@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine;

/// <summary>
/// This scripts loads another scene
/// </summary>

public class LoadScenes : MonoBehaviour {

public void LoadByIndex(int sceneIndex)
{
SceneManager.LoadScene(sceneIndex);
}
}
@@ -0,0 +1,203 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MenuNavigation : MonoBehaviour {

/// <summary>
/// This script handels the navigation of the main menu
/// </summary>


enum Selected { Start, Options, Quit , Colors , Back, QuitGameOptions };
Selected _Selected = Selected.Start;

[SerializeField]
Image _Start;
[SerializeField]
Image _Options;
[SerializeField]
Image _Quit;
[SerializeField]
Image _Back;
[SerializeField]
Image _Colors;
[SerializeField]
Image _QuitOptions;


[SerializeField]
GameObject toggle_object;
public bool toggle;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update() {
if (toggle)
{
toggle_object.SetActive(true);
}
else
{
toggle_object.SetActive(false);
}

_Start.color = new Color(1, 1, 1, 1);
_Options.color = new Color(1, 1, 1, 1);
_Quit.color = new Color(1, 1, 1, 1);
_Back.color = new Color(1, 1, 1, 1);
_Colors.color = new Color(1, 1, 1, 1);
_QuitOptions.color = new Color(1, 1, 1, 1);

CheckForInput();

switch (_Selected)
{
case Selected.Start:
_Start.color = new Color(1, 0, 0, 1);
break;
case Selected.Options:
_Options.color = new Color(1, 0, 0, 1);
break;
case Selected.Quit:
_Quit.color = new Color(1, 0, 0, 1);
break;
case Selected.Back:
_Back.color = new Color(1, 0, 0, 1);
break;
case Selected.Colors:
_Colors.color = new Color(1, 0, 0, 1);
break;
case Selected.QuitGameOptions:
_QuitOptions.color = new Color(1, 0, 0, 1);
break;

}





}


//Quits the game
public void Quit()
{

#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit ();
#endif
}

//Thoggles the options menu
public void ToggleOptionMenu()
{
toggle = !toggle;

if (toggle)
{
toggle_object.SetActive(true);
_Selected = Selected.Colors;
}
else
{
toggle_object.SetActive(false);
_Selected = Selected.Start;
}


}

public void LoadScene(int sceneIndex)
{
SceneManager.LoadScene(sceneIndex);
}

void CheckForInput()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{

if (_Selected != Selected.Start && !toggle)
{
_Selected--;

}
else if (!toggle)
{

_Selected = Selected.Quit;
}

if (_Selected != Selected.Colors && toggle)
{
_Selected--;
}
else if (toggle)
{
_Selected = Selected.QuitGameOptions;
}
}

if (Input.GetKeyDown(KeyCode.DownArrow))
{
if (_Selected != Selected.Quit && !toggle)
{
_Selected++;

}
else if (!toggle)
{

_Selected = Selected.Start;
}

if (_Selected != Selected.QuitGameOptions && toggle)
{
_Selected++;
}
else if (toggle)
{
_Selected = Selected.Colors;
}
}

if (Input.GetKeyDown(KeyCode.Space))
{

switch (_Selected)
{
case Selected.Start:
SceneManager.LoadScene("Main");
break;
case Selected.Options:
ToggleOptionMenu();
break;
case Selected.Quit:
Quit();
break;
case Selected.Back:
ToggleOptionMenu();
break;
case Selected.Colors:
//Quit();
break;
case Selected.QuitGameOptions:
Quit();
break;
}
}
}
}




@@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class QuitSnenes : MonoBehaviour {

/// <summary>
/// This script Quits the game
/// </summary>
public void Quit()
{

#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit ();
#endif
}
}
@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShowMenu : MonoBehaviour
{

/// <summary>
/// This script shows and hides a object. (in this case a Menu)
/// </summary>

public GameObject toggle_object;
public bool toggle;

// Use this for initialization
public void Toggle()
{
toggle = !toggle;

if (toggle)
{
toggle_object.SetActive(true);
}
else
{
toggle_object.SetActive(false);
}
}


void Update()
{

if (toggle)
{
toggle_object.SetActive(true);
}
else
{
toggle_object.SetActive(false);
}

