[
  {
    "path": ".gitattributes",
    "content": "# Auto detect text files and perform LF normalization\n* text=auto\n\n# Custom for Visual Studio\n*.cs     diff=csharp\n\n# Standard to msysgit\n*.doc\t diff=astextplain\n*.DOC\t diff=astextplain\n*.docx diff=astextplain\n*.DOCX diff=astextplain\n*.dot  diff=astextplain\n*.DOT  diff=astextplain\n*.pdf  diff=astextplain\n*.PDF\t diff=astextplain\n*.rtf\t diff=astextplain\n*.RTF\t diff=astextplain\n*.7z filter=lfs diff=lfs merge=lfs -text\n*.zip filter=lfs diff=lfs merge=lfs -text\n*.rar filter=lfs diff=lfs merge=lfs -text\n"
  },
  {
    "path": ".github/ISSUE_TEMPLATE/bug_report.md",
    "content": "---\nname: Bug report\nabout: Create a report to help us improve\n\n---\n\n**Describe the bug**\nA clear and concise description of what the bug is.\n\n**To Reproduce**\nSteps to reproduce the behavior:\n1. Go to '...'\n2. Click on '....'\n3. Scroll down to '....'\n4. See error\n\n**Expected behavior**\nA clear and concise description of what you expected to happen.\n\n**Screenshots**\nIf applicable, add screenshots to help explain your problem.\n\n**Setup (please complete the following information):**\n - OS: [e.g. Windows, Linux, Mac]\n - Version [e.g. 0.6.1.2]\n- Mod (Please upload it and send a link)\n\n**Additional context**\nAdd any other context about the problem here.\n"
  },
  {
    "path": ".github/workflows/activation.yml",
    "content": "name: Acquire activation file\non:\n  workflow_dispatch\njobs:\n  activation:\n    name: Request manual activation file 🔑\n    runs-on: ubuntu-latest\n    steps:\n      # Request manual activation file\n      - name: Request manual activation file\n        id: getManualLicenseFile\n        uses: game-ci/unity-request-activation-file@v2\n      # Upload artifact (Unity_v20XX.X.XXXX.alf)\n      - name: Expose as artifact\n        uses: actions/upload-artifact@v2\n        with:\n          name: ${{ steps.getManualLicenseFile.outputs.filePath }}\n          path: ${{ steps.getManualLicenseFile.outputs.filePath }}\n"
  },
  {
    "path": ".github/workflows/build.yml",
    "content": "name: Build CYF & Notify\n\non: [push, pull_request, workflow_dispatch]\n\njobs:\n  buildWindows:\n    name: Build CYF (Windows)\n    runs-on: ubuntu-latest\n    steps:\n      # Checkout\n      - name: Checkout repository\n        uses: actions/checkout@v2\n        with:\n          lfs: true\n\n      # Cache\n      - uses: actions/cache@v4\n        with:\n          path: Library\n          key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}\n          restore-keys: |\n            Library-\n\n      # Build\n      - name: Build project\n        uses: game-ci/unity-builder@v2\n        env:\n          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}\n          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}\n          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}\n        with:\n          targetPlatform: StandaloneWindows64\n          buildMethod: UnityBuilderAction.BuildScript.Build\n          buildName: CreateYourFrisk-win64\n\n      # Copy Assets to Build\n      - run: sudo mkdir -v \"${{ github.workspace }}/build/StandaloneWindows64/Default\" \"${{ github.workspace }}/build/StandaloneWindows64/Mods\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Default/\" \"${{ github.workspace }}/build/StandaloneWindows64/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Mods/\" \"${{ github.workspace }}/build/StandaloneWindows64/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Documentation CYF 1.0/\" \"${{ github.workspace }}/build\"\n      - run: sudo find ${{ github.workspace }}/build/StandaloneWindows64/ -name \"*.meta\" -type f -delete\n      - run: sudo mv ${{ github.workspace }}/build/StandaloneWindows64/ ${{ github.workspace }}/build/CreateYourFrisk/\n\n      # Output\n      - uses: actions/upload-artifact@v4\n        with:\n          name: CreateYourFrisk-win64\n          path: build\n\n  buildMacOS:\n    name: Build CYF (MacOS)\n    runs-on: ubuntu-latest\n    steps:\n      # Checkout\n      - name: Checkout repository\n        uses: actions/checkout@v2\n        with:\n          lfs: true\n\n      # Cache\n      - uses: actions/cache@v4\n        with:\n          path: Library\n          key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}\n          restore-keys: |\n            Library-\n\n      # Build\n      - name: Build project\n        uses: game-ci/unity-builder@v2\n        env:\n          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}\n          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}\n          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}\n        with:\n          targetPlatform: StandaloneOSX\n          buildMethod: UnityBuilderAction.BuildScript.Build\n          buildName: CreateYourFrisk-macos64\n\n      # Copy Assets to Build\n      - run: sudo mkdir -v \"${{ github.workspace }}/build/StandaloneOSX/Default\" \"${{ github.workspace }}/build/StandaloneOSX/Mods\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Default/\" \"${{ github.workspace }}/build/StandaloneOSX/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Mods/\" \"${{ github.workspace }}/build/StandaloneOSX/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Documentation CYF 1.0/\" \"${{ github.workspace }}/build\"\n      - run: sudo cp \"${{ github.workspace }}/How to use CYF and add mods (Mac).txt\" \"${{ github.workspace }}/build/StandaloneOSX/\"\n      - run: sudo find ${{ github.workspace }}/build/StandaloneOSX/ -name \"*.meta\" -type f -delete\n      - run: sudo mv ${{ github.workspace }}/build/StandaloneOSX/ ${{ github.workspace }}/build/CreateYourFrisk/\n\n      # Output\n      - uses: actions/upload-artifact@v4\n        with:\n          name: CreateYourFrisk-macos64\n          path: build\n\n  buildLinux:\n    name: Build CYF (Linux)\n    runs-on: ubuntu-latest\n    steps:\n      # Checkout\n      - name: Checkout repository\n        uses: actions/checkout@v2\n        with:\n          lfs: true\n\n      # Cache\n      - uses: actions/cache@v4\n        with:\n          path: Library\n          key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}\n          restore-keys: |\n            Library-\n\n      # Build\n      - name: Build project\n        uses: game-ci/unity-builder@v2\n        env:\n          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}\n          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}\n          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}\n        with:\n          targetPlatform: StandaloneLinux64\n          buildMethod: UnityBuilderAction.BuildScript.Build\n          buildName: CreateYourFrisk-lin64\n\n      # Copy Assets to Build\n      - run: sudo mkdir -v \"${{ github.workspace }}/build/StandaloneLinux64/Default\" \"${{ github.workspace }}/build/StandaloneLinux64/Mods\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Default/\" \"${{ github.workspace }}/build/StandaloneLinux64/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Assets/Mods/\" \"${{ github.workspace }}/build/StandaloneLinux64/\"\n      - run: sudo cp -Rv \"${{ github.workspace }}/Documentation CYF 1.0/\" \"${{ github.workspace }}/build\"\n      - run: sudo find ${{ github.workspace }}/build/StandaloneLinux64/ -name \"*.meta\" -type f -delete\n      - run: sudo mv ${{ github.workspace }}/build/StandaloneLinux64/ ${{ github.workspace }}/build/CreateYourFrisk/\n\n      # Output\n      - uses: actions/upload-artifact@v4\n        with:\n          name: CreateYourFrisk-lin64\n          path: build\n\n  message-success:\n    runs-on: ubuntu-latest\n    needs: [buildWindows, buildMacOS, buildLinux]\n    if: success()\n    steps:\n    - name: Send Success Message\n      uses: tsickert/discord-webhook@v5.3.0\n      with:\n        webhook-url: ${{ secrets.NIGHTLY_WEBHOOK_LINK }}\n        username: Poseur Mail Service\n        avatar-url: https://github.githubassets.com/assets/GitHub-Mark-ea2971cee799.png\n        content: |\n          The last CYF nightly is ready to be used! Enjoy!\n          The links are stored here: https://discord.com/channels/110129114882543616/220238710271115265/1129795830317064314\n\n  message-failure:\n    runs-on: ubuntu-latest\n    needs: [buildWindows, buildMacOS, buildLinux]\n    if: failure()\n    steps:\n    - name: Send Failure Message\n      uses: tsickert/discord-webhook@v5.3.0\n      with:\n        webhook-url: ${{ secrets.NIGHTLY_WEBHOOK_LINK }}\n        username: Poseur Mail Service\n        avatar-url: https://github.githubassets.com/assets/GitHub-Mark-ea2971cee799.png\n        content: |\n          Oh no! The last CYF build failed! You're bad at your job!\n          The run's details are here: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}\n"
  },
  {
    "path": ".github/workflows/docs.yml",
    "content": "# Simple workflow for deploying static content to GitHub Pages\nname: Deploy static content to Pages\n\non:\n  # Runs on pushes targeting the default branch\n  push:\n    branches: [\"master\"]\n\n  # Allows you to run this workflow manually from the Actions tab\n  workflow_dispatch:\n\n# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages\npermissions:\n  contents: read\n  pages: write\n  id-token: write\n\n# Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued.\n# However, do NOT cancel in-progress runs as we want to allow these production deployments to complete.\nconcurrency:\n  group: \"pages\"\n  cancel-in-progress: false\n\njobs:\n  # Single deploy job since we're just deploying\n  deploy:\n    environment:\n      name: github-pages\n      url: ${{ steps.deployment.outputs.page_url }}\n    runs-on: ubuntu-latest\n    steps:\n      - name: Checkout\n        uses: actions/checkout@v4\n      - name: Setup Pages\n        uses: actions/configure-pages@v5\n      - name: Upload artifact\n        uses: actions/upload-pages-artifact@v3\n        with:\n          # Upload entire repository\n          path: './Documentation CYF 1.0'\n      - name: Deploy to GitHub Pages\n        id: deployment\n        uses: actions/deploy-pages@v4\n"
  },
  {
    "path": ".github/workflows/nightly_notification.yml",
    "content": "name: Send a message to the channel cyf-nightly\n\non:\n  workflow_run:\n    workflows: [\"Build CYF\"]\n    types:\n      - completed\n  workflow_dispatch:\n\njobs:\n  message:\n    runs-on: ubuntu-latest\n    steps:\n    - name: Discord Webhook Action\n      uses: tsickert/discord-webhook@v5.3.0\n      with:\n        webhook-url: ${{ secrets.NIGHTLY_WEBHOOK_LINK }}\n        username: Poseur Mail Service\n        avatar-url: https://github.githubassets.com/assets/GitHub-Mark-ea2971cee799.png\n        content: |\n          The last CYF nightly is ready to be used! Enjoy!\n          The links are stored here: https://discord.com/channels/110129114882543616/220238710271115265/1129795830317064314\n        \n"
  },
  {
    "path": ".gitignore",
    "content": "# Unitale ignored directories\n/Assets/Logs/*\n/Assets/Sprites/ScreenReference/\n/Assets/Scripts/Unused/\n/Assets/Tests/\n/Assets/Scenes/Outdated/\n/Assets/Scenes/Testing/\n/Assets/EnemyPrefabs/\n/Assets/Animations/\n/Assets/ProjectilePrefabs/\n/TestResults/\n!MoonSharp.Interpreter.dll\n\n# Github default gitignore settings for Unity projects\n/[Ll]ibrary/\n/[Tt]emp/\n/[Oo]bj/\n/[Bb]uild/\n/[Bb]uilds/\n/Assets/AssetStoreTools*\n\n# Autogenerated VS/MD solution and project files\nExportedObj/\n*.csproj\n*.unityproj\n*.sln\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\nUpgradeLog.htm\n\n# Unity3D generated meta files\n*.pidb.meta\n\n# Unity3D Generated File On Crash Reports\nsysinfo.txt\n\n# Builds\n*.apk\n*.unitypackage\n/bin\n/Assets/Editor/Output\n\n# External mods\n/Assets/Mods/*\n\n# Include basic mods\n!/Assets/Mods/@0.5.0_SEE_CRATE\n!/Assets/Mods/@0.5.0_SEE_CRATE.meta\n!/Assets/Mods/Encounter Skeleton\n!/Assets/Mods/Encounter Skeleton.meta\n!/Assets/Mods/Examples\n!/Assets/Mods/Examples.meta\n!/Assets/Mods/Examples 2\n!/Assets/Mods/Examples 2.meta\n!/Assets/Mods/@OverWorld Test\n!/Assets/Mods/@OverWorld Test.meta\n!/Assets/Mods/RTLGeno\n!/Assets/Mods/RTLGeno.meta\n!/Assets/Mods/@Title\n!/Assets/Mods/@Title.meta\n\n# IDE Stuff and others\n/.vs/*\n/.vscode/*\n/.bin/*\n\n# GIMP project files\n*.xcf\n*.xcf.meta\n"
  },
  {
    "path": ".vsconfig",
    "content": "{\n  \"version\": \"1.0\",\n  \"components\": [\n    \"Microsoft.VisualStudio.Workload.ManagedGame\"\n  ]\n}"
  },
  {
    "path": "Assets/Default/Audio/Credits.txt",
    "content": "FamilyJules7x made the mus_batle_1 remix used here: https://www.youtube.com/watch?v=c9KbQcuaTA0"
  },
  {
    "path": "Assets/Default/Audio/Credits.txt.meta",
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    "path": "Assets/Default/Audio/mus_barrier.ogg.meta",
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  },
  {
    "path": "Assets/Default/Audio/mus_battle1 fj7x.ogg.meta",
    "content": "fileFormatVersion: 2\nguid: 70d6d2eeb5340c84bb40404aaaaf4048\nAudioImporter:\n  externalObjects: {}\n  serializedVersion: 6\n  defaultSettings:\n    loadType: 0\n    sampleRateSetting: 0\n    sampleRateOverride: 44100\n    compressionFormat: 1\n    quality: 1\n    conversionMode: 0\n  platformSettingOverrides: {}\n  forceToMono: 0\n  normalize: 1\n  preloadAudioData: 1\n  loadInBackground: 0\n  ambisonic: 0\n  3D: 1\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Default/Audio/mus_battle1.ogg.meta",
    "content": "fileFormatVersion: 2\nguid: 50ec4c2bfcf8d9b4eb7eb1fc56707101\ntimeCreated: 1502841103\nlicenseType: Free\nAudioImporter:\n  serializedVersion: 6\n  defaultSettings:\n    loadType: 0\n    sampleRateSetting: 0\n    sampleRateOverride: 44100\n    compressionFormat: 1\n    quality: 1\n    conversionMode: 0\n  platformSettingOverrides: {}\n  forceToMono: 0\n  normalize: 1\n  preloadAudioData: 1\n  loadInBackground: 0\n  ambisonic: 0\n  3D: 1\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Default/Audio/mus_gameover.ogg.meta",
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  },
  {
    "path": "Assets/Default/Audio.meta",
    "content": "fileFormatVersion: 2\nguid: 14e96c05e5db4b646909d6cb2bf9d1ae\nfolderAsset: yes\ntimeCreated: 1457546963\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Default/Shaders/cyfshaders/linux.meta",
    "content": "fileFormatVersion: 2\nguid: 681062b1a96faab46ab9297169b5fb8a\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "Assets/Default/Shaders/cyfshaders/mac.meta",
    "content": "fileFormatVersion: 2\nguid: b9be2b6501dd2c6459a88b7913d24ce9\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Default/Shaders/cyfshaders/windows.meta",
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    "path": "Assets/Default/Shaders.meta",
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    "path": "Assets/Default/Sounds/BeginBattle1.wav.meta",
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    "path": "Assets/Default/Sounds/BeginBattle2.wav.meta",
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    "path": "Assets/Default/Sounds/BeginBattle3.wav.meta",
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    "path": "Assets/Default/Sounds/LegHero.wav.meta",
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    "path": "Assets/Default/Sounds/SeaTea.wav.meta",
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  {
    "path": "Assets/Default/Sprites/UI/Fonts/automap_from_meta.py",
    "content": "#dirty python script to read out unity multi-sprite meta files and make XML maps out of them\n\n#files = [\"uidialog\", \"monster\", \"papyrus\", \"sans\", \"uibattlesmall\", \"uidamagetext\"]\nfiles = [\"wingdings\"]\n\nnametag = \"- name: \"\nbordertag = \"border: \"\nxtag = \"x: \"\nytag = \"y: \"\nwtag = \"width: \"\nhtag = \"height: \"\nrx, ry, rw, rh, bx, by, bz, bw = 0, 0, 0, 0, 0, 0, 0, 0\ncharname = \"\"\nxmldict = {}\nxmlhead = \"\"\"<?xml version=\"1.0\" encoding=\"iso-8859-1\"?>\n<font>\n<spritesheet>\n\"\"\"\n\nxmlnode = \"\"\"<sprite name=\"%s\">\n    <rect x=\"%i\" y=\"%i\" w=\"%i\" h=\"%i\"/>\n    <border x=\"%i\" y=\"%i\" z=\"%i\" w=\"%i\"/>\n</sprite>\n\"\"\"\n\nxmltail = \"</spritesheet>\\n</font>\"\nxmlstr = \"\"\ndef parseborder(bstr):\n    global bx, by, bz, bw\n    bstr = bstr[1:-1]\n    vars = bstr.split(',')\n    for var in vars:\n        var = var.strip()\n        intv = int(var[2:])\n        if var[0] == 'x':\n            bx = intv\n        if var[0] == 'y':\n            by = intv\n        if var[0] == 'z':\n            bz = intv\n        if var[0] == 'w':\n            bw = intv\n    \n    \ndef striptag(line, tag):\n    return line[len(tag):]\n\n    \nfor fn in files:\n    file = open(fn + \".png.meta\")\n    xmlfile = open(fn + \".xml\", \"w\")\n    lines = file.readlines()\n    xmlstr = xmlhead\n    for line in lines:\n        line = line.strip()\n        if line.startswith(nametag):\n            print line\n            charname = striptag(line, nametag)\n            if charname ==\"''''\":\n                charname = \"'\"\n            elif charname[0] == \"'\":\n                charname = charname[1]\n                \n            if charname == \"&\":\n                charname = \"ampersand\"\n        if line.startswith(xtag):\n            rx = int(striptag(line, xtag))\n        if line.startswith(ytag):\n            ry = int(striptag(line, ytag))\n        if line.startswith(wtag):\n            rw = int(striptag(line, wtag))\n        if line.startswith(htag):\n            rh = int(striptag(line, htag))\n        if line.startswith(bordertag):\n            print rx,ry,rw,rh\n            borderline = striptag(line, bordertag)\n            parseborder(borderline)\n            if bx+by+bz+bw > 0:\n                print 'borders:', bx,by,bz,bw\n            xmldict[charname] = xmlnode%(charname, rx,ry,rw,rh,bx,by,bz,bw)\n            print \"--- CHARACTER COMPLETE ---\"\n\n    for k,v in sorted(xmldict.items()):\n        xmlstr += v\n    xmldict = {}        \n    xmlstr += xmltail\n    xmlfile.write(xmlstr)\n    xmlfile.close()\n    xmlstr = \"\"\n\n"
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    "path": "Assets/Default/Sprites/UI/Fonts/menu.xml",
    "content": "<?xml version=\"1.0\" encoding=\"iso-8859-1\"?>\n<font>\n<voice>monsterfont</voice>\n<color>ffffff</color>\n<linespacing>18</linespacing>\n<spritesheet>\n    <sprite name=\"0\">\n        <rect x=\"160\" y=\"114\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"1\">\n        <rect x=\"136\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"2\">\n        <rect x=\"100\" y=\"68\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"3\">\n        <rect x=\"148\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"4\">\n        <rect x=\"88\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"5\">\n        <rect x=\"100\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"6\">\n        <rect x=\"184\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"7\">\n        <rect x=\"64\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"8\">\n        <rect x=\"220\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"9\">\n        <rect x=\"52\" y=\"82\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"G\">\n        <rect x=\"160\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"H\">\n        <rect x=\"148\" y=\"114\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"L\">\n        <rect x=\"28\" y=\"96\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"P\">\n        <rect x=\"28\" y=\"82\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"V\">\n        <rect x=\"4\" y=\"68\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"space\">\n        <rect x=\"4\" y=\"114\" w=\"8\" h=\"10\"/>\n    </sprite>\n    <sprite name=\"slash\">\n        <rect x=\"28\" y=\"54\" w=\"8\" h=\"10\"/>\n    </sprite>\n</spritesheet>\n</font>"
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    "path": "Assets/Editor/BundleShaders.cs",
    "content": "/// Some code from https://bitbucket.org/Unity-Technologies/assetbundledemo/src/default/\n#pragma warning disable 0618\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing System.IO;\nusing System.Collections.Generic;\n\npublic static class BundleShaders {\n    private static string assetBundleDirectory = \"Assets/Editor/Output\";\n    private static string shaderDirectory = \"Assets/Editor/Shaders\";\n\n    [MenuItem(\"Create Your Frisk/Build Shader AssetBundles...\")]\n    static void OneBundleOption() {\n        if (EditorApplication.isPlaying) {\n            Debug.LogError(\"You may only build AssetBundles while not in play mode.\");\n            return;\n        }\n\n        BundleShaderDialog window = (BundleShaderDialog)EditorWindow.GetWindow(typeof(BundleShaderDialog));\n        window.Show();\n    }\n\n    public static void AllBundlesOption() {\n        if (EditorApplication.isPlaying) {\n            Debug.LogError(\"You may only build AssetBundles while not in play mode.\");\n            return;\n        }\n\n        // Gets all AssetBundles from files within the shader directory\n        Dictionary<string, List<Shader>> bundles = RetrieveAllBundles();\n        if (bundles == null)\n            return;\n\n        // Build AssetBundles\n        BuildBundles(bundles);\n\n        EditorUtility.DisplayDialog(\"Bundling Shaders\", \"All CYF Shader Bundles have been created!\\n\\nYou can find them in:\\n\" + assetBundleDirectory, \"OK\");\n    }\n\n    public static void OneBundle(string bundleName) {\n        if (bundleName == \"\") {\n            Debug.LogError(\"Please enter the name of an AssetBundle assigned in the Unity Editor.\");\n            return;\n        }\n\n        // Gets all AssetBundles from files within the shader directory\n        Dictionary<string, List<Shader>> bundles = RetrieveAllBundles();\n        if (bundles == null)\n            return;\n\n        // Check if the given bundle name exists within this dictionary\n        if (!bundles.ContainsKey(bundleName)) {\n            Debug.LogError(\"The AssetBundle \\\"\" + bundleName + \"\\\" does not exist on any files in \\\"\" + shaderDirectory + \"\\\".\");\n            return;\n        }\n\n        // Build all files with this bundle name into one AssetBundle\n        Dictionary<string, List<Shader>> bundlesToBuild = new Dictionary<string, List<Shader>>();\n        List<Shader> shaders = new List<Shader>();\n        foreach (Shader shader in bundles[bundleName])\n            shaders.Add(shader);\n        bundlesToBuild[bundleName] = shaders;\n\n        BuildBundles(bundlesToBuild);\n\n        EditorUtility.DisplayDialog(\"Bundling Shaders\", \"The CYF Shader Bundle \\\"\" + bundleName + \"\\\" has been created!\\n\\nYou can find it in:\\n\" + assetBundleDirectory + \"/\" + bundleName, \"OK\");\n    }\n\n    private static Dictionary<string, List<Shader>> RetrieveAllBundles() {\n        if (!Directory.Exists(shaderDirectory)) {\n            Debug.LogError(\"The shaders directory (\\\"\" + shaderDirectory + \"\\\") does not exist. Thus, there are no bundles to build. Aborting.\");\n            return null;\n        }\n\n        // Get all assets\n        string[] assets = Directory.GetFiles(shaderDirectory, \"*.shader\");\n        Dictionary<string, List<Shader>> bundles = new Dictionary<string, List<Shader>>();\n\n        // Get asset bundle names from each file\n        foreach (string file in assets) {\n            ShaderImporter importer = (ShaderImporter)AssetImporter.GetAtPath(file);\n\n            if (importer == null) {\n                Debug.LogWarning(\"Could not import asset \\\"\" + file + \"\\\". Skipping.\");\n                continue;\n            }\n\n            // Get asset bundle name\n            string bundleName = importer.assetBundleName;\n            if (bundleName != \"\") {\n                // Create a folder for each bundle if applicable\n                if (!Directory.Exists(assetBundleDirectory + \"/\" + bundleName))\n                    Directory.CreateDirectory(assetBundleDirectory + \"/\" + bundleName);\n\n                // Create a bundle if applicable\n                if (!bundles.ContainsKey(bundleName)) {\n                    List<Shader> list = new List<Shader>();\n                    bundles[bundleName] = list;\n                }\n                bundles[bundleName].Add(importer.GetShader());\n            }\n        }\n\n        if (bundles.Count == 0) {\n            Debug.LogError(\"There are no AssetBundles to build. Aborting.\");\n            return null;\n        }\n\n        return bundles;\n    }\n\n    static void BuildBundles(Dictionary<string, List<Shader>> bundles) {\n        if (!Directory.Exists(assetBundleDirectory))\n            Directory.CreateDirectory(assetBundleDirectory);\n\n        // Build AssetBundles\n        foreach (KeyValuePair<string, List<Shader>> pair in bundles) {\n            // Windows\n            if (!BuildPipeline.BuildAssetBundle(null, pair.Value.ToArray(), assetBundleDirectory + \"/\" + pair.Key + \"/windows\", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows))\n                Debug.LogError(\"An error occured while building the AssetBundle \\\"\" + pair.Key + \"\\\".\");\n\n            // Linux\n            if (!BuildPipeline.BuildAssetBundle(null, pair.Value.ToArray(), assetBundleDirectory + \"/\" + pair.Key + \"/linux\", BuildAssetBundleOptions.None, BuildTarget.StandaloneLinuxUniversal))\n                Debug.LogError(\"An error occured while building the AssetBundle \\\"\" + pair.Key + \"\\\".\");\n\n            // Mac\n            if (!BuildPipeline.BuildAssetBundle(null, pair.Value.ToArray(), assetBundleDirectory + \"/\" + pair.Key + \"/mac\", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX))\n                Debug.LogError(\"An error occured while building the AssetBundle \\\"\" + pair.Key + \"\\\".\");\n            \n        }\n    }\n}\n\npublic class BundleShaderDialog : EditorWindow {\n    public string bundleName;\n\n    void OnEnable() {\n        this.titleContent = new GUIContent(\"CYF Shaders\", \"Utilities used to build CYF Shader AssetBundles for use with Create Your Frisk mods.\");\n    }\n\n    void OnGUI() {\n        bundleName = EditorGUILayout.TextField(new GUIContent(\"AssetBundle to build\", \"The name of a CYF Shader AssetBundle within the shaders directory to build.\"), bundleName);\n\n        if (GUILayout.Button(new GUIContent(\"Build one AssetBundle\", \"Builds a CYF Shader AssetBundle with the name given in the text box above.\"))) {\n            BundleShaders.OneBundle(bundleName);\n            GUIUtility.ExitGUI();\n        } else if (GUILayout.Button(new GUIContent(\"Build all AssetBundles\", \"Builds all CYF Shader AssetBundles set up in the shaders directory.\"))) {\n            BundleShaders.AllBundlesOption();\n            GUIUtility.ExitGUI();\n        }\n    }\n}"
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    "path": "Assets/Editor/Shaders/CYFShaderTemplate.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Template\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                half4 color = (tex2D(_MainTex, IN.uv) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip(color.a - 0.001);\n                #endif\n\n                return color;\n            }\n        ENDCG\n        }\n    }\n}"
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    "path": "Assets/Editor/Shaders/Displacement.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Displacement\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        DispMap(\"Displacement Map\", 2D) = \"black\" {}\n        Intensity(\"Intensity\", Float) = 1\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n            #pragma multi_compile __ NO_PIXEL_SNAP\n            #pragma multi_compile __ NO_WRAP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            uniform float4 _MainTex_TexelSize;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            sampler2D DispMap;\n            float Intensity;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                half4 coloff = (tex2D(DispMap, IN.uv) + _TextureSampleAdd) * IN.color;\n                coloff *= 255;\n                coloff -= 128;\n\n                float2 offset = IN.uv;\n\n                offset.xy += mul(coloff.xy, float2(-Intensity / 640, -Intensity / 640));\n\n                #ifndef NO_PIXEL_SNAP\n                offset.x = (floor(offset.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\n                offset.y = (floor(offset.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n                #endif\n\n                half4 col = (tex2D(_MainTex, offset) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip (col.a - 0.001);\n                #endif\n\n                #ifdef NO_WRAP\n                col.a = (offset.x < 0 || offset.x > 1) || (offset.y < 0 || offset.y > 1) ? 0 : col.a;\n                #endif\n\n                return col;\n            }\n        ENDCG\n        }\n    }\n}"
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    "path": "Assets/Editor/Shaders/FitScreen.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/FitScreen\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        Width(\"Screen Width\", Float) = 640\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n            #pragma multi_compile __ NO_PIXEL_SNAP\n            \n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            uniform float4 _MainTex_TexelSize;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            float Width;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                float2 offset = IN.uv;\n                offset.x -= 0.5;\n                offset.x = offset.x * (640 / Width);\n                offset.x += 0.5;\n\n                #ifndef NO_PIXEL_SNAP\n                offset.x = (floor(offset.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\n                offset.y = (floor(offset.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n                #endif\n\n                half4 col = (tex2D(_MainTex, offset) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip (col.a - 0.001);\n                #endif\n\n                return col;\n            }\n        ENDCG\n        }\n    }\n}"
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  },
  {
    "path": "Assets/Editor/Shaders/Gradient.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Gradient\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        TopLeft(\"Top Left Color\", Color) = (1,1,1,1)\n        TopRight(\"Top Right Color\", Color) = (1,1,1,1)\n        BottomLeft(\"Bottom Left Color\", Color) = (1,1,1,1)\n        BottomRight(\"Bottom Right Color\", Color) = (1,1,1,1)\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile _ UNITY_UI_CLIP_RECT\n            #pragma multi_compile _ UNITY_UI_ALPHACLIP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            fixed4 TopLeft;\n            fixed4 TopRight;\n            fixed4 BottomLeft;\n            fixed4 BottomRight;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                half4 col = (tex2D(_MainTex, IN.uv) + _TextureSampleAdd) * IN.color;\n\n                \n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip(col.a - 0.001);\n                #endif\n                half4 c = col * lerp(lerp(BottomLeft, BottomRight, IN.uv.x), lerp(TopLeft, TopRight, IN.uv.x),IN.uv.y);\n\n                return c;\n            }\n        ENDCG\n        }\n    }\n}"
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    "content": "fileFormatVersion: 2\nguid: aeb44b95b14cdbc449bb4ca5992dedf3\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: cyfshaders\n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Editor/Shaders/Invert.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Invert\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                half4 col = (tex2D(_MainTex, IN.uv) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip(col.a - 0.001);\n                #endif\n\n                return fixed4(1 - col.r, 1 - col.g, 1 - col.b, col.a);\n            }\n        ENDCG\n        }\n    }\n}"
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    "path": "Assets/Editor/Shaders/Invert.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 033f764f33384ea4cab484086ee560c8\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: cyfshaders\n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Editor/Shaders/Rotation.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Rotation\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        Rotation(\"Rotation\", float) = 0\n        xPivot(\"X Pivot\", float) = 0.5\n        yPivot(\"Y Pivot\", float) = 0.5\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n            #pragma multi_compile __ NO_PIXEL_SNAP\n            #pragma multi_compile __ WRAP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            uniform float4 _MainTex_TexelSize;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            float Rotation;\n            float xPivot;\n            float yPivot;\n            static const float DegToRad = (3.1415926f / 180.0f);\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                float yoff = IN.uv.y;\n                float xoff = IN.uv.x;\n\n                float2 Center = float2(xPivot, yPivot);\n                float2 UV = float2(xoff * _MainTex_TexelSize.z, yoff * _MainTex_TexelSize.w);\n                UV -= Center * float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w);\n                float s = sin(Rotation * DegToRad);\n                float c = cos(Rotation * DegToRad);\n                float2x2 rMatrix = float2x2(c, -s, s, c);\n                rMatrix *= 0.5;\n                rMatrix += 0.5;\n                rMatrix = rMatrix * 2 - 1;\n                UV.xy = mul(UV.xy, rMatrix);\n                UV += Center * float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w);\n                UV *= float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y);\n\n                #ifndef NO_PIXEL_SNAP\n                UV.x = (floor(UV.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\n                UV.y = (floor(UV.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n                #endif\n\n                half4 col = (tex2D(_MainTex, UV) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip (col.a - 0.001);\n                #endif\n\n                #ifndef WRAP\n                col.a = (UV.x < 0 || UV.x > 1) || (UV.y < 0 || UV.y > 1) ? 0 : col.a;\n                #endif\n\n                return col;\n            }\n        ENDCG\n        }\n    }\n}"
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    "content": "fileFormatVersion: 2\nguid: 72bc16832188f814cb2572d0fe43573b\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: cyfshaders\n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Editor/Shaders/ScreenScale.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/ScreenScale\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        HorMult(\"Width Multiplier\", Float) = 1\n        VerMult(\"Width Multiplier\", Float) = 1\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n            #pragma multi_compile __ NO_PIXEL_SNAP\n            #pragma multi_compile __ WRAP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            uniform float4 _MainTex_TexelSize;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n            float VerMult;\n            float HorMult;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                float2 offset = IN.uv;\n                offset.y -= 0.5;\n                offset.y /= VerMult;\n                offset.y += 0.5;\n\n                offset.x -= 0.5;\n                offset.x /= HorMult;\n                offset.x += 0.5;\n\n                #ifndef NO_PIXEL_SNAP\n                offset.x = (floor(offset.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\n                offset.y = (floor(offset.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n                #endif\n\n                half4 col = (tex2D(_MainTex, offset) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip(col.a - 0.001);\n                #endif\n\n                #ifndef WRAP\n                col.a = (offset.x < 0 || offset.x > 1) || (offset.y < 0 || offset.y > 1) ? 0 : col.a;\n                #endif\n\n                return col;\n            }\n        ENDCG\n        }\n    }\n}"
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    "path": "Assets/Editor/Shaders/ScreenScale.shader.meta",
    "content": "fileFormatVersion: 2\nguid: cc68f134249331f4b92cbe801d376625\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: cyfshaders\n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Editor/Shaders/Wave.shader",
    "content": "﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Wave\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\n\n\n        Width(\"Width Change Size\", float) = 1\n        Rate(\"Width Change Rate\", float) = 1\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n            #pragma multi_compile __ NO_PIXEL_SNAP\n            #pragma multi_compile __ NO_WRAP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            uniform float4 _MainTex_TexelSize;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            float Width;\n            float Rate;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv  = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                float2 offset = IN.uv + float2(sin((_Time.y + IN.uv.y*Rate)) / 5*Width, 0);\n                #ifndef NO_PIXEL_SNAP\n                offset.x = (floor(offset.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\n                offset.y = (floor(offset.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n                #endif\n                half4 col = (tex2D(_MainTex, offset) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip (col.a - 0.001);\n                #endif\n\n                #ifdef NO_WRAP\n                col.a = (offset.x < 0 || offset.x > 1) ? 0 : col.a;\n                #endif\n\n                return col;\n            }\n        ENDCG\n        }\n    }\n}"
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    "path": "Assets/Fonts/PixelOperator/LICENSE.txt",
    "content": "Reserved font name: Pixel Operator (previously known as the 8-bit Operator)\n\nReleased by Jayvee Enaguas (HarvettFox96) <harvettfox96[nospam]tuta.io>,\nlicensed under the SIL OFL 1.1 <http://scripts.sil.org/OFL>. (C) 2009-2016.\n\n-----------------------------------------------------------\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\n-----------------------------------------------------------\n\nPREAMBLE\nThe goals of the Open Font License (OFL) are to stimulate worldwide\ndevelopment of collaborative font projects, to support the font creation\nefforts of academic and linguistic communities, and to provide a free and\nopen framework in which fonts may be shared and improved in partnership\nwith others.\n\nThe OFL allows the licensed fonts to be used, studied, modified and\nredistributed freely as long as they are not sold by themselves. The\nfonts, including any derivative works, can be bundled, embedded, \nredistributed and/or sold with any software provided that any reserved\nnames are not used by derivative works. The fonts and derivatives,\nhowever, cannot be released under any other type of license. The\nrequirement for fonts to remain under this license does not apply\nto any document created using the fonts or their derivatives.\n\nDEFINITIONS\n\"Font Software\" refers to the set of files released by the Copyright\nHolder(s) under this license and clearly marked as such. This may\ninclude source files, build scripts and documentation.\n\n\"Reserved Font Name\" refers to any names specified as such after the\ncopyright statement(s).\n\n\"Original Version\" refers to the collection of Font Software components as\ndistributed by the Copyright Holder(s).\n\n\"Modified Version\" refers to any derivative made by adding to, deleting,\nor substituting -- in part or in whole -- any of the components of the\nOriginal Version, by changing formats or by porting the Font Software to a\nnew environment.\n\n\"Author\" refers to any designer, engineer, programmer, technical\nwriter or other person who contributed to the Font Software.\n\nPERMISSION & CONDITIONS\nPermission is hereby granted, free of charge, to any person obtaining\na copy of the Font Software, to use, study, copy, merge, embed, modify,\nredistribute, and sell modified and unmodified copies of the Font\nSoftware, subject to the following conditions:\n\n1) Neither the Font Software nor any of its individual components,\nin Original or Modified Versions, may be sold by itself.\n\n2) Original or Modified Versions of the Font Software may be bundled,\nredistributed and/or sold with any software, provided that each copy\ncontains the above copyright notice and this license. These can be\nincluded either as stand-alone text files, human-readable headers or\nin the appropriate machine-readable metadata fields within text or\nbinary files as long as those fields can be easily viewed by the user.\n\n3) No Modified Version of the Font Software may use the Reserved Font\nName(s) unless explicit written permission is granted by the corresponding\nCopyright Holder. This restriction only applies to the primary font name as\npresented to the users.\n\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\nSoftware shall not be used to promote, endorse or advertise any\nModified Version, except to acknowledge the contribution(s) of the\nCopyright Holder(s) and the Author(s) or with their explicit written\npermission.\n\n5) The Font Software, modified or unmodified, in part or in whole,\nmust be distributed entirely under this license, and must not be\ndistributed under any other license. The requirement for fonts to\nremain under this license does not apply to any document created\nusing the Font Software.\n\nTERMINATION\nThis license becomes null and void if any of the above conditions are\nnot met.\n\nDISCLAIMER\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\nOTHER DEALINGS IN THE FONT SOFTWARE.\n"
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Animations/ScruffleAnim.lua",
    "content": "scruffleFalseUpperBody = CreateSprite(\"empty\")\nscruffleLArmTop = CreateSprite(\"Scruffle/leftarmtop\")\nscruffleLHand = CreateSprite(\"Scruffle/lefthand\")\nscruffleLArmBot = CreateSprite(\"Scruffle/leftarmbot\")\n\nscruffleLLeg = CreateSprite(\"Scruffle/leftleg\")\nscruffleRLeg = CreateSprite(\"Scruffle/rightleg\")\n\nscruffleUpperBody = CreateSprite(\"empty\")\nscruffleHood = CreateSprite(\"Scruffle/hoodtail\")\nscruffleTorso = CreateSprite(\"Scruffle/torso\")\nscruffleHead = CreateSprite(\"Scruffle/head\")\nscruffleBlush = CreateSprite(\"Scruffle/blush\")\n\nscruffleRArmTop = CreateSprite(\"Scruffle/rightarmtop\")\nscruffleRHand = CreateSprite(\"Scruffle/righthand\")\nscruffleRArmBot = CreateSprite(\"Scruffle/rightarmbot\")\n\nscruffleHurt = CreateSprite(\"Scruffle/hurt\")\nscruffleSpared = CreateSprite(\"Scruffle/spared\")\n\nscruffleFalseUpperBody.Scale(scruffleTorso.width * 2, scruffleTorso.height * 2)\nscruffleLArmTop.Scale(2, 2)\nscruffleLHand.Scale(2, 2)\nscruffleLArmBot.Scale(2, 2)\nscruffleLLeg.Scale(2, 2)\nscruffleRLeg.Scale(2, 2)\nscruffleUpperBody.Scale(scruffleTorso.width * 2, scruffleTorso.height * 2)\nscruffleHood.Scale(2, 2)\nscruffleTorso.Scale(2, 2)\nscruffleHead.Scale(2, 2)\nscruffleBlush.Scale(2, 2)\nscruffleRArmTop.Scale(2, 2)\nscruffleRHand.Scale(2, 2)\nscruffleRArmBot.Scale(2, 2)\nscruffleHurt.Scale(2, 2)\n\n--[[\nParenting tree:\n\ndeathParent\nmonstersprite\n  scruffleFalseUpperBody\n    scruffleLArmTop\n      scruffleLHand\n      scruffleLArmBot\n  scruffleLLeg\n  scruffleRLeg\n  scruffleUpperBody\n    scruffleHood\n    scruffleTorso\n      scruffleHead\n        scruffleBlush\n      scruffleRArmTop\n        scruffleRHand\n        scruffleRArmBot\n  scruffleHurt\n  scruffleSpared\n]]\n\nscruffleFalseUpperBody.SetParent(monstersprite)\nscruffleLArmTop.SetParent(scruffleFalseUpperBody)\nscruffleLHand.SetParent(scruffleLArmTop)\nscruffleLArmBot.SetParent(scruffleLArmTop)\n\nscruffleLLeg.SetParent(monstersprite)\nscruffleRLeg.SetParent(monstersprite)\n\nscruffleUpperBody.SetParent(monstersprite)\nscruffleHood.SetParent(scruffleUpperBody)\nscruffleTorso.SetParent(scruffleUpperBody)\nscruffleHead.SetParent(scruffleTorso)\nscruffleBlush.SetParent(scruffleHead)\n\nscruffleRArmTop.SetParent(scruffleTorso)\nscruffleRHand.SetParent(scruffleRArmTop)\nscruffleRArmBot.SetParent(scruffleRArmTop)\n\nscruffleHurt.SetParent(monstersprite)\nscruffleSpared.SetParent(monstersprite)\n\n\n\nscruffleFalseUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 80)\nscruffleLArmTop.MoveTo(-13, 64)\nscruffleLArmTop.SetPivot(0.7, 0.88)\nscruffleLHand.MoveTo(-20, -18)\nscruffleLHand.SetPivot(0.67, 0.96)\nscruffleLArmBot.MoveTo(7, 18)\nscruffleLArmBot.SetPivot(0.7, 0.88)\n\nscruffleLLeg.SetPivot(0.5, 0)\nscruffleLLeg.MoveToAbs(monstersprite.absx - 31, monstersprite.absy)\nscruffleRLeg.SetPivot(0.5, 0)\nscruffleRLeg.MoveToAbs(monstersprite.absx + 27, monstersprite.absy)\n\nscruffleUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 80)\nscruffleHood.MoveTo(11, 90)\nscruffleHood.SetPivot(0.105, 0.6)\nscruffleTorso.MoveTo(0, 0)\nscruffleTorso.SetPivot(0.5, 0.25)\nscruffleHead.MoveTo(5, 56)\nscruffleHead.SetPivot(0.7, 0.22)\nscruffleBlush.MoveTo(0, 0)\nscruffleBlush.alpha = 0\n\nscruffleRArmTop.MoveTo(22, 26)\nscruffleRArmTop.SetPivot(0.22, 0.85)\nscruffleRHand.MoveTo(13, -15)\nscruffleRHand.SetPivot(0.39, 0.96)\nscruffleRArmBot.MoveTo(-12, 19)\nscruffleRArmBot.SetPivot(0.22, 0.85)\n\nscruffleHurt.SetPivot(.5, 0)\nscruffleHurt.SetAnchor(.5, 0)\nscruffleHurt.MoveTo(0, 0)\nscruffleHurt.alpha = 0\n\nscruffleSpared.SetPivot(.5, 0)\nscruffleSpared.SetAnchor(.5, 0)\nscruffleSpared.MoveTo(2, -4)\nscruffleSpared.color = { 0.5, 0.5, 0.5, 0 }\n\nlocal time = 0\nlocal timer = 0\n\nanimation = \"Idle\"\n\nfunction SwitchAnimation(anim)\n    -- Reset the anim properly\n    ResetScruffle()\n    time = 0\n\n    -- Differences between the Idle and Death animation\n    if anim == \"Death\" then\n        scruffleLLeg.Set(\"Scruffle/Death/leftleg\")\n        scruffleRLeg.Set(\"Scruffle/Death/rightleg\")\n\n        scruffleRArmTop.Set(\"Scruffle/leftarm\")\n        scruffleRArmTop.SetPivot(0.7, 0.88)\n        scruffleRArmTop.Move(-17, -34)\n        scruffleRArmBot.Set(\"empty\")\n\n        scruffleRHand.Set(\"Scruffle/Death/righthand\")\n        scruffleRHand.MoveTo(-4, -18)\n        scruffleRHand.SetPivot(0.66, 0.06)\n\n        scruffleFalseUpperBody.SetParent(deathParent)\n        scruffleLLeg.SetParent(deathParent)\n        scruffleRLeg.SetParent(deathParent)\n        scruffleUpperBody.SetParent(deathParent)\n        scruffleHurt.SetParent(deathParent)\n    end\n\n    animation = anim\nend\n\nfunction AnimateScruffle()\n    -- Idle looped animation\n    if animation == \"Idle\" then\n        scruffleHood.rotation = 10 * math.sin(time * 2)\n        scruffleHead.MoveTo(5, 56 + 1.5 * math.sin(time * 1.5))\n        scruffleHead.rotation = 5 * math.sin(time)\n\n        scruffleLArmTop.rotation = 5 * math.sin(time * 1.75)\n        scruffleLArmBot.rotation = 5 * math.sin(time * 1.75)\n        scruffleLHand.rotation = -10 + 6 * math.sin(time / 1.25)\n\n        scruffleRArmTop.rotation = 4 * math.sin(time)\n        scruffleRArmBot.rotation = 4 * math.sin(time)\n        scruffleRHand.rotation = -4 + 6 * math.sin(time / 1.4)\n\n        scruffleFalseUpperBody.rotation = 3 * math.sin(time / 1.3)\n        scruffleFalseUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 81 + 2 * math.sin(time * 1.1))\n        scruffleUpperBody.rotation = 3 * math.sin(time / 1.3)\n        scruffleUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 81 + 2 * math.sin(time * 1.1))\n        if scruffleHood.alpha > 0 then\n            time = time + Time.dt\n        end\n    -- Death oneshot animation\n    elseif animation == \"Death\" then\n        -- Right arm detaches from the body (hahaha)\n        if timer == 0 then\n            scruffleRArmTop.SetParent(deathParent)\n            scruffleRArmTop.SetPivot(0.23, 0.17)\n            Audio.PlaySound(\"spear\")\n        -- Right arm falls on the ground\n        elseif timer < 45 then\n            scruffleRArmTop.Move(1.4, -timer * 4.2 / 45)\n            scruffleRArmTop.rotation = scruffleRArmTop.rotation + 2.5\n            scruffleRHand.rotation = scruffleRHand.rotation + 6\n        -- Scruffle squeaks and looks at his missing arm\n        elseif timer == 90 then\n            scruffleHead.Move(14, 0)\n            scruffleHead.Set(\"Scruffle/Death/head2\")\n            Audio.PlaySound(\"squeak\")\n        -- All the parts of the body are detached from the monster (hahahahaha)\n        elseif timer == 135 then\n            scruffleHead.Set(\"Scruffle/Death/head3\")\n            scruffleLArmTop.SetParent(deathParent)\n            scruffleTorso.SetParent(deathParent)\n            scruffleHood.SetParent(deathParent)\n            scruffleLLeg.SetPivot(0.5, 0.5)\n            scruffleLLeg.Move(0, scruffleLLeg.height)\n            scruffleLLeg.SendToTop()\n            scruffleRLeg.SetPivot(0.5, 0.5)\n            scruffleRLeg.Move(0, scruffleRLeg.height)\n            scruffleRLeg.SendToTop()\n            scruffleRArmTop.SendToTop()\n            scruffleHead.SetParent(deathParent)\n            Audio.PlaySound(\"sudden\")\n        -- All the parts fall on the ground\n        elseif timer > 135 and timer < 180 then\n            scruffleLArmTop.rotation = scruffleLArmTop.rotation - 1.5\n            scruffleLArmTop.Move(0.5, -(timer - 135) * 5.4 / 45)\n\n            scruffleLLeg.rotation = scruffleLLeg.rotation - 1.8\n            scruffleLLeg.Move(0, -(timer - 135) * 0.5 / 45)\n\n            scruffleRLeg.rotation = scruffleRLeg.rotation + 1.8\n            scruffleRLeg.Move(0.5, -(timer - 135) * 0.5 / 45)\n\n            scruffleHood.rotation = scruffleHood.rotation + 3.9\n            scruffleHood.Move(1.5, -(timer - 135) * 7 / 45)\n\n            scruffleTorso.rotation = scruffleTorso.rotation + 1.9\n            scruffleTorso.Move(0.75, -(timer - 135) * 2 / 45)\n\n            scruffleHead.Move(0.5, -(timer - 135) * 6 / 45)\n        -- Destroy the entire animation, replace deathParent by a unique dusting sprite\n        elseif timer == 180 then\n            deathParent.Set(\"Scruffle/Death/dustingmess\")\n            deathParent.alpha = 1\n            deathParent.Move(13, -8)\n            DeleteAnimation()\n            deathParent.Dust(true, true)\n        end\n\n        timer = timer + 1\n    end\nend\n\n-- Reset the animation to its starting Idle animation positions\nfunction ResetScruffle()\n    if animation == \"Idle\" then\n        scruffleHood.rotation = 0\n        scruffleHead.MoveTo(5, 56)\n        scruffleHead.rotation = 0\n\n        scruffleLArmTop.rotation = 0\n        scruffleLArmBot.rotation = 0\n        scruffleLHand.rotation = 0\n\n        scruffleRArmTop.rotation = 0\n        scruffleRArmBot.rotation = 0\n        scruffleRHand.rotation = 0\n\n        scruffleFalseUpperBody.rotation = 0\n        scruffleFalseUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 80)\n        scruffleUpperBody.rotation = 0\n        scruffleUpperBody.MoveToAbs(monstersprite.absx - 4, monstersprite.absy + 80)\n    end\nend\n\nblushAlpha = 0\n-- Makes the blushing sprite visible with a given alpha value\nfunction Blush(alpha)\n    scruffleBlush.alpha = alpha\n    blushAlpha = alpha\nend\n\n-- It hurts to be knifed\nfunction AnimateHurt(hurt)\n    local animAlpha = hurt and 0 or 1\n\n    scruffleLArmTop.alpha = animAlpha\n    scruffleLHand.alpha = animAlpha\n    scruffleLArmBot.alpha = animAlpha\n\n    scruffleLLeg.alpha = animAlpha\n    scruffleRLeg.alpha = animAlpha\n\n    scruffleHood.alpha = animAlpha\n    scruffleTorso.alpha = animAlpha\n    scruffleHead.alpha = animAlpha\n    scruffleBlush.alpha = animAlpha == 0 and 0 or blushAlpha\n\n    scruffleRArmTop.alpha = animAlpha\n    scruffleRHand.alpha = animAlpha\n    scruffleRArmBot.alpha = animAlpha\n\n    scruffleHurt.alpha = 1 - animAlpha\n\n    ResetScruffle()\n    time = 0\nend\n\n-- It's nice to be spared\nfunction AnimateSpare(spare)\n    local animAlpha = spare and 0 or 1\n\n    scruffleLArmTop.alpha = animAlpha\n    scruffleLHand.alpha = animAlpha\n    scruffleLArmBot.alpha = animAlpha\n\n    scruffleLLeg.alpha = animAlpha\n    scruffleRLeg.alpha = animAlpha\n\n    scruffleHood.alpha = animAlpha\n    scruffleTorso.alpha = animAlpha\n    scruffleHead.alpha = animAlpha\n    scruffleBlush.alpha = animAlpha == 0 and 0 or blushAlpha\n\n    scruffleRArmTop.alpha = animAlpha\n    scruffleRHand.alpha = animAlpha\n    scruffleRArmBot.alpha = animAlpha\n\n    scruffleSpared.alpha = 1 - animAlpha\n\n    ResetScruffle()\n    time = 0\nend\n\n-- Destroy it all\nfunction DeleteAnimation()\n    scruffleHurt.Remove()\n\n    scruffleRArmBot.Remove()\n    scruffleRHand.Remove()\n    scruffleRArmTop.Remove()\n\n    scruffleBlush.Remove()\n    scruffleHead.Remove()\n    scruffleTorso.Remove()\n    scruffleHood.Remove()\n    scruffleUpperBody.Remove()\n\n    scruffleRLeg.Remove()\n    scruffleLLeg.Remove()\n\n    scruffleLArmBot.Remove()\n    scruffleLHand.Remove()\n    scruffleLArmTop.Remove()\n    scruffleFalseUpperBody.Remove()\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Animations/ScruffleAnim.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Animations/StaticAnim.lua",
    "content": "staticFalseUpperBody = CreateSprite(\"empty\")\nstaticTail = CreateSprite(\"Static/tail\")\nstaticTailMask = CreateSprite(\"Static/tailmask\")\nstaticTailStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticLArm = CreateSprite(\"Static/larm\")\nstaticLHand = CreateSprite(\"Static/lhand\")\n\nstaticLegs = CreateSprite(\"Static/legs\")\nstaticTorso = CreateSprite(\"Static/torso\")\n\nstaticRArm = CreateSprite(\"Static/rarm\")\nstaticRHand = CreateSprite(\"Static/rhand\")\n\nstaticFluff = CreateSprite(\"Static/fluff\")\nstaticFluffMask = CreateSprite(\"Static/fluffmask\")\nstaticFluffStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticFalseHeadBase = CreateSprite(\"empty\")\nstaticHeadBase = CreateSprite(\"Static/headbase\")\nstaticFace = CreateSprite(\"Static/face\")\nstaticFaceMask = CreateSprite(\"Static/facemask\")\nstaticFaceStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticDeathExplosion = CreateSprite(\"empty\")\nstaticDeathSmokes = { }\n\nstaticLEar = CreateSprite(\"Static/lear\")\nstaticLEarMask = CreateSprite(\"Static/learmask\")\nstaticLEarStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticREar = CreateSprite(\"Static/rear\")\nstaticREarMask = CreateSprite(\"Static/rearmask\")\nstaticREarStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticHurt = CreateSprite(\"Static/Hurt/hurt\")\n\nstaticHurtFluffMask = CreateSprite(\"Static/Hurt/fluffmask\")\nstaticHurtFluffStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticHurtTailMask = CreateSprite(\"Static/Hurt/tailmask\")\nstaticHurtTailStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticHurtFaceMask = CreateSprite(\"Static/Hurt/facemask\")\nstaticHurtFaceStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticHurtLEarMask = CreateSprite(\"Static/Hurt/learmask\")\nstaticHurtLEarStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticHurtREarMask = CreateSprite(\"Static/Hurt/rearmask\")\nstaticHurtREarStatic = CreateSprite(\"Static/staticeffect\")\n\nstaticSpared = CreateSprite(\"Static/spared\")\n\n\n\nstaticFalseUpperBody.Scale(staticTorso.width * 2, staticTorso.height * 2)\nstaticTail.Scale(2, 2)\nstaticTailMask.Scale(2, 2)\nstaticLArm.Scale(2, 2)\nstaticLHand.Scale(2, 2)\nstaticLegs.Scale(2, 2)\nstaticTorso.Scale(2, 2)\nstaticRArm.Scale(2, 2)\nstaticRHand.Scale(2, 2)\nstaticFluff.Scale(2, 2)\nstaticFluffMask.Scale(2, 2)\nstaticFalseHeadBase.Scale(staticHeadBase.width * 2, staticHeadBase.height * 2)\nstaticHeadBase.Scale(2, 2)\nstaticFace.Scale(2, 2)\nstaticFaceMask.Scale(2, 2)\nstaticDeathExplosion.Scale(2, 2)\nstaticLEar.Scale(2, 2)\nstaticLEarMask.Scale(2, 2)\nstaticREar.Scale(2, 2)\nstaticREarMask.Scale(2, 2)\nstaticHurt.Scale(2, 2)\nstaticHurtFluffMask.Scale(2, 2)\nstaticHurtTailMask.Scale(2, 2)\nstaticHurtFaceMask.Scale(2, 2)\nstaticHurtLEarMask.Scale(2, 2)\nstaticHurtREarMask.Scale(2, 2)\n\n\n\n--[[\nParenting tree:\n\ndeathparent\nmonstersprite\n  staticFalseUpperBody +1\n    staticTail\n      staticTailMask ^\n        staticTailStatic X\n    staticLArm\n      staticLHand\n  staticLegs\n    staticTorso +1\n      staticRArm\n        staticRHand\n      staticFluff\n        staticFluffMask ^\n          staticFluffStatic X\n      staticHeadBase\n        staticLEar\n          staticLEarMask ^\n            staticLEarStatic X\n        staticREar\n          staticREarMask ^\n            staticREarStatic X\n        staticFace ^\n          staticFaceMask ^\n            staticFaceStatic X\n          staticDeathExplosion\n  staticHurt ^\n    staticHurtFluffMask\n      staticHurtFluffStatic X\n    staticHurtTailMask\n      staticHurtTailStatic X\n    staticHurtFaceMask\n      staticHurtFaceStatic X\n    staticHurtLEarMask\n      staticHurtLEarStatic X\n    staticHurtREarMask\n      staticHurtREarStatic X\n  staticSpared ^\n\n^ = same position as parent\nX = static sprite\n+1 = same position\n]]\n\nstaticFalseUpperBody.SetParent(monstersprite)\nstaticTail.SetParent(staticFalseUpperBody)\nstaticTailMask.SetParent(staticTail)\nstaticTailStatic.SetParent(staticTailMask)\n\nstaticLArm.SetParent(staticFalseUpperBody)\nstaticLHand.SetParent(staticLArm)\n\nstaticLegs.SetParent(monstersprite)\nstaticTorso.SetParent(staticLegs)\n\nstaticRArm.SetParent(staticTorso)\nstaticRHand.SetParent(staticRArm)\n\nstaticFluff.SetParent(staticTorso)\nstaticFluffMask.SetParent(staticFluff)\nstaticFluffStatic.SetParent(staticFluffMask)\n\nstaticHeadBase.SetParent(staticTorso)\n\nstaticLEar.SetParent(staticHeadBase)\nstaticLEarMask.SetParent(staticLEar)\nstaticLEarStatic.SetParent(staticLEarMask)\n\nstaticREar.SetParent(staticHeadBase)\nstaticREarMask.SetParent(staticREar)\nstaticREarStatic.SetParent(staticREarMask)\n\nstaticFace.SetParent(staticHeadBase)\nstaticFaceMask.SetParent(staticFace)\nstaticFaceStatic.SetParent(staticFaceMask)\nstaticDeathExplosion.SetParent(staticFace)\n\nstaticHurt.SetParent(monstersprite)\n\nstaticHurtFluffMask.SetParent(staticHurt)\nstaticHurtFluffStatic.SetParent(staticHurtFluffMask)\n\nstaticHurtTailMask.SetParent(staticHurt)\nstaticHurtTailStatic.SetParent(staticHurtTailMask)\n\nstaticHurtFaceMask.SetParent(staticHurt)\nstaticHurtFaceStatic.SetParent(staticHurtFaceMask)\n\nstaticHurtLEarMask.SetParent(staticHurt)\nstaticHurtLEarStatic.SetParent(staticHurtLEarMask)\n\nstaticHurtREarMask.SetParent(staticHurt)\nstaticHurtREarStatic.SetParent(staticHurtREarMask)\n\nstaticSpared.SetParent(monstersprite)\n\n\n\nstaticLegs.SetPivot(0.5, 0)\nstaticLegs.MoveToAbs(monstersprite.absx - 22, monstersprite.absy)\nstaticTorso.SetAnchor(0.5, 0.9)\nstaticTorso.SetPivot(0.5, 0.13)\nstaticTorso.MoveTo(7, 3)\nstaticFalseUpperBody.SetPivot(0.5, 0.13)\nstaticFalseUpperBody.MoveToAbs(staticTorso.absx, staticTorso.absy)\n\nstaticTail.SetPivot(0.2, 0.17)\nstaticTail.MoveTo(28, -45)\nstaticTailMask.MoveTo(0, 0)\nstaticTailMask.Mask(\"stencil\")\nstaticTailStatic.MoveTo(0, 0)\n\nstaticLArm.SetPivot(0.86, 0.85)\nstaticLArm.MoveTo(-16, 26)\nstaticLHand.SetPivot(0.73, 0.22)\nstaticLHand.MoveTo(-15, -15)\n\nstaticRArm.SetPivot(0.23, 0.8)\n--staticRArm.MoveToAbs(monstersprite.absx + 5, monstersprite.absy + 154)\nstaticRArm.MoveTo(20, 26)\nstaticRHand.SetPivot(0.81, 0.85)\nstaticRHand.MoveTo(18, -6)\n\nstaticFluff.MoveTo(5, 26)\nstaticFluffMask.MoveTo(0, 0)\nstaticFluffMask.Mask(\"stencil\")\nstaticFluffStatic.MoveTo(0, 0)\n\nstaticHeadBase.SetPivot(0.45, 0.13)\nstaticHeadBase.MoveTo(2, 46)\n\nstaticLEar.SetPivot(0.75, 0.42)\nstaticLEar.MoveTo(-30, 12)\nstaticLEarMask.MoveTo(0, 0)\nstaticLEarMask.Mask(\"stencil\")\nstaticLEarStatic.MoveTo(0, 0)\n\nstaticREar.SetPivot(0.29, 0.38)\nstaticREar.MoveTo(40, 10)\nstaticREarMask.MoveTo(0, 0)\nstaticREarMask.Mask(\"stencil\")\nstaticREarStatic.MoveTo(100, 0)\n\nstaticFace.SetPivot(0, 0.5)\nstaticFace.SetAnchor(0, 0.5)\nstaticFace.MoveTo(0, 0)\nstaticFaceMask.MoveTo(0, 0)\nstaticFaceMask.Mask(\"stencil\")\nstaticFaceStatic.MoveTo(0, 0)\n\nstaticDeathExplosion.SetAnchor(0.84, 0.83)\nstaticDeathExplosion.MoveTo(0, 0)\nstaticDeathExplosion.loopmode = \"ONESHOTEMPTY\"\n\nstaticHurt.SetPivot(0.5, 0)\nstaticHurt.MoveToAbs(monstersprite.absx, monstersprite.absy)\nstaticHurt.alpha = 0\n\nstaticHurtFluffMask.MoveTo(5, 18)\nstaticHurtFluffMask.Mask(\"stencil\")\nstaticHurtFluffStatic.MoveTo(0, 0)\nstaticHurtFluffStatic.alpha = 0\n\nstaticHurtTailMask.MoveTo(50, -1)\nstaticHurtTailMask.Mask(\"stencil\")\nstaticHurtTailStatic.MoveTo(0, 0)\nstaticHurtTailStatic.alpha = 0\n\nstaticHurtFaceMask.MoveTo(1, 64)\nstaticHurtFaceMask.Mask(\"stencil\")\nstaticHurtFaceStatic.MoveTo(0, 0)\nstaticHurtFaceStatic.alpha = 0\n\nstaticHurtLEarMask.MoveTo(-26, 93)\nstaticHurtLEarMask.Mask(\"stencil\")\nstaticHurtLEarStatic.MoveTo(0, 0)\nstaticHurtLEarStatic.alpha = 0\n\nstaticHurtREarMask.MoveTo(48, 81)\nstaticHurtREarMask.Mask(\"stencil\")\nstaticHurtREarStatic.MoveTo(0, 0)\nstaticHurtREarStatic.alpha = 0\n\nstaticSpared.SetPivot(0.5, 0)\nstaticSpared.MoveToAbs(monstersprite.absx, monstersprite.absy)\nstaticSpared.color = { 0.5, 0.5, 0.5, 0 }\n\n-- Animation used for the explosion\nexplosionAnimation = { }\nfor i = 1, 5 do\n    table.insert(explosionAnimation, \"Waves/SSLaserPoint/Boom/\" .. i)\nend\n\n-- Used to know which sprites to update to create a static effect\nlocal staticSprites = {\n    { staticTailStatic, 98, 86 },\n    { staticFaceStatic, 72, 60 },\n    { staticFluffStatic, 94, 64 },\n    { staticLEarStatic, 32, 38 },\n    { staticREarStatic, 34, 42 },\n    { staticHurtFluffStatic, 108, 54 },\n    { staticHurtTailStatic, 70, 80 },\n    { staticHurtFaceStatic, 40, 34 },\n    { staticHurtLEarStatic, 14, 28 },\n    { staticHurtREarStatic, 22, 28 }\n}\n\n-- Compute how much leeway pixels we have to move the static image around\nfor _, staticEffect in pairs(staticSprites) do\n    staticEffect[\"diffX\"] = 180 - staticEffect[2]\n    staticEffect[\"halfDiffX\"] = staticEffect[\"diffX\"] / 2\n    staticEffect[\"diffY\"] = 180 - staticEffect[3]\n    staticEffect[\"halfDiffY\"] = staticEffect[\"diffY\"] / 2\nend\n\nlocal time = 0\nlocal timer = 0\nanimation = \"Idle\"\n\nfunction SwitchAnimation(anim)\n    -- Reset the anim properly\n    ResetStatic()\n    time = 0\n    timer = 0\n\n    -- Differences between the Idle and Death animation\n    if anim == \"Death\" then\n        staticSprites[2][\"diffX\"] = 256 - staticSprites[2][2]\n        staticSprites[2][\"halfDiffX\"] = staticSprites[2][\"diffX\"] / 2\n        staticSprites[2][\"diffY\"] = 256 - staticSprites[2][3]\n        staticSprites[2][\"halfDiffY\"] = staticSprites[2][\"diffY\"] / 2\n\n        staticFace.Set(\"Static/Death/face\")\n        staticFaceMask.Set(\"Static/Death/facemask\")\n\n        staticDeathExplosion.SetAnimation(explosionAnimation, 1/15)\n        Audio.PlaySound(\"boom\")\n\n        staticFalseUpperBody.SetParent(deathParent)\n        staticLegs.SetParent(deathParent)\n        staticHurt.SetParent(deathParent)\n        staticSpared.SetParent(deathParent)\n    end\n\n    animation = anim\nend\n\nfunction AnimateStatic()\n    -- Update all static sprites so they look random\n    if staticSprites[1][1].isactive and timer % 5 == 0 then\n        for _, staticEffect in pairs(staticSprites) do\n            staticEffect[1].rotation = staticEffect[1].rotation + math.random(1, 3) * 90\n            staticEffect[1].Scale(math.random() < .5 and -1 or 1, math.random() < .5 and -1 or 1)\n            staticEffect[1].MoveTo(math.random(0, staticEffect[\"diffX\"]) - staticEffect[\"halfDiffX\"],\n                                   math.random(0, staticEffect[\"diffY\"]) - staticEffect[\"halfDiffY\"])\n        end\n    end\n\n    -- Idle looped animation\n    if animation == \"Idle\" then\n        staticLegs.yscale = 1.9 + 0.1 * math.cos(time / 2)\n\n        staticTail.rotation = -15 * math.sin(time * 3)\n\n        staticTorso.MoveTo(7, 3 + 2 * math.cos(time * 1.2))\n        staticTorso.rotation = -4 * math.sin(time / 1.2)\n        staticFalseUpperBody.MoveToAbs(staticTorso.absx, staticTorso.absy)\n\n        staticLArm.rotation = -6 * math.sin(time / 1.5)\n        staticLHand.rotation = -8 * math.sin(time / 1.3)\n\n        staticRArm.rotation = 2 - 2 * math.cos(time / 3)\n        staticRHand.rotation = 2 - 2 * math.cos(time / 3)\n\n        staticHeadBase.rotation = -5 * math.sin(time)\n        staticHeadBase.MoveTo(2, 46 + -3 * math.sin(time / 2))\n\n        staticLEar.rotation = 10 * math.sin(time * 1.5)\n        staticREar.rotation = -10 * math.sin(time * 1.5)\n\n        if staticTorso.alpha > 0 then\n            time = time + Time.dt\n        end\n    else\n        -- Death oneshot animation\n        if timer <= 115 then\n            -- Update the face's static sprite\n            if timer % 5 == 0 then\n                staticSprites[2][1].Set(\"Static/Death/staticeffect\" .. math.random(1, 3))\n                staticSprites[2][1].rotation = math.random(0, 1) * 180\n                staticSprites[2][1].MoveTo(math.random(0, staticSprites[2][\"diffX\"]) - staticSprites[2][\"halfDiffX\"],\n                                           math.random(0, staticSprites[2][\"diffY\"]) - staticSprites[2][\"halfDiffY\"])\n            end\n\n            -- Spawn smoke\n            if timer % 15 == 14 then\n                local smoke = CreateSprite(\"Static/Death/smoke\", \"BelowArena\")\n                smoke.MoveToAbs(staticDeathExplosion.absx + math.random(-15, 15), staticDeathExplosion.absy + math.random(-15, 15))\n                smoke.alpha = 0.5\n                smoke.Scale(0, 0)\n                smoke[\"timer\"] = timer\n                table.insert(staticDeathSmokes, smoke)\n            end\n\n            -- Play static sound\n            if timer == 30 then\n                NewAudio.CreateChannel(\"static\")\n                NewAudio.PlaySound(\"static\", \"static\", false, 0.2)\n            end\n\n            -- Ouch! Explosions hurt!\n            if timer < 10 then                      staticHeadBase.rotation = staticHeadBase.rotation + 1.5\n            elseif timer >= 30 and timer < 60 then  staticHeadBase.rotation = staticHeadBase.rotation - 0.5\n            -- Drooping arms\n            elseif timer >= 90 and timer < 100 then staticLHand.rotation = staticLHand.rotation + 5\n                                                    staticRHand.rotation = staticRHand.rotation + 2\n            -- Replace a few hand sprites\n            elseif timer == 100 then\n                staticLHand.Set(\"Static/Death/rhand\")\n                staticLHand.SetPivot(0.33, 0.8)\n                staticLHand.xscale = -2\n                staticLHand.rotation = 75\n                staticLHand.Move(7, -4)\n\n                staticRArm.Move(0, -6)\n                staticRHand.Set(\"Static/Death/rhand\")\n                staticRHand.SetPivot(0.33, 0.8)\n                staticRHand.rotation = -45\n                staticRHand.Move(-4, -6)\n            -- Life slowly leaves the body as all body parts start to dangle\n            elseif timer > 100 and timer < 115 then staticLHand.rotation = staticLHand.rotation - 5\n                                                    staticLArm.rotation = staticLArm.rotation + 2\n                                                    staticRHand.rotation = staticRHand.rotation + 2\n                                                    staticRArm.rotation = staticRArm.rotation - 2\n                                                    staticTail.yscale = staticTail.yscale - 2/7\n                                                    staticLEar.rotation = staticLEar.rotation + 1.5\n                                                    staticREar.rotation = staticREar.rotation - 1.5\n            -- ded\n            elseif timer == 115 then\n                deathParent.Set(\"Static/Death/dustingmess\")\n                deathParent.alpha = 1\n                deathParent.Move(13, 0)\n                DeleteAnimation()\n                deathParent.Dust(true, true)\n                NewAudio.DestroyChannel(\"static\")\n            end\n        end\n\n        -- Update smoke\n        for i = #staticDeathSmokes, 1, -1 do\n            local smoke = staticDeathSmokes[i]\n            local time = timer - smoke[\"timer\"]\n\n            smoke.Move(0, 0.5)\n            if time < 30 then smoke.Scale((time + 1) / 30, (time + 1) / 30)\n            else              smoke.alpha = smoke.alpha - 0.5 / 30\n            end\n\n            if smoke.alpha == 0 then\n                table.remove(staticDeathSmokes, i)\n                smoke.Remove()\n            end\n        end\n    end\n\n    timer = timer + 1\nend\n\n-- Reset the animation to its starting Idle animation positions\nfunction ResetStatic()\n    staticLegs.yscale = 2\n\n    staticTail.rotation = 0\n\n    staticTorso.MoveTo(7, 3)\n    staticTorso.rotation = 0\n    staticFalseUpperBody.MoveToAbs(staticTorso.absx, staticTorso.absy)\n\n    staticLArm.rotation = 0\n    staticLHand.rotation = 0\n\n    staticRArm.rotation = 0\n    staticRHand.rotation = 0\n\n    staticHeadBase.rotation = 0\n    staticHeadBase.MoveTo(2, 46)\n\n    staticLEar.rotation = 0\n    staticREar.rotation = 0\nend\n\n-- It hurts to be knifed\nfunction AnimateHurt(hurt)\n    local animAlpha = hurt and 0 or 1\n\n    staticTail.alpha = animAlpha\n    staticTailStatic.alpha = animAlpha\n\n    staticLArm.alpha = animAlpha\n    staticLHand.alpha = animAlpha\n\n    staticLegs.alpha = animAlpha\n    staticTorso.alpha = animAlpha\n\n    staticRArm.alpha = animAlpha\n    staticRHand.alpha = animAlpha\n\n    staticFluff.alpha = animAlpha\n    staticFluffStatic.alpha = animAlpha\n\n    staticHeadBase.alpha = animAlpha\n    staticFace.alpha = animAlpha\n    staticFaceStatic.alpha = animAlpha\n\n    staticLEar.alpha = animAlpha\n    staticLEarStatic.alpha = animAlpha\n\n    staticREar.alpha = animAlpha\n    staticREarStatic.alpha = animAlpha\n\n    staticHurt.alpha = 1 - animAlpha\n    staticHurtFluffStatic.alpha = 1 - animAlpha\n    staticHurtTailStatic.alpha = 1 - animAlpha\n    staticHurtFaceStatic.alpha = 1 - animAlpha\n    staticHurtLEarStatic.alpha = 1 - animAlpha\n    staticHurtREarStatic.alpha = 1 - animAlpha\n\n    ResetStatic()\n    time = 0\nend\n\n-- It's nice to be spared\nfunction AnimateSpare(spare)\n    local animAlpha = spare and 0 or 1\n\n    staticTail.alpha = animAlpha\n    staticTailStatic.alpha = animAlpha\n\n    staticLArm.alpha = animAlpha\n    staticLHand.alpha = animAlpha\n\n    staticLegs.alpha = animAlpha\n    staticTorso.alpha = animAlpha\n\n    staticRArm.alpha = animAlpha\n    staticRHand.alpha = animAlpha\n\n    staticFluff.alpha = animAlpha\n    staticFluffStatic.alpha = animAlpha\n\n    staticHeadBase.alpha = animAlpha\n    staticFace.alpha = animAlpha\n    staticFaceStatic.alpha = animAlpha\n\n    staticLEar.alpha = animAlpha\n    staticLEarStatic.alpha = animAlpha\n\n    staticREar.alpha = animAlpha\n    staticREarStatic.alpha = animAlpha\n\n    staticSpared.alpha = 1 - animAlpha\n\n    ResetStatic()\n    time = 0\nend\n\n-- Change Static's TV screen so it displays a quick Mettaton animation\nfunction ChangeChannel()\n    table.remove(staticSprites, 2)\n    staticFaceStatic.Scale(2, 2)\n    staticFaceStatic.rotation = staticFace.rotation\n    staticFaceStatic.MoveTo(0, 0)\n\n    local a = \"Static/faceMTT1\"\n    local b = \"Static/faceMTT2\"\n    staticFaceStatic.SetAnimation({ a, a, a, b, b, b, a, b, a, b }, 1 / 8)\nend\n\n-- Destroy it all\nfunction DeleteAnimation()\n    staticSpared.Remove()\n\n    staticHurtREarStatic.Remove()\n    staticHurtREarMask.Remove()\n\n    staticHurtLEarStatic.Remove()\n    staticHurtLEarMask.Remove()\n\n    staticHurtFaceStatic.Remove()\n    staticHurtFaceMask.Remove()\n\n    staticHurtTailStatic.Remove()\n    staticHurtTailMask.Remove()\n\n    staticHurtFluffStatic.Remove()\n    staticHurtFluffMask.Remove()\n\n    staticHurt.Remove()\n\n    staticREarStatic.Remove()\n    staticREarMask.Remove()\n    staticREar.Remove()\n\n    staticLEarStatic.Remove()\n    staticLEarMask.Remove()\n    staticLEar.Remove()\n\n    staticDeathExplosion.Remove()\n\n    staticFaceStatic.Remove()\n    staticFaceMask.Remove()\n    staticFace.Remove()\n    staticHeadBase.Remove()\n    staticFalseHeadBase.Remove()\n\n    staticFluffStatic.Remove()\n    staticFluffMask.Remove()\n    staticFluff.Remove()\n\n    staticRHand.Remove()\n    staticRArm.Remove()\n\n    staticTorso.Remove()\n    staticLegs.Remove()\n\n    staticLHand.Remove()\n    staticLArm.Remove()\n\n    staticTailStatic.Remove()\n    staticTailMask.Remove()\n    staticTail.Remove()\n    staticFalseUpperBody.Remove()\nend"
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Animations/exrumia_anim.lua",
    "content": "animationFrames = {\"ExRumia/1\", \"ExRumia/2\", \"ExRumia/3\", \"ExRumia/4\", \"ExRumia/5\", \"ExRumia/6\", \"ExRumia/7\", \"ExRumia/8\", \"ExRumia/9\"}\ncurrentFrame = 1\nanimationTimer = 0\n\nfunction AnimateExRumia()\n\tanimationTimer = animationTimer + 1\n\tif(animationTimer%8 == 0) then\n\t\tcurrentFrame = (currentFrame % (#animationFrames)) + 1\n\t\tanimationTimer = 0\n\t\tenemies[1].Call(\"SetSprite\", animationFrames[currentFrame])\n\tend\nend"
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Animations/lukark_anim.lua",
    "content": "temp_anim = 0\n\nhair = CreateSprite(\"Lukark/hair/1\")\nhead = CreateSprite(\"Lukark/headnormal\")\nlegs = CreateSprite(\"Lukark/legs\")\ntorso = CreateSprite(\"Lukark/torso\")\narms = CreateSprite(\"Lukark/arms/1\")\n\narms.SetAnimation({\"Lukark/arms/1\",\"Lukark/arms/1\",\"Lukark/arms/1\",\"Lukark/arms/1\",\"Lukark/arms/1\",\n\t\t\t\t   \"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\",\n\t\t\t\t   \"Lukark/arms/3\",\"Lukark/arms/3\",\"Lukark/arms/4\",\"Lukark/arms/4\",\"Lukark/arms/3\",\n\t\t\t\t   \"Lukark/arms/3\",\"Lukark/arms/4\",\"Lukark/arms/4\",\"Lukark/arms/3\",\"Lukark/arms/3\",\n\t\t\t\t   \"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\",\"Lukark/arms/2\"}\n\t\t\t\t   , 1/25)\nhair.SetAnimation({\"Lukark/hair/1\",\"Lukark/hair/2\",\"Lukark/hair/3\",\n\t\t\t\t   \"Lukark/hair/4\",\"Lukark/hair/3\",\"Lukark/hair/2\"}\n\t\t\t\t   , 1/5)\n\t\t\t\t   \nlegs.x = 120   legs.y = 340\narms.x = 320   arms.y = 340\nhair.x = 320   hair.y = 340\nhead.x = 320   head.y = 340\ntorso.x = 320  torso.y = 340\n\nhead.SetPivot(0.5, 0.5)\narms.SetPivot(0.5, 0.5)\ntorso.SetPivot(0.5, 0.5) torso.SetAnchor(0.5, 0.5)\nlegs.SetPivot(0.5, 0.5)\nhair.SetPivot(0.5, 0.5)\n\nfunction Animate(animation)\n    head.Set(\"Lukark/head\" .. animation)\nend\n\nfunction AnimateLukark()\t\n\tlegs.Scale(1, 1+0.05*math.sin(temp_anim*2))\n\tlegs.MoveTo(320, 340+(5.15*math.sin(temp_anim*2)))\n\tarms.MoveTo(320, 341+(5.15*math.sin(temp_anim*2)))\n\thead.MoveTo(321, 342+(5.15*math.sin(temp_anim*2)))\n\thair.MoveTo(320, 341+(5.15*math.sin(temp_anim*2)))\n\ttorso.MoveTo(320, 341+(5.15*math.sin(temp_anim*2)))\n\ttemp_anim = temp_anim + Time.dt\t\nend"
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  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story1.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\n\nenemies = {\"exrumia\"}\nenemypositions = {{0, 0}}\n\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n\toldname = Player.name\n\tPlayer.name = \"FRISKY\"\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\trequire \"Animations/exrumia_anim\"\n\tenemies[1][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t                                 \"[noskip]If you came here,[w:10] it must be for a good reason.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip]We'll tell you the story of Create Your Frisk.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip]In February 2016,[w:10] RhenaudTheLukark,[w:10] the creator of Create Your Frisk decided,[w:10] with some of their friends,[w:10] to create their own AU.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip]They concluded that Unitale was the easiest way to make it.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip]If we had told him what would have happened,[w:10] he'd have laughed at it.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][func:LaunchFade, false][w:35][func:State,DONE]\"}\n\trequire \"Waves/bullettest_touhou\"\n    State(\"ENEMYDIALOGUE\")\nend\n\n--[[If you came here, this is for a good reason.\n    We'll tell you the story of Create Your Frisk.\n\tIn February, RhenaudTheLukark, the creator of Create Your Frisk decided, with some of their friends, to create their own AU.\n\tThey concluded that Unitale was the easiest way to do it.\n\tIf we had told him what would have happened, he'd have laughed at it.\n\t~~~~~~~~~~\n\tBut, after some time playing around with the engine, he found out that lots of features were missing.\n\tFirst of all, there was no overworld: to make an AU with his friends, RhenaudTheLukark needed one.\n\tThus, after contacting with lvkuln, he got access to the sources a bit before the official release of the open-source version.\n\tHaving been a complete beginner in Unity, he first tried to fix the bugs related to the open-source version of the engine... and succeeded.\n\t~~~~~~~~~~\n\tAfter fixing these bugs, he felt something new, as if he did something extraordinary: this was at this moment he knew he'd have to resume lvkuln's work.\n\tfade.alpha = 1\n    require \"Animations/exrumia_anim\"\n    enemies[1][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:60][next]\",\n\t                                 \"[noskip]If you came here,[w:20] it is for a good reason.[w:60][next]\",\n\tHe then tried to contact the original developer, but in vain: it was already too late. IRL stuff took the latter away from the project.\n\tThus, he tried to create something on his own, even if he had never followed any tutorial on using Unity or even a C# tutorial.\n\t~~~~~~~~~~\n\tAfter two months of hard work, RhenaudTheLukark released CYF 0.1.\n\tHe did every possible thing to keep secret of the incoming engine, but was too excited about showing it to the world.\n\tThis new engine wasn't very well known, as the official Unitale 0.2.1a version was still used by a good part of the community.\n\tThe only new thing was the overworld system, but it was unusable without giving away the sources.\n\tThen, the developer decided to extend his engine to make it more useful for the community.\n\t~~~~~~~~~~\n\tHowever, the next releases of Create Your Frisk weren't very successful, despite a lot of new features, tweaks and functions.\n\tThe problem was that all the versions had at least one bug that greatly reduced the appeal of the engine.\n\tEven today, with the 0.5.0, though RTL said that 0.4.4.4 was stable, it wasn't. Besides, there will always have a bug somewhere, that's how coding works.\n\tHe had a lot of problems about this, as feeling sorry for himself because he couldn't make a good engine for people to use without any bug...\n\t~~~~~~~~~~\n\tBut in the end, it's not that important.\n\tNow, we're close to 1.0's release.\n\tThere's not much to do, now.\n\tWe're close to the end.\n\tI could have abandoned a lot of times...\n\tI could have stopped everything and quit as lvk did thousand times...\n\tBut I'm still here.\n\tThanks to my friends.\n\tThanks to my testers.\n\tThanks to you all.\n\tWithout all of you, I'd have stopped a long time ago, and I'm very proud about giving you this new version of Create Your Frisk.\n\tFor you, this message may not be very much...\n\tBut for me...\n\tIt's everything.\n\t]]\n\nfunction LaunchFade(begin)\n    if begin then\n\t    beginfade = true\n\t    fade.alpha = 1\n\telse\n\t    endfade = true\n\t    fade.alpha = 0\n    end\nend\n\nfunction Update()\n    AnimateExRumia()\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t    alphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\tend\nend\nrequire \"Waves/bullettest_bouncy\"\n\nfunction EnteringState(newstate, oldstate)\n\tif newstate == \"DONE\" then\n\t\tPlayer.name = oldname\n\tend\nend\n\nfunction EnemyDialogueStarting()\nend\n\nfunction EnemyDialogueEnding()\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding()\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story2.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\n\nenemies = {\"claribel\", \"ellie\"}\nenemypositions = {{-34, 0}, {0, 0}}\n\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n\toldname = Player.name\n\tPlayer.name = \"FRISKY\"\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\tfade.alpha = 1\n\tenemies[2][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t                                 \"[noskip][effect:none]But,[w:10] after some time playing around with the engine,[w:10] he found out that lots of features were missing.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]First of all,[w:10] there was no overworld.[w:15] To make an AU with his friends,[w:10] Rhenaud needed one.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Thus,[w:10] after contacting lvkuln,[w:10] he got access to the Unitale sources a bit before the release of its open-source version.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Having been a complete beginner in Unity,[w:10] he first tried to fix the bugs related to the open-source version of the engine...[w:15] and succeeded.[w:30][next]\",}\n\tenemies[1][\"currentdialogue\"] = {\"\", \"\", \"\", \"\", \"\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]After fixing these bugs,[w:10] he felt something new,[w:10] as if he had done something extraordinary.[w:15] At this moment,[w:10] he knew he'd have to keep going.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]He then tried to contact the original developer,[w:10] but in vain:[w:15] it was already too late.[w:15] IRL matters took lvkuln away from the project.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Thus,[w:10] he tried to create something on his own,[w:10] even if he had never followed any tutorials on using Unity or even C#.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][func:LaunchFade, false][w:35][func:State,DONE]\"}\n    require \"Waves/bullettest_touhou\"\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction LaunchFade(begin)\n    if begin then\n\t    beginfade = true\n\t    fade.alpha = 1\n\telse\n\t    endfade = true\n\t    fade.alpha = 0\n    end\nend\n\nfunction Update()\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t    alphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\tend\nend\nrequire \"Waves/bullettest_bouncy\"\n\nfunction EnteringState(newstate, oldstate)\n\tif newstate == \"DONE\" then\n\t\tPlayer.name = oldname\n\tend\nend\n\nfunction EnemyDialogueStarting()\nend\n\nfunction EnemyDialogueEnding()\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding()\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story2.lua.meta",
