添加对象池并更新KeySettingManager的README
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@@ -20,7 +20,7 @@ namespace AnnoyingUtils.KeyboardInput
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if (_instance) return _instance;
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_instance = FindObjectOfType<KeySettingManager>();
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if (_instance) return _instance;
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var go = new GameObject("KeySettingManager");
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var go = new GameObject(nameof(KeySettingManager));
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_instance = go.AddComponent<KeySettingManager>();
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return _instance;
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@@ -2,17 +2,20 @@
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```csharp
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public class KeyMapping
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{
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public string actionName;
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public KeyCode keyCode;
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{
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public string actionName;
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public KeyCode keyCode;
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public KeyMapping(string actionName, KeyCode keyCode)
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{
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this.actionName = actionName;
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this.keyCode = keyCode;
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}
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public KeyMapping(string actionName, KeyCode keyCode)
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{
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this.actionName = actionName;
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this.keyCode = keyCode;
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}
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}
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```
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<code>KeySettingManager</code>为单例类
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//todo
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在<code>LoadKeySettings()</code>中填写自己需要的键位对即可。
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调用<code>GetKey(string actionName)</code>获取行为对应的KeyCode
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调用<code>SetKey(string actionName, KeyCode newKeyCode)</code>设置行为对应KeyCode
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29
Pool/Editor/SingletonObjectPoolerInitializer.cs
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29
Pool/Editor/SingletonObjectPoolerInitializer.cs
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@@ -0,0 +1,29 @@
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using UnityEditor;
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using UnityEngine;
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namespace AnnoyingUtils.Pool.Editor
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{
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[InitializeOnLoad]
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public static class SingletonObjectPoolInitializer
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{
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static SingletonObjectPoolInitializer()
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{
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CreateSingletonInstances();
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}
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private static void CreateSingletonInstances()
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{
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var types = typeof(SingletonObjectPool<>).Assembly.GetTypes();
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foreach (var type in types)
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{
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if (!type.IsSubclassOf(typeof(MonoBehaviour)) || !type.BaseType.IsGenericType ||
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type.BaseType.GetGenericTypeDefinition() != typeof(SingletonObjectPool<>)) continue;
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var existingInstances = UnityEngine.Object.FindObjectsOfType(type);
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if (existingInstances.Length != 0) continue;
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var obj = new GameObject(type.Name);
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obj.AddComponent(type);
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Debug.Log(type.Name + " 单例实力已创建");
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}
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}
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}
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}
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42
Pool/README.md
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42
Pool/README.md
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@@ -0,0 +1,42 @@
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新建一个对象池类继承SingletonObjectPool后,在UnityEditor中会自动创建以类名为名称的单例实例。
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```csharp
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public class EnemyPool : SingletonObjectPool<Enemy>
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{
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}
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```
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用法示例如下方刷怪圈
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```csharp
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public class EnemySpawner : MonoBehaviour
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{
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public GameObject enemyPrefab;
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public int initialPoolSize = 5;
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public int maxPoolSize = 10;
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public float spawnInterval = 3f;
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public int spawnCount = 1;
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public float spawnRadius = 5f;
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private void Start()
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{
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SingletonObjectPool<Enemy>.Instance.Init(enemyPrefab.GetComponent<Enemy>(), initialPoolSize, maxPoolSize);
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StartCoroutine(SpawnEnemiesCoroutine());
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}
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private IEnumerator SpawnEnemiesCoroutine()
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{
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while (true)
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{
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yield return new WaitForSeconds(spawnInterval);
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SpawnEnemies();
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}
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}
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private void SpawnEnemies()
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{
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for (var i = 0; i < spawnCount; i++)
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{
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var spawnPosition = transform.position + (Vector3)Random.insideUnitCircle * spawnRadius;
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SingletonObjectPool<Enemy>.Instance.Spawn(transform).transform.position = spawnPosition;
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}
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}
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}
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```
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103
Pool/SingletonObjectPooler.cs
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103
Pool/SingletonObjectPooler.cs
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@@ -0,0 +1,103 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Pool;
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namespace AnnoyingUtils.Pool
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{
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public class SingletonObjectPool<T> : MonoBehaviour where T : MonoBehaviour
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{
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#region 单例
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private static SingletonObjectPool<T> _instance;
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public static SingletonObjectPool<T> Instance
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{
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get
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{
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if (_instance) return _instance;
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_instance = FindObjectOfType<SingletonObjectPool<T>>();
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if (_instance) return _instance;
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var obj = new GameObject(typeof(SingletonObjectPool<T>).Name);
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_instance = obj.AddComponent<SingletonObjectPool<T>>();
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return _instance;
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}
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}
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#endregion
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private ObjectPool<T> _pool;
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private T _prefab;
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private Queue<T> _activeObjects;
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private int _maxActiveObjects;
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public void Init(T prefab, int defaultCapacity = 1, int maxSize = 10)
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{
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if (prefab is null)
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{
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Debug.LogError("预制体为空");
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return;
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}
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_prefab = prefab;
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_maxActiveObjects = maxSize;
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_pool = new ObjectPool<T>(CreateFunc, ActionOnGet, ActionOnRelease, ActionOnDestroy, true, defaultCapacity,
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maxSize);
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_activeObjects = new Queue<T>();
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}
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private T CreateFunc()
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{
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return Instantiate(_prefab);
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}
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private void ActionOnGet(T obj)
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{
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obj.gameObject.SetActive(true);
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_activeObjects.Enqueue(obj);
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}
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private void ActionOnRelease(T obj)
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{
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obj.gameObject.SetActive(false);
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}
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private void ActionOnDestroy(T obj)
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{
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Destroy(obj.gameObject);
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}
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//供滴人死亡、子弹命中等调用
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public void Release(T obj)
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{
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if (_pool is null)
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{
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Debug.LogWarning(typeof(T).Name + " 对象池未实例化");
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return;
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}
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_activeObjects.Dequeue();
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_pool.Release(obj);
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}
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public T Spawn(Transform parent)
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{
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if (_pool is null)
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{
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Debug.LogWarning(typeof(T).Name + " 对象池未实例化");
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return null;
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}
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//检查是否超出容量
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if (_activeObjects.Count >= _maxActiveObjects)
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{
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var oldestObject = _activeObjects.Peek();
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Release(oldestObject);
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}
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var temp = _pool.Get();
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temp.transform.position = parent.position;
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return temp;
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}
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}
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}
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