}
}

@@ -1,51 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;


public class Player_Handeler : MonoBehaviour {

/// <summary>
/// This class is used for handeling the life and score of the player.
/// </summary>

int _Score = 0;
int _Lives = 5;


public int _Score = 0;
public int _Lives = 5;
bool _Shielding = false;
[SerializeField]
Text _LivesText;
[SerializeField]
Text _ScoreText;
new AudioSource audio;


// Use this for initialization
void Start () {

// Use this for initialization
void Start () {
print("Lives are: " + _Lives);
print("Score is: " + _Score);
audio = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update () {

_ScoreText.text = "Score: " + _Score;
_LivesText.text = "Lives: " + _Lives;
CheckLives();
}


//This OnCollisionEnter is used to look if it is touching a wall and if so, it compairs the players wallvalue with the wall's wallvalue.
//If it is the same then it wil destroy the wall and adds 100 to the score. Else it wil detract 50 from the score, the wall will be destroyed and the player loses a life

void OnCollisionEnter2D(Collision2D coll)

void OnTriggerEnter2D(Collider2D coll)
{
if (coll.gameObject.tag == "Hole")
{
if (coll.gameObject.GetComponent<WallCounter>()._WallValue == gameObject.GetComponent<Player_ShapeChange>()._ShapeValue)
{

_Score += 100;
Destroy(coll.gameObject);
}
else
{
_Score -= 50;
_Lives -= 1;
Destroy(coll.gameObject);
}
}
if (_Shielding == false)
{
if (coll.gameObject.tag == "Hole")
{
//if (coll.gameObject.GetComponent<Hole_ShapeChanger>()._WallValue == gameObject.GetComponent<Player_ShapeChange>()._ShapeValue)
if (coll.gameObject.GetComponent<Hole_ShapeChanger>()._renderer.sprite == gameObject.GetComponent<Player_ShapeChange>()._renderer.sprite)
{
StartCoroutine("Shield");
_Score += 100;
}
else
{
StartCoroutine("Shield");
_Lives -= 1;
audio.Play();
}
}

if (_Shielding == false)
{
StartCoroutine("Shield");
_Lives -= 1;
audio.Play();
}
}
}

private IEnumerator Shield()
{
while (!_Shielding)
{
_Shielding = true;
yield return new WaitForSeconds(0.5f);
}
_Shielding = false;
}

void CheckLives()
{
if (_Lives <= 0)
{
SceneManager.LoadScene("Game Over");
}
}

}

@@ -8,8 +8,9 @@ public class Player_Movement : MonoBehaviour {
float _PlayerCurrentY;
//float _PlayerYUpdated = 0;
//float _Gravity = 0.999f;
float _JumpingForce = 0;
float _MoveSpeed = 0.001f;
//float _JumpingForce = 0;
float _MoveDelay = 0.00001f;
float _MoveSpeed = 0.2175f;

// Use this for initialization
void Start () {
@@ -21,106 +22,107 @@ public class Player_Movement : MonoBehaviour {
_PlayerCurrentX = gameObject.transform.position.x;
_PlayerCurrentY = gameObject.transform.position.y;

if (Input.GetKeyDown("w"))
if (Input.GetKeyDown(KeyCode.UpArrow))
{
StartCoroutine("Up");
//_PlayerCurrentY += 2.175f;
}

if (Input.GetKeyDown("s"))
if (Input.GetKeyDown(KeyCode.DownArrow))
{
StartCoroutine("Down");
// _PlayerCurrentY -= 2.175f;
}
StartCoroutine("Down");
// _PlayerCurrentY -= 2.175f;
}

