Inheritance: MonoBehaviour
示例#1
0
    // Use this for initialization
    void Start()
    {
        GameObject thePlayer = GameObject.FindGameObjectWithTag("Player");
        thePlayerController = thePlayer.GetComponent<PlayerController>();
        theAbilities = thePlayer.GetComponentInChildren<PlayerAbilities>();

        healthBar = GameObject.FindGameObjectWithTag("healthBar").GetComponent<Slider>();
        healthValue = healthBar.GetComponentInChildren<Text>();

        theKing = GameObject.FindGameObjectWithTag("theKing").GetComponent<KingControl>();

        bossHealthBar = GameObject.FindGameObjectWithTag("bossHealthBar").GetComponent<Slider>();
        bossHealthValue = bossHealthBar.GetComponentInChildren<Text>();

        ability1 = GameObject.FindGameObjectWithTag("ability1").GetComponent<Image>();
        cdSlider1 = ability1.GetComponentInChildren<Slider>();
        cdText1 = cdSlider1.GetComponentInChildren<Text>();

        ability2 = GameObject.FindGameObjectWithTag("ability2").GetComponent<Image>();
        cdSlider2 = ability2.GetComponentInChildren<Slider>();
        cdText2 = cdSlider2.GetComponentInChildren<Text>();

        ability3 = GameObject.FindGameObjectWithTag("ability3").GetComponent<Image>();
        cdSlider3 = ability3.GetComponentInChildren<Slider>();
        cdText3 = cdSlider3.GetComponentInChildren<Text>();

        powerUpPanel = GameObject.FindGameObjectWithTag("powerUpPanel").GetComponent<RectTransform>();
    }
 /// <summary>
 /// Searches the key from the dictionary and then call it.
 /// </summary>
 /// <param name="key">Player Ability Type</param>
 /// <param name="r">Player RigidBody2D</param>
 public static void CallEvent(PlayerAbilities key, Rigidbody2D r)
 {
     if (abilityDict.ContainsKey(key))
     {
         abilityDict[key].Invoke(r);
     }
 }
示例#3
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 public override void Initialize(PlayerAbilities pa)
 {
     PoolManager.instance.AddPoolSize(gunPrefab, numGuns, true);
     PoolManager.instance.AddPoolSize(bulletPrefab, (int)Mathf.Ceil(1 / shootingCooldown) * numGuns * 2, true);
     spawnedGuns = new List <GameObject>();
     base.Initialize(pa);
 }
示例#4
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    private void OnTriggerEnter2D(Collider2D otherObj)
    {
        if (otherObj.name == "Player(Clone)" || otherObj.name == "Player_1(Clone)" || otherObj.name == "Player_2(Clone)")
        {
            PlayerAbilities playerAbilities = otherObj.GetComponent <PlayerAbilities>(); //gets player script access

            if (playerAbilities != null)                                                 //ensure player was the one that collided with object
            {
                soundFX.PowerUpSound();

                switch (powerUpID)
                {
                case 0:
                    playerAbilities.ActivateTripleShotPowerUp();
                    break;

                case 1:
                    playerAbilities.ActivateSpeedBoostPowerUp();
                    break;

                case 2:
                    playerAbilities.isShieldActive = true;
                    playerAbilities.ActivateShield();
                    break;

                default:
                    print("no powerup ID found");
                    break;
                }
                Destroy(gameObject);
            }
        }
    }
示例#5
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        public void HandleDeath(BDice dice)
        {
            UnregisterAbility(dice);
            if (dice.TargetType == ETargetType.Ally)
            {
                ActivePlayerModels.Remove(dice);
                PlayerAbilities.Remove(dice);
            }
            else if (dice.TargetType == ETargetType.Enemy)
            {
                ActiveEnemyModels.Remove(dice);
                EnemyAbilities.Remove(dice);
            }

