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(DialogPlayer가 호출) +// +// 각 Effect는 아래 중 필요한 것만 채운다 (여러 개 동시 가능): +// - 텍스처 스왑 : Texture Target + Texture Property + Active/Inactive Texture (MaterialPropertyBlock — 가볍고 원본 머티리얼 안 건드림) +// - 오브젝트 on/off : Toggle Object (+ Invert) +// - 그 외 무엇이든 : On Set (UnityEvent) — 활성 시 true, 비활성 시 false +public class CharacterExpressionCustom : MonoBehaviour +{ + [Serializable] public class BoolEvent : UnityEvent { } + + [Serializable] + public class Effect + { + [Tooltip("표정(ExpressionData.CustomKeys)에서 참조할 키. 예: eyeHighlightOff, blush, sweat")] + public string Key; + + [Header("텍스처 스왑 (선택)")] + [Tooltip("텍스처를 바꿀 렌더러. 비우면 텍스처 스왑 안 함")] + public Renderer TextureTarget; + [Tooltip("바꿀 텍스처 프로퍼티. 이 프로젝트 BMAC_Toon 알베도=_Texture2D (URP Lit=_BaseMap)")] + public string TextureProperty = "_Texture2D"; + [Tooltip("활성 시 텍스처. 비우면 원본 유지")] + public Texture ActiveTexture; + [Tooltip("비활성(기본) 시 텍스처. 비우면 시작 시점의 원본으로 복원")] + public Texture InactiveTexture; + + [Header("오브젝트 on/off (선택)")] + public GameObject ToggleObject; + [Tooltip("켜면 반전 — 활성 시 오브젝트를 '끈다' (예: 하이라이트 오브젝트 숨기기)")] + public bool Invert; + + [Header("그 외 (선택)")] + [Tooltip("활성 시 true, 비활성 시 false로 호출 — 인스펙터에서 무엇이든 연결")] + public BoolEvent OnSet; + + // 런타임 내부 상태 + [NonSerialized] public bool Active; + [NonSerialized] public bool Captured; + [NonSerialized] public int PropId; + [NonSerialized] public Texture CapturedDefault; // 시작 시점의 원본 텍스처 + } + + [SerializeField] private List _effects = new(); + + private MaterialPropertyBlock _mpb; + + private void Awake() + { + _mpb = new MaterialPropertyBlock(); + foreach (var e in _effects) + Capture(e); + } + + private static void Capture(Effect e) + { + if (e.Captured) return; + e.PropId = Shader.PropertyToID(e.TextureProperty); + if (e.TextureTarget != null && e.TextureTarget.sharedMaterial != null) + e.CapturedDefault = e.TextureTarget.sharedMaterial.GetTexture(e.PropId); + e.Captured = true; + } + + // 주어진 Key 집합에 맞춰 모든 Effect를 켜고 끈다 (집합에 없는 Effect는 비활성/기본으로). + public void SetActiveKeys(ICollection keys) + { + foreach (var e in _effects) + { + bool want = keys != null && keys.Count > 0 + && !string.IsNullOrEmpty(e.Key) && keys.Contains(e.Key); + Apply(e, want); + } + } + + // 전부 기본(비활성)으로 되돌린다 — 대화 종료 시 + public void ResetAll() + { + foreach (var e in _effects) + Apply(e, false); + } + + private void Apply(Effect e, bool active) + { + Capture(e); + if (e.Active == active) return; // 상태 동일하면 스킵 + e.Active = active; + + // 텍스처 스왑 + if (e.TextureTarget != null) + { + var tex = active + ? (e.ActiveTexture != null ? e.ActiveTexture : e.CapturedDefault) + : (e.InactiveTexture != null ? e.InactiveTexture : e.CapturedDefault); + e.TextureTarget.GetPropertyBlock(_mpb); // 기존 MPB 값 보존 + _mpb.SetTexture(e.PropId, tex); + e.TextureTarget.SetPropertyBlock(_mpb); + } + + // 오브젝트 on/off + if (e.ToggleObject != null) + e.ToggleObject.SetActive(active ^ e.Invert); + + // 그 외 + e.OnSet?.Invoke(active); + } +} diff --git a/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta new file mode 100644 index 00000000..4725ed49 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d65345b00d8e0a84294e67be64e0842d \ No newline at end of file diff --git a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs index cf6c5d06..207c7805 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs @@ -56,9 +56,17 @@ public struct NodeEvent private Animator _animator; private readonly Dictionary _originalRotations = new(); - // 대화 중 제스처/표정을 재생한 Animator들의 원래 상태 — 대화 종료 시 전부 복원. + // 대화 중 제스처/표정으로 건드린 (Animator, 레이어)의 원래 state — 대화 종료 시 그 레이어만 복원. // (끼어든 다른 NPC의 Animator도 포함되므로 딕셔너리로 추적한다) - private readonly Dictionary _touchedAnimators = new(); + private readonly Dictionary<(Animator anim, int layer), int> _restoreStates = new(); + + // 클립 교체 재생용 — Animator별 오버라이드 컨트롤러(최초 1회만 래핑), 레이어별 슬롯 유무 캐시, 핑퐁 커서 + private readonly Dictionary _overrides = new(); + private readonly Dictionary<(Animator anim, int layer), (bool hasA, bool hasB)> _slotCache = new(); + private readonly Dictionary<(Animator anim, int layer), int> _slotCursor = new(); // 0 = 직전에 A 슬롯 사용 + + // 표정으로 커스텀 연출을 켠 캐릭터들 — 대화 종료 시 전부 원복 + private readonly HashSet _touchedCustoms = new(); public bool IsPlaying { get; private set; } // 지금 실제 대사를 재생 중인 DialogPlayer (전역 1개) — 이때 다른 NPC의 Play()는 무시된다. @@ -355,29 +363,126 @@ private async Awaitable PlayEntry(DialogEntry entry) } } - // 대화 중 제스처/표정을 재생했던 모든 Animator(끼어든 NPC 포함)를 원래 상태로 복원 + // 대화 중 제스처/표정으로 건드린 (Animator, 레이어)를 원래 state로 복원 (끼어든 NPC 포함) private void RestoreDefaultAnimations() { - foreach (var kvp in _touchedAnimators) + foreach (var kvp in _restoreStates) { - var anim = kvp.Key; - if (anim == null) continue; - anim.CrossFade(kvp.Value.gestureHash, 0.3f, 0, normalizedTimeOffset: 0f); - if (kvp.Value.hasExpression) - anim.CrossFade(kvp.Value.expressionHash, 0.3f, 1, normalizedTimeOffset: 0f); + var (anim, layer) = kvp.Key; + if (anim == null || layer >= anim.layerCount) continue; + anim.CrossFade(kvp.Value, 0.3f, layer, normalizedTimeOffset: 0f); } - _touchedAnimators.Clear(); + _restoreStates.Clear(); + + // 표정으로 켰던 커스텀 연출 전부 원복 + foreach (var c in _touchedCustoms) + if (c != null) c.ResetAll(); + _touchedCustoms.Clear(); } - // 처음 건드리는 Animator면 현재 상태를 기억해 둔다 (대화 종료 시 복원 기준) - private void CaptureInitialAnimState(Animator anim) + // 이 레이어를 처음 건드리면 현재 state를 기억해 둔다 (대화 종료 시 이 레이어만 복원) + private void CaptureLayerState(Animator anim, int layer) { - if (_touchedAnimators.ContainsKey(anim)) return; - bool hasExpression = anim.layerCount > 1; - _touchedAnimators[anim] = ( - anim.GetCurrentAnimatorStateInfo(0).fullPathHash, - hasExpression ? anim.GetCurrentAnimatorStateInfo(1).fullPathHash : 0, - hasExpression); + if (layer < 0 || layer >= anim.layerCount) return; + var key = (anim, layer); + if (_restoreStates.ContainsKey(key)) return; + _restoreStates[key] = anim.GetCurrentAnimatorStateInfo(layer).fullPathHash; + } + + // ── 표정/제스처 재생 (슬롯 클립 교체 우선, 없으면 StateName 폴백) ────────────── + // AnimClip이 있으면: 그 레이어의 Dlg 슬롯 state(플레이스홀더 클립)를 실제 클립으로 교체해 재생. + // 슬롯 2개(A·B) → 번갈아 CrossFade(부드러운 블렌드), 1개 → Play(즉시 전환), 0개 → 아래 StateName 폴백. + // AnimClip이 없으면(구식 자산): 컨트롤러에 미리 만들어 둔 StateName state로 CrossFade. + private const string SlotStatePrefix = "DlgSlot"; // 슬롯 state 이름: DlgSlotA / DlgSlotB + private static string SlotStateName(char slot) => SlotStatePrefix + slot; + private static string SlotClipName(int layer, char slot) => $"__DlgSlot_{layer}_{slot}"; // 슬롯이 무는 플레이스홀더 클립 이름 + + private void PlayAnimData(Animator anim, AnimationClip clip, string stateName, float crossFade, int layer) + { + if (layer < 0 || layer >= anim.layerCount) layer = 0; + CaptureLayerState(anim, layer); + + // 슬롯 방식 (클립 교체) — 이 레이어에 Dlg 슬롯이 있을 때만 + if (clip != null && TryGetSlots(anim, layer, out bool hasA, out bool hasB)) + { + bool pingpong = hasA && hasB; + char slot; + if (pingpong) + { + var key = (anim, layer); + _slotCursor.TryGetValue(key, out int last); // last == 0 → 직전에 A 사용 + slot = last == 0 ? 