重新导入obi
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241
Assets/Obi/Editor/ObiStitcherEditor.cs
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241
Assets/Obi/Editor/ObiStitcherEditor.cs
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace Obi{
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/**
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* Custom inspector for ObiStitcher component.
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*/
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[CustomEditor(typeof(ObiStitcher))]
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public class ObiStitcherEditor : Editor
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{
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ObiStitcher stitcher;
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static public bool editing = false;
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static public Vector3 sewingToolHandle1 = Vector3.zero;
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static public Vector3 sewingToolHandle2 = Vector3.one;
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static public bool[] selectionStatus = new bool[0];
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public void OnEnable(){
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stitcher = (ObiStitcher)target;
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// initialize sewing tool to sensible values:
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if (stitcher.Actor1 != null && stitcher.Actor2 != null){
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sewingToolHandle1 = stitcher.Actor1.transform.position;
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sewingToolHandle2 = stitcher.Actor2.transform.position;
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}
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}
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public override void OnInspectorGUI() {
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serializedObject.UpdateIfRequiredOrScript();
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EditorGUI.BeginChangeCheck();
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ObiActor actor1 = EditorGUILayout.ObjectField("First actor",stitcher.Actor1, typeof(ObiActor),true) as ObiActor;
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if (EditorGUI.EndChangeCheck()){
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Undo.RecordObject(stitcher, "Set first actor");
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stitcher.Actor1 = actor1;
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}
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EditorGUI.BeginChangeCheck();
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ObiActor actor2 = EditorGUILayout.ObjectField("Second actor",stitcher.Actor2, typeof(ObiActor),true) as ObiActor;
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if (EditorGUI.EndChangeCheck()){
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Undo.RecordObject(stitcher, "Set second actor");
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stitcher.Actor2 = actor2;
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}
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if (stitcher.Actor1 != null && stitcher.Actor2 != null && stitcher.Actor1.solver != stitcher.Actor2.solver){
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EditorGUILayout.HelpBox("Both actors must be managed by the same solver.",MessageType.Error);
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}
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EditorGUILayout.HelpBox("Stitch count: " + stitcher.StitchCount,MessageType.None);
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// edit mode:
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GUI.enabled = stitcher.Actor1 != null && stitcher.Actor2 != null;
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editing = GUILayout.Toggle(editing,"Edit","LargeButton");
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if (editing){
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EditorGUILayout.HelpBox("Remember that when working with the sewing tool, you can use Unity's snap to vertex feature by pressing 'V' in your keyboard.",MessageType.Info);
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// Clear all stitches
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if (GUILayout.Button("Clear all stitches")){
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if (EditorUtility.DisplayDialog("Clearing stitches","Are you sure you want to remove all stitches?","Ok","Cancel")){
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Undo.RecordObject(stitcher, "Clear all stitches");
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stitcher.Clear();
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}
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}
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// Remove selected stitches
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if (GUILayout.Button("Remove selected stitches")){
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List<int> removedStitches = new List<int>();
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for(int i = 0; i < selectionStatus.Length; ++i){
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if (selectionStatus[i]){
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removedStitches.Add(i);
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selectionStatus[i] = false;
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}
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}
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if (removedStitches.Count > 0){
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Undo.RecordObject(stitcher, "Remove stitches");
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// Remove from last to first, to avoid throwing off subsequent indices:
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foreach(int i in removedStitches.OrderByDescending(i => i)){
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stitcher.RemoveStitch(i);
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}
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}
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}
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// Add stitch:
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if (GUILayout.Button("Add Stitch")){
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Undo.RecordObject(stitcher, "Add stitch");
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int particle1 = 0;
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int particle2 = 0;
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UseSewingTool(ref particle1, ref particle2);
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stitcher.AddStitch(particle1,particle2);
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}
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}
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GUI.enabled = true;
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// Apply changes to the serializedProperty
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if (GUI.changed){
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serializedObject.ApplyModifiedProperties();
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//stitcher.PushDataToSolver(ParticleData.NONE);
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}
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}
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public void UseSewingTool(ref int particle1, ref int particle2){
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float minDistance = float.MaxValue;
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if (stitcher.Actor1 == stitcher.Actor2){
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float minDistance2 = float.MaxValue;
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for (int i = 0; i < stitcher.Actor1.particleCount;++i){