            if (ActivePlayerModels.Count == 0)
            {
                IsGameOver = true;
                MenuManager.Instance.DisplayEndGameMessage("You Lost");
            }
            else if (ActiveEnemyModels.Count == 0)
            {
                IsGameOver = true;
                MenuManager.Instance.DisplayEndGameMessage("You Won!");
            }
        }
示例#6
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 private void PlayerInit()
 {
     if (!rigid)
     {
         rigid = GetComponent <Rigidbody>();
     }
     if (!invComponent)
     {
         invComponent = GetComponent <InventoryComponent> ();
     }
     if (!abilities)
     {
         abilities = GetComponent <PlayerAbilities> ();
     }
     if (!energy)
     {
         energy = GetComponent <PlayerEnergy> ();
     }
     if (!pointLight)
     {
         pointLight = GetComponent <Light> ();
     }
     if (!sound)
     {
         sound = GetComponent <PlayerSound> ();
     }
     if (!particles)
     {
         particles = GetComponent <PlayerParticles> ();
     }
 }
示例#7
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    public override void UseAbility()
    {
        Debug.Log("Using single target heal");

        if (healSelf)
        {
            GameObject go = Instantiate(healParticleSystem, playerAbilities.transform.position, Quaternion.identity);
            Destroy(go, abilityLifetime);
            Debug.Log("Healing self");
            go.transform.SetParent(playerAbilities.transform);
            playerAbilities.StartCoroutine(playerAbilities.ApplyHealing(healPerCycle, numberOfHealCycles, betweenCycles));
        }
        else
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                Debug.Log("Found raycast target called : " + hit.collider.name);
                PlayerAbilities p = hit.collider.GetComponent <PlayerAbilities>();
                if (p != null && p.GetComponent <Team>().team == teamWhoCast)
                {
                    Debug.Log("Applied healing affect");
                    p.StartCoroutine(p.ApplyHealing(healPerCycle, numberOfHealCycles, betweenCycles));

                    GameObject go = Instantiate(healParticleSystem, p.transform.position, Quaternion.identity);
                    Destroy(go, abilityLifetime);
                    go.transform.SetParent(p.transform);
                }
            }
        }
    }
示例#8
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 // Start is called before the first frame update
 void Start()
 {
     playerAbilities = GetComponent <PlayerAbilities>();
     playerAbilities.OnSpellCrafted += PlayerAbilities_OnSpellCrafted;
     SetCooldowns();
     playerController = GetComponent <PlayerController>();
 }
示例#9
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    // Use this for initialization
    void Start()
    {
        GameObject thePlayer = GameObject.FindGameObjectWithTag("Player");

        thePlayerController = thePlayer.GetComponent <PlayerController>();
        theAbilities        = thePlayer.GetComponentInChildren <PlayerAbilities>();

        healthBar   = GameObject.FindGameObjectWithTag("healthBar").GetComponent <Slider>();
        healthValue = healthBar.GetComponentInChildren <Text>();

        theKing = GameObject.FindGameObjectWithTag("theKing").GetComponent <KingControl>();

        bossHealthBar   = GameObject.FindGameObjectWithTag("bossHealthBar").GetComponent <Slider>();
        bossHealthValue = bossHealthBar.GetComponentInChildren <Text>();

        ability1  = GameObject.FindGameObjectWithTag("ability1").GetComponent <Image>();
        cdSlider1 = ability1.GetComponentInChildren <Slider>();
        cdText1   = cdSlider1.GetComponentInChildren <Text>();

        ability2  = GameObject.FindGameObjectWithTag("ability2").GetComponent <Image>();
        cdSlider2 = ability2.GetComponentInChildren <Slider>();
        cdText2   = cdSlider2.GetComponentInChildren <Text>();

        ability3  = GameObject.FindGameObjectWithTag("ability3").GetComponent <Image>();
        cdSlider3 = ability3.GetComponentInChildren <Slider>();
        cdText3   = cdSlider3.GetComponentInChildren <Text>();

        powerUpPanel = GameObject.FindGameObjectWithTag("powerUpPanel").GetComponent <RectTransform>();
    }
示例#10
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    void OnCollisionEnter(Collision coll)
    {
        PlayerAbilities player = coll.gameObject.GetComponent <PlayerAbilities>();