    "content": "fileFormatVersion: 2\nguid: c02ae1734d47bb74480c98b0cb48f41b\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story3.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\n\nenemies = {\"scruffle\", \"static\"}\nenemypositions = {{-80, 2}, {80, 0}}\n\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n\toldname = Player.name\n\tPlayer.name = \"FRISKY\"\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\n\tfor i = 1, #enemies do\n\t\tenemies[i].Call(\"EncounterStarting\")\n\t\tenemies[i][\"enemyNumber\"] = i\n\tend\n\n\tenemies[1][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]After two months of hard work,[w:10] RhenaudTheLukark released CYF 0.1.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]He did everything he could to keep the upcoming engine a secret,[w:10] but was too excited about showing it to the world.[w:30][next]\"}\n\tenemies[2][\"currentdialogue\"] = {\"\", \"\", \"\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]This new engine wasn't very well known,[w:10] as the official Unitale 0.2.1a version was still used by a good part of the community.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]The only new thing was the overworld system,[w:10] but it was unusable without giving away the sources.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Then,[w:10] the developer decided to extend his engine to make it more useful for the community.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][func:LaunchFade, false][w:35][func:State,DONE]\"}\n    require \"Waves/bullettest_touhou\"\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction LaunchFade(begin)\n    if begin then\n\t    beginfade = true\n\t    fade.alpha = 1\n\telse\n\t    endfade = true\n\t    fade.alpha = 0\n    end\nend\n\nfunction Update()\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t    alphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\tend\n\tfor i = 1, #enemies do\n\t\tenemies[i].Call(\"Update\")\n\tend\nend\nrequire \"Waves/bullettest_bouncy\"\n\nfunction EnteringState(newstate, oldstate)\n\tif newstate == \"DONE\" then\n\t\tPlayer.name = oldname\n\tend\nend\n\nfunction EnemyDialogueStarting()\nend\n\nfunction EnemyDialogueEnding()\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding()\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story3.lua.meta",
    "content": "fileFormatVersion: 2\nguid: a2ac31d45c020ff4489bb37dd41a91a8\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story4.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\n\nenemies = {\"mionn\"}\nenemypositions = {{0,0}}\n\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n\toldname = Player.name\n\tPlayer.name = \"FRISKY\"\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\tfade.alpha = 1\n    enemies[1][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t                                 \"[noskip][effect:none][func:Animate]However,[w:10] the next releases of Create Your Frisk weren't very successful,[w:10] despite a lot of new features,[w:10] tweaks and functions.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:SetSprite,Mionn/sad]The problem was that all the versions had at least one bug that greatly reduced the appeal of the engine.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Up to CYF v0.6.1.2,[w:10] though RTL said that a lot of versions were stable,[w:10] they weren't.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:SetSprite,Mionn/transit_to_fight4]Besides,[w:10] there will always be a bug somewhere.[w:10] That's how coding is.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:SetSprite,Mionn/sad]He had a lot of problems with this,[w:10] and felt sorry for himself because he couldn't make a good,[w:10] stable engine for people to use freely...[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:SetSprite,Mionn/happy]Thankfully,[w:10] since CYF v0.6.2,[w:10] the engine is much more stable.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Other developers took part in the project,[w:10] and their new additions made it better than ever before.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][func:LaunchFade, false][w:35][func:State,DONE]\"}\n    require \"Waves/bullettest_touhou\"\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction LaunchFade(begin)\n    if begin then\n\t    beginfade = true\n\t    fade.alpha = 1\n\telse\n\t    endfade = true\n\t    fade.alpha = 0\n    end\nend\n\nfunction Update()\n    enemies[1].Call(\"Update\")\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t    alphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t     fade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\tend\nend\nrequire \"Waves/bullettest_bouncy\"\n\nfunction EnteringState(newstate, oldstate)\n\tif newstate == \"DONE\" then\n\t\tPlayer.name = oldname\n\tend\nend\n\nfunction EnemyDialogueStarting()\nend\n\nfunction EnemyDialogueEnding()\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding()\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story4.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 879f7951bed3c7e4ca9a56279dea5f71\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story5.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\n\nenemies = {\"lukark\"}\nenemypositions = {{0, 20}}\n\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n\toldname = Player.name\n\tPlayer.name = \"FRISKY\"\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\tfade.alpha = 1\n\trequire \"Animations/lukark_anim\"\n\tenemies[1].Call(\"SetBubbleOffset\", {30, 0})\n\tenemies[1][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Time has flown by. [w:15]Mentalities have changed.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Back then, [w:10]when I first wrote this message, [w:10]I thought I was close to the end.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]But now, [w:10]after more than 8 years of work on this engine, [w:10][func:Animate,sad]I realize that it won't ever happen.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]Even if this engine will never be completely finished, [w:10]completely perfect...[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,smile]I still hope you'll have a great time with it.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,normal]I could have stopped everything and quit as Unitale's creator did...[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,happy]But I am still here.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]And it's all thanks to everyone around me. [w:15][func:Animate,smile]Including YOU, [w:10]who is currently running this engine.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,normal]Without all of you, [w:10]I'd have stopped a long time ago, [w:10][func:Animate,smile]and I'm very proud about giving you this new version of Create Your Frisk.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,normal]Maybe this message might be a little bit...[w:15][func:Animate,sad]odd[w:5] for you.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none]But...[w:15]it's my way to [w:5][func:Animate,smile]express my gratitude. [w:15]For making this engine an experience that lived much longer than I hoped it would.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,normal]So, [w:10]all in all...[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate,happy]Thank you.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][func:LaunchFade, false][w:35][func:State,DONE]\"}\n\trequire \"Waves/bullettest_touhou\"\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction LaunchFade(begin)\n\tif begin then\n\t\tbeginfade = true\n\t\tfade.alpha = 1\n\telse\n\t\tendfade = true\n\t\tfade.alpha = 0\n\tend\nend\n\nfunction Update()\n\tAnimateLukark()\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t\talphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t\t fade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then  fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t\t fade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\tend\nend\nrequire \"Waves/bullettest_bouncy\"\n\nfunction EnteringState(newstate, oldstate)\n\tif newstate == \"DONE\" then\n\t\tPlayer.name = oldname\n\tend\nend\n\nfunction EnemyDialogueStarting()\nend\n\nfunction EnemyDialogueEnding()\n\tnextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding()\n\tencountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n\tBattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/Story5.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 138318596d7492c4d9ef4a4b76aeaa79\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/TheFinalChoice.lua",
    "content": "if not GetRealGlobal(\"ow\") then error(\"You really should try to access these encounters the normal way...\\n\\nHere is a clue: You should try talking to the dog.\\n\\nNow good luck!\", 0) end\n\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"thechoice\"}\nwavetimer = math.huge\narenasize = {155, 130}\nautolinebreak = true\nunescape = true\n\ncurrentTime = Time.time\nbeginfade = false\nendfade = false\nalphaup = false\ncount = 0\nwhite = false\n\nenemies = {\"punderbolt\", \"punderbolt\"}\nenemypositions = { { 0, 0 }, { 0, 0 } }\n\npossible_attacks = {\"thechoice\"}\n\nfunction EncounterStarting()\n\tAudio.Stop()\n\tfade = CreateSprite(\"black\", \"Top\")\n\tfade.x = 320\n\tfade.y = 240\n\tfade.Scale(640, 480)\n\tenemies[1].Call(\"SetSprite\", \"Punderbolt/normal\")\n\tenemies[2].Call(\"SetBubbleOffset\", {0, 30})\n\tenemies[2][\"currentdialogue\"] = {\"[noskip][func:LaunchFade, true][w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate, smile]Here we are.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate, normal]Now that we're together,[w:10] what will you do?[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate, angry]Will you attempt to fight me?[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate, happy]Or will you leave me alone?[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[noskip][effect:none][func:Animate, normal][func:Unpause]It's your choice,[w:10] now.[w:30][next]\",\n\t\t\t\t\t\t\t\t\t \"[func:State, DEFENDING][next]\"}\n\tenemies[1][\"randomdialogue\"] = {\"\"}\n\trequire \"Waves/bullettest_touhou\"\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction LaunchFade(begin, whitee)\n\tif whitee == nil then whitee = false end\n\twhite = whitee\n\tif whitee then fade.Set(\"white\") end\n\tif begin then\n\t\tbeginfade = true\n\t\tfade.alpha = 1\n\telse\n\t\tendfade = true\n\t\tfade.alpha = 0\n\tend\nend\n\nfunction Update()\n\tif (beginfade or endfade) and Time.time - currentTime >= 1/3 then\n\t\talphaup = endfade\n\t\tendfade = false\n\t\tbeginfade = false\n\t\tif alphaup then fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t\tfade.alpha = fade.alpha - Time.dt\n\t\tend\n\tend\n\tif (fade.alpha * 1000) % 1000 ~= 1000 and (fade.alpha * 1000) % 1000 ~= 0 then\n\t\tif alphaup then fade.alpha = fade.alpha + Time.dt\n\t\telse  \t\t\tfade.alpha = fade.alpha - Time.dt\n\t\tend\n\t\tif fade.alpha > 1 then fade.alpha = 1 end\n\t\tif fade.alpha < 0 then fade.alpha = 0 end\n\t\tif white and (fade.alpha * 1000) % 1000 > 500 then enemies[1].Call(\"Kill\") enemies[2].Call(\"Kill\") end\n\telseif white then\n\t\tcount = count + 1\n\t\tif count == 30 then\n\t\t\tSetAlMightyGlobal(\"CrateYourFrisk\", true)\n\t\t\tMisc.DestroyWindow()\n\t\tend\n\tend\nend\n\nfunction EnemyDialogueStarting() end\n\nfunction EnemyDialogueEnding() end\n\nfunction DefenseEnding() encountertext = RandomEncounterText() end\n\nfunction HandleSpare() State(\"ENEMYDIALOGUE\") end\n\nfunction HandleItem(ItemID) BattleDialog({\"Selected item \" .. ItemID .. \".\"}) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters/TheFinalChoice.lua.meta",
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Encounters.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/MusicWarper.lua",
    "content": "function EventPage1()\n\tAudio.PlaySound(\"glitch\")\n\tEvent.SetPage(\"MusicWarper\", 2)\nend\n\nfunction EventPage2()\n\tlocal vBegin = 2040\n\tlocal vEnd = 3320\n\tlocal volume = 1 - math.max(0, math.min(1, (Event.GetPosition(\"Player\")[1] - vBegin) / (vEnd - vBegin)))\n\tNewAudio.SetVolume(\"StaticKeptAudio\", volume)\nend\n\nfunction EventPage3()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"MusicWarper\", -1)\n\telse                                \t    Event.SetPage(\"MusicWarper\", 1)\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/MusicWarper.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story1.lua",
    "content": "function EventPage1()\n    SetRealGlobal(\"ow\", true)\n\tEvent.SetPage(\"Story1\", -1)\n\tGeneral.SetBattle(\"Story1\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"Story1\", -1)\n\telse                                \t    Event.SetPage(\"Story1\", 1)\n\tend\nend"
  },
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story1.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story2.lua",
    "content": "function EventPage1()\n\tEvent.SetPage(\"Story2\", -1)\n\tGeneral.SetBattle(\"Story2\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"Story2\", -1)\n\telse                                \t    Event.SetPage(\"Story2\", 1)\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story2.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story3.lua",
    "content": "function EventPage1()\n\tEvent.SetPage(\"Story3\", -1)\n\tGeneral.SetBattle(\"Story3\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"Story3\", -1)\n\telse                                \t    Event.SetPage(\"Story3\", 1)\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story3.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story4.lua",
    "content": "function EventPage1()\n\tEvent.SetPage(\"Story4\", -1)\n\tGeneral.SetBattle(\"Story4\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"Story4\", -1)\n\telse                                \t    Event.SetPage(\"Story4\", 1)\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story4.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story5.lua",
    "content": "function EventPage1()\n\tEvent.SetPage(\"Story5\", -1)\n\tGeneral.SetBattle(\"Story5\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"Story5\", -1)\n\telse                                \t    Event.SetPage(\"Story5\", 1)\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/Story5.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events/TheFinalChoice.lua",
    "content": "function EventPage1()\n    General.Wait(30)\n    Event.CenterOnCamera(\"TheFinalChoice\", 2, true)\n    General.Wait(30)\n    local sprite = Event.GetSprite(\"TheFinalChoice\")\n\tsprite.Set(\"Punderbolt/PunderLeft1\")\n    General.Wait(30)\n\tGeneral.SetDialog({\"[voice:punderbolt]Oh![w:10] There you are!\"}, true, {\"Punder/normal\"})\n\tEvent.SetPage(\"TheFinalChoice\", -1)\n\tGeneral.SetBattle(\"TheFinalChoice\", \"fast\", true)\nend\n\nfunction EventPage2()\n    if GetAlMightyGlobal(\"CrateYourFrisk\") then Event.SetPage(\"TheFinalChoice\", -1)\n\telse                                \t    Event.SetPage(\"TheFinalChoice\", 1)\n\tend\nend"
  },
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    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Events.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/claribel.lua",
    "content": "comments = {\"Claribel peeks out at you from\\rbehind Ellie's back.\"}\ncommands = {}\nrandomdialogue = {\"[effect:none][voice:claribel](Um...)\"}\nsprite = \"claribel\" --Always PNG. Extension is added automatically.\nname = \"Claribel\"\nhp = 2\natk = 1\ndef = 1\ncheck = \"You shouldn't see this.\"\ndialogbubble = \"claribel\" -- See documentation for what bubbles you have available.\ncanspare = false\ncancheck = false\nvoice = \"claribel\"\n\nfunction HandleAttack(attackstatus)\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/claribel.lua.meta",
    "content": "fileFormatVersion: 2\nguid: f2ba59a84213e4e408eaba584166509c\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/ellie.lua",
    "content": "comments = {\"Ellie is waiting for your answer.\"}\ncommands = {}\nrandomdialogue = {\"[effect:none][voice:ellie]I hope we're not\\nimposing on you.\",\"[effect:none][voice:ellie]Do you know the\\nway out of here?\"}\nsprite = \"ellie\" --Always PNG. Extension is added automatically.\nname = \"Ellie\"\nhp = 180\natk = 3\ndef = 999\ncheck = \"You shouldn't see this.\"\ndialogbubble = \"ellie\" -- See documentation for what bubbles you have available.\ncanspare = false\ncancheck = false\nvoice = \"ellie\"\n\nfunction HandleAttack(attackstatus)\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/ellie.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 59b184a70684bd14e9d4dcf5b751a90a\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/exrumia.lua",
    "content": "comments = {\"The world is covered in\\ndarkness.\"}\ncommands = {}\nrandomdialogue = {\"[func:Hurting]...\"}\nsprite = \"ExRumia/1\" --Always PNG. Extension is added automatically.\nname = \"Rumia EX\"\nhp = 1150\natk = 20\ndef = 20\ncheck = \"Another Monster to Kill.\"\ndialogbubble = \"exrumia\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\nvoice = \"rum\"\n\nfunction HandleAttack(attackstatus) end\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/exrumia.lua.meta",
    "content": "fileFormatVersion: 2\nguid: f5ff4d58f4423494b9e3209445dfcfa3\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/lukark.lua",
    "content": "comments = {\"Lukark is revengeful.\"}\ncommands = {}\nrandomdialogue = {\"[noskip]Come back\\nhere!\"}\nsprite = \"emptylukark\" --Always PNG. Extension is added automatically.\nname = \"Lukark\"\nhp = 1000\natk = 5\ndef = 1\ncheck = \"The Overworld Creator.[w:10]\\nJust destroy him.\"\ndialogbubble = \"lukark\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\nvoice = \"lukark\"\n\nfunction HandleAttack(attackstatus) end\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction Animate(animation) Encounter.Call(\"Animate\", animation) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/lukark.lua.meta",
    "content": "fileFormatVersion: 2\nguid: aa048daac77b3cc41b6533fdc6203752\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/mionn.lua",
    "content": "comments = {\"Mionn is.\"}\ncommands = {}\nrandomdialogue = {\"[effect:none][voice:mionn]I'm talking.\"}\nsprite = \"Mionn/transit_to_fight1\"\nname = \"Mionn\"\nhp = 3000\natk = 20\ndef = -15\ncheck = \"\"\ndialogbubble = \"mionn\"\ncancheck = false\ncanspare = false\nvoice = \"mionn\"\ntimer = 0\n\nfunction Update()\n\ttimer = timer + Time.mult\n\twhile timer >= 1 do\n\t\ttimer = timer - 1\n\t\tRunAnimations()\n\tend\nend\n\nfunction HandleAttack(attackstatus)\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end\n\nanim_running = false\nanim_frame = 1\nanim_timer = 0\nanim_fps = 7\nanim_timer_max = math.ceil(60/anim_fps)\nanim_timer = anim_timer_max\nanim_length = 1\nanim_frames = {}\nanim_rep = false\n\nfunction Animate()\n\tanim_fps = 10\n\tanim_frames = {\"Mionn/transit_to_fight1\", \"Mionn/transit_to_fight2\", \"Mionn/transit_to_fight3\", \"Mionn/transit_to_fight4\"}\n\tanim_rep = false\n\tanim_length = 4\n\tanim_frame = 1\n\tanim_timer_max = math.ceil(60/anim_fps)\n\tanim_timer = 0\n\tanim_running = true\nend\n\nfunction RunAnimations()\n\tif anim_running == true then\n\t\tif anim_timer <= 0 then\n\t\t\tanim_timer = anim_timer_max\n\t\t\tSetSprite(anim_frames[anim_frame])\n\t\t\tanim_frame = anim_frame + 1\n\t\t\tif anim_frame > anim_length then\n\t\t\t    anim_running = false\n\t\t\tend\n\t\tend\n\t\tanim_timer = anim_timer - 1\n\tend\nend"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/mionn.lua.meta",
    "content": "fileFormatVersion: 2\nguid: ff255a67c4bc7fe4d9aed4427f7ba200\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/punderbolt.lua",
    "content": "comments = {\"Punderbolt.\"}\ncommands = {\"Pun\", \"der\", \"bolt\"}\nrandomdialogue = {\"Punderbolt.\"}\nsprite = \"emptypunder\" --Always PNG. Extension is added automatically.\nname = \"Punderbolt\"\nhp = 1000\natk = 2\ndef = 0\ncheck = \"One of the Overworld Creator's\\nmany forms.\\nCalled RTL too.\"\ndialogbubble = \"rightwide\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\nvoice = \"punderbolt\"\n\nfunction HandleAttack(attackstatus)\n\tAnimate(\"Death/1\")\n\tEncounter[\"enemies\"][2].Call(\"SetBubbleOffset\", {0, 6})\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction Unpause()\n\tif not unpaused then\n\t\tAudio.LoadFile(\"thechoice\")\n\t\tunpaused = true\n\t\tAudio.Play()\n\telse\n\t\tAudio.Unpause()\n\tend\nend\n\nfunction Pause() Audio.Pause() end\n\nfunction SetBubble(bubble) dialogbubble = bubble end\n\nfunction GetCloser()  Encounter[\"getcloser1\"] = true end\nfunction GetCloser2() Encounter[\"getcloser2\"] = true end\nfunction GetFurther() Encounter[\"getfurther\"] = true end\n\nfunction Happening() Audio.PlaySound(\"happening\") end\n\nfunction Animate(animation)\n\tif safe and string.sub(animation, 1, 5) == \"Death\" then\n\t\tlocal split = string.split(animation, \"/\")\n\t\tanimation = split[1] .. \"/Safe/\" .. split[2]\n\tend\n\tEncounter[\"enemies\"][1].Call(\"SetSprite\", \"Punderbolt/\" .. animation)\nend\n\nfunction forceattack(number, damage) Player.ForceAttack(number, damage) end\n\nfunction AnimEnd()  \n\tAudio.PlaySound(\"happening\")\n\tEncounter.Call(\"LaunchFade\", {false, true})\nend\n\nfunction WindowClose() Audio.PlaySound(\"hitsound\") Misc.DestroyWindow() end\n\nfunction HandleCustomCommand(command) end\n\nfunction string.split(inputstr, sep)\n\tlocal t = { }\n\tfor str in string.gmatch(inputstr, \"([^\" .. sep .. \"]+)\") do\n\t\ttable.insert(t, str)\n\tend\n\treturn t\nend\n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/punderbolt.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 7772bf03558012a48a03aa4e6e99abcf\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/scruffle.lua",
    "content": "comments = {\n    \"Smells like stuffing.\",\n    \"Scruffle looks you up and down, watching your movements intensely.\",\n    \"A little bit of cotton falls from an opening in Scruffle's side, which he covers with his big hand.\"\n}\n\ncommands = {}\n\nrandomdialogue = { \"[effect:none]...\" }\n\nsprite = \"Scruffle/hollow\"\nname = \"Scruffle\"\nhp = 100\natk = 0\ndef = 0\nfakeatk = 2\nfakedef = 5\ncheck = \"Tired of being mistaken for pajamas.\"\ndialogbubble = \"scruffle\"\ncanspare = false\ncancheck = false\neffect = \"none\"\n\ngold = 12\nxp = 100\n\nfunction EncounterStarting()\n    SetBubbleOffset(10, 60)\n\n    -- Parent sprite used for the death animation, since the actual monstersprite is destroyed as soon as the enemy is killed\n    deathParent = CreateSprite(\"Scruffle/hollow\", \"BelowArena\")\n    deathParent.SetPivot(0.5, 0)\n    deathParent.MoveToAbs(monstersprite.absx, monstersprite.absy)\n\n    require \"Animations/ScruffleAnim\"\nend\n\nfunction Update()\n    AnimateScruffle()\nend\n\nfunction HandleAttack(attackstatus)\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/scruffle.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 0e4c18f500842a547bcaf59c339cf5d5\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/static.lua",
    "content": "comments = {\n    \"Smells like a lack of HDMI connection.\",\n    \"Static stamps her paw in the ground, barely missing you with her claws.\",\n    \"Static looks away. It's not polite to stare, and looking too closely will hurt your eyes, after all.\"\n}\n\ncommands = {}\n\nrandomdialogue = {\n    \"[effect:none]Don't get too ruff!\",\n    \"[effect:none]Quit staring!\",\n    \"[effect:shake]*static noises*\",\n    \"[effect:shake]*crackles*\",\n    \"[effect:none]Distant connection...\"\n}\n\nsprite = \"Static/hollow\"\nname = \"Static\"\nhp = 80\natk = 0\ndef = 0\nfakeatk = 4\nfakedef = 2\ncheck = \"Both their fur and their face are fuzzy.\"\ndialogbubble = \"static\"\ncanspare = false\ncancheck = false\n\ngold = 100\nxp = 110\n\nfunction EncounterStarting()\n    SetBubbleOffset(-10, 60)\n\n    -- Parent sprite used for the death animation, since the actual monstersprite is destroyed as soon as the enemy is killed\n    deathParent = CreateSprite(\"Static/hollow\", \"BelowArena\")\n    deathParent.SetPivot(0.5, 0)\n    deathParent.MoveToAbs(monstersprite.absx, monstersprite.absy)\n\n    require \"Animations/StaticAnim\"\nend\n\nfunction Update()\n    AnimateStatic()\nend\n\nfunction HandleAttack(attackstatus)\nend\n\nfunction LaunchFade(begin) Encounter.Call(\"LaunchFade\", begin) end\n\nfunction HandleCustomCommand(command) end"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters/static.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 6513cbeb2f5d94849b356b1d46cdbee5\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Monsters.meta",
    "content": "fileFormatVersion: 2\nguid: a9eb362b3a6ba18439d57faeffee43cd\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_bouncy.lua",
    "content": "local update = Update\nfunction Update()\n    update()\n    local speed = 2\n    if Input.Cancel > 0 then speed = 1 end\n    \n    if ppos == nil then ppos = {320, 90 + 75} end\n    Player.MoveToAbs(ppos[1] + ((Input.Right > 0 and speed or 0) - (Input.Left > 0 and speed or 0)), ppos[2] + ((Input.Up > 0 and speed or 0) - (Input.Down > 0 and speed or 0)), false)\n    \n    if Input.Up > 0 or Input.Down > 0 or Input.Left > 0 or Input.Right > 0 then\n        ppos = {Player.absx, Player.absy}\n    end\nend\n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_bouncy.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 0e59b8abd347bc1429489a59dcac5f83\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_chaserorb.lua",
    "content": "Player.SetControlOverride(true)\nPlayer.MoveToAbs(320, 155 + 90, true)\nArena.ResizeImmediate(155, 130)\n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_chaserorb.lua.meta",
    "content": "fileFormatVersion: 2\nguid: c2d1814d9bc50ad43b1cc705961cf4d8\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_touhou.lua",
    "content": "local bg = CreateSprite(\"UI/sq_white\", \"BelowUI\")\nbg.Scale(640/4,480/4)\nbg.x = 320\nbg.y = 240\nbg.color = {0,0,0}\nif enemies[1][\"name\"] ~= \"Punderbolt\" then\n\tlocal buttoncover = CreateSprite(\"UI/sq_white\", \"BelowArena\")\n\tbuttoncover.Scale(640/4,50/4)\n\tbuttoncover.MoveTo(320,25)\n\tbuttoncover.color = {0,0,0}\n\tlocal namecover = CreateSprite(\"UI/sq_white\", \"BelowArena\")\n\tnamecover.SetPivot(0,0.5)\n\tnamecover.Scale((#Player.name*13)/4 + ((#Player.name*2)/4),16/4)\n\tnamecover.MoveTo(30,71)\n\tnamecover.color = {0,0,0}\n\tnextwaves = {\"bullettest_chaserorb\"}\n\tState(\"DEFENDING\")\n\tupdate = Update\n\tfunction Update()\n\t\tlocal x = (Input.Right > 0 and Input.Right or 0) - (Input.Left > 0 and Input.Left or 0)\n\t\tlocal y = (Input.Up > 0 and Input.Up or 0) - (Input.Down > 0 and Input.Down or 0)\n\t\tlocal speed = Input.Cancel < 1 and 2 or 1\n\t\tPlayer.Move(x*speed, y*speed, false)\n\t\tupdate()\n\tend\nelse\n\tcover = CreateSprite(\"UI/sq_white\", \"Top\")\n\tcover.Scale(640/4, 460/4)\n\tcover.MoveTo(320,0)\n\tcover.color = {0,0,0}\nend\nfade.SendToTop()"
  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/bullettest_touhou.lua.meta",
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  },
  {
    "path": "Assets/Mods/@0.5.0_SEE_CRATE/Lua/Waves/thechoice.lua",
    "content": "Encounter[\"cover\"].MoveTo(Encounter[\"cover\"].x, Encounter[\"cover\"].y-150)\nbullet1 = CreateProjectileAbs(\"UI/Buttons/fightbt_0\", 320-155, 160, \"BelowPlayer\")\nbullet2 = CreateProjectileAbs(\"UI/Buttons/mercybt_0\", 320+155, 160, \"BelowPlayer\")\nArena.MoveToAndResize(320, 90, 565, 130, false, true)\nfinish = false\ninButton = false\n\nfunction Update()\n\tif not bullet1.isColliding() and not bullet2.isColliding() then inButton = false end\n\tif bullet1.isColliding() then\n\t\tbullet1.sprite.Set(\"UI/Buttons/fightbt_1\")\n\t\tif not inButton then\n\t\t\tinButton = true\n\t\t\tAudio.PlaySound(\"menumove\")\n\t\tend\n\t\tif Input.Confirm == 1 then\n\t\t\tAudio.PlaySound(\"menuconfirm\")\n\t\t\tEncounter[\"enemies\"][2][\"currentdialogue\"] = {\"[noskip][effect:none][func:Animate,happy]Goo...[func:Animate,surprised]what?![w:10][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,bracing][func:forceattack,1,\" .. 54302+math.random(32592) .. \"][w:80][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/2]I[waitall:5]...[w:20][waitall:1]I am this engine's creator and you just assaulted me[waitall:5]...?[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/angry]What kind of psycho are you?![w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/eyesclosed][waitall:5]...[w:20][waitall:1][func:Animate,Death/smile]heh.[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/normal]I have one last trick[waitall:5]...[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][waitall:2]Just for you[waitall:6]...[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/hurt][waitall:3]Before I die[waitall:7]...[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/contorted][waitall:4]I won't like it,[w:15] but[waitall:8]...[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,Death/death][waitall:5]Take th[func:AnimEnd]is![w:999]\"}\n\t\t\tbullet1.Remove()\n\t\t\tbullet2.Remove()\n\t\t\tfinish = true\n\t\t\tAudio.Pause()\n\t\t\tState(\"ENEMYDIALOGUE\")\n\t\t\tEncounter[\"cover\"].MoveTo(Encounter[\"cover\"].x, Encounter[\"cover\"].y+150)\n\t\tend\n\telse bullet1.sprite.Set(\"UI/Buttons/fightbt_0\")\n\tend\n\tif bullet2.isColliding() and not finish then\n\t\tbullet2.sprite.Set(\"UI/Buttons/mercybt_1\")\n\t\tif not inButton then\n\t\t\tinButton = true\n\t\t\tAudio.PlaySound(\"menumove\")\n\t\tend\n\t\tif Input.Confirm == 1 then\n\t\t\tAudio.PlaySound(\"menuconfirm\")\n\t\t\tEncounter[\"enemies\"][2][\"currentdialogue\"] = {\"[noskip][effect:none][func:Animate,happy]Good![w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none]Thanks for sparing me![w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,normal][waitall:5]...[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,pensive]What would have happened if you had killed me?[w:40][next]\",\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t  \"[noskip][effect:none][func:Animate,dunno]I dunno.[w:40][func:WindowClose][w:999]\"}\n\t\t\tbullet1.Remove()\n\t\t\tbullet2.Remove()\n\t\t\tAudio.Pause()\n\t\t\tState(\"ENEMYDIALOGUE\")\n\t\t\tEncounter[\"cover\"].MoveTo(Encounter[\"cover\"].x, Encounter[\"cover\"].y+150)\n\t\tend\n\telse bullet2.sprite.Set(\"UI/Buttons/mercybt_0\")\n\tend\nend\n\nfunction OnHit(bullet) end"
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    "path": "Assets/Mods/@OverWorld Test/Lua/Encounters/encounter.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    Audio[\"hurtsound\"] = \"dogsecret\"\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\n    --enemies[1].SetVar('currentdialogue', {\"It's\\nworking.\"})\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\n    Audio[\"RESETDICTIONARY\"] = \"dogsecret\"\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "content": "function EventPage0()\n    local spriteTest = Event.GetSprite(Event.GetName())\n    spriteTest.SetAnimation({\"SavePoint/0\", \"SavePoint/1\"}, 0.2)\nend\n\nfunction EventPage1()\n    if GetRealGlobal(\"CYFInternalCross2\") then\n        local count = 5\n        for i = 1, 5 do\n            if GetRealGlobal(\"CYFInternalCross\" .. i) then\n                count = count - 1\n            end\n        end\n        General.SetDialog({\"[health:Max][color:ff0000]\" .. count .. \" left.\"}, true)\n    else\n        General.SetDialog({\"[health:Max]That weird kangaroo staying in place at your left...\", \n                           \"Seeing that he won't move by an inch fills you with determination.\"}, true)\n    end\n    General.Save()\nend"
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    "path": "Assets/Mods/@OverWorld Test/Lua/Events/Secret/8ba3f2c2.lua",
    "content": "function EventPage0()\n    if Event.GetAnimHeader(\"Player\") ~= \"MK\" then\n        Event.Remove(Event.GetName() .. \" (1)\")\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    local playerSprite = Event.GetSprite(\"Player\")\n    local charaSprite = Event.GetSprite(\"8ba3f2c2 (1)\")\n    local maskSprite = Event.GetSprite(\"8ba3f2c2 (2)\")\n\n    Event.MoveToPoint(\"Player\", 380, 200, true)\n    Event.SetDirection(\"Player\", 2)\n    General.SetDialog({\"[noskip]Man, [w:15]the Core is a nice place... [w:25][mugshot:MK/sad]but I'm very far away from home...\",\n                       \"[noskip]I told my parents I went exploring the world, [w:15][mugshot:MK/sad2]but man, [w:15]this place is scary...\",\n                       \"[noskip]I better move on.\"}, true, {\"MK/stars\", \"MK/normal\", \"MK/determined\"})\n    Event.MoveToPoint(\"Player\", 400, 200, true)\n\tEvent.Teleport(\"8ba3f2c2 (1)\", 40, 200)\n    local playerPos = Event.GetPosition(\"Player\")\n    Event.Teleport(\"8ba3f2c2 (2)\", playerPos[1] + 14, playerPos[2])\n    maskSprite.loopmode = \"ONESHOT\"\n    maskSprite.Scale(-1, 1)\n    Event.SetAnimHeader(\"8ba3f2c2 (2)\", \"Fall\")\n    playerSprite.alpha = 0\n    General.Wait(1)\n    while not maskSprite.animcomplete do\n        General.Wait(1)\n    end\n\tmaskSprite.z = -1\n    Event.Teleport(\"8ba3f2c2 (2)\", playerPos[1], playerPos[2])\n    maskSprite.loopmode = \"LOOP\"\n    Event.SetAnimHeader(\"8ba3f2c2 (2)\", \"Fallen\")\n    Event.MoveToPoint(\"8ba3f2c2 (2)\", 420, 146, true)\n    General.Wait(30)\n    General.SetDialog({\"[noskip]W-W-What![w:25]\\n[mugshot:MK/horrified]I tripped!\"}, true, {\"MK/surprised\"})\n    Event.SetAnimHeader(\"8ba3f2c2 (1)\", \"\")\n    Event.Teleport(\"8ba3f2c2 (1)\", 0, 240)\n    Event.MoveToPoint(\"8ba3f2c2 (1)\", 400, 240, true)\n    General.Wait(3)\n    Event.SetDirection(\"8ba3f2c2 (1)\", 2)\n    General.Wait(30)\n    Event.SetAnimHeader(\"8ba3f2c2 (2)\", \"Fallen2\")\n    General.SetDialog({\"[noskip]Y-Yo![w:25]\\nP-Please, [w:15]help m-me!\", \"[noskip]I...[w:25]\\nI'm slipping!\"}, true, {\"MK/horrified\", \"MK/horrified2\"})\n    General.Wait(30)\n\n    Event.MoveToPoint(\"8ba3f2c2 (2)\", 420, 0, true, false)\n    local maskPos\n    repeat\n        maskPos = Event.GetPosition(\"8ba3f2c2 (2)\")\n        local c = maskPos[2] / 150\n        NewAudio.SetVolume(\"StaticKeptAudio\", c)\n        maskSprite.color = {c, c, c}\n        General.Wait(1)\n    until maskPos[2] == 0\n    NewAudio.Stop(\"StaticKeptAudio\")\n    NewAudio.SetVolume(\"StaticKeptAudio\", 1)\n\n    General.Wait(60)\n    NewAudio.CreateChannel(\"temp\")\n    NewAudio.PlaySound(\"temp\", \"Secret/noise\")\n    charaSprite.loopmode = \"ONESHOT\"\n    Event.SetAnimHeader(\"8ba3f2c2 (1)\", \"Glitch\")\n    General.Wait(1)\n    while not charaSprite.animcomplete do\n        General.Wait(1)\n    end\n    Event.SetAnimHeader(\"8ba3f2c2 (1)\", \"Chara\")\n    General.Wait(60)\n    Screen.SetTone(true, true, 0, 0, 0, 255)\n    --General.Wait(30)\n    NewAudio.DestroyChannel(\"temp\")\n    SetRealGlobal(\"CYFInternalCross3\", true)\n    SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n    Event.SetAnimHeader(\"8ba3f2c2 (1)\", \"StopDown\")\n    Event.SetAnimHeader(\"8ba3f2c2 (2)\", \"StopDown\")\n    Player.Teleport(\"test2\", 320, 200, 2, false)\nend"
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  {
    "path": "Assets/Mods/@OverWorld Test/Lua/Events/punderTest1.lua",
    "content": "function EventPage0() \n    if GetRealGlobal(\"CYFInternalCross2\") then\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    --General.TitleScreen()\n    local spriteTest = Event.GetSprite(Event.GetName())\n    local playerpos = Event.GetPosition(\"Player\") \n    local eventpos = Event.GetPosition(Event.GetName())\n    local dir\n    local diff\n    dir, diff = calcDirAndDiff(eventpos, playerpos)\n    local text = \"\"\n    local mugshot = \"Punder/normal\"\n    if Event.GetAnimHeader(\"Player\") == \"MK\" then            \n        text = \"Hello there little buddy!\"\n        mugshot = \"Punder/veryHappy\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Chara\" then    \n        local tempPunderX = Event.GetPosition(Event.GetName())[1]\n        Event.MoveToPoint(Event.GetName(), diff[1] > 0 and eventpos[1] + 60 or eventpos[1] - 60, eventpos[2])\n        eventpos = Event.GetPosition(Event.GetName())\n        if tempPunderX == eventpos[1] then \n            text = \"What are you doing? [w:25]\\nBack off!\" \n        else \n            text = \"Hey...[w:25]you look kinda menacing...[w:25]\\nBe good, [w:15]alright?\"\n        end\n        mugshot = \"Punder/intimidated\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Asriel\" then    \n        text = \"Oh hi kid! [w:25]You're cute, [w:15]you know that?\"\n        mugshot = \"Punder/veryHappy\"\n    else                                                     \n        text = \"Hey, [w:15]how's it going?\"\n    end\n    dir, diff = calcDirAndDiff(Event.GetPosition(Event.GetName()), Event.GetPosition(\"Player\"))\n    Event.SetDirection(Event.GetName(), dir)\n    General.SetDialog({\"[voice:punderbolt]\" .. text}, true, {mugshot})\nend\n\nfunction calcDirAndDiff(vect1, vect2)\n    local diff = { vect1[1] - vect2[1], vect1[2] - vect2[2] }\n    local angle = (math.atan2(diff[1], diff[2]) + (math.pi*2)) % (math.pi*2)\n    local dir = 2\n    if     angle > math.pi/4   and angle <= 3*math.pi/4 then dir = 4\n    elseif angle > 3*math.pi/4 and angle <= 5*math.pi/4 then dir = 8\n    elseif angle > 5*math.pi/4 and angle <= 7*math.pi/4 then dir = 6\n    end\n    return dir, diff\nend"
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    "path": "Assets/Mods/@OverWorld Test/Lua/Events.meta",
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  },
  {
    "path": "Assets/Mods/@OverWorld Test/Lua/Monsters/poseur.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"Random\\nDialogue\\n1.\", \"Random\\nDialogue\\n2.\", \"Random\\nDialogue\\n3.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 10\natk = 1\ndef = 1\ncheck = \"Check message goes here.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\ncancheck = true\n\n-- Happens after the slash animation but before \nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n    else\n        -- player did actually attack\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"[voice:Dating]aaaaaaa\\naaaaaaa\\naaaaaaa\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    BattleDialog({\"You selected \" .. command .. \".\"})\nend"
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    "path": "Assets/Mods/@OverWorld Test/Lua/Monsters/poseur.lua.meta",
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  },
  {
    "path": "Assets/Mods/@OverWorld Test/Lua/Waves/bullettest_bouncy.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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  },
  {
    "path": "Assets/Mods/@OverWorld Test/Lua/Waves/bullettest_chaserorb.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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    "path": "Assets/Mods/@OverWorld Test/Lua/Waves/bullettest_chaserorb.lua.meta",
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  },
  {
    "path": "Assets/Mods/@OverWorld Test/Lua/Waves/bullettest_touhou.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if(spawntimer % 30 == 0) then\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + 1/40)\n        lerp = lerp + 1 / 90\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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    "path": "Assets/Mods/Encounter Skeleton/Audio/put your music here, oggs only",
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  {
    "path": "Assets/Mods/Encounter Skeleton/Lua/Encounters/encounter.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID, ItemIndex, IsSilent)\n    if not IsSilent then\n        BattleDialog({\"Selected item \" .. ItemID .. \".\"})\n    end\nend"
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    "path": "Assets/Mods/Encounter Skeleton/Lua/Monsters/poseur.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"Random\\nDialogue\\n1.\", \"Random\\nDialogue\\n2.\", \"Random\\nDialogue\\n3.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 100\natk = 1\ndef = 1\ncheck = \"Check message goes here.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\ncancheck = true\n\n-- Happens after the slash animation but before \nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n    else\n        -- player did actually attack\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"Selected\\nAct 1.\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    BattleDialog({\"You selected \" .. command .. \".\"})\nend"
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    "path": "Assets/Mods/Encounter Skeleton/Lua/Waves/bullettest_bouncy.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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    "path": "Assets/Mods/Encounter Skeleton/Lua/Waves/bullettest_chaserorb.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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    "path": "Assets/Mods/Encounter Skeleton/Lua/Waves/bullettest_touhou.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if(spawntimer % 30 == 0) then\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + 1/40)\n        lerp = lerp + 1 / 90\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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    "path": "Assets/Mods/Examples/Audio/mus_anothermedium.ogg.meta",
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    "path": "Assets/Mods/Examples/Audio/mus_zzz_c.ogg.meta",
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    "path": "Assets/Mods/Examples/Audio/put your music here, ogg or wav only",
    "content": ""
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Animations/sans_anim.lua",
    "content": "--For usage, check out the encounter Lua's EncounterStarting() and Update() functions.\n\n-- First, we can create the torso, legs and head.\nsanstorso = CreateSprite(\"sans/sanstorso\")\nsanslegs = CreateSprite(\"sans/sanslegs\")\nsanshead = CreateSprite(\"sans/sanshead1\")\n\n--We parent the torso to the legs, so when you move the legs, the torso moves too. \n--We do the same for attaching the head to the torso.\nsanstorso.SetParent(sanslegs)\nsanshead.SetParent(sanstorso)\n\n--Now we adjust the height for the individual parts so they look more like a skeleton and less like a pile of bones.\nsanslegs.y = 240\nsanslegs.x = 320\nsanstorso.y = -5 --The torso's height is relative to the legs they're parented to.\nsanshead.y = 40 --The head's height is relative to the torso it's parented to.\n\n--We set the torso's pivot point to halfway horizontally, and on the bottom vertically, \n--so we can rotate it around the bottom instead of the center.\nsanstorso.SetPivot(0.5, 0)\n\n--We set the torso's anchor point to the top center. Because the legs are pivoted on the bottom (so rescaling them only makes them move up),\n--we want the torso to move along upwards with them.\nsanstorso.SetAnchor(0.5, 1)\nsanslegs.SetPivot(0.5, 0)\n\n--Finally, we do some frame-by-frame animation just to show off the feature. You put in a list of sprites,\n--and the time you want a sprite change to take. In this case, it's 1/2 of a second.\nsanshead.SetAnimation({\"sans/sanshead1\", \"sans/sanshead2\", \"sans/sanshead3\"}, 1/2)\n\nfunction AnimateSans()\n    sanslegs.Scale(1, 1+0.1*math.sin(Time.time*2))\n    sanshead.MoveTo(2*math.sin(Time.time), 40 + 2*math.cos(Time.time))\n    sanshead.rotation = 10*math.sin(Time.time + 1)\n    sanstorso.rotation = 10*math.sin(Time.time + 2)\nend\n\t\n\n"
  },
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    "path": "Assets/Mods/Examples/Lua/Animations/sans_anim.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#00 - Basic Encounter Skeleton.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Poseur strikes a pose!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
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    "path": "Assets/Mods/Examples/Lua/Encounters/#00 - Basic Encounter Skeleton.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#05 - New characters.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"New charas ! é.è\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"newCharactersPoseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\n    enemies[1].SetVar('currentdialogue', {\"It's\\nworking\\nù-ù.\"})\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples/Lua/Encounters/#05 - New characters.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 40a2ca99efa64c74a82c91e72219701c\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#06 - Arena movements.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"Now you can move the Arena! Check it out!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"arenatest_move\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend\n"
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    "path": "Assets/Mods/Examples/Lua/Encounters/#06 - Arena movements.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 25b1f6933ac5e394fbdda4ca7b8e51fb\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#07 - Many quins.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"The path is blocked by\\rmany quins!\" --Modify as necessary. It will only be read out in the action select screen.\nif not isCYF then\n    error(\"You better use this mod on CYF!\\nHere nothing will work.\")\nend\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies =        {\"poseur\",   \"poseur\",  \"poseur\",  \"poseur\",  \"poseur\",  \"poseur\",  \"poseur\",  \"poseur\",  \"poseur\"}\nenemypositions = {{-200, 10}, {-150, 7}, {-100, 5}, {-50, 2},  {0, 0},    {50, -2},  {100, -5}, {150, -7}, {200, -10}}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend\n"
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    "path": "Assets/Mods/Examples/Lua/Encounters/#07 - Many quins.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#08 - Intro + LaunchMusic.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Select ACT commands to see\\rdifferent bullets in action.\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"poseurIntroAndLaunchMusic\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\n    -- Pause the music to start it when you need to start it.\n    Audio.Pause()\n    -- Intro text!\n    enemies[1][\"currentdialogue\"] = {\"Hoo boy!\", \"Time for you to die!\", \"[noskip][func:LaunchMusic][func:State, ACTIONSELECT][next]\"}\n\t-- Starts the battle with set text\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- The wavetype is set in bullet_testing_poseur's act commands.\n    nextwaves = { GetGlobal(\"wavetype\") }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples/Lua/Encounters/#08 - Intro + LaunchMusic.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 07aae57439600ee4dbe4687754832512\ntimeCreated: 1487174276\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#09 - Revive test.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Kill yourself and revive!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = math.huge\narenasize = {155, 130}\nautolinebreak = true\n-- Variable enabling the revive system\nrevive = true\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- The wavetype is set in bullet_testing_poseur's act commands.\n    -- nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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  {
    "path": "Assets/Mods/Examples/Lua/Encounters/#10 - timeScale test.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Poseur checks out the ACT menu!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb_time\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"timeScalePoseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy_time\", \"bullettest_chaserorb_time\", \"bullettest_touhou_time\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples/Lua/Encounters/01 - Two monsters.lua",
    "content": "encountertext = \"Your path is blocked by two mannequins!\" --Modify as necessary. It will only be read out in the action select screen.\n\nwavetimer = 4\narenasize = {155, 130}\nnextwaves = {\"bullettest_touhou\"}\nautolinebreak = true\n\nenemies = {\"twoMonstersPoseur\", \"twoMonstersPosette\"}\nenemypositions = { {-180, 0}, {120, 0} }\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/02 - Colored bullets.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Select ACT commands to see\\rdifferent bullets in action.\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"bulletTestingPoseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- The wavetype is set in bullet_testing_poseur's act commands.\n    nextwaves = { GetGlobal(\"wavetype\") }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
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    "path": "Assets/Mods/Examples/Lua/Encounters/02 - Colored bullets.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/03 - Library Example.lua",
    "content": "-- An example of how to use libraries.\n-- First, let's include our library.\nvoicer = require \"randomvoice\"\n-- Now, set some voices that are included in the default directory.\nvoicer.setvoices({\"v_sans\", \"v_fluffybuns\", \"v_papyrus\", \"v_flowey\"})\n-- We can now use the voicer.randomize() function on all our dialogue! See the EnemyDialogueStarting function below.\n\nencountertext = \"A library example that randomizes\\ra monster's voice per letter.\\nCheck it out!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\n    local randomdialogue = enemies[1].GetVar(\"randomdialogue\") -- retrieve dialogue first, for readability\n    enemies[1].SetVar(\"randomdialogue\", voicer.randomizetable(randomdialogue)) -- Randomize voices with the library!\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\n    -- Example: enemies[1].SetVar('currentdialogue', {\"Check it\\nout!\"})   See documentation for details.\n    local enemydialogue = enemies[1].GetVar(\"currentdialogue\") -- retrieve dialogue first, for readability\n    if enemydialogue ~= nil then -- Note that this can happen when a monster is having its random dialogue!\n        enemies[1].SetVar('currentdialogue', voicer.randomizetable(enemydialogue)) -- Randomize voices with the library!\n    end\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\") --By default, pressing spare only spares the enemies but stays in the menu. Changing state happens here.\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/03 - Library Example.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 76fe30e2479be0b4bba12516e330f6e9\ntimeCreated: 1487174278\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Encounters/04 - Animation.lua",
    "content": "-- An animation demo with a rotating Sans head.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"It's an animation!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"sans\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    --Include the animation Lua file. It's important you do this in EncounterStarting, because you can't create sprites before the game's done loading.\n    --Be careful that you use different variable names as you have here, because the encounter's will be overwritten otherwise!\n    --You can also use that to your benefit if you want to share a bunch of variables with multiple encounters.\n    require \"Animations/sans_anim\"\nend\n\nfunction Update()\n    --By calling the AnimateSans() function on the animation Lua file, we can create some movement!\n\tAnimateSans()\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples/Lua/Encounters/04 - Animation.lua.meta",
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    "path": "Assets/Mods/Examples/Lua/Encounters.meta",
    "content": "fileFormatVersion: 2\nguid: f48ea64bda00d9340aa8cad1e58c6712\nfolderAsset: yes\ntimeCreated: 1487174276\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/BoxTest.lua",
    "content": "function EventPage1()\n    General.SetChoice({\"Yes\", \"No\"}, \"Use the box?\")\n    if lastChoice == 0 then\n        Inventory.SpawnBoxMenu()\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/BoxTest.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/Bpie.lua",
    "content": "function EventPage1()\n\tInventory.AddItem(\"Butterscotch Pie\")\n\tGeneral.SetDialog({\"You pickup the Butterscotch Pie.\"}, true)\n\tEvent.SetPage(Event.GetName(), -1) -- Removes the event for this save file forever, even between maps\nend\n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/Bpie.lua.meta",
    "content": "fileFormatVersion: 2\nguid: cef9faf390633fa4ab6264f2c6590659\ntimeCreated: 1487174280\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/CharacterSelector.lua",
    "content": "--Oh hi! Welcome to CYF's 0.6's secret, part 1 and 2! It's a good thing you can't discover the 3rd part like this, though.\nlocal currentChar = 1\nlocal phase = 0\nlocal background = nil\nlocal chars = {}\n\nlocal animationKeys = { \"FriskUT\", \"CharaOW\", \"MonsterKidOW\", \"BoosterOW\", \"AsrielOW\" }\nlocal AN1M4710NK3Y5 = { \"FriskUT\", \"CharaOW\", \"MonsterKidOW\", \"BoosterOW\", \"AsrielOW\", \"Overworld/CharacterSelector/Mystery/mysteryman\" }\nlocal positions = { {160, 160}, {320, 160}, {480, 160}, {240, 320}, {400, 320} }\nlocal P051710N5 = { {150, 200}, {320, 100}, {490, 200}, {240, 380}, {400, 380}, {320, 240} }\nlocal disabled = {}\nlocal animationCount = 0\nlocal friskWait = 1\nlocal lastInput = \"\"\nlocal b0015P3C141 = false\n\nlocal fadeCount = 1\nlocal nextPhase = false\nlocal inProgress = false\nlocal count = 0\nlocal vely = 2\nlocal show = false\n\nlocal limit = 10\n\nfunction EventPage0()\n    if GetRealGlobal(\"CYFInternalCharacterSelected\") then\n        Event.Remove(Event.GetName())\n    else\n        SetRealGlobal(\"CYFInternalCharacterSelected\", true)\n        Screen.SetTone(false, false, 0, 0, 0, 0)\n        disabled = { GetRealGlobal(\"CYFInternalCross1\"), GetRealGlobal(\"CYFInternalCross2\"), GetRealGlobal(\"CYFInternalCross3\"), GetRealGlobal(\"CYFInternalCross4\"), GetRealGlobal(\"CYFInternalCross5\") }\n        disabled[6] = not (disabled[1] and disabled[2] and disabled[3] and disabled[4] and disabled[5])\n        if not disabled[6] then\n            Audio.Stop()\n            animationKeys = AN1M4710NK3Y5\n            positions = P051710N5\n        end\n        while disabled[currentChar] do\n            currentChar = currentChar + 1\n        end\n        lastEnabled = currentChar\n        NewAudio.CreateChannel(\"CharSelect\")\n        Screen.DispImg(\"px\", 1, 320, 240, 0, 0, 0, 255)\n        background = Event.GetSprite(\"Image1\")\n        background.Scale(640, 480)\n        Screen.DispImg(\"px\", 4 * #animationKeys + 2, 320, 240, 0, 0, 0, 255)\n        foreground = Event.GetSprite(\"Image\" .. (4 * #animationKeys + 2))\n        foreground.Scale(640, 480)\n        local playerSprite = Event.GetSprite(\"Player\")\n        playerSprite.alpha = 1\n    end\nend\n\nfunction EventPage1()\n    Player.CanMove(false)\n    if phase == 0 then\n        phase = 1\n        for i = 1, #animationKeys do\n            Screen.DispImg(\"Overworld/CharacterSelector/window_border\", i * 2, positions[i][1], positions[i][2], 255, 255, 255, 255)\n            Screen.DispImg(\"Overworld/CharacterSelector/window_back\", i * 2 + 1, positions[i][1], positions[i][2], 255, 255, 255, 255)\n            Screen.DispImg(animationKeys[i] .. \"/1\", 2 * #animationKeys + i + 1, positions[i][1], positions[i][2], 255, 255, 255, 255)\n            Screen.DispImg(\"Overworld/CharacterSelector/Mystery/cross\" .. i, 3 * #animationKeys + i + 1, positions[i][1], positions[i][2], 255, 255, 255, 255)\n            chars[i] = {}\n            chars[i][\"border\"] = Event.GetSprite(\"Image\" .. (i * 2))\n            chars[i][\"back\"] = Event.GetSprite(\"Image\" .. (i * 2 + 1))\n            chars[i][\"back\"].SetParent(chars[i][\"border\"])\n            chars[i][\"sprite\"] = Event.GetSprite(\"Image\" .. (#animationKeys * 2 + i + 1))\n            chars[i][\"sprite\"].SetParent(chars[i][\"back\"])\n            chars[i][\"sprite\"].loopmode = \"ONESHOT\"\n            chars[i][\"cross\"] = Event.GetSprite(\"Image\" .. (#animationKeys * 3 + i + 1))\n            chars[i][\"cross\"].alpha = disabled[i] and 1 or 0\n            chars[i][\"cross\"].SetParent(chars[i][\"back\"])\n        end\n        foreground.MoveAbove(chars[#chars][\"border\"])\n        ChangeTarget(currentChar, false, true)\n    elseif phase == 1 then\n        foreground.alpha = fadeCount\n        if fadeCount <= 0 then phase = 2 end\n    elseif phase == 2 then\n        local beginCurrentChar = currentChar\n        HandleInput() -- Triggers the formula\n        if beginCurrentChar ~= currentChar then\n            limit = 10\n            while disabled[currentChar] do\n                if limit == 0 then\n                    break\n                end\n                if lastInput == \"Left\" or lastInput == \"Right\" then\n                    HandleInput(lastInput) -- Triggers the formula with the same direction as before\n                else\n                    HandleUpDownFail()\n                    break\n                end\n                limit = limit - 1\n            end\n        end\n    elseif phase == 3 then\n        if currentChar == 1 then\n            Event.SetAnimHeader(\"Player\", \"\")\n            chars[currentChar][\"sprite\"].StopAnimation()\n            chars[currentChar][\"sprite\"].Set(animationKeys[currentChar] .. \"/1\")\n        elseif currentChar == 2 then\n            Event.SetAnimHeader(\"Player\", \"Chara\")\n            chars[currentChar][\"sprite\"].loopmode = \"LOOP\"\n            chars[currentChar][\"sprite\"].SetAnimation({\"CharaOW/l1\", \"CharaOW/l2\", \"CharaOW/l3\" }, 1/8)\n            NewAudio.PlaySound(\"CharSelect\", \"Laugh\")\n        elseif currentChar == 3 then\n            Event.SetAnimHeader(\"Player\", \"MK\")\n            chars[currentChar][\"sprite\"].x = -10\n            chars[currentChar][\"sprite\"].SetAnimation({\"MonsterKidOW/f0\", \"MonsterKidOW/f1\", \"MonsterKidOW/f2\",  \"MonsterKidOW/f2\",  \"MonsterKidOW/f2\",\n                                                       \"MonsterKidOW/f3\", \"MonsterKidOW/f4\", \"MonsterKidOW/f5\",  \"MonsterKidOW/f5\",  \"MonsterKidOW/f5\",\n                                                       \"MonsterKidOW/f5\", \"MonsterKidOW/f5\", \"MonsterKidOW/f5\",  \"MonsterKidOW/f6\",  \"MonsterKidOW/f7\",\n                                                       \"MonsterKidOW/f8\", \"MonsterKidOW/f9\", \"MonsterKidOW/f10\", \"MonsterKidOW/f11\"                     }, 0.1)\n        elseif currentChar == 4 then\n            if count == 0 then\n                inProgress = true\n                Event.SetAnimHeader(\"Player\", \"Booster\")\n                chars[currentChar][\"sprite\"].StopAnimation()\n                chars[currentChar][\"sprite\"].Set(animationKeys[currentChar] .. \"/1\")\n                chars[currentChar][\"cross\"].Set(\"ut-heart\")\n                chars[currentChar][\"cross\"].y = chars[currentChar][\"cross\"].y - 8\n                chars[currentChar][\"cross\"].x = chars[currentChar][\"cross\"].x + 31\n                chars[currentChar][\"cross\"].color32 = {0, 60, 255}\n            elseif (count - 30) % 12 == 0 and count < 60 and count >= 30 then\n                if show then\n                    chars[currentChar][\"cross\"].alpha = 0\n                else\n                    chars[currentChar][\"cross\"].alpha = 1\n                    NewAudio.PlaySound(\"CharSelect\", \"BeginBattle2\")\n                end\n                show = not show\n            elseif count >= 90 and count <= 150 then\n                if count == 90 then\n                    chars[currentChar][\"sprite\"].Set(animationKeys[currentChar] .. \"/j1\")\n                    chars[currentChar][\"sprite\"].x = chars[currentChar][\"sprite\"].x + .5\n                    --chars[currentChar][\"cross\"].x = chars[currentChar][\"cross\"].x + .5\n                end\n                if count == 120 then\n                    chars[currentChar][\"sprite\"].Set(animationKeys[currentChar] .. \"/j0\")\n                end\n                chars[currentChar][\"sprite\"].y = chars[currentChar][\"sprite\"].y + vely\n                --chars[currentChar][\"cross\"].y = chars[currentChar][\"cross\"].y + vely\n                vely = vely - 1/15\n                if count == 150 then\n                    chars[currentChar][\"sprite\"].Set(animationKeys[currentChar] .. \"/1\")\n                end\n            elseif count == 165 then\n                phase = 5\n            end\n            count = count + 1\n            return\n        elseif currentChar == 5 then\n            Event.SetAnimHeader(\"Player\", \"Asriel\")\n            chars[currentChar][\"sprite\"].SetPivot(.5, 0)\n            chars[currentChar][\"sprite\"].absy = chars[currentChar][\"sprite\"].absy - 28\n            chars[currentChar][\"sprite\"].SetAnimation({\"AsrielOW/s0\", \"AsrielOW/s1\", \"AsrielOW/s2\", \"AsrielOW/s3\", \"AsrielOW/s4\", \"AsrielOW/s4\", \"AsrielOW/s5\", \"AsrielOW/s6\",\n                                                       \"AsrielOW/s7\", \"AsrielOW/s8\", \"AsrielOW/s9\", \"AsrielOW/s6\", \"AsrielOW/s7\", \"AsrielOW/s8\", \"AsrielOW/s9\", \"AsrielOW/s10-1\",\n                                                       \"AsrielOW/s10-2\", \"AsrielOW/s11\", \"AsrielOW/s12\", \"AsrielOW/s12\", \"AsrielOW/s13\", \"AsrielOW/s14\", \"AsrielOW/s15\",\n                                                       \"AsrielOW/s15\", \"AsrielOW/s15\", \"AsrielOW/s16\", \"AsrielOW/s17\", \"AsrielOW/s18\" }, 0.2)\n        end\n        phase = 4\n    elseif phase == 4 then\n        if currentChar == 1 then\n            friskWait = friskWait - Time.dt\n            if friskWait <= 0 then                             phase = 5 end\n        elseif currentChar == 2 then\n            if NewAudio.isStopped(\"CharSelect\")  then          phase = 5 end\n        elseif currentChar == 3 or currentChar == 5 then\n            if chars[currentChar][\"sprite\"].animcomplete then  phase = 5 end\n        else\n            if not b0015P3C141 then\n                SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n                SetRealGlobal(\"CYFInternalCross1\", false)\n                SetRealGlobal(\"CYFInternalCross2\", false)\n                SetRealGlobal(\"CYFInternalCross3\", false)\n                SetRealGlobal(\"CYFInternalCross4\", false)\n                SetRealGlobal(\"CYFInternalCross5\", false)\n                lastAlpha = 0\n                b0015P3C141 = true\n                for i = 4, #animationKeys * 4 + 2 do\n                    Screen.SupprImg(i)\n                end\n                Screen.DispImg(\"Overworld/CharacterSelector/Mystery/mysteryman/1\", 2, 320, 320, 255, 255, 255, 255)\n                Screen.DispImg(\"Overworld/CharacterSelector/Mystery/mysteryman/2\", 3, 320, 100, 255, 255, 255, 255)\n                mysSpr = Event.GetSprite(\"Image2\")\n                mysTextSpr = Event.GetSprite(\"Image3\")\n                mysSpr.alpha = 0\n                mysSpr.Scale(2, 2)\n                mysTextSpr.alpha = 0\n                fadeCount = 8\n                SetRealGlobal(\"1a6377e26b5119334e651552be9f17f8d92e83c9\", true)\n                General.Save(true)\n            end\n            if lastAlpha <= 0 and (-fadeCount + 4) / 4 > 0 then\n                NewAudio.PlaySound(\"CharSelect\", \"Secret/sound\")\n            end\n            mysSpr.alpha = (-fadeCount + 4) / 4\n            mysTextSpr.alpha = (-fadeCount + 4) / 4\n            lastAlpha = (-fadeCount + 4) / 4\n        end\n    elseif phase == 5 then\n        fadeCount = 3\n        phase = 6\n    elseif phase == 6 then\n        for i = 1, #chars do\n            if chars[i][\"cross\"].alpha ~= 0 then\n                chars[i][\"cross\"].alpha = fadeCount - 2\n            end\n            chars[i][\"sprite\"].alpha = fadeCount - 2\n            chars[i][\"border\"].alpha = fadeCount - 1\n            chars[i][\"back\"].alpha = fadeCount - 1\n        end\n        background.alpha = fadeCount\n        if fadeCount <= 0 then Exit() end\n    end\n\n    if phase > 0 and phase < 3 then\n        if chars[currentChar][\"sprite\"].animcomplete then\n            animationCount = (animationCount + 1) % 8\n            chars[currentChar][\"sprite\"].SetAnimation({ animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4,   animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+1,\n                                                        animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+2, animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+3 }, 0.25)\n        end\n    end\n    if fadeCount > 0 then fadeCount = fadeCount - 4 * Time.dt end\nend\n\nfunction HandleUpDownFail()\n    local leftBound = false\n    local rightBound = false\n    local left = false\n    local index = 1\n    local curr = currentChar\n    local y = positions[curr][2]\n    repeat\n        if not (rightBound and not left) and not (leftBound and left) then\n            curr = left and currentChar - index or currentChar + index\n            if curr > #positions then\n                rightBound = true\n            elseif curr < 1 then\n                leftBound = true\n            elseif positions[curr][2] ~= y then\n                if curr < currentChar then\n                    leftBound = true\n                else\n                    rightBound = true\n                end\n            end\n        end\n        if leftBound and rightBound then\n            ChangeTarget(lastEnabled)\n            return\n        end\n        if left then\n            index = index + 1\n        end\n        left = not left\n    until not disabled[curr] and not (rightBound and left) and not (leftBound and not left)\n    ChangeTarget(curr)\nend\n\nfunction HandleInput(forcedInput)\n    if currentChar ~= 6 then\n        if Input.Right == 1 or forcedInput == \"Right\" then\n            lastInput = \"Right\"\n            if currentChar < 4 then ChangeTarget(currentChar % 3 + 1)\n            else                    ChangeTarget((currentChar - 3) % 2 + 1 + 3)\n            end\n        elseif Input.Left == 1 or forcedInput == \"Left\" then\n            lastInput = \"Left\"\n            local temp = (currentChar + 2) % 3\n            if currentChar < 4 then ChangeTarget(temp ~= 0 and temp or 3)\n            else                    ChangeTarget((currentChar - 3) % 2 + 1 + 3)\n            end\n        elseif Input.Down == 1 or Input.Up == 1 or forcedInput == \"Down\" or forcedInput == \"Up\" then\n            lastInput = Input.Down == 1 or forcedInput == \"Down\" and \"Down\" or \"Up\"\n            local temp = (currentChar + (currentChar > 3 and 2 or 3)) % 5\n            ChangeTarget(currentChar ~= 3 and (temp ~= 0 and temp or 5) or 5)\n        end\n    end\n    if Input.Confirm == 1 then\n        chars[currentChar][\"back\"].color = {1, 1, 0}\n        Audio.PlaySound(\"menuconfirm\")\n        phase = 3\n    end\nend\n\nfunction ChangeTarget(number, sound, forced)\n    currentChar = number\n    if not disabled[number] and currentChar ~= lastEnabled or forced then\n        chars[lastEnabled][\"sprite\"].StopAnimation()\n        chars[lastEnabled][\"sprite\"].Set(animationKeys[lastEnabled] .. \"/1\")\n        chars[lastEnabled][\"border\"].color = {1, 1, 1}\n        animationCount = 0\n        if sound then Audio.PlaySound(\"menumove\") end\n\n        lastEnabled = currentChar\n        if currentChar ~= 6 then\n            chars[currentChar][\"sprite\"].SetAnimation({ animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4,   animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+1,\n                                                        animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+2, animationKeys[currentChar]..\"/\"..math.floor(animationCount/2)*4+3 }, 0.25)\n        end\n        chars[currentChar][\"border\"].color = {1, 0, 0}\n    end\nend\n\nfunction Exit()\n    for i = 1, #animationKeys * 4 + 2 do Screen.SupprImg(i) end\n    NewAudio.DestroyChannel(\"CharSelect\")\n    Player.CanMove(true)\n    Event.Remove(Event.GetName())\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/CharacterSelector.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 961ded7fdef147c44944ded78a21db7e\ntimeCreated: 1493415402\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/EventTest.lua",
    "content": "function EventPage1()\n    Event.MoveToPoint(\"Player\", 430, 174, true)\n    Event.SetDirection(\"Player\", 6)\n    local animHeader = Event.GetAnimHeader(\"Player\")\n    if     animHeader == \"\"        then Event.SetPage(Event.GetName(), 10)     -- Frisk\n    elseif animHeader == \"Chara\"   then Event.SetPage(Event.GetName(), 14)     -- Chara\n    elseif animHeader == \"MK\"      then Event.SetPage(Event.GetName(), 2)      -- Monster Kid\n    elseif animHeader == \"Booster\" then Event.SetPage(Event.GetName(), 368395) -- Booster\n    elseif animHeader == \"Asriel\"  then Event.SetPage(Event.GetName(), 69)     -- Asriel\n    end\nend\n\nendTexts = {\n    \"Oh,[w:5] I lost.[w:10] I'll have to try again.\",\n    \"Ah,[w:5] looks like I wasn't cut out for it this time.\",\n    \"Aw...[w:10]I thought I was there...\",\n    \"He's not gone yet.[w:10]\\nI must try again.\",\n    \"I'm starting to lose my patience.\",\n    \"What is this dog's problem?!\",\n    \"Come on,[w:5] let me through now!\",\n    \"MOVE.[w:10] NOW.\",\n    \"My eyes.[w:10]\\nThey hurt.[w:15]\\nSend help.\"\n}\n\nendFaceSprites = {\n    \"glad\",\n    \"normal\",\n    \"sad\",\n    \"frustrated\",\n    \"serious\",\n    \"angry\",\n    \"mad\",\n    \"fury\",\n    \"woke\"\n}\n\nfunction EventPage10()\n    -- Stare at the dog\n    --W 1: Pundy leaves the screen for a bit / If dead, jump to 3\n    --R 2: Come back to his spot with sunglasses\n    --R 3: Dog bounces a couple of times then raises with long legs, tricking the player into thinking he's letting him past, then goes back to normal\n    --W 4: MK comes from bottom, looks at player for some time, then goes up\n    --W 5: Papyrus come from left, walks to Player, talks to him (standard Pap lines), then gets upset (stomp foot), \"Music kept\", backs out, then run to left and jump from cliff using window jump\n    --R 6: Chara chasing Booster, run in circles, go down, come from top, go down, Chara coming back alone from top, laugh.wav, go left\n    --W 7: Punderbolt & Asriel talk then play tag, then Asriel goes / Asriel enters room, look for something, sit & cry, then wipe tears & go\n    --W 8: Chara creepily approaching the player from behind, music slowly fades out, (play anticipation slow mo like in genocide?), then when Chara close to player, hug\n    General.SetDialog({ \"There's a dog here and it's blocking the way.\",\n                        \"It doesn't look like it'll move any time soon...\",\n                        \"It's bound to go if I stay around for some time!\" }, true,\n                      { \"Frisk/normal\", \"Frisk/sad\", \"Frisk/happy\" })\n    Event.SetPage(\"Stare\", 2)\n    Event.SetPage(Event.GetName(), 1)\nend\n\n-- Auto page used with EventPage10\nfunction EventPage4()\n    SetGlobal(\"CYFOWStareSetDialogActive\", true)\n    General.SetDialog(load(\"return \" .. GetGlobal(\"CYFOWStareSetDialog1\"))(),\n                                        GetGlobal(\"CYFOWStareSetDialog2\"),\n                      load(\"return \" .. GetGlobal(\"CYFOWStareSetDialog3\"))(),\n                                        GetGlobal(\"CYFOWStareSetDialog4\"))\n    SetGlobal(\"CYFOWStareSetDialogActive\", false)\n\n    for i = 1, 4 do\n        SetGlobal(\"CYFOWStareSetDialog\" .. i, nil)\n    end\n    Event.SetPage(Event.GetName(), 1)\nend\n\n-- Auto page used with EventPage10\nfunction EventPage5()\n    local stareID = GetGlobal(\"CYFOWStare\")\n    General.SetDialog(\"[instant:stopall]\" .. endTexts[stareID], true, \"Frisk/\" .. endFaceSprites[stareID])\n    Player.CanMove(true)\n    Event.SetPage(Event.GetName(), 1)\nend\n\nfunction EventPage14()\n    -- Slice + 3D rotation\n    General.SetDialog({ \"There's a dog here and it's blocking the way.\",\n                        \"It doesn't look like it'll move any time soon...\",\n                        \"But I know EXACTLY how to force it to!\" }, true,\n                      { \"Chara/normal\", \"Chara/sad\", \"Chara/creepy\" })\n    \n    -- Replace Player with a sprite version of themselves\n    Event.GetSprite(\"Player\").alpha = 0\n    local pla = CreateSprite(\"CharaOW/9\")\n    pla.ypivot = 0\n    pla.MoveToAbs(430, 174)\n    pla.loopmode = \"ONESHOT\"\n    \n    -- Replace dog with a sprite version\n    Event.GetSprite(Event.GetName()).alpha = 0\n    local dog = CreateSprite(\"Overworld/Dog\")\n    dog.ypivot = 0\n    dog.MoveToAbs(490, 170)\n    \n    -- Attack!\n    General.Wait(20)\n    \n    local slice = function(speed, angle, x, y)\n        Audio.PlaySound(\"slice\")\n        pla.SetAnimation({8, 9}, speed / 20, \"CharaOW\")\n        \n        local slice = CreateSprite(\"Overworld/Chara/bigslice/0\")\n        slice.rotation = angle\n        slice.MoveToAbs(pla.absx + x, pla.absy + y)\n        dog.SetParent(slice)\n        slice.Mask(\"invertedstencil\")\n        slice.loopmode = \"ONESHOT\"\n        slice.SetAnimation({0, 1, 2, 3, 4, 5}, speed/60, \"Overworld/Chara/bigslice\")\n        \n        local slice2 = CreateSprite(\"UI/Battle/spr_slice_o_0\")\n        slice2.rotation = angle\n        slice2.MoveToAbs(pla.absx + x, pla.absy + y)\n        slice2.loopmode = \"ONESHOT\"\n        slice2.SetAnimation({\"spr_slice_o_0\", \"spr_slice_o_1\", \"spr_slice_o_2\", \"spr_slice_o_3\", \"spr_slice_o_4\", \"spr_slice_o_5\"}, speed/60, \"UI/Battle\")\n        General.Wait(10)\n        \n        -- animate slice\n        while not slice.animcomplete do\n            General.Wait(1)\n        end\n        \n        dog.layer = \"Default\"\n        slice.Remove()\n        slice2.Remove()\n    end\n    \n    slice(14, 0, 60, 30)\n    General.Wait(20)\n    General.SetDialog({ \"[noskip]what[w:20][next]\" }, true, \"Chara/angry\")\n    for i = 0, 19 do\n        slice(5 - math.floor(i / 4), math.random() * 360, 60, 30)\n    end\n    \n    -- Restore player\n    General.Wait(40)\n    pla.Remove()\n    Event.GetSprite(\"Player\").alpha = 1\n    \n    -- Restore dog\n    General.Wait(10)\n    dog.Remove()\n    Event.GetSprite(Event.GetName()).alpha = 1\n    \n    -- End of event\n    General.Wait(60)\n    General.SetDialog({ \"...\" }, true, \"Chara/angry\")\n    Event.SetPage(Event.GetName(), 1)\nend\n\nfunction EventPage2()\n    -- Push + boing\n    General.SetDialog({ \"There's a dog here and it's blocking the way.\",\n                        \"It doesn't look like it'll m-[w:5]move any time soon...\",\n                        \"I should try pushing it away!\" }, true,\n                      { \"MK/normal\", \"MK/sad\", \"MK/determined\" })\n    Event.MoveToPoint(\"Player\", 350, 174, false)\n    General.Wait(45)\n    Event.SetDirection(\"Player\", 6)\n    General.Wait(45)\n    Event.MoveToPoint(\"Player\", 450, 174, true)\n    Event.GetSprite(\"Player\").alpha = 0\n    \n    -- enter the dog\n    local spr = CreateSprite(\"MonsterKidOW/9\")\n    spr.MoveTo(Event.GetPosition(\"Player\")[1] - 10, Event.GetPosition(\"Player\")[2])\n    spr.xscale = -1\n    spr.rotation = -90\n    spr.SetPivot(1, 0)\n    spr.Move(16, -8)\n    \n    local dogSprite = Event.GetSprite(Event.GetName())\n    Event.MoveToPoint(\"Player\", 398, 174, true, false)\n    spr.Set(\"MonsterKidOW/f2\")\n    Audio.PlaySound(\"Surprised Bark\", 1)\n    dogSprite.Set(\"Overworld/DogBark\")\n    \n    local startX = spr.x\n    local finalX = spr.x + 16\n    local doggyX = dogSprite.x\n    for i = 1, 60 do\n        spr.x = lerp(spr.x, finalX, 0.1)\n        dogSprite.xscale = 1 - (((spr.x - startX) - 6) / dogSprite.width)\n        dogSprite.x = doggyX - 3 + ((spr.x - startX) / 2)\n        \n        if i == 20 then\n            dogSprite.Set(\"Overworld/Dog\")\n        end\n        \n        General.Wait(1)\n    end\n    General.Wait(60)\n    \n    -- struggle\n    spr.Set(\"MonsterKidOW/f3\")\n    General.Wait(30)\n    spr.Set(\"MonsterKidOW/f4\")\n    General.Wait(30)\n    spr.Set(\"MonsterKidOW/f5\")\n    General.Wait(10)\n    \n    -- come out pt1\n    for i = 1, 45 do\n        spr.x = lerp(spr.x, finalX, -0.15)\n        \n        dogSprite.xscale = 1 - (((spr.x - startX) - 6) / dogSprite.width)\n        dogSprite.x = doggyX - 3 + ((spr.x - startX) / 2)\n        \n        General.Wait(1)\n    end\n    spr.x = startX\n    dogSprite.x = doggyX\n    dogSprite.xscale = 1\n    \n    -- come out pt2\n    spr.rotation = 0\n    spr.xpivot = 0.5\n    spr.y = spr.y + 8\n    spr.Set(\"MonsterKidOW/f6\")\n    spr.x = spr.x - 16\n    spr.x = spr.x - 7\n    Audio.PlaySound(\"Bump\", 1)\n    \n    local startX = spr.x\n    local finalX = spr.x - 32\n    \n    -- doggy vibrates after the impact\n    for i = 1, 60 do\n        local scale = 1 + math.sin(i * math.pi * 2 / 15) * ((5 - math.ceil(i / 15)) / 40)\n        dogSprite.Scale(scale, 1 / scale)\n        General.Wait(1)\n        \n        spr.x = lerp(spr.x, finalX, 0.075)\n        \n        if i%20 == 0 then\n            spr.Set(\"MonsterKidOW/f\" .. (6 + (i/20)))\n        end\n    end\n    dogSprite.Scale(1, 1)\n    General.Wait(10)\n    spr.Set(\"MonsterKidOW/f10\")\n    General.Wait(10)\n    spr.Set(\"MonsterKidOW/f11\")\n    General.Wait(100)\n    \n    -- end event\n    spr.Remove()\n    dogSprite.xpivot = 0.5\n    Event.GetSprite(\"Player\").alpha = 1\n    Event.SetDirection(\"Player\", 4)\n    General.Wait(20)\n    General.SetDialog(({\"Nope...\", \"Aww,[w:10] I thought I had it!\", \"M-[w:5]maybe I should try again?\"})[math.random(3)], true, \"MK/sad\")\n    Event.SetPage(Event.GetName(), 1)\nend\n\nfunction EventPage368395()\n    -- Jump SM64\n    General.SetDialog({ \"There's a dog here and it's blocking the way.\",\n                        \"It doesn't look like it'll move any time soon...\",\n                        \"I should try jumping over it!\" }, true,\n                      { { \"Booster/normalT\", \"Booster/normal\", 0.2 },\n                        { \"Booster/sadT\",    \"Booster/sad\",    0.2 },\n                        { \"Booster/happyT\",  \"Booster/happy\",  0.2 } })\n    \n    \n    -- Replace Player with a sprite version of themselves\n    local player = Event.GetSprite(\"Player\")\n    player.alpha = 0\n    local pla = CreateSprite(\"BoosterOW/9\")\n    pla.ypivot = 0\n    pla.MoveToAbs(430, 174)\n    pla.z = -1\n    \n    -- Replace Dog with a sprite version\n    local dogSprite = Event.GetSprite(Event.GetName())\n    dogSprite.alpha = 0\n    \n    -- Set up its 3 parts\n    do\n        dogButt = CreateSprite(\"Overworld/DogButt\")\n        dogButt.SetPivot(1, 0)\n        dogButt.MoveTo(dogSprite.absx + dogSprite.width/2, dogSprite.absy)\n        \n        dogStretch = CreateSprite(\"Overworld/DogStretch\")\n        dogStretch.xpivot = 1\n        dogStretch.SetParent(dogButt)\n        dogStretch.SetAnchor(0, 0.5)\n        dogStretch.MoveTo(0, 0)\n        dogStretch.xscale = 0\n        \n        dogHead = CreateSprite(\"Overworld/DogHead\")\n        dogHead.xpivot = 1\n        dogHead.SetParent(dogStretch)\n        dogHead.SetAnchor(0, 0.5)\n        dogHead.MoveTo(12, 0)\n        \n        dogButt.Scale(-1, -1)\n        dogButt.rotation = 180\n        pla.SendToTop()\n    end\n    \n    General.Wait(40)\n    \n    -- walk left\n    for i = 0, 188 do\n        pla.x = pla.x - 0.75\n        \n        -- change sprite\n        if i % 16 == 0 then\n            pla.Set(\"BoosterOW/\" .. (8 + ((i % 64) / 16)))\n        end\n        \n        -- play step sound\n        if i % 32 == 0 then\n            Audio.PlaySound(\"step-floor\")\n        end\n        \n        General.Wait(1)\n    end\n    \n    -- jump one\n    General.Wait(80)\n    pla.Set(\"Overworld/Booster/j\")\n    Audio.PlaySound(\"step-floor\")\n    for i = 500, 553 do\n        pla.x = i < 525 and pla.x or pla.x + 1.5\n        pla.y = 174 + (math.sin(math.rad((i - 500) / (26/90))) * 50)\n        \n        General.Wait(1)\n    end\n    pla.y = 174\n    pla.Set(\"BoosterOW/10\")\n    Audio.PlaySound(\"step-floor\")\n    \n    -- jump two\n    General.Wait(10)\n    pla.Set(\"Overworld/Booster/j\")\n    Audio.PlaySound(\"step-floor\")\n    for i = 590, 643 do\n        pla.x = pla.x + 1.5\n        pla.y = 174 + (math.sin(math.rad((i - 590) / (26/90))) * 110)\n        \n        if i > 643 - 25 then\n            dogButt.x = lerp(dogButt.x, dogSprite.x - (dogSprite.width/3), 0.2)\n            dogButt.rotation = lerp(dogButt.rotation, 90, 0.2)\n        end\n        \n        General.Wait(1)\n    end\n    pla.y = 174\n    pla.Set(\"BoosterOW/10\")\n    Audio.PlaySound(\"step-floor\")\n    \n    dogButt.x = dogSprite.x - (dogSprite.width/3)\n    dogButt.rotation = 90\n    dogStretch.rotation = 270\n    \n    -- jump three\n    General.Wait(6)\n    pla.Set(\"Overworld/Booster/j\")\n    Audio.PlaySound(\"step-floor\")\n    Audio.PlaySound(\"Jump\")\n    for i = 676, 698 do\n        pla.x = pla.x + 1.5\n        pla.y = 174 + (math.sin(math.rad((i - 676) / (33/90))) * 150)\n        pla.rotation = pla.rotation - 4.5\n        \n        dogStretch.xscale = lerp(dogStretch.xscale, 150, 0.075)\n        General.Wait(1)\n    end\n    pla.Set(\"Overworld/Booster/p\")\n    pla.rotation = 0\n    pla.Move(pla.height/2, -pla.height/3)\n    Audio.PlaySound(\"sm64_impact\")\n    Audio.PlaySound(\"mario-pain\")\n    Misc.ShakeScreen(6, 30)\n    \n    if Player.GetHP() > 1 then\n        Player.SetHP(math.max(Player.GetHP() - 2, 1))\n    end\n    \n    -- fall\n    for i = 1, 52 do\n        pla.Move(-1, -(i * 2)/25)\n        pla.rotation = pla.rotation + 0.75\n        \n        General.Wait(1)\n    end\n    General.Wait(44)\n    for i = 1, 35 do\n        pla.rotation = pla.rotation - 1\n        General.Wait(1)\n    end\n    \n    -- end of event\n    player.MoveToAbs(pla.absx, pla.absy)\n    player.alpha = 1\n    pla.Remove()\n    General.Wait(50)\n    General.SetDialog({\"Ooowwww...\"}, true, {{\"Booster/shockT\", \"Booster/shock\", 0.2}})\n    \n    -- move dog back\n    for i = 1, 23 do\n        dogStretch.xscale = lerp(dogStretch.xscale, 0, 0.1)\n        General.Wait(1)\n    end\n    dogStretch.xscale = 0\n    for i = 1, 25 do\n        dogButt.x = lerp(dogButt.x, dogSprite.absx + dogSprite.width/2, 0.2)\n        dogButt.rotation = lerp(dogButt.rotation, 180, 0.2)\n        General.Wait(1)\n    end\n    dogButt.Remove()\n    dogSprite.alpha = 1\n    \n    Event.SetPage(Event.GetName(), 1)\nend\n\nfunction EventPage69()\n    -- Actually works + Super Paper Mario spin\n    General.SetDialog({ \"[voice:v_asriel]There's a dog here and it's blocking the way.\",\n                        \"[voice:v_asriel]It doesn't look like it'll move any time soon...\",\n                        \"[voice:v_asriel]Hmmm...[w:20]Maybe I could try being nice to it...?\",\n                        \"[voice:v_asriel]Mister doggy,[w:10] may you please let me through?\" }, true,\n                      { { \"Asriel/normalT\", \"Asriel/normal\", 0.2 },\n                        { \"Asriel/sadT\",    \"Asriel/sad\",    0.2 },\n                        { \"Asriel/normalT\", \"Asriel/normal\", 0.2 },\n                        { \"Asriel/happyT\",  \"Asriel/happy\" , 0.2 } })\n    General.Wait(160)\n    \n    -- create cursor sprite\n    Audio.PlaySound(\"SE1_EVT_LINE_DRAW1\")\n    cursor = CreateSprite(\"Overworld/cursor\")\n    cursor.z = -1\n    cursor.SetPivot(0, 1)\n    local dogSprite = Event.GetSprite(Event.GetName())\n    cursor.MoveToAbs(dogSprite.x - (dogSprite.width/2), dogSprite.y + dogSprite.height)\n    cursor.alpha = 0\n    \n    -- create box edges\n    box = {\n        CreateSprite(\"UI/sq_white\"), -- top line\n        CreateSprite(\"UI/sq_white\"), -- left line\n        CreateSprite(\"UI/sq_white\"), -- right line\n        CreateSprite(\"UI/sq_white\")  -- bottom line\n    }\n    \n    for i = 1, #box do\n        box[i].Scale(1/4, 1/4)\n        box[i].SetPivot(0, 1)\n        box[i].MoveTo(cursor.x, cursor.y)\n        box[i].color = {0, 0, 0}\n    end\n    \n    -- animaaate!\n    for timer = 1, 120 do\n        -- cursor\n        if timer <= 10 then\n            cursor.alpha = cursor.alpha + (1/10)\n        elseif timer >= 40 and timer < 80 then\n            cursor.alpha = cursor.alpha - (1/5)\n        end\n        \n        -- move and draw box\n        if timer > 10 and timer < 40 then\n            -- move cursor\n            cursor.x = lerp(cursor.x, dogSprite.absx + (dogSprite.width / 2), 1/6)\n            cursor.y = lerp(cursor.y, dogSprite.absy                        , 1/6)\n            \n            -- draw box\n            box[1].xscale = (cursor.absx - (dogSprite.absx - (dogSprite.width / 2))) /  4\n            box[2].yscale = (cursor.absy - (dogSprite.absy +  dogSprite.height    )) / -4\n            box[3].yscale = box[2].yscale\n            box[3].absx = cursor.absx\n            box[4].xscale = box[1].xscale\n            box[4].absy = cursor.absy\n        -- begin spinny animation\n        elseif timer == 40 then\n            Audio.PlaySound(\"SE1_EVT_LINE_TURN2\")\n            \n            box[1].xpivot = 0.5\n            box[1].x = box[1].x + (box[1].width * box[1].xscale) / 2\n            box[4].SetParent(box[2])\n            box[4].xpivot = 0.5\n            box[4].x = box[4].x + (box[4].width * box[4].xscale) / 2\n            box[2].SetParent(box[1])\n            box[2].SetAnchor(0, 0.5)\n            box[2].x = 0\n            box[3].SetParent(box[1])\n            box[3].SetAnchor(1, 0.5)\n            box[3].x = 0\n        elseif timer > 40 and timer <= 80 then\n            dogSprite.xscale = timer < 80 and math.cos((timer - 40) / 5) or 0\n            box[1].xscale = (cursor.absx - (dogSprite.absx - (dogSprite.width / 2))) /  4\n            box[1].xscale = box[1].xscale * dogSprite.xscale\n            box[4].xscale = box[1].xscale\n        elseif timer > 80 and timer < 120 then\n            for _, box in pairs(box) do\n                box.alpha = box.alpha - (1/20)\n            end\n        -- remove sprites and event\n        elseif timer == 120 then\n            cursor.Remove()\n            cursor = nil\n            \n            for _, box in pairs(box) do\n                box.Remove()\n            end\n            box = nil\n        end\n        \n        General.Wait(1)\n    end\n    \n    -- end of event\n    General.Wait(160)\n    General.SetDialog({\"[noskip][voice:v_asriel][waitall:5]...[waitall:1][w:40][noskip:off][mugshot:{Asriel/happyT,Asriel/happy,0.2}]Oh!\",\n                       \"[voice:v_asriel]Thank you, mister doggy!\"}, true,\n                       {\"Asriel/what\",\n                       {\"Asriel/happyT\", \"Asriel/happy\", 0.2}})\n    Event.SetPage(Event.GetName(), -1)\nend\n\n-- General math function used with EventPage2, EventPage69, and EventPage368395\nfunction lerp(a, b, t)\n    return a + ((b - a) * t)\nend\n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/EventTest.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 402ec3498013cf34e82b381c073b7530\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/PunderTest.lua",
