new: damage can now be dealt to units using DamageSources
This commit is contained in:
7
Assets/Scripts/Core/DamageSource.cs
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7
Assets/Scripts/Core/DamageSource.cs
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@@ -0,0 +1,7 @@
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namespace Reset.Core{
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public struct DamageSource{
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public object source;
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public float damageDealt;
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}
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}
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3
Assets/Scripts/Core/DamageSource.cs.meta
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3
Assets/Scripts/Core/DamageSource.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ef4bf859ed4a4432a67812d87101fe5e
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timeCreated: 1759536327
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49
Assets/Scripts/Core/Graph Tasks/CreateDamageSource.cs
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49
Assets/Scripts/Core/Graph Tasks/CreateDamageSource.cs
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@@ -0,0 +1,49 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Create a damage source and return it as a BBParameter")]
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public class CreateDamageSource : ActionTask{
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public BBParameter<float> damage;
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public BBParameter<GameObject> source;
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[Space(5)]
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public BBParameter<DamageSource> outputDamageSource;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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outputDamageSource.value = new DamageSource(){
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damageDealt = damage.value,
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source = source.value,
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};
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1cacb344bd58efa489200a89d8bd84c1
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56
Assets/Scripts/Core/Graph Tasks/DealDamage.cs
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56
Assets/Scripts/Core/Graph Tasks/DealDamage.cs
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@@ -0,0 +1,56 @@
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using System.Collections.Generic;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Deal damage using a damage source to a target")]
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public class DealDamage : ActionTask{
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public BBParameter<List<Collider>> targets;
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public BBParameter<DamageSource> damageSource;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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foreach (Collider target in targets.value) {
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if (target.GetComponent<IDamageable>() == null) {
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if (damageSource.value.source != null) {
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Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. It was attempted an attack by {damageSource.value.source}");
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} else {
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Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. This attack has no source.");
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}
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continue;
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}
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target.GetComponent<IDamageable>().TakeDamage(damageSource.value);
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}
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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2
Assets/Scripts/Core/Graph Tasks/DealDamage.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/DealDamage.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 853d0d23d94a38a4590fcf7ba3a8a7aa
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@@ -1,5 +1,9 @@
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using UnityEngine;
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public interface IDamageable{
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public void TakeDamage();
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}
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namespace Reset.Core{
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public interface IDamageable{
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public void TakeDamage(DamageSource source);
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public void TakeDamage(DamageSource[] sources);
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}
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}
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10
Assets/Scripts/Player/IKillable.cs
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10
Assets/Scripts/Player/IKillable.cs
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@@ -0,0 +1,10 @@
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using Reset.Core;
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namespace Reset.Units{
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public interface IKillable : IDamageable{
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public void Kill();
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public float maxHealth{ get; set; }
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public float currentHealth{ get; set; }
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}
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}
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3
Assets/Scripts/Player/IKillable.cs.meta
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3
Assets/Scripts/Player/IKillable.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a819219f1a77429aacb1aace2e346eab
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timeCreated: 1759535007
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@@ -1,22 +1,36 @@
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using System;
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using System.Collections;
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using Drawing;
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using Reset;
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using Reset.Core;
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using Reset.Core.Tools;
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using Reset.Units;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using Sirenix.Serialization;
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using Unity.Netcode;
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public class Player : NetworkBehaviour{
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public class Player : NetworkBehaviour, IKillable{
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[HideInInspector] public PlayerControls controls;
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[HideInInspector] public new PlayerCamera camera;
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float IKillable.maxHealth{ get; set; }
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float IKillable.currentHealth{ get; set; }
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void Awake(){
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GameManager.Player = gameObject;
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controls = GetComponent<PlayerControls>();
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}
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void Start()
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{
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void Start(){
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if (((IKillable)this).maxHealth == 0f) {
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Debug.LogError($"Max health is not set for type of <b>{name}</b>. Setting to 100.");
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((IKillable)this).currentHealth = 100f;
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} else {
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((IKillable)this).currentHealth = ((IKillable)this).maxHealth;
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}
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if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
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Attach();
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} else {
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@@ -50,8 +64,29 @@ public class Player : NetworkBehaviour{
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// Update is called once per frame
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void Update()
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{
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void Update(){
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using (Draw.WithColor(Color.blue)) {
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Draw.ingame.Label2D(transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
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Color.blue);
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}
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}
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public void TakeDamage(DamageSource[] sources){
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foreach (DamageSource source in sources) {
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TakeDamage(source);
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}
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}
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public void TakeDamage(DamageSource source){
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((IKillable)this).currentHealth -= source.damageDealt;
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if (((IKillable)this).currentHealth <= 0) {
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Kill();
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}
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}
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public void Kill(){
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throw new NotImplementedException();
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}
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}
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