        rb.isKinematic = true;
        gameObject.GetComponent <BoxCollider>().isTrigger = true;
        Invoke("Freeze", 0.005f);
        if (player != null)
        {
            transform.SetParent(player.transform);
            if (teamWhoShot == coll.gameObject.GetComponent <Team>().team)
            {
                // Friendly Fire
                Debug.Log("Hit friendly");
            }
            else
            {
                player.DealDamage(damageToDeal);
                Debug.Log("Dealing " + damageToDeal + " to " + player.name);
            }
        }
        else
        {
            // Hit something that is not the player
        }
    }
示例#11
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    private void Awake()
    {
        idleState   = new IdleState(this);
        moveState   = new MoveState(this);
        attackState = new AttackState(this);
        castState   = new CastState(this);
        fleeState   = new FleeState(this);
        defendState = new DefendState(this);

        anim            = GetComponent <Animator>();
        walkSpeed       = 1.0f;
        navMeshAgent    = GetComponent <NavMeshAgent>();
        navSpeedDefault = navMeshAgent.speed;

        eyes          = transform.FindChild("Eyes");
        sightCollider = GetComponent <SphereCollider>();
        tm            = GameObject.FindWithTag("TeamManager").GetComponent <TeamManager>();
        ah            = GameObject.FindWithTag("AbilityHelper").GetComponent <AbilityHelper>();

        //this is a mess. These are "shared" variables between co-op ai and player script
        player         = GetComponent <Player>();
        animController = player.animController;
        abilities      = player.abilities;
        attributes     = player.attributes;
        watchedEnemies = player.watchedEnemies;
        visibleEnemies = player.visibleEnemies;
    }
示例#12
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    /*
     * slots[0] = head armor
     * slots[1] = body armor
     * slots[2] = leg armor
     * slots[3] = feet armor
     */

    // Start is called before the first frame update
    void Awake()
    {
        player   = GameObject.FindGameObjectWithTag("Player");
        health   = player.GetComponent <PlayerHealth>();
        movement = player.GetComponent <PlayerMovement>();
        damage   = player.GetComponent <PlayerAbilities>();
    }
示例#13
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 public void UseAbility(Ability ability, PlayerAbilities player, string t)
 {
     ability.playerAbilities = player;
     ability.teamWhoCast     = t;
     ability.UseAbility();
     ability.lastUsedTime = Time.time + ability.cooldownTime;
 }
示例#14
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    //randomly select and display three abilities to choose from
    public void DisplayNewAbility()
    {
        GameObject     display        = Instantiate(newAbilitySelect, new Vector3(0, 0), Quaternion.identity, GameObject.Find("HUDCanvas").transform);
        abilityManager abilityManager = GameObject.Find("AbilityManager").GetComponent <abilityManager>();

        List <GameObject> choices = abilityManager.newAbility();

        for (int i = 0; i < 3; i++)
        {
            GameObject       choice = Instantiate(choices[i], new Vector3(0, i * 3, 0), Quaternion.identity);
            NewAbilitySelect select = display.GetComponent <NewAbilitySelect>();
            select.AddChoice(choice);
            PlayerAbilities[] playerAbilitiesList = GetComponentsInChildren <PlayerAbilities>(true);
            PlayerAbilities   playerAbilities     = GetComponentsInChildren <PlayerAbilities>(true)[playerAbilitiesList.Length - 1];
            select.GetComponentsInChildren <Button>()[i].onClick.AddListener(delegate
            {
                playerAbilities.LearnAbility(choice);
                choice.transform.parent = playerAbilities.transform;

                //create new map and load it
                GameObject.Find("GameManager").GetComponent <MapManager>().CreateMap();
                GameObject.Find("GameManager").GetComponentInChildren <PlayerMovement>(true).Init();

                SceneManager.LoadScene("Map");
            });
        }
    }
示例#15
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	void CheckChoice(GameObject abilitypick, PlayerAbilities playerabilities){
		if (abilitypick.tag == "Weapon" && weaponpicks < 1) {
			if (abilitypick.name == "flamethrower") {
				playerabilities.fire = true;
			}
			if (abilitypick.name == "boomerang") {
				playerabilities.boomerang = true;
			}
			if (abilitypick.name == "sniper") {
				playerabilities.sniper = true;
			}
			if (abilitypick.name == "machinegun") {
				playerabilities.machinegun = true;
			}

		}

		if (abilitypick.tag == "Ability" && abilitypicks == 0) {
			if (abilitypick.name == "mine") {
				playerabilities.ability1 = "mine";;
			}
		} 
		if (abilitypick.tag == "Ability" && abilitypicks == 1) {
			if (abilitypick.name == "mine") {
				playerabilities.ability2 = "mine";;
			}
		}