    "content": "beforeMovement = math.random(60, 180)\npunderSprite = nil\nlastPosX = 0\nlastPosY = 0\n\neventName = nil\n\nfunction EventPage0() -- First event function launched\n    eventName = Event.GetName()\n    -- Chara player choice has been locked\n    if GetRealGlobal(\"CYFInternalCross2\") then\n        Event.Remove(eventName)\n    else\n        Event.SetPage(eventName, 2)\n        punderSprite = Event.GetSprite(eventName)\n        lastPosX = punderSprite.x\n        lastPosY = punderSprite.y\n    end\nend\n\nfunction EventPage1()\n    -- Turn toward player\n    dir = calcDir(Event.GetPosition(eventName), Event.GetPosition(\"Player\"))\n    Event.SetDirection(eventName, dir)\n    local animHeader = Event.GetAnimHeader(eventName)\n    local text = animHeader == \"\" and \"Where am I???\" or \"I still don't know where I am,[w:10] but I found cool sunglasses!\"\n    local faceSprite = animHeader == \"\" and \"Punder/intimidated\" or \"Punder/sun\"\n    General.SetDialog(\"[voice:punderbolt]\" .. text, true, faceSprite)\nend\n\nfunction EventPage2() -- Coroutine\n    if Event.GetPage(eventName) == 2 then Event.SetPage(eventName, 1) end\n    if lastPosX == punderSprite.x and lastPosY == punderSprite.y then\n        beforeMovement = beforeMovement - 1\n        if beforeMovement == 0 then\n            beforeMovement = math.random(60, 180)\n            x = math.random(-1, 1)\n            y = math.random(-1, 1)\n            local pos = Event.GetPosition(eventName)\n            Event.MoveToPoint(eventName, math.min(math.max(pos[1] + 20 * x, 365), 455), math.min(math.max(pos[2] + 20 * y, 250), 340), false, false)\n        end\n    end\n    lastPosX = punderSprite.x\n    lastPosY = punderSprite.y\nend\n\n--The name is pretty straightforward\nfunction calcDir(vect1, vect2)\n    local diff = { vect1[1] - vect2[1], vect1[2] - vect2[2] }\n    local angle = (math.atan2(diff[1], diff[2]) + (math.pi*2)) % (math.pi*2)\n    local dir = 2\n    if     angle > math.pi/4   and angle <= 3*math.pi/4 then dir = 4\n    elseif angle > 3*math.pi/4 and angle <= 5*math.pi/4 then dir = 8\n    elseif angle > 5*math.pi/4 and angle <= 7*math.pi/4 then dir = 6\n    end\n    return dir\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/PunderTest.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 4417508d73f7d9941a699022cb532680\ntimeCreated: 1503070277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/SaveTest.lua",
    "content": "function EventPage0() -- First event function launched\n    local spriteTest = Event.GetSprite(Event.GetName())\n    spriteTest.SetAnimation({\"SavePoint/0\", \"SavePoint/1\"}, 0.2)\nend\n\nfunction EventPage1()\n    -- Chara player choice has been locked\n    if GetRealGlobal(\"CYFInternalCross2\") then\n        local count = 5\n        for i = 1, 5 do\n            if GetRealGlobal(\"CYFInternalCross\" .. i) then\n                count = count - 1\n            end\n        end\n        General.SetDialog({\"[health:Max][color:ff0000]\" .. count .. \" left.\"}, true)\n    else\n        General.SetDialog({\"[health:Max]Testing such a magnificent engine fills you with [color:ff0000]determination.\",\n                           \"HP restored.\"}, true)\n    end\n    General.Save()\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/SaveTest.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 1ed2fcfebbd2b434785a267c76798f0c\ntimeCreated: 1487174276\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Events/StareTest.lua",
    "content": "function EventPage1() end\n\nstareFrame = 1800\nstareShift = 0\neventFrequency = 3600 -- 1m\ncurrEventDone = false\ninputted = false\nmaxStares = 8\n\ndisplayTextOneFrameMovement = false\nfunction DisplayText(text, formatted, faceSprites, side)\n    local textStr = \"{\"\n    if type(text) == \"table\" then\n        for i = 1, #text do\n            textStr = textStr .. \"'\" .. tostring(text[i]):gsub(\"\\n\", \"\\\\\\\\n\"):gsub(\"'\", \"\\\\'\") .. \"'\" .. (next(text, i) and \", \" or \"\")\n        end\n    else\n        textStr = textStr .. \"'\" .. tostring(text):gsub(\"\\n\", \"\\\\\\\\n\"):gsub(\"'\", \"\\\\'\") .. \"'\"\n    end\n    textStr = textStr .. \"}\"\n\n    local faceStr\n    if type(faceSprites) == \"table\" then\n        faceStr = \"{\"\n        for i = 1, #faceSprites do\n            if type(faceSprites[i]) == \"table\" then\n                faceStr = faceStr .. \"{\"\n                for j = 1, #faceSprites[i] do\n                    faceStr = faceStr .. (type(faceSprites[i][j]) == \"string\" and \"'\" or \"\") .. faceSprites[i][j] .. (type(faceSprites[i][j]) == \"string\" and \"'\" or \"\") .. (next(faceSprites[i], j) and \", \" or \"\")\n                end\n                faceStr = faceStr .. \"}\"\n            else\n                faceStr = faceStr .. \"'\" .. faceSprites[i] .. \"'\" .. (next(faceSprites, i) and \", \" or \"\")\n            end\n        end\n        faceStr = faceStr .. \"}\"\n    else\n        faceStr = \"'\" .. faceSprites .. \"'\"\n    end\n\n    SetGlobal(\"CYFOWStareSetDialog1\", textStr)\n    SetGlobal(\"CYFOWStareSetDialog2\", formatted)\n    SetGlobal(\"CYFOWStareSetDialog3\", faceStr)\n    SetGlobal(\"CYFOWStareSetDialog4\", side)\n\n    Event.SetPage(\"Event1\", 4)\n    displayTextOneFrameMovement = true\nend\n\nfunction resetStareVars()\n    stare1MovementUpDone = false\n    stare2MovementDownDone = false\n    stare2Ended = false\n    stare3DogOpen = false\n    stare3InputtedFrame = 0\n    stare3DogStartingY = 0\n    stare3DogLegsYScale = 0\n    stare3InputtedFirst = false\n    stare3Count = 0\n    stare3DogSpeed = 0\n    stare4Count = 0\n    stare5Count = 0\n    stare5Phase = 0\n    stare5Velocity = 0\n    stare6Count = 0\n    stare6Sprites = nil\n    stare6Speeds = nil\n    Stare7 = Event.Exists(\"Punder\") and Stare7Alive or Stare7Dead\n    stare7Count = 0\n    stare7Phase = 0\n    stare8Count = 0\n    stare8Phase = 0\nend\n\npunderSprite = nil\nfunction Stare1(frame)\n    -- run once\n    if frame == 0 and not inputted then\n        Event.StopCoroutine(\"Punder\")\n        if punderSprite == nil then\n            punderSprite = Event.GetSprite(\"Punder\")\n        end\n        -- walk up-left to 320, 320\n        Event.MoveToPoint(\"Punder\", 320, 320, true, false)\n    end\n\n    -- normal event behavior\n    if not inputted then\n        -- walk up to 320, 480\n        if not stare1MovementUpDone and punderSprite.absx == 320 and punderSprite.absy == 320 then\n            stare1MovementUpDone = true\n            Event.MoveToPoint(\"Punder\", 320, 480, true, false)\n        end\n    else\n        -- punder actually finished\n        if punderSprite.absx == 320 and punderSprite.absy == 480 then\n            stareFrame = eventFrequency * 2\n            inputted = false\n            Stare2(0)\n            Event.SetAnimHeader(\"Punder\", \"\")\n            inputted = true\n        -- the player pressed a key early\n        else\n            -- punder has moved through the upwards portion already\n            if stare1MovementUpDone then\n                -- move down to 320, 320 first\n                if punderSprite.absy > 320 then\n                    Event.MoveToPoint(\"Punder\", 320, 320, true, false)\n                -- then move down-right to 400, 260\n                elseif punderSprite.absx ~= 400 and punderSprite.absy ~= 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                -- end the event\n                else\n                    Event.SetPage(\"Punder\", 2)\n                    return true\n                end\n            -- punder has not reached 320, 320 by the time the player pressed a key\n            else\n                -- move straight to 400, 260\n                if punderSprite.absx ~= 400 and punderSprite.absy ~= 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                -- end the event\n                else\n                    Event.SetPage(\"Punder\", 2)\n                    return true\n                end\n            end\n        end\n    end\n    return false\nend\n\nfunction Stare2(frame)\n    if stare2Ended then\n        return true\n    elseif frame == 0 and not inputted then\n        Event.Teleport(\"Punder\", 320, 480)\n        Event.SetAnimHeader(\"Punder\", \"Sun\")\n        Event.MoveToPoint(\"Punder\", 320, 320, true, false)\n    elseif not stare2MovementDownDone and punderSprite.absx == 320 and punderSprite.absy == 320 then\n        stare2MovementDownDone = true\n        Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n    elseif punderSprite.absx == 400 and punderSprite.absy == 260 then\n        Event.SetPage(\"Punder\", 2)\n        stare2Ended = true\n        return true\n    end\n    return false\nend\n\ndogSprite = nil\ndogPawsSprite = nil\ndogLegsSprite = nil\n-- Handles the dog's barking animation\nfunction Stare3Bark(frame, maxFrame)\n    if frame % 15 == 0 and frame < maxFrame then\n        dogSprite.Set(\"Overworld/Dog\" .. (stare3DogOpen and \"\" or \"Bark\"))\n        stare3DogOpen = not stare3DogOpen\n        if stare3DogOpen then\n            Audio.PlaySound(\"Bark\")\n        end\n    end\nend\n-- Handles the dog's (and his legs if handled) bouncing animation\nfunction Stare3Bounce(frame, handleLegs)\n    if frame % 30 <= 15 then\n        local scale = 1 + math.sin(frame * math.pi * 2 / 15) * .1\n        dogSprite.Scale(scale, 1 / scale)\n        if handleLegs then\n            dogSprite.absy = stare3DogStartingY - 3 * (1 / stare3DogLegsYScale - 1 / scale * stare3DogLegsYScale)\n            dogLegsSprite.Scale(scale, 1 / scale * stare3DogLegsYScale)\n            dogPawsSprite.Scale(scale, 1 / scale)\n        end\n    end\nend\nfunction Stare3(frame)\n    -- Init: Get the dog's sprite and set some useful variables\n    if frame == 0 and not inputted then\n        dogSprite = Event.GetSprite(\"Event1\")\n        Event.SetSpeed(\"Event1\", 1)\n        stare3DogStartingY = dogSprite.absy\n    end\n\n    -- Part 1: Dog barks and bounces twice\n    if frame <= 60 then\n        -- Stops the stare event instantly if the player presses a key during this part\n        if inputted then\n            dogSprite.Set(\"Overworld/Dog\")\n            dogSprite.Scale(1, 1)\n            return true\n        end\n        -- Barking animation, sound and bouncing\n        Stare3Bark(frame, 60)\n        Stare3Bounce(frame, false)\n    -- Part 2: L E G S\n    -- If the Player hasn't pressed any key yet\n    elseif not inputted then\n        if frame >= 90 and frame < 170 then\n            -- Init: Creates the legs and paws sprites and move the dog up\n            if frame == 90 then\n                dogPawsSprite = CreateSprite(\"Overworld/DogPaws\")\n                dogPawsSprite.z = -1\n                dogPawsSprite.SetPivot(.5, 0)\n                dogPawsSprite.MoveToAbs(dogSprite.absx, dogSprite.absy)\n\n                dogLegsSprite = CreateSprite(\"Overworld/DogLegs\")\n                dogLegsSprite.z = -1\n                dogLegsSprite.SetPivot(.5, 0)\n                dogLegsSprite.MoveToAbs(dogSprite.absx, dogSprite.absy + 6)\n                Event.MoveToPoint(\"Event1\", dogSprite.absx, dogSprite.absy + 80, true, false)\n            end\n            -- Scale the legs so that they seem attached to the dog\n            dogLegsSprite.yscale = dogLegsSprite.yscale + 1/3\n        elseif frame == 170 then\n            -- D O G   S U C C E S S F U L L Y   R A I S E D\n            Audio.PlaySound(\"success\")\n        -- Wait for several seconds...\n        elseif frame >= 450 and frame < 510 then\n            -- Dog barks twice again and bounces, but this time the legs bounce too!\n            -- Init: We store the dog's legs' scale\n            if frame == 450 then\n                stare3DogLegsYScale = dogLegsSprite.yscale\n            end\n            -- Barking animation, sound and bouncing\n            Stare3Bark(frame - 450, 60)\n            Stare3Bounce(frame, true)\n        -- Lowers the dog back to normal\n        elseif frame >= 510 and frame < 590 then\n            if frame == 510 then\n                Event.MoveToPoint(\"Event1\", dogSprite.absx, stare3DogStartingY, true, false)\n            end\n            dogLegsSprite.yscale = dogLegsSprite.yscale - 1/3\n        -- Remove the paw sprites and call it a day\n        elseif frame == 590 then\n            dogLegsSprite.Remove()\n            dogPawsSprite.Remove()\n            return true\n        elseif frame > 590 then\n            return true\n        end\n    -- If the Player pressed a key\n    else\n        -- If the dog was bouncing with his long legs, reset it back as if he wasn't bouncing\n        if frame >= 450 and frame <= 510 and stare3DogLegsYScale ~= 0 then\n            dogSprite.absy = stare3DogStartingY + 80\n            dogSprite.Scale(1, 1)\n            dogLegsSprite.Scale(1, stare3DogLegsYScale)\n            dogPawsSprite.Scale(1, 1)\n            stare3DogLegsYScale = 0\n        end\n        -- As long as the leg sprites exist, shorten the legs and keep the dog in midair\n        if dogLegsSprite.isactive then\n            -- Stop the dog's movement, barking and prepare the legs to be scaled down\n            if not stare3InputtedFirst then\n                Event.MoveToPoint(\"Event1\", dogSprite.absx, dogSprite.absy, true, false)\n                dogSprite.Set(\"Overworld/Dog\")\n                stare3DogOpen = false\n                dogLegsSprite.SetPivot(.5, 1)\n                dogLegsSprite.MoveToAbs(dogSprite.absx, dogSprite.absy + 6)\n                stare3InputtedFirst = true\n            end\n            -- Scale the legs down and raise the paws\n            dogLegsSprite.yscale = dogLegsSprite.yscale - 2\n            dogPawsSprite.Move(0, 6)\n            -- End condition: when the legs are no more, delete the sprites and prepare the dog to fall\n            if dogLegsSprite.yscale <= 0 then\n                dogLegsSprite.Remove()\n                dogPawsSprite.Remove()\n                Event.SetSpeed(\"Event1\", 0)\n                Event.MoveToPoint(\"Event1\", dogSprite.absx, stare3DogStartingY, true, false)\n            end\n        -- While the dog is falling...\n        elseif dogSprite.absy > stare3DogStartingY then\n            -- ...increase his falling speed and rotate him to the side a little\n            stare3DogSpeed = stare3DogSpeed + 0.05\n            Event.SetSpeed(\"Event1\", stare3DogSpeed)\n            dogSprite.rotation = dogSprite.rotation - (dogSprite.rotation < 10 and .5 or dogSprite.rotation < 15 and .25 or .1)\n        -- When the dog is on the ground and still rotated, barking or bouncing\n        elseif (stare3Count <= 15 or dogSprite.rotation ~= 0 or dogSprite.xscale ~= 1 or stare3DogSpeed > 0) then\n            -- Reset the dog's rotation value to 0 over some frames\n            if dogSprite.rotation ~= 0 then\n                dogSprite.rotation = dogSprite.rotation - math.max(dogSprite.rotation, -2)\n            end\n            -- Make the dog bounce depending on his downward speed\n            local scale = dogSprite.xscale + stare3DogSpeed / 50\n            dogSprite.Scale(scale, 1 / scale)\n            stare3DogSpeed = (stare3DogSpeed < 0.25 and stare3DogSpeed > 0) and -stare3DogSpeed or (stare3DogSpeed - 0.25)\n            if stare3DogSpeed < 0 and dogSprite.xscale < 1 then\n                dogSprite.Scale(1, 1)\n            end\n            -- Make him bark one last time\n            Stare3Bark(stare3Count, 16)\n            stare3Count = stare3Count + 1\n        else\n            return true\n        end\n    end\n    return false\nend\n\nfunction Stare4(frame) -- requires at least 574 frames\n    -- Create Monster Kid sprite\n    if frame == 0 and not inputted then\n        mk = CreateSprite(\"MonsterKidOW/13\")\n        mk.ypivot = 0\n        mk.MoveToAbs(320, -mk.height)\n        mk.SetAnimation({\"12\", \"13\", \"14\", \"15\"}, 0.1875, \"MonsterKidOW\")\n    end\n\n    -- Event is over\n    if stare4Count > 0 and not mk then\n        return true\n    -- Walk up\n    elseif stare4Count < 126 then\n        mk.absy = mk.absy + 2\n    -- Stop walking\n    elseif stare4Count == 126 and not inputted then\n        mk.StopAnimation()\n        mk.Set(\"MonsterKidOW/13\")\n    -- Look at Player\n    elseif stare4Count == 180 and not inputted then\n        mk.Set(\"MonsterKidOW/9\")\n    -- Look up\n    elseif stare4Count == 360 and not inputted then\n        mk.Set(\"MonsterKidOW/13\")\n    -- Set animation before walking\n    elseif stare4Count == 430 or (stare4Count < 430 and inputted) then\n        stare4Count = 430\n        mk.SetAnimation({\"12\", \"13\", \"14\", \"15\"}, 0.1875, \"MonsterKidOW\")\n    -- Walk up\n    elseif stare4Count > 430 and mk.absy < 480 then\n        mk.absy = mk.absy + 2\n    -- Offscreen, remove MK\n    elseif stare4Count > 430 and mk.absy >= 480 then\n        mk.Remove()\n        mk = nil\n    end\n\n    stare4Count = mk and stare4Count + 1 or stare4Count\nend\n\nfunction Stare5(frame)\n    -- Create Papyrus sprite\n    if frame == 0 and not inputted then\n        papy = CreateSprite(\"Overworld/Papyrus/0\")\n        papy.z = -1\n        papy.Scale(2, 2)\n        papy.ypivot = 0\n        papy.MoveToAbs(-papy.width/2, 230)\n        papy.SetAnimation({\"0\", \"1\", \"0\", \"2\"}, 0.1875, \"Overworld/Papyrus\")\n    end\n\n    if not inputted or (inputted and stare5Phase > 7) then\n        -- Walk right #1\n        if stare5Phase == 0 and papy.x < 260 then\n            papy.x = math.min(papy.x + 2, 260)\n\n            if papy.x == 260 then\n                papy.animationspeed = 0.2\n                stare5Phase = 1\n            end\n        -- Walk right #2 (slower)\n        elseif stare5Phase == 1 and papy.x < 372 then\n            papy.x = math.min(papy.x + 1, 372)\n            papy.y = papy.y - 0.5\n\n            if papy.x == 372 then\n                papy.StopAnimation()\n                papy.Set(\"Overworld/Papyrus/0\")\n                stare5Phase = 2\n            end\n        -- Dialogue #1\n        elseif stare5Count ==  310 then\n            stare5Phase = 3\n            papy.SetAnimation({\"6\", \"0\"}, 0.2, \"Overworld/Papyrus\")\n            DisplayText(\"[noskip][font:papyOW][voice:v_papyrus]HELLO,[w:5] HUMAN![w:10]\\nI'VE COME TO SEE WHAT YOU'RE[waitall:5]...[waitall:1][w:20][next]\", false, {{\"Papyrus/normalT\", \"Papyrus/normal\", 0.2}})\n        elseif stare5Count ==  500 then\n            papy.StopAnimation()\n            papy.Set(\"Overworld/Papyrus/0\")\n        -- Dialogue #2\n        elseif stare5Count ==  700 then\n            stare5Phase = 4\n            papy.SetAnimation({\"7\", \"3\"}, 0.2, \"Overworld/Papyrus\")\n            DisplayText(\"[noskip][font:papyOW][voice:v_papyrus]HEY!![w:10] ARE YOU LISTENING???[w:20][next]\", false, {{\"Papyrus/madT\", \"Papyrus/mad\", 0.2}})\n        elseif stare5Count ==  820 then\n            papy.StopAnimation()\n            papy.Set(\"Overworld/Papyrus/3\")\n        -- Dialogue #3\n        elseif stare5Count == 1000 then\n            stare5Phase = 5\n            papy.SetAnimation({\"8\", \"9\", \"10\"}, 0.15, \"Overworld/Papyrus\")\n            DisplayText(\"[noskip][font:papyOW][voice:v_papyrus]AAARRGH!!![w:20]\\nSTOP IGNORING MEEE!!!!![w:20][next]\", false, {{\"Papyrus/madT\", \"Papyrus/mad\", 0.2}})\n        elseif stare5Count == 1200 then\n            papy.StopAnimation()\n            papy.Set(\"Overworld/Papyrus/11\")\n        -- Dialogue #4\n        elseif stare5Count == 1400 then\n            stare5Phase = 6\n            papy.SetAnimation({\"11\", \"14\"}, 0.2, \"Overworld/Papyrus\")\n            DisplayText(\"[noskip][font:papyOW][voice:v_papyrus]Music kept = false\\nErm[waitall:3]...[waitall:1][w:10] Why did you go here with your \" .. Player.GetHP() .. \" HP?[w:30][next]\", false, {{\"Papyrus/suspiciousT\", \"Papyrus/suspicious\", 0.2}})\n        elseif stare5Count == 1660 then\n            papy.StopAnimation()\n            papy.Set(\"Overworld/Papyrus/11\")\n        -- Walk left\n        elseif stare5Count == 1950 then\n            stare5Phase = 7\n            papy.SetAnimation({\"11\", \"12\", \"11\", \"13\"}, 0.1875, \"Overworld/Papyrus\")\n        elseif stare5Phase == 7 and papy.x > 170 then\n            papy.x = math.max(papy.x - 1.5, 170)\n\n            if papy.x == 170 then\n                papy.StopAnimation()\n                papy.Set(\"Overworld/Papyrus/11\")\n                stare5Phase = 8\n            end\n        -- Jump off\n        elseif stare5Count == 2160 then\n            papy.Set(\"Overworld/Papyrus/18\")\n            stare5Phase = 9\n            stare5Velocity = 4\n            Audio.PlaySound(\"Jump\")\n        elseif stare5Phase == 9 and stare5Count <= 2360 then\n            papy.x = papy.x - 0.25\n            papy.y = papy.y + stare5Velocity\n            stare5Velocity = stare5Velocity - 0.2\n            papy.rotation = papy.rotation + 0.25\n\n            -- screm\n            if stare5Count == 2210 then\n                DisplayText(\"[noskip][font:papyOW][voice:v_papyrus][effect:shake,5]AAAAAAAA[w:10][next]\", false, \"Papyrus/papy he do a jump\")\n            elseif stare5Count == 2360 then\n                papy.Remove()\n            end\n        elseif stare5Count > 2360 then\n            return true\n        end\n    else\n        -- Initial walks right - left half\n        if stare5Phase == 0 or (stare5Phase == 1 and papy.x <= 320) then\n            -- Walk to x=320, then straight up, then remove and end\n            if papy.x < 320 then\n                papy.x = math.min(papy.x + 2, 320)\n\n                -- Begin walking up\n                if papy.x == 320 then\n                    papy.SetAnimation({\"15\", \"16\", \"15\", \"17\"}, 0.1875, \"Overworld/Papyrus\")\n                end\n            elseif papy.y < 480 then\n                papy.y = math.min(papy.y + 2, 480)\n\n                -- Remove and end event\n                if papy.y == 480 then\n                    papy.Remove()\n                    return true\n                end\n            end\n        -- Initial walks right - right half\n        elseif stare5Phase == 1 and papy.x > 320 then\n            -- Run once\n            if not papy[\"walkLeftBool\"] then\n                papy[\"walkLeftBool\"] = true\n                papy.SetAnimation({\"11\", \"12\", \"11\", \"13\"}, 0.1875, \"Overworld/Papyrus\")\n            end\n\n            papy.x = math.max(papy.x - 2, 320)\n\n            -- As soon as he gets to x=320, the prevoius conditional block will take over and make him walk up\n            if papy.x == 320 then\n                papy.SetAnimation({\"15\", \"16\", \"15\", \"17\"}, 0.1875, \"Overworld/Papyrus\")\n            end\n        -- Interrupt speech and flee going South\n        elseif stare5Phase > 1 and stare5Phase < 7 then\n            -- Frame #1\n            if not papy[\"interrupt\"] then\n                papy[\"interrupt\"] = true\n                -- Stop dialogue if any is active\n                if GetGlobal(\"CYFOWStareSetDialogActive\") then\n                    General.EndDialog()\n                end\n            -- Frame #2 (2-frame wait is necessary just for starting the next dialogue)\n            elseif not papy[\"startflee\"] then\n                papy[\"startflee\"] = true\n                papy.SetAnimation({\"11\", \"12\", \"11\", \"13\"}, 0.1, \"Overworld/Papyrus\")\n\n                Audio.PlaySound(\"hitsound\", 0.75)\n                Misc.ShakeScreen(8, 8)\n                DisplayText(\"[noskip][font:papyOW][voice:v_papyrus][speed:3][lettereffect:shake,3]I JUST REMEMBERED[lettereffect:none] I HAVE TO OF IN COLD BONE OF OUT DOG BONE EAT THE BONE[w:10][next]\", false, \"Papyrus/papy he do a jump\")\n            -- Frame #3 onwards\n            else\n                -- Run left\n                if papy.x > 320 then\n                    papy.x = math.max(papy.x - 6, 320)\n\n                    if papy.x == 320 then\n                        papy.SetAnimation({\"19\", \"20\", \"19\", \"21\"}, 0.1, \"Overworld/Papyrus\")\n                    end\n                -- Run down\n                elseif (papy.y + (papy.yscale * papy.height)) > 0 or GetGlobal(\"CYFOWStareSetDialogActive\") then\n                    papy.y = papy.y - 6\n                -- Remove and end event\n                else\n                    Audio.PlaySound(\"runaway\", 1)\n                    papy.Remove()\n                    return true\n                end\n            end\n        -- Walking left\n        elseif stare5Phase == 7 then\n            -- Keep walking towards x=170\n            if papy.x > 170 then\n                papy.x = math.max(papy.x - 1.5, 170)\n            -- Walk off screen towards initial spawning position\n            elseif papy.x ~= -papy.width or papy.y ~= 230 then\n                papy.x = math.max(papy.x - 1.5, -papy.width)\n                papy.y = math.min(papy.y + 1.5, 230)\n            -- Remove and end event\n            else\n                papy.Remove()\n                return true\n            end\n        -- Jumping off - at this point it's too late to stop him. So no condition here. RIP papy ;w;\n        end\n    end\n\n    stare5Count = papy and stare5Count + 1 or stare5Count\nend\n\nboosterSprite = nil\ncharaSprite = nil\nboosterTimestamps = {\n    -- Common\n    [0] =   { speed = 6,  isHorz = true  }, -- From left to top right loop\n    [70] =  { speed = -6, isHorz = false }, -- From top right loop to bottom right loop\n    [85] =  { speed = -6, isHorz = true  }, -- From bottom right loop to bottom left loop\n    [110] = { speed = 6,  isHorz = false }, -- From bottom left loop to top left loop\n    [125] = { speed = 6,  isHorz = true  }, -- From top left loop to top right loop\n    [150] = { speed = -6, isHorz = false }, -- From top right loop to bottom right loop\n    [165] = { speed = -6, isHorz = true  }, -- From bottom right loop to bottom left loop\n    [190] = { speed = 6,  isHorz = false }, -- From bottom left loop to top left loop\n    [205] = { speed = 6,  isHorz = true  }, -- From top left loop to top loop\n    [220] = { speed = 6,  isHorz = false }, -- From top loop to top\n    [260] = { speed = 0 },                  -- Waiting...\n    -- Booster-only\n    [350] = { speed = 6,  isHorz = true,  instaTP = { x = -40, y = 240 } }, -- From bottom to center\n    [410] = { speed = -6, isHorz = false },                                 -- From center to left\n    [460] = { speed = 0 },                                                  -- Waiting...\n    [520] = { speed = -6, isHorz = false, instaTP = { x = 320, y = 480 } }, -- From top to bottom\n    [610] = { speed = 0 },                                                  -- Waiting...\n    [700] = { speed = 6,  isHorz = false, instaTP = { x = 320, y = -60 } }, -- From bottom to top behind Chara\n    [790] = { speed = 0 },                                                  -- Waiting...\n    [830] = { speed = -6, isHorz = false, instaTP = { x = 320, y = 480 } }, -- From top to center\n    [860] = { speed = 0,  noSound = true, surprise = true },                -- Encounter bubble and wait\n    [895] = { speed = 6,  isHorz = false },                                 -- From center to top\n    [935] = { speed = 0 },                                                  -- Already dead\n}\ncharaTimestamps = {\n    -- Chara-only\n    [420] =  { speed = -6, isHorz = false, instaTP = { x = 320, y = 480 } }, -- From top to bottom\n    [510] =  { speed = 0 },                                                  -- Waiting...\n    [550] =  { speed = 6,  isHorz = true,  instaTP = { x = -40, y = 240 } }, -- From left to center\n    [610] =  { speed = 6,  isHorz = false },                                 -- From center to top\n    [650] =  { speed = 0 },                                                  -- Waiting...\n    [690] =  { speed = 6,  isHorz = false, instaTP = { x = 320, y = -60 } }, -- From bottom to top\n    [780] =  { speed = 0 },                                                  -- Waiting...\n    [820] =  { speed = 6,  isHorz = false, instaTP = { x = 320, y = -60 } }, -- From bottom to center\n    [860] =  { speed = 0,  noSound = true, surprise = true },                -- Encounter bubble and wait\n    [895] =  { speed = 6,  isHorz = false },                                 -- From center to top\n    [945] =  { speed = 0 },                                                  -- Waiting...\n    [1060] = { speed = -3, isHorz = false, instaTP = { x = 320, y = 480 } }, -- From top to center\n    [1140] = { speed = 0,  laugh = true   },                                 -- Laughing animation\n    [1310] = { speed = -3, isHorz = true  },                                 -- From center to left\n    [1440] = { speed = 0,  noSound = true },                                 -- Never used\n}\nfunction Stare6(frame)\n    -- Create sprites\n    if frame == 0 and not inputted then\n        boosterSprite = CreateSprite(\"BoosterOW/8\")\n        boosterSprite.ypivot = 0\n        boosterSprite.MoveToAbs(-40, 240)\n        boosterSprite[\"path\"] = \"BoosterOW\"\n        boosterSprite[\"speed\"] = 0\n        boosterSprite[\"isHorz\"] = false\n        boosterSprite.z = -1\n        charaSprite = CreateSprite(\"CharaOW/8\")\n        charaSprite.ypivot = 0\n        charaSprite.MoveToAbs(-40, 240)\n        charaSprite[\"path\"] = \"CharaOW\"\n        charaSprite[\"speed\"] = 0\n        charaSprite[\"isHorz\"] = false\n        charaSprite.z = -1\n        stare6Sprites = { boosterSprite, charaSprite }\n        stare6Speeds = { boosterTimestamps, boosterTimestamps }\n    end\n\n    -- The sprites are only deleted when the animation is done\n    if not charaSprite then\n        return true\n    end\n\n    -- Handle movement for both sprites using the current count and their timestamp table\n    for k, v in pairs({ stare6Count, stare6Count <= 270 and stare6Count - 10 or stare6Count }) do\n        local sprite = stare6Sprites[k]\n        local speedObject = stare6Speeds[k][v]\n        -- If a timestamp has been found, then the sprite's behavior will change\n        if speedObject then\n            -- If the encounter bubble exists, delete it\n            if sprite[\"surprise\"] then\n                sprite[\"surprise\"].Remove()\n                sprite[\"surprise\"] = nil\n            end\n            -- Replace the sprite's speed and isHorz values with the new ones\n            sprite[\"speed\"] = speedObject.speed\n            sprite[\"isHorz\"] = speedObject.isHorz\n            -- If there's a TP, teleport the sprite at the given coords\n            if speedObject.instaTP then\n                sprite.MoveToAbs(speedObject.instaTP.x, speedObject.instaTP.y)\n            end\n            -- Create encounter bubbles if needed\n            if speedObject.surprise then\n                -- Play the encounter bubble sound once\n                if k == 2 then\n                    Audio.PlaySound(\"BeginBattle1\")\n                end\n                local spritename = sprite.spritename:sub(sprite.spritename:find(\"[%/%\\\\][^%/%\\\\]*$\") + 1)\n                sprite.StopAnimation()\n                sprite.Set(sprite[\"path\"] .. \"/\" .. (math.floor(tonumber(spritename) / 4) * 4 + 1))\n                local surprise = CreateSprite(\"Overworld/EncounterBubble\" .. (k == 2 and \"Geno\" or \"\"))\n                surprise.SetParent(sprite)\n                surprise.SetPivot(.5, 0)\n                surprise.SetAnchor(.5, 1)\n                surprise.MoveTo(0, 0)\n                sprite[\"surprise\"] = surprise\n            end\n            -- If the sprite doesn't move in this behavior\n            if sprite[\"speed\"] == 0 then\n                sprite.StopAnimation()\n                -- If the sprite needs a laughing animation, use it\n                if speedObject.laugh then\n                    sprite.SetAnimation({ \"l1\", \"l2\", \"l3\" }, 1 / 8, sprite[\"path\"])\n                    NewAudio.CreateChannel(\"Stare\")\n                    NewAudio.PlaySound(\"Stare\", \"Laugh\")\n                -- If the sprite doesn't move, it plays the runaway sound: if noSound is true, it doesn't play it\n                elseif not speedObject.noSound then\n                    Audio.PlaySound(\"runaway\")\n                end\n            else\n                -- Delete the audio channel Stare if it exists\n                if NewAudio.Exists(\"Stare\") then\n                    NewAudio.DestroyChannel(\"Stare\")\n                end\n                local start = sprite[\"speed\"] > 0 and (sprite[\"isHorz\"] and 8 or 12) or (sprite[\"isHorz\"] and 4 or 0)\n                local tab = { }\n                for i = 0, 3 do table.insert(tab, start + i) end\n                sprite.SetAnimation(tab, 3 / 5 / math.abs(sprite[\"speed\"]), sprite[\"path\"])\n            end\n        end\n        -- Move the sprite using its speed and isHorz values\n        sprite.Move(sprite[\"isHorz\"] and sprite[\"speed\"] or 0, sprite[\"isHorz\"] and 0 or sprite[\"speed\"])\n    end\n\n    local canInput = true\n    for _, v in pairs(stare6Sprites) do\n        if v[\"speed\"] ~= 0 or NewAudio.Exists(\"Stare\") or boosterSprite[\"surprise\"] then\n            canInput = false\n            break\n        end\n    end\n\n    -- If no sprite is moving, the audio channel Stare doesn't exist, no encounter bubble exists and player has pressed a key, stop the event\n    -- Deletes all the sprites and clean the animation up when it's done\n    if (inputted and canInput) or stare6Count == 1439 then\n        boosterSprite.Remove(); boosterSprite = nil\n        charaSprite.Remove();   charaSprite = nil\n        stare6Sprites = nil; stare6Speeds = nil\n        if NewAudio.Exists(\"Stare\") then\n            NewAudio.DestroyChannel(\"Stare\")\n        end\n    -- If a key is pressed while the laughing animation is ongoing, stop it\n    elseif NewAudio.Exists(\"Stare\") and (inputted or NewAudio.IsStopped(\"Stare\")) then\n        stare6Count = 1309\n    -- Replace the chara sprite's timestamp table with his own when the common part is finished\n    elseif stare6Count == 270 then\n        stare6Speeds[2] = charaTimestamps\n    -- Killing in progress\n    elseif stare6Count == 1000 then\n        Audio.PlaySound(\"hitSound\")\n        Misc.ShakeScreen(3)\n    end\n\n    stare6Count = stare6Count + 1\n\n    return false\nend\n\npunderSprite = nil\nfunction Stare7Alive(frame)\n    -- Create Asriel sprite and move Punder\n    if frame == 0 and not inputted then\n        asriel = CreateSprite(\"AsrielOW/13\")\n        asriel.ypivot = 0\n        asriel.MoveToAbs(320, -56)\n        asriel.SetAnimation({12, 13, 14, 15}, 0.15, \"AsrielOW\")\n        asriel.z = -1 -- in front of Punder\n\n        -- move Punder into place\n        Event.StopCoroutine(\"Punder\")\n        punderSprite = Event.GetSprite(\"Punder\")\n        -- walk to start point\n        Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n    end\n\n    if not inputted then\n        -- Phase 0: Walk up\n        if stare7Count < 120 then\n            asriel.absy = math.min(asriel.absy + 3, 260)\n        -- Phase 1: Look right and talk to Punder friend!\n        elseif stare7Count == 120 then\n            stare7Phase = 1\n            asriel.StopAnimation()\n            asriel.Set(\"Overworld/Asriel/16\")\n        elseif stare7Count >= 154 and stare7Count%14 == 0 and stare7Count < 308 then\n            asriel.Set(\"Overworld/Asriel/1\" .. (stare7Count%28 == 14 and 6 or 7))\n            if stare7Count == 238 then\n                Event.SetDirection(\"Punder\", 4)\n            end\n        elseif stare7Count == 308 then\n            asriel.Set(\"AsrielOW/9\")\n        elseif stare7Count == 340 then\n            Event.SetAnimHeader(\"Punder\", \"SunMovingLeft\")\n        elseif stare7Count == 460 then\n            Event.SetAnimHeader(\"Punder\", \"Sun\")\n            Event.SetDirection(\"Punder\", 4)\n        elseif stare7Count == 530 then\n            asriel.Set(\"AsrielOW/5\")\n        -- Phase 2: Play tag!\n        elseif stare7Count == 600 then\n            stare7Phase = 2\n            Audio.PlaySound(\"runaway\")\n            asriel.SetAnimation({4, 5, 6, 5}, 0.15, \"AsrielOW\")\n            punderSpeed = Event.GetSpeed(\"Punder\")\n            Event.SetSpeed(\"Punder\", 3)\n            Event.MoveToPoint(\"Punder\", 215, 260, true, false)\n        elseif stare7Count > 600 and stare7Count < 1220 then -- tag loop\n            -- asriel\n            do\n                -- run left\n                if     asriel.absy == 260 and asriel.absx > 215 then\n                    asriel.absx = math.max(asriel.absx - 3, 215)\n\n                    -- go down next\n                    if asriel.absx == 215 then\n                        asriel.SetAnimation({0, 1, 2, 1}, 0.15, \"AsrielOW\")\n                        asriel.z = -1\n                    end\n                -- run down\n                elseif asriel.absx == 215 and asriel.absy > 140 then\n                    asriel.absy = math.max(asriel.absy - 3, 140)\n\n                    -- go right next\n                    if asriel.absy == 140 then\n                        asriel.SetAnimation({8, 9, 10, 9}, 0.15, \"AsrielOW\")\n                    end\n                -- run right\n                elseif asriel.absy == 140 and asriel.absx < 400 then\n                    asriel.absx = math.min(asriel.absx + 3, 400)\n\n                    -- go up next\n                    if asriel.absx == 400 then\n                        asriel.SetAnimation({12, 13, 14, 13}, 0.15, \"AsrielOW\")\n                        asriel.z = 0\n                    end\n                -- run up\n                elseif asriel.absx == 400 and asriel.absy < 260 then\n                    asriel.absy = math.min(asriel.absy + 3, 260)\n\n                    -- go left next\n                    if asriel.absy == 260 then\n                        asriel.SetAnimation({4, 5, 6, 5}, 0.15, \"AsrielOW\")\n                    end\n                end\n            end\n\n            -- punder\n            do\n                -- run down next\n                if     punderSprite.absy == 260 and punderSprite.absx == 215 then\n                    Event.MoveToPoint(\"Punder\", 215, 140, true, false)\n                -- run right next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 400, 140, true, false)\n                -- run up next\n                elseif punderSprite.absy == 140 and punderSprite.absx == 400 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                -- run left next\n                elseif punderSprite.absx == 400 and punderSprite.absy == 260 then\n                    Event.MoveToPoint(\"Punder\", 215, 260, true, false)\n                end\n            end\n        elseif stare7Count == 1220 then\n            asriel.Set(\"AsrielOW/5\")\n            asriel.StopAnimation()\n            Event.MoveToPoint(\"Punder\", asriel.absx + punderSprite.width/2, asriel.absy, true, false)\n        -- Phase 3: Asriel got tagged!\n        elseif stare7Count == 1238 then\n            stare7Phase = 3\n            Audio.PlaySound(\"Bump\") -- BeginBattle1\n            asriel.Set(\"Overworld/Asriel/16\")\n            asriel.xscale = -1\n        elseif stare7Count > 1238 and stare7Count <= 1238 + 15 then\n            local i = stare7Count - 1238\n            local scale = 1 + math.sin(i * math.pi * 2 / 15) * 0.05\n            asriel.xscale = -1 / scale\n            asriel.yscale = scale\n        elseif stare7Count == 1254 then\n            asriel.Scale(-1, 1)\n        elseif stare7Count == 1320 then\n            asriel.Set(\"AsrielOW/9\")\n            asriel.xscale = 1\n        elseif stare7Count == 1335 then\n            Event.MoveToPoint(\"Punder\", asriel.absx + 80, 260, true, false)\n        -- Phase 4: Asriel's turn to chase!\n        elseif stare7Count == 1380 then\n            stare7Phase = 4\n            Audio.PlaySound(\"runaway\")\n            asriel.SetAnimation({8, 9, 10, 9}, 0.15, \"AsrielOW\")\n            asriel.z = 0\n            Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n        elseif stare7Count > 1380 and stare7Count < 1980 then -- tag loop\n            -- asriel\n            do\n                -- run right\n                if     asriel.absy == 260 and asriel.absx < 400 then\n                    asriel.absx = math.min(asriel.absx + 3, 400)\n\n                    -- go down next\n                    if asriel.absx == 400 then\n                        asriel.SetAnimation({0, 1, 2, 1}, 0.15, \"AsrielOW\")\n                    end\n                -- run down\n                elseif asriel.absx == 400 and asriel.absy > 140 then\n                    asriel.absy = math.max(asriel.absy - 3, 140)\n\n                    -- go left next\n                    if asriel.absy == 140 then\n                        asriel.SetAnimation({4, 5, 6, 5}, 0.15, \"AsrielOW\")\n                        asriel.z = -1\n                    end\n                -- run left\n                elseif asriel.absy == 140 and asriel.absx > 215 then\n                    asriel.absx = math.max(asriel.absx - 3, 215)\n\n                    -- go up next\n                    if asriel.absx == 215 then\n                        asriel.SetAnimation({12, 13, 14, 13}, 0.15, \"AsrielOW\")\n                    end\n                -- run up\n                elseif asriel.absx == 215 and asriel.absy < 260 then\n                    asriel.absy = math.min(asriel.absy + 3, 260)\n\n                    -- go right next\n                    if asriel.absy == 260 then\n                        asriel.SetAnimation({8, 9, 10, 9}, 0.15, \"AsrielOW\")\n                        asriel.z = 0\n                    end\n                end\n            end\n\n            -- punder\n            do\n                -- run down next\n                if     punderSprite.absx == 400 and punderSprite.absy == 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 140, true, false)\n                -- run left next\n                elseif punderSprite.absx == 400 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 215, 140, true, false)\n                -- run up next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 215, 260, true, false)\n                -- run right next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                end\n            end\n        -- Phase 5: Punder got tagged!\n        elseif stare7Count == 1980 then\n            Event.MoveToPoint(\"Punder\", punderSprite.absx, punderSprite.absy, true, false)\n            stare7Phase = 5\n        elseif stare7Count > 1980 and stare7Count < 1998 then\n            asriel.absx = asriel.absx + 3\n        elseif stare7Count == 1998 then\n            Audio.PlaySound(\"Bump\")\n            asriel.StopAnimation()\n            asriel.Set(\"Overworld/Asriel/16\")\n        elseif stare7Count > 1998 and stare7Count <= 1998 + 15 then\n            local i = stare7Count - 1998\n            local scale = 1 + math.sin(i * math.pi * 2 / 15) * 0.05\n            punderSprite.xscale = 1 / scale\n            punderSprite.yscale = scale\n        elseif stare7Count == 2013 then\n            punderSprite.Scale(1, 1)\n        elseif stare7Count == 2060 then\n            Event.SetDirection(\"Punder\", 4)\n        elseif stare7Count == 2120 then\n            Event.SetAnimHeader(\"Punder\", \"SunMovingLeft\")\n        elseif stare7Count == 2220 then\n            Event.SetAnimHeader(\"Punder\", \"Sun\")\n            Event.SetDirection(\"Punder\", 4)\n        elseif stare7Count >= 2300 and stare7Count%15 == 0 and stare7Count <= 2415 then\n            asriel.Set(\"Overworld/Asriel/1\" .. (stare7Count%30 == 0 and 7 or 6))\n        elseif stare7Count == 2500 then\n            Event.SetSpeed(\"Punder\", punderSpeed)\n            Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n        elseif stare7Count == 2540 then\n            asriel.Set(\"AsrielOW/13\")\n        -- Phase 6: Bye-bye!\n        elseif stare7Count == 2590 then\n            stare7Phase = 6\n            asriel.SetAnimation({12, 13, 14, 15}, 0.1875, \"AsrielOW\")\n        elseif stare7Count > 2590 and stare7Count < 2701 then\n            asriel.absy = asriel.absy + 2\n        -- The end!!\n        elseif stare7Count >= 2701 then\n            if asriel then\n                asriel.Remove()\n                asriel = nil\n                Event.SetSpeed(\"Punder\", punderSpeed)\n                Event.SetPage(\"Punder\", 2)\n            end\n            return true\n        end\n    -- Player pressed a key\n    else\n        -- Asriel hasn't walked all the way up yet\n        if stare7Phase == 0 then\n            -- run once\n            if stare7Count < 120 then\n                stare7Count = 120\n                asriel.SetAnimation({0, 1, 2, 1}, 0.1875, \"AsrielOW\")\n            elseif stare7Count > 120 and asriel.absy > -56 then\n                asriel.absy = asriel.absy - 2\n            -- end of event\n            elseif stare7Count > 120 and asriel.absy <= -56 then\n                asriel.Remove()\n                asriel = nil\n                Event.SetPage(\"Punder\", 2)\n                return true\n            end\n        -- Talking to Punder\n        elseif stare7Phase == 1 then\n            -- run once\n            if stare7Count < 600 then\n                stare7Count = 600\n                asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n                Event.SetAnimHeader(\"Punder\", \"Sun\")\n                Event.SetPage(\"Punder\", 2)\n            elseif stare7Count > 600 and asriel.absy < 480 then\n                asriel.absy = asriel.absy + 2\n            -- end of event\n            elseif stare7Count > 600 and asriel.absy >= 480 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        -- Tag game CCW\n        elseif stare7Phase == 2 then\n            -- asriel\n            do\n                -- run left\n                if     asriel.absy == 260 and asriel.absx > 215 then\n                    if asriel.absx >= 298 then\n                        asriel.absx = math.max(asriel.absx - 3, 298)\n\n                        -- run north off-screen\n                        if asriel.absx == 298 then\n                            asriel.absy = asriel.absy + 1\n                            asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n                            asriel.z = 0\n                            Event.MoveToPoint(\"Punder\", punderSprite.absx, punderSprite.absy, true, false)\n                            Event.SetSpeed(\"Punder\", punderSpeed)\n                            Event.SetPage(\"Punder\", 2)\n                        end\n                    else\n                        asriel.absx = math.max(asriel.absx - 3, 215)\n\n                        -- go down next\n                        if asriel.absx == 215 then\n                            asriel.SetAnimation({0, 1, 2, 1}, 0.15, \"AsrielOW\")\n                            asriel.z = -1\n                        end\n                    end\n                -- run down\n                elseif asriel.absx == 215 and asriel.absy > 140 then\n                    asriel.absy = math.max(asriel.absy - 3, 140)\n\n                    -- go right next\n                    if asriel.absy == 140 then\n                        asriel.SetAnimation({8, 9, 10, 9}, 0.15, \"AsrielOW\")\n                    end\n                -- run right\n                elseif asriel.absy == 140 and asriel.absx < 400 then\n                    asriel.absx = math.min(asriel.absx + 3, 400)\n\n                    -- go up next\n                    if asriel.absx == 400 then\n                        asriel.SetAnimation({12, 13, 14, 13}, 0.15, \"AsrielOW\")\n                        asriel.z = 0\n                    end\n                -- run up\n                elseif asriel.absx == 400 and asriel.absy < 260 then\n                    asriel.absy = math.min(asriel.absy + 3, 260)\n\n                    -- go left next\n                    if asriel.absy == 260 then\n                        asriel.SetAnimation({4, 5, 6, 5}, 0.15, \"AsrielOW\")\n                    end\n                -- run north off-screen\n                elseif asriel.absx == 298 and asriel.absy < 480 then\n                    asriel.absy = asriel.absy + 2\n\n                    -- end of event\n                    if asriel.absy >= 480 then\n                        asriel.Remove()\n                        asriel = nil\n                        Event.MoveToPoint(\"Punder\", punderSprite.absx, punderSprite.absy, true, false)\n                        Event.SetPage(\"Punder\", 2)\n                        return true\n                    end\n                end\n            end\n\n            -- punder\n            do\n                -- run down next\n                if     punderSprite.absy == 260 and punderSprite.absx == 215 then\n                    Event.MoveToPoint(\"Punder\", 215, 140, true, false)\n                -- run right next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 400, 140, true, false)\n                -- run up next\n                elseif punderSprite.absy == 140 and punderSprite.absx == 400 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                end\n            end\n        -- Asriel getting tagged\n        elseif stare7Phase == 3 then\n            -- run once\n            if stare7Count < 1380 then\n                stare7Count = 1380\n                asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n                asriel.Scale(1, 1)\n                Event.SetAnimHeader(\"Punder\", \"Sun\")\n                Event.SetPage(\"Punder\", 2)\n                Event.SetSpeed(\"Punder\", punderSpeed)\n            elseif stare7Count > 1380 and asriel.absy < 480 then\n                asriel.absy = asriel.absy + 2\n            -- end of event\n            elseif stare7Count > 1380 and asriel.absy >= 480 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        -- Tag game CW\n        elseif stare7Phase == 4 then\n            -- asriel\n            do\n                -- run right\n                if     asriel.absy == 260 and asriel.absx < 400 then\n                    asriel.absx = math.min(asriel.absx + 3, 400)\n\n                    -- go down next\n                    if asriel.absx == 400 then\n                        asriel.SetAnimation({0, 1, 2, 1}, 0.15, \"AsrielOW\")\n                    end\n                -- run down\n                elseif asriel.absx == 400 and asriel.absy > 140 then\n                    asriel.absy = math.max(asriel.absy - 3, 140)\n\n                    -- go left next\n                    if asriel.absy == 140 then\n                        asriel.SetAnimation({4, 5, 6, 5}, 0.15, \"AsrielOW\")\n                        asriel.z = -1\n                    end\n                -- run left\n                elseif asriel.absy == 140 and asriel.absx > 215 then\n                    if asriel.absx > 320 then\n                        asriel.absx = math.max(asriel.absx - 3, 320)\n\n                        -- run south off-screen\n                        if asriel.absx == 320 then\n                            asriel.absy = asriel.absy - 1\n                            asriel.SetAnimation({0, 1, 2, 1}, 0.1875, \"AsrielOW\")\n                            asriel.z = -1\n                            Event.MoveToPoint(\"Punder\", punderSprite.absx, punderSprite.absy, true, false)\n                        end\n                    else\n                        asriel.absx = math.max(asriel.absx - 3, 215)\n\n                        -- go up next\n                        if asriel.absx == 215 then\n                            asriel.SetAnimation({12, 13, 14, 13}, 0.15, \"AsrielOW\")\n                        end\n                    end\n                -- run up\n                elseif asriel.absx == 215 and asriel.absy < 260 then\n                    asriel.absy = math.min(asriel.absy + 3, 260)\n\n                    -- go right next\n                    if asriel.absy == 260 then\n                        asriel.SetAnimation({8, 9, 10, 9}, 0.15, \"AsrielOW\")\n                        asriel.z = 0\n                    end\n                -- run south off-screen\n                elseif asriel.absx == 320 and asriel.absy < 140 and asriel.absy > -56 then\n                    asriel.absy = asriel.absy - 2\n\n                    -- end of event\n                    if asriel.absy <= -56 then\n                        asriel.Remove()\n                        asriel = nil\n                        Event.SetSpeed(\"Punder\", punderSpeed)\n                        Event.SetPage(\"Punder\", 2)\n                        return true\n                    end\n                end\n            end\n\n            -- punder\n            do\n                -- run down next\n                if     punderSprite.absx == 400 and punderSprite.absy == 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 140, true, false)\n                -- run up next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 215, 260, true, false)\n                -- run right next\n                elseif punderSprite.absx == 215 and punderSprite.absy == 260 then\n                    Event.MoveToPoint(\"Punder\", 400, 260, true, false)\n                -- run left next\n                elseif punderSprite.absx == 400 and punderSprite.absy == 140 then\n                    Event.MoveToPoint(\"Punder\", 320 - 78, 140, true, false)\n                end\n            end\n        -- Punder is talking to Asriel\n        elseif stare7Phase > 4 then\n            -- run once\n            if stare7Count < 2701 then\n                stare7Count = 2701\n                asriel.SetAnimation({12, 13, 14, 15}, 0.1875, \"AsrielOW\")\n                punderSprite.Scale(1, 1)\n                Event.SetSpeed(\"Punder\", punderSpeed)\n                Event.SetPage(\"Punder\", 2)\n            elseif stare7Count > 2701 and asriel.absy < 480 then\n                if asriel.absx ~= 320 then\n                    asriel.absx = asriel.absx + (math.min(math.abs(asriel.absx - 320), 1.5) * (asriel.absx > 320 and -1 or 1))\n                end\n                asriel.absy = asriel.absy + 2\n            -- end of event\n            elseif stare7Count > 2701 and asriel.absy >= 480 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        end\n    end\n\n    stare7Count = stare7Count + 1\nend\n\nfunction Stare7Dead(frame)\n    -- Create Asriel sprite\n    if frame == 0 and not inputted then\n        asriel = CreateSprite(\"AsrielOW/13\")\n        asriel.ypivot = 0\n        asriel.MoveToAbs(320, -56)\n        asriel.SetAnimation({12, 13, 14, 15}, 0.15, \"AsrielOW\")\n    end\n\n    if not inputted then\n        -- Phase 0: Walk up\n        if stare7Phase == 0 and asriel and asriel.absy < 260 then\n            asriel.absy = math.min(asriel.absy + 3, 260)\n        -- Phase 1: Look right and talk to Punder...but he's not there...\n        elseif stare7Count == 120 then\n            stare7Phase = 1\n            asriel.StopAnimation()\n            asriel.Set(\"Overworld/Asriel/16\")\n        elseif stare7Count >= 154 and stare7Count%14 == 0 and stare7Count <= 308 then\n            asriel.Set(\"Overworld/Asriel/1\" .. (stare7Count%28 == 14 and 6 or 7))\n        elseif stare7Count == 350 then\n            asriel.Set(\"Overworld/Asriel/15\")\n        elseif stare7Count == 395 then\n            Audio.PlaySound(\"Squeak\")\n        elseif stare7Count > 395 and stare7Count < 420 then\n            local i = stare7Count - 395\n            local scale = 1 + math.sin(i * math.pi * 2 / 15) * 0.05\n            asriel.xscale = 1 / scale\n            asriel.yscale = scale\n        elseif stare7Count == 420 then\n            asriel.Scale(1, 1)\n        elseif stare7Count == 500 then\n            asriel.Set(\"Overworld/Asriel/11\")\n            asriel.xscale = -1\n        -- Phase 2: Walk to where Punder used to be\n        elseif stare7Count == 570 then\n            stare7Phase = 2\n            asriel.SetAnimation({12, 11, 13, 11}, 0.2, \"Overworld/Asriel\")\n        elseif stare7Count > 570 and stare7Count < 625 then\n            asriel.x = math.min(asriel.x + 1.5, 400)\n        elseif stare7Count == 625 then\n            asriel.StopAnimation()\n            asriel.Set(\"Overworld/Asriel/11\")\n        -- Phase 3: Look around frantically for lost friend...\n        elseif stare7Count == 710 or stare7Count == 920 then\n            asriel.Set(\"Overworld/Asriel/11\")   -- left\n            asriel.xscale = 1\n        elseif stare7Count == 750 or stare7Count == 880 then\n            asriel.Set(\"AsrielOW/13\")           -- up\n            asriel.xscale = 1\n        elseif stare7Count == 840 then\n            asriel.Set(\"Overworld/Asriel/11\")   -- right\n            asriel.xscale = -1\n        elseif stare7Count == 790 or stare7Count == 960 then\n            asriel.Set(\"Overworld/Asriel/2\")    -- down\n            asriel.xscale = 1\n        elseif stare7Count == 1060 then\n            asriel.Set(\"Overworld/Asriel/11\")\n            asriel.xscale = -1\n        elseif stare7Count == 1120 then\n            asriel.Set(\"Overworld/Asriel/14\")\n            asriel.xscale = 1\n        -- Phase 4: Begin to cry :'(\n        elseif stare7Count == 1250 then\n            stare7Phase = 4\n            asriel.Set(\"Overworld/Asriel/2\")\n        elseif stare7Count == 1325 then\n            asriel.Set(\"Overworld/Asriel/3\")\n        elseif stare7Count == 1400 then\n            asriel.Set(\"Overworld/Asriel/4\")\n        elseif stare7Count == 1500 then\n            asriel.Set(\"Overworld/Asriel/0\")\n        elseif stare7Count > 1550 and stare7Count%30 == 0 and stare7Count < 1800 then\n            asriel.Set(\"Overworld/Asriel/\" .. (stare7Count%60 == 0 and 0 or 1))\n        -- Phase 5: Stop crying...\n        elseif stare7Count >= 1800 and stare7Count%20 == 0 and stare7Count < 2060 then\n            stare7Phase = 5\n            asriel.Set(\"Overworld/Asriel/\" .. (5 + ((stare7Count%80) / 20)))\n        elseif stare7Count == 2120 then\n            asriel.Set(\"Overworld/Asriel/9\")\n        elseif stare7Count == 2200 then\n            asriel.Set(\"Overworld/Asriel/10\")\n        elseif stare7Count == 2275 then\n            asriel.Set(\"Overworld/Asriel/2\")\n        -- Phase 6: Leave :c\n        elseif stare7Count == 2400 then\n            stare7Phase = 6\n            asriel.Set(\"Overworld/Asriel/11\")\n        elseif stare7Count == 2460 then\n            asriel.SetAnimation({12, 11, 13, 11}, 0.25, \"Overworld/Asriel\")\n        elseif stare7Count > 2460 and stare7Count < 2525 then\n            asriel.x = math.max(asriel.x - 1.25, 320)\n        elseif stare7Count == 2525 then\n            asriel.StopAnimation()\n            asriel.Set(\"Overworld/Asriel/11\")\n        elseif stare7Count == 2575 then\n            asriel.SetAnimation({12, 13, 14, 13}, 0.25, \"AsrielOW\")\n        elseif stare7Count > 2575 and stare7Count < 2630 then\n            asriel.y = asriel.y + 1.5\n        elseif stare7Count == 2630 then\n            asriel.y = math.floor(asriel.y)\n            asriel.StopAnimation()\n            asriel.Set(\"AsrielOW/13\")\n        elseif stare7Count == 2700 then\n            asriel.Set(\"Overworld/Asriel/11\")\n            asriel.xscale = -1\n        elseif stare7Count == 2790 then\n            asriel.Set(\"AsrielOW/13\")\n            asriel.xscale = 1\n        elseif stare7Count == 2830 then\n            asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n        elseif stare7Count >= 2830 and stare7Count < 2900 then\n            asriel.absy = asriel.absy + 2\n        -- The end!!\n        elseif stare7Count >= 2900 then\n            if asriel then\n                asriel.Remove()\n                asriel = nil\n            end\n            return true\n        end\n    -- Player pressed a key\n    else\n        -- Asriel hasn't walked all the way up yet\n        if stare7Phase == 0 then\n            -- run once\n            if stare7Count < 120 then\n                stare7Count = 120\n                asriel.StopAnimation()\n                asriel.Set(\"AsrielOW/13\")\n                asriel.xscale = 1\n            elseif stare7Count == 150 then\n                asriel.Set(\"AsrielOW/5\")\n            elseif stare7Count == 180 then\n                asriel.Set(\"AsrielOW/9\")\n            elseif stare7Count == 210 then\n                asriel.Set(\"AsrielOW/1\")\n            elseif stare7Count == 270 then\n                asriel.SetAnimation({0, 1, 2, 1}, 0.1875, \"AsrielOW\")\n                asriel.absy = math.floor(asriel.absy + 0.5)\n            elseif stare7Count > 270 and asriel.absy > -56 then\n                asriel.absy = asriel.absy - 2\n            -- end of event\n            elseif stare7Count > 270 and asriel.absy <= -56 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        -- Asriel is trying to talk to Punder\n        elseif stare7Phase == 1 then\n            -- run once\n            if stare7Count < 570 then\n                stare7Count = 570\n                asriel.StopAnimation()\n                asriel.SetAnimation({12, 13, 14, 13}, 0.15, \"AsrielOW\")\n                asriel.Scale(1, 1)\n            elseif asriel.absy < 480 then\n                asriel.absy = asriel.absy + 2.5\n            -- end of event\n            elseif asriel.absy >= 480 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        -- any point after asriel starts walking right\n        else\n            -- run once\n            if stare7Count < 2900 then\n                stare7Count = 2900\n                asriel.StopAnimation()\n                -- walk left or up\n                if asriel.absx > 320 then\n                    asriel.SetAnimation({12, 11, 13, 11}, 0.1875, \"Overworld/Asriel\")\n                else\n                    asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n                end\n                asriel.xscale = 1\n            elseif asriel.absx > 320 then\n                asriel.absx = math.max(asriel.absx - 2, 320)\n\n                -- start walking up\n                if asriel.absx == 320 then\n                    asriel.SetAnimation({12, 13, 14, 13}, 0.1875, \"AsrielOW\")\n                end\n            elseif asriel.absy < 480 then\n                asriel.absy = asriel.absy + 2\n            -- end of event\n            elseif asriel.absy >= 480 then\n                asriel.Remove()\n                asriel = nil\n                return true\n            end\n        end\n    end\n\n    stare7Count = asriel and stare7Count + 1 or stare7Count\nend\n\nfunction Stare8(frame)\n   -- run once\n    if frame == 0 and not inputted then\n        chara = CreateSprite(\"Overworld/Chara/c0\")\n        chara.z = -1\n        chara.ypivot = 0\n        chara.MoveToAbs(-22, 230)\n\n        vignette = CreateSprite(\"Overworld/Chara/vignette\")\n        vignette.alpha = 0\n        vignette.SetParent(chara)\n        vignette.MoveTo(0, 0)\n\n        NewAudio.CreateChannel(\"zzz\")\n        NewAudio.PlayMusic(\"zzz\", \"mus_zzz_c\", true, 0)\n    end\n\n    -- standard operations\n    if stare8Phase > -1 then\n        if not inputted then\n            -- Phase 0: Slowly walk right with pauses\n            if stare8Phase == 0 and stare8Count < 330 then\n                if stare8Count % 110 == 0 then\n                    chara.Set(\"Overworld/Chara/c0\")\n                elseif stare8Count % 110 == 45 then\n                    chara.Set(\"Overworld/Chara/c1\")\n                end\n\n                if stare8Count % 110 < 45 then\n                    chara.x = chara.x + 0.5\n                end\n            elseif stare8Phase == 0 and stare8Count == 370 then\n                stare8Phase = 1\n                chara.SetAnimation({\"c0\", \"c1\"}, 0.3, \"Overworld/Chara\")\n            -- Phase 1: Walk right normally but still slowly. then walk down\n            elseif stare8Phase == 1 and stare8Count < 800 then\n                chara.x = chara.x + 0.5\n            elseif stare8Phase == 1 and stare8Count >= 800 then\n                if stare8Count == 800 then\n                    chara.animationspeed = chara.animationspeed * 2.5\n                end\n\n                chara.x = chara.x + 0.25\n                chara.y = math.max(chara.y - 0.1875, 174)\n\n                if chara.y == 174 then\n                    stare8Phase = 2\n                    chara.animationspeed = 1\n                end\n            -- Phase 2: Walk right just a bit slower\n            elseif stare8Phase == 2 and stare8Count < 1300 then\n                chara.x = chara.x + 0.2\n            elseif stare8Count == 1300 then\n                chara.StopAnimation()\n                chara.Set(\"Overworld/Chara/c1\")\n                stare8Phase = 3\n            -- Phase 3: Inch ever closer to Frisk\n            elseif stare8Phase == 3 and stare8Count >= 1360 and stare8Count < 2710 then\n                local timer = (stare8Count - 1360) % 140\n\n                if timer == 0 then\n                    chara.Set(\"Overworld/Chara/c0\")\n                elseif timer == 45 then\n                    chara.Set(\"Overworld/Chara/c1\")\n                end\n\n                if timer < 45 then\n                    chara.x = math.min(chara.x + 0.1, 420)\n                end\n            elseif stare8Count == 2710 then\n                stare8Phase = 4\n            -- Phase 4: Hug...?\n            elseif stare8Count == 2830 then\n                chara.Set(\"Overworld/Chara/c2\")\n            elseif stare8Count == 3000 then\n                chara.Set(\"Overworld/Chara/c3\")\n            elseif stare8Count == 3060 then\n                stare8Phase = 5\n            -- Phase 5: Fade out scary music\n            elseif stare8Count == 3220 then\n                chara.Set(\"Overworld/Chara/c4\")\n            elseif stare8Count == 3265 then\n                chara.Set(\"Overworld/Chara/c5\")\n            elseif stare8Count == 3350 then\n                chara.Set(\"CharaOW/9\")\n            elseif stare8Count == 3420 then\n                stare8Phase = -1\n                stare8Count = 0\n                return false\n            end\n\n            -- vignette alpha\n            if stare8Phase < 4 then\n                vignette.alpha = chara.x/450\n                NewAudio.SetVolume(\"zzz\", math.min((chara.x/420) * 0.75, 0.75))\n                Audio.Volume((1 - (chara.x/334)) * 0.75)\n            elseif stare8Phase == 5 then\n                NewAudio.SetVolume(\"zzz\", NewAudio.GetVolume(\"zzz\") - 0.003)\n                vignette.alpha = vignette.alpha - 0.003\n            end\n        -- Player has pressed a key\n        else\n            -- Initial walk right\n            if stare8Phase == 0 then\n                -- run once\n                if chara.xscale == 1 then\n                    chara.xscale = -1\n                    chara.Set(\"Overworld/Chara/c1\")\n                    chara.SetAnimation({\"c1\", \"c0\"}, 0.1875, \"Overworld/Chara\")\n                    vignette.xscale = 1\n                else\n                    chara.x = math.max(chara.x - 2, -22)\n\n                    NewAudio.SetVolume(\"zzz\", NewAudio.GetVolume(\"zzz\") - 0.003)\n                    vignette.alpha = vignette.alpha - 0.003\n\n                    if chara.x == -22 then\n                        NewAudio.SetVolume(\"src\", math.min(NewAudio.GetVolume(\"src\") + 0.01, 0.75))\n                        if NewAudio.GetVolume(\"src\") == 0.75 and vignette.alpha == 0 then\n                            chara.Remove()\n                            chara = nil\n                            vignette.Remove()\n                            NewAudio.DestroyChannel(\"zzz\")\n                            return true\n                        end\n                    end\n                end\n            else\n                stare8Phase = -1\n                stare8Count = -1\n            end\n        end\n    -- Make Chara run off\n    else\n        if stare8Count == 0 then\n            charaY = chara.absy\n            chara.Set(\"CharaOW/9\")\n            chara.StopAnimation()\n            chara.ypivot = 0\n            chara.absy = charaY\n\n            -- make bubble\n            Audio.PlaySound(\"BeginBattle1\")\n            bubble = CreateSprite(\"Overworld/EncounterBubble\")\n            bubble.ypivot = 0\n            bubble.SetParent(chara)\n            bubble.SetAnchor(0.5, 0)\n            bubble.MoveTo(0, chara.height + 6)\n        elseif stare8Count <= 11 then\n            chara.y = chara.y + ( 6 - stare8Count)\n        elseif stare8Count == 12 then\n            chara.absy = charaY\n        elseif stare8Count == 30 then\n            bubble.Remove()\n            Audio.PlaySound(\"runaway\")\n            chara.SetAnimation({4, 5, 6, 5}, 0.1, \"CharaOW\")\n        elseif stare8Count > 30 then\n            if chara then\n                chara.x = math.max(chara.x - 4, -22)\n                chara.y = math.min(chara.y + 2, 230)\n\n                if chara.x == -22 then\n                    NewAudio.SetVolume(\"src\", math.min(NewAudio.GetVolume(\"src\") + 0.01, 0.75))\n                    if NewAudio.GetVolume(\"src\") == 0.75 and vignette.alpha == 0 then\n                        chara.Remove()\n                        chara = nil\n                        vignette.Remove()\n                        NewAudio.DestroyChannel(\"zzz\")\n                        return true\n                    end\n                end\n            else\n                return true\n            end\n        end\n\n        NewAudio.SetVolume(\"zzz\", NewAudio.GetVolume(\"zzz\") - 0.003)\n        vignette.alpha = vignette.alpha - 0.003\n    end\n\n    stare8Count = chara and stare8Count + 1 or stare8Count\nend\n\n-- Auto\nfunction EventPage2()\n    stareShift = (Event.Exists(\"Punder\") and Event.GetAnimHeader(\"Punder\") == \"\") and 0 or 2\n    stareFrame = 1800\n    inputted = false\n    currEventDone = true\n    resetStareVars()\n    Event.SetPage(Event.GetName(), 3)\n    Player.CanMove(false)\n    Event.MoveToPoint(\"Player\", 430, 174, true)\n    Event.SetDirection(\"Player\", 6)\nend\n\n-- Parallel process\nfunction EventPage3()\n    local stareID = math.floor(stareFrame / eventFrequency)\n    local realStareID = math.min(stareID + stareShift, maxStares)\n    if stareID > 0 then\n        currEventDone = _G[\"Stare\" .. realStareID]((stareFrame + (stareShift * eventFrequency)) - realStareID * eventFrequency)\n    end\n\n    if not inputted then\n        if Input.Left == 1 or Input.Right == 1 or Input.Up == 1 or Input.Down == 1 or Input.Confirm == 1 or Input.Cancel == 1 or Input.Menu == 1 then\n            inputted = true\n        end\n    end\n\n    if inputted and currEventDone then\n        SetGlobal(\"CYFOWStare\", math.min(realStareID, maxStares) + 1)\n        Player.CanMove(true)\n        Event.SetPage(Event.GetName(), 1)\n        Event.SetPage(\"Event1\", 5)\n        Event.StopCoroutine()\n        return\n    end\n\n    if not displayTextOneFrameMovement then\n        Player.CanMove(false)\n    else\n        Player.CanMove(true)\n        displayTextOneFrameMovement = false\n    end\n    if not inputted then\n        stareFrame = stareFrame + 1\n    end\nend"
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    "path": "Assets/Mods/Examples/Lua/Events/StareTest.lua.meta",
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    "path": "Assets/Mods/Examples/Lua/Events.meta",
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  {
    "path": "Assets/Mods/Examples/Lua/Libraries/randomvoice.lua",
    "content": "-- A library to add random voices to every letter in a dialogue.\n-- First, we make a new table for our random voices and our module.\n\nlocal voices = {} -- This will contain the voices we're going to use. Only accessible from within this library.\nlocal randomvoicer = {} -- The actual module.\n\n-- You can change your voices from your own scripts with this. See the actual encounter for usage.\nfunction randomvoicer.setvoices(table)\n    voices = table \nend\n\n-- This randomizes all lines in a table.\nfunction randomvoicer.randomizetable(table)\n    for i=1,#table do\n        table[i] = randomvoicer.randomizeline(table[i])\n    end\n    return table\nend\n\n-- This function will take care of inserting a random voice in front of every letter.\nfunction randomvoicer.randomizeline(text)\n    local skipping = false -- We will use this variable to stop inserting voices when we find [ and continue when we find ], otherwise we'll screw up commands.\n    -- First, we can just skip the whole thing if there aren't any voices.\n    if #voices == 0 then\n        return text\n    end\n\n    -- Now we can go over every letter in the text, and add a voice to it.\n    local temptext = \"\"\n    for i=1,#text do\n        local nextletter = text:sub(i,i) -- Get the next letter.\n        if nextletter == \"[\" then -- Start skipping text when we encounter a command.\n            skipping = true\n        elseif nextletter == \"]\" then -- We can stop skipping again when the command is over.\n            skipping = false\n        elseif skipping == false then -- If we aren't skipping, we can insert random voices.\n            temptext = temptext .. randomvoicer.voice() -- Adds a random voice to the temporary string.\n        end\n        temptext = temptext .. nextletter -- In all cases, we should include the next letter of the string.\n    end\n\n    return temptext -- Don't forget to return the modified text.\nend\n\n-- This returns a random voice command depending on what voices you have set here.\nfunction randomvoicer.voice()\n    if #voices == 0 then\n        return \"\"\n    end\n\n    return \"[voice:\" .. voices[math.random(#voices)] .. \"]\"\nend\n\nreturn randomvoicer"