//gameObject.transform.position = new Vector3(_PlayerCurrentX,_PlayerCurrentY + _JumpingForce);
}

private IEnumerator Up()
{
if (_PlayerCurrentY == 2.175f)
if (_PlayerCurrentY == 2.175f)
{
for (float i = _PlayerCurrentY; i <= 4.35f; i += 0.2175f)
for (float i = _PlayerCurrentY; i <= 4.35f; i += _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}

if (_PlayerCurrentY == -2.175f)
{
for (float i = _PlayerCurrentY; i <= 0; i += 0.2175f)
for (float i = _PlayerCurrentY; i <= 0; i += _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
gameObject.transform.position = new Vector3(_PlayerCurrentX, 0);
}

if (_PlayerCurrentY == 0)
{
for (float i = _PlayerCurrentY; i <= 2.175f; i += 0.2175f)
for (float i = _PlayerCurrentY; i <= 2.175f; i += _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}

if (_PlayerCurrentY == -4.35f)
{
for (float i = _PlayerCurrentY; i <= -2.175f; i += 0.2175f)
for (float i = _PlayerCurrentY; i <= -2.175f; i += _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}
}

private IEnumerator Down()
{
if (_PlayerCurrentY == -2.175f)

if (_PlayerCurrentY == -2.175f)
{
for (float i = _PlayerCurrentY; i >= -4.35f; i -= 0.2175f)
for (float i = _PlayerCurrentY; i >= -4.35f; i -= _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}

if (_PlayerCurrentY == 0)
{
for (float i = _PlayerCurrentY; i >= -2.175f; i -= 0.2175f)
for (float i = _PlayerCurrentY; i >= -2.175f; i -= _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}

if (_PlayerCurrentY == 2.175f)
{
for (float i = _PlayerCurrentY; i > 0; i -= 0.2175f)
for (float i = _PlayerCurrentY; i > 0; i -= _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
gameObject.transform.position = new Vector3(_PlayerCurrentX, 0);
}


if (_PlayerCurrentY == 4.35f)
{
for (float i = _PlayerCurrentY; i >= 2.175f; i -= 0.2175f)
for (float i = _PlayerCurrentY; i >= 2.175f; i -= _MoveSpeed)
{
_PlayerCurrentY = i;
gameObject.transform.position = new Vector3(_PlayerCurrentX, _PlayerCurrentY);
yield return new WaitForSeconds(_MoveSpeed);
yield return new WaitForSeconds(_MoveDelay);
}
}
}
@@ -15,30 +15,36 @@ public class Player_ShapeChange : MonoBehaviour {
[SerializeField]
Sprite _Square;

public int _ShapeValue = 1;
public SpriteRenderer _renderer;

private void Awake()
{
_renderer = GetComponent<SpriteRenderer>();
}


// Use this for initialization
void Start () {
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
if (Input.GetKeyDown("1"))
if (Input.GetKeyDown(KeyCode.Q))
{
_ShapeValue = 1;
gameObject.GetComponent<SpriteRenderer>().sprite = _Square;

_renderer.sprite = _Square;
//gameObject.GetComponent<SpriteRenderer>().sprite = _Square;
}

if (Input.GetKeyDown("2"))
if (Input.GetKeyDown(KeyCode.W))
{
_ShapeValue = 2;
gameObject.GetComponent<SpriteRenderer>().sprite = _Circle;


}
}
_renderer.sprite = _Circle;
// gameObject.GetComponent<SpriteRenderer>().sprite = _Circle;
}

if (Input.GetKeyDown(KeyCode.E))
{
_renderer.sprite = _Triangle;
// gameObject.GetComponent<SpriteRenderer>().sprite = _Triangle;
}
}
}
@@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SoundManager : MonoBehaviour {

private static SoundManager instance = null;
public static SoundManager Instance
{
get { return instance; }
}

void Awake()
{
if (instance != null && instance != this) {
Destroy(this.gameObject);
return;
} else {
instance = this;
}
DontDestroyOnLoad(this.gameObject);
}

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
}

This file was deleted.