	}
示例#16
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    /// <summary>
    /// initialize conponents of the player here
    /// </summary>
    void Start()
    {
        ridgidbodyPlayer     = gameObject.GetComponent <Rigidbody2D>();
        transform.localScale = new Vector3(1, 1, 1);
        facingRight          = true;

        defaultCollider = transform.Find("Default Collider").gameObject;
        crouchCollider  = transform.Find("Crouch Collider").gameObject;
        crouchCollider.SetActive(false);

        aimingSpeed = 90f;

        worldSize     = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0.0f, 0.0f));
        worldHalfSize = this.GetComponentInChildren <Renderer>().bounds.size.x / 2;

        playerAbilities = gameObject.GetComponent <PlayerAbilities>();

        int scene = SceneManager.GetActiveScene().buildIndex;

        if (scene == 4)
        {
            blackHoleCheckPoint = GameObject.Find("StartPoint").GetComponent <Transform>();
        }

        //Debug.Log(blackHoleCheckPoint);

        //BallSpawnPoint = transform.Find("BallSpawnPoint");
    }
示例#17
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 void GetComponents()
 {
     myAgent         = GetComponent <NavMeshAgent>();
     player          = GameObject.FindObjectOfType <PlayerMovement>();
     playerAbilities = player.GetComponent <PlayerAbilities>();
     collider        = GetComponent <CapsuleCollider> ();
 }
示例#18
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 private void Awake()
 {
     player           = GameObject.FindGameObjectWithTag("Player");
     playerAbilities  = player.GetComponent <PlayerAbilities>();
     playerExperience = player.GetComponent <PlayerExperience>();
     db = GameObject.FindGameObjectWithTag("ItemDB").GetComponent <ItemDatabase>();
 }
示例#19
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        public void RegisterAbility(BDice dice)
        {
            //if (dice.UpSide.Ability.TargetType != ETargetType.None)
            if (dice.TargetType == ETargetType.Ally)
            {
                if (PlayerAbilities.ContainsKey(dice))
                {
                    UnregisterAbility(dice);
                }
                PlayerAbilities.Add(dice, dice.UpSide.Ability);
            }
            else
            {
                if (EnemyAbilities.ContainsKey(dice))
                {
                    UnregisterAbility(dice);
                }
                EnemyAbilities.Add(dice, dice.UpSide.Ability);
            }

            if (OnAbilityRegister != null)
            {
                OnAbilityRegister(dice);
            }

            // TODO: add check to see if all abilities do not have the target type of None, otherwise the turn would end
            if (TurnManager.Instance.IsPlayersTurn)
            {
                if (PlayerAbilities.Count == ActivePlayerModels.Count)
                {
                    var count = 0;

                    foreach (var d in ActivePlayerModels)
                    {
                        if (d.UpSide != null && d.UpSide.Ability.TargetType == ETargetType.None)
                        {
                            count++;
                        }
                    }

                    if (count == ActivePlayerModels.Count)
                    {
                        TurnManager.Instance.EndTurn();
                    }
                }

                //bool isAllEmpty = true;
                //bool isMissingAny = false;

                //foreach (var d in PlayersModels)
                //    if (!isAllEmpty || isMissingAny)
                //        break;
                //    else if (d.UpSide != null && d.UpSide.Ability.TargetType != ETargetType.None)
                //        isAllEmpty = false;
                //    else if (d.UpSide == null)
                //        isMissingAny = true;

                //if(isAllEmpty & !isMissingAny) TurnManager.Instance.EndTurn();
            }
        }
示例#20
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 protected override void customStart()
 {
     movementSpeed   = 6f;
     maxHP           = 20f;
     playerAbilities = transform.GetChild(1).GetComponent <PlayerAbilities>();
     cameraControl   = Camera.main.GetComponent <CameraControl>();
     cameraControl.setTarget(gameObject.transform);
 }
示例#21
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    void Start()
    {
        diaManager = FindObjectOfType <DialogueManager>();

