This commit is contained in:
YangHua 2023-11-01 16:24:58 +08:00
commit 47026ad064
22 changed files with 914 additions and 685 deletions

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@ -1250,7 +1250,7 @@ MonoBehaviour:
showSounds: 0
showConfigTime: 0
showConfigAtmos: 0
showConfigWeather: 0
showConfigWeather: 1
showIBL: 0
allowMultiLights: 0
skyBrightness: 0.6
@ -1654,7 +1654,7 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
randSeed: 27827656
randSeed: 1223580171
isDoingTransition: 0
minimumHeight: 0
--- !u!114 &76575456

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@ -55,7 +55,7 @@ public class ZCalendarDemo : MonoBehaviour
private void ZCalendar_ChoiceDayEvent(ZCalendarDayItem obj)
{
Debug.Log($"选择的日期:{obj.Day}");
day_txt.text = obj.Day.ToString();
day_txt.text = obj.Day.ToString()+"日";
}
/// <summary>

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@ -111,8 +111,8 @@ namespace ZTools
{
txtYear.text = year + "年";
txtMonth.text = month + "月";
year_txt.text=year.ToString();
month_txt.text=month.ToString();
year_txt.text=year.ToString()+"年";
month_txt.text=month.ToString()+"月";
}
}
}

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@ -322,8 +322,10 @@ GameObject:
- component: {fileID: 2015720087859465411}
- component: {fileID: 2015720087859465421}
- component: {fileID: 2015720087859465410}
- component: {fileID: 7962244611046349254}
- component: {fileID: -4901456093005628639}
m_Layer: 5
m_Name: scenario_name
m_Name: Scenarioname
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -387,3 +389,31 @@ MonoBehaviour:
m_FillOrigin: 0
m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
--- !u!114 &7962244611046349254
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2015720087859465408}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2fafe2cfe61f6974895a912c3755e8f1, type: 3}
m_Name:
m_EditorClassIdentifier:
m_AllowSwitchOff: 0
--- !u!114 &-4901456093005628639
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2015720087859465408}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fb53714a701e1764f92c389d49c805b2, type: 3}
m_Name:
m_EditorClassIdentifier:
options_toggle: {fileID: 7962244611046349254}
setingname: {fileID: 2015720087197738237}
Toggle: {fileID: 2015720086882145408}

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@ -343,7 +343,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0.000025749, y: 0}
m_AnchoredPosition: {x: 0.000022888184, y: 0}
m_SizeDelta: {x: 484.47107, y: 93.33334}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &274852808228692912

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@ -5,7 +5,7 @@ using UnityEngine.UI;
public class Calendarbtn : MonoBehaviour
{
public Text when_text;//时间文本
public Button calendar_btn;
public RectTransform calendar_panl;
public bool isp=true;
@ -16,6 +16,7 @@ public class Calendarbtn : MonoBehaviour
if (isp==true)
{
calendar_panl.gameObject.SetActive(true);
when_text.gameObject.SetActive(true);
}
});
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Environmentconfiguration : MonoBehaviour
{
public Dropdown the_wind;
public Dropdown direction;
public float rain;
void Start()
{
}
void Update()
{
}
public void Rainvalue(float value)
{
rain = value;
}
public void Sonwvalue(float value)
{
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9d820764724107e4097f0013318f0197
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -161,8 +161,37 @@ public class Thinkingfile
/// </summary>
public string Field_Char3 ;
/// <summary>
///
/// 设置天气的类
/// </summary>
public Environment Environment { get; set; }
}
[Serializable]
public class Environment
{
/// <summary>
/// 时间
/// </summary>
public string Time { get; set; }
/// <summary>
/// 雨
/// </summary>
public string Rain { get; set; }
/// <summary>
/// 雪
/// </summary>
public string Snow { get; set; }
/// <summary>
/// 风速
/// </summary>
public string WindSpeed { get; set; }
/// <summary>
/// 风向
/// </summary>
public string WindDir { get; set; }
/// <summary>
/// 阳光强度
/// </summary>
public string Light { get; set; }
}
[Serializable]
public class Traininginformation