'B' : 'A'; + _slotCursor[key] = slot == 'A' ? 0 : 1; + } + else + { + slot = hasA ? 'A' : 'B'; + } + + var ovr = GetOverride(anim); + ovr[SlotClipName(layer, slot)] = clip; // 슬롯의 플레이스홀더를 실제 클립으로 교체 + if (pingpong) + anim.CrossFade(SlotStateName(slot), crossFade, layer, normalizedTimeOffset: 0f); + else + anim.Play(SlotStateName(slot), layer, 0f); // 슬롯 1개 → 스냅 + return; + } + + // 폴백 — 컨트롤러에 이름으로 미리 만들어 둔 state + if (!string.IsNullOrEmpty(stateName)) + anim.CrossFade(stateName, crossFade, layer); + else if (clip != null) + Debug.LogWarning($"[DialogPlayer] '{anim.name}' 레이어 {layer}에 Dlg 슬롯도 없고 StateName도 비어 클립을 재생할 수 없습니다: {clip.name}"); + } + + // 이 Animator를 (아직 아니면) 오버라이드 컨트롤러로 래핑해 캐시 — 최초 1회만 rebind 발생 + private AnimatorOverrideController GetOverride(Animator anim) + { + if (_overrides.TryGetValue(anim, out var o) && o != null) return o; + if (anim.runtimeAnimatorController is AnimatorOverrideController existing) + o = existing; + else + { + o = new AnimatorOverrideController(anim.runtimeAnimatorController) + { name = anim.runtimeAnimatorController.name + " (Dlg)" }; + anim.runtimeAnimatorController = o; + } + _overrides[anim] = o; + return o; + } + + // 이 레이어에 Dlg 슬롯 플레이스홀더 클립(__DlgSlot_{layer}_A/B)이 존재하는지. 결과는 캐시. + private bool TryGetSlots(Animator anim, int layer, out bool hasA, out bool hasB) + { + var key = (anim, layer); + if (_slotCache.TryGetValue(key, out var c)) { hasA = c.hasA; hasB = c.hasB; return hasA || hasB; } + + string an = SlotClipName(layer, 'A'), bn = SlotClipName(layer, 'B'); + hasA = false; hasB = false; + var rac = anim.runtimeAnimatorController; + if (rac is AnimatorOverrideController ao) + { + // 이미 래핑돼 슬롯이 실제 클립으로 교체됐어도, 원본(Key) 클립 이름은 플레이스홀더 그대로다 + var list = new List>(); + ao.GetOverrides(list); + foreach (var p in list) + { + if (p.Key == null) continue; + if (p.Key.name == an) hasA = true; + else if (p.Key.name == bn) hasB = true; + } + } + else if (rac != null) + { + foreach (var cl in rac.animationClips) + { + if (cl == null) continue; + if (cl.name == an) hasA = true; + else if (cl.name == bn) hasB = true; + } + } + _slotCache[key] = (hasA, hasB); + return hasA || hasB; } // ── 대화 중 캐릭터 회전 ──────────────────────────────────────── @@ -586,11 +691,30 @@ private async Awaitable PlayNode(DialogNode node) if (anim != null) { - CaptureInitialAnimState(anim); // 대화 종료 시 복원할 원래 상태 기억 + // 클립 교체가 최초 1회 rebind를 유발할 수 있으니, 건드릴 레이어의 원래 state를 먼저 기억 + if (node.Gesture != null) CaptureLayerState(anim, node.Gesture.AnimationLayer); + if (node.Expression != null) CaptureLayerState(anim, node.Expression.AnimationLayer); + if (node.Gesture != null) - anim.CrossFade(node.Gesture.StateName, node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer); + PlayAnimData(anim, node.Gesture.AnimClip, node.Gesture.StateName, + node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer); if (node.Expression != null) - anim.CrossFade(node.Expression.StateName, node.Expression.CrossFadeDuration, node.Expression.AnimationLayer); + PlayAnimData(anim, node.Expression.AnimClip, null, // 표정은 StateName 폴백 없음 — 슬롯 전용 + node.Expression.CrossFadeDuration, node.Expression.AnimationLayer); + } + + // 표정에 딸린 커스텀 연출(눈 하이라이트·홍조 등) 적용 — 화자(못 찾으면 대화 주인 NPC)의 CharacterExpressionCustom에. + // CustomKeys에 있는 Key만 활성, 나머지는 비활성 → 다른 표정으로 바뀌면 자동으로 이전 연출이 꺼진다. + if (node.Expression != null) + { + var custom = gestureObj != null + ? gestureObj.GetComponentInChildren() + : GetComponentInChildren(); + if (custom != null) + { + _touchedCustoms.Add(custom); + custom.SetActiveKeys(node.Expression.CustomKeys); + } } } diff --git a/Assets/02_Scripts/Communication/Dialog/Editor.meta b/Assets/02_Scripts/Communication/Dialog/Editor.meta new file mode 100644 index 00000000..dbebb02c --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c3577dafc249894086578d0ca46ab32 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs new file mode 100644 index 00000000..04edc1a3 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs @@ -0,0 +1,114 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Animations; +using UnityEngine; + +// 선택한 AnimatorController에 대화용 슬롯 state(DlgSlotA / DlgSlotB)와 플레이스홀더 클립을 심는다. +// 슬롯 2개 = 부드러운 블렌드(핑퐁). 이후 ExpressionData / GestureData의 AnimClip만 채우면 +// 컨트롤러를 다시 열 필요 없이 그 클립이 해당 레이어의 슬롯에서 재생된다. (DialogPlayer 참고) +// +// Setup은 매번 기존 Dlg 슬롯을 싹 지우고 새로 만든다 → 몇 번을 돌려도 정확히 (레이어당 2개)만 남는다. +// 사용법: 프로젝트 창에서 .controller를 하나 이상 선택 → Tools/Dialog/Setup .... +public static class DialogAnimSlotSetup +{ + private const string SlotStatePrefix = "DlgSlot"; // 슬롯 state 이름: DlgSlotA / DlgSlotB + private const string ClipPrefix = "__DlgSlot_"; // 플레이스홀더 클립 이름 접두사 + private static string SlotClipName(int layer, char slot) => $"{ClipPrefix}{layer}_{slot}"; + + // 슬롯을 심을 레이어: 0(Body/제스처), 1(Face/표정). 레이어가 없으면 건너뜀. + private static readonly int[] TargetLayers = { 0, 1 }; + private static readonly char[] Slots = { 'A', 'B' }; // 2개 = 블렌드(핑퐁) + + [MenuItem("Tools/Dialog/Setup Expression·Gesture Slots (Selected Controllers)")] + private static void SetupSelected() + { + var controllers = Selection.GetFiltered(SelectionMode.Assets); + if (controllers.Length == 0) + { + EditorUtility.DisplayDialog("Dialog Slots", + "프로젝트 창에서 AnimatorController(.controller)를 하나 이상 선택한 뒤 실행하세요.", "확인"); + return; + } + + int total = 0; + foreach (var ac in controllers) + { + RemoveSlots(ac); // 기존 슬롯/고아 클립 정리 + total += CreateSlots(ac); // 새로 생성 + EditorUtility.SetDirty(ac); + } + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Dialog Slots", + $"{controllers.Length}개 컨트롤러 정리 후 재생성 — 슬롯 state {total}개.", "확인"); + } + + [MenuItem("Tools/Dialog/Remove Expression·Gesture Slots (Selected Controllers)")] + private static void RemoveSelected() + { + var controllers = Selection.GetFiltered(SelectionMode.Assets); + if (controllers.Length == 0) return; + + foreach (var ac in controllers) + { + RemoveSlots(ac); + EditorUtility.SetDirty(ac); + } + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Dialog Slots", $"{controllers.Length}개 컨트롤러에서 Dlg 슬롯 제거 완료.", "확인"); + } + + // Dlg 슬롯 state(모든 레이어)와 __DlgSlot_* 플레이스홀더 클립(중복·고아 포함)을 전부 제거 + private static void RemoveSlots(AnimatorController ac) + { + foreach (var layer in ac.layers) + { + var sm = layer.stateMachine; + if (sm == null) continue; + foreach (var cs in sm.states) // sm.states는 복사본 → 순회 중 제거 안전 + { + if (cs.state != null && cs.state.name.StartsWith(SlotStatePrefix)) + sm.RemoveState(cs.state); + } + } + + string path = AssetDatabase.GetAssetPath(ac); + foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(path)) + { + if (obj is AnimationClip clip && clip.name.StartsWith(ClipPrefix)) + { + AssetDatabase.RemoveObjectFromAsset(clip); + Object.DestroyImmediate(clip, allowDestroyingAssets: true); + } + } + } + + private static int CreateSlots(AnimatorController ac) + { + int added = 0; + var