStats.instance;
 }
Beispiel #23
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    private void Awake()
    {
        walkingSound = playerObject.GetComponent <CharacterController2D>().Walk;
        playerObject.GetComponent <Bow>().intro = true;
        volumeOrg           = walkingSound.volume;
        walkingSound.volume = 0;
        healthPanel.SetActive(false);
        questPanel.SetActive(false);
        locationInfo.SetActive(true);
        coin.SetActive(false);
        playerScript = playerObject.GetComponent <PlayerMovement>();
        playerCombat = playerObject.GetComponent <PlayerCombat>();
        playerBow    = playerObject.GetComponent <Bow>();
        playerAnim   = playerObject.GetComponent <Animator>();
        playerRB     = playerObject.GetComponent <Rigidbody2D>();

        if (startedCutscene == false)
        {
            camAnim.SetBool("CutsceneIntro", true);
            Invoke(nameof(StopCutscene), 3f);
            playerScript.movementSpeed = 0f;
            startedCutscene            = true;
            playerBow.InputDisabled    = true;
            playerCombat.InputDisabled = true;
            playerScript.isDisabled    = true;
        }
    }
Beispiel #24
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 void Awake()
 {
     deathScreen = GameObject.Find("Death Screen");
     resource    = GetComponent <PlayerResource>();
     stats       = GetComponent <PlayerStats>();
     combat      = GetComponent <PlayerCombat>();
 }
Beispiel #25
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    [HideInInspector] public bool isFalling = false; //Other scripts can check this value to see if currently falling

    void Awake()
    {
        rigidbody2d      = transform.GetComponent <Rigidbody2D>();
        circlecollider2d = transform.GetComponent <CircleCollider2D>();
        playerCombat     = GetComponent <PlayerCombat>();
        lastY            = transform.position.y;
    }
Beispiel #26
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 void Start()
 {
     enemyFunction   = GameObject.Find("EnemyCombat").GetComponent <EnemyCombat>();
     playerFunction  = GameObject.Find("PlayerCombat").GetComponent <PlayerCombat>();
     targetTransform = GameObject.Find("EnemyCombat").transform;
     skin.sprite     = skins[PlayerLooks.bow];
 }
Beispiel #27
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 void Awake()
 {
     _inputs         = new PlayerInput();
     _playerMovement = new PlayerMovement(_inputs, _playerRb, _playerAnimator, _movementSpeed);
     _playerJump     = new PlayerJump(_playerRb, _playerAnimator, _groundCheck, _jumpPower);
     _playerCombat   = new PlayerCombat(_swordParent, _playerAnimator);
 }
    // Start is called before the first frame update
    void Start()
    {
        playerMovement = FindObjectOfType <PlayerMovement>();
        playerCombat   = FindObjectOfType <PlayerCombat>();

        playerAS = GetComponent <AudioSource>();
    }
Beispiel #29
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 private void Awake()
 {
     playerInput = GetComponent <PlayerInput>();
     combat      = GetComponent <PlayerCombat>();
     movement    = GetComponent <PlayerMovement>();
     mouse       = GetComponentInChildren <MouseLook>();
 }
Beispiel #30
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    private IEnumerator Normal(MovePlayer mp, PlayerCombat pc)
    {
        yield return(new WaitForSeconds(2f));

        //mp.runSpeed = pc.regSpeed;
        Destroy(gameObject);
    }
    void Start()
    {
        combat     = transform.GetComponent <PlayerCombat>();
        controller = transform.GetComponent <PlayerController>();

        guy.onKill += OnKill;
    }
Beispiel #32
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 void Start()
 {
     itemDatabase = Repository.GetItemDatabaseInstance();
     information = GetComponent<Enemy>().GetEnemyInformation();
     playerCombat = GameObject.Find("PlayerObject").GetComponent<PlayerCombat>();
     manager.OnMenuClosing += manager_OnMenuClosing;
     canBeTarget = true;
     numberOfLoot = information.DropLoot.Count;
 }
Beispiel #33
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    void Start()
    {
        playerCombat= GameObject.Find("PlayerObject").GetComponent<PlayerCombat>();
        myRenderer = this.GetComponent<Renderer>();
        myTransform = transform;
        initialSize = myTransform.localScale;
        initialColor = myRenderer.material.color;