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@ -0,0 +1,25 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Scenarioname : MonoBehaviour
{
public ToggleGroup options_toggle;
public Text setingname;
public Toggle Toggle;
public void Scenario(string name,ToggleGroup group,Action cation)
{
setingname.text = name;
Toggle.group = group;
Toggle.onValueChanged.AddListener((isOn) =>
{
if (isOn)
{
cation?.Invoke();
}
});
}
}

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@ -0,0 +1,11 @@
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@ -102,10 +102,7 @@ public class Scenariopage : MonoBehaviour
//List<Traininginformation> data1 = new List<Traininginformation>();
public Slider yangguang;//阳光的滑动条
public Text yangguang_text; //显示阳光的滑动数值
public Text subject_text;//想定文件下的科目文本
public Text subject1_text;//想定文件下的科目文本
public Button settings1_btnn;//科目训练设置按钮
public Button settings_btnn;//科目训练设置按钮
public Image basic_information_iamg1;//训练科目基本信息页面
public Text xunkian_txt;//显示的想定的名字
public Text time_txt;//显示基本信息的训练时间
@ -116,12 +113,23 @@ public class Scenariopage : MonoBehaviour
public Button cancel_bton2;//训练科目基本信息取消按钮
public GameObject scenario_name;//想定编辑的预设体
public Transform weizhi;//生成的位置
private List<Text> textlist1 = new List<Text>();//存放生成想定文件的名字
[SerializeField] List<Toggle> togglelist = new List<Toggle>();//存放想定文件下的打勾按钮
public ToggleGroup togglezujian;//获取toggle组件
public Underneath underneath;//想定文件下的科目预设体
public Transform scenario_file_iamg;//生成的预设体的位置
[SerializeField] List<Underneath> underneathList = new List<Underneath>();
public GameObject scenarname;//想定名称
public Scenarioname scenar_name;//想定名称
[SerializeField] List<Scenarioname> scenarList = new List<Scenarioname>();
public Text year_text;//年
public Text month_text;//月
public Text day_text;//天
public Text when_text;//时
public Environmentconfiguration Environmentconfiguration;
public Slider Slider;//天气变化的滑动条
public Text tips_text;//环境编辑提示文本
[SerializeField] List<Environment> environments = new List<Environment>();
void Start()
{
@ -129,7 +137,7 @@ public class Scenariopage : MonoBehaviour
StartCoroutine(Post1(url, (bol, str) =>
{
Scenario(bol, str);
}));
}));
Scenario();//想定文件
Basic();//基本信息按钮
Scenariofile();//想定文件下面按钮
@ -139,11 +147,11 @@ public class Scenariopage : MonoBehaviour
GameMain.tiao = false;
SceneManager.LoadScene("SampleScene");
});
SetLightValue(1f);
//SetLightValue(1f);
queding.onClick.AddListener(() =>
{
SetWindValue();
SetWindDirection();
//SetWindValue();
//SetWindDirection();
environment_configuration1.gameObject.SetActive(false);
});
Jiben();//基本信息确认取消按钮
@ -166,6 +174,7 @@ public class Scenariopage : MonoBehaviour
});
verify_bton2.onClick.AddListener(() =>
{
Scenariofile_panl.gameObject.SetActive(false);
basic_information_iamg1.gameObject.SetActive(false);
});
cancel_bton2.onClick.AddListener(() =>
@ -182,7 +191,7 @@ public class Scenariopage : MonoBehaviour
});
queren_btnn3.onClick.AddListener(() =>
{
//Singlechoice();
contingency_list_panl.gameObject.SetActive(false);
Scenariofile_panl.gameObject.SetActive(true);
});
@ -208,8 +217,11 @@ public class Scenariopage : MonoBehaviour
});
}
void Update()
void LateUpdate()
{
tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, 1 - Slider.value / 10);
SetWindDirection();
SetWindValue();
tiem_text.text = tiem_slider.value.ToString("0") + "s";
smash_text.text = smash_slider.value.ToString("0") + "s";
distance_text.text = distance_slider.value.ToString("f1") + "km";
@ -305,32 +317,36 @@ public class Scenariopage : MonoBehaviour
if (bol)
{
Debug.Log(str);
scen = JsonMapper.ToObject<Editinformation>(str);
scen = JsonMapper.ToObject<Editinformation>(str);//解析最外层的想定名称json文件
for (int i = 0; i < scen.data.Count; i++)