@@ -4,20 +4,21 @@

public class WallMovement : MonoBehaviour
{
[SerializeField]
private float _MapSpeed;
private GameObject _GM;
private float _WallSpeed;

// Use this for initialization
void Start()
{
//_MapSpeed = 5;
_GM = GameObject.Find("GameManager");
}

// Update is called once per frame
void Update()
{
CheckPosition();
transform.position += new Vector3(-_MapSpeed * Time.deltaTime, 0.0f, 0.0f);
_WallSpeed = _GM.GetComponent<Difficulty>()._WallSpeed;
transform.position += new Vector3(-_WallSpeed * Time.deltaTime, 0.0f, 0.0f);
}

void CheckPosition()
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Large diffs are not rendered by default.

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m_MinSize: {x: 887, y: 492}
m_MaxSize: {x: 18008, y: 14042}
vertical: 0
controlID: 156
controlID: 3147
--- !u!114 &2
MonoBehaviour:
m_ObjectHideFlags: 52
@@ -46,10 +46,10 @@ MonoBehaviour:
m_DepthBufferBits: 32
m_Pos:
serializedVersion: 2
x: 408
x: 589
y: 92
width: 685
height: 436
width: 665
height: 433
m_MaximizeOnPlay: 1
m_Gizmos: 0
m_Stats: 0
@@ -58,10 +58,10 @@ MonoBehaviour:
m_ZoomArea:
m_HRangeLocked: 0
m_VRangeLocked: 0
m_HBaseRangeMin: -342.5
m_HBaseRangeMax: 342.5
m_VBaseRangeMin: -209.5
m_VBaseRangeMax: 209.5
m_HBaseRangeMin: -332.5
m_HBaseRangeMax: 332.5
m_VBaseRangeMin: -208
m_VBaseRangeMax: 208
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
@@ -78,25 +78,25 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 17
width: 685
height: 419
width: 665
height: 416
m_Scale: {x: 1, y: 1}
m_Translation: {x: 342.5, y: 209.5}
m_Translation: {x: 332.5, y: 208}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -342.5
y: -209.5
width: 685
height: 419
x: -332.5
y: -208
width: 665
height: 416
m_MinimalGUI: 1
m_defaultScale: 1
m_TargetTexture: {fileID: 0}
m_CurrentColorSpace: 0
m_LastWindowPixelSize: {x: 685, y: 436}
m_LastWindowPixelSize: {x: 665, y: 433}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000100000100
@@ -118,12 +118,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1095
width: 1256
height: 731
m_MinSize: {x: 610, y: 492}
m_MaxSize: {x: 14006, y: 14042}
vertical: 1
controlID: 157
controlID: 3125
--- !u!114 &4
MonoBehaviour:
m_ObjectHideFlags: 52
@@ -143,12 +143,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1095
height: 457
width: 1256
height: 454
m_MinSize: {x: 610, y: 221}
m_MaxSize: {x: 12010, y: 4021}
vertical: 0
controlID: 158
controlID: 3126
--- !u!114 &5
MonoBehaviour:
m_ObjectHideFlags: 52
@@ -165,8 +165,8 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 202
height: 457
width: 204
height: 454
m_MinSize: {x: 202, y: 221}
m_MaxSize: {x: 4002, y: 4021}
m_ActualView: {fileID: 6}
@@ -198,13 +198,13 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 92
width: 200
height: 436
width: 202
height: 433
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_SelectedIDs: 3c260000
m_LastClickedID: 0
m_ExpandedIDs: 1afcffff00000000
m_ExpandedIDs: 10e1fdff42eafdffba3bfeffd842feff9e46feff1a6efeff7e93feff1499feffb8a0fefffca1feffacdcfeff74e7feff72effeff1af4feff1afbfeffd826ffff1afcffff00000000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -241,12 +241,12 @@ MonoBehaviour:
m_Children: []
m_Position:
serializedVersion: 2
x: 202
x: 204
y: 0
width: 204
height: 457
m_MinSize: {x: 204, y: 221}
m_MaxSize: {x: 4004, y: 4021}
width: 383
height: 454
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 8}
