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								using UnityEngine;
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								using UnityEditor;
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								using System.Collections;
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								namespace RootMotion.FinalIK {
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									// Custom scene view helpers for the InteractionTrigger
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									[CustomEditor(typeof(InteractionTrigger))]
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									public class InteractionTriggerInspector : Editor {
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										private InteractionTrigger script { get { return target as InteractionTrigger; }}
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										void OnSceneGUI() {
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											if (!script.enabled) return;
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											var collider = script.GetComponent<Collider>();
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											if (collider != null)
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												collider.isTrigger = true;
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											else {
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												Warning.Log ("InteractionTrigger requires a Collider component.", script.transform, true);
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												return;
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											}
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											if (script.ranges.Length == 0) return;
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											for (int i = 0; i < script.ranges.Length; i++) {
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												DrawRange (script.ranges[i], i);
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											}
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											Handles.BeginGUI();	
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											int h = script.ranges.Length * 18;
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											GUILayout.BeginArea(new Rect(10, 10, 200, h + 25), "InteractionTrigger Visualization", "Window");
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											// Rotating display
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											for (int i = 0; i < script.ranges.Length; i++) {
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												script.ranges[i].show = GUILayout.Toggle(script.ranges[i].show, new GUIContent(" Show Range " + i.ToString() + ": " + script.ranges[i].name, string.Empty));
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											}
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											GUILayout.EndArea();
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											Handles.EndGUI();
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										}
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										private void DrawRange(InteractionTrigger.Range range, int index) {
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											range.name = string.Empty;
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											for (int i = 0; i < range.interactions.Length; i++) {
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												if (range.name.Length > 50) {
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													range.name += "...";
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													break;
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												}
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												if (i > 0) range.name += "; ";
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												for (int e = 0; e < range.interactions[i].effectors.Length; e++) {
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													if (e > 0) range.name += ", ";
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													range.name += range.interactions[i].effectors[e].ToString();
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												}
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												if (range.interactions[i].interactionObject != null) {
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													range.name += ": " + range.interactions[i].interactionObject.name;
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												}
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											}
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											if (!range.show) return;
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											Color color = GetColor(index);
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											Handles.color = color;
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											GUI.color = color;
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											// Character Position
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											DrawCharacterPosition(range, index);
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											// Camera Position
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											DrawCameraPosition(range, index);
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											Handles.color = Color.white;
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											GUI.color = Color.white;
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										}
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										private void DrawCharacterPosition(InteractionTrigger.Range range, int index) {
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											Vector3 labelPosition = script.transform.position - Vector3.up * index * 0.05f;
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											if (!range.characterPosition.use) {
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												Handles.Label(labelPosition, "Character Position is not used for Range " + index.ToString() + ": " + range.name);
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												return;
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											}
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											range.characterPosition.radius = Mathf.Max(range.characterPosition.radius, 0f);
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											if (range.characterPosition.radius <= 0f) {
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												Handles.Label(labelPosition, "Character Position radius is zero for Range " + index.ToString() + ": " + range.name);
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												return;
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											}
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											if (range.characterPosition.maxAngle <= 0f) {
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												Handles.Label(labelPosition, "Character Position max angle is zero for Range " + index.ToString() + ": " + range.name);
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												return;
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											}
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											Vector3 f = script.transform.forward;
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											if (range.characterPosition.fixYAxis) f.y = 0f;
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											if (f == Vector3.zero) {
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												Handles.Label(script.transform.position - Vector3.up * index * 0.05f, "Invalid rotation of InteractionTrigger for Range " + index.ToString() + ": " + range.name);
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												return; // Singularity
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											}
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											Quaternion triggerRotation = Quaternion.LookRotation(f, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up));
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											Vector3 position = script.transform.position + triggerRotation * range.characterPosition.offset3D;
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											Vector3 direction = triggerRotation * range.characterPosition.direction3D;
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											Quaternion rotation = direction == Vector3.zero? triggerRotation: Quaternion.LookRotation(direction, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up));
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											Vector3 up = rotation * Vector3.up;
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											Vector3 forward = rotation * Vector3.forward;
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											Handles.DrawWireDisc(position, up, range.characterPosition.radius);
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											if (range.characterPosition.orbit) {
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												float mag = range.characterPosition.offset.magnitude;
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												if (mag - range.characterPosition.radius > 0f) {
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													Handles.DrawWireDisc(script.transform.position, up, mag - range.characterPosition.radius);
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												}
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												Handles.DrawWireDisc(script.transform.position, up, mag + range.characterPosition.radius);
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											}
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											Vector3 x = forward * range.characterPosition.radius;
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											Quaternion q = Quaternion.AngleAxis(-range.characterPosition.maxAngle, up);
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											Vector3 dir = q * x;
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											if (direction != Vector3.zero && range.characterPosition.maxAngle < 180f) {
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												Handles.DrawLine(position, position + x);
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												Inspector.DotCap(0, position + x, Quaternion.identity, range.characterPosition.radius * 0.01f);
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											}
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											Handles.Label(position - Vector3.up * index * 0.05f, "Character Position for Range " + index.ToString() + ": " + range.name);
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											Color color = Handles.color;
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											Color transparent = new Color(color.r, color.g, color.b, 0.3f);
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											Handles.color = transparent;
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											Handles.DrawSolidArc(position, up, dir, range.characterPosition.maxAngle * 2f, range.characterPosition.radius);
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											Handles.color = color;
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										}
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										private void DrawCameraPosition(InteractionTrigger.Range range, int index) {
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											if (range.cameraPosition.lookAtTarget == null) return;
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											Vector3 labelPosition = range.cameraPosition.lookAtTarget.transform.position - Vector3.up * index * 0.05f;
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											if (range.cameraPosition.direction == Vector3.zero) {
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												Handles.Label(labelPosition, "Camera Position direction is Vector3.zero for Range" + index.ToString() + ": " + range.name);
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												return;
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											}
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											if (range.cameraPosition.maxAngle <= 0f) {
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												Handles.Label(labelPosition, "Camera Position max angle is zero for Range" + index.ToString() + ": " + range.name);
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												return;
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											}
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											range.cameraPosition.maxDistance = Mathf.Max(range.cameraPosition.maxDistance, 0f);
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											if (range.cameraPosition.maxDistance <= 0f) {
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												Handles.Label(labelPosition, "Camera Position Max Distance is zero for Range" + index.ToString() + ": " + range.name);
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												return;
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											}
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											Quaternion targetRotation = range.cameraPosition.GetRotation();
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											Vector3 position = range.cameraPosition.lookAtTarget.transform.position;
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											Vector3 direction = targetRotation * range.cameraPosition.direction;
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								 | 
							