layers = ac.layers; + foreach (int layer in TargetLayers) + { + if (layer >= layers.Length) continue; + var sm = layers[layer].stateMachine; + + // 레이어의 WriteDefaultValues 관습을 그대로 따라간다 (한 레이어에서 WD 혼용 시 경고 방지) + bool wd = sm.states.Length == 0 || sm.states[0].state.writeDefaultValues; + + foreach (char slot in Slots) + { + // 슬롯마다 고유한 빈 클립을 물려야 개별적으로 오버라이드된다 (컨트롤러의 서브 에셋으로 저장) + var clip = new AnimationClip { name = SlotClipName(layer, slot) }; + AssetDatabase.AddObjectToAsset(clip, ac); + + var st = sm.AddState(SlotStatePrefix + slot); + st.motion = clip; + st.writeDefaultValues = wd; + added++; + } + } + return added; + } +} +#endif diff --git a/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta new file mode 100644 index 00000000..f8bfd49e --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ecafb1ca75b469f4cae493c26c20a725 \ No newline at end of file diff --git a/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs b/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs index 7b6868f2..f3ae1db7 100644 --- a/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs +++ b/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs @@ -1,10 +1,18 @@ +using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Communication/Expression")] public class ExpressionData : ScriptableObject { - [HideInInspector] public int AnimationLayer = 1; - public string StateName; - public float CrossFadeDuration = 0.2f; + [HideInInspector] public int AnimationLayer = 1; // 표정: 보통 Face 레이어(1) + + [Tooltip("이 레이어의 Dlg 슬롯에 꽂아 재생할 표정 클립. " + + "슬롯은 Tools/Dialog 메뉴로 컨트롤러에 자동 생성")] public AnimationClip AnimClip; -} \ No newline at end of file + + public float CrossFadeDuration = 0.2f; + + [Tooltip("이 표정 동안 활성화할 커스텀 연출 Key들 (화자의 CharacterExpressionCustom에 등록된 Key). " + + "예: eyeHighlightOff, blush. 대화가 끝나거나 다른 표정으로 바뀌면 자동 해제")] + public List CustomKeys = new(); +} diff --git a/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs b/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs index 98421feb..1a1296a4 100644 --- a/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs +++ b/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs @@ -3,8 +3,15 @@ [CreateAssetMenu(menuName = "Communication/Gesture")] public class GestureData : ScriptableObject { - [HideInInspector] public int AnimationLayer = 0; + [HideInInspector] public int AnimationLayer = 0; // 제스처: 보통 Body 레이어(0) + + [Tooltip("구식 폴백 — Dlg 슬롯이 없는 컨트롤러에서 이 이름의 state로 CrossFade한다. " + + "AnimClip 방식을 쓰면 비워도 됨")] public string StateName; + public float CrossFadeDuration = 0.2f; + + [Tooltip("권장 — 채우면 이 레이어의 Dlg 슬롯에 이 클립을 꽂아 재생한다(컨트롤러 편집 불필요). " + + "슬롯은 Tools/Dialog 메뉴로 컨트롤러에 자동 생성")] public AnimationClip AnimClip; } diff --git a/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions.meta b/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions.meta new file mode 100644 index 00000000..a47954f0 --- /dev/null +++ b/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a8e077910cae73418d96cd9a4189ffc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions/Empty.anim b/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions/Empty.anim new file mode 100644 index 00000000..84211498 --- /dev/null +++ b/Assets/04_Models/Characters/Yuna_V3/Animations/Expressions/Empty.anim @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:29cb5b1ddac5fefdccb7d5ea846dfeb4718d01d4c29bcd955e44da7f3cf7868e +size 62229 diff --git 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