m_Panes:
- {fileID: 8}
@@ -275,19 +275,19 @@ MonoBehaviour:
m_DepthBufferBits: 32
m_Pos:
serializedVersion: 2
x: 204
x: 206
y: 92
width: 200
height: 436
width: 379
height: 433
m_SceneLighting: 1
lastFramingTime: 3262.6754230816487
lastFramingTime: 545.3514578149802
m_2DMode: 1
m_isRotationLocked: 0
m_AudioPlay: 0
m_Position:
m_Target: {x: -3.2379673, y: 3.3610017, z: 0}
m_Target: {x: 0.93046474, y: 2.5458336, z: 0}
speed: 2
m_Value: {x: -3.2379673, y: 3.3610017, z: 0}
m_Value: {x: 0.93046474, y: 2.5458336, z: 0}
m_RenderMode: 0
m_ValidateTrueMetals: 0
m_SceneViewState:
@@ -314,9 +314,9 @@ MonoBehaviour:
speed: 2
m_Value: {x: 0, y: 0, z: 0, w: 1}
m_Size:
m_Target: 42.205578
m_Target: 26.708563
speed: 2
m_Value: 42.205578
m_Value: 26.708563
m_Ortho:
m_Target: 1
speed: 2
@@ -367,12 +367,12 @@ MonoBehaviour:
m_Children: []
m_Position:
serializedVersion: 2
x: 406
x: 587
y: 0
width: 689
height: 457
m_MinSize: {x: 204, y: 221}
m_MaxSize: {x: 4004, y: 4021}
width: 669
height: 454
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 2}
m_Panes:
- {fileID: 2}
@@ -395,13 +395,13 @@ MonoBehaviour:
m_Position:
serializedVersion: 2
x: 0
y: 457
width: 1095
height: 274
y: 454
width: 1256
height: 277
m_MinSize: {x: 336, y: 271}
m_MaxSize: {x: 14006, y: 10021}
vertical: 0
controlID: 110
controlID: 3084
--- !u!114 &12
MonoBehaviour:
m_ObjectHideFlags: 52
@@ -418,8 +418,8 @@ MonoBehaviour:
serializedVersion: 2
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y: 0
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height: 274
width: 655
height: 277
m_MinSize: {x: 232, y: 271}
m_MaxSize: {x: 10002, y: 10021}
m_ActualView: {fileID: 13}
@@ -451,9 +451,9 @@ MonoBehaviour:
m_Pos:
serializedVersion: 2
x: 0
y: 549
width: 623
height: 253
y: 546
width: 653
height: 256
m_SearchFilter:
m_NameFilter:
m_ClassNames: []
@@ -466,20 +466,20 @@ MonoBehaviour:
m_ShowAllHits: 0
m_SearchArea: 0
m_Folders:
- Assets/Prefabs
- Assets/Scenes
m_ViewMode: 1
m_StartGridSize: 64
m_LastFolders:
- Assets/Prefabs
- Assets/Scenes
m_LastFoldersGridSize: -1
m_LastProjectPath: C:\Users\wesle\Desktop\Mediacollege Amsterdam\bewijzenmap\Year
2\p2.1\proj\Endless Runner\Game\Shapes
m_IsLocked: 0
m_FolderTreeState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: 76260000
m_LastClickedID: 9846
m_ExpandedIDs: 00000000202600002c260000ffffff7f
scrollPos: {x: 0, y: 69}
m_SelectedIDs: f8260000
m_LastClickedID: 9976
m_ExpandedIDs: 000000002e2600004a26000018270000ffffff7f
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -507,7 +507,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: 00000000202600002c260000
m_ExpandedIDs: 000000002e2600004a26000018270000ffffff7f
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -532,10 +532,10 @@ MonoBehaviour:
m_Icon: {fileID: 0}
m_ResourceFile:
m_ListAreaState:
m_SelectedInstanceIDs:
m_LastClickedInstanceID: 0
m_SelectedInstanceIDs: 3c260000
m_LastClickedInstanceID: 9788
m_HadKeyboardFocusLastEvent: 0
m_ExpandedInstanceIDs: c6230000
m_ExpandedInstanceIDs: c6230000e8f7feffae88ffff
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -607,10 +607,10 @@ MonoBehaviour:
m_Children: []
m_Position:
serializedVersion: 2
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x: 655
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BIN +12 Bytes (100%) Game/Shapes/Library/expandedItems
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