{
Traininginformation temp = new Traininginformation();
temp = Jsonanalyze.FromJson<Traininginformation>(scen.data[i].VirtualPath);
data1.Add(temp);
Traininginformation temp = new Traininginformation();//接收json解析的新对象这样接收对象就不会被覆盖因为每次都是需要一个新的对象
temp = Jsonanalyze.FromJson<Traininginformation>(scen.data[i].VirtualPath);//解析里面字符串json文件
data1.Add(temp);//把对象添加到对象链表中
}
if (scen.state)
if (scen.state)//如果state这个bool值为true进来
{
Debug.Log("几次");
for (int i = 0; i < data1.Count; i++)
if (scenarList.Count > 0)//如果想定链表的数量量大于零个进入
{
int index = i;
Instantiate(scenario_name, weizhi);
Text text = transform.GetChild(0).transform.GetChild(10).transform.GetChild(4).transform.GetChild(0).transform.GetChild(0).transform.GetChild(i).transform.GetChild(1).GetComponent<Text>();
text.text = scen.data[i].Name.ToString();
Toggle toggle = GameObject.Find("Canvas1").transform.GetChild(0).transform.GetChild(10).transform.GetChild(4).transform.GetChild(0).transform.GetChild(0).transform.GetChild(i).transform.GetChild(0).GetComponent<Toggle>();
toggle.group = togglezujian;
toggle.onValueChanged.AddListener((isOn) =>
for (int j = 0; j < scenarList.Count; j++)//循环一下对应的列表
{
if (isOn)
{
Singlechoice(data1[index]);
}
Destroy(scenarList[j].gameObject);//删除链表每一个物体
}
scenarList.Clear();//清空链表
}
for (int i = 0; i < data1.Count; i++)//循环一下对象的个数
{
int index = i;//用一个值去接收循环的数值,因为用于按钮这些操作可能会被覆盖,得不到对应的值
Scenarioname scenarioname = Instantiate(scenar_name, weizhi);//生成想定名称预设体和位置
//这是预设体对应的类去接收
scenarioname.Scenario(scen.data[index].Name.ToString(), togglezujian, () =>//传对应的值到文本
{
Singlechoice(data1[index]);//把相对应的对象传到方法中
});
togglelist.Add(toggle);
scenarList.Add(scenarioname);//把对象添加到链表中
}
}
@ -338,29 +354,29 @@ public class Scenariopage : MonoBehaviour
}
private void Singlechoice(Traininginformation ti)
private void Singlechoice(Traininginformation ti)//用相应类对象去接收
{
if (underneathList.Count > 0)
if (underneathList.Count > 0)//如果链表的个数大于零进入
{
for (int i = 0; i < underneathList.Count; i++)
for (int i = 0; i < underneathList.Count; i++)//循环链表的个数
{
Destroy(underneathList[i].gameObject);
Destroy(underneathList[i].gameObject);//把链表对应的个数一一删除
}
underneathList.Clear();
underneathList.Clear();//清除链表
}
for (int f = 0; f < ti.subjectsInfo.Count; f++)
for (int f = 0; f < ti.subjectsInfo.Count; f++)//循环对应链表对应的个数
{
int index = f;
Underneath underneathItem = Instantiate(underneath, scenario_file_iamg);
underneathItem.SetValue(ti.subjectsInfo[index].subjectName, (() =>
int index = f;//用数去接收for循环
Underneath underneathItem = Instantiate(underneath, scenario_file_iamg);//把克隆对象生成预设体,用相应对象去接收
underneathItem.SetValue(ti.subjectsInfo[index].subjectName, (() =>//传对应的值给文本
{
OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].index.ToString());
OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].seatInfos.Count.ToString());
}));
underneathList.Add(underneathItem);
underneathList.Add(underneathItem);//把生成对象加入链表中
}
}
public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount)
public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount)//接收需要传的对应值
{
xunkian_txt.text = _name;
time_txt.text = _time;
@ -371,12 +387,13 @@ public class Scenariopage : MonoBehaviour
public IEnumerator Post1(string url, System.Action<bool, string> action)
{
WWWForm form = new WWWForm();
WWWForm form = new WWWForm();//网络通信
UnityWebRequest request = UnityWebRequest.Post(url, form);
yield return request.SendWebRequest();
if (request.isNetworkError || request.isHttpError)
{
action(false, null);
Debug.Log("网络请求失败了");
}
else
{
@ -395,7 +412,7 @@ public class Scenariopage : MonoBehaviour
/// <summary>
/// 模型页面的相互跳转
/// </summary>
///
private void Moxingxuanze()
{
quan_btn.onClick.AddListener(() =>