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Vector3 pos = stitcher.Actor1.GetParticlePosition(stitcher.Actor1.solverIndices[i]);
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float distance1 = (pos - sewingToolHandle1).sqrMagnitude;
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float distance2 = (pos - sewingToolHandle2).sqrMagnitude;
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if (distance1 < minDistance){
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minDistance = distance1;
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particle1 = i;
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}
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if (distance2 < minDistance2){
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minDistance2 = distance2;
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particle2 = i;
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}
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}
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}else{
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// find closest particle to each end of the sewing tool:
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for (int i = 0; i < stitcher.Actor1.particleCount;++i){
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Vector3 pos = stitcher.Actor1.GetParticlePosition(stitcher.Actor1.solverIndices[i]);
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float distance1 = (pos - sewingToolHandle1).sqrMagnitude;
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float distance2 = (pos - sewingToolHandle2).sqrMagnitude;
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float min = Mathf.Min(distance1,distance2);
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if (min < minDistance){
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minDistance = min;
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particle1 = i;
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}
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}
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minDistance = float.MaxValue;
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for (int i = 0; i < stitcher.Actor2.particleCount;++i){
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Vector3 pos = stitcher.Actor2.GetParticlePosition(stitcher.Actor2.solverIndices[i]);
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float distance1 = (pos - sewingToolHandle1).sqrMagnitude;
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float distance2 = (pos - sewingToolHandle2).sqrMagnitude;
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float min = Mathf.Min(distance1,distance2);
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if (min < minDistance){
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minDistance = min;
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particle2 = i;
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}
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}
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}
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}
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public void DrawSewingTool(){
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var fmh_171_72_639110711855728022 = Quaternion.identity; sewingToolHandle1 = Handles.FreeMoveHandle(sewingToolHandle1,HandleUtility.GetHandleSize(sewingToolHandle1)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap);
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var fmh_172_66_639110711855741230 = Quaternion.identity; sewingToolHandle2 = Handles.FreeMoveHandle(sewingToolHandle2,HandleUtility.GetHandleSize(sewingToolHandle2)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap);
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Handles.DrawDottedLine(sewingToolHandle1,sewingToolHandle2,2);
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}
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/**
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* Draws selected stitches in the scene view and allows their selection.
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*/
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public void OnSceneGUI(){
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Array.Resize(ref selectionStatus,stitcher.StitchCount);
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if (!editing)
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return;
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DrawSewingTool();
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if (stitcher.Actor1 != null && stitcher.Actor2 != null){
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int controlID = GUIUtility.GetControlID("stitcher".GetHashCode(),FocusType.Passive);
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float distanceToClosest = float.MaxValue;
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int selectedIndex = -1;
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int i = 0;
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foreach(ObiStitcher.Stitch stitch in stitcher.Stitches){
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Vector3 pos1 = stitcher.Actor1.GetParticlePosition(stitcher.Actor1.solverIndices[stitch.particleIndex1]);
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Vector3 pos2 = stitcher.Actor2.GetParticlePosition(stitcher.Actor2.solverIndices[stitch.particleIndex2]);
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switch (Event.current.GetTypeForControl(controlID)){
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case EventType.MouseDown:
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if (Event.current.button != 0) break;
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// If the user is pressing shift, accumulate selection.
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if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){
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for(int j = 0; j < selectionStatus.Length; j++)
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selectionStatus[j] = false;
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}
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float distance = HandleUtility.DistanceToLine(pos1,pos2);
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if (distance < 10 && distance < distanceToClosest){
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distanceToClosest = distance;
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selectedIndex = i;
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// Prevent deselection if we have selected a stitch:
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GUIUtility.hotControl = controlID;
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Event.current.Use();
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}
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break;
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case EventType.Repaint:
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Handles.color = selectionStatus[i]?Color.red:Color.green;
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Handles.DrawDottedLine(pos1,pos2,2);
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break;
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}
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++i;
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}
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if (selectedIndex >= 0){
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selectionStatus[selectedIndex] = !selectionStatus[selectedIndex];
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}
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}
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}
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}
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}
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