        P1     = GameObject.Find("Player 1").GetComponent <PlayerAbilities>();
        P2     = GameObject.Find("Player 2").GetComponent <PlayerAbilities>();
        camera = GameObject.FindGameObjectWithTag("MainCamera");
    }
示例#22
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    void Start()
    {
        playerAbilities = GameObject.FindGameObjectWithTag("PlayerAbilities").GetComponent <PlayerAbilities>();
        Vector3 willBeAt = playerTransform.position + offset;

        willBeAt.z = transform.position.z;
        Vector3 lerpPos = Vector3.Lerp(transform.position, willBeAt, velocity * Time.deltaTime);                transform.position = lerpPos;
    }
示例#23
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    // Use this for initialization
    void Awake()
    {
        _characterController = GetComponent <CharacterController>();
        _animator            = GetComponent <Animator>();
        abilities            = GetComponent <PlayerAbilities>();

        _stateMan = GetComponent <PlayerStateManager>();
    }
 /// <summary>
 /// Gets the cooldown of the active ability.
 /// </summary>
 /// <param name="key">Active Ability</param>
 public static float GetCooldown(PlayerAbilities key)
 {
     if (abilityDict.ContainsKey(key))
     {
         return(abilityCooldown[key]);
     }
     return(0);
 }
示例#25
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 private void Awake()
 {
     rect      = GetComponent <RectTransform>();
     stateMan  = player.GetComponent <PlayerStateManager>();
     abilities = player.GetComponent <PlayerAbilities>();
     equipMan  = player.GetComponent <EquipmentManager>();
     plAimer   = player.GetComponent <PlayerAimer>();
     shootSys  = player.GetComponent <PlayerShootingSystem>();
 }
示例#26
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    public void Inject(PlayerUnitDI di)
    {
        PlayerAbilities abilities = di.abilities;

        movement  = abilities.movement;
        jump      = abilities.jump;
        wallSlide = abilities.wallSlide;
        physics   = di.physics;
    }
示例#27
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    public override void EndTurn()
    {
        //unhighlight me
        //GetComponent<SpriteRenderer>().color = Color.white;
        //remove my ability buttons
        PlayerAbilities abilities = GetComponent <PlayerAbilities>();

        abilities.Hide();
    }
 public void findObjects()
 {
     player    = GameObject.FindGameObjectWithTag("Player");
     abilities = player.GetComponent <PlayerAbilities>();
     health    = player.GetComponent <PlayerHealth>();
     exp       = player.GetComponent <PlayerExperience>();
     equip     = player.GetComponent <PlayerEquip>();
     movement  = player.GetComponent <PlayerMovement>();
 }
示例#29
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        public PlayerEntity(Difficulty difficulty)
        {
            Inventory = new InventoryWindow();
            for (int i = 0; i < Inventory.Length; i++)
            {
                Inventory[i] = ItemStack.EmptyStack;
            }
            SelectedSlot = InventoryWindow.HotbarIndex;
            bedUseTimer  = new Timer(state =>
            {
                if (BedTimerExpired != null)
                {
                    BedTimerExpired(this, null);
                }
            });
            BedPosition       = -Vector3.One;
            Health            = 20;
            Food              = 20;
            Abilities         = new PlayerAbilities(this);
            ItemInMouse       = ItemStack.EmptyStack;
            Difficulty        = difficulty;
            TerrainCollision += OnTerrainCollision;
            FoodTickTimer     = new Timer(discarded =>
            {
                if (Food > 17 && Health < 20 && Health != 0)     // TODO: HealthMax constant?
                {
                    Health++;
                }
                if (Food == 0 && GameMode != GameMode.Creative)
                {
                    switch (Difficulty)
                    {
                    case Difficulty.Hard:
                        if (Health > 0)
                        {
                            Health--;
                        }
                        break;

                    case Difficulty.Normal:
                        if (Health > 1)
                        {
                            Health--;
                        }
                        break;

                    default:
                        if (Health > 10)
                        {
                            Health--;
                        }
                        break;
                    }
                }
            }, null, 80 * Level.TickLength, 80 * Level.TickLength);
        }
 // Use this for initialization
 void Start()
 {
     ammoInClip            = clipSize;
     shootIntervalProgress = shootInterval + 1;
     reloadProgress        = reloadTime + 1;
     playerInv             = this.gameObject.transform.parent.parent.GetComponentInChildren <Inventory>();
     playerAbilities       = GetComponentInParent <PlayerAbilities>();
     playerAttributes      = GetComponentInParent <PlayerAttributes>();
     audioSource           = gameObject.GetComponent <AudioSource>();
 }
    private void InvokeAbility(PlayerAbilities ability)
    {
        //add score
        GameplayScript.current.AddScore(scores["ability"]);

        float cooldown = AbilityProcessor.GetCooldown(ability);