							
											direction = direction.normalized * range.cameraPosition.maxDistance;
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								 | 
							
							
											Handles.DrawLine(position, position + direction);
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								 | 
							
							
											Inspector.DotCap(0, position + direction, Quaternion.identity, 0.005f);
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								 | 
							
							
											Handles.Label(position + direction * 1.1f, "Camera Position for Range " + index.ToString() + ": " + range.name);
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								 | 
							
							
											if (range.cameraPosition.maxAngle >= 180f) return;
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								 | 
							
							
											float r = Mathf.Sin(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											float d = Mathf.Cos(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance;
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								 | 
							
							
											Quaternion rotation = targetRotation * Quaternion.LookRotation(range.cameraPosition.direction);
							 | 
						
					
						
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								 | 
							
							
											Inspector.CircleCap(0, position + direction.normalized * d, rotation, r);
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								 | 
							
							
											if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera != null) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												//Vector3 c = Vector3.Cross(direction, SceneView.lastActiveSceneView.camera.transform.forward);
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												Vector3 c = Vector3.Cross(direction, (range.cameraPosition.lookAtTarget.transform.position - SceneView.lastActiveSceneView.camera.transform.position).normalized);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												c = Vector3.Cross(direction, c);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												Quaternion dirRotation = Quaternion.AngleAxis(range.cameraPosition.maxAngle, c);
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Vector3 dir3 = dirRotation * direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Handles.DrawLine(position, position + dir3);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												Vector3 dir4 = Quaternion.Inverse(dirRotation) * direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Handles.DrawLine(position, position + dir4);
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Handles.DrawWireArc(position, -c, dir3, range.cameraPosition.maxAngle * 2, range.cameraPosition.maxDistance);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private static Color GetColor(int index) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float i = (float)index + 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return new Color(1f / i, i * 0.1f, (i * i) + 0.1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |