Advanced POC - portals, dialogue system + floating words, room loading
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using UnityEngine;
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using System;
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using Unheimlich.Data.Dialogues;
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using Unheimlich.Gameplay.Player;
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using Unheimlich.UI;
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using Unheimlich.Interactions.Dialogues;
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using System.Collections.Generic;
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namespace Unheimlich.Managers
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{
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public class DialogueManager : MonoBehaviour
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{
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public static DialogueManager Instance { get; private set; }
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[Header("State")]
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public bool IsInDialogue = false;
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[Header("Focus Settings")]
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[SerializeField] private LayerMask _choiceLayer;
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[SerializeField] private float _focusRange = 5f;
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[SerializeField] private float _focusTime = 1.5f;
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[SerializeField] private float _raycastInterval = 0.05f;
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[Header("Focus Stabilization")]
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[SerializeField] private float _recoveryDuration = 0.5f;
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[SerializeField] private float _focusRetentionTime = 0.1f;
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[SerializeField] private float _shakeIntensity = 30f;
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public DialogueAnimationSettings CurrentAnimationSettings => _currentAnimationSettings;
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public bool IsDialogueActive => IsInDialogue;
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public Transform CurrentChoiceAnchor => _currentChoiceAnchor;
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public DialogueUI CurrentDialogueUI => _activeDialogueUI;
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public object CurrentOwner { get; private set; }
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public DialogueConversation CurrentConversation => _currentConversation;
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public DialogueNode CurrentNode => _currentNode;
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public event Action<DialogueChoiceData> OnChoiceMade;
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public event Action<object> OnDialogueCompleted;
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private DialogueFocusSystem _focusSystem;
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private Camera _mainCamera;
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private PlayerLook _playerLook;
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private DialogueAnimationSettings _currentAnimationSettings;
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private DialogueUI _activeDialogueUI;
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private Transform _currentChoiceAnchor;
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private DialogueConversation _currentConversation;
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private DialogueNode _currentNode;
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private float _autoCloseTimer = 0f;
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private bool _isWaitingForAutoClose = false;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(this);
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return;
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}
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Instance = this;
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}
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private void Start()
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{
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_playerLook = PlayerLook.Instance;
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_mainCamera = Camera.main;
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_focusSystem = new DialogueFocusSystem(
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this,
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_mainCamera,
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_playerLook,
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_choiceLayer,
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_focusRange,
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_focusTime,
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_raycastInterval,
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_recoveryDuration,
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_focusRetentionTime,
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_shakeIntensity
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);
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_focusSystem.OnChoiceMade += (choice) => OnChoiceMade?.Invoke(choice);
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}
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private void Update()
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{
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if (!IsInDialogue)
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return;
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if (!_activeDialogueUI.AreChoicesVisible())
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{
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if (_isWaitingForAutoClose && _currentNode != null && _currentNode.AutoCloseDelay > 0f)
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{
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_autoCloseTimer += Time.deltaTime;
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if (_autoCloseTimer >= _currentNode.AutoCloseDelay)
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{
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_activeDialogueUI.FadeOutAndHide(() =>
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{
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OnDialogueCompleted?.Invoke(CurrentOwner);
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CleanupDialogue();
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});
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IsInDialogue = false;
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_isWaitingForAutoClose = false;
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if (DialogueBlurEffectURP.Instance != null)
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{
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DialogueBlurEffectURP.Instance.HideBlur();
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}
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return;
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}
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}
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if (PlayerInputManager.Instance != null &&
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PlayerInputManager.Instance.InteractAction.action.WasPressedThisFrame())
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{
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EndDialogue();
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}
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}
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else
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{
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_focusSystem?.Update();
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}
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}
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public void StartConversation(DialogueConversation conversation, Transform choiceAnchor = null, DialogueAnimationSettings animationSettings = null, DialogueUI customDialogueUI = null, object owner = null)
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{
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if (conversation == null)
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{
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Debug.LogError("Cannot start conversation: conversation is null");
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return;
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}
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DialogueNode firstNode = conversation.GetFirstNode();
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if (firstNode == null)
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{
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Debug.LogError($"Cannot start conversation {conversation.name}: no dialogue nodes found");
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return;
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}
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_currentConversation = conversation;
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_currentNode = firstNode;
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_currentChoiceAnchor = choiceAnchor;
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_currentAnimationSettings = animationSettings;
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_activeDialogueUI = customDialogueUI;
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CurrentOwner = owner;
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ShowCurrentNode();
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}
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private void ShowCurrentNode()
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{
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if (_currentNode == null || _currentConversation == null)
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return;
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UnlockFocus();
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IsInDialogue = true;
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if(_currentChoiceAnchor == null)
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{
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Debug.LogWarning("No choice anchor found!");
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return;
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}
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Transform anchor = _currentChoiceAnchor;
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string speakerName = _currentConversation.SpeakerName;
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string dialogueText = _currentNode.DialogueText;
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_activeDialogueUI.ShowDialogueBox(speakerName, dialogueText);
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_autoCloseTimer = 0f;
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_isWaitingForAutoClose = false;
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if (_currentNode.Choices != null && _currentNode.Choices.Count > 0)
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{
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List<DialogueChoiceData> validChoices = new List<DialogueChoiceData>();
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foreach (var choiceData in _currentNode.Choices)
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{
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if (choiceData != null && choiceData.IsValid())
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validChoices.Add(choiceData);
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}
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if (validChoices.Count > 0)
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_activeDialogueUI.ShowChoices(validChoices, anchor, _currentAnimationSettings);
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}
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else
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_isWaitingForAutoClose = true;
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}
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public void GoToNextNode(DialogueNode nextNode)
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{
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if (nextNode == null)
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{
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OnDialogueCompleted?.Invoke(CurrentOwner);
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EndDialogue();
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return;
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}
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UnlockFocus();
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if (_activeDialogueUI != null)
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_activeDialogueUI.HideChoices();
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_currentNode = nextNode;
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ShowCurrentNode();
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}
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public void EndDialogue()
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{
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IsInDialogue = false;
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if (_activeDialogueUI != null)
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_activeDialogueUI.HideDialogueBox();
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if (DialogueBlurEffectURP.Instance != null)
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DialogueBlurEffectURP.Instance.HideBlur();
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CleanupDialogue();
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}
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private void CleanupDialogue()
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{
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_currentChoiceAnchor = null;
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_currentAnimationSettings = null;
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_activeDialogueUI = null;
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CurrentOwner = null;
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_currentConversation = null;
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_currentNode = null;
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_autoCloseTimer = 0f;
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_isWaitingForAutoClose = false;
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}
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public void UnlockFocus()
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{
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_focusSystem?.UnlockFocus();
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}
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}
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}
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