@ -468,17 +485,66 @@ public class Scenariopage : MonoBehaviour
/// <summary>
/// 环境界面确认取消按钮
/// </summary>
public string tmie;
private void Huanjin()
{
huanjin_btn.onClick.AddListener(() =>
{
environment_configuration1.gameObject.SetActive(false);
if (year_text.text.Length>=1)
{
tmie = year_text.text + " " + month_text.text + " " + day_text.text + " " + when_text.text;
PlayerPrefs.GetString("time", "" + tmie + "");
PlayerPrefs.GetString("RainAmt", "" + tenkokuModule.weather_RainAmt + "");
PlayerPrefs.GetString("SnowAmt", "" + tenkokuModule.weather_SnowAmt + "");
PlayerPrefs.GetString("WindAmt", "" + tenkokuModule.weather_WindAmt + "");
PlayerPrefs.GetString("WindDir", "" + tenkokuModule.weather_WindDir + "");
PlayerPrefs.GetString("OvercastAmt", "" + tenkokuModule.weather_OvercastAmt + "");
Debug.Log(tmie);//日期时间
Debug.Log(tenkokuModule.weather_RainAmt);//雨的大小
Debug.Log(tenkokuModule.weather_SnowAmt);//雪的大小
Debug.Log(tenkokuModule.weather_WindAmt);//风速的大小
Debug.Log(tenkokuModule.weather_WindDir.ToString("0"));//风向
Debug.Log(tenkokuModule.weather_OvercastAmt.ToString("f2"));//白天黑夜
StartCoroutine(Post());
environment_configuration1.gameObject.SetActive(false);
}
else
{
tips_text.text = "请输入日期";
Invoke("Tips", 1.5f);
}
});
huanjin_btn1.onClick.AddListener(() =>
{
environment_configuration1.gameObject.SetActive(false);
});
}
IEnumerator Post()
{
Environment warther = new Environment();
warther.Time = tmie;
warther.Rain = tenkokuModule.weather_RainAmt.ToString();
warther.Snow = tenkokuModule.weather_SnowAmt.ToString();
warther.WindSpeed =tenkokuModule.weather_WindAmt.ToString();
warther.WindDir = tenkokuModule.weather_WindDir.ToString("0");
warther.Light =tenkokuModule.weather_OvercastAmt.ToString("f2");
// environments.Add(warther);
string json = JsonUtility.ToJson(warther);
WWWForm w =new WWWForm();
w.AddField("http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=update_env&Id=1698025363002&data=",json);
yield return w;
}
public void Tips()
{
tips_text.text = null;
}
/// <summary>
/// 基本信息确定取消按钮
/// </summary>
@ -547,10 +613,12 @@ public class Scenariopage : MonoBehaviour
//}
});
}
public string whater;
public void SetRainValue(float value)
{
tenkokuModule.weather_RainAmt = Mathf.Lerp(0.0f, 1.0f, value);
whater = tenkokuModule.weather_RainAmt.ToString();
Debug.Log(whater);
}
public void SetSnowValue(float value)
{
@ -560,7 +628,42 @@ public class Scenariopage : MonoBehaviour
public void SetWindValue()
{
//tenkokuModule.weather_WindAmt = Mathf.Lerp(0.0f, 1.0f, value);
tenkokuModule.weather_WindAmt = windDrop.value * 0.1f;
//tenkokuModule.weather_OvercastAmt = windDrop.value * 0.1f;
float tempEintAmt = 0;
switch (windDrop.value)
{
case 1:
tempEintAmt = 0.1f;
break;
case 2:
tempEintAmt = 0.2f;
break;
case 3:
tempEintAmt = 0.3f;
break;
case 4:
tempEintAmt = 0.4f;
break;
case 5:
tempEintAmt = 0.5f;
break;
case 6:
tempEintAmt = 0.6f;
break;
case 7:
tempEintAmt = 0.7f;
break;
case 8:
tempEintAmt = 0.8f;
break;
case 9:
tempEintAmt = 0.9f;
break ;
case 10:
tempEintAmt = 1.0f;
break;
}
tenkokuModule.weather_WindAmt = Mathf.Lerp(0.1f, 1.0f, tempEintAmt);
}
public void SetWindDirection()
@ -593,14 +696,15 @@ public class Scenariopage : MonoBehaviour
tempWindDir = 1f;
break;
}
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 1.0f, tempWindDir);
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 365.0f, tempWindDir);
}
public void SetLightValue(float value)
{
float valueTemp = 1 - value;
tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp);
}
//public void SetLightValue(float value)
//{
// float valueTemp = 1 - value;
// tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp);
// Debug.Log(tenkokuModule.weather_OvercastAmt);
//}