        AbilityProcessor.CallEvent(ability, rigid);
        coro = StartCoroutine(AbilityCooldown(cooldown));
    }
示例#32
0
 void Awake()
 {
     player          = GameObject.FindGameObjectWithTag("Player");
     exp             = player.GetComponent <PlayerExperience>();
     playerAbilities = player.GetComponent <PlayerAbilities>();
     abilityImage    = this.gameObject.GetComponent <Image>();
     toolTip         = GameObject.Find("SkillToolTipText").GetComponent <SkillTooltip>();
     toolTipObject   = GameObject.Find("SkillToolTip");
     bar             = GameObject.Find("AbilityBarPanel").GetComponent <UIAbilityBar>();
 }
示例#33
0
	// Use this for initialization
	void Start () {
		if (playernumber == 1) {
			xaxiscontrol = "Horizontal";
			yaxiscontrol = "Vertical";
			readybutton = "StartButton";
			pickbutton = "PickButton";
			backbutton = "BackButton";
			playercolor = Color.blue;
			playerabilities = GameObject.FindGameObjectWithTag("Player1Info").GetComponent<PlayerAbilities>();
		}
		if (playernumber == 2) {
			xaxiscontrol = "Horizontal2";
			yaxiscontrol = "Vertical2";
			readybutton = "StartButton2";
			pickbutton = "PickButton2";
			backbutton = "BackButton2";
			playercolor = Color.red;
			playerabilities = GameObject.FindGameObjectWithTag("Player2Info").GetComponent<PlayerAbilities>();
		}
		if (playernumber == 1) {
			xaxiscontrol = "Horizontal";
			yaxiscontrol = "Vertical";
			ability1control = "FirstAbility";
		}
		if (playernumber == 1) {
			xaxiscontrol = "Horizontal";
			yaxiscontrol = "Vertical";
			ability1control = "FirstAbility";
		}



		for (int i = 0; i < 2; i++) {
			for (int j = 0; j < 4; j++) {
				if(index < 5){
					print (index);
					abilities[j, i] = possibleabilities[index];
					index++;
				}

			}
		}

		currentselection = abilities[(int)currentabilityrow, (int)currentabilitycolumn];
		currentselection.GetComponent<SpriteRenderer>().color = Color.red;

	}
示例#34
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 public PlayerEntity(Difficulty difficulty)
 {
     Inventory = new InventoryWindow();
     for (int i = 0; i < Inventory.Length; i++)
         Inventory[i] = ItemStack.EmptyStack;
     SelectedSlot = InventoryWindow.HotbarIndex;
     bedUseTimer = new Timer(state =>
     {
         if (BedTimerExpired != null)
             BedTimerExpired(this, null);
     });
     BedPosition = -Vector3.One;
     Health = 20;
     Food = 20;
     Abilities = new PlayerAbilities(this);
     ItemInMouse = ItemStack.EmptyStack;
     Difficulty = difficulty;
     TerrainCollision += OnTerrainCollision;
     FoodTickTimer = new Timer(discarded =>
         {
             if (Food > 17 && Health < 20 && Health != 0) // TODO: HealthMax constant?
                 Health++;
             if (Food == 0 && GameMode != GameMode.Creative)
             {
                 switch (Difficulty)
                 {
                     case Difficulty.Hard:
                         if (Health > 0)
                             Health--;
                         break;
                     case Difficulty.Normal:
                         if (Health > 1)
                             Health--;
                         break;
                     default:
                         if (Health > 10)
                             Health--;
                         break;
                 }
             }
         }, null, 80 * Level.TickLength, 80 * Level.TickLength);
 }
示例#35
0
 void Start()
 {
     pData = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerData>();
     pAbilities = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerAbilities>();
     text = GetComponent<Text>();
 }