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  {
    "path": "Assets/Mods/Examples/Lua/Libraries/randomvoice.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Libraries.meta",
    "content": "fileFormatVersion: 2\nguid: 0bce4a4d764f2b946a13ab82fd2e62a9\nfolderAsset: yes\ntimeCreated: 1487174274\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/bulletTestingPoseur.lua",
    "content": "comments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Regular\", \"Cyan\", \"Orange\", \"Green\", \"Combined\"}\nrandomdialogue = {\"Check\\nit\\nout.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 10\ngold = 20\n\nposecount = 0\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    SetGlobal(\"wavetype\", command)\n    if command == \"REGULAR\" then\n        BattleDialog({\"The default bullettest_bouncy.\"})\n    elseif command == \"CYAN\" then\n        BattleDialog({\"Cyan bullets. Stand still\\rto avoid getting hit.\"})\n    elseif command == \"ORANGE\" then \n        BattleDialog({\"Orange bullets. Move through\\rto avoid getting hit.\"})\n    elseif command == \"GREEN\" then\n        BattleDialog({\"Green bullets.\\rThey heal you for 1 HP.\"})\n    elseif command == \"COMBINED\" then\n        BattleDialog({\"All behaviours combined.\\nAn example of how to\\rachieve this.\"})\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/bulletTestingPoseur.lua.meta",
    "content": "fileFormatVersion: 2\nguid: f60415f0b4a3be446bbe3f992f9a6b74\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/newCharactersPoseur.lua",
    "content": "comments = {\"You should check the path\\nExamples/Sprites/UI/Fonts !\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Check\\nit\\nout\\nù-ù\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 10\ngold = 20\n\nposecount = 0\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        if posecount == 0 then\n            currentdialogue = {\"Not\\nbad.\"}\n            BattleDialog({\"You posed dramatically.\"})\n        elseif posecount == 1 then\n            currentdialogue = {\"Not\\nbad\\nat\\nall...!\"}\n            BattleDialog({\"You posed even more dramatically.\"})\n        else\n            canspare = true\n            table.insert(comments, \"Poseur is impressed by your\\rposing power.\")\n            currentdialogue = {\"That's\\nit...!\"}\n            BattleDialog({\"You posed so dramatically,\\ryour anatomy became\\rincorrect.\"})\n        end\n        posecount = posecount + 1\n    elseif command == \"STAND\" then\n        currentdialogue = {\"What's\\nthe\\nhold-up?\"}\n        BattleDialog({\"You just kind of stand there.\"})\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"But\\nI don't\\nhave\\nhair.\"}\n        BattleDialog({\"You make a scathing remark about\\rPoseur's hairstyle.\"})\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/newCharactersPoseur.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 6780d9f7012b40f478aad40ca5d4a8f6\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/poseur.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"Check\\nit\\nout.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\ncancheck = true\nxp = 10\ngold = 20\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"Selected\\nAct 1.\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    currentdialogue = {currentdialogue[1]}\n    BattleDialog({\"You selected \" .. command .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/poseur.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 4fee04575df61934e8c1753859dc0f92\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/poseurIntroAndLaunchMusic.lua",
    "content": "comments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"Check\\nit\\nout.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 10\ngold = 20\n\nposecount = 0\n\n-- Function launched inside the intro when the music is resumed.\nfunction LaunchMusic()\n    Audio.Unpause()\nend\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"Selected\\nAct 1.\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    BattleDialog({\"You selected \" .. command .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/poseurIntroAndLaunchMusic.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 71c490f826d54f043af088f6cada37f7\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/sans.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like 'dog.\", \"Looking good.\", \"Is that ketchup?\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"[font:sans]...\"}\n\nsprite = \"empty\" --Always PNG. Extension is added automatically.\nname = \"Skeleton\"\nhp = 100\natk = 1\ndef = 1\ncheck = \"Check message goes here.\"\ndialogbubble = \"rightwideminus\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\nxp = 30\ngold = 40\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n    else\n        -- player did actually attack\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"Selected\\nAct 1.\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    currentdialogue = {\"[font:sans]\" .. currentdialogue[1]}\n    BattleDialog({\"You selected \" .. command .. \".\"})\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/sans.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 0cbfe934838ebe941b1431dbd20785c9\ntimeCreated: 1487174276\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/timeScalePoseur.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Za Warudo\"}\nrandomdialogue = {\"Random\\nDialogue\\n1.\", \"Random\\nDialogue\\n2.\", \"Random\\nDialogue\\n3.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 100\natk = 1\ndef = 1\ncheck = \"Check message goes here.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\n\n-- Happens after the slash animation but before \nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n    else\n        -- player did actually attack\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ZA WARUDO\" then\n        Time.timeScale = Time.timeScale / 2\n        currentdialogue = {\"Time\\nwill\\ngo\\nslower!\"}\n        BattleDialog({\"You selected Za Warudo.\"})\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/timeScalePoseur.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 84d973ec364f34841b16d5e0c0037da3\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/twoMonstersPosette.lua",
    "content": "comments = {\"Smells like stars and platinum.\", \"Posette is standing there quietly.\", \"Posette is flexing.\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Gimme a break.\", \"...\", \"Ora Ora Ora Ora\"}\n\nsprite = \"posette\" --Always PNG. Extension is added automatically.\nname = \"Posette\"\nhp = 100\natk = 3\ndef = 0\ncheck = \"The next in a long line of respected mannequins.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 30\ngold = 40\n\nthis_must_be_the_work_of_an_enemy_stand = 0\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Weak.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"I felt that.\"}\n        else\n            currentdialogue = {\"Now I'm angry.\"}\n        end\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        BattleDialog({\"You struck your best pose,[w:7] but Posette remained unimpressed.[w:20][next]\"})\n    elseif command == \"STAND\" then\n        if this_must_be_the_work_of_an_enemy_stand == 0 then\n            currentdialogue = {\"Stand-\\noff?\\nAlright.\"}\n            BattleDialog({\"You just kind of stand there.\"})\n        elseif this_must_be_the_work_of_an_enemy_stand == 1 then\n            currentdialogue = {\"Agh...\"}\n            BattleDialog({\"Your standing intensifies.[w:30][next]\", \"Posette won't hold on much longer.\"})\n        else\n            canspare = true\n            table.insert(comments, \"There's still a faint rumbling.\")\n            currentdialogue = {\"I\\ngive\\nup.\"}\n            BattleDialog({\"You stand there intently. You hear a faint rumbling.\"})\n        end\n        this_must_be_the_work_of_an_enemy_stand = this_must_be_the_work_of_an_enemy_stand + 1\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"Awful.\"}\n        BattleDialog({\"You make a scathing remark about Posette's pose.\"})\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/twoMonstersPosette.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 8df8e0e3bd70f0e49819e127d18bf7fd\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/twoMonstersPoseur.lua",
    "content": "comments = {\"You should check the path\\nExamples/Sprites/UI/Fonts !\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Check\\nit\\nout\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 10\ngold = 20\n\nposecount = 0\n\n-- Happens after the slash animation but before the animation.\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        -- player did actually attack\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        if posecount == 0 then\n            currentdialogue = {\"Not\\nbad.\"}\n            BattleDialog({\"You posed dramatically.\"})\n        elseif posecount == 1 then\n            currentdialogue = {\"Not\\nbad\\nat\\nall...!\"}\n            BattleDialog({\"You posed even more dramatically.\"})\n        else\n            canspare = true\n            table.insert(comments, \"Poseur is impressed by your\\rposing power.\")\n            currentdialogue = {\"That's\\nit...!\"}\n            BattleDialog({\"You posed so dramatically,\\ryour anatomy became\\rincorrect.\"})\n        end\n        posecount = posecount + 1\n    elseif command == \"STAND\" then\n        currentdialogue = {\"What's\\nthe\\nhold-up?\"}\n        BattleDialog({\"You just kind of stand there.\"})\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"But\\nI don't\\nhave\\nhair.\"}\n        BattleDialog({\"You make a scathing remark about\\rPoseur's hairstyle.\"})\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Monsters/twoMonstersPoseur.lua.meta",
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    "path": "Assets/Mods/Examples/Lua/Monsters.meta",
    "content": "fileFormatVersion: 2\nguid: ba7097798d573c740b67d272a56f5a2d\nfolderAsset: yes\ntimeCreated: 1487174275\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/COMBINED.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Sets a bullet's color as a string, then checks it in OnHit to achieve different types of bullet effects in one wave.\nspawntimer = 0\nbullets = {}\ncolors = {\"regular\", \"cyan\", \"orange\", \"green\"}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%20 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n\n        local bulletType = colors[math.random(#colors)]\n        local bullet = CreateProjectile(\"bullet\", posx, posy)\n        if bulletType == \"cyan\" then\n            bullet.sprite.color = {0/255, 162/255, 232/255}\n        elseif bulletType == \"orange\" then\n            bullet.sprite.color = {255/255, 154/255, 34/255}\n        elseif bulletType == \"green\" then\n            bullet.sprite.color = {64/255, 252/255, 64/255}\n        end\n\n        bullet.SetVar('color', bulletType)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        -- Note this new if check. We're going to remove bullets, and we can't move bullets that were removed.\n        if bullet.isactive then\n            local velx = bullet.GetVar('velx')\n            local vely = bullet.GetVar('vely')\n            local newposx = bullet.x + velx\n            local newposy = bullet.y + vely\n            if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n                if(bullet.y < -Arena.height/2 + 8) then \n                    newposy = -Arena.height/2 + 8\n                    vely = 4\n                end\n            end\n           vely = vely - 0.04\n            bullet.MoveTo(newposx, newposy)\n            bullet.SetVar('vely', vely)\n        end\n    end\nend\n\nfunction OnHit(bullet) \n    local color = bullet.GetVar(\"color\")\n    local damage = 5\n    if color == \"regular\" then\n        Player.Hurt(damage)\n    elseif color == \"cyan\" and Player.isMoving then\n        Player.Hurt(damage)\n    elseif color == \"orange\" and not Player.isMoving then\n        Player.Hurt(damage)\n    elseif color == \"green\" then\n        Player.Heal(1)\n        bullet.Remove()\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/COMBINED.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 43d51d862c5d71d489acc32d6cc5bcb7\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/CYAN.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate cyan bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.sprite.color = {0/255, 162/255, 232/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend\n\nfunction OnHit(bullet)\n    if Player.isMoving then\n        Player.Hurt(3)\n    end\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/CYAN.lua.meta",
    "content": "fileFormatVersion: 2\nguid: cf87f37a2497ea0498b11142f7f0e93e\ntimeCreated: 1487174280\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/GREEN.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate green bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy) \n        bullet.sprite.color = {64/255, 252/255, 64/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        -- Note this new if check. We're going to remove bullets, and we can't move bullets that were removed.\n        if bullet.isactive then\n            local velx = bullet.GetVar('velx')\n            local vely = bullet.GetVar('vely')\n            local newposx = bullet.x + velx\n            local newposy = bullet.y + vely\n            if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n                if(bullet.y < -Arena.height/2 + 8) then \n                    newposy = -Arena.height/2 + 8\n                    vely = 4\n                end\n            end\n           vely = vely - 0.04\n            bullet.MoveTo(newposx, newposy)\n            bullet.SetVar('vely', vely)\n        end\n    end\nend\n\nfunction OnHit(bullet)\n    Player.Heal(1)\n    bullet.Remove()\nend"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/GREEN.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 9d4ab2075d6e61d40b61bc12df6b5e8c\ntimeCreated: 1487174279\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/ORANGE.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate orange bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.sprite.color = {255/255, 154/255, 34/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend\n\nfunction OnHit(bullet)\n    if not Player.isMoving then\n        Player.Hurt(3)\n    end\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/REGULAR.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/arenatest_move.lua",
    "content": "if not isCYF then\n\terror(\"This feature only works in CYF.\")\nend\n\nbullet = CreateProjectile(\"bullet\", Arena.width/2, 0)\nbullet.layer = \"After\"\ntimer = 0\n\nfunction Update()\n    Arena.Move(1, 0, true, true)\n\tbullet.sprite.Scale(bullet.sprite.xscale + 0.02, bullet.sprite.xscale + 0.02)\nend"
  },
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    "path": "Assets/Mods/Examples/Lua/Waves/arenatest_move.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_bouncy.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_bouncy_time.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + Time.dt\n    if spawntimer >= 0.5 then\n        spawntimer = 0\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx * Time.mult\n        local newposy = bullet.y + vely * Time.mult\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_chaserorb.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_chaserorb_time.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100 * Time.mult\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100 * Time.mult\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_touhou.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if(spawntimer % 30 == 0) then\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + 1/40)\n        lerp = lerp + 1 / 90\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_touhou.lua.meta",
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  },
  {
    "path": "Assets/Mods/Examples/Lua/Waves/bullettest_touhou_time.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + Time.dt\n    if(spawntimer >= 0.5) then\n        spawntimer = 0\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + Time.dt * 1.5)\n        lerp = lerp + Time.dt / 1.5\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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    "path": "Assets/Mods/Examples/Sounds/Credits.txt",
    "content": "These sound effects belong to Nintendo.\n\nSuper Paper Mario:\n    SE1_EVT_LINE_DRAW1\n    SE1_EVT_LINE_TURN2\n\nSuper Mario 64:\n    mario-pain\n    sm64_impact\n    step-floor\n"
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    "path": "Assets/Mods/Examples 2/Lua/Animations/sans_anim.lua",
    "content": "--For usage, check out the encounter Lua's EncounterStarting() and Update() functions.\n\n-- First, we can create the torso, legs and head.\nsanstorso = CreateSprite(\"sans/sanstorso\")\nsanslegs = CreateSprite(\"sans/sanslegs\")\nsanshead = CreateSprite(\"sans/sanshead1\")\n\n--We parent the torso to the legs, so when you move the legs, the torso moves too. \n--We do the same for attaching the head to the torso.\nsanstorso.SetParent(sanslegs)\nsanshead.SetParent(sanstorso)\n\n--Now we adjust the height for the individual parts so they look more like a skeleton and less like a pile of bones.\nsanslegs.y = 240\nsanslegs.x = 320\nsanstorso.y = -5 --The torso's height is relative to the legs they're parented to.\nsanshead.y = 40 --The head's height is relative to the torso it's parented to.\n\n--We set the torso's pivot point to halfway horizontally, and on the bottom vertically, \n--so we can rotate it around the bottom instead of the center.\nsanstorso.SetPivot(0.5, 0)\n\n--We set the torso's anchor point to the top center. Because the legs are pivoted on the bottom (so rescaling them only makes them move up),\n--we want the torso to move along upwards with them.\nsanstorso.SetAnchor(0.5, 1)\nsanslegs.SetPivot(0.5, 0)\n\n--Finally, we do some frame-by-frame animation just to show off the feature. You put in a list of sprites,\n--and the time you want a sprite change to take. In this case, it's 1/2 of a second.\nsanshead.SetAnimation({\"sans/sanshead1\", \"sans/sanshead2\", \"sans/sanshead3\"}, 1/2)\n\nfunction AnimateSans()\n    sanslegs.Scale(1, 1+0.1*math.sin(Time.time*2))\n    sanshead.MoveTo(2*math.sin(Time.time), 40 + 2*math.cos(Time.time))\n    sanshead.rotation = 10*math.sin(Time.time + 1)\n    sanstorso.rotation = 10*math.sin(Time.time + 2)\nend\n\t\n\n"
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    "path": "Assets/Mods/Examples 2/Lua/Encounters/01 - Two monsters.lua",
    "content": "encountertext = \"Your path is blocked by\\rtwo mannequins!\" --Modify as necessary. It will only be read out in the action select screen.\nwavetimer = 4.0\narenasize = {155, 130}\nnextwaves = {\"bullettest_touhou\"}\n\nenemies = {\n\"poseur\",\n\"posette\"\n}\n\nenemypositions = {\n{-180, 0},\n{120, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n    State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Encounters/01 - Two monsters.lua.meta",
    "content": "fileFormatVersion: 2\nguid: e2d0723f913bd6a42882c606a2b73966\ntimeCreated: 1487174280\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Encounters/02 - Colored bullets.lua",
    "content": "-- A basic encounter script skeleton you can copy and modify for your own creations.\n\n-- music = \"shine_on_you_crazy_diamond\" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.\nencountertext = \"Select ACT commands to see\\rdifferent bullets in action.\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"bullet_testing_poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- The wavetype is set in bullet_testing_poseur's act commands.\n    nextwaves = { GetGlobal(\"wavetype\") }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Encounters/02 - Colored bullets.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 2e253a76e6ff4eb44a9dc3794983ae90\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Encounters/03 - Library Example.lua",
    "content": "-- An example of how to use libraries.\n-- First, let's include our library.\nvoicer = require \"randomvoice\"\n-- Now, set some voices that are included in the default directory.\nvoicer.setvoices({\"v_sans\", \"v_fluffybuns\", \"v_papyrus\", \"v_flowey\"})\n-- We can now use the voicer.randomize() function on all our dialogue! See the EnemyDialogueStarting function below.\n\nencountertext = \"A library example that randomizes\\ra monster's voice per letter.\\nCheck it out!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = {\n\"poseur\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    -- If you want to change the game state immediately, this is the place.\n    local randomdialogue = enemies[1].GetVar(\"randomdialogue\") -- retrieve dialogue first, for readability\n    enemies[1].SetVar(\"randomdialogue\", voicer.randomizetable(randomdialogue)) -- Randomize voices with the library!\nend\n\nfunction EnemyDialogueStarting()\n    -- Good location for setting monster dialogue depending on how the battle is going.\n    -- Example: enemies[1].SetVar('currentdialogue', {\"Check it\\nout!\"})   See documentation for details.\n    local enemydialogue = enemies[1].GetVar(\"currentdialogue\") -- retrieve dialogue first, for readability\n    if enemydialogue ~= nil then -- Note that this can happen when a monster is having its random dialogue!\n        enemies[1].SetVar('currentdialogue', voicer.randomizetable(enemydialogue)) -- Randomize voices with the library!\n    end\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n     State(\"ENEMYDIALOGUE\") --By default, pressing spare only spares the enemies but stays in the menu. Changing state happens here.\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Encounters/03 - Library Example.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 145cfecf4a8c3e44c9a05cb5d9435c94\ntimeCreated: 1487174276\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Encounters/04 - Animation.lua",
    "content": "-- An animation demo with a rotating Sans head.\n\n-- music = \"shine_on_you_crazy_diamond\" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.\nencountertext = \"It's an animation!\" --Modify as necessary. It will only be read out in the action select screen.\nnextwaves = {\"bullettest_chaserorb\"}\nwavetimer = 4.0\narenasize = {155, 130}\nautolinebreak = true\n\nenemies = {\n\"sans\"\n}\n\nenemypositions = {\n{0, 0}\n}\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = {\"bullettest_bouncy\", \"bullettest_chaserorb\", \"bullettest_touhou\"}\n\nfunction EncounterStarting()\n    --Include the animation Lua file. It's important you do this in EncounterStarting, because you can't create sprites before the game's done loading.\n    --Be careful that you use different variable names as you have here, because the encounter's will be overwritten otherwise!\n    --You can also use that to your benefit if you want to share a bunch of variables with multiple encounters.\n    require \"Animations/sans_anim\"\nend\n\nfunction Update()\n    --By calling the AnimateSans() function on the animation Lua file, we can create some movement!\n\tAnimateSans()\nend\n\nfunction EnemyDialogueEnding()\n    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.\n    -- This example line below takes a random attack from 'possible_attacks'.\n    nextwaves = { possible_attacks[math.random(#possible_attacks)] }\nend\n\nfunction DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.\nend\n\nfunction HandleSpare()\n\tState(\"ENEMYDIALOGUE\")\nend\n\nfunction HandleItem(ItemID)\n    BattleDialog({\"Selected item \" .. ItemID .. \".\"})\nend"
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  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Ladder.lua",
    "content": "function EventPage1()\n    local speed = Event.GetSpeed(\"Player\")\n\n    Event.MoveToPoint(\"Player\", 350, 769, false)\n    Event.SetSpeed(\"Player\", 1.5)\n\tEvent.MoveToPoint(\"Player\", 350, 630, true, false)\n    Event.SetDirection(\"Player\", 8)\n\n    Screen.SetTone(true, false, 0, 0, 0, 255)\n\n    local pos = Event.GetPosition(\"Player\")\n    while pos[2] > 630 do\n        Misc.cameraY = 537\n        General.Wait(1)\n        NewAudio.SetVolume(\"src\", 0.75 * ((pos[2] - 630) / 139))\n        pos = Event.GetPosition(\"Player\")\n    end\n\n    NewAudio.SetVolume(\"src\", 0.75)\n    Event.SetSpeed(\"Player\", speed)\n    Screen.SetTone(false, false, 0, 0, 0, 0)\n    General.EnterShop(\"Dummy\", true)\nend\n"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Events/Ladder.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 67b581ddae1e9a14e9e6d5b19cc20449\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/SaveTest.lua",
    "content": "function EventPage0()\n    local spriteTest = Event.GetSprite(Event.GetName())\n    spriteTest.SetAnimation({\"SavePoint/0\", \"SavePoint/1\"}, .2)\nend\n\nfunction EventPage1()\n    General.SetDialog({\"[health:Max]This large stretch of snow is so beautiful to the eye...\", \n                       \"[waitall:5]...[waitall:1][w:40]Seeing that the background is finally here fills you with determination.\"}, true)\n    General.Save()\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Events/SaveTest.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 8405f5461a3d2a14abd5882c9f2e7b22\ntimeCreated: 1490005789\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/68302eae.lua",
    "content": "function EventPage0()\n    if Event.GetAnimHeader(\"Player\") ~= \"Asriel\" then\n        Event.Remove(Event.GetName() .. \" (1)\")\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    local playerSprite = Event.GetSprite(\"Player\")\n    local friskSprite = Event.GetSprite(Event.GetName())\n    local blackSprite = Event.GetSprite(Event.GetName() .. \" (1)\")\n    Event.MoveToPoint(\"Player\", 440, 201, true)\n    Event.SetDirection(\"Player\", 4)\n    Event.SetDirection(Event.GetName(), 6)\n    General.SetDialog({\"[voice:v_asriel](There's a human here, [w:15]all alone...)\",\n                       \"[voice:v_asriel]Howdy! [w:25]Do you need any help?\",\n                       \"...\"}, true,\n                      {\"Asriel/normal\",\n                      {\"Asriel/happyT\", \"Asriel/happy\", 0.2},\n                       \"Frisk/sad\"})\n    General.SetChoice({\"Help\", \"Don't help\"})\n    if lastChoice == 0 then\n        NewAudio.CreateChannel(\"Appear\")\n        Event.IgnoreCollision(Event.GetName(), true)\n        friskSprite.loopmode = \"ONESHOT\"\n        Event.MoveToPoint(\"Player\", 409, 200.4, true)\n        General.Wait(30)\n        playerSprite.alpha = 0\n        Event.SetAnimHeader(Event.GetName(), \"Huggu1\")\n        Event.Teleport(Event.GetName(), 403, 200)\n        General.Wait(1)\n        while not friskSprite.animcomplete do\n            General.Wait(1)\n        end\n        General.Wait(30)\n        friskSprite.loopmode = \"LOOP\"\n        Event.SetAnimHeader(Event.GetName(), \"Huggu2\")\n        General.Wait(30)\n        General.SetDialog({\"[voice:v_asriel]Don't worry, [w:15]everything is going to be okay...\"}, true, {{\"Asriel/sadT\", \"Asriel/sad\", 0.2}})\n        General.Wait(90)\n        local playerPos = Event.GetPosition(\"Player\")\n        Event.Teleport(Event.GetName() .. \" (1)\", playerPos[1] < 320 and 320 or playerPos[1], playerPos[2] < 240 and 0 or playerPos[2] - 240)\n        friskSprite.loopmode = \"ONESHOT\"\n        Event.SetAnimHeader(Event.GetName(), \"Huggu3\")\n        local appeared = false\n        Audio.Stop()\n\t\tfriskSprite.z = -1\n        blackSprite.z = -0.5\n        blackSprite.Set(\"black\")\n        for i = 1, 5 do\n            if not appeared then\n                blackSprite.alpha = 1\n                NewAudio.PlaySound(\"Appear\", \"BeginBattle2\")\n            else\n                blackSprite.alpha = 0\n            end\n            appeared = not appeared\n            General.Wait(12)\n        end\n        General.Wait(18)\n        Screen.SetTone(true, true, 0, 0, 0, 255)\n        General.Wait(30)\n        Event.IgnoreCollision(Event.GetName(), false)\n        Event.SetAnimHeader(Event.GetName(), \"\")\n        SetRealGlobal(\"CYFInternalCross5\", true)\n        SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n        Player.Teleport(\"test2\", 320, 200, 2, false)\n    else\n        General.SetDialog({\"[noskip][voice:v_asriel](I hope he'll be fine...)\"}, true, {\"Asriel/verySad\"})\n        Event.SetDirection(Event.GetName(), 4)\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/68302eae.lua.meta",
    "content": "fileFormatVersion: 2\nguid: ec3fa3ffc7858d746ab0c5ace844914f\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/bee6bcfc.lua",
    "content": "--From normal to knockout: X + 56, Y + 5, Rot.Z = 90\n--From event to image: Pivot = 0.75, ImageX = 168.5, ImageY = -47, Rotation = -90 --> -45\n--From knockout to fall: Pivot = 0.5, ImageX = 1060+176, ImageY = 707-89, Rot.Z = -60 --> -15\n--Final destination: ImageY = -300\n\n--Camera: 1060, 707\nfunction EventPage0()\n    local punderSprite = Event.GetSprite(Event.GetName())\n    if GetRealGlobal(\"CYFInternalCross2\") then\n        Event.Remove(Event.GetName() .. \" (1)\")\n        Event.Remove(Event.GetName())\n    elseif Event.GetAnimHeader(\"Player\") ~= \"Chara\" then\n        Event.SetPage(Event.GetName(), 1)\n        if Event.Exists(Event.GetName() .. \" (1)\") then\n            Event.Remove(Event.GetName() .. \" (1)\")\n        end\n    else\n        Event.SetPage(Event.GetName(), 2)\n    end\nend\n\nfunction EventPage2()\n    local playerSprite = Event.GetSprite(\"Player\")\n    local punderSprite = Event.GetSprite(Event.GetName())\n    local maskSprite = Event.GetSprite(Event.GetName() .. \" (1)\")\n    maskSprite.loopmode = \"ONESHOT\"\n    NewAudio.CreateChannel(\"temp\")\n    Event.IgnoreCollision(Event.GetName(), true)\n    Event.IgnoreCollision(Event.GetName() .. \" (1)\", true)\n    Event.MoveToPoint(\"Player\", 1020, 680, true)\n    Event.SetDirection(\"Player\", 6)\n    Event.SetDirection(Event.GetName(), 4)\n    General.Wait(30)\n    General.SetDialog({\"[noskip][voice:punderbolt]Hello th[mugshot:Punder/intimidated][waitall:2]ere... [w:25][waitall:1]May I help you?\"}, true, {\"Punder/normal\"})\n    for i = 1, 30 do\n        Audio.Volume((30 - i) / 30)\n        General.Wait(1)\n    end\n    Audio.Stop()\n    Audio.Volume(1)\n    Event.MoveToPoint(\"Player\", 1060, 680, true, false)\n    General.Wait(3)\n    Event.MoveToPoint(Event.GetName(), 1120, 680, true, false)\n    Event.SetDirection(Event.GetName(), 4)\n    General.SetDialog({\"[noskip][voice:punderbolt]Hey! [w:25]Back off!\", \"[noskip][voice:punderbolt]What are you doing?!\"}, true, {\"Punder/angryIntimidated\", \"Punder/shocked\"})\n    playerSpeed = Event.GetSpeed(\"Player\")\n    Event.SetSpeed(\"Player\", 6)\n    General.Wait(60)\n\n    Event.MoveToPoint(\"Player\", 1120, 680, true, false)\n    General.Wait(5)\n    NewAudio.PlaySound(\"temp\", \"Secret/punch\")\n    Event.SetAnimHeader(Event.GetName(), \"Knockout\")\n    punderSprite.Set(\"Overworld/Punder/Secret/knockout\")\n    punderSprite.rotation = 90\n    Event.Teleport(Event.GetName(), 1176, 723)\n\n    for i = 1, 60 do\n        punderSprite.rotation = punderSprite.rotation - 3\n        General.Wait(1)\n    end\n    Event.MoveToPoint(Event.GetName(), 1176, 660, true)\n    -- Event.SetDirection(Event.GetName(), 4)\n\n    Screen.DispImg(\"Overworld/Punder/Secret/knockout\", 1, -500, -500)\n    local imgSprite = Event.GetSprite(\"Image1\")\n    imgSprite.rotation = -90\n    imgSprite.SetPivot(.5, .75)\n    Event.Teleport(\"Image1\", 1230.5, 664)\n    Event.SetAnimHeader(Event.GetName(), \"NoAnim\")\n    Event.MoveToPoint(\"Image1\", 1238.5, 616, true, false)\n\n    General.Wait(1)\n    for i = 1, 15 do\n        imgSprite.rotation = imgSprite.rotation + 3\n        General.Wait(1)\n    end\n\n    imgSprite.Set(\"Overworld/Punder/Secret/fall\")\n    imgSprite.SetPivot(.5, .5)\n    imgSprite.rotation = -60\n    Event.Teleport(\"Image1\", 1230, 619)\n    Event.MoveToPoint(\"Image1\", 1230, 400, true, false)\n\n    for i = 1, 15 do\n        imgSprite.rotation = imgSprite.rotation + 3\n        General.Wait(1)\n    end\n\n    local imgPos\n    repeat\n        imgPos = Event.GetPosition(\"Image1\")\n        General.Wait(1)\n    until imgPos[2] == 400\n\n    General.Wait(60)\n    Event.SetDirection(\"Player\", 2)\n\n    General.Wait(60)\n    local playerPos = Event.GetPosition(\"Player\")\n    playerSprite.alpha = 0\n    Event.Teleport(Event.GetName() .. \" (1)\", playerPos[1], playerPos[2])\n    Event.SetAnimHeader(Event.GetName() .. \" (1)\", \"Glitch\")\n    NewAudio.PlaySound(\"temp\", \"Secret/noise\")\n\n    General.Wait(1)\n    while not maskSprite.animcomplete do\n        General.Wait(1)\n    end\n\n    maskSprite.Set(\"FriskUT/1\")\n    General.Wait(120)\n    maskSprite.Set(\"FriskUT/Glitch/gg\")\n    General.Wait(120)\n\n    Screen.SetTone(true, true, 0, 0, 0, 255)\n    Event.Remove(\"Image1\")\n    General.Wait(30)\n\n    Event.IgnoreCollision(Event.GetName(), false)\n    Event.SetAnimHeader(Event.GetName(), \"\")\n    SetRealGlobal(\"CYFInternalCross2\", true)\n    SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n    NewAudio.DestroyChannel(\"temp\")\n    Event.SetSpeed(\"Player\", playerSpeed)\n    Player.Teleport(\"test2\", 320, 200, 2, false)\nend\n\nfunction EventPage1()\n    --General.TitleScreen()\n    local spriteTest = Event.GetSprite(Event.GetName())\n    local playerpos = Event.GetPosition(\"Player\")\n    local eventpos = Event.GetPosition(Event.GetName())\n    local dir\n    local diff\n    dir, diff = calcDirAndDiff(eventpos, playerpos)\n    local text = \"\"\n    local mugshot = \"Punder/normal\"\n    if Event.GetAnimHeader(\"Player\") == \"MK\" then\n        text = \"Hello there little buddy!\"\n        mugshot = \"Punder/veryHappy\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Chara\" then   --Impossible to reach\n        local tempPunderX = Event.GetPosition(Event.GetName())[1]\n        Event.MoveToPoint(Event.GetName(), diff[1] > 0 and eventpos[1] + 60 or eventpos[1] - 60, eventpos[2])\n        eventpos = Event.GetPosition(Event.GetName())\n        if tempPunderX == eventpos[1] then\n            text = \"What are you doing? [w:25]\\nBack off!\"\n        else\n            text = \"Hey...[w:25]you look kinda menacing...[w:25]\\nBe good, [w:15]alright?\"\n        end\n        mugshot = \"Punder/intimidated\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Asriel\" then\n        text = \"Oh hi kid! [w:25]You're cute, [w:15]you know that?\"\n        mugshot = \"Punder/veryHappy\"\n    else\n        text = \"Hey, [w:15]how's it going?\"\n    end\n    dir, diff = calcDirAndDiff(Event.GetPosition(Event.GetName()), Event.GetPosition(\"Player\"))\n    Event.SetDirection(Event.GetName(), dir)\n    General.SetDialog({\"[voice:punderbolt]\" .. text}, true, {mugshot})\nend\n\nfunction calcDirAndDiff(vect1, vect2)\n    local diff = { vect1[1] - vect2[1], vect1[2] - vect2[2] }\n    local angle = (math.atan2(diff[1], diff[2]) + (math.pi*2)) % (math.pi*2)\n    local dir = 2\n    if     angle > math.pi/4   and angle <= 3*math.pi/4 then dir = 4\n    elseif angle > 3*math.pi/4 and angle <= 5*math.pi/4 then dir = 8\n    elseif angle > 5*math.pi/4 and angle <= 7*math.pi/4 then dir = 6\n    end\n    return dir, diff\nend"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/bee6bcfc.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 915d145ee68bb4e41964f21c54823d53\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/caf144b2.lua",
    "content": "function EventPage0()\n    if Event.GetAnimHeader(\"Player\") ~= \"Booster\" then\n        Event.Remove(Event.GetName() .. \" (2)\")\n        Event.Remove(Event.GetName() .. \" (1)\")\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    local playerSprite = Event.GetSprite(\"Player\")\n    local charaSprite = Event.GetSprite(\"caf144b2 (1)\")\n    local playerMaskSprite = Event.GetSprite(\"caf144b2 (2)\")\n    local playerPos = Event.GetPosition(\"Player\")\n    local charaPos = Event.GetPosition(\"caf144b2 (1)\")\n    Event.SetDirection(\"Player\", 4)\n    Event.SetAnimHeader(\"caf144b2 (1)\", \"\")\n    Event.SetDirection(\"caf144b2 (1)\", 6)\n    Event.Teleport(\"caf144b2 (1)\", charaPos[1], playerPos[2])\n    General.SetDialog({\"[noskip]Heeeeeeey!\"}, true)\n    Event.MoveToPoint(\"caf144b2 (1)\", 900, playerPos[2], true)\n\n    General.SetDialog({\"[noskip]I was looking for you, [w:10]you know!\",\n                       \"[noskip]ahem[next]\",\n                       \"[noskip]You're a human, [w:10]right?\"}, true, {\"Chara/angry\", \"Chara/ahem\", \"Chara/badsmile\"})\n    General.SetChoice({\"Yes\", \"No\"})\n    if lastChoice == 0 then\n        NewAudio.CreateChannel(\"temp\")\n        General.SetDialog({\"[noskip]Oh, [w:10]cool!\",\n                           \"[noskip]You know,[mugshot:Chara/normal] [w:10]I came by not long ago too.\",\n                           \"[noskip]I know the place a bit now, [w:10][mugshot:Chara/smile]would you like me to show you around?\",\n                           \"[noskip]No? [w:20]Excellent, [w:10]follow me!\"}, true, {\"Chara/smile\", \"Chara/thinking\", \"Chara/normal\", \"Chara/smile\"})\n        Event.SetAnimHeader(\"caf144b2 (2)\", \"\")\n        Event.Teleport(\"caf144b2 (2)\", playerPos[1], playerPos[2])\n        Event.Teleport(\"caf144b2 (2)\", playerPos[1], playerPos[2])\n        playerSprite.alpha = 0\n        Event.MoveToPoint(\"caf144b2 (2)\", 600, playerPos[2], true, false)\n    else\n        General.SetDialog({\"[noskip]Oh alright, [w:10]carry on then.\"}, true, {\"Chara/sad\"})\n    end\n    Event.MoveToPoint(\"caf144b2 (1)\", 600, playerPos[2], true, lastChoice ~= 0)\n    if lastChoice == 0 then\n        General.Wait(80)\n        Screen.SetTone(true, true, 0, 0, 0, 255)\n        General.StopBGM(60)\n        General.Wait(120)\n        Screen.Flash(30, 255, 0, 0, 255)\n        NewAudio.PlaySound(\"temp\", \"Secret/laugh\")\n        while not NewAudio.isStopped(\"temp\") do\n            General.Wait(1)\n        end\n        General.Wait(30)\n        Event.Remove(Event.GetName())\n        SetRealGlobal(\"CYFInternalCross4\", true)\n        SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n        Event.SetAnimHeader(\"caf144b2 (1)\", \"StopDown\")\n        Event.SetAnimHeader(\"caf144b2 (2)\", \"StopDown\")\n        NewAudio.DestroyChannel(\"temp\")\n        Player.Teleport(\"test2\", 320, 200, 2, false)\n    end\n    Event.SetAnimHeader(\"caf144b2 (1)\", \"StopDown\")\n    Event.SetAnimHeader(\"caf144b2 (2)\", \"StopDown\")\n    Event.Remove(Event.GetName())\n    Event.Remove(Event.GetName() .. \" (1)\")\n    Event.Remove(Event.GetName() .. \" (2)\")\nend"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/caf144b2.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 6d1648431e8ec4b4bb88c1115d29e5bc\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/dac97760.lua",
    "content": "function EventPage0()\n    if Event.GetAnimHeader(\"Player\") ~= \"\" then\n        Event.Remove(Event.GetName() .. \" (1)\")\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    local playerSprite = Event.GetSprite(\"Player\")\n    local maskSprite = Event.GetSprite(\"dac97760 (1)\")\n    local coeff = Event.GetDirection(\"Player\") == 4 and 1 or -1\n    local playerPos = Event.GetPosition(\"Player\")\n    Screen.DispImg(\"empty\", 1, 320, 240)\n    local imgSprite = Event.GetSprite(\"Image1\")\n    maskSprite.loopmode = \"ONESHOT\"\n    maskSprite.xscale = coeff\n    NewAudio.CreateChannel(\"temp\")\n    General.Wait(60)\n\n    Event.SetAnimHeader(\"dac97760 (1)\", \"Fall\")\n    Event.Teleport(\"dac97760 (1)\", playerPos[1] - 29 * coeff, playerPos[2])\n\n    General.Wait(1)\n    playerSprite.alpha = 0\n    while not maskSprite.animcomplete do\n        General.Wait(1)\n    end\n    for i = 1, 30 do\n        Audio.Volume((30 - i) / 30)\n        General.Wait(1)\n    end\n    Audio.Stop()\n    Audio.Volume(1)\n    maskSprite.Set(\"FriskUT/Fall/f2\")\n    local maskPos = Event.GetPosition(\"dac97760 (1)\")\n    for i = 1, 12 do\n        Event.Teleport(\"dac97760 (1)\", maskPos[1] + coeff, maskPos[2])\n        coeff = -coeff\n        General.Wait(10)\n    end\n    Event.Teleport(\"dac97760 (1)\", maskPos[1], maskPos[2])\n    General.Wait(120)\n\n    Event.SetAnimHeader(\"dac97760 (1)\", \"Reveal\")\n    Event.Teleport(\"Image1\", maskPos[1] - 17 * coeff, maskPos[2] + 11)\n    General.Wait(10)\n\n    imgSprite.loopmode = \"ONESHOTEMPTY\"\n    imgSprite.SetAnimation({\"FriskUT/Fall/ef0\", \"FriskUT/Fall/ef1\", \"FriskUT/Fall/ef2\", \"FriskUT/Fall/ef3\", \"FriskUT/Fall/ef4\"}, 1/5)\n    NewAudio.PlaySound(\"temp\", \"Secret/boing\")\n    General.Wait(1)\n    while not NewAudio.isStopped(\"temp\") do\n        General.Wait(1)\n    end\n\n    General.Wait(60)\n    Screen.SetTone(false, true, 0, 0, 0, 255)\n    NewAudio.PlaySound(\"temp\", \"Secret/laugh\")\n    while not NewAudio.isStopped(\"temp\") do\n        General.Wait(1)\n    end\n    Event.Remove(\"Image1\")\n    General.Wait(30)\n    SetRealGlobal(\"CYFInternalCross1\", true)\n    SetRealGlobal(\"CYFInternalCharacterSelected\", false)\n    Event.SetAnimHeader(\"dac97760 (1)\", \"StopDown\")\n    NewAudio.DestroyChannel(\"temp\")\n    Player.Teleport(\"test2\", 320, 200, 2, false)\nend"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/dac97760.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 2c7c48067a0a9274b83974c36bf68053\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Events/Secret/nothing.lua",
    "content": "function EventPage0() end\nfunction EventPage1() end\n\n--This is quite literally nothing.\n--Nothing important here.\n--However, if you keep looking at hidden files, I have one message for you:\n\n--[[\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@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                   ``,,;;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@##;;,,``                    ``,,;;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++::                  ````````            ++@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++::                  ````````            ++@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@;;``        ``,,;;++##@@@@##########@@##'',,``  ..++@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@;;``        ``,,;;++##@@@@##########@@##'',,``  ..++@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@##,,        ..''##@@@@''::..``              ``..;;++++..  ::@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@##,,        ..''##@@@@''::..``              ``..;;++++..  ::@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@,,      ``##@@@@++..                                    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''''  ;;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@..    ``++@@@@,,                                            ,,..  ::@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@..    ``++@@@@,,                                            ,,..  ::@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@''    ``++@@''..                                                  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::@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@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    "path": "Assets/Mods/Examples 2/Lua/Events/punderTest1.lua",
    "content": "function EventPage0() \n    if GetRealGlobal(\"CYFInternalCross2\") then\n        Event.Remove(Event.GetName())\n    end\nend\n\nfunction EventPage1()\n    local spriteTest = Event.GetSprite(Event.GetName())\n    local playerpos = Event.GetPosition(\"Player\")\n    local eventpos = Event.GetPosition(Event.GetName())\n    local dir\n    local diff\n    dir, diff = calcDirAndDiff(eventpos, playerpos)\n    local text = \"\"\n    local mugshot = \"Punder/normal\"\n    if Event.GetAnimHeader(\"Player\") == \"MK\" then\n        text = \"Hello there little buddy!\"\n        mugshot = \"Punder/veryHappy\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Chara\" then\n        local tempPunderX = Event.GetPosition(Event.GetName())[1]\n        Event.MoveToPoint(Event.GetName(), diff[1] > 0 and eventpos[1] + 60 or eventpos[1] - 60, eventpos[2])\n        eventpos = Event.GetPosition(Event.GetName())\n        if tempPunderX == eventpos[1] then\n            text = \"What are you doing? [w:25]\\nBack off!\"\n        else\n            text = \"Hey...[w:25]you look kinda menacing...[w:25]\\nBe good, [w:15]alright?\"\n        end\n        mugshot = \"Punder/intimidated\"\n    elseif Event.GetAnimHeader(\"Player\") == \"Asriel\" then\n        text = \"Oh hi kid! [w:25]You're cute, [w:15]you know that?\"\n        mugshot = \"Punder/veryHappy\"\n    else\n        text = \"Hey, [w:15]how's it going?\"\n    end\n    dir, diff = calcDirAndDiff(Event.GetPosition(Event.GetName()), Event.GetPosition(\"Player\"))\n    Event.SetDirection(Event.GetName(), dir)\n    General.SetDialog({\"[voice:punderbolt]\" .. text}, true, {mugshot})\nend\n\nfunction calcDirAndDiff(vect1, vect2)\n    local diff = { vect1[1] - vect2[1], vect1[2] - vect2[2] }\n    local angle = (math.atan2(diff[1], diff[2]) + (math.pi*2)) % (math.pi*2)\n    local dir = 2\n    if     angle > math.pi/4   and angle <= 3*math.pi/4 then dir = 4\n    elseif angle > 3*math.pi/4 and angle <= 5*math.pi/4 then dir = 8\n    elseif angle > 5*math.pi/4 and angle <= 7*math.pi/4 then dir = 6\n    end\n    return dir, diff\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Libraries/randomvoice.lua",
    "content": "-- A library to add random voices to every letter in a dialogue.\n-- First, we make a new table for our random voices and our module.\n\nlocal voices = {} -- This will contain the voices we're going to use. Only accessible from within this library.\nlocal randomvoicer = {} -- The actual module.\n\n-- You can change your voices from your own scripts with this. See the actual encounter for usage.\nfunction randomvoicer.setvoices(table)\n    voices = table \nend\n\n-- This randomizes all lines in a table.\nfunction randomvoicer.randomizetable(table)\n    for i=1,#table do\n        table[i] = randomvoicer.randomizeline(table[i])\n    end\n    return table\nend\n\n-- This function will take care of inserting a random voice in front of every letter.\nfunction randomvoicer.randomizeline(text)\n    local skipping = false -- We will use this variable to stop inserting voices when we find [ and continue when we find ], otherwise we'll screw up commands.\n    -- First, we can just skip the whole thing if there aren't any voices.\n    if #voices == 0 then\n        return text\n    end\n\n    -- Now we can go over every letter in the text, and add a voice to it.\n    local temptext = \"\"\n    for i=1,#text do\n        local nextletter = text:sub(i,i) -- Get the next letter.\n        if nextletter == \"[\" then -- Start skipping text when we encounter a command.\n            skipping = true\n        elseif nextletter == \"]\" then -- We can stop skipping again when the command is over.\n            skipping = false\n        elseif skipping == false then -- If we aren't skipping, we can insert random voices.\n            temptext = temptext .. randomvoicer.voice() -- Adds a random voice to the temporary string.\n        end\n        temptext = temptext .. nextletter -- In all cases, we should include the next letter of the string.\n    end\n\n    return temptext -- Don't forget to return the modified text.\nend\n\n-- This returns a random voice command depending on what voices you have set here.\nfunction randomvoicer.voice()\n    if #voices == 0 then\n        return \"\"\n    end\n\n    return \"[voice:\" .. voices[math.random(#voices)] .. \"]\"\nend\n\nreturn randomvoicer"
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    "path": "Assets/Mods/Examples 2/Lua/Monsters/bullet_testing_poseur.lua",
    "content": "comments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Regular\", \"Cyan\", \"Orange\", \"Green\", \"Combined\"}\nrandomdialogue = {\"Check\\nit\\nout.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 10\ngold = 20\n\nposecount = 0\n\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\nfunction HandleCustomCommand(command)\n    SetGlobal(\"wavetype\", command)\n    if command == \"REGULAR\" then\n        BattleDialog({\"The default bullettest_bouncy.\"})\n    elseif command == \"CYAN\" then\n        BattleDialog({\"Cyan bullets. Stand still\\rto avoid getting hit.\"})\n    elseif command == \"ORANGE\" then \n        BattleDialog({\"Orange bullets. Move through\\rto avoid getting hit.\"})\n    elseif command == \"GREEN\" then\n        BattleDialog({\"Green bullets.\\rThey heal you for 1 HP.\"})\n    elseif command == \"COMBINED\" then\n        BattleDialog({\"All behaviours combined.\\nAn example of how to\\rachieve this.\"})\n    end\nend"
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  {
    "path": "Assets/Mods/Examples 2/Lua/Monsters/posette.lua",
    "content": "comments = {\"Smells like stars and platinum.\", \"Posette is standing there quietly.\", \"Posette is flexing.\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Gimme\\na\\nbreak.\", \"...\", \"Ora\\nOra\\nOra\\nOra\"}\n\nsprite = \"posette\" --Always PNG. Extension is added automatically.\nname = \"Posette\"\nhp = 60\natk = 4\ndef = 2\ncheck = \"The next in a long line of\\rrespected mannequins.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\nxp = 90\ngold = 100\n\nthis_must_be_the_work_of_an_enemy_stand = 0\n\n-- Happens after the slash animation but before \nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        currentdialogue = {\"Weak.\"}\n    else\n        if hp > 30 then\n            currentdialogue = {\"I felt\\nthat.\"}\n        else\n            currentdialogue = {\"Now\\nI'm\\nangry.\"}\n        end\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        currentdialogue = {\"It's\\nalright.\"}\n        BattleDialog({\"You struck your best pose,[w:7]\\rbut Posette remained unimpressed.\"})\n    elseif command == \"STAND\" then\n        if this_must_be_the_work_of_an_enemy_stand == 0 then\n            currentdialogue = {\"Stand-\\noff?\\nAlright.\"}\n            BattleDialog({\"You just kind of stand there.\"})\n        elseif this_must_be_the_work_of_an_enemy_stand == 1 then\n            currentdialogue = {\"Agh...\"}\n            BattleDialog({\"Your standing intensifies.\"})\n        else\n            canspare = true\n            table.insert(comments, \"There's still a faint rumbling.\")\n            currentdialogue = {\"I give\\nup.\"}\n            BattleDialog({\"You stand there intently.\\nYou hear a faint rumbling.\"})\n        end\n        this_must_be_the_work_of_an_enemy_stand = this_must_be_the_work_of_an_enemy_stand + 1\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"Awful.\"}\n        BattleDialog({\"You make a scathing remark about\\rPosette's pose.\"})\n    end\nend"
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  {
    "path": "Assets/Mods/Examples 2/Lua/Monsters/poseur.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like the work\\rof an enemy stand.\", \"Poseur is posing like his\\rlife depends on it.\", \"Poseur's limbs shouldn't be\\rmoving in this way.\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Check\\nit\\nout.\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 70\ngold = 80\n\nposecount = 0\n\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        if posecount == 0 then\n            currentdialogue = {\"Not\\nbad.\"}\n            BattleDialog({\"You posed dramatically.\"})\n        elseif posecount == 1 then\n            currentdialogue = {\"Not\\nbad\\nat\\nall...!\"}\n            BattleDialog({\"You posed even more dramatically.\"})\n        else\n            canspare = true\n            table.insert(comments, \"Poseur is impressed by your\\rposing power.\")\n            currentdialogue = {\"That's\\nit...!\"}\n            BattleDialog({\"You posed so dramatically,\\ryour anatomy became\\rincorrect.\"})\n        end\n        posecount = posecount + 1\n    elseif command == \"STAND\" then\n        currentdialogue = {\"What's\\nthe\\nhold-up?\"}\n        BattleDialog({\"You just kind of stand there.\"})\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"But\\nI don't\\nhave\\nhair.\"}\n        BattleDialog({\"You make a scathing remark about\\rPoseur's hairstyle.\"})\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Monsters/poseur.lua.meta",
    "content": "fileFormatVersion: 2\nguid: cd15ef84912db3e49957f749495bbbe5\ntimeCreated: 1487174280\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Monsters/poseur2.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"You should check the path\\nExamples/Sprites/UI/Fonts !\"}\ncommands = {\"Pose\", \"Stand\", \"Insult\"}\nrandomdialogue = {\"Check\\nit\\nout\\nù-ù\"}\n\nsprite = \"poseur\" --Always PNG. Extension is added automatically.\nname = \"Poseur\"\nhp = 60\natk = 4\ndef = 1\ncheck = \"Do not insult its hair.\"\ndialogbubble = \"right\" -- See documentation for what bubbles you have available.\ncanspare = false\nxp = 50\ngold = 60\n\nposecount = 0\n\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        currentdialogue = {\"Do\\nno\\nharm.\"}\n    else\n        if hp > 30 then\n            currentdialogue = {\"You're\\nstrong!\"}\n        else\n            currentdialogue = {\"Too\\nstrong\\n...\"}\n        end\n    end\nend\n\nfunction HandleCustomCommand(command)\n    if command == \"POSE\" then\n        if posecount == 0 then\n            currentdialogue = {\"Not\\nbad.\"}\n            BattleDialog({\"You posed dramatically.\"})\n        elseif posecount == 1 then\n            currentdialogue = {\"Not\\nbad\\nat\\nall...!\"}\n            BattleDialog({\"You posed even more dramatically.\"})\n        else\n            canspare = true\n            table.insert(comments, \"Poseur is impressed by your\\rposing power.\")\n            currentdialogue = {\"That's\\nit...!\"}\n            BattleDialog({\"You posed so dramatically,\\ryour anatomy became\\rincorrect.\"})\n        end\n        posecount = posecount + 1\n    elseif command == \"STAND\" then\n        currentdialogue = {\"What's\\nthe\\nhold-up?\"}\n        BattleDialog({\"You just kind of stand there.\"})\n    elseif command == \"INSULT\" then\n        currentdialogue = {\"But\\nI don't\\nhave\\nhair.\"}\n        BattleDialog({\"You make a scathing remark about\\rPoseur's hairstyle.\"})\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Monsters/poseur2.lua.meta",
    "content": "fileFormatVersion: 2\nguid: c6d2afdc0a8d5d4409a801c34111f1ab\ntimeCreated: 1487174280\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Monsters/sans.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = {\"Smells like 'dog.\", \"Looking good.\", \"Is that ketchup?\"}\ncommands = {\"Act 1\", \"Act 2\", \"Act 3\"}\nrandomdialogue = {\"[font:sans]...\"}\n\nsprite = \"empty\" --Always PNG. Extension is added automatically.\nname = \"Skeleton\"\nhp = 100\natk = 1\ndef = 1\ncheck = \"Check message goes here.\"\ndialogbubble = \"rightwideminus\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\nxp = 30\ngold = 40\n\n-- Happens after the slash animation but before \nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n    else\n        -- player did actually attack\n    end\nend\n \n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"ACT 1\" then\n        currentdialogue = {\"Selected\\nAct 1.\"}\n    elseif command == \"ACT 2\" then\n        currentdialogue = {\"Selected\\nAct 2.\"}\n    elseif command == \"ACT 3\" then\n        currentdialogue = {\"Selected\\nAct 3.\"}\n    end\n    currentdialogue = {\"[font:sans]\" .. currentdialogue[1]}\n    BattleDialog({\"You selected \" .. command .. \".\"})\n    \nend"
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    "path": "Assets/Mods/Examples 2/Lua/Monsters/sans.lua.meta",
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    "path": "Assets/Mods/Examples 2/Lua/Monsters.meta",
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  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Shops/Dummy.lua",
    "content": "returnscene = \"test\"\nreturnpos = {347, 769}\nreturndir = 2\n\nmusic = \"mus_shop\"\n\nbuylist = {\n    { \"Starfait\", \"Testing Dog\", \"Empty Gun\", \"Cowboy Hat\" },\n    { \"Delicious!\", \"Barks a lot.\", \"It's empty,\\nbut still\\npacks a\\npunch!\", \"Gives off\\nfar west\\nvibes.\" },\n    { -1, 50, 100, 100 }\n}\nif GetRealGlobal(\"OWShopDogBought\") then buylist[3][2] = 0 end\nif GetRealGlobal(\"OWShopGunBought\") then buylist[3][3] = 0 end\nif GetRealGlobal(\"OWShopHatBought\") then buylist[3][4] = 0 end\n\ntalklist = {\n    { \"Job\", \"Hobbies\", \"Threaten\", \"Sell?\" },\n    {\n        { \"Me?\", \"I'm just a shopkeeper.\" },\n        \"Just a shopkeeper.\",\n        { \"Threats? I'm not impressed, I'm just a shopkeeper.\" },\n        { \"So you have items to sell?\",\n          \"I guess some of them could be useful to me...\",\n          \"Alright, I'll see what you have next time you want to sell something to me!\" }\n    }\n}\n\nmaintalk = \"Hello there![w:10]\\nGlad to meet you,[w:5] I'm just a shopkeeper who lives out of bounds.\"\nbuytalk = \"Want to look\\nat my wares?\\nI'm just a\\nshopkeeper.\"\nselltalk = { \"Sorry, but we're not a pawn shop here, I'm just a shopkeeper.\",\n             \"If you want to sell items you can go to the Temmie Village, Temmies love to collect items.\",\n             \"Where is it you say?\",\n             \"[waitall:5]...[waitall:1]I don't know!\" }\nselltalk2 = { \"Get out with your junk!\" }\ntalktalk = \"So you want\\nto talk? Ok,\\nI'm just a\\nshopkeeper.\"\nexittalk = { \"Have a good day, I'm a shopkeeper.\" }\n\nframe = 0\nsellTried = false\nsold = false\ncanSell = false\n\nacted = false\n\nfunction Start()\n    background.Set(\"Overworld/DummyBackground\")\nend\n\nfunction EnterBuy()\n    if not acted then\n        buytalk = \"Want to look\\nat my wares?\\nI'm just a\\nshopkeeper.\"\n    else\n        acted = false\n    end\nend\n\nfunction EnterSell()\n    if not canSell then\n        if not sellTried then\n            Interrupt(selltalk, \"MENU\")\n            sellTried = true\n        else\n            Interrupt(selltalk2, \"MENU\")\n        end\n    end\nend\n\nfunction EnterTalk() end\n\nfunction EnterMenu() end\n\nfunction EnterExit() end\n\nfunction OnInterrupt(nextState) end\nfunction SuccessBuy(item)\n    acted = true\n    sold = true\n    buytalk = \"Thanks for\\nthe purchase!\\nI'm just a\\nshopkeeper.\"\n    if item == \"Testing Dog\" then\n        buylist[3][2] = 0\n        SetRealGlobal(\"OWShopDogBought\", true)\n    elseif item == \"Empty Gun\" then\n        buylist[3][3] = 0\n        SetRealGlobal(\"OWShopGunBought\", true)\n    elseif item == \"Cowboy Hat\" then\n        buylist[3][4] = 0\n        SetRealGlobal(\"OWShopHatBought\", true)\n    end\nend\n\nfunction FailBuy(buyerror)\n    acted = true\n    if buyerror == \"full\" then\n        buytalk = \"You can't\\ncarry any\\nmore items...\"\n    elseif buyerror == \"gold\" then\n        buytalk = \"You don't\\nhave enough\\nmoney to\\nbuy this!\"\n    end\nend\n\nfunction ReturnBuy()\n    if sold then\n        maintalk = \"Thanks again for\\rthe purchase! I'm\\rjust a shopkeeper.\"\n    else\n        maintalk = \"What else? I'm\\rjust a shopkeeper.\"\n    end\nend\n\nfunction SuccessSell(item) end\n\nfunction ReturnSell() end\n\nfunction SuccessTalk(action)\n    if action == \"Job\" then\n        talklist[1][1] = \"Shopkeeper\"\n        talklist[2][1] = {\"[noskip]What is a shopkeeper?[w:15] It's my job,[w:10] the best job in the world![w:30][next]\",\n                          \"[noskip]It's all about charisma,[w:10] it's very complicated.[w:30][next]\",\n                          \"[noskip]Only a few people can become a shopkeeper,[w:10] you know?[w:15] I was lucky enough to be one of them![w:30][next]\",\n                          \"[noskip]I think that you too can make it,[w:10] if you want to![w:30][next]\",\n                          \"[noskip]I'll teach you the basics on how to become a shopkeeper![w:30][next]\",\n                          \"[noskip]First of all,[w:10] you need to know about our currency,[w:10] G.[w:30][next]\",\n                          \"[noskip]Gold is the Und[func:Drowsy]erground's main currency![w:15] It's made of 89% Gold,[w:10] 5% aluminium,[w:10] 5% zinc[w:10] and 1% tin.[w:30][next]\",\n                          \"[noskip]It can't be made of 100% Gold,[w:10] otherwise it couldn't take the shape [novoice]of a coin...[w:120][next]\",\n                          \"[noskip][func:Undrowsy]And so I sold this mop to that kid, and now everyone calls[novoice] him \\\"Mop Kid\\\"! He was pretty happy about it...[w:120][next]\",\n                          \"[noskip][func:Undrowsy2]And that's all for the basics![w:15] If you want to, I can teach you how to make profit![w:30][next]\",\n                          \"[noskip]No?[w:15] Very well then, ask me if you want to learn how to be a shopkeeper later![w:30][next]\"}\n    elseif action == \"Shopkeeper\" then\n        talklist[2][1] = \"[novoice](NEVER AGAIN)\"\n    elseif action == \"Sell?\" then\n        talklist[1][4] = nil\n        talklist[2][4] = nil\n        canSell = true\n    end\nend\n\n\nfunction Drowsy()\n    eyeLidTop = CreateSprite(\"px\", \"Top\")\n    eyeLidTop.color = { 0, 0, 0 }\n    eyeLidTop.absx = 320\n    eyeLidTop.absy = 600\n    eyeLidTop.Scale(640, 240)\n    eyeLidBottom = CreateSprite(\"px\", \"Top\")\n    eyeLidBottom.color = { 0, 0, 0 }\n    eyeLidBottom.absx = 320\n    eyeLidBottom.absy = -120\n    eyeLidBottom.Scale(640, 240)\n    eyeLidEffect = CreateSprite(\"px\", \"Top\")\n    eyeLidEffect.color = { 0, 0, 0 }\n    eyeLidEffect.absx = 320\n    eyeLidEffect.absy = 240\n    eyeLidEffect.Scale(640, 480)\n    eyeLidEffect.alpha = 0\n    maintext = CreateText({\"[font:uidialoglilspace][novoice][noskip][waitall:2]You're feeling drowsy...\"}, {340, 440}, 320, \"Top\", 100)\n    maintext.progressmode = \"auto\"\n    maintext.SetAutoWaitTimeBetweenTexts(80)\n    maintext.SetEffect(\"none\", -1)\n    maintext.HideBubble()\n    maintext.alpha = 0.5\nend\n\nfunction Undrowsy()\n    frame = 2000\nend\n\nfunction Undrowsy2()\n    frame = 4000\nend\n\nfunction Update()\n    if maintext and maintext.allLinesComplete then\n        if frame < 160 then\n            eyeLidEffect.alpha = math.abs(.5 * math.sin(frame * math.pi / 80))\n        elseif frame < 240 then\n            eyeLidBottom.absy = eyeLidBottom.absy + 1.75\n        elseif frame < 320 then\n            eyeLidBottom.absy = eyeLidBottom.absy + 1.75 * math.cos((frame - 240) * math.pi / 80)\n        elseif frame < 400 then\n            eyeLidBottom.absy = eyeLidBottom.absy - 1.75 * math.cos((frame - 320) * math.pi / 80)\n        elseif frame >= 520 and frame < 760 then\n            eyeLidBottom.absy = eyeLidBottom.absy + (120 - eyeLidBottom.absy) * 0.02\n        elseif frame == 760 then\n            eyeLidBottom.absy = 120\n            Audio.Pause()\n        elseif frame >= 2000 and frame < 2010 then\n            eyeLidBottom.absy = eyeLidBottom.absy - 15\n            if frame == 2000 then\n                NewAudio.SetVolume(\"src\", 0.75)\n                Audio.Unpause()\n            end\n        elseif frame >= 2120 and frame < 4000 and eyeLidBottom.absy < 120 then\n            eyeLidBottom.absy = eyeLidBottom.absy + 2\n        elseif frame >= 2120 and frame < 4000 and Audio.IsPlaying then\n            Audio.Pause()\n        elseif frame >= 4000 and eyeLidBottom.absy > -120 then\n            eyeLidBottom.absy = eyeLidBottom.absy - 15\n            if frame == 4000 then\n                NewAudio.SetVolume(\"src\", 0.75)\n                Audio.Unpause()\n            elseif eyeLidBottom.absy <= -120 then\n                maintext = nil\n            end\n        end\n        if frame >= 160 then\n            eyeLidTop.absy = 480 - eyeLidBottom.absy\n            eyeLidEffect.alpha = eyeLidBottom.absy / 180\n            NewAudio.SetVolume(\"src\", math.min(0.75, 0.75 - ((600 - eyeLidTop.absy) / 330)))\n        end\n        frame = frame + 1\n    end\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Shops/Dummy.lua.meta",
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    "path": "Assets/Mods/Examples 2/Lua/Shops.meta",
    "content": "fileFormatVersion: 2\nguid: 69ccfcd0bf5358741a471e668f3afe16\nfolderAsset: yes\ntimeCreated: 1495396679\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/COMBINED.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Sets a bullet's color as a string, then checks it in OnHit to achieve different types of bullet effects in one wave.\nspawntimer = 0\nbullets = {}\ncolors = {\"regular\", \"cyan\", \"orange\", \"green\"}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%20 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n\n        local bulletType = colors[math.random(#colors)]\n        local bullet = CreateProjectile(\"bullet\", posx, posy)\n        if bulletType == \"cyan\" then\n            bullet.sprite.color = {0/255, 162/255, 232/255}\n        elseif bulletType == \"orange\" then\n            bullet.sprite.color = {255/255, 154/255, 34/255}\n        elseif bulletType == \"green\" then\n            bullet.sprite.color = {64/255, 252/255, 64/255}\n        end\n\n        bullet.SetVar('color', bulletType)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        -- Note this new if check. We're going to remove bullets, and we can't move bullets that were removed.\n        if bullet.isactive then\n            local velx = bullet.GetVar('velx')\n            local vely = bullet.GetVar('vely')\n            local newposx = bullet.x + velx\n            local newposy = bullet.y + vely\n            if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n                if(bullet.y < -Arena.height/2 + 8) then \n                    newposy = -Arena.height/2 + 8\n                    vely = 4\n                end\n            end\n           vely = vely - 0.04\n            bullet.MoveTo(newposx, newposy)\n            bullet.SetVar('vely', vely)\n        end\n    end\nend\n\nfunction OnHit(bullet) \n    local color = bullet.GetVar(\"color\")\n    local damage = 5\n    if color == \"regular\" then\n        Player.Hurt(damage)\n    elseif color == \"cyan\" and Player.isMoving then\n        Player.Hurt(damage)\n    elseif color == \"orange\" and not Player.isMoving then\n        Player.Hurt(damage)\n    elseif color == \"green\" then\n        Player.Heal(1)\n        bullet.Remove()\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Waves/COMBINED.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 42fa6c48deee9e7458178c557db053e4\ntimeCreated: 1487174277\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/CYAN.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate cyan bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.sprite.color = {0/255, 162/255, 232/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend\n\nfunction OnHit(bullet)\n    if Player.isMoving then\n        Player.Hurt(3)\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Waves/CYAN.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 7f34c27619d2fec4eaa9453f9e07434c\ntimeCreated: 1487174278\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/GREEN.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate green bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy) \n        bullet.sprite.color = {64/255, 252/255, 64/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        -- Note this new if check. We're going to remove bullets, and we can't move bullets that were removed.\n        if bullet.isactive then\n            local velx = bullet.GetVar('velx')\n            local vely = bullet.GetVar('vely')\n            local newposx = bullet.x + velx\n            local newposy = bullet.y + vely\n            if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n                if(bullet.y < -Arena.height/2 + 8) then \n                    newposy = -Arena.height/2 + 8\n                    vely = 4\n                end\n            end\n           vely = vely - 0.04\n            bullet.MoveTo(newposx, newposy)\n            bullet.SetVar('vely', vely)\n        end\n    end\nend\n\nfunction OnHit(bullet)\n    Player.Heal(1)\n    bullet.Remove()\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Waves/GREEN.lua.meta",
    "content": "fileFormatVersion: 2\nguid: b4f13df33c3037c428daad61e8520dc3\ntimeCreated: 1487174279\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/ORANGE.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\n-- Modified to replicate orange bullet behaviour.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.sprite.color = {255/255, 154/255, 34/255}\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend\n\nfunction OnHit(bullet)\n    if not Player.isMoving then\n        Player.Hurt(3)\n    end\nend"
  },
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    "path": "Assets/Mods/Examples 2/Lua/Waves/ORANGE.lua.meta",
    "content": "fileFormatVersion: 2\nguid: 7afb7dd1e80df4c4f97de2620d1449b4\ntimeCreated: 1487174278\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/REGULAR.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
  },
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  {
    "path": "Assets/Mods/Examples 2/Lua/Waves/bullettest_bouncy.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    \n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Waves/bullettest_chaserorb.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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    "path": "Assets/Mods/Examples 2/Lua/Waves/bullettest_touhou.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if(spawntimer % 30 == 0) then\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + 1/40)\n        lerp = lerp + 1 / 90\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Animations/Lukark_anim.lua",
    "content": "return function()\n    local self = {\n        hair = CreateSprite(\"Lukark/hair/1\"),\n        head = CreateSprite(\"Lukark/headnormal\"),\n        legs = CreateSprite(\"Lukark/legs\"),\n        torso = CreateSprite(\"Lukark/torso\"),\n        arms = CreateSprite(\"Lukark/arms/1\"),\n        isHurt = false,\n        hitAnimCount = 0,\n        animPhaseCut = Time.time,\n        stopped = false,\n        armAnimations = {\n            normal = { \"Lukark/arms/1\", \"Lukark/arms/1\", \"Lukark/arms/1\", \"Lukark/arms/1\", \"Lukark/arms/1\",\n                       \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\",\n                       \"Lukark/arms/3\", \"Lukark/arms/3\", \"Lukark/arms/4\", \"Lukark/arms/4\", \"Lukark/arms/3\",\n                       \"Lukark/arms/3\", \"Lukark/arms/4\", \"Lukark/arms/4\", \"Lukark/arms/3\", \"Lukark/arms/3\",\n                       \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\", \"Lukark/arms/2\", time = 0.04, loop = true },\n\n            waveballbegin = { \"Lukark/arms/ballmove1\", \"Lukark/arms/ballmove2\", \"Lukark/arms/ballmove3\", \"Lukark/arms/ball1-1\" },\n            waveballend =   { \"Lukark/arms/ballmove3\", \"Lukark/arms/ballmove2\", \"Lukark/arms/ballmove1\", \"Lukark/arms/1\"       },\n\n            [\"waveball1-1to2\"] = { \"Lukark/arms/ballmove1-4\", \"Lukark/arms/ballmove1-5\", \"Lukark/arms/ball1-2\" },\n            [\"waveball1-2to1\"] = { \"Lukark/arms/ballmove1-5\", \"Lukark/arms/ballmove1-4\", \"Lukark/arms/ball1-1\" },\n            [\"waveball2-1to2\"] = { \"Lukark/arms/ballmove2-4\", \"Lukark/arms/ballmove2-5\", \"Lukark/arms/ball2-2\" },\n            [\"waveball2-2to1\"] = { \"Lukark/arms/ballmove2-5\", \"Lukark/arms/ballmove2-4\", \"Lukark/arms/ball2-1\" },\n\n            [\"waveball1to2-1\"] = { \"Lukark/arms/ballmove4-1\", \"Lukark/arms/ballmove5-1\", \"Lukark/arms/ball2-1\" },\n            [\"waveball1to2-2\"] = { \"Lukark/arms/ballmove4-2\", \"Lukark/arms/ballmove5-2\", \"Lukark/arms/ball2-2\" },\n            [\"waveball2to1-1\"] = { \"Lukark/arms/ballmove5-1\", \"Lukark/arms/ballmove4-1\", \"Lukark/arms/ball1-1\" },\n            [\"waveball2to1-2\"] = { \"Lukark/arms/ballmove5-2\", \"Lukark/arms/ballmove4-2\", \"Lukark/arms/ball1-2\" },\n\n            [\"waveball1to2-1to2\"] = { \"Lukark/arms/ballmove4-4\", \"Lukark/arms/ballmove5-5\", \"Lukark/arms/ball2-2\" },\n            [\"waveball1to2-2to1\"] = { \"Lukark/arms/ballmove4-5\", \"Lukark/arms/ballmove5-4\", \"Lukark/arms/ball2-1\" },\n            [\"waveball2to1-1to2\"] = { \"Lukark/arms/ballmove5-4\", \"Lukark/arms/ballmove4-5\", \"Lukark/arms/ball1-2\" },\n            [\"waveball2to1-2to1\"] = { \"Lukark/arms/ballmove5-5\", \"Lukark/arms/ballmove4-4\", \"Lukark/arms/ball1-1\" }\n        }\n    }\n\n    self.arms.SetAnimation(self.armAnimations.normal, 0.04)\n    self.hair.SetAnimation({ \"Lukark/x1/hair/1\", \"Lukark/x1/hair/2\", \"Lukark/x1/hair/3\",\n                             \"Lukark/x1/hair/4\", \"Lukark/x1/hair/3\", \"Lukark/x1/hair/2\" }, 0.2)\n    self.hair.Scale(2, 2)\n\n    self.hair.SetParent(enemies[2][\"monstersprite\"])\n    self.head.SetParent(self.hair)\n    self.legs.SetParent(enemies[2][\"monstersprite\"])\n    self.torso.SetParent(self.legs)\n    self.arms.SetParent(self.torso)\n\n    self.legs.MoveToAbs(320, 340)\n    self.arms.MoveToAbs(320, 340)\n    self.hair.MoveToAbs(320, 334)\n    self.head.MoveToAbs(321, 335)\n    self.torso.MoveToAbs(320, 340)\n\n    self.legs.SetPivot(0.5, 0)\n    self.legs.SetAnchor(0.5, 0)\n    self.torso.SetPivot(0.5, 1)\n    self.torso.SetAnchor(0.5, 1)\n    self.hair.SetPivot(0.5, 1)\n\n    self.legs.MoveTo(0, 0)\n    self.torso.MoveTo(0, 0)\n\n    self.SetFace = function(face)\n        self.head.Set(\"Lukark/head\" .. face)\n        self.isHurt = face == \"hurt\"\n    end\n\n    self.ShowAnimation = function()\n        self.head.alpha = 1\n        self.torso.alpha = 1\n        self.legs.alpha = 1\n        self.arms.alpha = 1\n        self.hair.alpha = 1\n    end\n\n    self.HideAnimation = function(isKilled)\n        self.torso.alpha = 0\n        self.legs.alpha = 0\n        self.arms.alpha = 0\n        self.hair.alpha = 0\n        self.head.alpha = 0\n        if isKilled then enemies[2][\"monstersprite\"].alpha = 1 end\n    end\n\n    self.SetArmAnim = function(anim)\n        if self.armAnimations[anim] then\n            self.arms.SetAnimation(self.armAnimations[anim], self.armAnimations[anim].time or 0.1)\n            self.arms.loopmode = self.armAnimations[anim].loop and \"LOOP\" or \"ONESHOT\"\n        else\n            self.arms.StopAnimation()\n            self.arms.Set(\"Lukark/arms/\" .. anim)\n        end\n        self.currentAnimation = anim\n    end\n\n    self.Animate = function()\n        if not self.stopped then\n            local timeCount = (Time.time - self.animPhaseCut) * 2\n            self.legs.Scale(1, 1 + 0.05 * math.sin(timeCount))\n            self.torso.y = -5 * math.sin(timeCount)\n            self.hair.absy = self.torso.absy\n\n            if self.isHurt then\n                self.hitAnimCount = self.hitAnimCount + 1\n                if self.hitAnimCount == 40 then\n                    self.hitAnimCount = 0\n                    self.isHurt = false\n                end\n            end\n        end\n    end\n\n    return self\nend"
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Animations/RTL_anim.lua",
    "content": "return function()\n    local self = {\n        legs = CreateSprite(\"RTL/legsnormal\"),\n        torso = CreateSprite(\"RTL/torso\"),\n        head = CreateSprite(\"RTL/headnormal\"),\n        isHurt = false,\n        inTransformation = false,\n        hitAnimCount = 0,\n\t\tdilateProgress = 0,\n\t\tanimPhaseCut = Time.time,\n\t\tstopped = false\n    }\n\n    self.legs.SetParent(enemies[1][\"monstersprite\"])\n\tself.torso.SetParent(self.legs)\n\tself.head.SetParent(self.torso)\n\n\tself.legs.MoveToAbs(320, 240)\n\tself.torso.MoveTo(1, 0)\n\tself.head.MoveTo(-1, 0)\n\n\tself.legs.SetPivot(0.5, 0)\n\tself.torso.SetPivot(0.5, 0.5)\n\tself.head.SetPivot(0.5, 0.22)\n\n\tself.blank = CreateSprite(\"blank\", \"Top\")\n\tself.blank.alpha = 0\n\tself.blank.MoveToAbs(320, 240)\n\n\tself.SetAnimation = function(anim)\n\t\tif anim == \"hurt\" then\n\t\t\tself.legs.Set(\"RTL/legshurt\")\n\t\telseif anim == \"spared\" then\n\t\t\tself.legs.Set(\"RTL/legsspared\")\n\t\t\tself.torso.Set(\"RTL/torsospared\")\n\t\tend\n\t\tself.isHurt = anim == \"hurt\"\n\t\tself.head.Set(\"RTL/head\" .. anim)\n\tend\n\n\tself.HideAnimation = function(isSpared)\n\t\tself.head.alpha = 0\n\t\tself.torso.alpha = 0\n\t\tself.legs.alpha = 0\n\t\tenemies[1][\"monstersprite\"].alpha = isSpared and 1 or 0\n\tend\n\n\tself.Animate = function()\n\t    -- Transformation animation\n\t    if self.inTransformation == true then\n\t        if self.dilateProgress < 100 then\n\t            self.head.Scale(1 + 0.04 * self.dilateProgress, 1)\n\t            self.torso.Scale(1 + 0.04 * self.dilateProgress, 1)\n\t            self.legs.Scale(1 + 0.04 * self.dilateProgress, 1)\n\t            self.blank.alpha = 0.02 * self.dilateProgress\n\t        elseif self.dilateProgress == 100 then\n                self.head.Scale(1, 1)\n                self.torso.Scale(1, 1)\n                self.legs.Scale(1, 1)\n                self.HideAnimation()\n                LukarkAnim.ShowAnimation()\n                self.stopped = true\n                SwitchEnemies()\n\t        else\n\t            self.blank.alpha = 0.05 * (180 - self.dilateProgress)\n\t        end\n\t        self.dilateProgress = self.dilateProgress + 1\n\t        if self.dilateProgress == 180 then\n\t            self.dilateProgress = 0\n\t            self.blank.alpha = 0\n\t            self.inTransformation = false\n\t        end\n\t    end\n\n\t    -- Normal animation\n\t    if not self.stopped then\n\t\t    local timeCount = 5 * (Time.time - self.animPhaseCut)\n\t        self.torso.y = math.sin(timeCount)\n\t        self.head.y = 2 * math.sin(timeCount)\n\t        if self.isHurt then\n\t\t        self.hitAnimCount = self.hitAnimCount + 1\n\t\t        if self.hitAnimCount == 40 then\n\t\t            self.hitAnimCount = 0\n\t\t            self.isHurt = false\n\t\t        end\n\t\t    end\n\t    end\n\tend\n\n\treturn self\nend"
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Encounters/RTLGeno.lua",
    "content": "music = \"Anticipation_Amplified\"\nencountertext = \"It's time to kick his ass.\"\nnextwaves = { }\nwavetimer = 0\narenasize = { 130, 130 }\n\nenemies = { \"RTL\", \"Lukark\" }\nenemypositions = { { 0, 10 }, { 0, 0 } }\n\nautolinebreak = true\n\n-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.\npossible_attacks = { \"BallArms\" }\n\nfunction EncounterStarting()\n    RTLAnim = (require \"Animations/RTL_anim\")()\n    LukarkAnim = (require \"Animations/Lukark_anim\")()\n    HPPulse = (require \"Libraries/HeartPulse\")()\n\n    Player.lv = 12\n    Player.hp = 64\n    Audio.Pitch(0.2)\n\n    LukarkAnim.HideAnimation()\n    LukarkAnim.Animate()\n    RTLAnim.SetAnimation(\"close\")\n    RTLAnim.Animate()\n    enemies[1][\"monstersprite\"].alpha = 0\n    enemies[2][\"monstersprite\"].alpha = 0\nend\n\nfunction SwitchEnemies()\n    enemies[2].Call(\"Activate\")\n    enemies[1].Call(\"Deactivate\")\n    enemies[1].Call(\"SetBubbleOffset\", { 29, 56.5 })\n    encountertext = \"The true battle begins now.\"\n    wavetimer = 10\nend\n\nfunction Update()\n    RTLAnim.Animate()\n    LukarkAnim.Animate()\n    if HPPulse then HPPulse.PulseByHP() end\nend\n\nfunction EnemyDialogueEnding()\n    if enemies[2][\"isactive\"] then\n        if enemies[2][\"hp\"] <= 200 then\n            encountertext = \"You notice Lukark seems quite beat up.\"\n        end\n        nextwaves = { possible_attacks[math.random(#possible_attacks)] }\n    end\n    encountertext = RandomEncounterText()\n\n    RTLAnim.SetAnimation(\"close\")\n    LukarkAnim.SetFace(\"normal\")\nend\n\nfunction DefenseEnding() LukarkAnim.SetFace(\"normal\") end\n\nfunction HandleSpare() State(\"ENEMYDIALOGUE\") end\n\nfunction SetLukarkArmAnim(anim)        LukarkAnim.SetArmAnim(anim)        end\nfunction SetLukarkFace(anim)           LukarkAnim.SetFace(anim)           end\nfunction LukarkHideAnimation(isKilled) LukarkAnim.HideAnimation(isKilled) end\nfunction SetRTLAnimation(anim)         RTLAnim.SetAnimation(anim)         end\nfunction RTLHideAnimation(isSpared)    RTLAnim.HideAnimation(isSpared)    end"
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Events/EventHidden.lua",
    "content": "function EventPage1()\n    General.SetDialog({ \"Wow[waitall:3]...[waitall:1] [w:10]How did you find this place?\",\n                        \"This must be a bug, [w:5]you have to call the main developer.\",\n                        \"By the way[waitall:3]...[waitall:1][w:10]\\nIn case you played my encounter,[w:5] [mugshot:rtlukark_determined]I have to tell you I'm not a good modder.\"},\n                        true, { \"rtlukark_surprised\", \"rtlukark_=3\", \"rtlukark_normal\" })\nend"
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    "path": "Assets/Mods/RTLGeno/Lua/Events/EventHidden.lua.meta",
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  },
  {
    "path": "Assets/Mods/RTLGeno/Lua/Libraries/HeartPulse.lua",
    "content": "return function()\n    local self = {\n        hpPulseCoeffs = {\n            { percent = .05, value = 1.3  },\n            { percent = .1,  value = 0.7  },\n            { percent = .15, value = 1.15 },\n            { percent = .2,  value = 1    },\n            { percent = 1,   value = 1    },\n        },\n        playerHPPulseCycleTime = 40,\n        frameCount = 0\n    }\n\n    self.GetCoeffFromPercent = function(percent)\n        local lowPercent = nil\n        local highPercent = 0\n        local lowValue = nil\n        local highValue = 1\n        local id = 1\n        repeat\n            lowPercent = highPercent\n            lowValue = highValue\n            highPercent = self.hpPulseCoeffs[id].percent\n            highValue = self.hpPulseCoeffs[id].value\n            id = id + 1\n        until highPercent >= percent\n        highPercent = highPercent - lowPercent\n        percent = percent - lowPercent\n        return highValue * (percent / highPercent) + lowValue * (1 - (percent / highPercent))\n    end\n\n    self.PulseByHP = function()\n        if self.frameCount < self.playerHPPulseCycleTime then\n            local scale = self.GetCoeffFromPercent(self.frameCount / self.playerHPPulseCycleTime)\n            Player.sprite.Scale(scale, scale)\n            self.frameCount = self.frameCount + 1\n        else\n            self.playerHPPulseCycleTime = 40 + (1 - (Player.hp / Player.maxhp)) * 140\n            self.frameCount = 0\n        end\n    end\n\n    return self\nend"
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    "path": "Assets/Mods/RTLGeno/Lua/Libraries/HeartPulse.lua.meta",
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    "path": "Assets/Mods/RTLGeno/Lua/Libraries.meta",
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Monsters/Lukark.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = { \"Lukark is vengeful.\", \"Lukark prepares his next move.\", \"Lukark frowns at you.\",\n             \"Lukark brushes his hair as dust gets into it.\", \"Lukark gazes at you with intensity.\",\n             \"The dust staining your clothes only fuels Lukark's rage.\" }\ncommands = { \"Pardon\" }\nrandomdialogue = { \"[effect:none][func:SetFace,angry]Come back here!\",\n                   \"[effect:none][func:SetFace,angry]You can't escape me now!\",\n                   \"[effect:none][func:SetFace,angry]I'll get you no matter what!\",\n                   \"[effect:none][func:SetFace,angry]Take this!\" }\n\nsprite = \"Lukark/full\" --Always PNG. Extension is added automatically.\nname = \"Lukark\"\nhp = 1000\natk = 5\ndef = 1\ngold = math.random(35, 105)\nxp = math.random(125, 375)\ncheck = \"The Overworld Creator.[w:15]\\rDestroy him if you dare.\"\ndialogbubble = \"rightwideminus\" -- See documentation for what bubbles you have available.\ncancheck = true\ncanspare = false\npardonCount = 0\nattackprogression = 0\nanim = \"normal\"\nSetActive(false)\neffect = \"none\"\n\n-- Happens after the slash animation but before\nfunction HandleAttack(attackstatus)\n    if attackstatus > 0 then\n        SetFace(\"hurt\")\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"PARDON\" then\n        if pardonCount == 0 then\n            BattleDialog({ \"You tell Lukark you'll stop your killing frenzy.\", \"It doesn't seem to calm him down one bit.\" })\n            currentdialogue = { \"[effect:none][func:SetFace,angry]Hah! As if someone like you could feel remorse!\", \"[next]\" }\n        elseif pardonCount == 1 then\n            BattleDialog({ \"Your voice crackles as you mutter an apology to Lukark.\" })\n            currentdialogue = {\"[effect:none]...[w:20][noskip][func:SetFace,smiling][noskip:off]I still don't believe you, you killer.\", \"[next]\" }\n        elseif pardonCount == 2 then\n            BattleDialog({ \"A tear roll down your cheek as you bow in front of Lukark, pleading him to stop this nonsense.\" })\n            currentdialogue = { \"[effect:none]......[noskip][w:20][func:SetFace,happy][noskip:off]Please stop. We both know this has gone too far by now.\", \"[next]\" }\n        else\n            BattleDialog({ \"You ask for Lukark's forgiveness once more, but he ignores you.\" })\n        end\n        pardonCount = pardonCount + 1\n    end\nend\n\nfunction OnDeath()\n    hp = 1\n    Audio.Pause()\n    currentdialogue = { \"[noskip][effect:none]Gah, [w:20]I knew it...[w:20][next]\",\n                        \"[noskip][effect:none]I should have been more careful...[w:20][next]\",\n                        \"[noskip][effect:none][func:SetFace,happy]What a joke...[w:20][func:FadeKill][func:Kill][next]\" }\nend\n\n-- Starts the death fade anim\nfunction FadeKill() Encounter.Call(\"LukarkHideAnimation\", true) end\n\n-- Changes Lukark's animation\nfunction SetFace(anim) Encounter.Call(\"SetLukarkFace\", anim) end\n\nfunction Pause()   Audio.Pause()   end\nfunction Unpause() Audio.Unpause() end\n\n-- Plays a given sound\nfunction PlaySE(filename) Audio.PlaySound(filename) end\n\n-- Enables this enemy\nfunction Activate() SetActive(true) end"
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    "path": "Assets/Mods/RTLGeno/Lua/Monsters/Lukark.lua.meta",
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  },
  {
    "path": "Assets/Mods/RTLGeno/Lua/Monsters/RTL.lua",
    "content": "-- A basic monster script skeleton you can copy and modify for your own creations.\ncomments = { \"RTL seems nervous.\" }\ncommands = { \"Check\", \"Threaten\", \"Insult\" }\nrandomdialogue = { \"H-Hello there...\" }\n\nsprite = \"RTL/full\" --Always PNG. Extension is added automatically.\nname = \"RTL\"\nhp = 100\natk = 1\ndef = -999\ncheck = \"Just free EXP.\\rYou know the drill by now.\"\ndialogbubble = \"rightwideminus\" -- See documentation for what bubbles you have available.\ncancheck = false\ncanspare = true\nsprite_placing = -1\n\nSetBubbleOffset(10, 24)\n\nfunction BeforeDamageCalculation()\n    Encounter.Call(\"SetRTLAnimation\", \"attacked\")\nend\n\n-- Happens after the slash animation but before\nfunction HandleAttack(attackstatus)\n    if attackstatus == -1 then\n        -- player pressed fight but didn't press Z afterwards\n        Encounter.Call(\"SetRTLAnimation\", \"close\")\n        currentdialogue = { \"That was close...\" }\n    else\n        -- player did actually attack\n        Encounter.Call(\"SetRTLAnimation\", \"hurt\")\n    end\nend\n\n-- This handles the commands; all-caps versions of the commands list you have above.\nfunction HandleCustomCommand(command)\n    if command == \"CHECK\" then\n        BattleDialog({ \"RTL - 1 ATK 1 DEF\\n\" .. check })\n    elseif command == \"THREATEN\" then\n        BattleDialog({ \"You threaten RTL.\\nHe seems scared.\" })\n        currentdialogue = {\"[func:SetAnimRTL,attacked]Leave me alone! You're weird!\"}\n    elseif command == \"INSULT\" then\n        BattleDialog({ \"You insult RTL.\" })\n        currentdialogue = {\"[func:SetAnimRTL,angry]Hey, what was that for? I did nothing wrong to you!\"}\n    end\nend\n\nfunction OnDeath()\n    SetAlMightyGlobal(\"RTLGenoIntro\", false)\n    hp = 30\n    def = 1\n    Audio.Pause()\n    if not GetAlMightyGlobal(\"RTLGenoIntro\") then\n        SetAlMightyGlobal(\"RTLGenoIntro\", true)\n        currentdialogue = { \"[noskip][effect:none]Heh... [w:15][func:SetAnimRTL,happy]Hahahaha![w:20][next]\",\n                            \"[noskip][effect:none][func:SetAnimRTL,angry]You're pathetic. [w:15]Did you REALLY think I would just keel over and die like that?[w:20][next]\",\n                            \"[noskip][effect:none][func:SetAnimRTL,angryhurt]Well you're [effect:shake][voice:v_floweymad][waitall:2]wrong,[waitall:1] [voice:monsterfont][effect:none][w:20]buckaroo.[w:20][next]\",\n                            \"[noskip][effect:none]Now, I'll send you right where you belong, [w:10]and I'll do it by force if I have to![w:20][next]\",\n                            \"[noskip][func:PlaySE,Asriel TF][func:StartTransformation][w:80][next]\",\n                            \"[noskip][effect:shake][voice:v_floweymad][func:SetLukarkFace,mad]Your rampage will stop right now![w:20][func:SetLukark][func:State,ACTIONSELECT]\" }\n                            --\"[noskip][effect:none][func:SetAnimRTL,happy][func:PlaySE,mus_dogsong_tf]\" .. \"What were you expecting, seriously?\\n[w:20]Well there's nothing here, I'll just die and that's it.[w:20][func:Unpause][func:Kill][next]\"}\n    else\n        shouts = {\n            \"Your rampage will stop right now!\",\n            \"This time you'll pay for your sins!\",\n            \"I will only stop when everyone will be avenged!\",\n            \"I won't let you go this time!\",\n            \"Retribution time!\",\n            \"I guess last time wasn't enough for you!\"\n        }\n        sillyShouts = {\n            \"Oh $#!?, [w:10]here we go again!\",\n            \"Oh lawd he comin!\",\n            \"Hey am I like at least 20% Sans if I can remember stuff? [w:15]Neat...?\"\n        }\n        currentdialogue = { \"[effect:none]Bah, what's the point. [w:15]Let's just get it over with already.\",\n                            \"[noskip][func:PlaySE,Asriel TF][func:StartTransformation][w:80][next]\",\n                            \"[noskip][effect:shake][voice:v_floweymad][func:SetLukarkFace,mad]\" .. (math.random() < 0.04 and sillyShouts[math.random(#sillyShouts)] or shouts[math.random(#shouts)]) .. \"[w:20][func:SetLukark][func:State,ACTIONSELECT]\" }\n\n    end\nend\n\nfunction OnSpare()\n    Encounter.Call(\"RTLHideAnimation\", true)\n    Encounter[\"RTLAnim\"].stopped = true\n    Spare()\nend\n\n-- hanges the current animation\nfunction SetAnimRTL(anim) Encounter.Call(\"SetRTLAnimation\", anim) end\n-- Changes Lukark's animation\nfunction SetLukarkFace(anim) Encounter.Call(\"SetLukarkFace\", anim) end\n\n-- Starts the \"transformation\" animation\nfunction StartTransformation() Encounter[\"RTLAnim\"].inTransformation = true end\n\nfunction Unpause() Audio.Unpause() end\n\n-- Plays a given sound\nfunction PlaySE(filename) Audio.PlaySound(filename) end\n\n-- Starts the battle with Lukark\nfunction SetLukark()\n    Audio.Pitch(1)\n    Audio.LoadFile(\"charafuntroncated\")\n    SetLukarkFace(\"normal\")\nend\n\n-- Disables this enemy\nfunction Deactivate() SetActive(false) end"
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    "path": "Assets/Mods/RTLGeno/Lua/Monsters/RTL.lua.meta",
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Waves/3LargeChaserOrbs.lua",
    "content": "-- The chasing attack from the documentation example.\ntestedge = {false,false,false,false}\nxtemp = -Arena.width/2\nytemp = -Arena.width/2\ntemp = math.floor(math.random(100) / 25)\nwhile testedge[temp] == true do\n    temp = math.floor(math.random(100) / 25)\nend\nif temp == 0 or temp == 2 then\n    xtemp = Arena.width/2\nend\nif temp == 0 or temp == 1 then\n    ytemp = Arena.width/2\nend\ntestedge[temp] = true\nchasingbullet1 = CreateProjectile('largeball', xtemp, ytemp)\nchasingbullet1.SetVar('xspeed', 0)\nchasingbullet1.SetVar('yspeed', 0)\nxtemp = -Arena.width/2\nytemp = -Arena.width/2\ntemp = math.floor(math.random(100) / 25)\nwhile testedge[temp] == true do\n    temp = math.floor(math.random(100) / 25)\nend\nif temp == 0 or temp == 2 then\n    xtemp = Arena.width/2\nend\nif temp == 0 or temp == 1 then\n    ytemp = Arena.width/2\nend\ntestedge[temp] = true\nchasingbullet2 = CreateProjectile('largeball', xtemp, ytemp)\nchasingbullet2.SetVar('xspeed', 0)\nchasingbullet2.SetVar('yspeed', 0)\nxtemp = -Arena.width/2\nytemp = -Arena.width/2\ntemp = math.floor(math.random(100) / 25)\nwhile testedge[temp] == true do\n    temp = math.floor(math.random(100) / 25)\nend\nif temp == 0 or temp == 2 then\n    xtemp = Arena.width/2\nend\nif temp == 0 or temp == 1 then\n    ytemp = Arena.width/2\nend\ntestedge[temp] = true\nchasingbullet3 = CreateProjectile('largeball', xtemp, ytemp)\nchasingbullet3.SetVar('xspeed', 0)\nchasingbullet3.SetVar('yspeed', 0)\nrotation = 0\n\nfunction Update()\n    local xdifference1 = Player.x - chasingbullet1.x\n    local ydifference1 = Player.y - chasingbullet1.y\n    local xspeed1 = chasingbullet1.GetVar('xspeed') / 2 + xdifference1 / 100\n    local yspeed1 = chasingbullet1.GetVar('yspeed') / 2 + ydifference1 / 100\n    chasingbullet1.Move(xspeed1, yspeed1)\n    chasingbullet1.SetVar('xspeed', xspeed1)\n    chasingbullet1.SetVar('yspeed', yspeed1)\n    chasingbullet1.sprite.rotation = rotation\n    local xdifference2 = Player.x - chasingbullet2.x\n    local ydifference2 = Player.y - chasingbullet2.y\n    local xspeed2 = chasingbullet2.GetVar('xspeed') / 2 + xdifference2 / 100\n    local yspeed2 = chasingbullet2.GetVar('yspeed') / 2 + ydifference2 / 100\n    chasingbullet2.Move(xspeed2, yspeed2)\n    chasingbullet2.SetVar('xspeed', xspeed2)\n    chasingbullet2.SetVar('yspeed', yspeed2)\n    chasingbullet2.sprite.rotation = rotation\n    local xdifference3 = Player.x - chasingbullet3.x\n    local ydifference3 = Player.y - chasingbullet3.y\n    local xspeed3 = chasingbullet3.GetVar('xspeed') / 2 + xdifference3 / 100\n    local yspeed3 = chasingbullet3.GetVar('yspeed') / 2 + ydifference3 / 100\n    chasingbullet3.Move(xspeed3, yspeed3)\n    chasingbullet3.SetVar('xspeed', xspeed3)\n    chasingbullet3.SetVar('yspeed', yspeed3)\n    chasingbullet3.sprite.rotation = rotation\n    rotation = rotation + 10\nend"
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    "path": "Assets/Mods/RTLGeno/Lua/Waves/3LargeChaserOrbs.lua.meta",
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Waves/BallArms.lua",
    "content": "-- Updates in 0.2s : +-12\n\n-- Arms pos x : 43, 11\nlocal wavetimer = 10\n-- Coordonates of the bullets\n-- 1, 3, 5, 7, 9 = x values | 2, 4, 6, 8, 10 y values\nmovetable = {43,152, 35,150, 27,150, 19,152, 11,156}\n-- The wave's starting time\nbalisebegin = Time.time\n-- \"Lukark\" is a variable that animates the enemy\nEncounter.Call(\"SetLukarkArmAnim\", \"waveballbegin\")\n-- Last positions of arms\nlastposleft = 1\nlastposright = 1\n-- Did we just change the position?\nchangesideright = false\nchangesideleft = false\n-- We've already chosen our way, kiddo\nchosen = false\nbullets = {}\n-- This'll help with getting the original Y value of bullets\nlast_temp_anims = {}\n-- Two switches used for bullet movement\ntempanimchangestop1 = false\ntempanimchangestop2 = false    \n-- Bullet coordinates\ntempx1 = 0\ntempy1 = 0\ntempx2 = 0\ntempy2 = 0\n-- We'll use this to don't check the bullet's speed lots of times\ndidit = 0\n-- Used to make sure the direction is chosen once per anim\nupdates = 0\n-- I'll use this for some purpose\narraylength = 0\n\n-- From future me who has to fix this almost 6yo crap: what the hell past me. \nfunction Update()\n    -- Tip : My anim repeats itself every 0.5s\n    \n    -- Get the time of the wave\n    timesincebegin = Time.time - balisebegin\n    -- It'll help later, for bullets anim\n    indice = math.floor((timesincebegin / 0.5) - 0.6)* 2 + 1\n    -- If we're near the end of the wave \n    if wavetimer - timesincebegin < 0.3 and chosen == false then\n        Encounter.Call(\"SetLukarkArmAnim\", \"waveballend\")\n        chosen = true\n    -- If we're at 3/5 of the timer and that we didn't went here before\n    elseif (timesincebegin % 0.5) > 0.3 and chosen == false then\n        local posx1 = 0\n        local posy1 = 0\n        if lastposleft == 1 then \n            posx1 = -43\n            posy1 = 152\n        else\n            posx1 = -11\n            posy1 = 156\n        end\n        -- Left bullet\n        local bullet1 = CreateProjectile('largeball', posx1, posy1)\n        table.insert(bullets, bullet1)\n        arraylength = arraylength + 1\n        table.insert(last_temp_anims, 0)\n        local posx2 = 0\n        local posy2 = 0\n        if lastposright == 1 then \n            posx2 = 43\n            posy2 = 152\n        else\n            posx2 = 11\n            posy2 = 156\n        end\n        -- Right bullet\n        local bullet2 = CreateProjectile('largeball', posx2, posy2)\n        table.insert(bullets, bullet2)\n        arraylength = arraylength + 1\n        table.insert(last_temp_anims, 0)\n        -- It chooses how the enemy (and the bullets) will move !\n        temporarychoose = math.random(0, 4)\n        if temporarychoose >= 3 then\n            changesideright = true\n            changesideleft = true\n        elseif temporarychoose >= 2 then\n            changesideleft = true\n        elseif temporarychoose >= 1 then\n            changesideright = true\n        end\n        -- Are we near the end of the wave ? Put the arms on the pos 1 if yes\n        if wavetimer - timesincebegin < 1 then\n            if lastposleft == 2 then\n                changesideleft = true\n            end\n            if lastposright == 2 then\n                changesideright = true\n            end\n        end\n        -- Here we are ! Here are all my arms' movement ! \n        -- If we didn't changed our pos\n        if changesideleft == false and changesideright == false then\n            Encounter.Call(\"SetLukarkArmAnim\", \"ball\" .. lastposleft .. \"-\" .. lastposright)\n        -- If we changed our pos on the right\n        elseif changesideleft == false and changesideright == true then\n            if lastposright == 1 then\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball\" .. lastposleft ..\"-1to2\")\n                lastposright = 2\n            else\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball\" .. lastposleft ..\"-2to1\")\n                lastposright = 1\n            end\n        -- If we changed our pos on the left\n        elseif changesideleft == true and changesideright == false then\n            if lastposleft == 1 then\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball1to2-\" .. lastposright)\n                lastposleft = 2\n            else\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball2to1-\" .. lastposright)\n                lastposleft = 1\n            end\n        -- If we changed our pos on both sides\n        else\n            if lastposleft == 1 and lastposright == 1 then\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball1to2-1to2\")\n                lastposleft = 2\n                lastposright = 2\n            elseif lastposleft == 1 and lastposright == 2 then\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball1to2-2to1\")\n                lastposleft = 2\n                lastposright = 1\n            elseif lastposleft == 2 and lastposright == 1 then\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball2to1-1to2\")\n                lastposleft = 1\n                lastposright = 2\n            else\n                Encounter.Call(\"SetLukarkArmAnim\", \"waveball2to1-2to1\")\n                lastposleft = 1\n                lastposright = 1\n            end\n        end\n        -- We've already chosen our way !\n        chosen = true\n    -- Time to go for a new direction ! ^^\n    elseif (timesincebegin % 0.5) <= 0.2 and updates < indice / 2 then\n        chosen = false\n        updates = updates + 1\n    end\n    -- Here are my bullet's moves\n    -- If we're at 9/10 of the animation and we've not moved the bullet yet\n    if wavetimer - timesincebegin < 0.3 then\n        --Here goes nothing\n    elseif (timesincebegin % 0.5) > 0.45 and tempanimchangestop1 == false then --and (changesideleft == true or changesideright == true) then\n        if lastposright == 1 and changesideright == true then\n            tempx1 = movetable[3]\n            tempy1 = movetable[4]\n        elseif lastposright == 2 and changesideright == true then\n            tempx1 = movetable[7]\n            tempy1 = movetable[8]\n        elseif lastposright == 1 and changesideright == false then\n            tempx1 = movetable[1]\n            tempy1 = movetable[2]\n        else\n            tempx1 = movetable[9]\n            tempy1 = movetable[10]\n        end\n        if lastposleft == 1 and changesideleft == true then\n            tempx2 = -movetable[3]\n            tempy2 = movetable[4]\n        elseif lastposleft == 2 and changesideleft == true then\n            tempx2 = -movetable[7]\n            tempy2 = movetable[8]\n        elseif lastposleft == 1 and changesideleft == false then\n            tempx2 = -movetable[1]\n            tempy2 = movetable[2]\n        else\n            tempx2 = -movetable[9]\n            tempy2 = movetable[10]\n        end\n        tempanimchangestop1 = true\n        tempanimchangestop2 = false\n    -- If we're at 8/10 of the animation and we've not moved the bullet yet\n    elseif (timesincebegin % 0.5) > 0.4 and tempanimchangestop2 == false then --and (changesideleft == true or changesideright == true) then\n        if changesideright == true then\n            tempx1 = movetable[5]\n            tempy1 = movetable[6]\n        elseif lastposright == 1 then\n            tempx1 = movetable[1]\n            tempy1 = movetable[2]\n        else\n            tempx1 = movetable[9]\n            tempy1 = movetable[10]\n        end\n        if changesideleft == true then\n            tempx2 = -movetable[5]\n            tempy2 = movetable[6]\n        elseif lastposleft == 1 then\n            tempx2 = -movetable[1]\n            tempy2 = movetable[2]\n        else\n            tempx2 = -movetable[9]\n            tempy2 = movetable[10]\n        end\n        tempanimchangestop1 = false\n        tempanimchangestop2 = true\n    -- If we're at 7/10 of the animation and we've not moved the bullet yet\n    elseif (timesincebegin % 0.5) > 0.35 and tempanimchangestop1 == false then --and (changesideleft == true or changesideright == true) then\n        if lastposright == 1 and changesideright == true then\n            tempx1 = movetable[7]\n            tempy1 = movetable[8]\n        elseif lastposright == 2 and changesideright == true then\n            tempx1 = movetable[3]\n            tempy1 = movetable[4]\n        elseif lastposright == 1 and changesideright == false then\n            tempx1 = movetable[1]\n            tempy1 = movetable[2]\n        else\n            tempx1 = movetable[9]\n            tempy1 = movetable[10]\n        end\n        if lastposleft == 1 and changesideleft == true then\n            tempx2 = -movetable[7]\n            tempy2 = movetable[8]\n        elseif lastposleft == 2 and changesideleft == true then\n            tempx2 = -movetable[3]\n            tempy2 = movetable[4]\n        elseif lastposleft == 1 and changesideleft == false then\n            tempx2 = -movetable[1]\n            tempy2 = movetable[2]\n        else\n            tempx2 = -movetable[9]\n            tempy2 = movetable[10]\n        end\n        tempanimchangestop1 = true\n        tempanimchangestop2 = false\n    -- If we're at the beginning of the animation and we've not moved the \n    -- bullet yet\n    elseif (timesincebegin % 0.5) < 0.2 and tempanimchangestop2 == false and timesincebegin > 0.5 then --and (changesideleft == true or changesideright == true)\n        if lastposright == 1 then\n            tempx1 = movetable[1]\n            tempy1 = movetable[2]\n        elseif lastposright == 2 then\n            tempx1 = movetable[9]\n            tempy1 = movetable[10]\n        end\n        if lastposleft == 1 then\n            tempx2 = -movetable[1]\n            tempy2 = movetable[2]\n        elseif lastposleft == 2 then\n            tempx2 = -movetable[9]\n            tempy2 = movetable[10]\n        end\n        tempanimchangestop1 = false\n        tempanimchangestop2 = true\n    end\n    -- Here are the bullet's move, in accordance to the enemy's moves\n    -- temp_anim is the position variable that I used to move the enemy\n    temp_anim = Time.time - Encounter[\"LukarkAnim\"].animPhaseCut\n    -- Our shift, for y\n    animshift = 5.15*math.sin(temp_anim*2)\n    i = arraylength-7\n    if i < 1 then\n        i = 1\n    end\n    while i<arraylength+1 do\n        -- If there's no bullets, just GET OUT OF HERE\n        if #bullets == 0 then\n            break\n        end\n        local bullet = bullets[i]\n        if (wavetimer - timesincebegin) < 0.3 then\n        else\n            if i >= indice then \n                if tempx1 ~= 0 then\n                    bullet.MoveTo(tempx1, tempy1 + animshift)\n                    tempx1 = 0\n                    tempy1 = 0\n                elseif tempx2 ~= 0 then\n                    bullet.MoveTo(tempx2, tempy2 + animshift)\n                    tempx2 = 0\n                    tempy2 = 0\n                else\n                    -- The movement itself, very complicated. Can't explain why\n                    bullet.MoveTo(bullet.x, bullet.y - 5.15*math.sin(last_temp_anims[i]*2) + animshift)\n                end\n            end\n        end\n        if i >= indice - 2 and didit < 4 then\n            didit = didit + 1\n            bullet.SetVar('xspeed', 0)\n            bullet.SetVar('yspeed', -4)\n        end\n        if i < indice then\n            local xspeed = bullet.GetVar('xspeed')\n            local yspeed = bullet.GetVar('yspeed')\n            bullet.Move(xspeed, yspeed)\n            bullet.sprite.rotation = bullet.sprite.rotation + 10\n        end\n        -- Don't forget to store the new last shift!\n        last_temp_anims[i] = temp_anim\n        i = i + 1\n    end\n    -- We don't know if we've changed sides, do we?\n    if (timesincebegin % 0.5) < 0.3 and (timesincebegin % 0.5) >= 0.2 then\n        changesideright = false\n        changesideleft = false\n        tempanimchangestop = false\n        tempanimchangestop2 = false\n        didit = 0\n    end\nend\n\nfunction OnHit(bullet)\n    Player.Hurt(8)\nend"
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  {
    "path": "Assets/Mods/RTLGeno/Lua/Waves/bullettest_bouncy.lua",
    "content": "-- The bouncing bullets attack from the documentation example.\nspawntimer = 0\nbullets = {}\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if spawntimer%30 == 0 then\n        local posx = 30 - math.random(60)\n        local posy = Arena.height/2\n        local bullet = CreateProjectile('bullet', posx, posy)\n        bullet.SetVar('velx', 1 - 2*math.random())\n        bullet.SetVar('vely', 0)\n        table.insert(bullets, bullet)\n    end\n    \n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local velx = bullet.GetVar('velx')\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx\n        local newposy = bullet.y + vely\n        if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then\n            if(bullet.y < -Arena.height/2 + 8) then \n                newposy = -Arena.height/2 + 8\n                vely = 4\n            end\n        end\n        vely = vely - 0.04\n        bullet.MoveTo(newposx, newposy)\n        bullet.SetVar('vely', vely)\n    end\nend"
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    "path": "Assets/Mods/RTLGeno/Lua/Waves/bullettest_chaserorb.lua",
    "content": "-- The chasing attack from the documentation example.\nchasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2)\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    chasingbullet.Move(xspeed, yspeed)\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend"
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    "path": "Assets/Mods/RTLGeno/Lua/Waves/bullettest_touhou.lua",
    "content": "-- You've seen this one in the trailer (if you've seen the trailer).\nspawntimer = 0\nbullets = {}\nyOffset = 180\nmult = 0.5\n\nfunction Update()\n    spawntimer = spawntimer + 1\n    if(spawntimer % 30 == 0) then\n        local numbullets = 10\n        for i=1,numbullets+1 do\n            local bullet = CreateProjectile('bullet', 0, yOffset)\n            bullet.SetVar('timer', 0)\n            bullet.SetVar('offset', math.pi * 2 * i / numbullets)\n            bullet.SetVar('negmult', mult)\n            bullet.SetVar('lerp', 0)\n            table.insert(bullets, bullet)\n        end\n        mult = mult + 0.05\n    end\n\n    for i=1,#bullets do\n        local bullet = bullets[i]\n        local timer = bullet.GetVar('timer')\n        local offset = bullet.GetVar('offset')\n        local lerp = bullet.GetVar('lerp')\n        local neg = 1\n        local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset)\n        local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50\n        bullet.MoveTo(posx, posy)\n        bullet.SetVar('timer', timer + 1/40)\n        lerp = lerp + 1 / 90\n        if lerp > 4.0 then\n            lerp = 4.0\n        end\n        bullet.SetVar('lerp', lerp)\n    end\nend"
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    "content": "using System;\nusing System.Runtime.InteropServices;\nusing System.Text;\n\nnamespace Discord\n{\n    public enum Result\n    {\n        Ok = 0,\n        ServiceUnavailable = 1,\n        InvalidVersion = 2,\n        LockFailed = 3,\n        InternalError = 4,\n        InvalidPayload = 5,\n        InvalidCommand = 6,\n        InvalidPermissions = 7,\n        NotFetched = 8,\n        NotFound = 9,\n        Conflict = 10,\n        InvalidSecret = 11,\n        InvalidJoinSecret = 12,\n        NoEligibleActivity = 13,\n        InvalidInvite = 14,\n        NotAuthenticated = 15,\n        InvalidAccessToken = 16,\n        ApplicationMismatch = 17,\n        InvalidDataUrl = 18,\n        InvalidBase64 = 19,\n        NotFiltered = 20,\n        LobbyFull = 21,\n        InvalidLobbySecret = 22,\n        InvalidFilename = 23,\n        InvalidFileSize = 24,\n        InvalidEntitlement = 25,\n        NotInstalled = 26,\n        NotRunning = 27,\n        InsufficientBuffer = 28,\n      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}\n\n    public enum LobbySearchComparison\n    {\n        LessThanOrEqual = -2,\n        LessThan,\n        Equal,\n        GreaterThan,\n        GreaterThanOrEqual,\n        NotEqual,\n    }\n\n    public enum LobbySearchCast\n    {\n        String = 1,\n        Number,\n    }\n\n    public enum LobbySearchDistance\n    {\n        Local,\n        Default,\n        Extended,\n        Global,\n    }\n\n    public enum KeyVariant\n    {\n        Normal,\n        Right,\n        Left,\n    }\n\n    public enum MouseButton\n    {\n        Left,\n        Middle,\n        Right,\n    }\n\n    public enum EntitlementType\n    {\n        Purchase = 1,\n        PremiumSubscription,\n        DeveloperGift,\n        TestModePurchase,\n        FreePurchase,\n        UserGift,\n        PremiumPurchase,\n    }\n\n    public enum SkuType\n    {\n        Application = 1,\n        DLC,\n        Consumable,\n        Bundle,\n    }\n\n    public enum InputModeType\n    {\n        VoiceActivity = 0,\n    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}\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct Lobby\n    {\n        public Int64 Id;\n\n        public LobbyType Type;\n\n        public Int64 OwnerId;\n\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 128)]\n        public string Secret;\n\n        public UInt32 Capacity;\n\n        public bool Locked;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct ImeUnderline\n    {\n        public Int32 From;\n\n        public Int32 To;\n\n        public UInt32 Color;\n\n        public UInt32 BackgroundColor;\n\n        public bool Thick;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct Rect\n    {\n        public Int32 Left;\n\n        public Int32 Top;\n\n        public Int32 Right;\n\n        public Int32 Bottom;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct FileStat\n    {\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 260)]\n        public string Filename;\n\n        public UInt64 Size;\n\n        public UInt64 LastModified;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct Entitlement\n    {\n        public Int64 Id;\n\n        public EntitlementType Type;\n\n        public Int64 SkuId;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct SkuPrice\n    {\n        public UInt32 Amount;\n\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 16)]\n        public string Currency;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct Sku\n    {\n        public Int64 Id;\n\n        public SkuType Type;\n\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 256)]\n        public string Name;\n\n        public SkuPrice Price;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct InputMode\n    {\n        public InputModeType Type;\n\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 256)]\n        public string Shortcut;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct UserAchievement\n    {\n        public Int64 UserId;\n\n        public Int64 AchievementId;\n\n        public byte PercentComplete;\n\n        [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 64)]\n        public string UnlockedAt;\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct LobbyTransaction\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetTypeMethod(IntPtr methodsPtr, LobbyType type);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetOwnerMethod(IntPtr methodsPtr, Int64 ownerId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetCapacityMethod(IntPtr methodsPtr, UInt32 capacity);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetMetadataMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key, [MarshalAs(UnmanagedType.LPStr)]string value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result DeleteMetadataMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetLockedMethod(IntPtr methodsPtr, bool locked);\n\n            internal SetTypeMethod SetType;\n\n            internal SetOwnerMethod SetOwner;\n\n            internal SetCapacityMethod SetCapacity;\n\n            internal SetMetadataMethod SetMetadata;\n\n            internal DeleteMetadataMethod DeleteMetadata;\n\n            internal SetLockedMethod SetLocked;\n        }\n\n        internal IntPtr MethodsPtr;\n\n        internal Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public void SetType(LobbyType type)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetType(MethodsPtr, type);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void SetOwner(Int64 ownerId)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetOwner(MethodsPtr, ownerId);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void SetCapacity(UInt32 capacity)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetCapacity(MethodsPtr, capacity);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void SetMetadata(string key, string value)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetMetadata(MethodsPtr, key, value);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void DeleteMetadata(string key)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.DeleteMetadata(MethodsPtr, key);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void SetLocked(bool locked)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetLocked(MethodsPtr, locked);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct LobbyMemberTransaction\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetMetadataMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key, [MarshalAs(UnmanagedType.LPStr)]string value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result DeleteMetadataMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key);\n\n            internal SetMetadataMethod SetMetadata;\n\n            internal DeleteMetadataMethod DeleteMetadata;\n        }\n\n        internal IntPtr MethodsPtr;\n\n        internal Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public void SetMetadata(string key, string value)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.SetMetadata(MethodsPtr, key, value);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void DeleteMetadata(string key)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.DeleteMetadata(MethodsPtr, key);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n    }\n\n    [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]\n    public partial struct LobbySearchQuery\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result FilterMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key, LobbySearchComparison comparison, LobbySearchCast cast, [MarshalAs(UnmanagedType.LPStr)]string value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SortMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string key, LobbySearchCast cast, [MarshalAs(UnmanagedType.LPStr)]string value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result LimitMethod(IntPtr methodsPtr, UInt32 limit);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result DistanceMethod(IntPtr methodsPtr, LobbySearchDistance distance);\n\n            internal FilterMethod Filter;\n\n            internal SortMethod Sort;\n\n            internal LimitMethod Limit;\n\n            internal DistanceMethod Distance;\n        }\n\n        internal IntPtr MethodsPtr;\n\n        internal Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public void Filter(string key, LobbySearchComparison comparison, LobbySearchCast cast, string value)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.Filter(MethodsPtr, key, comparison, cast, value);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void Sort(string key, LobbySearchCast cast, string value)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.Sort(MethodsPtr, key, cast, value);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void Limit(UInt32 limit)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.Limit(MethodsPtr, limit);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n\n        public void Distance(LobbySearchDistance distance)\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                var res = Methods.Distance(MethodsPtr, distance);\n                if (res != Result.Ok)\n                {\n                    throw new ResultException(res);\n                }\n            }\n        }\n    }\n\n    public partial class ResultException : Exception\n    {\n        public readonly Result Result;\n\n        public ResultException(Result result) : base(result.ToString())\n        {\n        }\n    }\n\n    public partial class Discord : IDisposable\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DestroyHandler(IntPtr MethodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result RunCallbacksMethod(IntPtr methodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetLogHookCallback(IntPtr ptr, LogLevel level, [MarshalAs(UnmanagedType.LPStr)]string message);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetLogHookMethod(IntPtr methodsPtr, LogLevel minLevel, IntPtr callbackData, SetLogHookCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetApplicationManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetUserManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetImageManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetActivityManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetRelationshipManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetLobbyManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetNetworkManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetOverlayManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetStorageManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetStoreManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetVoiceManagerMethod(IntPtr discordPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate IntPtr GetAchievementManagerMethod(IntPtr discordPtr);\n\n            internal DestroyHandler Destroy;\n\n            internal RunCallbacksMethod RunCallbacks;\n\n            internal SetLogHookMethod SetLogHook;\n\n            internal GetApplicationManagerMethod GetApplicationManager;\n\n            internal GetUserManagerMethod GetUserManager;\n\n            internal GetImageManagerMethod GetImageManager;\n\n            internal GetActivityManagerMethod GetActivityManager;\n\n            internal GetRelationshipManagerMethod GetRelationshipManager;\n\n            internal GetLobbyManagerMethod GetLobbyManager;\n\n            internal GetNetworkManagerMethod GetNetworkManager;\n\n            internal GetOverlayManagerMethod GetOverlayManager;\n\n            internal GetStorageManagerMethod GetStorageManager;\n\n            internal GetStoreManagerMethod GetStoreManager;\n\n            internal GetVoiceManagerMethod GetVoiceManager;\n\n            internal GetAchievementManagerMethod GetAchievementManager;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFICreateParams\n        {\n            internal Int64 ClientId;\n\n            internal UInt64 Flags;\n\n            internal IntPtr Events;\n\n            internal IntPtr EventData;\n\n            internal IntPtr ApplicationEvents;\n\n            internal UInt32 ApplicationVersion;\n\n            internal IntPtr UserEvents;\n\n            internal UInt32 UserVersion;\n\n            internal IntPtr ImageEvents;\n\n            internal UInt32 ImageVersion;\n\n            internal IntPtr ActivityEvents;\n\n            internal UInt32 ActivityVersion;\n\n            internal IntPtr RelationshipEvents;\n\n            internal UInt32 RelationshipVersion;\n\n            internal IntPtr LobbyEvents;\n\n            internal UInt32 LobbyVersion;\n\n            internal IntPtr NetworkEvents;\n\n            internal UInt32 NetworkVersion;\n\n            internal IntPtr OverlayEvents;\n\n            internal UInt32 OverlayVersion;\n\n            internal IntPtr StorageEvents;\n\n            internal UInt32 StorageVersion;\n\n            internal IntPtr StoreEvents;\n\n            internal UInt32 StoreVersion;\n\n            internal IntPtr VoiceEvents;\n\n            internal UInt32 VoiceVersion;\n\n            internal IntPtr AchievementEvents;\n\n            internal UInt32 AchievementVersion;\n        }\n\n        [DllImport(Constants.DllName, ExactSpelling = true, CallingConvention = CallingConvention.Winapi)]\n        private static extern Result DiscordCreate(UInt32 version, ref FFICreateParams createParams, out IntPtr manager);\n\n        public delegate void SetLogHookHandler(LogLevel level, string message);\n\n        private GCHandle SelfHandle;\n\n        private IntPtr EventsPtr;\n\n        private FFIEvents Events;\n\n        private IntPtr ApplicationEventsPtr;\n\n        private ApplicationManager.FFIEvents ApplicationEvents;\n\n        internal ApplicationManager ApplicationManagerInstance;\n\n        private IntPtr UserEventsPtr;\n\n        private UserManager.FFIEvents UserEvents;\n\n        internal UserManager UserManagerInstance;\n\n        private IntPtr ImageEventsPtr;\n\n        private ImageManager.FFIEvents ImageEvents;\n\n        internal ImageManager ImageManagerInstance;\n\n        private IntPtr ActivityEventsPtr;\n\n        private ActivityManager.FFIEvents ActivityEvents;\n\n        internal ActivityManager ActivityManagerInstance;\n\n        private IntPtr RelationshipEventsPtr;\n\n        private RelationshipManager.FFIEvents RelationshipEvents;\n\n        internal RelationshipManager RelationshipManagerInstance;\n\n        private IntPtr LobbyEventsPtr;\n\n        private LobbyManager.FFIEvents LobbyEvents;\n\n        internal LobbyManager LobbyManagerInstance;\n\n        private IntPtr NetworkEventsPtr;\n\n        private NetworkManager.FFIEvents NetworkEvents;\n\n        internal NetworkManager NetworkManagerInstance;\n\n        private IntPtr OverlayEventsPtr;\n\n        private OverlayManager.FFIEvents OverlayEvents;\n\n        internal OverlayManager OverlayManagerInstance;\n\n        private IntPtr StorageEventsPtr;\n\n        private StorageManager.FFIEvents StorageEvents;\n\n        internal StorageManager StorageManagerInstance;\n\n        private IntPtr StoreEventsPtr;\n\n        private StoreManager.FFIEvents StoreEvents;\n\n        internal StoreManager StoreManagerInstance;\n\n        private IntPtr VoiceEventsPtr;\n\n        private VoiceManager.FFIEvents VoiceEvents;\n\n        internal VoiceManager VoiceManagerInstance;\n\n        private IntPtr AchievementEventsPtr;\n\n        private AchievementManager.FFIEvents AchievementEvents;\n\n        internal AchievementManager AchievementManagerInstance;\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        private GCHandle? setLogHook;\n\n        public Discord(Int64 clientId, UInt64 flags)\n        {\n            FFICreateParams createParams;\n            createParams.ClientId = clientId;\n            createParams.Flags = flags;\n            Events = new FFIEvents();\n            EventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(Events));\n            createParams.Events = EventsPtr;\n            SelfHandle = GCHandle.Alloc(this);\n            createParams.EventData = GCHandle.ToIntPtr(SelfHandle);\n            ApplicationEvents = new ApplicationManager.FFIEvents();\n            ApplicationEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(ApplicationEvents));\n            createParams.ApplicationEvents = ApplicationEventsPtr;\n            createParams.ApplicationVersion = 1;\n            UserEvents = new UserManager.FFIEvents();\n            UserEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(UserEvents));\n            createParams.UserEvents = UserEventsPtr;\n            createParams.UserVersion = 1;\n            ImageEvents = new ImageManager.FFIEvents();\n            ImageEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(ImageEvents));\n            createParams.ImageEvents = ImageEventsPtr;\n            createParams.ImageVersion = 1;\n            ActivityEvents = new ActivityManager.FFIEvents();\n            ActivityEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(ActivityEvents));\n            createParams.ActivityEvents = ActivityEventsPtr;\n            createParams.ActivityVersion = 1;\n            RelationshipEvents = new RelationshipManager.FFIEvents();\n            RelationshipEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(RelationshipEvents));\n            createParams.RelationshipEvents = RelationshipEventsPtr;\n            createParams.RelationshipVersion = 1;\n            LobbyEvents = new LobbyManager.FFIEvents();\n            LobbyEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(LobbyEvents));\n            createParams.LobbyEvents = LobbyEventsPtr;\n            createParams.LobbyVersion = 1;\n            NetworkEvents = new NetworkManager.FFIEvents();\n            NetworkEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(NetworkEvents));\n            createParams.NetworkEvents = NetworkEventsPtr;\n            createParams.NetworkVersion = 1;\n            OverlayEvents = new OverlayManager.FFIEvents();\n            OverlayEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(OverlayEvents));\n            createParams.OverlayEvents = OverlayEventsPtr;\n            createParams.OverlayVersion = 2;\n            StorageEvents = new StorageManager.FFIEvents();\n            StorageEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(StorageEvents));\n            createParams.StorageEvents = StorageEventsPtr;\n            createParams.StorageVersion = 1;\n            StoreEvents = new StoreManager.FFIEvents();\n            StoreEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(StoreEvents));\n            createParams.StoreEvents = StoreEventsPtr;\n            createParams.StoreVersion = 1;\n            VoiceEvents = new VoiceManager.FFIEvents();\n            VoiceEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VoiceEvents));\n            createParams.VoiceEvents = VoiceEventsPtr;\n            createParams.VoiceVersion = 1;\n            AchievementEvents = new AchievementManager.FFIEvents();\n            AchievementEventsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(AchievementEvents));\n            createParams.AchievementEvents = AchievementEventsPtr;\n            createParams.AchievementVersion = 1;\n            InitEvents(EventsPtr, ref Events);\n            var result = DiscordCreate(3, ref createParams, out MethodsPtr);\n            if (result != Result.Ok)\n            {\n                Dispose();\n                throw new ResultException(result);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public void Dispose()\n        {\n            if (MethodsPtr != IntPtr.Zero)\n            {\n                Methods.Destroy(MethodsPtr);\n            }\n            SelfHandle.Free();\n            Marshal.FreeHGlobal(EventsPtr);\n            Marshal.FreeHGlobal(ApplicationEventsPtr);\n            Marshal.FreeHGlobal(UserEventsPtr);\n            Marshal.FreeHGlobal(ImageEventsPtr);\n            Marshal.FreeHGlobal(ActivityEventsPtr);\n            Marshal.FreeHGlobal(RelationshipEventsPtr);\n            Marshal.FreeHGlobal(LobbyEventsPtr);\n            Marshal.FreeHGlobal(NetworkEventsPtr);\n            Marshal.FreeHGlobal(OverlayEventsPtr);\n            Marshal.FreeHGlobal(StorageEventsPtr);\n            Marshal.FreeHGlobal(StoreEventsPtr);\n            Marshal.FreeHGlobal(VoiceEventsPtr);\n            Marshal.FreeHGlobal(AchievementEventsPtr);\n            if (setLogHook.HasValue) {\n               setLogHook.Value.Free();\n            }\n        }\n\n        public void RunCallbacks()\n        {\n            var res = Methods.RunCallbacks(MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetLogHookCallbackImpl(IntPtr ptr, LogLevel level, string message)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetLogHookHandler callback = (SetLogHookHandler)h.Target;\n            callback(level, message);\n        }\n\n        public void SetLogHook(LogLevel minLevel, SetLogHookHandler callback)\n        {\n            if (setLogHook.HasValue) {\n               setLogHook.Value.Free();\n            }\n             setLogHook = GCHandle.Alloc(callback);\n            Methods.SetLogHook(MethodsPtr, minLevel, GCHandle.ToIntPtr(setLogHook.Value), SetLogHookCallbackImpl);\n        }\n\n        public ApplicationManager GetApplicationManager()\n        {\n            if (ApplicationManagerInstance == null) {\n                ApplicationManagerInstance = new ApplicationManager(\n                  Methods.GetApplicationManager(MethodsPtr),\n                  ApplicationEventsPtr,\n                  ref ApplicationEvents\n                );\n            }\n            return ApplicationManagerInstance;\n        }\n\n        public UserManager GetUserManager()\n        {\n            if (UserManagerInstance == null) {\n                UserManagerInstance = new UserManager(\n                  Methods.GetUserManager(MethodsPtr),\n                  UserEventsPtr,\n                  ref UserEvents\n                );\n            }\n            return UserManagerInstance;\n        }\n\n        public ImageManager GetImageManager()\n        {\n            if (ImageManagerInstance == null) {\n                ImageManagerInstance = new ImageManager(\n                  Methods.GetImageManager(MethodsPtr),\n                  ImageEventsPtr,\n                  ref ImageEvents\n                );\n            }\n            return ImageManagerInstance;\n        }\n\n        public ActivityManager GetActivityManager()\n        {\n            if (ActivityManagerInstance == null) {\n                ActivityManagerInstance = new ActivityManager(\n                  Methods.GetActivityManager(MethodsPtr),\n                  ActivityEventsPtr,\n                  ref ActivityEvents\n                );\n            }\n            return ActivityManagerInstance;\n        }\n\n        public RelationshipManager GetRelationshipManager()\n        {\n            if (RelationshipManagerInstance == null) {\n                RelationshipManagerInstance = new RelationshipManager(\n                  Methods.GetRelationshipManager(MethodsPtr),\n                  RelationshipEventsPtr,\n                  ref RelationshipEvents\n                );\n            }\n            return RelationshipManagerInstance;\n        }\n\n        public LobbyManager GetLobbyManager()\n        {\n            if (LobbyManagerInstance == null) {\n                LobbyManagerInstance = new LobbyManager(\n                  Methods.GetLobbyManager(MethodsPtr),\n                  LobbyEventsPtr,\n                  ref LobbyEvents\n                );\n            }\n            return LobbyManagerInstance;\n        }\n\n        public NetworkManager GetNetworkManager()\n        {\n            if (NetworkManagerInstance == null) {\n                NetworkManagerInstance = new NetworkManager(\n                  Methods.GetNetworkManager(MethodsPtr),\n                  NetworkEventsPtr,\n                  ref NetworkEvents\n                );\n            }\n            return NetworkManagerInstance;\n        }\n\n        public OverlayManager GetOverlayManager()\n        {\n            if (OverlayManagerInstance == null) {\n                OverlayManagerInstance = new OverlayManager(\n                  Methods.GetOverlayManager(MethodsPtr),\n                  OverlayEventsPtr,\n                  ref OverlayEvents\n                );\n            }\n            return OverlayManagerInstance;\n        }\n\n        public StorageManager GetStorageManager()\n        {\n            if (StorageManagerInstance == null) {\n                StorageManagerInstance = new StorageManager(\n                  Methods.GetStorageManager(MethodsPtr),\n                  StorageEventsPtr,\n                  ref StorageEvents\n                );\n            }\n            return StorageManagerInstance;\n        }\n\n        public StoreManager GetStoreManager()\n        {\n            if (StoreManagerInstance == null) {\n                StoreManagerInstance = new StoreManager(\n                  Methods.GetStoreManager(MethodsPtr),\n                  StoreEventsPtr,\n                  ref StoreEvents\n                );\n            }\n            return StoreManagerInstance;\n        }\n\n        public VoiceManager GetVoiceManager()\n        {\n            if (VoiceManagerInstance == null) {\n                VoiceManagerInstance = new VoiceManager(\n                  Methods.GetVoiceManager(MethodsPtr),\n                  VoiceEventsPtr,\n                  ref VoiceEvents\n                );\n            }\n            return VoiceManagerInstance;\n        }\n\n        public AchievementManager GetAchievementManager()\n        {\n            if (AchievementManagerInstance == null) {\n                AchievementManagerInstance = new AchievementManager(\n                  Methods.GetAchievementManager(MethodsPtr),\n                  AchievementEventsPtr,\n                  ref AchievementEvents\n                );\n            }\n            return AchievementManagerInstance;\n        }\n    }\n\n    internal partial class MonoPInvokeCallbackAttribute : Attribute\n    {\n\n    }\n\n    public partial class ApplicationManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ValidateOrExitCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ValidateOrExitMethod(IntPtr methodsPtr, IntPtr callbackData, ValidateOrExitCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetCurrentLocaleMethod(IntPtr methodsPtr, StringBuilder locale);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetCurrentBranchMethod(IntPtr methodsPtr, StringBuilder branch);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetOAuth2TokenCallback(IntPtr ptr, Result result, ref OAuth2Token oauth2Token);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetOAuth2TokenMethod(IntPtr methodsPtr, IntPtr callbackData, GetOAuth2TokenCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetTicketCallback(IntPtr ptr, Result result, [MarshalAs(UnmanagedType.LPStr)]ref string data);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetTicketMethod(IntPtr methodsPtr, IntPtr callbackData, GetTicketCallback callback);\n\n            internal ValidateOrExitMethod ValidateOrExit;\n\n            internal GetCurrentLocaleMethod GetCurrentLocale;\n\n            internal GetCurrentBranchMethod GetCurrentBranch;\n\n            internal GetOAuth2TokenMethod GetOAuth2Token;\n\n            internal GetTicketMethod GetTicket;\n        }\n\n        public delegate void ValidateOrExitHandler(Result result);\n\n        public delegate void GetOAuth2TokenHandler(Result result, ref OAuth2Token oauth2Token);\n\n        public delegate void GetTicketHandler(Result result, ref string data);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        internal ApplicationManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        [MonoPInvokeCallback]\n        private static void ValidateOrExitCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ValidateOrExitHandler callback = (ValidateOrExitHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void ValidateOrExit(ValidateOrExitHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ValidateOrExit(MethodsPtr, GCHandle.ToIntPtr(wrapped), ValidateOrExitCallbackImpl);\n        }\n\n        public string GetCurrentLocale()\n        {\n            var ret = new StringBuilder(128);\n            Methods.GetCurrentLocale(MethodsPtr, ret);\n            return ret.ToString();\n        }\n\n        public string GetCurrentBranch()\n        {\n            var ret = new StringBuilder(4096);\n            Methods.GetCurrentBranch(MethodsPtr, ret);\n            return ret.ToString();\n        }\n\n        [MonoPInvokeCallback]\n        private static void GetOAuth2TokenCallbackImpl(IntPtr ptr, Result result, ref OAuth2Token oauth2Token)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            GetOAuth2TokenHandler callback = (GetOAuth2TokenHandler)h.Target;\n            h.Free();\n            callback(result, ref oauth2Token);\n        }\n\n        public void GetOAuth2Token(GetOAuth2TokenHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.GetOAuth2Token(MethodsPtr, GCHandle.ToIntPtr(wrapped), GetOAuth2TokenCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void GetTicketCallbackImpl(IntPtr ptr, Result result, ref string data)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            GetTicketHandler callback = (GetTicketHandler)h.Target;\n            h.Free();\n            callback(result, ref data);\n        }\n\n        public void GetTicket(GetTicketHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.GetTicket(MethodsPtr, GCHandle.ToIntPtr(wrapped), GetTicketCallbackImpl);\n        }\n    }\n\n    public partial class UserManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CurrentUserUpdateHandler(IntPtr ptr);\n\n            internal CurrentUserUpdateHandler OnCurrentUserUpdate;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetCurrentUserMethod(IntPtr methodsPtr, ref User currentUser);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetUserCallback(IntPtr ptr, Result result, ref User user);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetUserMethod(IntPtr methodsPtr, Int64 userId, IntPtr callbackData, GetUserCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetCurrentUserPremiumTypeMethod(IntPtr methodsPtr, ref PremiumType premiumType);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result CurrentUserHasFlagMethod(IntPtr methodsPtr, UserFlag flag, ref bool hasFlag);\n\n            internal GetCurrentUserMethod GetCurrentUser;\n\n            internal GetUserMethod GetUser;\n\n            internal GetCurrentUserPremiumTypeMethod GetCurrentUserPremiumType;\n\n            internal CurrentUserHasFlagMethod CurrentUserHasFlag;\n        }\n\n        public delegate void GetUserHandler(Result result, ref User user);\n\n        public delegate void CurrentUserUpdateHandler();\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event CurrentUserUpdateHandler OnCurrentUserUpdate;\n\n        internal UserManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnCurrentUserUpdate = OnCurrentUserUpdateImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public User GetCurrentUser()\n        {\n            var ret = new User();\n            var res = Methods.GetCurrentUser(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void GetUserCallbackImpl(IntPtr ptr, Result result, ref User user)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            GetUserHandler callback = (GetUserHandler)h.Target;\n            h.Free();\n            callback(result, ref user);\n        }\n\n        public void GetUser(Int64 userId, GetUserHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.GetUser(MethodsPtr, userId, GCHandle.ToIntPtr(wrapped), GetUserCallbackImpl);\n        }\n\n        public PremiumType GetCurrentUserPremiumType()\n        {\n            var ret = new PremiumType();\n            var res = Methods.GetCurrentUserPremiumType(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public bool CurrentUserHasFlag(UserFlag flag)\n        {\n            var ret = new bool();\n            var res = Methods.CurrentUserHasFlag(MethodsPtr, flag, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnCurrentUserUpdateImpl(IntPtr ptr)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.UserManagerInstance.OnCurrentUserUpdate != null)\n            {\n                d.UserManagerInstance.OnCurrentUserUpdate.Invoke();\n            }\n        }\n    }\n\n    public partial class ImageManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchCallback(IntPtr ptr, Result result, ImageHandle handleResult);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchMethod(IntPtr methodsPtr, ImageHandle handle, bool refresh, IntPtr callbackData, FetchCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetDimensionsMethod(IntPtr methodsPtr, ImageHandle handle, ref ImageDimensions dimensions);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetDataMethod(IntPtr methodsPtr, ImageHandle handle, byte[] data, Int32 dataLen);\n\n            internal FetchMethod Fetch;\n\n            internal GetDimensionsMethod GetDimensions;\n\n            internal GetDataMethod GetData;\n        }\n\n        public delegate void FetchHandler(Result result, ImageHandle handleResult);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        internal ImageManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        [MonoPInvokeCallback]\n        private static void FetchCallbackImpl(IntPtr ptr, Result result, ImageHandle handleResult)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            FetchHandler callback = (FetchHandler)h.Target;\n            h.Free();\n            callback(result, handleResult);\n        }\n\n        public void Fetch(ImageHandle handle, bool refresh, FetchHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.Fetch(MethodsPtr, handle, refresh, GCHandle.ToIntPtr(wrapped), FetchCallbackImpl);\n        }\n\n        public ImageDimensions GetDimensions(ImageHandle handle)\n        {\n            var ret = new ImageDimensions();\n            var res = Methods.GetDimensions(MethodsPtr, handle, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public void GetData(ImageHandle handle, byte[] data)\n        {\n            var res = Methods.GetData(MethodsPtr, handle, data, data.Length);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n    }\n\n    public partial class ActivityManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ActivityJoinHandler(IntPtr ptr, [MarshalAs(UnmanagedType.LPStr)]string secret);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ActivitySpectateHandler(IntPtr ptr, [MarshalAs(UnmanagedType.LPStr)]string secret);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ActivityJoinRequestHandler(IntPtr ptr, ref User user);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ActivityInviteHandler(IntPtr ptr, ActivityActionType type, ref User user, ref Activity activity);\n\n            internal ActivityJoinHandler OnActivityJoin;\n\n            internal ActivitySpectateHandler OnActivitySpectate;\n\n            internal ActivityJoinRequestHandler OnActivityJoinRequest;\n\n            internal ActivityInviteHandler OnActivityInvite;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result RegisterCommandMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string command);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result RegisterSteamMethod(IntPtr methodsPtr, UInt32 steamId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateActivityCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateActivityMethod(IntPtr methodsPtr, ref Activity activity, IntPtr callbackData, UpdateActivityCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ClearActivityCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ClearActivityMethod(IntPtr methodsPtr, IntPtr callbackData, ClearActivityCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendRequestReplyCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendRequestReplyMethod(IntPtr methodsPtr, Int64 userId, ActivityJoinRequestReply reply, IntPtr callbackData, SendRequestReplyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendInviteCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendInviteMethod(IntPtr methodsPtr, Int64 userId, ActivityActionType type, [MarshalAs(UnmanagedType.LPStr)]string content, IntPtr callbackData, SendInviteCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void AcceptInviteCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void AcceptInviteMethod(IntPtr methodsPtr, Int64 userId, IntPtr callbackData, AcceptInviteCallback callback);\n\n            internal RegisterCommandMethod RegisterCommand;\n\n            internal RegisterSteamMethod RegisterSteam;\n\n            internal UpdateActivityMethod UpdateActivity;\n\n            internal ClearActivityMethod ClearActivity;\n\n            internal SendRequestReplyMethod SendRequestReply;\n\n            internal SendInviteMethod SendInvite;\n\n            internal AcceptInviteMethod AcceptInvite;\n        }\n\n        public delegate void UpdateActivityHandler(Result result);\n\n        public delegate void ClearActivityHandler(Result result);\n\n        public delegate void SendRequestReplyHandler(Result result);\n\n        public delegate void SendInviteHandler(Result result);\n\n        public delegate void AcceptInviteHandler(Result result);\n\n        public delegate void ActivityJoinHandler(string secret);\n\n        public delegate void ActivitySpectateHandler(string secret);\n\n        public delegate void ActivityJoinRequestHandler(ref User user);\n\n        public delegate void ActivityInviteHandler(ActivityActionType type, ref User user, ref Activity activity);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event ActivityJoinHandler OnActivityJoin;\n\n        public event ActivitySpectateHandler OnActivitySpectate;\n\n        public event ActivityJoinRequestHandler OnActivityJoinRequest;\n\n        public event ActivityInviteHandler OnActivityInvite;\n\n        internal ActivityManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnActivityJoin = OnActivityJoinImpl;\n            events.OnActivitySpectate = OnActivitySpectateImpl;\n            events.OnActivityJoinRequest = OnActivityJoinRequestImpl;\n            events.OnActivityInvite = OnActivityInviteImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public void RegisterCommand(string command)\n        {\n            var res = Methods.RegisterCommand(MethodsPtr, command);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void RegisterSteam(UInt32 steamId)\n        {\n            var res = Methods.RegisterSteam(MethodsPtr, steamId);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void UpdateActivityCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            UpdateActivityHandler callback = (UpdateActivityHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void UpdateActivity(Activity activity, UpdateActivityHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.UpdateActivity(MethodsPtr, ref activity, GCHandle.ToIntPtr(wrapped), UpdateActivityCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void ClearActivityCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ClearActivityHandler callback = (ClearActivityHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void ClearActivity(ClearActivityHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ClearActivity(MethodsPtr, GCHandle.ToIntPtr(wrapped), ClearActivityCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void SendRequestReplyCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SendRequestReplyHandler callback = (SendRequestReplyHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SendRequestReply(Int64 userId, ActivityJoinRequestReply reply, SendRequestReplyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SendRequestReply(MethodsPtr, userId, reply, GCHandle.ToIntPtr(wrapped), SendRequestReplyCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void SendInviteCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SendInviteHandler callback = (SendInviteHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SendInvite(Int64 userId, ActivityActionType type, string content, SendInviteHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SendInvite(MethodsPtr, userId, type, content, GCHandle.ToIntPtr(wrapped), SendInviteCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void AcceptInviteCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            AcceptInviteHandler callback = (AcceptInviteHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void AcceptInvite(Int64 userId, AcceptInviteHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.AcceptInvite(MethodsPtr, userId, GCHandle.ToIntPtr(wrapped), AcceptInviteCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnActivityJoinImpl(IntPtr ptr, string secret)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.ActivityManagerInstance.OnActivityJoin != null)\n            {\n                d.ActivityManagerInstance.OnActivityJoin.Invoke(secret);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnActivitySpectateImpl(IntPtr ptr, string secret)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.ActivityManagerInstance.OnActivitySpectate != null)\n            {\n                d.ActivityManagerInstance.OnActivitySpectate.Invoke(secret);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnActivityJoinRequestImpl(IntPtr ptr, ref User user)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.ActivityManagerInstance.OnActivityJoinRequest != null)\n            {\n                d.ActivityManagerInstance.OnActivityJoinRequest.Invoke(ref user);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnActivityInviteImpl(IntPtr ptr, ActivityActionType type, ref User user, ref Activity activity)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.ActivityManagerInstance.OnActivityInvite != null)\n            {\n                d.ActivityManagerInstance.OnActivityInvite.Invoke(type, ref user, ref activity);\n            }\n        }\n    }\n\n    public partial class RelationshipManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void RefreshHandler(IntPtr ptr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void RelationshipUpdateHandler(IntPtr ptr, ref Relationship relationship);\n\n            internal RefreshHandler OnRefresh;\n\n            internal RelationshipUpdateHandler OnRelationshipUpdate;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate bool FilterCallback(IntPtr ptr, ref Relationship relationship);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FilterMethod(IntPtr methodsPtr, IntPtr callbackData, FilterCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result CountMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMethod(IntPtr methodsPtr, Int64 userId, ref Relationship relationship);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetAtMethod(IntPtr methodsPtr, UInt32 index, ref Relationship relationship);\n\n            internal FilterMethod Filter;\n\n            internal CountMethod Count;\n\n            internal GetMethod Get;\n\n            internal GetAtMethod GetAt;\n        }\n\n        public delegate bool FilterHandler(ref Relationship relationship);\n\n        public delegate void RefreshHandler();\n\n        public delegate void RelationshipUpdateHandler(ref Relationship relationship);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event RefreshHandler OnRefresh;\n\n        public event RelationshipUpdateHandler OnRelationshipUpdate;\n\n        internal RelationshipManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnRefresh = OnRefreshImpl;\n            events.OnRelationshipUpdate = OnRelationshipUpdateImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        [MonoPInvokeCallback]\n        private static bool FilterCallbackImpl(IntPtr ptr, ref Relationship relationship)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            FilterHandler callback = (FilterHandler)h.Target;\n            return callback(ref relationship);\n        }\n\n        public void Filter(FilterHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.Filter(MethodsPtr, GCHandle.ToIntPtr(wrapped), FilterCallbackImpl);\n            wrapped.Free();\n        }\n\n        public Int32 Count()\n        {\n            var ret = new Int32();\n            var res = Methods.Count(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Relationship Get(Int64 userId)\n        {\n            var ret = new Relationship();\n            var res = Methods.Get(MethodsPtr, userId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Relationship GetAt(UInt32 index)\n        {\n            var ret = new Relationship();\n            var res = Methods.GetAt(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnRefreshImpl(IntPtr ptr)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.RelationshipManagerInstance.OnRefresh != null)\n            {\n                d.RelationshipManagerInstance.OnRefresh.Invoke();\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnRelationshipUpdateImpl(IntPtr ptr, ref Relationship relationship)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.RelationshipManagerInstance.OnRelationshipUpdate != null)\n            {\n                d.RelationshipManagerInstance.OnRelationshipUpdate.Invoke(ref relationship);\n            }\n        }\n    }\n\n    public partial class LobbyManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void LobbyUpdateHandler(IntPtr ptr, Int64 lobbyId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void LobbyDeleteHandler(IntPtr ptr, Int64 lobbyId, UInt32 reason);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MemberConnectHandler(IntPtr ptr, Int64 lobbyId, Int64 userId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MemberUpdateHandler(IntPtr ptr, Int64 lobbyId, Int64 userId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MemberDisconnectHandler(IntPtr ptr, Int64 lobbyId, Int64 userId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void LobbyMessageHandler(IntPtr ptr, Int64 lobbyId, Int64 userId, IntPtr dataPtr, Int32 dataLen);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SpeakingHandler(IntPtr ptr, Int64 lobbyId, Int64 userId, bool speaking);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void NetworkMessageHandler(IntPtr ptr, Int64 lobbyId, Int64 userId, byte channelId, IntPtr dataPtr, Int32 dataLen);\n\n            internal LobbyUpdateHandler OnLobbyUpdate;\n\n            internal LobbyDeleteHandler OnLobbyDelete;\n\n            internal MemberConnectHandler OnMemberConnect;\n\n            internal MemberUpdateHandler OnMemberUpdate;\n\n            internal MemberDisconnectHandler OnMemberDisconnect;\n\n            internal LobbyMessageHandler OnLobbyMessage;\n\n            internal SpeakingHandler OnSpeaking;\n\n            internal NetworkMessageHandler OnNetworkMessage;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyCreateTransactionMethod(IntPtr methodsPtr, ref IntPtr transaction);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyUpdateTransactionMethod(IntPtr methodsPtr, Int64 lobbyId, ref IntPtr transaction);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMemberUpdateTransactionMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, ref IntPtr transaction);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CreateLobbyCallback(IntPtr ptr, Result result, ref Lobby lobby);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CreateLobbyMethod(IntPtr methodsPtr, IntPtr transaction, IntPtr callbackData, CreateLobbyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateLobbyCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateLobbyMethod(IntPtr methodsPtr, Int64 lobbyId, IntPtr transaction, IntPtr callbackData, UpdateLobbyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DeleteLobbyCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DeleteLobbyMethod(IntPtr methodsPtr, Int64 lobbyId, IntPtr callbackData, DeleteLobbyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectLobbyCallback(IntPtr ptr, Result result, ref Lobby lobby);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectLobbyMethod(IntPtr methodsPtr, Int64 lobbyId, [MarshalAs(UnmanagedType.LPStr)]string secret, IntPtr callbackData, ConnectLobbyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectLobbyWithActivitySecretCallback(IntPtr ptr, Result result, ref Lobby lobby);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectLobbyWithActivitySecretMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string activitySecret, IntPtr callbackData, ConnectLobbyWithActivitySecretCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DisconnectLobbyCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DisconnectLobbyMethod(IntPtr methodsPtr, Int64 lobbyId, IntPtr callbackData, DisconnectLobbyCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyMethod(IntPtr methodsPtr, Int64 lobbyId, ref Lobby lobby);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyActivitySecretMethod(IntPtr methodsPtr, Int64 lobbyId, StringBuilder secret);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyMetadataValueMethod(IntPtr methodsPtr, Int64 lobbyId, [MarshalAs(UnmanagedType.LPStr)]string key, StringBuilder value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyMetadataKeyMethod(IntPtr methodsPtr, Int64 lobbyId, Int32 index, StringBuilder key);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result LobbyMetadataCountMethod(IntPtr methodsPtr, Int64 lobbyId, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result MemberCountMethod(IntPtr methodsPtr, Int64 lobbyId, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMemberUserIdMethod(IntPtr methodsPtr, Int64 lobbyId, Int32 index, ref Int64 userId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMemberUserMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, ref User user);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMemberMetadataValueMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, [MarshalAs(UnmanagedType.LPStr)]string key, StringBuilder value);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetMemberMetadataKeyMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, Int32 index, StringBuilder key);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result MemberMetadataCountMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateMemberCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UpdateMemberMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, IntPtr transaction, IntPtr callbackData, UpdateMemberCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendLobbyMessageCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SendLobbyMessageMethod(IntPtr methodsPtr, Int64 lobbyId, byte[] data, Int32 dataLen, IntPtr callbackData, SendLobbyMessageCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetSearchQueryMethod(IntPtr methodsPtr, ref IntPtr query);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SearchCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SearchMethod(IntPtr methodsPtr, IntPtr query, IntPtr callbackData, SearchCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void LobbyCountMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLobbyIdMethod(IntPtr methodsPtr, Int32 index, ref Int64 lobbyId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectVoiceCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ConnectVoiceMethod(IntPtr methodsPtr, Int64 lobbyId, IntPtr callbackData, ConnectVoiceCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DisconnectVoiceCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void DisconnectVoiceMethod(IntPtr methodsPtr, Int64 lobbyId, IntPtr callbackData, DisconnectVoiceCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result ConnectNetworkMethod(IntPtr methodsPtr, Int64 lobbyId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result DisconnectNetworkMethod(IntPtr methodsPtr, Int64 lobbyId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result FlushNetworkMethod(IntPtr methodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result OpenNetworkChannelMethod(IntPtr methodsPtr, Int64 lobbyId, byte channelId, bool reliable);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SendNetworkMessageMethod(IntPtr methodsPtr, Int64 lobbyId, Int64 userId, byte channelId, byte[] data, Int32 dataLen);\n\n            internal GetLobbyCreateTransactionMethod GetLobbyCreateTransaction;\n\n            internal GetLobbyUpdateTransactionMethod GetLobbyUpdateTransaction;\n\n            internal GetMemberUpdateTransactionMethod GetMemberUpdateTransaction;\n\n            internal CreateLobbyMethod CreateLobby;\n\n            internal UpdateLobbyMethod UpdateLobby;\n\n            internal DeleteLobbyMethod DeleteLobby;\n\n            internal ConnectLobbyMethod ConnectLobby;\n\n            internal ConnectLobbyWithActivitySecretMethod ConnectLobbyWithActivitySecret;\n\n            internal DisconnectLobbyMethod DisconnectLobby;\n\n            internal GetLobbyMethod GetLobby;\n\n            internal GetLobbyActivitySecretMethod GetLobbyActivitySecret;\n\n            internal GetLobbyMetadataValueMethod GetLobbyMetadataValue;\n\n            internal GetLobbyMetadataKeyMethod GetLobbyMetadataKey;\n\n            internal LobbyMetadataCountMethod LobbyMetadataCount;\n\n            internal MemberCountMethod MemberCount;\n\n            internal GetMemberUserIdMethod GetMemberUserId;\n\n            internal GetMemberUserMethod GetMemberUser;\n\n            internal GetMemberMetadataValueMethod GetMemberMetadataValue;\n\n            internal GetMemberMetadataKeyMethod GetMemberMetadataKey;\n\n            internal MemberMetadataCountMethod MemberMetadataCount;\n\n            internal UpdateMemberMethod UpdateMember;\n\n            internal SendLobbyMessageMethod SendLobbyMessage;\n\n            internal GetSearchQueryMethod GetSearchQuery;\n\n            internal SearchMethod Search;\n\n            internal LobbyCountMethod LobbyCount;\n\n            internal GetLobbyIdMethod GetLobbyId;\n\n            internal ConnectVoiceMethod ConnectVoice;\n\n            internal DisconnectVoiceMethod DisconnectVoice;\n\n            internal ConnectNetworkMethod ConnectNetwork;\n\n            internal DisconnectNetworkMethod DisconnectNetwork;\n\n            internal FlushNetworkMethod FlushNetwork;\n\n            internal OpenNetworkChannelMethod OpenNetworkChannel;\n\n            internal SendNetworkMessageMethod SendNetworkMessage;\n        }\n\n        public delegate void CreateLobbyHandler(Result result, ref Lobby lobby);\n\n        public delegate void UpdateLobbyHandler(Result result);\n\n        public delegate void DeleteLobbyHandler(Result result);\n\n        public delegate void ConnectLobbyHandler(Result result, ref Lobby lobby);\n\n        public delegate void ConnectLobbyWithActivitySecretHandler(Result result, ref Lobby lobby);\n\n        public delegate void DisconnectLobbyHandler(Result result);\n\n        public delegate void UpdateMemberHandler(Result result);\n\n        public delegate void SendLobbyMessageHandler(Result result);\n\n        public delegate void SearchHandler(Result result);\n\n        public delegate void ConnectVoiceHandler(Result result);\n\n        public delegate void DisconnectVoiceHandler(Result result);\n\n        public delegate void LobbyUpdateHandler(Int64 lobbyId);\n\n        public delegate void LobbyDeleteHandler(Int64 lobbyId, UInt32 reason);\n\n        public delegate void MemberConnectHandler(Int64 lobbyId, Int64 userId);\n\n        public delegate void MemberUpdateHandler(Int64 lobbyId, Int64 userId);\n\n        public delegate void MemberDisconnectHandler(Int64 lobbyId, Int64 userId);\n\n        public delegate void LobbyMessageHandler(Int64 lobbyId, Int64 userId, byte[] data);\n\n        public delegate void SpeakingHandler(Int64 lobbyId, Int64 userId, bool speaking);\n\n        public delegate void NetworkMessageHandler(Int64 lobbyId, Int64 userId, byte channelId, byte[] data);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event LobbyUpdateHandler OnLobbyUpdate;\n\n        public event LobbyDeleteHandler OnLobbyDelete;\n\n        public event MemberConnectHandler OnMemberConnect;\n\n        public event MemberUpdateHandler OnMemberUpdate;\n\n        public event MemberDisconnectHandler OnMemberDisconnect;\n\n        public event LobbyMessageHandler OnLobbyMessage;\n\n        public event SpeakingHandler OnSpeaking;\n\n        public event NetworkMessageHandler OnNetworkMessage;\n\n        internal LobbyManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnLobbyUpdate = OnLobbyUpdateImpl;\n            events.OnLobbyDelete = OnLobbyDeleteImpl;\n            events.OnMemberConnect = OnMemberConnectImpl;\n            events.OnMemberUpdate = OnMemberUpdateImpl;\n            events.OnMemberDisconnect = OnMemberDisconnectImpl;\n            events.OnLobbyMessage = OnLobbyMessageImpl;\n            events.OnSpeaking = OnSpeakingImpl;\n            events.OnNetworkMessage = OnNetworkMessageImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public LobbyTransaction GetLobbyCreateTransaction()\n        {\n            var ret = new LobbyTransaction();\n            var res = Methods.GetLobbyCreateTransaction(MethodsPtr, ref ret.MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public LobbyTransaction GetLobbyUpdateTransaction(Int64 lobbyId)\n        {\n            var ret = new LobbyTransaction();\n            var res = Methods.GetLobbyUpdateTransaction(MethodsPtr, lobbyId, ref ret.MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public LobbyMemberTransaction GetMemberUpdateTransaction(Int64 lobbyId, Int64 userId)\n        {\n            var ret = new LobbyMemberTransaction();\n            var res = Methods.GetMemberUpdateTransaction(MethodsPtr, lobbyId, userId, ref ret.MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void CreateLobbyCallbackImpl(IntPtr ptr, Result result, ref Lobby lobby)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            CreateLobbyHandler callback = (CreateLobbyHandler)h.Target;\n            h.Free();\n            callback(result, ref lobby);\n        }\n\n        public void CreateLobby(LobbyTransaction transaction, CreateLobbyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.CreateLobby(MethodsPtr, transaction.MethodsPtr, GCHandle.ToIntPtr(wrapped), CreateLobbyCallbackImpl);\n            transaction.MethodsPtr = IntPtr.Zero;\n        }\n\n        [MonoPInvokeCallback]\n        private static void UpdateLobbyCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            UpdateLobbyHandler callback = (UpdateLobbyHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void UpdateLobby(Int64 lobbyId, LobbyTransaction transaction, UpdateLobbyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.UpdateLobby(MethodsPtr, lobbyId, transaction.MethodsPtr, GCHandle.ToIntPtr(wrapped), UpdateLobbyCallbackImpl);\n            transaction.MethodsPtr = IntPtr.Zero;\n        }\n\n        [MonoPInvokeCallback]\n        private static void DeleteLobbyCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            DeleteLobbyHandler callback = (DeleteLobbyHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void DeleteLobby(Int64 lobbyId, DeleteLobbyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.DeleteLobby(MethodsPtr, lobbyId, GCHandle.ToIntPtr(wrapped), DeleteLobbyCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void ConnectLobbyCallbackImpl(IntPtr ptr, Result result, ref Lobby lobby)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ConnectLobbyHandler callback = (ConnectLobbyHandler)h.Target;\n            h.Free();\n            callback(result, ref lobby);\n        }\n\n        public void ConnectLobby(Int64 lobbyId, string secret, ConnectLobbyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ConnectLobby(MethodsPtr, lobbyId, secret, GCHandle.ToIntPtr(wrapped), ConnectLobbyCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void ConnectLobbyWithActivitySecretCallbackImpl(IntPtr ptr, Result result, ref Lobby lobby)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ConnectLobbyWithActivitySecretHandler callback = (ConnectLobbyWithActivitySecretHandler)h.Target;\n            h.Free();\n            callback(result, ref lobby);\n        }\n\n        public void ConnectLobbyWithActivitySecret(string activitySecret, ConnectLobbyWithActivitySecretHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ConnectLobbyWithActivitySecret(MethodsPtr, activitySecret, GCHandle.ToIntPtr(wrapped), ConnectLobbyWithActivitySecretCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void DisconnectLobbyCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            DisconnectLobbyHandler callback = (DisconnectLobbyHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void DisconnectLobby(Int64 lobbyId, DisconnectLobbyHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.DisconnectLobby(MethodsPtr, lobbyId, GCHandle.ToIntPtr(wrapped), DisconnectLobbyCallbackImpl);\n        }\n\n        public Lobby GetLobby(Int64 lobbyId)\n        {\n            var ret = new Lobby();\n            var res = Methods.GetLobby(MethodsPtr, lobbyId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public string GetLobbyActivitySecret(Int64 lobbyId)\n        {\n            var ret = new StringBuilder(128);\n            var res = Methods.GetLobbyActivitySecret(MethodsPtr, lobbyId, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n\n        public string GetLobbyMetadataValue(Int64 lobbyId, string key)\n        {\n            var ret = new StringBuilder(4096);\n            var res = Methods.GetLobbyMetadataValue(MethodsPtr, lobbyId, key, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n\n        public string GetLobbyMetadataKey(Int64 lobbyId, Int32 index)\n        {\n            var ret = new StringBuilder(256);\n            var res = Methods.GetLobbyMetadataKey(MethodsPtr, lobbyId, index, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n\n        public Int32 LobbyMetadataCount(Int64 lobbyId)\n        {\n            var ret = new Int32();\n            var res = Methods.LobbyMetadataCount(MethodsPtr, lobbyId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Int32 MemberCount(Int64 lobbyId)\n        {\n            var ret = new Int32();\n            var res = Methods.MemberCount(MethodsPtr, lobbyId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Int64 GetMemberUserId(Int64 lobbyId, Int32 index)\n        {\n            var ret = new Int64();\n            var res = Methods.GetMemberUserId(MethodsPtr, lobbyId, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public User GetMemberUser(Int64 lobbyId, Int64 userId)\n        {\n            var ret = new User();\n            var res = Methods.GetMemberUser(MethodsPtr, lobbyId, userId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public string GetMemberMetadataValue(Int64 lobbyId, Int64 userId, string key)\n        {\n            var ret = new StringBuilder(4096);\n            var res = Methods.GetMemberMetadataValue(MethodsPtr, lobbyId, userId, key, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n\n        public string GetMemberMetadataKey(Int64 lobbyId, Int64 userId, Int32 index)\n        {\n            var ret = new StringBuilder(256);\n            var res = Methods.GetMemberMetadataKey(MethodsPtr, lobbyId, userId, index, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n\n        public Int32 MemberMetadataCount(Int64 lobbyId, Int64 userId)\n        {\n            var ret = new Int32();\n            var res = Methods.MemberMetadataCount(MethodsPtr, lobbyId, userId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void UpdateMemberCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            UpdateMemberHandler callback = (UpdateMemberHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void UpdateMember(Int64 lobbyId, Int64 userId, LobbyMemberTransaction transaction, UpdateMemberHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.UpdateMember(MethodsPtr, lobbyId, userId, transaction.MethodsPtr, GCHandle.ToIntPtr(wrapped), UpdateMemberCallbackImpl);\n            transaction.MethodsPtr = IntPtr.Zero;\n        }\n\n        [MonoPInvokeCallback]\n        private static void SendLobbyMessageCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SendLobbyMessageHandler callback = (SendLobbyMessageHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SendLobbyMessage(Int64 lobbyId, byte[] data, SendLobbyMessageHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SendLobbyMessage(MethodsPtr, lobbyId, data, data.Length, GCHandle.ToIntPtr(wrapped), SendLobbyMessageCallbackImpl);\n        }\n\n        public LobbySearchQuery GetSearchQuery()\n        {\n            var ret = new LobbySearchQuery();\n            var res = Methods.GetSearchQuery(MethodsPtr, ref ret.MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void SearchCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SearchHandler callback = (SearchHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void Search(LobbySearchQuery query, SearchHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.Search(MethodsPtr, query.MethodsPtr, GCHandle.ToIntPtr(wrapped), SearchCallbackImpl);\n            query.MethodsPtr = IntPtr.Zero;\n        }\n\n        public Int32 LobbyCount()\n        {\n            var ret = new Int32();\n            Methods.LobbyCount(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public Int64 GetLobbyId(Int32 index)\n        {\n            var ret = new Int64();\n            var res = Methods.GetLobbyId(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void ConnectVoiceCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ConnectVoiceHandler callback = (ConnectVoiceHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void ConnectVoice(Int64 lobbyId, ConnectVoiceHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ConnectVoice(MethodsPtr, lobbyId, GCHandle.ToIntPtr(wrapped), ConnectVoiceCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void DisconnectVoiceCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            DisconnectVoiceHandler callback = (DisconnectVoiceHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void DisconnectVoice(Int64 lobbyId, DisconnectVoiceHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.DisconnectVoice(MethodsPtr, lobbyId, GCHandle.ToIntPtr(wrapped), DisconnectVoiceCallbackImpl);\n        }\n\n        public void ConnectNetwork(Int64 lobbyId)\n        {\n            var res = Methods.ConnectNetwork(MethodsPtr, lobbyId);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void DisconnectNetwork(Int64 lobbyId)\n        {\n            var res = Methods.DisconnectNetwork(MethodsPtr, lobbyId);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void FlushNetwork()\n        {\n            var res = Methods.FlushNetwork(MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void OpenNetworkChannel(Int64 lobbyId, byte channelId, bool reliable)\n        {\n            var res = Methods.OpenNetworkChannel(MethodsPtr, lobbyId, channelId, reliable);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void SendNetworkMessage(Int64 lobbyId, Int64 userId, byte channelId, byte[] data)\n        {\n            var res = Methods.SendNetworkMessage(MethodsPtr, lobbyId, userId, channelId, data, data.Length);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnLobbyUpdateImpl(IntPtr ptr, Int64 lobbyId)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnLobbyUpdate != null)\n            {\n                d.LobbyManagerInstance.OnLobbyUpdate.Invoke(lobbyId);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnLobbyDeleteImpl(IntPtr ptr, Int64 lobbyId, UInt32 reason)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnLobbyDelete != null)\n            {\n                d.LobbyManagerInstance.OnLobbyDelete.Invoke(lobbyId, reason);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnMemberConnectImpl(IntPtr ptr, Int64 lobbyId, Int64 userId)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnMemberConnect != null)\n            {\n                d.LobbyManagerInstance.OnMemberConnect.Invoke(lobbyId, userId);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnMemberUpdateImpl(IntPtr ptr, Int64 lobbyId, Int64 userId)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnMemberUpdate != null)\n            {\n                d.LobbyManagerInstance.OnMemberUpdate.Invoke(lobbyId, userId);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnMemberDisconnectImpl(IntPtr ptr, Int64 lobbyId, Int64 userId)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnMemberDisconnect != null)\n            {\n                d.LobbyManagerInstance.OnMemberDisconnect.Invoke(lobbyId, userId);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnLobbyMessageImpl(IntPtr ptr, Int64 lobbyId, Int64 userId, IntPtr dataPtr, Int32 dataLen)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnLobbyMessage != null)\n            {\n                byte[] data = new byte[dataLen];\n                Marshal.Copy(dataPtr, data, 0, (int)dataLen);\n                d.LobbyManagerInstance.OnLobbyMessage.Invoke(lobbyId, userId, data);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnSpeakingImpl(IntPtr ptr, Int64 lobbyId, Int64 userId, bool speaking)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnSpeaking != null)\n            {\n                d.LobbyManagerInstance.OnSpeaking.Invoke(lobbyId, userId, speaking);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnNetworkMessageImpl(IntPtr ptr, Int64 lobbyId, Int64 userId, byte channelId, IntPtr dataPtr, Int32 dataLen)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.LobbyManagerInstance.OnNetworkMessage != null)\n            {\n                byte[] data = new byte[dataLen];\n                Marshal.Copy(dataPtr, data, 0, (int)dataLen);\n                d.LobbyManagerInstance.OnNetworkMessage.Invoke(lobbyId, userId, channelId, data);\n            }\n        }\n    }\n\n    public partial class NetworkManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MessageHandler(IntPtr ptr, UInt64 peerId, byte channelId, IntPtr dataPtr, Int32 dataLen);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void RouteUpdateHandler(IntPtr ptr, [MarshalAs(UnmanagedType.LPStr)]string routeData);\n\n            internal MessageHandler OnMessage;\n\n            internal RouteUpdateHandler OnRouteUpdate;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void GetPeerIdMethod(IntPtr methodsPtr, ref UInt64 peerId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result FlushMethod(IntPtr methodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result OpenPeerMethod(IntPtr methodsPtr, UInt64 peerId, [MarshalAs(UnmanagedType.LPStr)]string routeData);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result UpdatePeerMethod(IntPtr methodsPtr, UInt64 peerId, [MarshalAs(UnmanagedType.LPStr)]string routeData);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result ClosePeerMethod(IntPtr methodsPtr, UInt64 peerId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result OpenChannelMethod(IntPtr methodsPtr, UInt64 peerId, byte channelId, bool reliable);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result CloseChannelMethod(IntPtr methodsPtr, UInt64 peerId, byte channelId);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SendMessageMethod(IntPtr methodsPtr, UInt64 peerId, byte channelId, byte[] data, Int32 dataLen);\n\n            internal GetPeerIdMethod GetPeerId;\n\n            internal FlushMethod Flush;\n\n            internal OpenPeerMethod OpenPeer;\n\n            internal UpdatePeerMethod UpdatePeer;\n\n            internal ClosePeerMethod ClosePeer;\n\n            internal OpenChannelMethod OpenChannel;\n\n            internal CloseChannelMethod CloseChannel;\n\n            internal SendMessageMethod SendMessage;\n        }\n\n        public delegate void MessageHandler(UInt64 peerId, byte channelId, byte[] data);\n\n        public delegate void RouteUpdateHandler(string routeData);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event MessageHandler OnMessage;\n\n        public event RouteUpdateHandler OnRouteUpdate;\n\n        internal NetworkManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnMessage = OnMessageImpl;\n            events.OnRouteUpdate = OnRouteUpdateImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        /// <summary>\n        /// Get the local peer ID for this process.\n        /// </summary>\n        public UInt64 GetPeerId()\n        {\n            var ret = new UInt64();\n            Methods.GetPeerId(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        /// <summary>\n        /// Send pending network messages.\n        /// </summary>\n        public void Flush()\n        {\n            var res = Methods.Flush(MethodsPtr);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Open a connection to a remote peer.\n        /// </summary>\n        public void OpenPeer(UInt64 peerId, string routeData)\n        {\n            var res = Methods.OpenPeer(MethodsPtr, peerId, routeData);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Update the route data for a connected peer.\n        /// </summary>\n        public void UpdatePeer(UInt64 peerId, string routeData)\n        {\n            var res = Methods.UpdatePeer(MethodsPtr, peerId, routeData);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Close the connection to a remote peer.\n        /// </summary>\n        public void ClosePeer(UInt64 peerId)\n        {\n            var res = Methods.ClosePeer(MethodsPtr, peerId);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Open a message channel to a connected peer.\n        /// </summary>\n        public void OpenChannel(UInt64 peerId, byte channelId, bool reliable)\n        {\n            var res = Methods.OpenChannel(MethodsPtr, peerId, channelId, reliable);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Close a message channel to a connected peer.\n        /// </summary>\n        public void CloseChannel(UInt64 peerId, byte channelId)\n        {\n            var res = Methods.CloseChannel(MethodsPtr, peerId, channelId);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        /// <summary>\n        /// Send a message to a connected peer over an opened message channel.\n        /// </summary>\n        public void SendMessage(UInt64 peerId, byte channelId, byte[] data)\n        {\n            var res = Methods.SendMessage(MethodsPtr, peerId, channelId, data, data.Length);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnMessageImpl(IntPtr ptr, UInt64 peerId, byte channelId, IntPtr dataPtr, Int32 dataLen)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.NetworkManagerInstance.OnMessage != null)\n            {\n                byte[] data = new byte[dataLen];\n                Marshal.Copy(dataPtr, data, 0, (int)dataLen);\n                d.NetworkManagerInstance.OnMessage.Invoke(peerId, channelId, data);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnRouteUpdateImpl(IntPtr ptr, string routeData)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.NetworkManagerInstance.OnRouteUpdate != null)\n            {\n                d.NetworkManagerInstance.OnRouteUpdate.Invoke(routeData);\n            }\n        }\n    }\n\n    public partial class OverlayManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ToggleHandler(IntPtr ptr, bool locked);\n\n            internal ToggleHandler OnToggle;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void IsEnabledMethod(IntPtr methodsPtr, ref bool enabled);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void IsLockedMethod(IntPtr methodsPtr, ref bool locked);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetLockedCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetLockedMethod(IntPtr methodsPtr, bool locked, IntPtr callbackData, SetLockedCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenActivityInviteCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenActivityInviteMethod(IntPtr methodsPtr, ActivityActionType type, IntPtr callbackData, OpenActivityInviteCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenGuildInviteCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenGuildInviteMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string code, IntPtr callbackData, OpenGuildInviteCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenVoiceSettingsCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OpenVoiceSettingsMethod(IntPtr methodsPtr, IntPtr callbackData, OpenVoiceSettingsCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result InitDrawingDxgiMethod(IntPtr methodsPtr, IntPtr swapchain, bool useMessageForwarding);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void OnPresentMethod(IntPtr methodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ForwardMessageMethod(IntPtr methodsPtr, IntPtr message);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void KeyEventMethod(IntPtr methodsPtr, bool down, [MarshalAs(UnmanagedType.LPStr)]string keyCode, KeyVariant variant);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CharEventMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string character);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MouseButtonEventMethod(IntPtr methodsPtr, byte down, Int32 clickCount, MouseButton which, Int32 x, Int32 y);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void MouseMotionEventMethod(IntPtr methodsPtr, Int32 x, Int32 y);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ImeCommitTextMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string text);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ImeSetCompositionMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string text, ref ImeUnderline underlines, Int32 from, Int32 to);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ImeCancelCompositionMethod(IntPtr methodsPtr);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetImeCompositionRangeCallbackCallback(IntPtr ptr, Int32 from, Int32 to, ref Rect bounds);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetImeCompositionRangeCallbackMethod(IntPtr methodsPtr, IntPtr callbackData, SetImeCompositionRangeCallbackCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetImeSelectionBoundsCallbackCallback(IntPtr ptr, Rect anchor, Rect focus, bool isAnchorFirst);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetImeSelectionBoundsCallbackMethod(IntPtr methodsPtr, IntPtr callbackData, SetImeSelectionBoundsCallbackCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate bool IsPointInsideClickZoneMethod(IntPtr methodsPtr, Int32 x, Int32 y);\n\n            internal IsEnabledMethod IsEnabled;\n\n            internal IsLockedMethod IsLocked;\n\n            internal SetLockedMethod SetLocked;\n\n            internal OpenActivityInviteMethod OpenActivityInvite;\n\n            internal OpenGuildInviteMethod OpenGuildInvite;\n\n            internal OpenVoiceSettingsMethod OpenVoiceSettings;\n\n            internal InitDrawingDxgiMethod InitDrawingDxgi;\n\n            internal OnPresentMethod OnPresent;\n\n            internal ForwardMessageMethod ForwardMessage;\n\n            internal KeyEventMethod KeyEvent;\n\n            internal CharEventMethod CharEvent;\n\n            internal MouseButtonEventMethod MouseButtonEvent;\n\n            internal MouseMotionEventMethod MouseMotionEvent;\n\n            internal ImeCommitTextMethod ImeCommitText;\n\n            internal ImeSetCompositionMethod ImeSetComposition;\n\n            internal ImeCancelCompositionMethod ImeCancelComposition;\n\n            internal SetImeCompositionRangeCallbackMethod SetImeCompositionRangeCallback;\n\n            internal SetImeSelectionBoundsCallbackMethod SetImeSelectionBoundsCallback;\n\n            internal IsPointInsideClickZoneMethod IsPointInsideClickZone;\n        }\n\n        public delegate void SetLockedHandler(Result result);\n\n        public delegate void OpenActivityInviteHandler(Result result);\n\n        public delegate void OpenGuildInviteHandler(Result result);\n\n        public delegate void OpenVoiceSettingsHandler(Result result);\n\n        public delegate void SetImeCompositionRangeCallbackHandler(Int32 from, Int32 to, ref Rect bounds);\n\n        public delegate void SetImeSelectionBoundsCallbackHandler(Rect anchor, Rect focus, bool isAnchorFirst);\n\n        public delegate void ToggleHandler(bool locked);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event ToggleHandler OnToggle;\n\n        internal OverlayManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnToggle = OnToggleImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public bool IsEnabled()\n        {\n            var ret = new bool();\n            Methods.IsEnabled(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public bool IsLocked()\n        {\n            var ret = new bool();\n            Methods.IsLocked(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetLockedCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetLockedHandler callback = (SetLockedHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SetLocked(bool locked, SetLockedHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SetLocked(MethodsPtr, locked, GCHandle.ToIntPtr(wrapped), SetLockedCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OpenActivityInviteCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            OpenActivityInviteHandler callback = (OpenActivityInviteHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void OpenActivityInvite(ActivityActionType type, OpenActivityInviteHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.OpenActivityInvite(MethodsPtr, type, GCHandle.ToIntPtr(wrapped), OpenActivityInviteCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OpenGuildInviteCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            OpenGuildInviteHandler callback = (OpenGuildInviteHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void OpenGuildInvite(string code, OpenGuildInviteHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.OpenGuildInvite(MethodsPtr, code, GCHandle.ToIntPtr(wrapped), OpenGuildInviteCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OpenVoiceSettingsCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            OpenVoiceSettingsHandler callback = (OpenVoiceSettingsHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void OpenVoiceSettings(OpenVoiceSettingsHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.OpenVoiceSettings(MethodsPtr, GCHandle.ToIntPtr(wrapped), OpenVoiceSettingsCallbackImpl);\n        }\n\n        public void InitDrawingDxgi(IntPtr swapchain, bool useMessageForwarding)\n        {\n            var res = Methods.InitDrawingDxgi(MethodsPtr, swapchain, useMessageForwarding);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public void OnPresent()\n        {\n            Methods.OnPresent(MethodsPtr);\n        }\n\n        public void ForwardMessage(IntPtr message)\n        {\n            Methods.ForwardMessage(MethodsPtr, message);\n        }\n\n        public void KeyEvent(bool down, string keyCode, KeyVariant variant)\n        {\n            Methods.KeyEvent(MethodsPtr, down, keyCode, variant);\n        }\n\n        public void CharEvent(string character)\n        {\n            Methods.CharEvent(MethodsPtr, character);\n        }\n\n        public void MouseButtonEvent(byte down, Int32 clickCount, MouseButton which, Int32 x, Int32 y)\n        {\n            Methods.MouseButtonEvent(MethodsPtr, down, clickCount, which, x, y);\n        }\n\n        public void MouseMotionEvent(Int32 x, Int32 y)\n        {\n            Methods.MouseMotionEvent(MethodsPtr, x, y);\n        }\n\n        public void ImeCommitText(string text)\n        {\n            Methods.ImeCommitText(MethodsPtr, text);\n        }\n\n        public void ImeSetComposition(string text, ImeUnderline underlines, Int32 from, Int32 to)\n        {\n            Methods.ImeSetComposition(MethodsPtr, text, ref underlines, from, to);\n        }\n\n        public void ImeCancelComposition()\n        {\n            Methods.ImeCancelComposition(MethodsPtr);\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetImeCompositionRangeCallbackCallbackImpl(IntPtr ptr, Int32 from, Int32 to, ref Rect bounds)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetImeCompositionRangeCallbackHandler callback = (SetImeCompositionRangeCallbackHandler)h.Target;\n            h.Free();\n            callback(from, to, ref bounds);\n        }\n\n        public void SetImeCompositionRangeCallback(SetImeCompositionRangeCallbackHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SetImeCompositionRangeCallback(MethodsPtr, GCHandle.ToIntPtr(wrapped), SetImeCompositionRangeCallbackCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetImeSelectionBoundsCallbackCallbackImpl(IntPtr ptr, Rect anchor, Rect focus, bool isAnchorFirst)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetImeSelectionBoundsCallbackHandler callback = (SetImeSelectionBoundsCallbackHandler)h.Target;\n            h.Free();\n            callback(anchor, focus, isAnchorFirst);\n        }\n\n        public void SetImeSelectionBoundsCallback(SetImeSelectionBoundsCallbackHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SetImeSelectionBoundsCallback(MethodsPtr, GCHandle.ToIntPtr(wrapped), SetImeSelectionBoundsCallbackCallbackImpl);\n        }\n\n        public bool IsPointInsideClickZone(Int32 x, Int32 y)\n        {\n            return Methods.IsPointInsideClickZone(MethodsPtr, x, y);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnToggleImpl(IntPtr ptr, bool locked)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.OverlayManagerInstance.OnToggle != null)\n            {\n                d.OverlayManagerInstance.OnToggle.Invoke(locked);\n            }\n        }\n    }\n\n    public partial class StorageManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result ReadMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, byte[] data, Int32 dataLen, ref UInt32 read);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ReadAsyncCallback(IntPtr ptr, Result result, IntPtr dataPtr, Int32 dataLen);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ReadAsyncMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, IntPtr callbackData, ReadAsyncCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ReadAsyncPartialCallback(IntPtr ptr, Result result, IntPtr dataPtr, Int32 dataLen);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void ReadAsyncPartialMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, UInt64 offset, UInt64 length, IntPtr callbackData, ReadAsyncPartialCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result WriteMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, byte[] data, Int32 dataLen);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void WriteAsyncCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void WriteAsyncMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, byte[] data, Int32 dataLen, IntPtr callbackData, WriteAsyncCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result DeleteMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result ExistsMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, ref bool exists);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CountMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result StatMethod(IntPtr methodsPtr, [MarshalAs(UnmanagedType.LPStr)]string name, ref FileStat stat);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result StatAtMethod(IntPtr methodsPtr, Int32 index, ref FileStat stat);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetPathMethod(IntPtr methodsPtr, StringBuilder path);\n\n            internal ReadMethod Read;\n\n            internal ReadAsyncMethod ReadAsync;\n\n            internal ReadAsyncPartialMethod ReadAsyncPartial;\n\n            internal WriteMethod Write;\n\n            internal WriteAsyncMethod WriteAsync;\n\n            internal DeleteMethod Delete;\n\n            internal ExistsMethod Exists;\n\n            internal CountMethod Count;\n\n            internal StatMethod Stat;\n\n            internal StatAtMethod StatAt;\n\n            internal GetPathMethod GetPath;\n        }\n\n        public delegate void ReadAsyncHandler(Result result, byte[] data);\n\n        public delegate void ReadAsyncPartialHandler(Result result, byte[] data);\n\n        public delegate void WriteAsyncHandler(Result result);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        internal StorageManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public UInt32 Read(string name, byte[] data)\n        {\n            var ret = new UInt32();\n            var res = Methods.Read(MethodsPtr, name, data, data.Length, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void ReadAsyncCallbackImpl(IntPtr ptr, Result result, IntPtr dataPtr, Int32 dataLen)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ReadAsyncHandler callback = (ReadAsyncHandler)h.Target;\n            h.Free();\n            byte[] data = new byte[dataLen];\n            Marshal.Copy(dataPtr, data, 0, (int)dataLen);\n            callback(result, data);\n        }\n\n        public void ReadAsync(string name, ReadAsyncHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ReadAsync(MethodsPtr, name, GCHandle.ToIntPtr(wrapped), ReadAsyncCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void ReadAsyncPartialCallbackImpl(IntPtr ptr, Result result, IntPtr dataPtr, Int32 dataLen)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            ReadAsyncPartialHandler callback = (ReadAsyncPartialHandler)h.Target;\n            h.Free();\n            byte[] data = new byte[dataLen];\n            Marshal.Copy(dataPtr, data, 0, (int)dataLen);\n            callback(result, data);\n        }\n\n        public void ReadAsyncPartial(string name, UInt64 offset, UInt64 length, ReadAsyncPartialHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.ReadAsyncPartial(MethodsPtr, name, offset, length, GCHandle.ToIntPtr(wrapped), ReadAsyncPartialCallbackImpl);\n        }\n\n        public void Write(string name, byte[] data)\n        {\n            var res = Methods.Write(MethodsPtr, name, data, data.Length);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void WriteAsyncCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            WriteAsyncHandler callback = (WriteAsyncHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void WriteAsync(string name, byte[] data, WriteAsyncHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.WriteAsync(MethodsPtr, name, data, data.Length, GCHandle.ToIntPtr(wrapped), WriteAsyncCallbackImpl);\n        }\n\n        public void Delete(string name)\n        {\n            var res = Methods.Delete(MethodsPtr, name);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public bool Exists(string name)\n        {\n            var ret = new bool();\n            var res = Methods.Exists(MethodsPtr, name, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Int32 Count()\n        {\n            var ret = new Int32();\n            Methods.Count(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public FileStat Stat(string name)\n        {\n            var ret = new FileStat();\n            var res = Methods.Stat(MethodsPtr, name, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public FileStat StatAt(Int32 index)\n        {\n            var ret = new FileStat();\n            var res = Methods.StatAt(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public string GetPath()\n        {\n            var ret = new StringBuilder(4096);\n            var res = Methods.GetPath(MethodsPtr, ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret.ToString();\n        }\n    }\n\n    public partial class StoreManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void EntitlementCreateHandler(IntPtr ptr, ref Entitlement entitlement);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void EntitlementDeleteHandler(IntPtr ptr, ref Entitlement entitlement);\n\n            internal EntitlementCreateHandler OnEntitlementCreate;\n\n            internal EntitlementDeleteHandler OnEntitlementDelete;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchSkusCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchSkusMethod(IntPtr methodsPtr, IntPtr callbackData, FetchSkusCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CountSkusMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetSkuMethod(IntPtr methodsPtr, Int64 skuId, ref Sku sku);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetSkuAtMethod(IntPtr methodsPtr, Int32 index, ref Sku sku);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchEntitlementsCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchEntitlementsMethod(IntPtr methodsPtr, IntPtr callbackData, FetchEntitlementsCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CountEntitlementsMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetEntitlementMethod(IntPtr methodsPtr, Int64 entitlementId, ref Entitlement entitlement);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetEntitlementAtMethod(IntPtr methodsPtr, Int32 index, ref Entitlement entitlement);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result HasSkuEntitlementMethod(IntPtr methodsPtr, Int64 skuId, ref bool hasEntitlement);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void StartPurchaseCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void StartPurchaseMethod(IntPtr methodsPtr, Int64 skuId, IntPtr callbackData, StartPurchaseCallback callback);\n\n            internal FetchSkusMethod FetchSkus;\n\n            internal CountSkusMethod CountSkus;\n\n            internal GetSkuMethod GetSku;\n\n            internal GetSkuAtMethod GetSkuAt;\n\n            internal FetchEntitlementsMethod FetchEntitlements;\n\n            internal CountEntitlementsMethod CountEntitlements;\n\n            internal GetEntitlementMethod GetEntitlement;\n\n            internal GetEntitlementAtMethod GetEntitlementAt;\n\n            internal HasSkuEntitlementMethod HasSkuEntitlement;\n\n            internal StartPurchaseMethod StartPurchase;\n        }\n\n        public delegate void FetchSkusHandler(Result result);\n\n        public delegate void FetchEntitlementsHandler(Result result);\n\n        public delegate void StartPurchaseHandler(Result result);\n\n        public delegate void EntitlementCreateHandler(ref Entitlement entitlement);\n\n        public delegate void EntitlementDeleteHandler(ref Entitlement entitlement);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event EntitlementCreateHandler OnEntitlementCreate;\n\n        public event EntitlementDeleteHandler OnEntitlementDelete;\n\n        internal StoreManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnEntitlementCreate = OnEntitlementCreateImpl;\n            events.OnEntitlementDelete = OnEntitlementDeleteImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        [MonoPInvokeCallback]\n        private static void FetchSkusCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            FetchSkusHandler callback = (FetchSkusHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void FetchSkus(FetchSkusHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.FetchSkus(MethodsPtr, GCHandle.ToIntPtr(wrapped), FetchSkusCallbackImpl);\n        }\n\n        public Int32 CountSkus()\n        {\n            var ret = new Int32();\n            Methods.CountSkus(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public Sku GetSku(Int64 skuId)\n        {\n            var ret = new Sku();\n            var res = Methods.GetSku(MethodsPtr, skuId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Sku GetSkuAt(Int32 index)\n        {\n            var ret = new Sku();\n            var res = Methods.GetSkuAt(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void FetchEntitlementsCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            FetchEntitlementsHandler callback = (FetchEntitlementsHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void FetchEntitlements(FetchEntitlementsHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.FetchEntitlements(MethodsPtr, GCHandle.ToIntPtr(wrapped), FetchEntitlementsCallbackImpl);\n        }\n\n        public Int32 CountEntitlements()\n        {\n            var ret = new Int32();\n            Methods.CountEntitlements(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public Entitlement GetEntitlement(Int64 entitlementId)\n        {\n            var ret = new Entitlement();\n            var res = Methods.GetEntitlement(MethodsPtr, entitlementId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public Entitlement GetEntitlementAt(Int32 index)\n        {\n            var ret = new Entitlement();\n            var res = Methods.GetEntitlementAt(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public bool HasSkuEntitlement(Int64 skuId)\n        {\n            var ret = new bool();\n            var res = Methods.HasSkuEntitlement(MethodsPtr, skuId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void StartPurchaseCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            StartPurchaseHandler callback = (StartPurchaseHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void StartPurchase(Int64 skuId, StartPurchaseHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.StartPurchase(MethodsPtr, skuId, GCHandle.ToIntPtr(wrapped), StartPurchaseCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnEntitlementCreateImpl(IntPtr ptr, ref Entitlement entitlement)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.StoreManagerInstance.OnEntitlementCreate != null)\n            {\n                d.StoreManagerInstance.OnEntitlementCreate.Invoke(ref entitlement);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnEntitlementDeleteImpl(IntPtr ptr, ref Entitlement entitlement)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.StoreManagerInstance.OnEntitlementDelete != null)\n            {\n                d.StoreManagerInstance.OnEntitlementDelete.Invoke(ref entitlement);\n            }\n        }\n    }\n\n    public partial class VoiceManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SettingsUpdateHandler(IntPtr ptr);\n\n            internal SettingsUpdateHandler OnSettingsUpdate;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetInputModeMethod(IntPtr methodsPtr, ref InputMode inputMode);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetInputModeCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetInputModeMethod(IntPtr methodsPtr, InputMode inputMode, IntPtr callbackData, SetInputModeCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result IsSelfMuteMethod(IntPtr methodsPtr, ref bool mute);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetSelfMuteMethod(IntPtr methodsPtr, bool mute);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result IsSelfDeafMethod(IntPtr methodsPtr, ref bool deaf);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetSelfDeafMethod(IntPtr methodsPtr, bool deaf);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result IsLocalMuteMethod(IntPtr methodsPtr, Int64 userId, ref bool mute);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetLocalMuteMethod(IntPtr methodsPtr, Int64 userId, bool mute);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetLocalVolumeMethod(IntPtr methodsPtr, Int64 userId, ref byte volume);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result SetLocalVolumeMethod(IntPtr methodsPtr, Int64 userId, byte volume);\n\n            internal GetInputModeMethod GetInputMode;\n\n            internal SetInputModeMethod SetInputMode;\n\n            internal IsSelfMuteMethod IsSelfMute;\n\n            internal SetSelfMuteMethod SetSelfMute;\n\n            internal IsSelfDeafMethod IsSelfDeaf;\n\n            internal SetSelfDeafMethod SetSelfDeaf;\n\n            internal IsLocalMuteMethod IsLocalMute;\n\n            internal SetLocalMuteMethod SetLocalMute;\n\n            internal GetLocalVolumeMethod GetLocalVolume;\n\n            internal SetLocalVolumeMethod SetLocalVolume;\n        }\n\n        public delegate void SetInputModeHandler(Result result);\n\n        public delegate void SettingsUpdateHandler();\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event SettingsUpdateHandler OnSettingsUpdate;\n\n        internal VoiceManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnSettingsUpdate = OnSettingsUpdateImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        public InputMode GetInputMode()\n        {\n            var ret = new InputMode();\n            var res = Methods.GetInputMode(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetInputModeCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetInputModeHandler callback = (SetInputModeHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SetInputMode(InputMode inputMode, SetInputModeHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SetInputMode(MethodsPtr, inputMode, GCHandle.ToIntPtr(wrapped), SetInputModeCallbackImpl);\n        }\n\n        public bool IsSelfMute()\n        {\n            var ret = new bool();\n            var res = Methods.IsSelfMute(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public void SetSelfMute(bool mute)\n        {\n            var res = Methods.SetSelfMute(MethodsPtr, mute);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public bool IsSelfDeaf()\n        {\n            var ret = new bool();\n            var res = Methods.IsSelfDeaf(MethodsPtr, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public void SetSelfDeaf(bool deaf)\n        {\n            var res = Methods.SetSelfDeaf(MethodsPtr, deaf);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public bool IsLocalMute(Int64 userId)\n        {\n            var ret = new bool();\n            var res = Methods.IsLocalMute(MethodsPtr, userId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public void SetLocalMute(Int64 userId, bool mute)\n        {\n            var res = Methods.SetLocalMute(MethodsPtr, userId, mute);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        public byte GetLocalVolume(Int64 userId)\n        {\n            var ret = new byte();\n            var res = Methods.GetLocalVolume(MethodsPtr, userId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public void SetLocalVolume(Int64 userId, byte volume)\n        {\n            var res = Methods.SetLocalVolume(MethodsPtr, userId, volume);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnSettingsUpdateImpl(IntPtr ptr)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.VoiceManagerInstance.OnSettingsUpdate != null)\n            {\n                d.VoiceManagerInstance.OnSettingsUpdate.Invoke();\n            }\n        }\n    }\n\n    public partial class AchievementManager\n    {\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIEvents\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void UserAchievementUpdateHandler(IntPtr ptr, ref UserAchievement userAchievement);\n\n            internal UserAchievementUpdateHandler OnUserAchievementUpdate;\n        }\n\n        [StructLayout(LayoutKind.Sequential)]\n        internal partial struct FFIMethods\n        {\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetUserAchievementCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void SetUserAchievementMethod(IntPtr methodsPtr, Int64 achievementId, byte percentComplete, IntPtr callbackData, SetUserAchievementCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchUserAchievementsCallback(IntPtr ptr, Result result);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void FetchUserAchievementsMethod(IntPtr methodsPtr, IntPtr callbackData, FetchUserAchievementsCallback callback);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate void CountUserAchievementsMethod(IntPtr methodsPtr, ref Int32 count);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetUserAchievementMethod(IntPtr methodsPtr, Int64 userAchievementId, ref UserAchievement userAchievement);\n\n            [UnmanagedFunctionPointer(CallingConvention.Winapi)]\n            internal delegate Result GetUserAchievementAtMethod(IntPtr methodsPtr, Int32 index, ref UserAchievement userAchievement);\n\n            internal SetUserAchievementMethod SetUserAchievement;\n\n            internal FetchUserAchievementsMethod FetchUserAchievements;\n\n            internal CountUserAchievementsMethod CountUserAchievements;\n\n            internal GetUserAchievementMethod GetUserAchievement;\n\n            internal GetUserAchievementAtMethod GetUserAchievementAt;\n        }\n\n        public delegate void SetUserAchievementHandler(Result result);\n\n        public delegate void FetchUserAchievementsHandler(Result result);\n\n        public delegate void UserAchievementUpdateHandler(ref UserAchievement userAchievement);\n\n        private IntPtr MethodsPtr;\n\n        private Object MethodsStructure;\n\n        private FFIMethods Methods\n        {\n            get\n            {\n                if (MethodsStructure == null)\n                {\n                    MethodsStructure = Marshal.PtrToStructure(MethodsPtr, typeof(FFIMethods));\n                }\n                return (FFIMethods)MethodsStructure;\n            }\n\n        }\n\n        public event UserAchievementUpdateHandler OnUserAchievementUpdate;\n\n        internal AchievementManager(IntPtr ptr, IntPtr eventsPtr, ref FFIEvents events)\n        {\n            if (eventsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n            InitEvents(eventsPtr, ref events);\n            MethodsPtr = ptr;\n            if (MethodsPtr == IntPtr.Zero) {\n                throw new ResultException(Result.InternalError);\n            }\n        }\n\n        private void InitEvents(IntPtr eventsPtr, ref FFIEvents events)\n        {\n            events.OnUserAchievementUpdate = OnUserAchievementUpdateImpl;\n            Marshal.StructureToPtr(events, eventsPtr, false);\n        }\n\n        [MonoPInvokeCallback]\n        private static void SetUserAchievementCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            SetUserAchievementHandler callback = (SetUserAchievementHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void SetUserAchievement(Int64 achievementId, byte percentComplete, SetUserAchievementHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.SetUserAchievement(MethodsPtr, achievementId, percentComplete, GCHandle.ToIntPtr(wrapped), SetUserAchievementCallbackImpl);\n        }\n\n        [MonoPInvokeCallback]\n        private static void FetchUserAchievementsCallbackImpl(IntPtr ptr, Result result)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            FetchUserAchievementsHandler callback = (FetchUserAchievementsHandler)h.Target;\n            h.Free();\n            callback(result);\n        }\n\n        public void FetchUserAchievements(FetchUserAchievementsHandler callback)\n        {\n            GCHandle wrapped = GCHandle.Alloc(callback);\n            Methods.FetchUserAchievements(MethodsPtr, GCHandle.ToIntPtr(wrapped), FetchUserAchievementsCallbackImpl);\n        }\n\n        public Int32 CountUserAchievements()\n        {\n            var ret = new Int32();\n            Methods.CountUserAchievements(MethodsPtr, ref ret);\n            return ret;\n        }\n\n        public UserAchievement GetUserAchievement(Int64 userAchievementId)\n        {\n            var ret = new UserAchievement();\n            var res = Methods.GetUserAchievement(MethodsPtr, userAchievementId, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        public UserAchievement GetUserAchievementAt(Int32 index)\n        {\n            var ret = new UserAchievement();\n            var res = Methods.GetUserAchievementAt(MethodsPtr, index, ref ret);\n            if (res != Result.Ok)\n            {\n                throw new ResultException(res);\n            }\n            return ret;\n        }\n\n        [MonoPInvokeCallback]\n        private static void OnUserAchievementUpdateImpl(IntPtr ptr, ref UserAchievement userAchievement)\n        {\n            GCHandle h = GCHandle.FromIntPtr(ptr);\n            Discord d = (Discord)h.Target;\n            if (d.AchievementManagerInstance.OnUserAchievementUpdate != null)\n            {\n                d.AchievementManagerInstance.OnUserAchievementUpdate.Invoke(ref userAchievement);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/Core.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6803100cc09c5bb48b81c763963c0828\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/ImageManager.cs",
    "content": "using System;\nusing System.Runtime.InteropServices;\n#if UNITY_EDITOR || UNITY_STANDALONE\nusing UnityEngine;\n#endif\n\nnamespace Discord\n{\n\tpublic partial struct ImageHandle\n    {\n        static public ImageHandle User(Int64 id)\n        {\n            return User(id, 128);\n        }\n\n        static public ImageHandle User(Int64 id, UInt32 size)\n        {\n            return new ImageHandle\n            {\n                Type = ImageType.User,\n                Id = id,\n                Size = size,\n            };\n        }\n    }\n\n    public partial class ImageManager\n    {\n        public void Fetch(ImageHandle handle, FetchHandler callback)\n        {\n            Fetch(handle, false, callback);\n        }\n\n        public byte[] GetData(ImageHandle handle)\n        {\n            var dimensions = GetDimensions(handle);\n            var data = new byte[dimensions.Width * dimensions.Height * 4];\n            GetData(handle, data);\n            return data;\n        }\n\n#if UNITY_EDITOR || UNITY_STANDALONE\n        public Texture2D GetTexture(ImageHandle handle)\n        {\n            var dimensions = GetDimensions(handle);\n            var texture = new Texture2D((int)dimensions.Width, (int)dimensions.Height, TextureFormat.RGBA32, false, true);\n            texture.LoadRawTextureData(GetData(handle));\n            texture.Apply();\n            return texture;\n        }\n#endif\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/ImageManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8a9ae2ac76483094c8637f9bb3908d95\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/LobbyManager.cs",
    "content": "using System;\nusing System.Runtime.InteropServices;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace Discord\n{\n    public partial class LobbyManager\n    {\n        public IEnumerable<User> GetMemberUsers(Int64 lobbyID)\n        {\n            var memberCount = MemberCount(lobbyID);\n            var members = new List<User>();\n            for (var i = 0; i < memberCount; i++)\n            {\n                members.Add(GetMemberUser(lobbyID, GetMemberUserId(lobbyID, i)));\n            }\n            return members;\n        }\n\n        public void SendLobbyMessage(Int64 lobbyID, string data, SendLobbyMessageHandler handler)\n        {\n            SendLobbyMessage(lobbyID, Encoding.UTF8.GetBytes(data), handler);\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/LobbyManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 969a5429f59847e4c9273c7327965abc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/StorageManager.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace Discord\n{\n    public partial class StorageManager\n    {\n        public IEnumerable<FileStat> Files()\n        {\n            var fileCount = Count();\n            var files = new List<FileStat>();\n            for (var i = 0; i < fileCount; i++)\n            {\n                files.Add(StatAt(i));\n            }\n            return files;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/StorageManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1a63fb8bfc63d064d9e057c0b1d75d70\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/DiscordSDK/StoreManager.cs",
    "content": "using System;\nusing System.Runtime.InteropServices;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace Discord\n{\n    public partial class StoreManager\n    {\n        public IEnumerable<Entitlement> GetEntitlements()\n        {\n            var count = CountEntitlements();\n            var entitlements = new List<Entitlement>();\n            for (var i = 0; i < count; i++)\n            {\n                entitlements.Add(GetEntitlementAt(i));\n            }\n            return entitlements;\n        }\n\n        public IEnumerable<Sku> GetSkus()\n        {\n            var count = CountSkus();\n            var skus = new List<Sku>();\n            for (var i = 0; i < count; i++)\n            {\n                skus.Add(GetSkuAt(i));\n            }\n            return skus;\n        }\n    }\n}\n"
  },
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    "path": "Assets/Plugins/DiscordSDK/StoreManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 103ff28411b3ab84e881e54b358d3f44\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/DiscordSDK.meta",
    "content": "fileFormatVersion: 2\nguid: 19da960c797ae6a4582d7412bd4e5b78\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/AsyncDebugger.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Text.RegularExpressions;\nusing System.Threading;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.VsCodeDebugger;\nusing MoonSharp.VsCodeDebugger.SDK;\n\nnamespace MoonSharp.VsCodeDebugger.DebuggerLogic\n{\n\tinternal class AsyncDebugger : IDebugger\n\t{\n\t\tprivate static object s_AsyncDebuggerIdLock = new object();\n\t\tprivate static int s_AsyncDebuggerIdCounter = 0;\n\n\t\tobject m_Lock = new object();\n\t\tprivate IAsyncDebuggerClient m_Client__;\n\t\tDebuggerAction m_PendingAction = null;\n\n\t\tList<WatchItem>[] m_WatchItems;\n\t\tDictionary<int, SourceCode> m_SourcesMap = new Dictionary<int, SourceCode>();\n\t\tDictionary<int, string> m_SourcesOverride = new Dictionary<int, string>();\n\t\tFunc<SourceCode, string> m_SourceFinder;\n\n\n\t\tpublic DebugService DebugService { get; private set; }\n\n\t\tpublic Regex ErrorRegex { get; set; }\n\n\t\tpublic Script Script { get; private set; }\n\n\t\tpublic bool PauseRequested { get; set; }\n\n\t\tpublic string Name { get; set; }\n\n\t\tpublic int Id { get; private set; }\n\n\n\t\tpublic AsyncDebugger(Script script, Func<SourceCode, string> sourceFinder, string name)\n\t\t{\n\t\t\tlock (s_AsyncDebuggerIdLock)\n\t\t\t\tId = s_AsyncDebuggerIdCounter++;\n\n\t\t\tm_SourceFinder = sourceFinder;\n\t\t\tErrorRegex = new Regex(@\"\\A.*\\Z\");\n\t\t\tScript = script;\n\t\t\tm_WatchItems = new List<WatchItem>[(int)WatchType.MaxValue];\n\t\t\tName = name;\n\n\t\t\tfor (int i = 0; i < m_WatchItems.Length; i++)\n\t\t\t\tm_WatchItems[i] = new List<WatchItem>(64);\n\t\t}\n\n\n\t\tpublic IAsyncDebuggerClient Client\n\t\t{\n\t\t\tget { return m_Client__; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tlock (m_Lock)\n\t\t\t\t{\n\t\t\t\t\tif (m_Client__ != null && m_Client__ != value)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Client__.Unbind();\n\t\t\t\t\t}\n\n\t\t\t\t\tif (value != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < Script.SourceCodeCount; i++)\n\t\t\t\t\t\t\tif (m_SourcesMap.ContainsKey(i))\n\t\t\t\t\t\t\t\tvalue.OnSourceCodeChanged(i);\n\t\t\t\t\t}\n\n\t\t\t\t\tm_Client__ = value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tDebuggerAction IDebugger.GetAction(int ip, SourceRef sourceref)\n\t\t{\n\t\t\tPauseRequested = false;\n\n\t\t\tlock (m_Lock)\n\t\t\t\tif (Client != null)\n\t\t\t\t{\n\t\t\t\t\tClient.SendStopEvent();\n\t\t\t\t}\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tlock (m_Lock)\n\t\t\t\t{\n\t\t\t\t\tif (Client == null)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn new DebuggerAction() { Action = DebuggerAction.ActionType.Run };\n\t\t\t\t\t}\n\n\t\t\t\t\tif (m_PendingAction != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar action = m_PendingAction;\n\t\t\t\t\t\tm_PendingAction = null;\n\t\t\t\t\t\treturn action;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tSleep(10);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic void QueueAction(DebuggerAction action)\n\t\t{\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tlock (m_Lock)\n\t\t\t\t\tif (m_PendingAction == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_PendingAction = action;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\tSleep(10);\n\t\t\t}\n\t\t}\n\n\t\tprivate void Sleep(int v)\n\t\t{\n#if DOTNET_CORE\n\t\t\tSystem.Threading.Tasks.Task.Delay(10).Wait();\n#else\n\t\t\t\tSystem.Threading.Thread.Sleep(10);\n#endif\n\t\t}\n\n\t\tprivate DynamicExpression CreateDynExpr(string code)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\treturn Script.CreateDynamicExpression(code);\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn Script.CreateConstantDynamicExpression(code, DynValue.NewString(ex.Message));\n\t\t\t}\n\t\t}\n\n\t\tList<DynamicExpression> IDebugger.GetWatchItems()\n\t\t{\n\t\t\treturn new List<DynamicExpression>();\n\t\t}\n\n\t\tbool IDebugger.IsPauseRequested()\n\t\t{\n\t\t\treturn PauseRequested;\n\t\t}\n\n\t\tvoid IDebugger.RefreshBreakpoints(IEnumerable<SourceRef> refs)\n\t\t{\n\n\t\t}\n\n\t\tvoid IDebugger.SetByteCode(string[] byteCode)\n\t\t{\n\n\t\t}\n\n\t\tvoid IDebugger.SetSourceCode(SourceCode sourceCode)\n\t\t{\n\t\t\tm_SourcesMap[sourceCode.SourceID] = sourceCode;\n\n\t\t\tbool invalidFile = false;\n\n\t\t\tstring file = m_SourceFinder(sourceCode);\n\n\t\t\tif (!string.IsNullOrEmpty(file))\n\t\t\t{\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tif (!File.Exists(file))\n\t\t\t\t\t\tinvalidFile = true;\n\t\t\t\t}\n\t\t\t\tcatch\n\t\t\t\t{\n\t\t\t\t\tinvalidFile = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tinvalidFile = true;\n\t\t\t}\n\n\t\t\tif (invalidFile)\n\t\t\t{\n\t\t\t\tfile = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString(\"N\") + \".lua\");\n\t\t\t\tFile.WriteAllText(file, sourceCode.Code + GetFooterForTempFile());\n\t\t\t\tm_SourcesOverride[sourceCode.SourceID] = file;\n\t\t\t}\n\t\t\telse if (file != sourceCode.Name)\n\t\t\t{\n\t\t\t\tm_SourcesOverride[sourceCode.SourceID] = file;\n\t\t\t}\n\n\n\t\t\tlock (m_Lock)\n\t\t\t\tif (Client != null)\n\t\t\t\t\tClient.OnSourceCodeChanged(sourceCode.SourceID);\n\t\t}\n\n\t\tprivate string GetFooterForTempFile()\n\t\t{\n\t\t\treturn \"\\n\\n\" +\n\t\t\t\t\"----------------------------------------------------------------------------------------------------------\\n\" +\n\t\t\t\t\"-- This file has been generated by the debugger as a placeholder for a script snippet stored in memory. --\\n\" +\n\t\t\t\t\"-- If you restart the host process, the contents of this file are not valid anymore.                    --\\n\" +\n\t\t\t\t\"----------------------------------------------------------------------------------------------------------\\n\";\n\t\t}\n\n\t\tpublic string GetSourceFile(int sourceId)\n\t\t{\n\t\t\tif (m_SourcesOverride.ContainsKey(sourceId))\n\t\t\t\treturn m_SourcesOverride[sourceId];\n\t\t\telse if (m_SourcesMap.ContainsKey(sourceId))\n\t\t\t\treturn m_SourcesMap[sourceId].Name;\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic bool IsSourceOverride(int sourceId)\n\t\t{\n\t\t\treturn (m_SourcesOverride.ContainsKey(sourceId));\n\t\t}\n\n\n\t\tvoid IDebugger.SignalExecutionEnded()\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t\tif (Client != null)\n\t\t\t\t\tClient.OnExecutionEnded();\n\t\t}\n\n\t\tbool IDebugger.SignalRuntimeException(ScriptRuntimeException ex)\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t\tif (Client == null)\n\t\t\t\t\treturn false;\n\n\t\t\tClient.OnException(ex);\n\t\t\tPauseRequested = ErrorRegex.IsMatch(ex.Message);\n\t\t\treturn PauseRequested;\n\t\t}\n\n\t\tvoid IDebugger.Update(WatchType watchType, IEnumerable<WatchItem> items)\n\t\t{\n\t\t\tvar list = m_WatchItems[(int)watchType];\n\n\t\t\tlist.Clear();\n\t\t\tlist.AddRange(items);\n\n\t\t\tlock (m_Lock)\n\t\t\t\tif (Client != null)\n\t\t\t\t\tClient.OnWatchesUpdated(watchType);\n\t\t}\n\n\n\t\tpublic List<WatchItem> GetWatches(WatchType watchType)\n\t\t{\n\t\t\treturn m_WatchItems[(int)watchType];\n\t\t}\n\n\t\tpublic SourceCode GetSource(int id)\n\t\t{\n\t\t\tif (m_SourcesMap.ContainsKey(id))\n\t\t\t\treturn m_SourcesMap[id];\n\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic SourceCode FindSourceByName(string path)\n\t\t{\n\t\t\t// we use case insensitive match - be damned if you have files which differ only by \n\t\t\t// case in the same directory on Unix.\n\t\t\tpath = path.Replace('\\\\', '/').ToUpperInvariant();\n\n\t\t\tforeach (var kvp in m_SourcesOverride)\n\t\t\t{\n\t\t\t\tif (kvp.Value.Replace('\\\\', '/').ToUpperInvariant() == path)\n\t\t\t\t\treturn m_SourcesMap[kvp.Key];\n\t\t\t}\n\n\t\t\treturn m_SourcesMap.Values.FirstOrDefault(s => s.Name.Replace('\\\\', '/').ToUpperInvariant() == path);\n\t\t}\n\n\t\tvoid IDebugger.SetDebugService(DebugService debugService)\n\t\t{\n\t\t\tDebugService = debugService;\n\t\t}\n\n\t\tpublic DynValue Evaluate(string expression)\n\t\t{\n\t\t\tDynamicExpression expr = CreateDynExpr(expression);\n\t\t\treturn expr.Evaluate();\n\t\t}\n\n\t\tDebuggerCaps IDebugger.GetDebuggerCaps()\n\t\t{\n\t\t\treturn DebuggerCaps.CanDebugSourceCode | DebuggerCaps.HasLineBasedBreakpoints;\n\t\t}\n\t}\n}\n\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/AsyncDebugger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3e668bdf7446ab540acde63de6ee4fc8\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/EmptyDebugSession.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter;\nusing MoonSharp.VsCodeDebugger.SDK;\n\nnamespace MoonSharp.VsCodeDebugger.DebuggerLogic\n{\n\tinternal class EmptyDebugSession : DebugSession\n\t{\n\t\tMoonSharpVsCodeDebugServer m_Server;\n\n\t\tinternal EmptyDebugSession(MoonSharpVsCodeDebugServer server)\n\t\t\t: base(true, false)\n\t\t{\n\t\t\tm_Server = server;\n\t\t}\n\n\t\tpublic override void Initialize(Response response, Table args)\n\t\t{\n#if DOTNET_CORE\n\t\t\tSendText(\"Connected to MoonSharp {0} [{1}]\",\n\t\t\t\t\t Script.VERSION,\n\t\t\t\t\t Script.GlobalOptions.Platform.GetPlatformName());\n#else\n\t\t\tSendText(\"Connected to MoonSharp {0} [{1}] on process {2} (PID {3})\",\n\t\t\t\t\t Script.VERSION,\n\t\t\t\t\t Script.GlobalOptions.Platform.GetPlatformName(),\n\t\t\t\t\t System.Diagnostics.Process.GetCurrentProcess().ProcessName,\n\t\t\t\t\t System.Diagnostics.Process.GetCurrentProcess().Id);\n#endif\n\n\t\t\tSendText(\"No script is set as default for debugging; use the debug console to select the script to debug.\\n\");\n\n\t\t\tSendList();\n\n\t\t\tSendResponse(response, new Capabilities()\n\t\t\t{\n\t\t\t\t// This debug adapter does not need the configurationDoneRequest.\n\t\t\t\tsupportsConfigurationDoneRequest = false,\n\n\t\t\t\t// This debug adapter does not support function breakpoints.\n\t\t\t\tsupportsFunctionBreakpoints = false,\n\n\t\t\t\t// This debug adapter doesn't support conditional breakpoints.\n\t\t\t\tsupportsConditionalBreakpoints = false,\n\n\t\t\t\t// This debug adapter does not support a side effect free evaluate request for data hovers.\n\t\t\t\tsupportsEvaluateForHovers = false,\n\n\t\t\t\t// This debug adapter does not support exception breakpoint filters\n\t\t\t\texceptionBreakpointFilters = new object[0]\n\t\t\t});\n\n\t\t\t// Debugger is ready to accept breakpoints immediately\n\t\t\tSendEvent(new InitializedEvent());\n\t\t}\n\n\t\tprivate void SendList()\n\t\t{\n\t\t\tint currId = m_Server.CurrentId ?? -1000;\n\n\t\t\tSendText(\"==========================================================\");\n\n\t\t\tforeach (var pair in m_Server.GetAttachedDebuggersByIdAndName())\n\t\t\t{\n\t\t\t\tstring isdef = (pair.Key == currId) ? \" (default)\" : \"\";\n\t\t\t\tSendText(\"{0} : {1}{2}\", pair.Key.ToString().PadLeft(9), pair.Value, isdef);\n\t\t\t}\n\t\t\tSendText(\"\");\n\t\t\tSendText(\"Type the number of the script to debug, or '!' to refresh\");\n\t\t}\n\n\t\tpublic override void Attach(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Continue(Response response, Table arguments)\n\t\t{\n\t\t\tSendList();\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Disconnect(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tprivate static string getString(Table args, string property, string dflt = null)\n\t\t{\n\t\t\tvar s = (string)args[property];\n\t\t\tif (s == null)\n\t\t\t{\n\t\t\t\treturn dflt;\n\t\t\t}\n\t\t\ts = s.Trim();\n\t\t\tif (s.Length == 0)\n\t\t\t{\n\t\t\t\treturn dflt;\n\t\t\t}\n\t\t\treturn s;\n\t\t}\n\n\t\tpublic override void Evaluate(Response response, Table args)\n\t\t{\n\t\t\tvar expression = getString(args, \"expression\");\n\t\t\tvar context = getString(args, \"context\") ?? \"hover\";\n\n\t\t\tif (context == \"repl\")\n\t\t\t\tExecuteRepl(expression);\n\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tprivate void ExecuteRepl(string cmd)\n\t\t{\n\t\t\tint id = 0;\n\t\t\tif (int.TryParse(cmd, out id))\n\t\t\t{\n\t\t\t\tm_Server.CurrentId = id;\n\n\t\t\t\tSendText(\"Re-attach the debugger to debug the selected script.\");\n\n\t\t\t\tUnbind();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tSendList();\n\t\t\t}\n\t\t}\n\n\n\t\tpublic override void Launch(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Next(Response response, Table arguments)\n\t\t{\n\t\t\tSendList();\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Pause(Response response, Table arguments)\n\t\t{\n\t\t\tSendList();\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Scopes(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void SetBreakpoints(Response response, Table args)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void StackTrace(Response response, Table args)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\n\t\tpublic override void StepIn(Response response, Table arguments)\n\t\t{\n\t\t\tSendList();\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void StepOut(Response response, Table arguments)\n\t\t{\n\t\t\tSendList();\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Threads(Response response, Table arguments)\n\t\t{\n\t\t\tvar threads = new List<Thread>() { new Thread(0, \"Main Thread\") };\n\t\t\tSendResponse(response, new ThreadsResponseBody(threads));\n\t\t}\n\n\n\t\tpublic override void Variables(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\n\t\tprivate void SendText(string msg, params object[] args)\n\t\t{\n\t\t\tmsg = string.Format(msg, args);\n\t\t\tSendEvent(new OutputEvent(\"console\", msg + \"\\n\"));\n\t\t}\n\n\n\t\tpublic void Unbind()\n\t\t{\n\t\t\tSendText(\"Bye.\");\n\t\t\tSendEvent(new TerminatedEvent());\n\t\t}\n\t}\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/EmptyDebugSession.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e932fd4395c0b0442b6395daebcc3fdf\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/IAsyncDebuggerClient.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.VsCodeDebugger.DebuggerLogic\n{\n\tinternal interface IAsyncDebuggerClient\n\t{\n\t\tvoid SendStopEvent();\n\t\tvoid OnWatchesUpdated(WatchType watchType);\n\t\tvoid OnSourceCodeChanged(int sourceID);\n\t\tvoid OnExecutionEnded();\n\t\tvoid OnException(ScriptRuntimeException ex);\n\t\tvoid Unbind();\n\t}\n}\n\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/IAsyncDebuggerClient.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6934b69b92260a54b9b8f9f23efa131d\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/MoonSharpDebugSession.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Text.RegularExpressions;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.VsCodeDebugger.SDK;\n\n\nnamespace MoonSharp.VsCodeDebugger.DebuggerLogic\n{\n\tinternal class MoonSharpDebugSession : DebugSession, IAsyncDebuggerClient\n\t{\n\t\tAsyncDebugger m_Debug;\n\t\tMoonSharpVsCodeDebugServer m_Server;\n\t\tList<DynValue> m_Variables = new List<DynValue>();\n\t\tbool m_NotifyExecutionEnd = false;\n\n\t\tconst int SCOPE_LOCALS = 65536;\n\t\tconst int SCOPE_SELF = 65537;\n\n\n\t\tinternal MoonSharpDebugSession(MoonSharpVsCodeDebugServer server, AsyncDebugger debugger)\n\t\t\t: base(true, false)\n\t\t{\n\t\t\tm_Server = server;\n\t\t\tm_Debug = debugger;\n\t\t}\n\n\t\tpublic override void Initialize(Response response, Table args)\n\t\t{\n#if DOTNET_CORE\n\t\t\tSendText(\"Connected to MoonSharp {0} [{1}]\",\n\t\t\t\t\t Script.VERSION,\n\t\t\t\t\t Script.GlobalOptions.Platform.GetPlatformName());\n#else\n\t\t\tSendText(\"Connected to MoonSharp {0} [{1}] on process {2} (PID {3})\",\n\t\t\t\t\t Script.VERSION,\n\t\t\t\t\t Script.GlobalOptions.Platform.GetPlatformName(),\n\t\t\t\t\t System.Diagnostics.Process.GetCurrentProcess().ProcessName,\n\t\t\t\t\t System.Diagnostics.Process.GetCurrentProcess().Id);\n#endif\n\n\t\t\tSendText(\"Debugging script '{0}'; use the debug console to debug another script.\", m_Debug.Name);\n\n\t\t\tSendText(\"Type '!help' in the Debug Console for available commands.\");\n\n\t\t\tSendResponse(response, new Capabilities()\n\t\t\t{\n\t\t\t\t// This debug adapter does not need the configurationDoneRequest.\n\t\t\t\tsupportsConfigurationDoneRequest = false,\n\n\t\t\t\t// This debug adapter does not support function breakpoints.\n\t\t\t\tsupportsFunctionBreakpoints = false,\n\n\t\t\t\t// This debug adapter doesn't support conditional breakpoints.\n\t\t\t\tsupportsConditionalBreakpoints = false,\n\n\t\t\t\t// This debug adapter does not support a side effect free evaluate request for data hovers.\n\t\t\t\tsupportsEvaluateForHovers = false,\n\n\t\t\t\t// This debug adapter does not support exception breakpoint filters\n\t\t\t\texceptionBreakpointFilters = new object[0]\n\t\t\t});\n\n\t\t\t// Debugger is ready to accept breakpoints immediately\n\t\t\tSendEvent(new InitializedEvent());\n\n\t\t\tm_Debug.Client = this;\n\t\t}\n\n\t\tpublic override void Attach(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Continue(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.QueueAction(new DebuggerAction() { Action = DebuggerAction.ActionType.Run });\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Disconnect(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.Client = null;\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tprivate static string getString(Table args, string property, string dflt = null)\n\t\t{\n\t\t\tvar s = (string)args[property];\n\t\t\tif (s == null)\n\t\t\t{\n\t\t\t\treturn dflt;\n\t\t\t}\n\t\t\ts = s.Trim();\n\t\t\tif (s.Length == 0)\n\t\t\t{\n\t\t\t\treturn dflt;\n\t\t\t}\n\t\t\treturn s;\n\t\t}\n\n\t\tpublic override void Evaluate(Response response, Table args)\n\t\t{\n\t\t\tvar expression = getString(args, \"expression\");\n\t\t\tvar frameId = getInt(args, \"frameId\", 0);\n\t\t\tvar context = getString(args, \"context\") ?? \"hover\";\n\n\t\t\tif (frameId != 0 && context != \"repl\")\n\t\t\t\tSendText(\"Warning : Evaluation of variables/watches is always done with the top-level scope.\");\n\n\t\t\tif (context == \"repl\" && expression.StartsWith(\"!\"))\n\t\t\t{\n\t\t\t\tExecuteRepl(expression.Substring(1));\n\t\t\t\tSendResponse(response);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tDynValue v = m_Debug.Evaluate(expression) ?? DynValue.Nil;\n\t\t\tm_Variables.Add(v);\n\n\t\t\tSendResponse(response, new EvaluateResponseBody(v.ToDebugPrintString(), m_Variables.Count - 1)\n\t\t\t{\n\t\t\t\ttype = v.Type.ToLuaDebuggerString()\n\t\t\t});\n\t\t}\n\n\t\tprivate void ExecuteRepl(string cmd)\n\t\t{\n\t\t\tbool showHelp = false;\n\t\t\tcmd = cmd.Trim();\n\t\t\tif (cmd == \"help\")\n\t\t\t{\n\t\t\t\tshowHelp = true;\n\t\t\t}\n\t\t\telse if (cmd.StartsWith(\"geterror\"))\n\t\t\t{\n\t\t\t\tSendText(\"Current error regex : {0}\", m_Debug.ErrorRegex.ToString());\n\t\t\t}\n\t\t\telse if (cmd.StartsWith(\"seterror\"))\n\t\t\t{\n\t\t\t\tstring regex = cmd.Substring(\"seterror\".Length).Trim();\n\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tRegex rx = new Regex(regex);\n\t\t\t\t\tm_Debug.ErrorRegex = rx;\n\t\t\t\t\tSendText(\"Current error regex : {0}\", m_Debug.ErrorRegex.ToString());\n\t\t\t\t}\n\t\t\t\tcatch (Exception ex)\n\t\t\t\t{\n\t\t\t\t\tSendText(\"Error setting regex: {0}\", ex.Message);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (cmd.StartsWith(\"execendnotify\"))\n\t\t\t{\n\t\t\t\tstring val = cmd.Substring(\"execendnotify\".Length).Trim();\n\n\t\t\t\tif (val == \"off\")\n\t\t\t\t{\n\t\t\t\t\tm_NotifyExecutionEnd = false;\n\t\t\t\t}\n\t\t\t\telse if (val == \"on\")\n\t\t\t\t{\n\t\t\t\t\tm_NotifyExecutionEnd = true;\n\t\t\t\t}\n\t\t\t\telse if (val.Length > 0)\n\t\t\t\t\tSendText(\"Error : expected 'on' or 'off'\");\n\n\t\t\t\tSendText(\"Notifications of execution end are : {0}\", m_NotifyExecutionEnd ? \"enabled\" : \"disabled\");\n\t\t\t}\n\t\t\telse if (cmd == \"list\")\n\t\t\t{\n\t\t\t\tint currId = m_Server.CurrentId ?? -1000;\n\n\t\t\t\tforeach (var pair in m_Server.GetAttachedDebuggersByIdAndName())\n\t\t\t\t{\n\t\t\t\t\tstring isthis = (pair.Key == m_Debug.Id) ? \" (this)\" : \"\";\n\t\t\t\t\tstring isdef = (pair.Key == currId) ? \" (default)\" : \"\";\n\n\t\t\t\t\tSendText(\"{0} : {1}{2}{3}\", pair.Key.ToString().PadLeft(9), pair.Value, isdef, isthis);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (cmd.StartsWith(\"select\") || cmd.StartsWith(\"switch\"))\n\t\t\t{\n\t\t\t\tstring arg = cmd.Substring(\"switch\".Length).Trim();\n\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tint id = int.Parse(arg);\n\t\t\t\t\tm_Server.CurrentId = id;\n\n\t\t\t\t\tif (cmd.StartsWith(\"switch\"))\n\t\t\t\t\t\tUnbind();\n\t\t\t\t\telse\n\t\t\t\t\t\tSendText(\"Next time you'll attach the debugger, it will be atteched to script #{0}\", id);\n\t\t\t\t}\n\t\t\t\tcatch (Exception ex)\n\t\t\t\t{\n\t\t\t\t\tSendText(\"Error setting regex: {0}\", ex.Message);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tSendText(\"Syntax error : {0}\\n\", cmd);\n\t\t\t\tshowHelp = true;\n\t\t\t}\n\n\t\t\tif (showHelp)\n\t\t\t{\n\t\t\t\tSendText(\"Available commands : \");\n\t\t\t\tSendText(\"    !help - gets this help\");\n\t\t\t\tSendText(\"    !list - lists the other scripts which can be debugged\");\n\t\t\t\tSendText(\"    !select <id> - select another script for future sessions\");\n\t\t\t\tSendText(\"    !switch <id> - switch to another script (same as select + disconnect)\");\n\t\t\t\tSendText(\"    !seterror <regex> - sets the regex which tells which errors to trap\");\n\t\t\t\tSendText(\"    !geterror - gets the current value of the regex which tells which errors to trap\");\n\t\t\t\tSendText(\"    !execendnotify [on|off] - sets the notification of end of execution on or off (default = off)\");\n\t\t\t\tSendText(\"    ... or type an expression to evaluate it on the fly.\");\n\t\t\t}\n\t\t}\n\n\n\t\tpublic override void Launch(Response response, Table arguments)\n\t\t{\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Next(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.QueueAction(new DebuggerAction() { Action = DebuggerAction.ActionType.StepOver });\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tprivate StoppedEvent CreateStoppedEvent(string reason, string text = null)\n\t\t{\n\t\t\treturn new StoppedEvent(0, reason, text);\n\t\t}\n\n\t\tpublic override void Pause(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.PauseRequested = true;\n\t\t\tSendResponse(response);\n\t\t\tSendText(\"Pause pending -- will pause at first script statement.\");\n\t\t}\n\n\t\tpublic override void Scopes(Response response, Table arguments)\n\t\t{\n\t\t\tvar scopes = new List<Scope>();\n\n\t\t\tscopes.Add(new Scope(\"Locals\", SCOPE_LOCALS));\n\t\t\tscopes.Add(new Scope(\"Self\", SCOPE_SELF));\n\n\t\t\tSendResponse(response, new ScopesResponseBody(scopes));\n\t\t}\n\n\t\tpublic override void SetBreakpoints(Response response, Table args)\n\t\t{\n\t\t\tstring path = null;\n\n\t\t\tTable args_source = args[\"source\"] as Table;\n\n\t\t\tif (args_source != null)\n\t\t\t{\n\t\t\t\tstring p = args_source[\"path\"].ToString();\n\t\t\t\tif (p != null && p.Trim().Length > 0)\n\t\t\t\t\tpath = p;\n\t\t\t}\n\n\t\t\tif (path == null)\n\t\t\t{\n\t\t\t\tSendErrorResponse(response, 3010, \"setBreakpoints: property 'source' is empty or misformed\", null, false, true);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tpath = ConvertClientPathToDebugger(path);\n\n\t\t\tSourceCode src = m_Debug.FindSourceByName(path);\n\n\t\t\tif (src == null)\n\t\t\t{\n\t\t\t\t// we only support breakpoints in files mono can handle\n\t\t\t\tSendResponse(response, new SetBreakpointsResponseBody());\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tTable clientLines = args.Get(\"lines\").Table;\n\n\t\t\tvar lin = new HashSet<int>(clientLines.Values.Select(jt => ConvertClientLineToDebugger(jt.ToObject<int>())).ToArray());\n\n\t\t\tvar lin2 = m_Debug.DebugService.ResetBreakPoints(src, lin);\n\n\t\t\tvar breakpoints = new List<Breakpoint>();\n\t\t\tforeach (var l in lin)\n\t\t\t{\n\t\t\t\tbreakpoints.Add(new Breakpoint(lin2.Contains(l), l));\n\t\t\t}\n\n\t\t\tresponse.SetBody(new SetBreakpointsResponseBody(breakpoints)); SendResponse(response);\n\t\t}\n\n\t\tpublic override void StackTrace(Response response, Table args)\n\t\t{\n\t\t\tint maxLevels = getInt(args, \"levels\", 10);\n\t\t\t//int threadReference = getInt(args, \"threadId\", 0);\n\n\t\t\tvar stackFrames = new List<StackFrame>();\n\n\t\t\tvar stack = m_Debug.GetWatches(WatchType.CallStack);\n\n\t\t\tvar coroutine = m_Debug.GetWatches(WatchType.Threads).LastOrDefault();\n\n\t\t\tint level = 0;\n\t\t\tint max = Math.Min(maxLevels - 3, stack.Count);\n\n\t\t\twhile (level < max)\n\t\t\t{\n\t\t\t\tWatchItem frame = stack[level];\n\n\t\t\t\tstring name = frame.Name;\n\t\t\t\tSourceRef sourceRef = frame.Location ?? DefaultSourceRef;\n\t\t\t\tint sourceIdx = sourceRef.SourceIdx;\n\t\t\t\tstring path = sourceRef.IsClrLocation ? \"(native)\" : (m_Debug.GetSourceFile(sourceIdx) ?? \"???\");\n\t\t\t\tstring sourceName = Path.GetFileName(path);\n\n\t\t\t\tvar source = new Source(sourceName, path); // ConvertDebuggerPathToClient(path));\n\n\t\t\t\tstackFrames.Add(new StackFrame(level, name, source,\n\t\t\t\t\tConvertDebuggerLineToClient(sourceRef.FromLine), sourceRef.FromChar,\n\t\t\t\t\tConvertDebuggerLineToClient(sourceRef.ToLine), sourceRef.ToChar));\n\n\t\t\t\tlevel++;\n\t\t\t}\n\n\t\t\tif (stack.Count > maxLevels - 3)\n\t\t\t\tstackFrames.Add(new StackFrame(level++, \"(...)\", null, 0));\n\n\t\t\tif (coroutine != null)\n\t\t\t\tstackFrames.Add(new StackFrame(level++, \"(\" + coroutine.Name + \")\", null, 0));\n\t\t\telse\n\t\t\t\tstackFrames.Add(new StackFrame(level++, \"(main coroutine)\", null, 0));\n\n\t\t\tstackFrames.Add(new StackFrame(level++, \"(native)\", null, 0));\n\n\t\t\tSendResponse(response, new StackTraceResponseBody(stackFrames));\n\t\t}\n\n\t\treadonly SourceRef DefaultSourceRef = new SourceRef(-1, 0, 0, 0, 0, false);\n\n\n\t\tprivate int getInt(Table args, string propName, int defaultValue)\n\t\t{\n\t\t\tvar jo = args.Get(propName);\n\n\t\t\tif (jo.Type != DataType.Number)\n\t\t\t\treturn defaultValue;\n\t\t\telse\n\t\t\t\treturn jo.ToObject<int>();\n\t\t}\n\n\n\t\tpublic override void StepIn(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.QueueAction(new DebuggerAction() { Action = DebuggerAction.ActionType.StepIn });\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void StepOut(Response response, Table arguments)\n\t\t{\n\t\t\tm_Debug.QueueAction(new DebuggerAction() { Action = DebuggerAction.ActionType.StepOut });\n\t\t\tSendResponse(response);\n\t\t}\n\n\t\tpublic override void Threads(Response response, Table arguments)\n\t\t{\n\t\t\tvar threads = new List<Thread>() { new Thread(0, \"Main Thread\") };\n\t\t\tSendResponse(response, new ThreadsResponseBody(threads));\n\t\t}\n\n\n\t\tpublic override void Variables(Response response, Table arguments)\n\t\t{\n\t\t\tint index = getInt(arguments, \"variablesReference\", -1);\n\n\t\t\tvar variables = new List<Variable>();\n\n\t\t\tif (index == SCOPE_SELF)\n\t\t\t{\n\t\t\t\tDynValue v = m_Debug.Evaluate(\"self\");\n\t\t\t\tVariableInspector.InspectVariable(v, variables);\n\t\t\t}\n\t\t\telse if (index == SCOPE_LOCALS)\n\t\t\t{\n\t\t\t\tforeach (var w in m_Debug.GetWatches(WatchType.Locals))\n\t\t\t\t\tvariables.Add(new Variable(w.Name, (w.Value ?? DynValue.Void).ToDebugPrintString()));\n\t\t\t}\n\t\t\telse if (index < 0 || index >= m_Variables.Count)\n\t\t\t{\n\t\t\t\tvariables.Add(new Variable(\"<error>\", null));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVariableInspector.InspectVariable(m_Variables[index], variables);\n\t\t\t}\n\n\t\t\tSendResponse(response, new VariablesResponseBody(variables));\n\t\t}\n\n\t\tvoid IAsyncDebuggerClient.SendStopEvent()\n\t\t{\n\t\t\tSendEvent(CreateStoppedEvent(\"step\"));\n\t\t}\n\n\n\t\tvoid IAsyncDebuggerClient.OnWatchesUpdated(WatchType watchType)\n\t\t{\n\t\t\tif (watchType == WatchType.CallStack)\n\t\t\t\tm_Variables.Clear();\n\t\t}\n\n\t\tvoid IAsyncDebuggerClient.OnSourceCodeChanged(int sourceID)\n\t\t{\n\t\t\tif (m_Debug.IsSourceOverride(sourceID))\n\t\t\t\tSendText(\"Loaded source '{0}' -> '{1}'\", m_Debug.GetSource(sourceID).Name, m_Debug.GetSourceFile(sourceID));\n\t\t\telse\n\t\t\t\tSendText(\"Loaded source '{0}'\", m_Debug.GetSource(sourceID).Name);\n\t\t}\n\n\t\tpublic void OnExecutionEnded()\n\t\t{\n\t\t\tif (m_NotifyExecutionEnd)\n\t\t\t\tSendText(\"Execution ended.\");\n\t\t}\n\n\t\tprivate void SendText(string msg, params object[] args)\n\t\t{\n\t\t\tmsg = string.Format(msg, args);\n\t\t\t// SendEvent(new OutputEvent(\"console\", DateTime.Now.ToString(\"u\") + \": \" + msg + \"\\n\"));\n\t\t\tSendEvent(new OutputEvent(\"console\", msg + \"\\n\"));\n\t\t}\n\n\t\tpublic void OnException(ScriptRuntimeException ex)\n\t\t{\n\t\t\tSendText(\"runtime error : {0}\", ex.DecoratedMessage);\n\t\t}\n\n\t\tpublic void Unbind()\n\t\t{\n\t\t\tSendText(\"Debug session has been closed by the hosting process.\");\n\t\t\tSendText(\"Bye.\");\n\t\t\tSendEvent(new TerminatedEvent());\n\t\t}\n\t}\n}\n#endif"
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  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/MoonSharpDebugSession.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 01ef5bd972e890745b8716e5eebdcb98\ntimeCreated: 1518177913\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/VariableInspector.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter;\nusing MoonSharp.VsCodeDebugger.SDK;\n\nnamespace MoonSharp.VsCodeDebugger.DebuggerLogic\n{\n\tinternal static class VariableInspector\n\t{\n\t\tinternal static void InspectVariable(DynValue v, List<Variable> variables)\n\t\t{\n\t\t\tvariables.Add(new Variable(\"(value)\", v.ToPrintString()));\n\t\t\tvariables.Add(new Variable(\"(type)\", v.Type.ToLuaDebuggerString()));\n\t\t\tvariables.Add(new Variable(\"(val #id)\", v.ReferenceID.ToString()));\n\n\t\t\tswitch (v.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\tfor (int i = 0; i < v.Tuple.Length; i++)\n\t\t\t\t\t\tvariables.Add(new Variable(\"[i]\", (v.Tuple[i] ?? DynValue.Void).ToDebugPrintString()));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\tvariables.Add(new Variable(\"(address)\", v.Function.EntryPointByteCodeLocation.ToString(\"X8\")));\n\t\t\t\t\tvariables.Add(new Variable(\"(upvalues)\", v.Function.GetUpvaluesCount().ToString()));\n\t\t\t\t\tvariables.Add(new Variable(\"(upvalues type)\", v.Function.GetUpvaluesType().ToString()));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\n\t\t\t\t\tif (v.Table.MetaTable != null && (v.Table.OwnerScript == null))\n\t\t\t\t\t\tvariables.Add(new Variable(\"(table type)\", \"prime table with metatable\"));\n\t\t\t\t\telse if (v.Table.MetaTable != null)\n\t\t\t\t\t\tvariables.Add(new Variable(\"(table type)\", \"has metatable\"));\n\t\t\t\t\telse if (v.Table.OwnerScript == null)\n\t\t\t\t\t\tvariables.Add(new Variable(\"(table type)\", \"prime table\"));\n\t\t\t\t\telse\n\t\t\t\t\t\tvariables.Add(new Variable(\"(table type)\", \"standard\"));\n\n\t\t\t\t\tvariables.Add(new Variable(\"(table #id)\", v.Table.ReferenceID.ToString()));\n\n\t\t\t\t\tif (v.Table.MetaTable != null)\n\t\t\t\t\t\tvariables.Add(new Variable(\"(metatable #id)\", v.Table.MetaTable.ReferenceID.ToString()));\n\n\t\t\t\t\tvariables.Add(new Variable(\"(length)\", v.Table.Length.ToString()));\n\n\t\t\t\t\tforeach (TablePair p in v.Table.Pairs)\n\t\t\t\t\t\tvariables.Add(new Variable(\"[\" + p.Key.ToDebugPrintString() + \"]\", p.Value.ToDebugPrintString()));\n\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\tif (v.UserData.Descriptor != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tvariables.Add(new Variable(\"(descriptor)\", v.UserData.Descriptor.Name));\n\t\t\t\t\t\tvariables.Add(new Variable(\"(native type)\", v.UserData.Descriptor.Type.ToString()));\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tvariables.Add(new Variable(\"(descriptor)\", \"null!\"));\n\t\t\t\t\t}\n\n\t\t\t\t\tvariables.Add(new Variable(\"(native object)\", v.UserData.Object != null ? v.UserData.Object.ToString() : \"(null)\"));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\tvariables.Add(new Variable(\"(coroutine state)\", v.Coroutine.State.ToString()));\n\t\t\t\t\tvariables.Add(new Variable(\"(coroutine type)\", v.Coroutine.Type.ToString()));\n\t\t\t\t\tvariables.Add(new Variable(\"(auto-yield counter)\", v.Coroutine.AutoYieldCounter.ToString()));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\tvariables.Add(new Variable(\"(name)\", v.Callback.Name ?? \"(unnamed)\"));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\tcase DataType.Nil:\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\tcase DataType.Number:\n\t\t\t\tcase DataType.String:\n\t\t\t\tdefault:\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n}\n\n#endif"
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  {
    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic/VariableInspector.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Debugger/DebuggerLogic.meta",
    "content": "fileFormatVersion: 2\nguid: e61de60ae1ea31b4288a545fe8cff751\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Debugger/MoonSharpVsCodeDebugServer.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Text;\nusing System.Threading;\nusing MoonSharp.VsCodeDebugger.DebuggerLogic;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.VsCodeDebugger.SDK;\n\nnamespace MoonSharp.VsCodeDebugger\n{\n\t/// <summary>\n\t/// Class implementing a debugger allowing attaching from a Visual Studio Code debugging session.\n\t/// </summary>\n\tpublic class MoonSharpVsCodeDebugServer : IDisposable\n\t{\n\t\tobject m_Lock = new object();\n\t\tList<AsyncDebugger> m_DebuggerList = new List<AsyncDebugger>();\n\t\tAsyncDebugger m_Current = null;\n\t\tManualResetEvent m_StopEvent = new ManualResetEvent(false);\n\t\tbool m_Started = false;\n\t\tint m_Port;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpVsCodeDebugServer\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"port\">The port on which the debugger listens. It's recommended to use 41912.</param>\n\t\tpublic MoonSharpVsCodeDebugServer(int port = 41912)\n\t\t{\n\t\t\tm_Port = port;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpVsCodeDebugServer\" /> class with a default script.\n\t\t/// Note that for this specific script, it will NOT attach the debugger to the script.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script object to debug.</param>\n\t\t/// <param name=\"port\">The port on which the debugger listens. It's recommended to use 41912 unless you are going to keep more than one script object around.</param>\n\t\t/// <param name=\"sourceFinder\">A function which gets in input a source code and returns the path to\n\t\t/// source file to use. It can return null and in that case (or if the file cannot be found)\n\t\t/// a temporary file will be generated on the fly.</param>\n\t\t[Obsolete(\"Use the constructor taking only a port, and the 'Attach' method instead.\")]\n\t\tpublic MoonSharpVsCodeDebugServer(Script script, int port, Func<SourceCode, string> sourceFinder = null)\n\t\t{\n\t\t\tm_Port = port;\n\t\t\tm_Current = new AsyncDebugger(script, sourceFinder ?? (s => s.Name), \"Default script\");\n\t\t\tm_DebuggerList.Add(m_Current);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Attaches the specified script to the debugger\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"name\">The name of the script.</param>\n\t\t/// <param name=\"sourceFinder\">A function which gets in input a source code and returns the path to\n\t\t/// source file to use. It can return null and in that case (or if the file cannot be found)\n\t\t/// a temporary file will be generated on the fly.</param>\n\t\t/// <exception cref=\"ArgumentException\">If the script has already been attached to this debugger.</exception>\n\t\tpublic void AttachToScript(Script script, string name, Func<SourceCode, string> sourceFinder = null)\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tif (m_DebuggerList.Any(d => d.Script == script))\n\t\t\t\t\tthrow new ArgumentException(\"Script already attached to this debugger.\");\n\n\t\t\t\tvar debugger = new AsyncDebugger(script, sourceFinder ?? (s => s.Name), name);\n\t\t\t\tscript.AttachDebugger(debugger);\n\t\t\t\tm_DebuggerList.Add(debugger);\n\n\t\t\t\tif (m_Current == null)\n\t\t\t\t\tm_Current = debugger;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a list of the attached debuggers by id and name\n\t\t/// </summary>\n\t\tpublic IEnumerable<KeyValuePair<int, string>> GetAttachedDebuggersByIdAndName()\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t\treturn m_DebuggerList\n\t\t\t\t\t.OrderBy(d => d.Id)\n\t\t\t\t\t.Select(d => new KeyValuePair<int, string>(d.Id, d.Name))\n\t\t\t\t\t.ToArray();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets the current script by ID (see GetAttachedDebuggersByIdAndName). \n\t\t/// New vscode connections will attach to this debugger ID. Changing the current ID does NOT disconnect\n\t\t/// connected clients.\n\t\t/// </summary>\n\t\tpublic int? CurrentId\n\t\t{\n\t\t\tget { lock (m_Lock) return m_Current != null ? m_Current.Id : (int?)null; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tlock (m_Lock)\n\t\t\t\t{\n\t\t\t\t\tif (value == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Current = null;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tvar current = (m_DebuggerList.FirstOrDefault(d => d.Id == value));\n\n\t\t\t\t\tif (current == null)\n\t\t\t\t\t\tthrow new ArgumentException(\"Cannot find debugger with given Id.\");\n\n\t\t\t\t\tm_Current = current;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets the current script. New vscode connections will attach to this script. Changing the current script does NOT disconnect\n\t\t/// connected clients.\n\t\t/// </summary>\n\t\tpublic Script Current\n\t\t{\n\t\t\tget { lock(m_Lock) return m_Current != null ? m_Current.Script : null; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tlock (m_Lock)\n\t\t\t\t{\n\t\t\t\t\tif (value == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Current = null;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tvar current = (m_DebuggerList.FirstOrDefault(d => d.Script == value));\n\n\t\t\t\t\tif (current == null)\n\t\t\t\t\t\tthrow new ArgumentException(\"Cannot find debugger with given script associated.\");\n\n\t\t\t\t\tm_Current = current;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Detaches the specified script. The debugger attached to that script will get disconnected.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <exception cref=\"ArgumentException\">Thrown if the script cannot be found.</exception>\n\t\tpublic void Detach(Script script)\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tvar removed = m_DebuggerList.FirstOrDefault(d => d.Script == script);\n\n\t\t\t\tif (removed == null)\n\t\t\t\t\tthrow new ArgumentException(\"Cannot detach script - not found.\");\n\n\t\t\t\tremoved.Client = null;\n\n\t\t\t\tm_DebuggerList.Remove(removed);\n\n\t\t\t\tif (m_Current == removed)\n\t\t\t\t{\n\t\t\t\t\tif (m_DebuggerList.Count > 0)\n\t\t\t\t\t\tm_Current = m_DebuggerList[m_DebuggerList.Count - 1];\n\t\t\t\t\telse\n\t\t\t\t\t\tm_Current = null;\n\t\t\t\t}\n\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets a delegate which will be called when logging messages are generated\n\t\t/// </summary>\n\t\tpublic Action<string> Logger { get; set; }\n\n\t\t\n\t\t/// <summary>\n\t\t/// Gets the debugger object. Obsolete, use the new interface using the Attach method instead.\n\t\t/// </summary>\n\t\t[Obsolete(\"Use the Attach method instead.\")]\n\t\tpublic IDebugger GetDebugger()\n\t\t{\n\t\t\tlock(m_Lock)\n\t\t\t\treturn m_Current;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Stops listening\n\t\t/// </summary>\n\t\t/// <exception cref=\"InvalidOperationException\">Cannot stop; server was not started.</exception>\n\t\tpublic void Dispose()\n\t\t{\n\t\t\tm_StopEvent.Set();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Starts listening on the localhost for incoming connections.\n\t\t/// </summary>\n\t\tpublic MoonSharpVsCodeDebugServer Start()\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tif (m_Started)\n\t\t\t\t\tthrow new InvalidOperationException(\"Cannot start; server has already been started.\");\n\n\t\t\t\tm_StopEvent.Reset();\n\n\t\t\t\tTcpListener serverSocket = null;\n\t\t\t\tserverSocket = new TcpListener(IPAddress.Parse(\"127.0.0.1\"), m_Port);\n\t\t\t\tserverSocket.Start();\n\n\t\t\t\tSpawnThread(\"VsCodeDebugServer_\" + m_Port.ToString(), () => ListenThread(serverSocket));\n\n\t\t\t\tm_Started = true;\n\n\t\t\t\treturn this;\n\t\t\t}\n\t\t}\n\n\n\t\tprivate void ListenThread(TcpListener serverSocket)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\twhile (!m_StopEvent.WaitOne(0))\n\t\t\t\t{\n#if DOTNET_CORE\n\t\t\t\t\tvar task = serverSocket.AcceptSocketAsync();\n\t\t\t\t\ttask.Wait();\n\t\t\t\t\tvar clientSocket = task.Result;\n#else\n\t\t\t\t\tvar clientSocket = serverSocket.AcceptSocket();\n#endif\n\n\t\t\t\t\tif (clientSocket != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tstring sessionId = Guid.NewGuid().ToString(\"N\");\n\t\t\t\t\t\tLog(\"[{0}] : Accepted connection from client {1}\", sessionId, clientSocket.RemoteEndPoint);\n\n\t\t\t\t\t\tSpawnThread(\"VsCodeDebugSession_\" + sessionId, () =>\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tusing (var networkStream = new NetworkStream(clientSocket))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttry\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tRunSession(sessionId, networkStream);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tcatch (Exception ex)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tLog(\"[{0}] : Error : {1}\", ex.Message);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n#if DOTNET_CORE\n\t\t\t\t\t\t\tclientSocket.Dispose();\n#else\n\t\t\t\t\t\t\tclientSocket.Close();\n#endif\n\t\t\t\t\t\t\tLog(\"[{0}] : Client connection closed\", sessionId);\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception e)\n\t\t\t{\n\t\t\t\tLog(\"Fatal error in listening thread : {0}\", e.Message);\n\t\t\t}\n\t\t\tfinally\n\t\t\t{\n\t\t\t\tif (serverSocket != null)\n\t\t\t\t\tserverSocket.Stop();\n\t\t\t}\n\t\t}\n\n\n\t\tprivate void RunSession(string sessionId, NetworkStream stream)\n\t\t{\n\t\t\tDebugSession debugSession = null;\n\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tif (m_Current != null)\n\t\t\t\t\tdebugSession = new MoonSharpDebugSession(this, m_Current);\n\t\t\t\telse\n\t\t\t\t\tdebugSession = new EmptyDebugSession(this);\n\t\t\t}\n\n\t\t\tdebugSession.ProcessLoop(stream, stream);\n\t\t}\n\n\t\tprivate void Log(string format, params object[] args)\n\t\t{\n\t\t\tAction<string> logger = Logger;\n\n\t\t\tif (logger != null)\n\t\t\t{\n\t\t\t\tstring msg = string.Format(format, args);\n\t\t\t\tlogger(msg);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static void SpawnThread(string name, Action threadProc)\n\t\t{\n#if DOTNET_CORE\n\t\t\tSystem.Threading.Tasks.Task.Run(() => threadProc());\n#else\n\t\t\tnew System.Threading.Thread(() => threadProc())\n\t\t\t{\n\t\t\t\tIsBackground = true,\n\t\t\t\tName = name\n\t\t\t}\n\t\t\t.Start();\n#endif\n\t\t}\n\t}\n}\n\n#else\n\t\t\t\t\t\tusing System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.VsCodeDebugger\n{\n\tpublic class MoonSharpVsCodeDebugServer : IDisposable\n\t{\n\t\tpublic MoonSharpVsCodeDebugServer(int port = 41912)\n\t\t{\n\t\t}\n\n\t\t[Obsolete(\"Use the constructor taking only a port, and the 'Attach' method instead.\")]\n\t\tpublic MoonSharpVsCodeDebugServer(Script script, int port, Func<SourceCode, string> sourceFinder = null)\n\t\t{\n\t\t}\n\n\t\tpublic void AttachToScript(Script script, string name, Func<SourceCode, string> sourceFinder = null)\n\t\t{\n\t\t}\n\n\t\tpublic IEnumerable<KeyValuePair<int, string>> GetAttachedDebuggersByIdAndName()\n\t\t{\n\t\t\tyield break;\n\t\t}\n\n\n\t\tpublic int? CurrentId\n\t\t{\n\t\t\tget { return null; }\n\t\t\tset { }\n\t\t}\n\n\n\t\tpublic Script Current\n\t\t{\n\t\t\tget { return null; }\n\t\t\tset { }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Detaches the specified script. The debugger attached to that script will get disconnected.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <exception cref=\"ArgumentException\">Thrown if the script cannot be found.</exception>\n\t\tpublic void Detach(Script script)\n\t\t{\n\n\t\t}\n\n\t\tpublic Action<string> Logger { get; set; }\n\n\t\t\n\t\t[Obsolete(\"Use the Attach method instead.\")]\n\t\tpublic IDebugger GetDebugger()\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic void Dispose()\n\t\t{\n\t\t}\n\n\t\tpublic MoonSharpVsCodeDebugServer Start()\n\t\t{\n\t\t\treturn this;\n\t\t}\n\n\t}\n}\n#endif"
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    "path": "Assets/Plugins/MoonSharp/Debugger/MoonSharpVsCodeDebugServer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ff5ca8aa7631b8642b337d0dc49c9ba8\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Debugger/SDK/DebugSession.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\n/*---------------------------------------------------------------------------------------------\nCopyright (c) Microsoft Corporation\n\nAll rights reserved. \n\nMIT License\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n *--------------------------------------------------------------------------------------------*/\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.IO;\nusing MoonSharp.Interpreter;\n\nnamespace MoonSharp.VsCodeDebugger.SDK\n{\n\t// ---- Types -------------------------------------------------------------------------\n\n\tpublic class Message\n\t{\n\t\tpublic int id { get; private set; }\n\t\tpublic string format { get; private set; }\n\t\tpublic object variables { get; private set; }\n\t\tpublic object showUser { get; private set; }\n\t\tpublic object sendTelemetry { get; private set; }\n\n\t\tpublic Message(int id, string format, object variables = null, bool user = true, bool telemetry = false)\n\t\t{\n\t\t\tthis.id = id;\n\t\t\tthis.format = format;\n\t\t\tthis.variables = variables;\n\t\t\tthis.showUser = user;\n\t\t\tthis.sendTelemetry = telemetry;\n\t\t}\n\t}\n\n\tpublic class StackFrame\n\t{\n\t\tpublic int id { get; private set; }\n\t\tpublic Source source { get; private set; }\n\t\tpublic int line { get; private set; }\n\t\tpublic int column { get; private set; }\n\t\tpublic string name { get; private set; }\n\n\t\tpublic int? endLine { get; private set; }\n\t\tpublic int? endColumn { get; private set; }\n\n\t\tpublic StackFrame(int id, string name, Source source, int line, int column = 0, int? endLine = null, int? endColumn = null)\n\t\t{\n\t\t\tthis.id = id;\n\t\t\tthis.name = name;\n\t\t\tthis.source = source;\n\t\t\tthis.line = line;\n\t\t\tthis.column = column;\n\t\t\tthis.endLine = endLine;\n\t\t\tthis.endColumn = endColumn;\n\t\t}\n\t}\n\n\tpublic class Scope\n\t{\n\t\tpublic string name { get; private set; }\n\t\tpublic int variablesReference { get; private set; }\n\t\tpublic bool expensive { get; private set; }\n\n\t\tpublic Scope(string name, int variablesReference, bool expensive = false)\n\t\t{\n\t\t\tthis.name = name;\n\t\t\tthis.variablesReference = variablesReference;\n\t\t\tthis.expensive = expensive;\n\t\t}\n\t}\n\n\tpublic class Variable\n\t{\n\t\tpublic string name { get; private set; }\n\t\tpublic string value { get; private set; }\n\t\tpublic int variablesReference { get; private set; }\n\n\t\tpublic Variable(string name, string value, int variablesReference = 0)\n\t\t{\n\t\t\tthis.name = name;\n\t\t\tthis.value = value;\n\t\t\tthis.variablesReference = variablesReference;\n\t\t}\n\t}\n\n\tpublic class Thread\n\t{\n\t\tpublic int id { get; private set; }\n\t\tpublic string name { get; private set; }\n\n\t\tpublic Thread(int id, string name)\n\t\t{\n\t\t\tthis.id = id;\n\t\t\tif (name == null || name.Length == 0)\n\t\t\t{\n\t\t\t\tthis.name = string.Format(\"Thread #{0}\", id);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthis.name = name;\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic class Source\n\t{\n\t\tpublic string name { get; private set; }\n\t\tpublic string path { get; private set; }\n\t\tpublic int sourceReference { get; private set; }\n\n\t\tpublic Source(string name, string path, int sourceReference = 0)\n\t\t{\n\t\t\tthis.name = name;\n\t\t\tthis.path = path;\n\t\t\tthis.sourceReference = sourceReference;\n\t\t}\n\n\t\tpublic Source(string path, int sourceReference = 0)\n\t\t{\n\t\t\tthis.name = Path.GetFileName(path);\n\t\t\tthis.path = path;\n\t\t\tthis.sourceReference = sourceReference;\n\t\t}\n\t}\n\n\tpublic class Breakpoint\n\t{\n\t\tpublic bool verified { get; private set; }\n\t\tpublic int line { get; private set; }\n\n\t\tpublic Breakpoint(bool verified, int line)\n\t\t{\n\t\t\tthis.verified = verified;\n\t\t\tthis.line = line;\n\t\t}\n\t}\n\n\t// ---- Events -------------------------------------------------------------------------\n\n\tpublic class InitializedEvent : Event\n\t{\n\t\tpublic InitializedEvent()\n\t\t\t: base(\"initialized\") { }\n\t}\n\n\tpublic class StoppedEvent : Event\n\t{\n\t\tpublic StoppedEvent(int tid, string reasn, string txt = null)\n\t\t\t: base(\"stopped\", new\n\t\t\t{\n\t\t\t\tthreadId = tid,\n\t\t\t\treason = reasn,\n\t\t\t\ttext = txt\n\t\t\t})\n\t\t{ }\n\t}\n\n\tpublic class ExitedEvent : Event\n\t{\n\t\tpublic ExitedEvent(int exCode)\n\t\t\t: base(\"exited\", new { exitCode = exCode }) { }\n\t}\n\n\tpublic class TerminatedEvent : Event\n\t{\n\t\tpublic TerminatedEvent()\n\t\t\t: base(\"terminated\") { }\n\t}\n\n\tpublic class ThreadEvent : Event\n\t{\n\t\tpublic ThreadEvent(string reasn, int tid)\n\t\t\t: base(\"thread\", new\n\t\t\t{\n\t\t\t\treason = reasn,\n\t\t\t\tthreadId = tid\n\t\t\t})\n\t\t{ }\n\t}\n\n\tpublic class OutputEvent : Event\n\t{\n\t\tpublic OutputEvent(string cat, string outpt)\n\t\t\t: base(\"output\", new\n\t\t\t{\n\t\t\t\tcategory = cat,\n\t\t\t\toutput = outpt\n\t\t\t})\n\t\t{ }\n\t}\n\n\t// ---- Response -------------------------------------------------------------------------\n\n\tpublic class Capabilities : ResponseBody\n\t{\n\n\t\tpublic bool supportsConfigurationDoneRequest;\n\t\tpublic bool supportsFunctionBreakpoints;\n\t\tpublic bool supportsConditionalBreakpoints;\n\t\tpublic bool supportsEvaluateForHovers;\n\t\tpublic object[] exceptionBreakpointFilters;\n\t}\n\n\tpublic class ErrorResponseBody : ResponseBody\n\t{\n\n\t\tpublic Message error { get; private set; }\n\n\t\tpublic ErrorResponseBody(Message error)\n\t\t{\n\t\t\tthis.error = error;\n\t\t}\n\t}\n\n\tpublic class StackTraceResponseBody : ResponseBody\n\t{\n\t\tpublic StackFrame[] stackFrames { get; private set; }\n\n\t\tpublic StackTraceResponseBody(List<StackFrame> frames = null)\n\t\t{\n\t\t\tif (frames == null)\n\t\t\t\tstackFrames = new StackFrame[0];\n\t\t\telse\n\t\t\t\tstackFrames = frames.ToArray<StackFrame>();\n\t\t}\n\t}\n\n\tpublic class ScopesResponseBody : ResponseBody\n\t{\n\t\tpublic Scope[] scopes { get; private set; }\n\n\t\tpublic ScopesResponseBody(List<Scope> scps = null)\n\t\t{\n\t\t\tif (scps == null)\n\t\t\t\tscopes = new Scope[0];\n\t\t\telse\n\t\t\t\tscopes = scps.ToArray<Scope>();\n\t\t}\n\t}\n\n\tpublic class VariablesResponseBody : ResponseBody\n\t{\n\t\tpublic Variable[] variables { get; private set; }\n\n\t\tpublic VariablesResponseBody(List<Variable> vars = null)\n\t\t{\n\t\t\tif (vars == null)\n\t\t\t\tvariables = new Variable[0];\n\t\t\telse\n\t\t\t\tvariables = vars.ToArray<Variable>();\n\t\t}\n\t}\n\n\tpublic class ThreadsResponseBody : ResponseBody\n\t{\n\t\tpublic Thread[] threads { get; private set; }\n\n\t\tpublic ThreadsResponseBody(List<Thread> vars = null)\n\t\t{\n\t\t\tif (vars == null)\n\t\t\t\tthreads = new Thread[0];\n\t\t\telse\n\t\t\t\tthreads = vars.ToArray<Thread>();\n\t\t}\n\t}\n\n\tpublic class EvaluateResponseBody : ResponseBody\n\t{\n\t\tpublic string result { get; private set; }\n\t\tpublic string type { get; set;  }\n\t\tpublic int variablesReference { get; private set; }\n\n\t\tpublic EvaluateResponseBody(string value, int reff = 0)\n\t\t{\n\t\t\tresult = value;\n\t\t\tvariablesReference = reff;\n\t\t}\n\t}\n\n\tpublic class SetBreakpointsResponseBody : ResponseBody\n\t{\n\t\tpublic Breakpoint[] breakpoints { get; private set; }\n\n\t\tpublic SetBreakpointsResponseBody(List<Breakpoint> bpts = null)\n\t\t{\n\t\t\tif (bpts == null)\n\t\t\t\tbreakpoints = new Breakpoint[0];\n\t\t\telse\n\t\t\t\tbreakpoints = bpts.ToArray<Breakpoint>();\n\t\t}\n\t}\n\n\t// ---- The Session --------------------------------------------------------\n\n\tpublic abstract class DebugSession : ProtocolServer\n\t{\n\t\tprivate bool _debuggerLinesStartAt1;\n\t\tprivate bool _debuggerPathsAreURI;\n\t\tprivate bool _clientLinesStartAt1 = true;\n\t\tprivate bool _clientPathsAreURI = true;\n\n\n\t\tpublic DebugSession(bool debuggerLinesStartAt1, bool debuggerPathsAreURI = false)\n\t\t{\n\t\t\t_debuggerLinesStartAt1 = debuggerLinesStartAt1;\n\t\t\t_debuggerPathsAreURI = debuggerPathsAreURI;\n\t\t}\n\n\t\tpublic void SendResponse(Response response, ResponseBody body = null)\n\t\t{\n\t\t\tif (body != null)\n\t\t\t{\n\t\t\t\tresponse.SetBody(body);\n\t\t\t}\n\t\t\tSendMessage(response);\n\t\t}\n\n\t\tpublic void SendErrorResponse(Response response, int id, string format, object arguments = null, bool user = true, bool telemetry = false)\n\t\t{\n\t\t\tvar msg = new Message(id, format, arguments, user, telemetry);\n\t\t\tvar message = Utilities.ExpandVariables(msg.format, msg.variables);\n\t\t\tresponse.SetErrorBody(message, new ErrorResponseBody(msg));\n\t\t\tSendMessage(response);\n\t\t}\n\n\t\tprotected override void DispatchRequest(string command, Table args, Response response)\n\t\t{\n\t\t\tif (args == null)\n\t\t\t{\n\t\t\t\targs = new Table(null);\n\t\t\t}\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tswitch (command)\n\t\t\t\t{\n\n\t\t\t\t\tcase \"initialize\":\n\n\t\t\t\t\t\tif (args[\"linesStartAt1\"] != null)\n\t\t\t\t\t\t_clientLinesStartAt1 = args.Get(\"linesStartAt1\").ToObject<bool>();\n\n\t\t\t\t\t\tvar pathFormat = args.Get(\"pathFormat\").ToObject<string>();\n\t\t\t\t\t\tif (pathFormat != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tswitch (pathFormat)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tcase \"uri\":\n\t\t\t\t\t\t\t\t\t_clientPathsAreURI = true;\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase \"path\":\n\t\t\t\t\t\t\t\t\t_clientPathsAreURI = false;\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t\tSendErrorResponse(response, 1015, \"initialize: bad value '{_format}' for pathFormat\", new { _format = pathFormat });\n\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tInitialize(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"launch\":\n\t\t\t\t\t\tLaunch(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"attach\":\n\t\t\t\t\t\tAttach(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"disconnect\":\n\t\t\t\t\t\tDisconnect(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"next\":\n\t\t\t\t\t\tNext(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"continue\":\n\t\t\t\t\t\tContinue(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"stepIn\":\n\t\t\t\t\t\tStepIn(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"stepOut\":\n\t\t\t\t\t\tStepOut(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"pause\":\n\t\t\t\t\t\tPause(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"stackTrace\":\n\t\t\t\t\t\tStackTrace(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"scopes\":\n\t\t\t\t\t\tScopes(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"variables\":\n\t\t\t\t\t\tVariables(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"source\":\n\t\t\t\t\t\tSource(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"threads\":\n\t\t\t\t\t\tThreads(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"setBreakpoints\":\n\t\t\t\t\t\tSetBreakpoints(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"setFunctionBreakpoints\":\n\t\t\t\t\t\tSetFunctionBreakpoints(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"setExceptionBreakpoints\":\n\t\t\t\t\t\tSetExceptionBreakpoints(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase \"evaluate\":\n\t\t\t\t\t\tEvaluate(response, args);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tSendErrorResponse(response, 1014, \"unrecognized request: {_request}\", new { _request = command });\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception e)\n\t\t\t{\n\t\t\t\tSendErrorResponse(response, 1104, \"error while processing request '{_request}' (exception: {_exception})\", new { _request = command, _exception = e.Message });\n\t\t\t}\n\n\t\t\tif (command == \"disconnect\")\n\t\t\t{\n\t\t\t\tStop();\n\t\t\t}\n\t\t}\n\n\t\tpublic abstract void Initialize(Response response, Table args);\n\n\t\tpublic abstract void Launch(Response response, Table arguments);\n\n\t\tpublic abstract void Attach(Response response, Table arguments);\n\n\t\tpublic abstract void Disconnect(Response response, Table arguments);\n\n\t\tpublic virtual void SetFunctionBreakpoints(Response response, Table arguments)\n\t\t{\n\t\t}\n\n\t\tpublic virtual void SetExceptionBreakpoints(Response response, Table arguments)\n\t\t{\n\t\t}\n\n\t\tpublic abstract void SetBreakpoints(Response response, Table arguments);\n\n\t\tpublic abstract void Continue(Response response, Table arguments);\n\n\t\tpublic abstract void Next(Response response, Table arguments);\n\n\t\tpublic abstract void StepIn(Response response, Table arguments);\n\n\t\tpublic abstract void StepOut(Response response, Table arguments);\n\n\t\tpublic abstract void Pause(Response response, Table arguments);\n\n\t\tpublic abstract void StackTrace(Response response, Table arguments);\n\n\t\tpublic abstract void Scopes(Response response, Table arguments);\n\n\t\tpublic abstract void Variables(Response response, Table arguments);\n\n\t\tpublic virtual void Source(Response response, Table arguments)\n\t\t{\n\t\t\tSendErrorResponse(response, 1020, \"Source not supported\");\n\t\t}\n\n\t\tpublic abstract void Threads(Response response, Table arguments);\n\n\t\tpublic abstract void Evaluate(Response response, Table arguments);\n\n\t\t// protected\n\n\t\tprotected int ConvertDebuggerLineToClient(int line)\n\t\t{\n\t\t\tif (_debuggerLinesStartAt1)\n\t\t\t{\n\t\t\t\treturn _clientLinesStartAt1 ? line : line - 1;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn _clientLinesStartAt1 ? line + 1 : line;\n\t\t\t}\n\t\t}\n\n\t\tprotected int ConvertClientLineToDebugger(int line)\n\t\t{\n\t\t\tif (_debuggerLinesStartAt1)\n\t\t\t{\n\t\t\t\treturn _clientLinesStartAt1 ? line : line + 1;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn _clientLinesStartAt1 ? line - 1 : line;\n\t\t\t}\n\t\t}\n\n\t\tprotected string ConvertDebuggerPathToClient(string path)\n\t\t{\n\t\t\tif (_debuggerPathsAreURI)\n\t\t\t{\n\t\t\t\tif (_clientPathsAreURI)\n\t\t\t\t{\n\t\t\t\t\treturn path;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tUri uri = new Uri(path);\n\t\t\t\t\treturn uri.LocalPath;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (_clientPathsAreURI)\n\t\t\t\t{\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tvar uri = new System.Uri(path);\n\t\t\t\t\t\treturn uri.AbsoluteUri;\n\t\t\t\t\t}\n\t\t\t\t\tcatch\n\t\t\t\t\t{\n\t\t\t\t\t\treturn null;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn path;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprotected string ConvertClientPathToDebugger(string clientPath)\n\t\t{\n\t\t\tif (clientPath == null)\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tif (_debuggerPathsAreURI)\n\t\t\t{\n\t\t\t\tif (_clientPathsAreURI)\n\t\t\t\t{\n\t\t\t\t\treturn clientPath;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar uri = new System.Uri(clientPath);\n\t\t\t\t\treturn uri.AbsoluteUri;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (_clientPathsAreURI)\n\t\t\t\t{\n\t\t\t\t\tif (Uri.IsWellFormedUriString(clientPath, UriKind.Absolute))\n\t\t\t\t\t{\n\t\t\t\t\t\tUri uri = new Uri(clientPath);\n\t\t\t\t\t\treturn uri.LocalPath;\n\t\t\t\t\t}\n\t\t\t\t\tConsole.Error.WriteLine(\"path not well formed: '{0}'\", clientPath);\n\t\t\t\t\treturn null;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn clientPath;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n#endif"
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    "path": "Assets/Plugins/MoonSharp/Debugger/SDK/DebugSession.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Debugger/SDK/Protocol.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\n/*---------------------------------------------------------------------------------------------\nCopyright (c) Microsoft Corporation\n\nAll rights reserved. \n\nMIT License\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n *--------------------------------------------------------------------------------------------*/\nusing System;\nusing System.Text;\nusing System.IO;\nusing System.Text.RegularExpressions;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Serialization.Json;\nusing MoonSharp.Interpreter.Serialization;\n\nnamespace MoonSharp.VsCodeDebugger.SDK\n{\n\tpublic class ProtocolMessage\n\t{\n\t\tpublic int seq;\n\t\tpublic string type { get; private set; }\n\n\t\tpublic ProtocolMessage(string typ)\n\t\t{\n\t\t\ttype = typ;\n\t\t}\n\n\t\tpublic ProtocolMessage(string typ, int sq)\n\t\t{\n\t\t\ttype = typ;\n\t\t\tseq = sq;\n\t\t}\n\t}\n\n\tpublic class Request : ProtocolMessage\n\t{\n\t\tpublic string command;\n\t\tpublic Table arguments;\n\n\t\tpublic Request(int id, string cmd, Table arg) : base(\"request\", id)\n\t\t{\n\t\t\tcommand = cmd;\n\t\t\targuments = arg;\n\t\t}\n\t}\n\n\t/*\n\t * subclasses of ResponseBody are serialized as the body of a response.\n\t * Don't change their instance variables since that will break the debug protocol.\n\t */\n\tpublic class ResponseBody\n\t{\n\t\t// empty\n\t}\n\n\tpublic class Response : ProtocolMessage\n\t{\n\t\tpublic bool success { get; private set; }\n\t\tpublic string message { get; private set; }\n\t\tpublic int request_seq { get; private set; }\n\t\tpublic string command { get; private set; }\n\t\tpublic ResponseBody body { get; private set; }\n\n\t\tpublic Response(Table req) : base(\"response\")\n\t\t{\n\t\t\tsuccess = true;\n\t\t\trequest_seq = req.Get(\"seq\").ToObject<int>();\n\t\t\tcommand = req.Get(\"command\").ToObject<string>();\n\t\t}\n\n\t\tpublic void SetBody(ResponseBody bdy)\n\t\t{\n\t\t\tsuccess = true;\n\t\t\tbody = bdy;\n\t\t}\n\n\t\tpublic void SetErrorBody(string msg, ResponseBody bdy = null)\n\t\t{\n\t\t\tsuccess = false;\n\t\t\tmessage = msg;\n\t\t\tbody = bdy;\n\t\t}\n\t}\n\n\tpublic class Event : ProtocolMessage\n\t{\n\t\tpublic string @event { get; private set; }\n\t\tpublic object body { get; private set; }\n\n\t\tpublic Event(string type, object bdy = null) : base(\"event\")\n\t\t{\n\t\t\t@event = type;\n\t\t\tbody = bdy;\n\t\t}\n\t}\n\n\t/*\n     * The ProtocolServer can be used to implement a server that uses the VSCode debug protocol.\n     */\n\tpublic abstract class ProtocolServer\n\t{\n\t\tpublic bool TRACE;\n\t\tpublic bool TRACE_RESPONSE;\n\n\t\tprotected const int BUFFER_SIZE = 4096;\n\t\tprotected const string TWO_CRLF = \"\\r\\n\\r\\n\";\n\t\tprotected static readonly Regex CONTENT_LENGTH_MATCHER = new Regex(@\"Content-Length: (\\d+)\");\n\n\t\tprotected static readonly Encoding Encoding = System.Text.Encoding.UTF8;\n\n\t\tprivate int _sequenceNumber;\n\n\t\tprivate Stream _outputStream;\n\n\t\tprivate ByteBuffer _rawData;\n\t\tprivate int _bodyLength;\n\n\t\tprivate bool _stopRequested;\n\n\n\t\tpublic ProtocolServer()\n\t\t{\n\t\t\t_sequenceNumber = 1;\n\t\t\t_bodyLength = -1;\n\t\t\t_rawData = new ByteBuffer();\n\t\t}\n\n\t\tpublic void ProcessLoop(Stream inputStream, Stream outputStream)\n\t\t{\n\t\t\t_outputStream = outputStream;\n\n\t\t\tbyte[] buffer = new byte[BUFFER_SIZE];\n\n\t\t\t_stopRequested = false;\n\t\t\twhile (!_stopRequested)\n\t\t\t{\n\t\t\t\tvar read = inputStream.Read(buffer, 0, buffer.Length);\n\n\t\t\t\tif (read == 0)\n\t\t\t\t{\n\t\t\t\t\t// end of stream\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tif (read > 0)\n\t\t\t\t{\n\t\t\t\t\t_rawData.Append(buffer, read);\n\t\t\t\t\tProcessData();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tpublic void Stop()\n\t\t{\n\t\t\t_stopRequested = true;\n\t\t}\n\n\t\tpublic void SendEvent(Event e)\n\t\t{\n\t\t\tSendMessage(e);\n\t\t}\n\n\t\tprotected abstract void DispatchRequest(string command, Table args, Response response);\n\n\t\t// ---- private ------------------------------------------------------------------------\n\n\t\tprivate void ProcessData()\n\t\t{\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tif (_bodyLength >= 0)\n\t\t\t\t{\n\t\t\t\t\tif (_rawData.Length >= _bodyLength)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar buf = _rawData.RemoveFirst(_bodyLength);\n\n\t\t\t\t\t\t_bodyLength = -1;\n\n\t\t\t\t\t\tDispatch(Encoding.GetString(buf));\n\n\t\t\t\t\t\tcontinue;   // there may be more complete messages to process\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tstring s = _rawData.GetString(Encoding);\n\t\t\t\t\tvar idx = s.IndexOf(TWO_CRLF);\n\t\t\t\t\tif (idx != -1)\n\t\t\t\t\t{\n\t\t\t\t\t\tMatch m = CONTENT_LENGTH_MATCHER.Match(s);\n\t\t\t\t\t\tif (m.Success && m.Groups.Count == 2)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t_bodyLength = Convert.ToInt32(m.Groups[1].ToString());\n\n\t\t\t\t\t\t\t_rawData.RemoveFirst(idx + TWO_CRLF.Length);\n\n\t\t\t\t\t\t\tcontinue;   // try to handle a complete message\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tprivate void Dispatch(string req)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tTable request = JsonTableConverter.JsonToTable(req);\n\t\t\t\tif (request != null && request[\"type\"].ToString() == \"request\")\n\t\t\t\t{\n\t\t\t\t\tif (TRACE)\n\t\t\t\t\t\tConsole.Error.WriteLine(string.Format(\"C {0}: {1}\", request[\"command\"], req));\n\n\t\t\t\t\tvar response = new Response(request);\n\n\t\t\t\t\tDispatchRequest(request.Get(\"command\").String, request.Get(\"arguments\").Table, response);\n\n\t\t\t\t\tSendMessage(response);\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t}\n\t\t}\n\n\t\tprotected void SendMessage(ProtocolMessage message)\n\t\t{\n\t\t\tmessage.seq = _sequenceNumber++;\n\n\t\t\tif (TRACE_RESPONSE && message.type == \"response\")\n\t\t\t{\n\t\t\t\tConsole.Error.WriteLine(string.Format(\" R: {0}\", JsonTableConverter.ObjectToJson(message)));\n\t\t\t}\n\t\t\tif (TRACE && message.type == \"event\")\n\t\t\t{\n\t\t\t\tEvent e = (Event)message;\n\t\t\t\tConsole.Error.WriteLine(string.Format(\"E {0}: {1}\", e.@event, JsonTableConverter.ObjectToJson(e.body)));\n\t\t\t}\n\n\t\t\tvar data = ConvertToBytes(message);\n\t\t\ttry\n\t\t\t{\n\t\t\t\t_outputStream.Write(data, 0, data.Length);\n\t\t\t\t_outputStream.Flush();\n\t\t\t}\n\t\t\tcatch (Exception)\n\t\t\t{\n\t\t\t\t// ignore\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static byte[] ConvertToBytes(ProtocolMessage request)\n\t\t{\n\t\t\tvar asJson = JsonTableConverter.ObjectToJson(request);\n\t\t\tbyte[] jsonBytes = Encoding.GetBytes(asJson);\n\n\t\t\tstring header = string.Format(\"Content-Length: {0}{1}\", jsonBytes.Length, TWO_CRLF);\n\t\t\tbyte[] headerBytes = Encoding.GetBytes(header);\n\n\t\t\tbyte[] data = new byte[headerBytes.Length + jsonBytes.Length];\n\t\t\tSystem.Buffer.BlockCopy(headerBytes, 0, data, 0, headerBytes.Length);\n\t\t\tSystem.Buffer.BlockCopy(jsonBytes, 0, data, headerBytes.Length, jsonBytes.Length);\n\n\t\t\treturn data;\n\t\t}\n\t}\n\n\t//--------------------------------------------------------------------------------------\n\n\tclass ByteBuffer\n\t{\n\t\tprivate byte[] _buffer;\n\n\t\tpublic ByteBuffer()\n\t\t{\n\t\t\t_buffer = new byte[0];\n\t\t}\n\n\t\tpublic int Length\n\t\t{\n\t\t\tget { return _buffer.Length; }\n\t\t}\n\n\t\tpublic string GetString(Encoding enc)\n\t\t{\n\t\t\treturn enc.GetString(_buffer);\n\t\t}\n\n\t\tpublic void Append(byte[] b, int length)\n\t\t{\n\t\t\tbyte[] newBuffer = new byte[_buffer.Length + length];\n\t\t\tSystem.Buffer.BlockCopy(_buffer, 0, newBuffer, 0, _buffer.Length);\n\t\t\tSystem.Buffer.BlockCopy(b, 0, newBuffer, _buffer.Length, length);\n\t\t\t_buffer = newBuffer;\n\t\t}\n\n\t\tpublic byte[] RemoveFirst(int n)\n\t\t{\n\t\t\tbyte[] b = new byte[n];\n\t\t\tSystem.Buffer.BlockCopy(_buffer, 0, b, 0, n);\n\t\t\tbyte[] newBuffer = new byte[_buffer.Length - n];\n\t\t\tSystem.Buffer.BlockCopy(_buffer, n, newBuffer, 0, _buffer.Length - n);\n\t\t\t_buffer = newBuffer;\n\t\t\treturn b;\n\t\t}\n\n\n\n\n\n\n\n\n\n\n\n\n\t}\n}\n#endif"
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    "content": "fileFormatVersion: 2\nguid: 67535c97991a9ce40b14088387c4ed5c\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Debugger/SDK/Utilities.cs",
    "content": "﻿#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\n/*---------------------------------------------------------------------------------------------\nCopyright (c) Microsoft Corporation\n\nAll rights reserved. \n\nMIT License\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n *--------------------------------------------------------------------------------------------*/\nusing System;\nusing System.Net;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.VsCodeDebugger.SDK\n{\n\tinternal class Utilities\n\t{\n\t\tprivate static readonly Regex VARIABLE = new Regex(@\"\\{(\\w+)\\}\");\n\n\n\t\t/*\n\t\t * Resolve hostname, dotted-quad notation for IPv4, or colon-hexadecimal notation for IPv6 to IPAddress.\n\t\t * Returns null on failure.\n\t\t */\n\n\t\tpublic static string ExpandVariables(string format, object variables, bool underscoredOnly = true)\n\t\t{\n\t\t\tif (variables == null)\n\t\t\t{\n\t\t\t\tvariables = new { };\n\t\t\t}\n\t\t\tType type = variables.GetType();\n\t\t\treturn VARIABLE.Replace(format, match => {\n\t\t\t\tstring name = match.Groups[1].Value;\n\t\t\t\tif (!underscoredOnly || name.StartsWith(\"_\"))\n\t\t\t\t{\n\n\t\t\t\t\tPropertyInfo property = Framework.Do.GetProperty(type, name);\n\t\t\t\t\tif (property != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tobject value = property.GetValue(variables, null);\n\t\t\t\t\t\treturn value.ToString();\n\t\t\t\t\t}\n\t\t\t\t\treturn '{' + name + \": not found}\";\n\t\t\t\t}\n\t\t\t\treturn match.Groups[0].Value;\n\t\t\t});\n\t\t}\n\n\t\t/**\n\t\t * converts the given absPath into a path that is relative to the given dirPath.\n\t\t */\n\t\tpublic static string MakeRelativePath(string dirPath, string absPath)\n\t\t{\n\t\t\tif (!dirPath.EndsWith(\"/\"))\n\t\t\t{\n\t\t\t\tdirPath += \"/\";\n\t\t\t}\n\t\t\tif (absPath.StartsWith(dirPath))\n\t\t\t{\n\t\t\t\treturn absPath.Replace(dirPath, \"\");\n\t\t\t}\n\t\t\treturn absPath;\n\t\t\t/*\n\t\t\tUri uri1 = new Uri(path);\n\t\t\tUri uri2 = new Uri(dir_path);\n\t\t\treturn uri2.MakeRelativeUri(uri1).ToString();\n\t\t\t*/\n\t\t}\n\t}\n}\n\n#endif\n"
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    "path": "Assets/Plugins/MoonSharp/Debugger.meta",
    "content": "fileFormatVersion: 2\nguid: a64d4110aeb414e4ca35aa3ff000a630\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/AsyncExtensions.cs",
    "content": "﻿#if HASDYNAMIC\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing MoonSharp.Interpreter.REPL;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class contains extension methods providing async wrappers of many methods.\n\t/// Asynchronous execution is performed by scheduling the method on the thread pool (through a Task.Factory.StartNew).\n\t/// \n\t/// This type is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t/// </summary>\n\tpublic static class AsyncExtensions\n\t{\n\t\tprivate static Task<T> ExecAsync<T>(Func<T> func)\n\t\t{\n\t\t\treturn Task.Factory.StartNew<T>(func);\n\t\t}\n\n\t\tprivate static Task ExecAsyncVoid(Action func)\n\t\t{\n\t\t\treturn Task.Factory.StartNew(func);\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls this function with the specified args\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Closure function)\n\t\t{\n\t\t\treturn ExecAsync(() => function.Call());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls this function with the specified args\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Closure function, params object[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => function.Call(args));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls this function with the specified args\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Closure function, params DynValue[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => function.Call(args));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads and executes a string containing a Lua/MoonSharp script.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> DoStringAsync(this Script script, string code, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.DoString(code, globalContext, codeFriendlyName));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads and executes a stream containing a Lua/MoonSharp script.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"stream\">The stream.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> DoStreamAsync(this Script script, Stream stream, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.DoStream(stream, globalContext, codeFriendlyName));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads and executes a file containing a Lua/MoonSharp script.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> DoFileAsync(this Script script, string filename, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.DoFile(filename, globalContext, codeFriendlyName));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads a string containing a Lua/MoonSharp function.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"funcFriendlyName\">Name of the function used to report errors, etc.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> LoadFunctionAsync(this Script script, string code, Table globalTable = null, string funcFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.LoadFunction(code, globalTable, funcFriendlyName));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads a string containing a Lua/MoonSharp script.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> LoadStringAsync(this Script script, string code, Table globalTable = null, string codeFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.LoadString(code, globalTable, codeFriendlyName));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads a Lua/MoonSharp script from a System.IO.Stream. NOTE: This will *NOT* close the stream!\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"stream\">The stream containing code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> LoadStreamAsync(this Script script, Stream stream, Table globalTable = null, string codeFriendlyName = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.LoadStream(stream, globalTable, codeFriendlyName));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously dumps a function on the specified stream.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <param name=\"stream\">The stream.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">function arg is not a function!\n\t\t/// or\n\t\t/// stream is readonly!\n\t\t/// or\n\t\t/// function arg has upvalues other than _ENV</exception>\n\t\tpublic static Task DumpAsync(this Script script, DynValue function, Stream stream)\n\t\t{\n\t\t\treturn ExecAsyncVoid(() => script.Dump(function, stream));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously loads a string containing a Lua/MoonSharp script.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"filename\">The code.</param>\n\t\t/// <param name=\"globalContext\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"friendlyFilename\">The filename to be used in error messages.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> LoadFileAsync(this Script script, string filename, Table globalContext = null, string friendlyFilename = null)\n\t\t{\n\t\t\treturn ExecAsync(() => script.LoadFile(filename, globalContext, friendlyFilename));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Script script, DynValue function)\n\t\t{\n\t\t\treturn ExecAsync(() => script.Call(function));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls the specified function.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Script script, DynValue function, params DynValue[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => script.Call(function, args));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls the specified function.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Script script, DynValue function, params object[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => script.Call(function, args));\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls the specified function.\n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Script script, object function)\n\t\t{\n\t\t\treturn ExecAsync(() => script.Call(function));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Asynchronously calls the specified function.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic static Task<DynValue> CallAsync(this Script script, object function, params object[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => script.Call(function, args));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously creates a new dynamic expression.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"code\">The code of the expression.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Task<DynamicExpression> CreateDynamicExpressionAsync(this Script script, string code)\n\t\t{\n\t\t\treturn ExecAsync(() => script.CreateDynamicExpression(code));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Asynchronously evaluates a REPL command.\n\t\t/// This method returns the result of the computation, or null if more input is needed for having valid code.\n\t\t/// In case of errors, exceptions are propagated to the caller.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"interpreter\">The interpreter.</param>\n\t\t/// <param name=\"input\">The input.</param>\n\t\t/// <returns>\n\t\t/// This method returns the result of the computation, or null if more input is needed for a computation.\n\t\t/// </returns>\n\t\tpublic static Task<DynValue> EvaluateAsync(this ReplInterpreter interpreter, string input)\n\t\t{\n\t\t\treturn ExecAsync(() => interpreter.Evaluate(input));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor, params DynValue[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume(args));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor, ScriptExecutionContext context, params DynValue[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume(context, args));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume());\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor, ScriptExecutionContext context)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume(context));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.</exception>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor, params object[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume(args));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine\n\t\t/// \n\t\t/// This method is supported only on .NET 4.x and .NET 4.x PCL targets.\n\t\t/// </summary>\n\t\t/// <param name=\"cor\">The coroutine</param>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Task<DynValue> ResumeAsync(this Coroutine cor, ScriptExecutionContext context, params object[] args)\n\t\t{\n\t\t\treturn ExecAsync(() => cor.Resume(context, args));\n\t\t}\n\t}\n}\n#endif\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/AsyncExtensions.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CodeAnalysis/AstNode.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.CodeAnalysis\n{\n\tclass AstNode\n\t{\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CodeAnalysis/AstNode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b3572b3f03c6053498e09b78cb3ba2cd\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Attributes.cs",
    "content": "﻿#if PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET))\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace System.Reflection\n{\n\tinternal class ComVisibleAttribute : Attribute\n\t{\n\t\tpublic ComVisibleAttribute(bool dummy)\n\t\t{ }\n\t}\n\tinternal class GuidAttribute : Attribute\n\t{\n\t\tpublic GuidAttribute(string dummy)\n\t\t{ }\n\t}\n}\n#endif\n\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Attributes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c29637a0d659af44a98c79c6a4dc1202\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Framework.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing MoonSharp.Interpreter.Compatibility.Frameworks;\n\nnamespace MoonSharp.Interpreter.Compatibility\n{\n\tpublic static class Framework\n\t{\n\t\tstatic FrameworkCurrent s_FrameworkCurrent = new FrameworkCurrent();\n\n\t\tpublic static FrameworkBase Do { get { return s_FrameworkCurrent; } }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Framework.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aebf7435b76110d4b9b8babe01b0ab7c\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkBase.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tpublic abstract class FrameworkBase\n\t{\n\t\tpublic abstract bool StringContainsChar(string str, char chr);\n\n\t\tpublic abstract bool IsValueType(Type t);\n\n\t\tpublic abstract Assembly GetAssembly(Type t);\n\n\t\tpublic abstract Type GetBaseType(Type t);\n\n\t\tpublic abstract bool IsGenericType(Type t);\n\n\t\tpublic abstract bool IsGenericTypeDefinition(Type t);\n\n\t\tpublic abstract bool IsEnum(Type t);\n\n\t\tpublic abstract bool IsNestedPublic(Type t);\n\n\t\tpublic abstract bool IsAbstract(Type t);\n\n\t\tpublic abstract bool IsInterface(Type t);\n\n\t\tpublic abstract Attribute[] GetCustomAttributes(Type t, bool inherit);\n\n\t\tpublic abstract Attribute[] GetCustomAttributes(Type t, Type at, bool inherit);\n\n\t\tpublic abstract Type[] GetInterfaces(Type t);\n\n\t\tpublic abstract bool IsInstanceOfType(Type t, object o);\n\n\t\tpublic abstract MethodInfo GetAddMethod(EventInfo ei);\n\n\t\tpublic abstract MethodInfo GetRemoveMethod(EventInfo ei);\n\n\t\tpublic abstract MethodInfo GetGetMethod(PropertyInfo pi);\n\n\t\tpublic abstract MethodInfo GetSetMethod(PropertyInfo pi);\n\n\t\tpublic abstract Type GetInterface(Type type, string name);\n\n\t\tpublic abstract PropertyInfo[] GetProperties(Type type);\n\n\t\tpublic abstract PropertyInfo GetProperty(Type type, string name);\n\n\t\tpublic abstract Type[] GetNestedTypes(Type type);\n\n\t\tpublic abstract EventInfo[] GetEvents(Type type);\n\n\t\tpublic abstract ConstructorInfo[] GetConstructors(Type type);\n\n\t\tpublic abstract Type[] GetAssemblyTypes(Assembly asm);\n\n\t\tpublic abstract MethodInfo[] GetMethods(Type type);\n\n\t\tpublic abstract FieldInfo[] GetFields(Type t);\n\n\t\tpublic abstract MethodInfo GetMethod(Type type, string name);\n\n\t\tpublic abstract Type[] GetGenericArguments(Type t);\n\n\t\tpublic abstract bool IsAssignableFrom(Type current, Type toCompare);\n\n\t\tpublic abstract bool IsDbNull(object o);\n\n\t\tpublic abstract MethodInfo GetMethod(Type resourcesType, string v, Type[] type);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3359156dc5b7bd41af52ec73d06d5d4\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkClrBase.cs",
    "content": "﻿#if !NETFX_CORE || DOTNET_CORE\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tabstract class FrameworkClrBase : FrameworkReflectionBase\n\t{\n\t\tBindingFlags BINDINGFLAGS_MEMBER = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;\n\t\tBindingFlags BINDINGFLAGS_INNERCLASS = BindingFlags.Public | BindingFlags.NonPublic;\n\n\t\tpublic override MethodInfo GetAddMethod(EventInfo ei)\n\t\t{\n\t\t\treturn ei.GetAddMethod(true);\n\t\t}\n\n\t\tpublic override ConstructorInfo[] GetConstructors(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetConstructors(BINDINGFLAGS_MEMBER);\n\t\t}\n\n\t\tpublic override EventInfo[] GetEvents(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetEvents(BINDINGFLAGS_MEMBER);\n\t\t}\n\n\t\tpublic override FieldInfo[] GetFields(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetFields(BINDINGFLAGS_MEMBER);\n\t\t}\n\n\t\tpublic override Type[] GetGenericArguments(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetGenericArguments();\n\t\t}\n\n\t\tpublic override MethodInfo GetGetMethod(PropertyInfo pi)\n\t\t{\n\t\t\treturn pi.GetGetMethod(true);\n\t\t}\n\n\t\tpublic override Type[] GetInterfaces(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).GetInterfaces();\n\t\t}\n\n\t\tpublic override MethodInfo GetMethod(Type type, string name)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetMethod(name);\n\t\t}\n\n\t\tpublic override MethodInfo[] GetMethods(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetMethods(BINDINGFLAGS_MEMBER);\n\t\t}\n\n\t\tpublic override Type[] GetNestedTypes(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetNestedTypes(BINDINGFLAGS_INNERCLASS);\n\t\t}\n\n\t\tpublic override PropertyInfo[] GetProperties(Type type)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetProperties(BINDINGFLAGS_MEMBER);\n\t\t}\n\n\t\tpublic override PropertyInfo GetProperty(Type type, string name)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(type).GetProperty(name);\n\t\t}\n\n\t\tpublic override MethodInfo GetRemoveMethod(EventInfo ei)\n\t\t{\n\t\t\treturn ei.GetRemoveMethod(true);\n\t\t}\n\n\t\tpublic override MethodInfo GetSetMethod(PropertyInfo pi)\n\t\t{\n\t\t\treturn pi.GetSetMethod(true);\n\t\t}\n\n\n\t\tpublic override bool IsAssignableFrom(Type current, Type toCompare)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(current).IsAssignableFrom(toCompare);\n\t\t}\n\n\t\tpublic override bool IsInstanceOfType(Type t, object o)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsInstanceOfType(o);\n\t\t}\n\n\n\t\tpublic override MethodInfo GetMethod(Type resourcesType, string name, Type[] types)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(resourcesType).GetMethod(name, types);\n\t\t}\n\n\t\tpublic override Type[] GetAssemblyTypes(Assembly asm)\n\t\t{\n\t\t\treturn asm.GetTypes();\n\t\t}\n\n\t}\n}\n\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkClrBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f3c7f8b37ebfdf841bd33fe11cdb8cfb\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkReflectionBase.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\n#if DOTNET_CORE\n\tusing TTypeInfo = System.Reflection.TypeInfo;\n#elif NETFX_CORE\n\tusing TTypeInfo = System.Reflection.TypeInfo;\n#else\n\tusing TTypeInfo = System.Type;\n#endif\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tabstract class FrameworkReflectionBase : FrameworkBase\n\t{\n\t\tpublic abstract TTypeInfo GetTypeInfoFromType(Type t);\n\n\t\tpublic override Assembly GetAssembly(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).Assembly;\n\t\t}\n\n\t\tpublic override Type GetBaseType(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).BaseType;\n\t\t}\n\n\n\t\tpublic override bool IsValueType(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsValueType;\n\t\t}\n\n\t\tpublic override bool IsInterface(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsInterface;\n\t\t}\n\n\t\tpublic override bool IsNestedPublic(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsNestedPublic;\n\t\t}\n\t\tpublic override bool IsAbstract(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsAbstract;\n\t\t}\n\n\t\tpublic override bool IsEnum(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsEnum;\n\t\t}\n\n\t\tpublic override bool IsGenericTypeDefinition(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsGenericTypeDefinition;\n\t\t}\n\n\t\tpublic override bool IsGenericType(Type t)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).IsGenericType;\n\t\t}\n\n\t\tpublic override Attribute[] GetCustomAttributes(Type t, bool inherit)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).GetCustomAttributes(inherit).OfType<Attribute>().ToArray();\n\t\t}\n\n\t\tpublic override Attribute[] GetCustomAttributes(Type t, Type at, bool inherit)\n\t\t{\n\t\t\treturn GetTypeInfoFromType(t).GetCustomAttributes(at, inherit).OfType<Attribute>().ToArray();\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base/FrameworkReflectionBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eed2eeae1e1cc5b41b53d13ad011cc4a\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/Base.meta",
    "content": "fileFormatVersion: 2\nguid: cbaa685e2a65e51458c07a360dac4385\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkCLR.cs",
    "content": "﻿#if !(DOTNET_CORE || NETFX_CORE) && !PCL\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tclass FrameworkCurrent : FrameworkClrBase\n\t{\n\t\tpublic override Type GetTypeInfoFromType(Type t)\n\t\t{\n\t\t\treturn t;\n\t\t}\n\n\t\tpublic override bool IsDbNull(object o)\n\t\t{\n\t\t\treturn o != null && Convert.IsDBNull(o);\n\t\t}\n\n\n\t\tpublic override bool StringContainsChar(string str, char chr)\n\t\t{\n\t\t\treturn str.Contains(chr);\n\t\t}\n\n\t\tpublic override Type GetInterface(Type type, string name)\n\t\t{\n\t\t\treturn type.GetInterface(name);\n\t\t}\n\t}\n}\n\n#endif\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkCLR.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 89a0a6ed7d72afc43a6cf6296b166719\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkCore.cs",
    "content": "﻿#if DOTNET_CORE\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tclass FrameworkCurrent : FrameworkClrBase\n\t{\n\t\tpublic override Type GetInterface(Type type, string name)\n\t\t{\n\t\t\treturn type.GetTypeInfo().GetInterface(name);\n\t\t}\n\n\t\tpublic override TypeInfo GetTypeInfoFromType(Type t)\n\t\t{\n\t\t\treturn t.GetTypeInfo();\n\t\t}\n\n\t\tpublic override bool IsDbNull(object o)\n\t\t{\n\t\t\treturn o != null && o.GetType().FullName.StartsWith(\"System.DBNull\");\n\t\t}\n\n\t\tpublic override bool StringContainsChar(string str, char chr)\n\t\t{\n\t\t\treturn str.Contains(chr);\n\t\t}\n\t}\n}\n#endif\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkCore.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 63b8b39c7dae2264da27bc3c86b6cba8\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkPCL.cs",
    "content": "﻿#if !(DOTNET_CORE || NETFX_CORE) && PCL\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tclass FrameworkCurrent : FrameworkClrBase\n\t{\n\t\tpublic override Type GetTypeInfoFromType(Type t)\n\t\t{\n\t\t\treturn t;\n\t\t}\n\n\t\tpublic override bool IsDbNull(object o)\n\t\t{\n\t\t\treturn o != null && o.GetType().FullName.StartsWith(\"System.DBNull\");\n\t\t}\n\n\t\tpublic override bool StringContainsChar(string str, char chr)\n\t\t{\n\t\t\treturn str.Contains(chr.ToString());\n\t\t}\n\n\t\tpublic override Type GetInterface(Type type, string name)\n\t\t{\n\t\t\treturn type.GetInterfaces().\n\t\t\t\tFirstOrDefault(t => t.Name == name);\n\t\t}\n\t}\n}\n\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkPCL.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9fd84232f68f540419cce119f45dd93f\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkWin8.cs",
    "content": "﻿#if NETFX_CORE && !DOTNET_CORE\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Compatibility.Frameworks\n{\n\tclass FrameworkCurrent : FrameworkReflectionBase\n\t{\n\t\tpublic override TypeInfo GetTypeInfoFromType(Type t)\n\t\t{\n\t\t\treturn t.GetTypeInfo();\n\t\t}\n\n\t\tprivate T[] SafeArray<T>(IEnumerable<T> prop) \n\t\t{\n\t\t\treturn prop != null ? prop.ToArray() : new T[0];\n\t\t}\n\n\t\tpublic override MethodInfo GetAddMethod(EventInfo ei)\n\t\t{\n\t\t\treturn ei.AddMethod;\n\t\t}\n\n\t\tpublic override ConstructorInfo[] GetConstructors(Type type)\n\t\t{\n\t\t\treturn SafeArray(GetTypeInfoFromType(type).DeclaredConstructors);\n\t\t}\n\n\t\tpublic override EventInfo[] GetEvents(Type type)\n\t\t{\n\t\t\treturn SafeArray(type.GetRuntimeEvents());\n\t\t}\n\n\t\tpublic override FieldInfo[] GetFields(Type type)\n\t\t{\n\t\t\treturn SafeArray(type.GetRuntimeFields());\n\t\t}\n\n\t\tpublic override Type[] GetGenericArguments(Type type)\n\t\t{\n\t\t\treturn type.GetTypeInfo().GenericTypeArguments;\n\t\t}\n\n\t\tpublic override MethodInfo GetGetMethod(PropertyInfo pi)\n\t\t{\n\t\t\treturn pi.GetMethod;\n\t\t}\n\n\t\tpublic override Type GetInterface(Type type, string name)\n\t\t{\n\t\t\treturn type.GetTypeInfo().ImplementedInterfaces.FirstOrDefault(t => t.Name == name);\n\t\t}\n\n\t\tpublic override Type[] GetInterfaces(Type t)\n\t\t{\n\t\t\treturn SafeArray(GetTypeInfoFromType(t).ImplementedInterfaces);\n\t\t}\n\n\t\tpublic override MethodInfo GetMethod(Type type, string name)\n\t\t{\n\t\t\treturn type.GetRuntimeMethods().FirstOrDefault(mi => mi.Name == name);\n\t\t}\n\n\t\tpublic override MethodInfo[] GetMethods(Type type)\n\t\t{\n\t\t\treturn SafeArray(type.GetRuntimeMethods());\n\t\t}\n\n\t\tpublic override Type[] GetNestedTypes(Type type)\n\t\t{\n\t\t\treturn SafeArray(GetTypeInfoFromType(type).DeclaredNestedTypes.Select(ti => ti.AsType()));\n\t\t}\n\n\t\tpublic override PropertyInfo[] GetProperties(Type type)\n\t\t{\n\t\t\treturn SafeArray(type.GetRuntimeProperties());\n\t\t}\n\n\t\tpublic override PropertyInfo GetProperty(Type type, string name)\n\t\t{\n\t\t\treturn type.GetRuntimeProperty(name);\n\t\t}\n\n\t\tpublic override MethodInfo GetRemoveMethod(EventInfo ei)\n\t\t{\n\t\t\treturn ei.RemoveMethod;\n\t\t}\n\n\t\tpublic override MethodInfo GetSetMethod(PropertyInfo pi)\n\t\t{\n\t\t\treturn pi.SetMethod;\n\t\t}\n\n\n\t\tpublic override bool IsAssignableFrom(Type current, Type toCompare)\n\t\t{\n\t\t\treturn current.GetTypeInfo().IsAssignableFrom(toCompare.GetTypeInfo());\n\t\t}\n\n\t\tpublic override bool IsDbNull(object o)\n\t\t{\n\t\t\treturn o != null && o.GetType().FullName.StartsWith(\"System.DBNull\");\n\t\t}\n\n\t\tpublic override bool IsInstanceOfType(Type t, object o)\n\t\t{\n\t\t\tif (o == null)\n\t\t\t\treturn false;\n\n\t\t\treturn t.GetTypeInfo().IsAssignableFrom(o.GetType().GetTypeInfo());\n\t\t}\n\n\t\tpublic override bool StringContainsChar(string str, char chr)\n\t\t{\n\t\t\treturn str.Contains(chr);\n\t\t}\n\n\t\tpublic override MethodInfo GetMethod(Type resourcesType, string name, Type[] types)\n\t\t{\n\t\t\treturn resourcesType.GetRuntimeMethod(name, types);\n\t\t}\n\n\t\tpublic override Type[] GetAssemblyTypes(Assembly asm)\n\t\t{\n\t\t\treturn SafeArray(asm.DefinedTypes.Select(ti => ti.AsType()));\n\t\t}\n\n\t}\n}\n#endif\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Frameworks/FrameworkWin8.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Compatibility/Stopwatch.cs",
    "content": "﻿#if PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET))\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace System.Diagnostics\n{\n\tinternal class Stopwatch\n\t{\n\t\tDateTime startTime, stopTime;\n\n\t\tpublic void Start() \n\t\t{\n\t\t\tstartTime = DateTime.UtcNow;\n\t\t}\n\t\t\n\t\tpublic void Stop() \n\t\t{\n\t\t\tstopTime = DateTime.UtcNow;\n\t\t}\n\n\t\tpublic static Stopwatch StartNew()\n\t\t{\n\t\t\tStopwatch sw = new Stopwatch();\n\t\t\tsw.Start();\n\t\t\treturn sw;\n\t\t}\n\n\t\tpublic long ElapsedMilliseconds\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn (long)((stopTime - startTime).TotalMilliseconds);\n\t\t\t}\n\t\t}\n\n\n\t}\n}\n#endif"
  },