View File

@ -6,17 +6,19 @@ using UnityEngine.UI;
public class TimeHM : MonoBehaviour
{
public Text H_txt;
public Text M_txt2;
public Text time_text;
public int when;
public int points;
void Start()
{
}
// Update is called once per frame
void Update()
{
H_txt.text = DateTime.Now.Hour.ToString();
M_txt2.text = DateTime.Now.Minute.ToString();
when = DateTime.Now.Hour;
points = DateTime.Now.Minute;
time_text.text =string.Format("{0:D2} : {1:D2}", when, points);
}
}

View File

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showConfig: 1
showCelSet: 0
showTimer: 1
showSounds: 0
@ -92745,9 +92776,9 @@ MonoBehaviour:
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fogObscurance: 0
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setLatitude: 40
setLongitude: 0
setTZOffset: 0
setLatitude: 31
setLongitude: -19
setTZOffset: 1
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colorSun: {r: 1, g: 0.99607843, b: 0.9843137, a: 1}
colorMoon: {r: 0.4392157, g: 0.5921569, b: 0.69803923, a: 1}
colorSkyBase: {r: 0.6054902, g: 0.7090196, b: 0.7968628, a: 0.8}
colorSkyBaseLow: {r: 0.75686276, g: 0.88627446, b: 0.9960785, a: 1}
colorHorizon: {r: 0.68610847, g: 0.9356758, b: 1.1343884, a: 1.2}
colorHorizonLow: {r: 0.68610847, g: 0.9356758, b: 1.1343884, a: 1.2}
colorHorizon: {r: 0.9082354, g: 1.0682354, b: 1.1952941, a: 1.2}
colorHorizonLow: {r: 0.9082354, g: 1.0682354, b: 1.1952941, a: 1.2}
colorSkyAmbient: {r: 1, g: 1, b: 1, a: 1}
colorClouds: {r: 1, g: 1, b: 1, a: 1}
colorHighlightClouds: {r: 1, g: 0.94209427, b: 0.6867151, a: 1}
colorHighlightClouds: {r: 1, g: 1, b: 1, a: 1}
colorSkyboxGround: {r: 0.1102941, g: 0.08836951, b: 0.06487888, a: 1}
colorSkyboxMie: {r: 1, g: 1, b: 1, a: 1}
displayTime: '[ 10:30:00 AM] [ 3/6/1027 ad]'
@ -92918,7 +92949,7 @@ MonoBehaviour:
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weather_lightningRange: 180
lightningColor: {r: 0.6898789, g: 0.78019774, b: 0.8088235, a: 0.5019608}
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ecldiff: -138.07584
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horizonDensity: 2
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D: 6
UT: 9.5
LT: 19.920052
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local_longitude: -0
LT: 22.1888
local_latitude: 31
local_longitude: 19
Epoch: 2000
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altitude: -35.84308
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