        mouseOverColor = CreateLigherColor(initialColor);
        mouseOverSize = new Vector3(initialSize.x + 0.1f, initialSize.y + 0.1f, initialSize.z + 0.1f);
    }
    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
Beispiel #35
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    void Start () {
        myCanvas = GameObject.Find("Canvas").GetComponent<Canvas>();

        myTextMesh = GetComponent<TextMesh>();
        playerCombat = GetComponentInParent<PlayerCombat>();
        myTransform = GetComponent<Transform>();
        charAbilitys = myCanvas.transform.Find("CharAbilitys").GetComponent<RectTransform>();
        experienceBar = myCanvas.transform.Find("ExperienceBar/Experience").GetComponent<Image>();

        CurrentPlayer.currentPlayer.PlayerInventory.OnEquipmentChanged += PlayerInventory_OnEquipmentChanged;
        CurrentPlayer.currentPlayer.OnStatsChanged += currentPlayer_OnStatsChanged;
        CurrentPlayer.currentPlayer.OnLevelUp += CurrentPlayer_OnLevelUp;
        playerCombat.OnTargetChanged += playerCombat_OnTargetFocusChanged;
        playerCombat.OnAbiliyFired += PlayerCombat_OnAbiliyFired;
        playerCombat.OnAbilityCooldown += PlayerCombat_OnAbilityCooldown;
        playerCombat.OnExperienceGained += PlayerCombat_OnExperienceGained;

        FillNamePlate();
        FillAbilitysGUI();
        FillInfoPanel();
        FillExperienceBar();
	}
    // 0 = None
    // 1 = Down
    // 2 = Held
    // 3 = Up
    // Use this for initialization
    void Start()
    {
        movement = GetComponent<PlayerMovement>();
        combat = GetComponent<PlayerCombat>();
        info = GetComponent<PlayerInfo>();
        ball = GameObject.Find("Ball").GetComponent<BBall>();
        angle = Vector2.right;
        playerString = " - Player " + info.team;
        horizontal = 0;

        GameObject[] hoops = GameObject.FindGameObjectsWithTag("Basket");
        for(int i = 0; i < hoops.Length; i++) {
            if(hoops[i].GetComponent<Hoop>().team != info.team) {
                hoop = hoops[i].transform;
            }
        }
    }
Beispiel #37
0
    void Start()
    {
        Instance = this;

        // TMP TEMPORAL THIS SHOULD COME FROM DB
        spellList.Add((Spell)Resources.Load("Spells/Fireball"));
        spellList.Add((Spell)Resources.Load("Spells/Frostbolt"));
        spellList.Add((Spell)Resources.Load("Spells/Area test"));
    }
Beispiel #38
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 void Update()
 {
     if (health <= 0)
         Destroy (gameObject);
      		player = GameObject.FindWithTag("Player");
     playercombatobject = player.GetComponent<PlayerCombat> ();
     if (gameObject.tag == "NPC") {
         chaseboundary = 35;
     }
     else if (gameObject.tag == "GiantNPC") {
         chaseboundary = 60;
     }
     else if (gameObject.tag == "TinyNPC") {
         chaseboundary = 35;
     }
      		if(Vector3.Distance(transform.position, player.transform.position) <=35)
      			chase(player);
     else if(currentWaypoint < waypoint.Length){ //check to be within the array
        		patrol();
        	}else{
         if(loop){ //restarts array location for continuous patrolling
        			currentWaypoint=0;
         }
     }
 }
 void Start()
 {
     playerRigidbody = GetComponent<Rigidbody2D>();
     playerCombat = GetComponent<PlayerCombat>();
     anim = GetComponent<NetworkAnimator>().animator;
 }
	void Start(){
		PlayerMotor pm = (PlayerMotor)gameObject.GetComponent("PlayerMotor");
		ec = (EnemyCombat)gameObject.GetComponent("EnemyCombat");
		pc = (PlayerCombat)gameObject.GetComponent("PlayerCombat");
	}