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/BasicModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.Text;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing basic Lua functions (print, type, tostring, etc) as a MoonSharp module.\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class BasicModule\n\t{\n\t\t//type (v)\n\t\t//----------------------------------------------------------------------------------------------------------------\n\t\t//Returns the type of its only argument, coded as a string. The possible results of this function are \"nil\" \n\t\t//(a string, not the value nil), \"number\", \"string\", \"boolean\", \"table\", \"function\", \"thread\", and \"userdata\". \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue type(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args.Count < 1) throw ScriptRuntimeException.BadArgumentValueExpected(0, \"type\");\n\n\t\t\tDynValue v = args[0];\n\t\t\treturn DynValue.NewString(v.Type.ToLuaTypeString());\n\t\t}\n\n\n\n\t\t//assert (v [, message])\n\t\t//----------------------------------------------------------------------------------------------------------------\n\t\t//Issues an error when the value of its argument v is false (i.e., nil or false); \n\t\t//otherwise, returns all its arguments. message is an error message; when absent, it defaults to \"assertion failed!\" \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue assert(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args[0];\n\t\t\tDynValue message = args[1];\n\n\t\t\tif (!v.CastToBool())\n\t\t\t{\n\t\t\t\tif (message.IsNil())\n\t\t\t\t\tthrow new ScriptRuntimeException(\"assertion failed!\"); // { DoNotDecorateMessage = true };\n\t\t\t\telse\n\t\t\t\t\tthrow new ScriptRuntimeException(message.ToPrintString()); // { DoNotDecorateMessage = true };\n\t\t\t}\n\n\t\t\treturn DynValue.NewTupleNested(args.GetArray());\n\t\t}\n\n\t\t// collectgarbage  ([opt [, arg]])\n\t\t// ----------------------------------------------------------------------------------------------------------------\n\t\t// This function is mostly a stub towards the CLR GC. If mode is nil, \"collect\" or \"restart\", a GC is forced.\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue collectgarbage(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue opt = args[0];\n\n\t\t\tstring mode = opt.CastToString();\n\n\t\t\tif (mode == null || mode == \"collect\" || mode == \"restart\")\n\t\t\t{\n#if PCL || ENABLE_DOTNET\n\t\t\t\tGC.Collect();\n#else\n\t\t\t\tGC.Collect(2, GCCollectionMode.Forced);\n#endif\n\t\t\t}\n\n\t\t\treturn DynValue.Nil;\n\t\t}\n\n\t\t// error (message [, level])\n\t\t// ----------------------------------------------------------------------------------------------------------------\n\t\t// Terminates the last protected function called and returns message as the error message. Function error never returns.\n\t\t// Usually, error adds some information about the error position at the beginning of the message. \n\t\t// The level argument specifies how to get the error position. \n\t\t// With level 1 (the default), the error position is where the error function was called. \n\t\t// Level 2 points the error to where the function that called error was called; and so on. \n\t\t// Passing a level 0 avoids the addition of error position information to the message. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue error(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue message = args.AsType(0, \"error\", DataType.String, false);\n\t\t\tDynValue level = args.AsType(1, \"error\", DataType.Number, true);\n\n            Coroutine cor = executionContext.GetCallingCoroutine();\n\n            WatchItem[] stacktrace = cor.GetStackTrace(0, executionContext.CallingLocation);\n\n            var e = new ScriptRuntimeException(message.String);\n\n            if (level.IsNil())\n            {\n                level = DynValue.NewNumber(1); // Default\n            }\n\n            if (level.Number > 0 && level.Number < stacktrace.Length)\n            {\n                    // Lua allows levels up to max. value of a double, while this has to be cast to int\n                    // Probably never will be a problem, just leaving this note here\n                    WatchItem wi = stacktrace[(int)level.Number];\n\n                    e.DecorateMessage(executionContext.GetScript(), wi.Location);\n            }\n            else\n            {\n                e.DoNotDecorateMessage = true;\n            }\n\n            throw e;\n\t\t}\n\n\n\t\t// tostring (v)\n\t\t// ----------------------------------------------------------------------------------------------------------------\n\t\t// Receives a value of any type and converts it to a string in a reasonable format. (For complete control of how \n\t\t// numbers are converted, use string.format.)\n\t\t// \n\t\t// If the metatable of v has a \"__tostring\" field, then tostring calls the corresponding value with v as argument, \n\t\t// and uses the result of the call as its result. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tostring(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args.Count < 1) throw ScriptRuntimeException.BadArgumentValueExpected(0, \"tostring\");\n\n\t\t\tDynValue v = args[0];\n\t\t\tDynValue tail = executionContext.GetMetamethodTailCall(v, \"__tostring\", v);\n\t\t\t\n\t\t\tif (tail == null || tail.IsNil())\n\t\t\t\treturn DynValue.NewString(v.ToPrintString());\n\n\t\t\ttail.TailCallData.Continuation = new CallbackFunction(__tostring_continuation, \"__tostring\");\n\n\t\t\treturn tail;\n\t\t}\n\n\t\tprivate static DynValue __tostring_continuation(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue b = args[0].ToScalar();\n\n\t\t\tif (b.IsNil())\n\t\t\t\treturn b;\n\n\t\t\tif (b.Type != DataType.String)\n\t\t\t\tthrow new ScriptRuntimeException(\"'tostring' must return a string\");\n\n\n\t\t\treturn b;\n\t\t}\n\n\t\t// select (index, ...)\n\t\t// -----------------------------------------------------------------------------\n\t\t// If index is a number, returns all arguments after argument number index; a negative number indexes from \n\t\t// the end (-1 is the last argument). Otherwise, index must be the string \"#\", and select returns the total\n\t\t// number of extra arguments it received. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue select(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args[0].Type == DataType.String && args[0].String == \"#\")\n\t\t\t{\n\t\t\t\tif (args[args.Count - 1].Type == DataType.Tuple)\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewNumber(args.Count - 1 + args[args.Count - 1].Tuple.Length);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewNumber(args.Count - 1);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tDynValue v_num = args.AsType(0, \"select\", DataType.Number, false);\n\t\t\tint num = (int)v_num.Number;\n\n\t\t\tList<DynValue> values = new List<DynValue>();\n\n\t\t\tif (num > 0)\n\t\t\t{\n\t\t\t\tfor (int i = num; i < args.Count; i++)\n\t\t\t\t\tvalues.Add(args[i]);\n\t\t\t}\n\t\t\telse if (num < 0)\n\t\t\t{\n\t\t\t\tnum = args.Count + num;\n\n\t\t\t\tif (num < 1)\n\t\t\t\t\tthrow ScriptRuntimeException.BadArgumentIndexOutOfRange(\"select\", 0);\n\n\t\t\t\tfor (int i = num; i < args.Count; i++)\n\t\t\t\t\tvalues.Add(args[i]);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow ScriptRuntimeException.BadArgumentIndexOutOfRange(\"select\", 0);\n\t\t\t}\n\n\t\t\treturn DynValue.NewTupleNested(values.ToArray());\n\t\t}\n\n\n\n\n\t\t// tonumber (e [, base])\n\t\t// ----------------------------------------------------------------------------------------------------------------\n\t\t// When called with no base, tonumber tries to convert its argument to a number. If the argument is already \n\t\t// a number or a string convertible to a number (see §3.4.2), then tonumber returns this number; otherwise, \n\t\t// it returns nil.\n\t\t//\n\t\t// When called with base, then e should be a string to be interpreted as an integer numeral in that base. \n\t\t// The base may be any integer between 2 and 36, inclusive. In bases above 10, the letter 'A' (in either \n\t\t// upper or lower case) represents 10, 'B' represents 11, and so forth, with 'Z' representing 35. If the \n\t\t// string e is not a valid numeral in the given base, the function returns nil. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tonumber(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args.Count < 1) throw ScriptRuntimeException.BadArgumentValueExpected(0, \"tonumber\");\n\n\t\t\tDynValue e = args[0];\n\t\t\tDynValue b = args.AsType(1, \"tonumber\", DataType.Number, true);\n\n\t\t\tif (b.IsNil())\n\t\t\t{\n\t\t\t\tif (e.Type == DataType.Number)\n\t\t\t\t\treturn e;\n\n\t\t\t\tif (e.Type != DataType.String)\n\t\t\t\t\treturn DynValue.Nil;\n\n\t\t\t\tdouble d;\n\t\t\t\tif (double.TryParse(e.String, NumberStyles.Any, CultureInfo.InvariantCulture, out d))\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewNumber(d);\n\t\t\t\t}\n\t\t\t\treturn DynValue.Nil;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n                //!COMPAT: tonumber supports only 2,8,10 or 16 as base\n                //UPDATE: added support for 3-9 base numbers\n                DynValue ee;\n\n\t\t\t\tif (args[0].Type != DataType.Number)\n\t\t\t\t\tee = args.AsType(0, \"tonumber\", DataType.String, false);\n\t\t\t\telse\n\t\t\t\t\tee = DynValue.NewString(args[0].Number.ToString(CultureInfo.InvariantCulture)); ;\n\n\t\t\t\tint bb = (int)b.Number;\n\n\t\t\t    uint uiv = 0;\n                if (bb == 2 || bb == 8 || bb == 10 || bb == 16)\n\t\t\t    {\n                    uiv = Convert.ToUInt32(ee.String.Trim(), bb);\n                }\n\t\t\t    else if (bb < 10 && bb > 2) // Support for 3, 4, 5, 6, 7 and 9 based numbers\n\t\t\t    {\n\t\t\t        foreach (char digit in ee.String.Trim())\n\t\t\t        {\n\t\t\t            int value = digit - 48;\n\t\t\t            if (value < 0 || value >= bb)\n\t\t\t            {\n                            throw new ScriptRuntimeException(\"bad argument #1 to 'tonumber' (invalid character)\");\n                        }\n\n                        uiv = (uint)(uiv * bb) + (uint)value;\n\t\t\t        }\n                }\n\t\t\t    else\n\t\t\t    {\n                    throw new ScriptRuntimeException(\"bad argument #2 to 'tonumber' (base out of range)\");\n                }\n\n\t\t\t\treturn DynValue.NewNumber(uiv);\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue print(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tif (args[i].IsVoid())\n\t\t\t\t\tbreak;\n\n\t\t\t\tif (i != 0)\n\t\t\t\t\tsb.Append('\\t');\n\n\t\t\t\tsb.Append(args.AsStringUsingMeta(executionContext, i, \"print\"));\n\t\t\t}\n\n\t\t\texecutionContext.GetScript().Options.DebugPrint(sb.ToString());\n\n\t\t\treturn DynValue.Nil;\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/BasicModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 804fc1452b54d554993e2d1b594721e6\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/Bit32Module.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing bit32 Lua functions \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"bit32\")]\n\tpublic class Bit32Module\n\t{\n\t\tstatic readonly uint[] MASKS = new uint[] { \n\t\t\t\t\t\t\t\t\t 0x1, 0x3, 0x7, 0xF,\n\t\t\t\t\t\t\t\t\t 0x1F, 0x3F, 0x7F, 0xFF,\n\t\t\t\t\t\t\t\t\t 0x1FF, 0x3FF, 0x7FF, 0xFFF,\n\t\t\t\t\t\t\t\t\t 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF,\n\t\t\t\t\t\t\t\t\t 0x1FFFF, 0x3FFFF, 0x7FFFF, 0xFFFFF,\n\t\t\t\t\t\t\t\t\t 0x1FFFFF, 0x3FFFFF, 0x7FFFFF, 0xFFFFFF,\n\t\t\t\t\t\t\t\t\t 0x1FFFFFF, 0x3FFFFFF, 0x7FFFFFF, 0xFFFFFFF,\n\t\t\t\t\t\t\t\t\t 0x1FFFFFFF, 0x3FFFFFFF, 0x7FFFFFFF, 0xFFFFFFFF, };\n\n\t\tstatic uint ToUInt32(DynValue v)\n\t\t{\n\t\t\tdouble d = v.Number;\n\t\t\td = Math.IEEERemainder(d, Math.Pow(2.0, 32.0));\n\t\t\treturn (uint)d;\n\t\t}\n\n\t\tstatic int ToInt32(DynValue v)\n\t\t{\n\t\t\tdouble d = v.Number;\n\t\t\td = Math.IEEERemainder(d, Math.Pow(2.0, 32.0));\n\t\t\treturn (int)d;\n\t\t}\n\n\t\tstatic uint NBitMask(int bits)\n\t\t{\n\n\t\t\tif (bits <= 0)\n\t\t\t\treturn 0;\n\t\t\tif (bits >= 32)\n\t\t\t\treturn MASKS[31];\n\n\t\t\treturn MASKS[bits - 1];\n\t\t}\n\n\t\tpublic static uint Bitwise(string funcName, CallbackArguments args, Func<uint, uint, uint> accumFunc)\n\t\t{\n\t\t\tuint accum = ToUInt32(args.AsType(0, funcName, DataType.Number, false));\n\n\t\t\tfor (int i = 1; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tuint vv = ToUInt32(args.AsType(i, funcName, DataType.Number, false));\n\t\t\t\taccum = accumFunc(accum, vv);\n\t\t\t}\n\n\t\t\treturn accum;\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue extract(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"extract\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_pos = args.AsType(1, \"extract\", DataType.Number);\n\t\t\tDynValue v_width = args.AsType(2, \"extract\", DataType.Number, true);\n\n\t\t\tint pos = (int)v_pos.Number;\n\t\t\tint width = (v_width).IsNilOrNan() ? 1 : (int)v_width.Number;\n\n\t\t\tValidatePosWidth(\"extract\", 2, pos, width);\n\n\t\t\tuint res = (v >> pos) & NBitMask(width);\n\t\t\treturn DynValue.NewNumber(res);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue replace(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"replace\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_u = args.AsType(1, \"replace\", DataType.Number);\n\t\t\tuint u = ToUInt32(v_u);\n\t\t\tDynValue v_pos = args.AsType(2, \"replace\", DataType.Number);\n\t\t\tDynValue v_width = args.AsType(3, \"replace\", DataType.Number, true);\n\n\t\t\tint pos = (int)v_pos.Number;\n\t\t\tint width = (v_width).IsNilOrNan() ? 1 : (int)v_width.Number;\n\n\t\t\tValidatePosWidth(\"replace\", 3, pos, width);\n\n\t\t\tuint mask = NBitMask(width) << pos;\n\t\t\tv = v & (~mask);\n\t\t\tu = u & (mask);\n\t\t\tv = v | u;\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\n\t\tprivate static void ValidatePosWidth(string func, int argPos, int pos, int width)\n\t\t{\n\t\t\tif (pos > 31 || (pos + width) > 31)\n\t\t\t\tthrow new ScriptRuntimeException(\"trying to access non-existent bits\");\n\n\t\t\tif (pos < 0)\n\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #{1} to '{0}' (field cannot be negative)\", func, argPos);\n\n\t\t\tif (width <= 0)\n\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #{1} to '{0}' (width must be positive)\", func, argPos+1);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue arshift(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"arshift\", DataType.Number);\n\t\t\tint v = ToInt32(v_v);\n\n\t\t\tDynValue v_a = args.AsType(1, \"arshift\", DataType.Number);\n\n\t\t\tint a = (int)v_a.Number;\n\n\t\t\tif (a < 0)\n\t\t\t\tv = v << -a;\n\t\t\telse\n\t\t\t\tv = v >> a;\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rshift(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"rshift\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_a = args.AsType(1, \"rshift\", DataType.Number);\n\n\t\t\tint a = (int)v_a.Number;\n\n\t\t\tif (a < 0)\n\t\t\t\tv = v << -a;\n\t\t\telse\n\t\t\t\tv = v >> a;\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue lshift(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"lshift\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_a = args.AsType(1, \"lshift\", DataType.Number);\n\n\t\t\tint a = (int)v_a.Number;\n\n\t\t\tif (a < 0)\n\t\t\t\tv = v >> -a;\n\t\t\telse\n\t\t\t\tv = v << a;\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue band(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewNumber(Bitwise(\"band\", args, (x, y) => x & y));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue btest(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewBoolean(0 != Bitwise(\"btest\", args, (x, y) => x & y));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue bor(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewNumber(Bitwise(\"bor\", args, (x, y) => x | y));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue bnot(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"bnot\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\t\t\treturn DynValue.NewNumber(~v);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue bxor(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewNumber(Bitwise(\"bxor\", args, (x, y) => x ^ y));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue lrotate(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"lrotate\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_a = args.AsType(1, \"lrotate\", DataType.Number);\n\n\t\t\tint a = ((int)v_a.Number) % 32;\n\n\t\t\tif (a < 0)\n\t\t\t\tv = (v >> (-a)) | (v << (32 + a));\n\t\t\telse\n\t\t\t\tv = (v << a) | (v >> (32 - a));\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rrotate(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_v = args.AsType(0, \"rrotate\", DataType.Number);\n\t\t\tuint v = ToUInt32(v_v);\n\n\t\t\tDynValue v_a = args.AsType(1, \"rrotate\", DataType.Number);\n\n\t\t\tint a = ((int)v_a.Number) % 32;\n\n\t\t\tif (a < 0)\n\t\t\t\tv = (v << (-a)) | (v >> (32 + a));\n\t\t\telse\n\t\t\t\tv = (v >> a) | (v << (32 - a));\n\n\t\t\treturn DynValue.NewNumber(v);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/Bit32Module.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d3ce764870d134e4b9653557d9c2bb8e\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/CoroutineModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing coroutine Lua functions \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"coroutine\")]\n\tpublic class CoroutineModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue create(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args[0].Type != DataType.Function && args[0].Type != DataType.ClrFunction)\n\t\t\t\targs.AsType(0, \"create\", DataType.Function); // this throws\n\n\t\t\treturn executionContext.GetScript().CreateCoroutine(args[0]);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue wrap(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args[0].Type != DataType.Function && args[0].Type != DataType.ClrFunction)\n\t\t\t\targs.AsType(0, \"wrap\", DataType.Function); // this throws\n\n\t\t\tDynValue v = create(executionContext, args);\n\t\t\tDynValue c = DynValue.NewCallback(__wrap_wrapper);\n\t\t\tc.Callback.AdditionalData = v;\n\t\t\treturn c;\n\t\t}\n\n\t\tpublic static DynValue __wrap_wrapper(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue handle = (DynValue)executionContext.AdditionalData;\n\t\t\treturn handle.Coroutine.Resume(args.GetArray());\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue resume(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue handle = args.AsType(0, \"resume\", DataType.Thread);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue ret = handle.Coroutine.Resume(args.GetArray(1));\n\n\t\t\t\tList<DynValue> retval = new List<DynValue>();\n\t\t\t\tretval.Add(DynValue.True);\n\n\t\t\t\tif (ret.Type == DataType.Tuple)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < ret.Tuple.Length; i++)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar v = ret.Tuple[i];\n\n\t\t\t\t\t\tif ((i == ret.Tuple.Length - 1) && (v.Type == DataType.Tuple))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tretval.AddRange(v.Tuple);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tretval.Add(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tretval.Add(ret);\n\t\t\t\t}\n\n\t\t\t\treturn DynValue.NewTuple(retval.ToArray());\n\t\t\t}\n\t\t\tcatch (ScriptRuntimeException ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(\n\t\t\t\t\tDynValue.False,\n\t\t\t\t\tDynValue.NewString(ex.Message));\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue yield(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewYieldReq(args.GetArray());\n\t\t}\n\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue running(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tCoroutine C = executionContext.GetCallingCoroutine();\n\t\t\treturn DynValue.NewTuple(DynValue.NewCoroutine(C), DynValue.NewBoolean(C.State == CoroutineState.Main));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue status(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue handle = args.AsType(0, \"status\", DataType.Thread);\n\t\t\tCoroutine running = executionContext.GetCallingCoroutine();\n\t\t\tCoroutineState cs = handle.Coroutine.State;\n\n\t\t\tswitch (cs)\n\t\t\t{\n\t\t\t\tcase CoroutineState.Main:\n\t\t\t\tcase CoroutineState.Running:\n\t\t\t\t\treturn (handle.Coroutine == running) ?\n\t\t\t\t\t\tDynValue.NewString(\"running\") :\n\t\t\t\t\t\tDynValue.NewString(\"normal\");\n\t\t\t\tcase CoroutineState.NotStarted:\n\t\t\t\tcase CoroutineState.Suspended:\n\t\t\t\tcase CoroutineState.ForceSuspended:\n\t\t\t\t\treturn DynValue.NewString(\"suspended\");\n\t\t\t\tcase CoroutineState.Dead:\n\t\t\t\t\treturn DynValue.NewString(\"dead\");\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected coroutine state {0}\", cs);\n\t\t\t}\n\t\n\t\t}\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/CoroutineModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88df6d6f267c35f4f8fb2b5ba8fcbc4e\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/DebugModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.Text;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.REPL;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing debug Lua functions. Support for the debug module is partial. \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"debug\")]\n\tpublic class DebugModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue debug(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tScript script = executionContext.GetScript();\n\n\t\t\tif (script.Options.DebugInput == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"debug.debug not supported on this platform/configuration\");\n\n\t\t\tReplInterpreter interpreter = new ReplInterpreter(script)\n\t\t\t\t{\n\t\t\t\t\tHandleDynamicExprs = false,\n\t\t\t\t\tHandleClassicExprsSyntax = true\n\t\t\t\t};\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tstring s = script.Options.DebugInput(interpreter.ClassicPrompt + \" \");\n\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tDynValue result = interpreter.Evaluate(s);\n\n\t\t\t\t\tif (result != null && result.Type != DataType.Void)\n\t\t\t\t\t\tscript.Options.DebugPrint(string.Format(\"{0}\", result));\n\t\t\t\t}\n\t\t\t\tcatch (InterpreterException ex)\n\t\t\t\t{\n\t\t\t\t\tscript.Options.DebugPrint(string.Format(\"{0}\", ex.DecoratedMessage ?? ex.Message));\n\t\t\t\t}\n\t\t\t\tcatch (Exception ex)\n\t\t\t\t{\n\t\t\t\t\tscript.Options.DebugPrint(string.Format(\"{0}\", ex.Message));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getuservalue(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args[0];\n\n\t\t\tif (v.Type != DataType.UserData)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\treturn v.UserData.UserValue ?? DynValue.Nil;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue setuservalue(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args.AsType(0, \"setuservalue\", DataType.UserData, false);\n\t\t\tDynValue t = args.AsType(1, \"setuservalue\", DataType.Table, true);\n\n\t\t\treturn v.UserData.UserValue = t;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getregistry(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewTable(executionContext.GetScript().Registry);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getmetatable(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args[0];\n\t\t\tScript S = executionContext.GetScript();\n\n\t\t\tif (v.Type.CanHaveTypeMetatables())\n\t\t\t\treturn DynValue.NewTable(S.GetTypeMetatable(v.Type));\n\t\t\telse if (v.Type == DataType.Table)\n\t\t\t\treturn DynValue.NewTable(v.Table.MetaTable);\n\t\t\telse\n\t\t\t\treturn DynValue.Nil;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue setmetatable(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args[0];\n\t\t\tDynValue t = args.AsType(1, \"setmetatable\", DataType.Table, true);\n\t\t\tTable m = (t.IsNil()) ? null : t.Table;\n\t\t\tScript S = executionContext.GetScript();\n\n\t\t\tif (v.Type.CanHaveTypeMetatables())\n\t\t\t\tS.SetTypeMetatable(v.Type, m);\n\t\t\telse if (v.Type == DataType.Table)\n\t\t\t\tv.Table.MetaTable = m;\n\t\t\telse\n\t\t\t\tthrow new ScriptRuntimeException(\"cannot debug.setmetatable on type {0}\", v.Type.ToErrorTypeString());\n\n\t\t\treturn v;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getupvalue(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tvar index = (int)args.AsType(1, \"getupvalue\", DataType.Number, false).Number - 1;\n\n\t\t\tif (args[0].Type == DataType.ClrFunction)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tvar fn = args.AsType(0, \"getupvalue\", DataType.Function, false).Function;\n\n\t\t\tvar closure = fn.ClosureContext;\n\n\t\t\tif (index < 0 || index >= closure.Count)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\treturn DynValue.NewTuple(\n\t\t\t\tDynValue.NewString(closure.Symbols[index]),\n\t\t\t\tclosure[index]);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue upvalueid(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tvar index = (int)args.AsType(1, \"getupvalue\", DataType.Number, false).Number - 1;\n\n\t\t\tif (args[0].Type == DataType.ClrFunction)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tvar fn = args.AsType(0, \"getupvalue\", DataType.Function, false).Function;\n\n\t\t\tvar closure = fn.ClosureContext;\n\n\t\t\tif (index < 0 || index >= closure.Count)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\treturn DynValue.NewNumber(closure[index].ReferenceID);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue setupvalue(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tvar index = (int)args.AsType(1, \"setupvalue\", DataType.Number, false).Number - 1;\n\n\t\t\tif (args[0].Type == DataType.ClrFunction)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tvar fn = args.AsType(0, \"setupvalue\", DataType.Function, false).Function;\n\n\t\t\tvar closure = fn.ClosureContext;\n\n\t\t\tif (index < 0 || index >= closure.Count)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tclosure[index].Assign(args[2]);\n\n\t\t\treturn DynValue.NewString(closure.Symbols[index]);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue upvaluejoin(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue f1 = args.AsType(0, \"upvaluejoin\", DataType.Function, false);\n\t\t\tDynValue f2 = args.AsType(2, \"upvaluejoin\", DataType.Function, false);\n\t\t\tint n1 = args.AsInt(1, \"upvaluejoin\") - 1;\n\t\t\tint n2 = args.AsInt(3, \"upvaluejoin\") - 1;\n\n\t\t\tClosure c1 = f1.Function;\n\t\t\tClosure c2 = f2.Function;\n\n\t\t\tif (n1 < 0 || n1 >= c1.ClosureContext.Count)\n\t\t\t\tthrow ScriptRuntimeException.BadArgument(1, \"upvaluejoin\", \"invalid upvalue index\");\n\t\t\t\n\t\t\tif (n2 < 0 || n2 >= c2.ClosureContext.Count)\n\t\t\t\tthrow ScriptRuntimeException.BadArgument(3, \"upvaluejoin\", \"invalid upvalue index\");\n\n\t\t\tc2.ClosureContext[n2] = c1.ClosureContext[n1];\n\n\t\t\treturn DynValue.Void;\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue traceback(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tDynValue vmessage = args[0];\n\t\t\tDynValue vlevel = args[1];\n\n\t\t\tdouble defaultSkip = 1.0;\n\n\t\t\tCoroutine cor = executionContext.GetCallingCoroutine();\n\n\t\t\tif (vmessage.Type == DataType.Thread)\n\t\t\t{\n\t\t\t\tcor = vmessage.Coroutine;\n\t\t\t\tvmessage = args[1];\n\t\t\t\tvlevel = args[2];\n\t\t\t\tdefaultSkip = 0.0;\n\t\t\t}\n\n\t\t\tif (vmessage.IsNotNil() && vmessage.Type != DataType.String && vmessage.Type != DataType.Number)\n\t\t\t{\n\t\t\t\treturn vmessage;\n\t\t\t}\n\n\t\t\tstring message = vmessage.CastToString();\n\n\t\t\tint skip = (int)((vlevel.CastToNumber()) ?? defaultSkip);\n\n\t\t\tWatchItem[] stacktrace = cor.GetStackTrace(Math.Max(0, skip));\n\n\t\t\tif (message != null)\n\t\t\t\tsb.AppendLine(message);\n\n\t\t\tsb.AppendLine(\"stack traceback:\");\n\n\t\t\tforeach (WatchItem wi in stacktrace)\n\t\t\t{\n\t\t\t\tstring name;\n\n\t\t\t\tif (wi.Name == null)\n\t\t\t\t\tif (wi.RetAddress < 0)\n\t\t\t\t\t\tname = \"main chunk\";\n\t\t\t\t\telse\n\t\t\t\t\t\tname = \"?\";\n\t\t\t\telse\n\t\t\t\t\tname = \"function '\" + wi.Name + \"'\";\n\n\t\t\t\tstring loc = wi.Location != null ? wi.Location.FormatLocation(executionContext.GetScript()) : \"[clr]\";\n\t\t\t\tsb.AppendFormat(\"\\t{0}: in {1}\\n\", loc, name);\n\t\t\t}\n\n\t\t\treturn DynValue.NewString(sb);\n\t\t}\n\n\t\t//[MoonSharpModuleMethod]\n\t\t//public static DynValue getlocal(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t//{\n\t\t//\tCoroutine c;\n\t\t//\tint funcIdx;\n\t\t//\tClosure f;\n\t\t//\tint nextArg = ParseComplexArgs(\"getlocal\", executionContext, args, out c, out f, out funcIdx);\n\n\t\t//\tint localIdx = args.AsInt(nextArg, \"getlocal\");\n\n\t\t//\tif (f != null)\n\t\t//\t{\n\t\t\t\t\n\t\t//\t}\n\t\t//\telse\n\t\t//\t{\n\n\t\t//\t}\n\n\n\n\t\t//}\n\n\t\t//private static int ParseComplexArgs(string funcname, ScriptExecutionContext executionContext, CallbackArguments args, out Coroutine c, out Closure f, out int funcIdx)\n\t\t//{\n\t\t//\tDynValue arg1 = args[0];\n\t\t//\tint argbase = 0;\n\t\t//\tc = null;\n\n\t\t//\tif (arg1.Type == DataType.Thread)\n\t\t//\t{\n\t\t//\t\tc = arg1.Coroutine;\n\t\t//\t\targbase = 1;\n\t\t//\t}\n\n\t\t//\tif (args[argbase].Type == DataType.Number)\n\t\t//\t{\n\t\t//\t\tfuncIdx = (int)args[argbase].Number;\n\t\t//\t\tf = null;\n\t\t//\t}\n\t\t//\telse\n\t\t//\t{\n\t\t//\t\tfuncIdx = -1;\n\t\t//\t\tf = args.AsType(argbase, funcname, DataType.Function, false).Function;\n\t\t//\t}\n\n\t\t//\treturn argbase + 1;\n\t\t//}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getinfo(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tCoroutine cor = executionContext.GetCallingCoroutine();\n\t\t\tint vfArgIdx = 0;\n\n\t\t\tif (args[0].Type == DataType.Thread) {\n\t\t\t\tcor = args[0].Coroutine;\n\t\t\t\tvfArgIdx++;\n\t\t\t}\n\n            DynValue vf = args[vfArgIdx+0];\n\t\t\tDynValue vwhat = args[vfArgIdx+1];\n\n            if (vf.Type == DataType.Void || vf.Type == DataType.Nil)\n\t\t\t\tvf = DynValue.NewNumber(1);\n\n            args.AsType(vfArgIdx + 1, \"getinfo\", DataType.String, true);\n\n            string what = vwhat.CastToString() ?? \"nfSlu\";\n\n\t\t\tDynValue vt = DynValue.NewTable(executionContext.GetScript());\n\n\t\t\tif (vf.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tWatchItem[] stacktrace = cor.GetStackTrace((int)vf.Number, executionContext.CallingLocation);\n\t\t\t\tif (stacktrace.Length == 0)\n\t\t\t\t\treturn DynValue.NewNil();\n\t\t\t\tWatchItem wi = stacktrace[0];\n\n\t\t\t\tif (what.Contains(\"n\"))\n\t\t\t\t{\n\t\t\t\t\tvt.Table.Set(\"name\", DynValue.NewString(wi.Name ?? \"\"));\n\t\t\t\t}\n\t\t\t\tif (what.Contains(\"f\"))\n\t\t\t\t{\n\t\t\t\t\tvt.Table.Set(\"func\", wi.Value ?? DynValue.NewNil());\n\t\t\t\t}\n\t\t\t\tif (what.Contains(\"S\"))\n\t\t\t\t{\n\t\t\t\t\tstring source = (wi.Value != null && wi.Value.Type == DataType.Function) ? executionContext.GetScript().GetSourceCode(executionContext.CallingLocation.SourceIdx).Name : \"[C]\";\n\t\t\t\t\tvt.Table.Set(\"source\", DynValue.NewString(\"=\" + source));\n\t\t\t\t\tvt.Table.Set(\"short_src\", DynValue.NewString(source.Length >= 60 ? source.Substring(0, 60) : source));\n\t\t\t\t\tvt.Table.Set(\"what\", DynValue.NewString(wi.Name == null ? \"main\" : ((wi.Value != null && wi.Value.Type == DataType.Function) ? \"Lua\" : \"C\")));\n\t\t\t\t}\n\t\t\t\tif (what.Contains(\"l\"))\n\t\t\t\t{\n\t\t\t\t\tvt.Table.Set(\"currentline\", DynValue.NewNumber(wi.Location != null ? wi.Location.FromLine : executionContext.CallingLocation.FromLine));\n\t\t\t\t}\n\t\t\t\tif (what.Contains(\"u\"))\n\t\t\t\t{\n\t\t\t\t\tvt.Table.Set(\"nups\", DynValue.NewNumber((wi.Value != null && wi.Value.Type == DataType.Function) ? wi.Value.Function.GetUpvaluesCount() : 0));\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\targs.AsType(vfArgIdx + 0, \"getinfo\", DataType.Number, true);\n\t\t\t}\n\n\t\t\treturn vt;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/DebugModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 69c6920527571644c83eb25a9bedeed3\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/DynamicModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing dynamic expression evaluations at runtime (a MoonSharp addition).\n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"dynamic\")]\n\tpublic class DynamicModule\n\t{\n\t\tprivate class DynamicExprWrapper\n\t\t{\n\t\t\tpublic DynamicExpression Expr;\n\t\t}\n\n\t\tpublic static void MoonSharpInit(Table globalTable, Table stringTable)\n\t\t{\n\t\t\tUserData.RegisterType<DynamicExprWrapper>(InteropAccessMode.HideMembers);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue eval(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (args[0].Type == DataType.UserData)\n\t\t\t\t{\n\t\t\t\t\tUserData ud = args[0].UserData;\n\t\t\t\t\tif (ud.Object is DynamicExprWrapper)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn ((DynamicExprWrapper)ud.Object).Expr.Evaluate(executionContext);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow ScriptRuntimeException.BadArgument(0, \"dynamic.eval\", \"A userdata was passed, but was not a previously prepared expression.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tDynValue vs = args.AsType(0, \"dynamic.eval\", DataType.String, false);\n\t\t\t\t\tDynamicExpression expr = executionContext.GetScript().CreateDynamicExpression(vs.String);\n\t\t\t\t\treturn expr.Evaluate(executionContext);\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{ \n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue prepare(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue vs = args.AsType(0, \"dynamic.prepare\", DataType.String, false);\n\t\t\t\tDynamicExpression expr = executionContext.GetScript().CreateDynamicExpression(vs.String);\n\t\t\t\treturn UserData.Create(new DynamicExprWrapper() { Expr = expr });\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n\t\t}\n\n\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/DynamicModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c8c155892d110124a8996ac3232b26be\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/ErrorHandlingModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing error handling Lua functions (pcall and xpcall)\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class ErrorHandlingModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue pcall(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn SetErrorHandlerStrategy(\"pcall\", executionContext, args, null);\n\t\t}\n\n\n\t\tprivate static DynValue SetErrorHandlerStrategy(string funcName, \n\t\t\tScriptExecutionContext executionContext, \n\t\t\tCallbackArguments args,\n\t\t\tDynValue handlerBeforeUnwind)\n\t\t{\n\t\t\tDynValue v = args[0];\n\t\t\tDynValue[] a = new DynValue[args.Count - 1];\n\n\t\t\tfor (int i = 1; i < args.Count; i++)\n\t\t\t\ta[i - 1] = args[i];\n\n\t\t\tif (args[0].Type == DataType.ClrFunction)\n\t\t\t{\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tDynValue ret = args[0].Callback.Invoke(executionContext, a);\n\t\t\t\t\tif (ret.Type == DataType.TailCallRequest)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (ret.TailCallData.Continuation != null || ret.TailCallData.ErrorHandler != null)\n\t\t\t\t\t\t\tthrow new ScriptRuntimeException(\"the function passed to {0} cannot be called directly by {0}. wrap in a script function instead.\", funcName);\n\n\t\t\t\t\t\treturn DynValue.NewTailCallReq(new TailCallData()\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tArgs = ret.TailCallData.Args,\n\t\t\t\t\t\t\tFunction = ret.TailCallData.Function,\n\t\t\t\t\t\t\tContinuation = new CallbackFunction(pcall_continuation, funcName),\n\t\t\t\t\t\t\tErrorHandler = new CallbackFunction(pcall_onerror, funcName),\n\t\t\t\t\t\t\tErrorHandlerBeforeUnwind = handlerBeforeUnwind\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t\telse if (ret.Type == DataType.YieldRequest)\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new ScriptRuntimeException(\"the function passed to {0} cannot be called directly by {0}. wrap in a script function instead.\", funcName);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\treturn DynValue.NewTupleNested(DynValue.True, ret);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcatch (ScriptRuntimeException ex)\n\t\t\t\t{\n\t\t\t\t\texecutionContext.PerformMessageDecorationBeforeUnwind(handlerBeforeUnwind, ex);\n\t\t\t\t\treturn DynValue.NewTupleNested(DynValue.False, DynValue.NewString(ex.DecoratedMessage));\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (args[0].Type != DataType.Function)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTupleNested(DynValue.False, DynValue.NewString(\"attempt to \" + funcName + \" a non-function\"));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn DynValue.NewTailCallReq(new TailCallData()\n\t\t\t\t{\n\t\t\t\t\tArgs = a,\n\t\t\t\t\tFunction = v,\n\t\t\t\t\tContinuation = new CallbackFunction(pcall_continuation, funcName),\n\t\t\t\t\tErrorHandler = new CallbackFunction(pcall_onerror, funcName),\n\t\t\t\t\tErrorHandlerBeforeUnwind = handlerBeforeUnwind\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\tprivate static DynValue MakeReturnTuple(bool retstatus, CallbackArguments args)\n\t\t{\n\t\t\tDynValue[] rets = new DynValue[args.Count + 1];\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t\trets[i + 1] = args[i];\n\n\t\t\trets[0] = DynValue.NewBoolean(retstatus);\n\n\t\t\treturn DynValue.NewTuple(rets);\n\t\t}\n\n\n\t\tpublic static DynValue pcall_continuation(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn MakeReturnTuple(true, args);\t\t\t\n\t\t}\n\n\t\tpublic static DynValue pcall_onerror(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn MakeReturnTuple(false, args);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue xpcall(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tList<DynValue> a = new List<DynValue>();\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tif (i != 1)\n\t\t\t\t\ta.Add(args[i]);\n\t\t\t}\n\n\t\t\tDynValue handler = null;\n\t\t\tif (args[1].Type == DataType.Function || args[1].Type == DataType.ClrFunction)\n\t\t\t{\n\t\t\t\thandler = args[1];\n\t\t\t}\n\t\t\telse if (args[1].Type != DataType.Nil)\n\t\t\t{\n\t\t\t\targs.AsType(1, \"xpcall\", DataType.Function, false);\n\t\t\t}\n\n\t\t\treturn SetErrorHandlerStrategy(\"xpcall\", executionContext, new CallbackArguments(a, false), handler);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/ErrorHandlingModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dcff71d4e23e1b34185b4d536c3c95bb\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/BinaryEncoding.cs",
    "content": "﻿using System.Text;\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\tclass BinaryEncoding : Encoding\n\t{\n\t\tpublic BinaryEncoding()\n\t\t\t: base()\n\t\t{\n\n\t\t}\n\n\t\tpublic override int GetByteCount(char[] chars, int index, int count)\n\t\t{\n\t\t\treturn count;\n\t\t}\n\n\t\tpublic override int GetBytes(char[] chars, int charIndex, int charCount, byte[] bytes, int byteIndex)\n\t\t{\n\t\t\tfor (int i = 0; i < charCount; i++)\n\t\t\t{\n\t\t\t\tbytes[byteIndex + i] = (byte)((int)chars[charIndex + i]);\n\t\t\t}\n\n\t\t\treturn charCount;\n\t\t}\n\n\t\tpublic override int GetCharCount(byte[] bytes, int index, int count)\n\t\t{\n\t\t\treturn count;\n\t\t}\n\n\t\tpublic override int GetChars(byte[] bytes, int byteIndex, int byteCount, char[] chars, int charIndex)\n\t\t{\n\t\t\tfor (int i = 0; i < byteCount; i++)\n\t\t\t{\n\t\t\t\tchars[charIndex + i] = (char)((int)bytes[byteIndex + i]);\n\t\t\t}\n\n\t\t\treturn byteCount;\n\t\t}\n\n\t\tpublic override int GetMaxByteCount(int charCount)\n\t\t{\n\t\t\treturn charCount;\n\t\t}\n\n\t\tpublic override int GetMaxCharCount(int byteCount)\n\t\t{\n\t\t\treturn byteCount;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/BinaryEncoding.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6181d42e0487eb04e8a44d6848a548ef\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/FileUserData.cs",
    "content": "﻿using System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\t/// <summary>\n\t/// Abstract class implementing a file Lua userdata. Methods are meant to be called by Lua code.\n\t/// </summary>\n\tinternal class FileUserData : StreamFileUserDataBase\n\t{\n\t\tpublic FileUserData(Script script, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\tStream stream = Script.GlobalOptions.Platform.IO_OpenFile(script, filename, encoding, mode);\n\n\t\t\tStreamReader reader = (stream.CanRead) ? new StreamReader(stream, encoding) : null;\n\t\t\tStreamWriter writer = (stream.CanWrite) ? new StreamWriter(stream, encoding) : null;\n\n\t\t\tbase.Initialize(stream, reader, writer);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/FileUserData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f41dda436ee619b44b58538554237623\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/FileUserDataBase.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\t/// <summary>\n\t/// Abstract class implementing a file Lua userdata. Methods are meant to be called by Lua code.\n\t/// </summary>\n\tinternal abstract class FileUserDataBase : RefIdObject\n\t{\n\t\tpublic DynValue lines(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tList<DynValue> readLines = new List<DynValue>();\n\n\t\t\tDynValue readValue = null;\n\n\t\t\tdo\n\t\t\t{\n\t\t\t\treadValue = read(executionContext, args);\n\t\t\t\treadLines.Add(readValue);\n\n\t\t\t} while (readValue.IsNotNil());\n\n\t\t\treturn DynValue.FromObject(executionContext.GetScript(), readLines.Select(s => s));\n\t\t}\n\n\t\tpublic DynValue read(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args.Count == 0)\n\t\t\t{\n\t\t\t\tstring str = ReadLine();\n\n\t\t\t\tif (str == null)\n\t\t\t\t\treturn DynValue.Nil;\n\n\t\t\t\tstr = str.TrimEnd('\\n', '\\r');\n\t\t\t\treturn DynValue.NewString(str);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tList<DynValue> rets = new List<DynValue>();\n\n\t\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t\t{\n\t\t\t\t\tDynValue v;\n\n\t\t\t\t\tif (args[i].Type == DataType.Number)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Eof())\n\t\t\t\t\t\t\treturn DynValue.Nil;\n\n\t\t\t\t\t\tint howmany = (int)args[i].Number;\n\n\t\t\t\t\t\tstring str = ReadBuffer(howmany);\n\t\t\t\t\t\tv = DynValue.NewString(str);\n\t\t\t\t\t}\n\t\t\t\t\telse \n\t\t\t\t\t{\n\t\t\t\t\t\tstring opt = args.AsType(i, \"read\", DataType.String, false).String;\n\n\t\t\t\t\t\tif (Eof())\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tv = opt.StartsWith(\"*a\") ? DynValue.NewString(\"\") : DynValue.Nil;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (opt.StartsWith(\"*n\"))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdouble? d = ReadNumber();\n\n\t\t\t\t\t\t\tif (d.HasValue)\n\t\t\t\t\t\t\t\tv = DynValue.NewNumber(d.Value);\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tv = DynValue.Nil;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (opt.StartsWith(\"*a\"))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring str = ReadToEnd();\n\t\t\t\t\t\t\tv = DynValue.NewString(str);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (opt.StartsWith(\"*l\"))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring str = ReadLine();\n\t\t\t\t\t\t\tstr = str.TrimEnd('\\n', '\\r');\n\t\t\t\t\t\t\tv = DynValue.NewString(str);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (opt.StartsWith(\"*L\"))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring str = ReadLine();\n\n\t\t\t\t\t\t\tstr = str.TrimEnd('\\n', '\\r');\n\t\t\t\t\t\t\tstr += \"\\n\";\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tv = DynValue.NewString(str);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tthrow ScriptRuntimeException.BadArgument(i, \"read\", \"invalid option\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\trets.Add(v);\n\t\t\t\t}\n\n\t\t\t\treturn DynValue.NewTuple(rets.ToArray());\n\t\t\t}\n\t\t}\n\n\n\t\tpublic DynValue write(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t\t{\n\t\t\t\t\t//string str = args.AsStringUsingMeta(executionContext, i, \"file:write\");\n\t\t\t\t\tstring str = args.AsType(i, \"write\", DataType.String, false).String;\n\t\t\t\t\tWrite(str);\n\t\t\t\t}\n\n\t\t\t\treturn UserData.Create(this);\n\t\t\t}\n\t\t\tcatch (ScriptRuntimeException)\n\t\t\t{\n\t\t\t\tthrow;\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.Message));\n\t\t\t}\n\t\t}\n\n\t\tpublic DynValue close(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tstring msg = Close();\n\t\t\t\tif (msg == null)\n\t\t\t\t\treturn DynValue.True;\n\t\t\t\telse\n\t\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(msg));\n\t\t\t}\n\t\t\tcatch (ScriptRuntimeException)\n\t\t\t{\n\t\t\t\tthrow;\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.Message));\n\t\t\t}\n\t\t}\n\n\n\t\tdouble? ReadNumber()\n\t\t{\n\t\t\tstring chr = \"\";\n\n\t\t\twhile (!Eof())\n\t\t\t{\n\t\t\t\tchar c = Peek();\n\t\t\t\tif (char.IsWhiteSpace(c))\n\t\t\t\t{\n\t\t\t\t\tReadBuffer(1);\n\t\t\t\t}\n\t\t\t\telse if (IsNumericChar(c, chr))\n\t\t\t\t{\n\t\t\t\t\tReadBuffer(1);\n\t\t\t\t\tchr += c;\n\t\t\t\t}\n\t\t\t\telse break;\n\t\t\t}\n\n\t\t\tdouble d;\n\n\t\t\tif (double.TryParse(chr, out d))\n\t\t\t{\n\t\t\t\treturn d;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\n\t\tprivate bool IsNumericChar(char c, string numAsFar)\n\t\t{\n\t\t\tif (char.IsDigit(c))\n\t\t\t\treturn true;\n\n\t\t\tif (c == '-')\n\t\t\t\treturn numAsFar.Length == 0;\n\n\t\t\tif (c == '.')\n\t\t\t\treturn !Framework.Do.StringContainsChar(numAsFar, '.');\n\n\t\t\tif (c == 'E' || c == 'e')\n\t\t\t\treturn !(Framework.Do.StringContainsChar(numAsFar, 'E') || Framework.Do.StringContainsChar(numAsFar, 'e'));\n\n\t\t\treturn false;\n\t\t}\n\n\t\tprotected abstract bool Eof();\n\t\tprotected abstract string ReadLine();\n\t\tprotected abstract string ReadBuffer(int p);\n\t\tprotected abstract string ReadToEnd();\n\t\tprotected abstract char Peek();\n\t\tprotected abstract void Write(string value);\n\n\n\t\tprotected internal abstract bool isopen();\n\t\tprotected abstract string Close();\n\n\t\tpublic abstract bool flush();\n\t\tpublic abstract long seek(string whence, long offset = 0);\n\t\tpublic abstract bool setvbuf(string mode);\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tif (isopen())\n\t\t\t\treturn string.Format(\"file ({0:X8})\", base.ReferenceID);\n\t\t\telse\n\t\t\t\treturn \"file (closed)\";\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/FileUserDataBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4e207086cbf5283418669ca57e938dd5\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/StandardIOFileUserDataBase.cs",
    "content": "﻿using System.IO;\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\t/// <summary>\n\t/// Abstract class implementing an unclosable file Lua userdata. Methods are meant to be called by Lua code.\n\t/// </summary>\n\tinternal class StandardIOFileUserDataBase : StreamFileUserDataBase\n\t{\n\t\tprotected override string Close()\n\t\t{\n\t\t\treturn (\"cannot close standard file\");\n\t\t}\n\n\t\tpublic static StandardIOFileUserDataBase CreateInputStream(Stream stream)\n\t\t{\n\t\t\tvar f = new StandardIOFileUserDataBase();\n\t\t\tf.Initialize(stream, new StreamReader(stream), null);\n\t\t\treturn f;\n\t\t}\n\n\t\tpublic static StandardIOFileUserDataBase CreateOutputStream(Stream stream)\n\t\t{\n\t\t\tvar f = new StandardIOFileUserDataBase();\n\t\t\tf.Initialize(stream, null, new StreamWriter(stream));\n\t\t\treturn f;\n\t\t}\n\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/StandardIOFileUserDataBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 829dcc0e3ab93e64e95386366ddfbeb7\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/StreamFileUserDataBase.cs",
    "content": "﻿using System.IO;\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\t/// <summary>\n\t/// Abstract class implementing a file Lua userdata. Methods are meant to be called by Lua code.\n\t/// </summary>\n\tinternal abstract class StreamFileUserDataBase : FileUserDataBase\n\t{\n\t\tprotected Stream m_Stream;\n\t\tprotected StreamReader m_Reader;\n\t\tprotected StreamWriter m_Writer;\n\t\tprotected bool m_Closed = false;\n\n\n\t\tprotected void Initialize(Stream stream, StreamReader reader, StreamWriter writer)\n\t\t{\n\t\t\tm_Stream = stream;\n\t\t\tm_Reader = reader;\n\t\t\tm_Writer = writer;\n\t\t}\n\n\n\t\tprivate void CheckFileIsNotClosed()\n\t\t{\n\t\t\tif (m_Closed)\n\t\t\t\tthrow new ScriptRuntimeException(\"attempt to use a closed file\");\n\t\t}\n\n\n\t\tprotected override bool Eof()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\n\t\t\tif (m_Reader != null)\n\t\t\t\treturn m_Reader.EndOfStream;\n\t\t\telse\n\t\t\t\treturn false;\n\t\t}\n\n\t\tprotected override string ReadLine()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\treturn m_Reader.ReadLine();\n\t\t}\n\n\t\tprotected override string ReadToEnd()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\treturn m_Reader.ReadToEnd();\n\t\t}\n\n\t\tprotected override string ReadBuffer(int p)\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\tchar[] buffer = new char[p];\n\t\t\tint length = m_Reader.ReadBlock(buffer, 0, p);\n\t\t\treturn new string(buffer, 0, length);\n\t\t}\n\n\t\tprotected override char Peek()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\treturn (char)m_Reader.Peek();\n\t\t}\n\n\t\tprotected override void Write(string value)\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\tm_Writer.Write(value);\n\t\t}\n\n\t\tprotected override string Close()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\n\t\t\tif (m_Writer != null)\n\t\t\t\tm_Writer.Dispose();\n\n\t\t\tif (m_Reader != null)\n\t\t\t\tm_Reader.Dispose();\n\n\t\t\tm_Stream.Dispose();\n\n\t\t\tm_Closed = true;\n\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic override bool flush()\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\n\t\t\tif (m_Writer != null)\n\t\t\t\tm_Writer.Flush();\n\n\t\t\treturn true;\n\t\t}\n\n\t\tpublic override long seek(string whence, long offset = 0)\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\tif (whence != null)\n\t\t\t{\n\t\t\t\tif (whence == \"set\")\n\t\t\t\t{\n\t\t\t\t\tm_Stream.Seek(offset, SeekOrigin.Begin);\n\t\t\t\t}\n\t\t\t\telse if (whence == \"cur\")\n\t\t\t\t{\n\t\t\t\t\tm_Stream.Seek(offset, SeekOrigin.Current);\n\t\t\t\t}\n\t\t\t\telse if (whence == \"end\")\n\t\t\t\t{\n\t\t\t\t\tm_Stream.Seek(offset, SeekOrigin.End);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthrow ScriptRuntimeException.BadArgument(0, \"seek\", \"invalid option '\" + whence + \"'\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn m_Stream.Position;\n\t\t}\n\n\t\tpublic override bool setvbuf(string mode)\n\t\t{\n\t\t\tCheckFileIsNotClosed();\n\t\t\tif (m_Writer != null)\n\t\t\t\tm_Writer.AutoFlush = (mode == \"no\" || mode == \"line\");\n\t\t\treturn true;\n\t\t}\n\n\t\tprotected internal override bool isopen()\n\t\t{\n\t\t\treturn !m_Closed;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO/StreamFileUserDataBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 26330cd0d8ed0c54ba008f9ed3f2f425\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IO.meta",
    "content": "fileFormatVersion: 2\nguid: 1b1341eba3896da44ae2cd03e7356601\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IoModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.CoreLib.IO;\nusing MoonSharp.Interpreter.Platforms;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing io Lua functions. Proper support requires a compatible IPlatformAccessor\n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"io\")]\n\tpublic class IoModule\n\t{\n\t\tpublic static void MoonSharpInit(Table globalTable, Table ioTable)\n\t\t{\n\t\t\tUserData.RegisterType<FileUserDataBase>(InteropAccessMode.Default, \"file\");\n\n\t\t\tTable meta = new Table(ioTable.OwnerScript);\n\t\t\tDynValue __index = DynValue.NewCallback(new CallbackFunction(__index_callback, \"__index_callback\"));\n\t\t\tmeta.Set(\"__index\", __index);\n\t\t\tioTable.MetaTable = meta;\n\n\t\t\tSetStandardFile(globalTable.OwnerScript, StandardFileType.StdIn, globalTable.OwnerScript.Options.Stdin);\n\t\t\tSetStandardFile(globalTable.OwnerScript, StandardFileType.StdOut, globalTable.OwnerScript.Options.Stdout);\n\t\t\tSetStandardFile(globalTable.OwnerScript, StandardFileType.StdErr, globalTable.OwnerScript.Options.Stderr);\n\t\t}\n\n\t\tprivate static DynValue __index_callback(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring name = args[1].CastToString();\n\n\t\t\tif (name == \"stdin\")\n\t\t\t\treturn GetStandardFile(executionContext.GetScript(), StandardFileType.StdIn);\n\t\t\telse if (name == \"stdout\")\n\t\t\t\treturn GetStandardFile(executionContext.GetScript(), StandardFileType.StdOut);\n\t\t\telse if (name == \"stderr\")\n\t\t\t\treturn GetStandardFile(executionContext.GetScript(), StandardFileType.StdErr);\n\t\t\telse\n\t\t\t\treturn DynValue.Nil;\n\t\t}\n\n\t\tprivate static DynValue GetStandardFile(Script S, StandardFileType file)\n\t\t{\n\t\t\tTable R = S.Registry;\n\n\t\t\tDynValue ff = R.Get(\"853BEAAF298648839E2C99D005E1DF94_STD_\" + file.ToString());\n\t\t\treturn ff;\n\t\t}\n\n\t\tprivate static void SetStandardFile(Script S, StandardFileType file, Stream optionsStream)\n\t\t{\n\t\t\tTable R = S.Registry;\n\n\t\t\toptionsStream = optionsStream ?? Script.GlobalOptions.Platform.IO_GetStandardStream(file);\n\n\t\t\tFileUserDataBase udb = null;\n\n\t\t\tif (file == StandardFileType.StdIn)\n\t\t\t\tudb = StandardIOFileUserDataBase.CreateInputStream(optionsStream);\n\t\t\telse\n\t\t\t\tudb = StandardIOFileUserDataBase.CreateOutputStream(optionsStream);\n\n\t\t\tR.Set(\"853BEAAF298648839E2C99D005E1DF94_STD_\" + file.ToString(), UserData.Create(udb));\n\t\t}\n\n\n\t\tstatic FileUserDataBase GetDefaultFile(ScriptExecutionContext executionContext, StandardFileType file)\n\t\t{\n\t\t\tTable R = executionContext.GetScript().Registry;\n\n\t\t\tDynValue ff = R.Get(\"853BEAAF298648839E2C99D005E1DF94_\" + file.ToString());\n\n\t\t\tif (ff.IsNil())\n\t\t\t{\n\t\t\t\tff = GetStandardFile(executionContext.GetScript(), file);\n\t\t\t}\n\n\t\t\treturn ff.CheckUserDataType<FileUserDataBase>(\"getdefaultfile(\" + file.ToString() + \")\");\n\t\t}\n\n\n\t\tstatic void SetDefaultFile(ScriptExecutionContext executionContext, StandardFileType file, FileUserDataBase fileHandle)\n\t\t{\n\t\t\tSetDefaultFile(executionContext.GetScript(), file, fileHandle);\n\t\t}\n\n\t\tinternal static void SetDefaultFile(Script script, StandardFileType file, FileUserDataBase fileHandle)\n\t\t{\n\t\t\tTable R = script.Registry;\n\t\t\tR.Set(\"853BEAAF298648839E2C99D005E1DF94_\" + file.ToString(), UserData.Create(fileHandle));\n\t\t}\n\n\t\tpublic static void SetDefaultFile(Script script, StandardFileType file, Stream stream)\n\t\t{\n\t\t\tif (file == StandardFileType.StdIn)\n\t\t\t\tSetDefaultFile(script, file, StandardIOFileUserDataBase.CreateInputStream(stream));\n\t\t\telse\n\t\t\t\tSetDefaultFile(script, file, StandardIOFileUserDataBase.CreateOutputStream(stream));\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue close(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tFileUserDataBase outp = args.AsUserData<FileUserDataBase>(0, \"close\", true) ?? GetDefaultFile(executionContext, StandardFileType.StdOut);\n\t\t\treturn outp.close(executionContext, args);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue flush(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tFileUserDataBase outp = args.AsUserData<FileUserDataBase>(0, \"close\", true) ?? GetDefaultFile(executionContext, StandardFileType.StdOut);\n\t\t\toutp.flush();\n\t\t\treturn DynValue.True;\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue input(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn HandleDefaultStreamSetter(executionContext, args, StandardFileType.StdIn);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue output(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn HandleDefaultStreamSetter(executionContext, args, StandardFileType.StdOut);\n\t\t}\n\n\t\tprivate static DynValue HandleDefaultStreamSetter(ScriptExecutionContext executionContext, CallbackArguments args, StandardFileType defaultFiles)\n\t\t{\n\t\t\tif (args.Count == 0 || args[0].IsNil())\n\t\t\t{\n\t\t\t\tvar file = GetDefaultFile(executionContext, defaultFiles);\n\t\t\t\treturn UserData.Create(file);\n\t\t\t}\n\n\t\t\tFileUserDataBase inp = null;\n\n\t\t\tif (args[0].Type == DataType.String || args[0].Type == DataType.Number)\n\t\t\t{\n\t\t\t\tstring fileName = args[0].CastToString();\n\t\t\t\tinp = Open(executionContext, fileName, GetUTF8Encoding(), defaultFiles == StandardFileType.StdIn ? \"r\" : \"w\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tinp = args.AsUserData<FileUserDataBase>(0, defaultFiles == StandardFileType.StdIn ? \"input\" : \"output\", false);\n\t\t\t}\n\n\t\t\tSetDefaultFile(executionContext, defaultFiles, inp);\n\n\t\t\treturn UserData.Create(inp);\n\t\t}\n\n\t\tprivate static Encoding GetUTF8Encoding()\n\t\t{\n\t\t\treturn new System.Text.UTF8Encoding(false); \n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue lines(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring filename = args.AsType(0, \"lines\", DataType.String, false).String;\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tList<DynValue> readLines = new List<DynValue>();\n\n\t\t\t\tusing (var stream = Script.GlobalOptions.Platform.IO_OpenFile(executionContext.GetScript(), filename, null, \"r\"))\n\t\t\t\t{\n\t\t\t\t\tusing (var reader = new System.IO.StreamReader(stream))\n\t\t\t\t\t{\n\t\t\t\t\t\twhile (!reader.EndOfStream)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring line = reader.ReadLine();\n\t\t\t\t\t\t\treadLines.Add(DynValue.NewString(line));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treadLines.Add(DynValue.Nil);\n\n\t\t\t\treturn DynValue.FromObject(executionContext.GetScript(), readLines.Select(s => s));\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(IoExceptionToLuaMessage(ex, filename));\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue open(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring filename = args.AsType(0, \"open\", DataType.String, false).String;\n\t\t\tDynValue vmode = args.AsType(1, \"open\", DataType.String, true);\n\t\t\tDynValue vencoding = args.AsType(2, \"open\", DataType.String, true);\n\n\t\t\tstring mode = vmode.IsNil() ? \"r\" : vmode.String;\n\n\t\t\tstring invalidChars = mode.Replace(\"+\", \"\")\n\t\t\t\t.Replace(\"r\", \"\")\n\t\t\t\t.Replace(\"a\", \"\")\n\t\t\t\t.Replace(\"w\", \"\")\n\t\t\t\t.Replace(\"b\", \"\")\n\t\t\t\t.Replace(\"t\", \"\");\n\n\t\t\tif (invalidChars.Length > 0)\n\t\t\t\tthrow ScriptRuntimeException.BadArgument(1, \"open\", \"invalid mode\");\n\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tstring encoding = vencoding.IsNil() ? null : vencoding.String;\n\n\t\t\t\t// list of codes: http://msdn.microsoft.com/en-us/library/vstudio/system.text.encoding%28v=vs.90%29.aspx.\n\t\t\t\t// In addition, \"binary\" is available.\n\t\t\t\tEncoding e = null;\n\t\t\t\tbool isBinary = Framework.Do.StringContainsChar(mode, 'b');\n\n\t\t\t\tif (encoding == \"binary\")\n\t\t\t\t{\n\t\t\t\t\tisBinary = true;\n\t\t\t\t\te = new BinaryEncoding();\n\t\t\t\t}\n\t\t\t\telse if (encoding == null)\n\t\t\t\t{\n\t\t\t\t\tif (!isBinary) e = GetUTF8Encoding();\n\t\t\t\t\telse e = new BinaryEncoding();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (isBinary)\n\t\t\t\t\t\tthrow new ScriptRuntimeException(\"Can't specify encodings other than nil or 'binary' for binary streams.\");\n\n\t\t\t\t\te = Encoding.GetEncoding(encoding);\n\t\t\t\t}\n\n\t\t\t\treturn UserData.Create(Open(executionContext, filename, e, mode));\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil,\n\t\t\t\t\tDynValue.NewString(IoExceptionToLuaMessage(ex, filename)));\n\t\t\t}\n\n\t\t}\n\n\t\tpublic static string IoExceptionToLuaMessage(Exception ex, string filename)\n\t\t{\n\t\t\tif (ex is System.IO.FileNotFoundException)\n\t\t\t\treturn string.Format(\"{0}: No such file or directory\", filename);\n\t\t\telse\n\t\t\t\treturn ex.Message;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue type(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tif (args[0].Type != DataType.UserData)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tFileUserDataBase file = args[0].UserData.Object as FileUserDataBase;\n\n\t\t\tif (file == null)\n\t\t\t\treturn DynValue.Nil;\n\t\t\telse if (file.isopen())\n\t\t\t\treturn DynValue.NewString(\"file\");\n\t\t\telse\n\t\t\t\treturn DynValue.NewString(\"closed file\");\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue read(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tFileUserDataBase file = GetDefaultFile(executionContext, StandardFileType.StdIn);\n\t\t\treturn file.read(executionContext, args);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue write(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tFileUserDataBase file = GetDefaultFile(executionContext, StandardFileType.StdOut);\n\t\t\treturn file.write(executionContext, args);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tmpfile(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring tmpfilename = Script.GlobalOptions.Platform.IO_OS_GetTempFilename();\n\t\t\tFileUserDataBase file = Open(executionContext, tmpfilename, GetUTF8Encoding(), \"w\");\n\t\t\treturn UserData.Create(file);\n\t\t}\n\n\t\tprivate static FileUserDataBase Open(ScriptExecutionContext executionContext, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\treturn new FileUserData(executionContext.GetScript(), filename, encoding, mode);\n\t\t}\n\n\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/IoModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a4608e1acee789b4ab48159af6cb6c3c\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/JsonModule.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Serialization.Json;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t[MoonSharpModule(Namespace = \"json\")]\n\tpublic class JsonModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue parse(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue vs = args.AsType(0, \"parse\", DataType.String, false);\n\t\t\t\tTable t = JsonTableConverter.JsonToTable(vs.String, executionContext.GetScript());\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue serialize(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue vt = args.AsType(0, \"serialize\", DataType.Table, false);\n\t\t\t\tstring s = JsonTableConverter.TableToJson(vt.Table);\n\t\t\t\treturn DynValue.NewString(s);\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue isnull(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vs = args[0];\n\t\t\treturn DynValue.NewBoolean((JsonNull.IsJsonNull(vs)) || (vs.IsNil()));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue @null(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn JsonNull.Create();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/JsonModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d58fe233020a17649b7d83f0bfbe49eb\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/LoadModule.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\n\n// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing loading Lua functions like 'require', 'load', etc.\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class LoadModule\n\t{\n\t\tpublic static void MoonSharpInit(Table globalTable, Table ioTable)\n\t\t{\n\t\t\tDynValue package = globalTable.Get(\"package\");\n\n\t\t\tif (package.IsNil())\n\t\t\t{\n\t\t\t\tpackage = DynValue.NewTable(globalTable.OwnerScript);\n\t\t\t\tglobalTable[\"package\"] = package;\n\t\t\t}\n\t\t\telse if (package.Type != DataType.Table)\n\t\t\t{\n\t\t\t\tthrow new InternalErrorException(\"'package' global variable was found and it is not a table\");\n\t\t\t}\n\n#if PCL || ENABLE_DOTNET || NETFX_CORE\n\t\t\tstring cfg = \"\\\\\\n;\\n?\\n!\\n-\\n\";\n#else\n\t\t\tstring cfg = System.IO.Path.DirectorySeparatorChar + \"\\n;\\n?\\n!\\n-\\n\";\n#endif\n\n\t\t\tpackage.Table.Set(\"config\", DynValue.NewString(cfg));\n\t\t}\n\n\n\n\t\t// load (ld [, source [, mode [, env]]])\n\t\t// ----------------------------------------------------------------\n\t\t// Loads a chunk.\n\t\t//\n\t\t// If ld is a string, the chunk is this string.\n\t\t//\n\t\t// If there are no syntactic errors, returns the compiled chunk as a function;\n\t\t// otherwise, returns nil plus the error message.\n\t\t//\n\t\t// source is used as the source of the chunk for error messages and debug\n\t\t// information (see §4.9). When absent, it defaults to ld, if ld is a string,\n\t\t// or to \"=(load)\" otherwise.\n\t\t//\n\t\t// The string mode is ignored, and assumed to be \"t\";\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue load(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn load_impl(executionContext, args, null);\n\t\t}\n\n\t\t// loadsafe (ld [, source [, mode [, env]]])\n\t\t// ----------------------------------------------------------------\n\t\t// Same as load, except that \"env\" defaults to the current environment of the function\n\t\t// calling load, instead of the actual global environment.\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue loadsafe(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn load_impl(executionContext, args, GetSafeDefaultEnv(executionContext));\n\t\t}\n\n\t\tpublic static DynValue load_impl(ScriptExecutionContext executionContext, CallbackArguments args, Table defaultEnv)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tScript S = executionContext.GetScript();\n\t\t\t\tDynValue ld = args[0];\n\t\t\t\tstring script = \"\";\n\n\t\t\t\tif (ld.Type == DataType.Function)\n\t\t\t\t{\n\t\t\t\t\twhile (true)\n\t\t\t\t\t{\n\t\t\t\t\t\tDynValue ret = executionContext.GetScript().Call(ld);\n\t\t\t\t\t\tif (ret.Type == DataType.String && ret.String.Length > 0)\n\t\t\t\t\t\t\tscript += ret.String;\n\t\t\t\t\t\telse if (ret.IsNil())\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(\"reader function must return a string\"));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (ld.Type == DataType.String)\n\t\t\t\t{\n\t\t\t\t\tscript = ld.String;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\targs.AsType(0, \"load\", DataType.Function, false);\n\t\t\t\t}\n\n\t\t\t\tDynValue source = args.AsType(1, \"load\", DataType.String, true);\n\t\t\t\tDynValue env = args.AsType(3, \"load\", DataType.Table, true);\n\n\t\t\t\tDynValue fn = S.LoadString(script,\n\t\t\t\t\t!env.IsNil() ? env.Table : defaultEnv,\n\t\t\t\t\t!source.IsNil() ? source.String : \"=(load)\");\n\n\t\t\t\treturn fn;\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.DecoratedMessage ?? ex.Message));\n\t\t\t}\n\t\t}\n\n\t\t// loadfile ([filename [, mode [, env]]])\n\t\t// ----------------------------------------------------------------\n\t\t// Similar to load, but gets the chunk from file filename or from the standard input,\n\t\t// if no file name is given. INCOMPAT: stdin not supported, mode ignored\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue loadfile(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn loadfile_impl(executionContext, args, null);\n\t\t}\n\n\t\t// loadfile ([filename [, mode [, env]]])\n\t\t// ----------------------------------------------------------------\n\t\t// Same as loadfile, except that \"env\" defaults to the current environment of the function\n\t\t// calling load, instead of the actual global environment.\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue loadfilesafe(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn loadfile_impl(executionContext, args, GetSafeDefaultEnv(executionContext));\n\t\t}\n\n\n\n\t\tprivate static DynValue loadfile_impl(ScriptExecutionContext executionContext, CallbackArguments args, Table defaultEnv, bool catchError = true)\n\t\t{\n\t\t\ttry {\n\t\t\t\tScript S = executionContext.GetScript();\n\t\t\t\tDynValue v = args.AsType(0, \"loadfile\", DataType.String, false);\n\t\t\t\tDynValue env = args.AsType(2, \"loadfile\", DataType.Table, true);\n\n\t\t\t\tstring str;\n\t\t\t\tif (v.String.StartsWith(DataRoot)) str = v.String;\n\t\t\t\telse                               str = (v.String.Replace(\"\\\\\", \"/\").StartsWith(\"/\") ? \"\" : \"/\") + v.String;\n\t\t\t\tstring suffix = str.StartsWith(DataRoot) ? DataRoot : \"raw\";\n\t\t\t\tExplorePath(ref str, ref suffix);\n\t\t\t\treturn S.LoadFile(str, env.IsNil() ? defaultEnv : env.Table);\n\t\t\t} catch (FileNotFoundException ex) {\n\t\t\t\tthrow new CYFException(ex.Message);\n\t\t\t} catch (SyntaxErrorException ex) {\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.DecoratedMessage ?? ex.Message));\n\t\t\t} catch (Exception) {\n\t\t\t\tif (!catchError)\n\t\t\t\t\treturn DynValue.Nil;\n\t\t\t\tthrow;\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static Table GetSafeDefaultEnv(ScriptExecutionContext executionContext)\n\t\t{\n\t\t\tTable env = executionContext.CurrentGlobalEnv;\n\n\t\t\tif (env == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"current environment cannot be backtracked.\");\n\n\t\t\treturn env;\n\t\t}\n\n\t\t//dofile ([filename])\n\t\t//--------------------------------------------------------------------------------------------------------------\n\t\t//Opens the named file and executes its contents as a Lua chunk. When called without arguments,\n\t\t//dofile executes the contents of the standard input (stdin). Returns all values returned by the chunk.\n\t\t//In case of errors, dofile propagates the error to its caller (that is, dofile does not run in protected mode).\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue dofile(ScriptExecutionContext executionContext, CallbackArguments args) {\n\t\t\ttry {\n\t\t\t\tScript S = executionContext.GetScript();\n\t\t\t\tDynValue v = args.AsType(0, \"dofile\", DataType.String, false);\n\n\t\t\t\tstring str;\n\t\t\t\tif (v.String.StartsWith(DataRoot)) str = v.String;\n\t\t\t\telse                               str = (v.String.Replace(\"\\\\\", \"/\").StartsWith(\"/\") ? \"\" : \"/\") + v.String;\n\t\t\t\tstring suffix = str.StartsWith(DataRoot) ? DataRoot : \"raw\";\n\t\t\t\tExplorePath(ref str, ref suffix);\n\t\t\t\tDynValue fn = S.LoadFile(str);\n\n\t\t\t\treturn DynValue.NewTailCallReq(fn); // tail call to dofile\n\t\t\t} catch (FileNotFoundException ex) {\n\t\t\t\tthrow new CYFException(ex.Message);\n\t\t\t} catch (SyntaxErrorException ex) {\n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n\t\t}\n\n\t\t//require (modname)\n\t\t//----------------------------------------------------------------------------------------------------------------\n\t\t//Loads the given module. The function starts by looking into the package.loaded table to determine whether\n\t\t//modname is already loaded. If it is, then require returns the value stored at package.loaded[modname].\n\t\t//Otherwise, it tries to find a loader for the module.\n\t\t//\n\t\t//To find a loader, require is guided by the package.loaders array. By changing this array, we can change\n\t\t//how require looks for a module. The following explanation is based on the default configuration for package.loaders.\n\t\t//\n\t\t//First require queries package.preload[modname]. If it has a value, this value (which should be a function)\n\t\t//is the loader. Otherwise require searches for a Lua loader using the path stored in package.path.\n\t\t//If that also fails, it searches for a C loader using the path stored in package.cpath. If that also fails,\n\t\t//it tries an all-in-one loader (see package.loaders).\n\t\t//\n\t\t//Once a loader is found, require calls the loader with a single argument, modname. If the loader returns any value,\n\t\t//require assigns the returned value to package.loaded[modname]. If the loader returns no value and has not assigned\n\t\t//any value to package.loaded[modname], then require assigns true to this entry. In any case, require returns the\n\t\t//final value of package.loaded[modname].\n\t\t//\n\t\t//If there is any error loading or running the module, or if it cannot find any loader for the module, then require\n\t\t//signals an error.\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue __require_clr_impl(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args.AsType(0, \"__require_clr_impl\", DataType.String, false);\n\t\t\tstring s = v.String.Replace(\"..\", \"¤\").Replace(\".\", \"/\").Replace(\"¤\", \"..\");\n\n\t\t\tCallbackArguments newArgs = new CallbackArguments(new List<DynValue> { DynValue.NewString(ModDataPath + \"Lua/\" + s + \".lua\"), args[1], args[2] }, args.IsMethodCall);\n\t\t\tException e = null;\n\t\t\tDynValue fn = DynValue.Nil;\n\t\t\ttry { fn = loadfile_impl(executionContext, newArgs, null); }\n\t\t\tcatch (Exception ex) { e = ex; }\n\t\t\tif (fn.Type != DataType.Nil) return fn; // tail call to dofile\n\n\t\t\tnewArgs = new CallbackArguments(new List<DynValue> { DynValue.NewString(ModDataPath + \"Lua/Libraries/\" + s + \".lua\"), args[1], args[2] }, args.IsMethodCall);\n\t\t\ttry { fn = loadfile_impl(executionContext, newArgs, null); }\n\t\t\tcatch (Exception ex) {\n\t\t\t\tif (e != null) throw e;\n\t\t\t\tthrow ex;\n\t\t\t}\n\t\t\treturn fn; // tail call to dofile\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic const string require = @\"\nfunction(modulename)\n\tif (package == nil) then package = { }; end\n\tif (package.loaded == nil) then package.loaded = { }; end\n\n\tlocal m = package.loaded[modulename];\n\n\tif (m ~= nil) then\n\t\treturn m;\n\tend\n\n\tlocal func = __require_clr_impl(modulename);\n\n\tlocal res = func(modulename);\n\n\tif (res == nil) then\n\t\tres = true;\n\tend\n\n\tpackage.loaded[modulename] = res;\n\n\treturn res;\nend\";\n\n\t\tpublic static string DataRoot;\n\t\tpublic static string ModDataPath     { get { return Path.Combine(DataRoot, \"Mods\" + Path.DirectorySeparatorChar + ModFolder + Path.DirectorySeparatorChar); } }\n\t\tpublic static string DefaultDataPath { get { return Path.Combine(DataRoot, \"Default\" + Path.DirectorySeparatorChar);                                        } }\n\t\tpublic static string ModFolder;\n\n        /// <summary>\n        /// Checks if a file exists in CYF's Default or Mods folder and returns a clean path to it.\n        /// </summary>\n        /// <param name=\"fileName\">Path to the file to require, relative or absolute. Will also contain the clean path to the existing resource if found.</param>\n        /// <param name=\"pathSuffix\">String to add to the tested path to check in the given folder.</param>\n        /// <param name=\"needsToExist\">True if the file you're looking for needs to exist.</param>\n        /// <param name=\"needsAbsolutePath\">True if you want to get the absolute path to the file, false otherwise.</param>\n        /// <param name=\"errorOnFailure\">Defines whether the error screen should be displayed if the file isn't in either folder.</param>\n        /// <returns>True if the sanitization was successful, false otherwise.</returns>\n        public static bool RequireFile(ref string fileName, string pathSuffix, bool needsToExist = true, bool needsAbsolutePath = false, bool errorOnFailure = true) {\n\t\t\tstring baseFileName = fileName;\n\t\t\tstring fileNameMod, fileNameDefault;\n\t\t\t// Get the presumed absolute path to the mod and default folder to this resource if it's a relative path\n\t\t\tif (!fileName.Replace('\\\\', '/').Contains(DataRoot.Replace('\\\\', '/'))) {\n\t\t\t\tif (fileName.Replace('\\\\', '/').StartsWith(\"/\")) {\n\t\t\t\t\tfileNameMod = Path.Combine(DataRoot, fileName.TrimStart('/'));\n\t\t\t\t\tfileNameDefault = fileNameMod;\n\t\t\t\t} else {\n\t\t\t\t\tfileNameMod = Path.Combine(ModDataPath, Path.Combine(pathSuffix, fileName));\n\t\t\t\t\tfileNameDefault = Path.Combine(DefaultDataPath, Path.Combine(pathSuffix, fileName));\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tfileNameMod = fileName;\n\t\t\t\tfileNameDefault = fileName;\n\t\t\t}\n\n            string errorString = \"\";\n\t\t\t// Check if the resource exists using the mod path\n\t\t\ttry {\n\t\t\t\tstring modPath = pathSuffix;\n\t\t\t\tExplorePath(ref fileNameMod, ref modPath);\n\t\t\t\t// Keep the path to the mod folder in case of failure (used to open non-existent files!)\n\t\t\t\tfileName = fileNameMod;\n\t\t\t\tif (needsToExist && !new FileInfo(fileNameMod).Exists) throw new CYFException(\"The file \" + fileNameMod + \" doesn't exist.\");\n\n\t\t\t\tif (needsAbsolutePath) return true;\n\n\t\t\t\tUri uriRel = new Uri(modPath).MakeRelativeUri(new Uri(fileName));\n\t\t\t\tfileName = Uri.UnescapeDataString(uriRel.OriginalString);\n\t\t\t\treturn true;\n\t\t\t} catch (Exception e) { errorString = e.Message; }\n\n            if (!errorString.Contains(\"µImportantµ\")) {\n\t\t\t    // Check if the resource exists using the default path\n\t\t\t    try {\n\t\t\t\t    string defaultPath = pathSuffix;\n\t\t\t\t    ExplorePath(ref fileNameDefault, ref defaultPath);\n\t\t\t\t    if (needsToExist && !new FileInfo(fileNameDefault).Exists) throw new CYFException(\"The file \" + fileNameDefault + \" doesn't exist.\");\n\t\t\t\t    fileName = fileNameDefault;\n\n\t\t\t\t    if (needsAbsolutePath) return true;\n\n\t\t\t\t    Uri uriRel = new Uri(defaultPath).MakeRelativeUri(new Uri(fileName));\n\t\t\t\t    fileName = Uri.UnescapeDataString(uriRel.OriginalString);\n\t\t\t\t    return true;\n\t\t\t    } catch (Exception e) { errorString = \"Mod path error: \" + errorString + \"\\n\\nDefault path error: \" + e.Message; }\n            }\n\n            if (needsToExist && !errorString.Contains(\"µImportantµ\"))\n                errorString = \"Attempted to load \\\"\" + baseFileName + \"\\\" from either a mod or default directory, but it was missing in both.\\n\\n\" + errorString;\n            else\n                errorString = \"Error while trying to fetch a resource with the given path \\\"\" + baseFileName + \"\\\".\\n\\n\" + errorString;\n\n            // Display important errors\n            if ((errorOnFailure && needsToExist) || errorString.Contains(\"µImportantµ\"))\n                throw new CYFException(errorString.Replace(\"µImportantµ\", \"\"));\n            return false;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists in CYF's Default or Mods folder and returns a clean path to it.\n\t\t/// </summary>\n\t\t/// <param name=\"fullPath\">Path to the file to require.</param>\n\t\t/// <param name=\"pathSuffix\">String to add to the tested path to check in the given folder.</param>\n\t\tpublic static void ExplorePath(ref string fullPath, ref string pathSuffix) {\n\t\t\tfullPath = fullPath.Replace('\\\\', Path.DirectorySeparatorChar).Replace('/', Path.DirectorySeparatorChar);\n\n\t\t\tif (pathSuffix == \"raw\")\n\t\t\t\tpathSuffix = \"/\";\n\n\t\t\tif      (pathSuffix.Contains(DataRoot))      { }\n\t\t\telse if (fullPath.Contains(ModDataPath))     pathSuffix = Path.Combine(ModDataPath,     pathSuffix);\n\t\t\telse if (fullPath.Contains(DefaultDataPath)) pathSuffix = Path.Combine(DefaultDataPath, pathSuffix);\n\t\t\telse if (fullPath.Contains(DataRoot))        pathSuffix = Path.Combine(DataRoot,        pathSuffix);\n\t\t\t// Fetch CYF's root folder if none has been found (Used for dofile, require, loadfile...)\n\t\t\telse {\n\t\t\t\tpathSuffix = fullPath.StartsWith(Path.DirectorySeparatorChar.ToString()) ? DataRoot : Path.Combine(ModDataPath, pathSuffix);\n\t\t\t\tfullPath = Path.Combine(pathSuffix, fullPath.TrimStart(Path.DirectorySeparatorChar));\n\t\t\t}\n\n\t\t\tfullPath = fullPath.Replace('\\\\', Path.DirectorySeparatorChar).Replace('/', Path.DirectorySeparatorChar);\n\n\t\t\t// Get the folder containing the resource to load and check if it exists\n\t\t\tstring fileName = fullPath.Substring(fullPath.LastIndexOf(Path.DirectorySeparatorChar) + 1);\n\t\t\tDirectoryInfo endFolder = new DirectoryInfo(fullPath.Substring(0, fullPath.LastIndexOf(Path.DirectorySeparatorChar)));\n\t\t\tif (!endFolder.Exists)\n\t\t\t\tthrow new CYFException(\"The path \\\"\" + endFolder.FullName + \"\\\" (file is \\\"\" + fullPath + \"\\\") doesn't exist.\");\n\n\t\t\t// Check if the final directory is a child of CYF's root directory\n\t\t\tif (!endFolder.FullName.StartsWith(Path.Combine(DataRoot, \"Mods\")) && !endFolder.FullName.StartsWith(Path.Combine(DataRoot, \"Default\")))\n\t\t\t\tthrow new CYFException(\"µImportantµThe folder \\\"\" + endFolder.FullName + \"\\\" isn't inside of CYF's allowed folders (CYF's path is \\\"\" + DataRoot + \"\\\"). Please only fetch files from inside CYF's Mods or Default folders.\");\n\n            // Check for symlink usage, and throw an error if there's one\n            DirectoryInfo fullPathInfo = new DirectoryInfo(fullPath);\n            while (!DirectoryPathsEqual(fullPathInfo, new DirectoryInfo(DataRoot))) {\n                if ((fullPathInfo.Attributes & FileAttributes.ReparsePoint) == FileAttributes.ReparsePoint)\n                    throw new CYFException(\"µImportantµSymbolic link detected in \\\"\" + fullPathInfo.FullName + \"\\\". Please do not use symbolic links in Create Your Frisk.\");\n                fullPathInfo = fullPathInfo.Parent;\n            };\n\n\t\t\tfullPath = endFolder.FullName;\n\t\t\tif (!fullPath.EndsWith(Path.DirectorySeparatorChar.ToString())) fullPath += Path.DirectorySeparatorChar;\n\t\t\tif (!pathSuffix.EndsWith(Path.DirectorySeparatorChar.ToString())) pathSuffix += Path.DirectorySeparatorChar;\n\n\t\t\tfullPath = Path.Combine(fullPath, fileName).Replace('\\\\', Path.DirectorySeparatorChar).Replace('/', Path.DirectorySeparatorChar);\n        }\n\n        public static string NormalizePath(string path) {\n            return Path.GetFullPath(new Uri(path).LocalPath)\n                       .TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar)\n                       .ToUpperInvariant();\n        }\n\n        public static bool DirectoryPathsEqual(DirectoryInfo a, DirectoryInfo b) {\n            return NormalizePath(a.FullName) == NormalizePath(b.FullName);\n        }\n    }\n\n    public class CYFException : ScriptRuntimeException {\n\t\tpublic CYFException(string message) : base(message) { }\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/LoadModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bc2fcf2902df17548bce755258970562\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/MathModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing MoonSharp.Interpreter.Interop;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing math Lua functions \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"math\")]\n\tpublic class MathModule\n\t{\n\t\t[MoonSharpModuleConstant]\n\t\tpublic const double pi = Math.PI;\n\t\t[MoonSharpModuleConstant]\n\t\tpublic const double huge = double.MaxValue;\n\n\t\tprivate static Random GetRandom(Script s)\n\t\t{\n\t\t\tDynValue rr = s.Registry.Get(\"F61E3AA7247D4D1EB7A45430B0C8C9BB_MATH_RANDOM\");\n\t\t\treturn (rr.UserData.Object as AnonWrapper<Random>).Value;\n\t\t}\n\n\t\tprivate static void SetRandom(Script s, Random random)\n\t\t{\n\t\t\tDynValue rr = UserData.Create(new AnonWrapper<Random>(random));\n\t\t\ts.Registry.Set(\"F61E3AA7247D4D1EB7A45430B0C8C9BB_MATH_RANDOM\", rr);\n\t\t}\n\n\n\t\tpublic static void MoonSharpInit(Table globalTable, Table ioTable)\n\t\t{\n\t\t\tSetRandom(globalTable.OwnerScript, new Random());\n\t\t}\n\n\n\n\t\tprivate static DynValue exec1(CallbackArguments args, string funcName, Func<double, double> func)\n\t\t{\n\t\t\tDynValue arg = args.AsType(0, funcName, DataType.Number, false);\n\t\t\treturn DynValue.NewNumber(func(arg.Number));\n\t\t}\n\n\t\tprivate static DynValue exec2(CallbackArguments args, string funcName, Func<double, double, double> func)\n\t\t{\n\t\t\tDynValue arg = args.AsType(0, funcName, DataType.Number, false);\n\t\t\tDynValue arg2 = args.AsType(1, funcName, DataType.Number, false);\n\t\t\treturn DynValue.NewNumber(func(arg.Number, arg2.Number));\n\t\t}\n\t\tprivate static DynValue exec2n(CallbackArguments args, string funcName, double defVal, Func<double, double, double> func)\n\t\t{\n\t\t\tDynValue arg = args.AsType(0, funcName, DataType.Number, false);\n\t\t\tDynValue arg2 = args.AsType(1, funcName, DataType.Number, true);\n\n\t\t\treturn DynValue.NewNumber(func(arg.Number, arg2.IsNil() ? defVal : arg2.Number));\n\t\t}\n\t\tprivate static DynValue execaccum(CallbackArguments args, string funcName, Func<double, double, double> func)\n\t\t{\n\t\t\tdouble accum = double.NaN;\n\n\t\t\tif (args.Count == 0)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #1 to '{0}' (number expected, got no value)\", funcName);\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tDynValue arg = args.AsType(i, funcName, DataType.Number, false);\n\n\t\t\t\tif (i == 0)\n\t\t\t\t\taccum = arg.Number;\n\t\t\t\telse\n\t\t\t\t\taccum = func(accum, arg.Number);\n\t\t\t}\n\n\t\t\treturn DynValue.NewNumber(accum);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue abs(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"abs\", d => Math.Abs(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue acos(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"acos\", d => Math.Acos(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue asin(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"asin\", d => Math.Asin(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue atan(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"atan\", d => Math.Atan(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue atan2(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec2(args, \"atan2\", (d1, d2) => Math.Atan2(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue ceil(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"ceil\", d => Math.Ceiling(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue cos(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"cos\", d => Math.Cos(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue cosh(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"cosh\", d => Math.Cosh(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue deg(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"deg\", d => d * 180.0 / Math.PI);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue exp(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"exp\", d => Math.Exp(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue floor(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"floor\", d => Math.Floor(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue fmod(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec2(args, \"fmod\", (d1, d2) => Math.IEEERemainder(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue frexp(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\t// http://stackoverflow.com/questions/389993/extracting-mantissa-and-exponent-from-double-in-c-sharp\n\n\t\t\tDynValue arg = args.AsType(0, \"frexp\", DataType.Number, false);\n\t\t\t\n\t\t\tdouble d = arg.Number;\n\n\t\t\t// Translate the double into sign, exponent and mantissa.\n\t\t\tlong bits = BitConverter.DoubleToInt64Bits(d);\n\t\t\t// Note that the shift is sign-extended, hence the test against -1 not 1\n\t\t\tbool negative = (bits < 0);\n\t\t\tint exponent = (int) ((bits >> 52) & 0x7ffL);\n\t\t\tlong mantissa = bits & 0xfffffffffffffL;\n\n\t\t\t// Subnormal numbers; exponent is effectively one higher,\n\t\t\t// but there's no extra normalisation bit in the mantissa\n\t\t\tif (exponent==0)\n\t\t\t{\n\t\t\t\texponent++;\n\t\t\t}\n\t\t\t// Normal numbers; leave exponent as it is but add extra\n\t\t\t// bit to the front of the mantissa\n\t\t\telse\n\t\t\t{\n\t\t\t\tmantissa = mantissa | (1L<<52);\n\t\t\t}\n\n\t\t\t// Bias the exponent. It's actually biased by 1023, but we're\n\t\t\t// treating the mantissa as m.0 rather than 0.m, so we need\n\t\t\t// to subtract another 52 from it.\n\t\t\texponent -= 1075;\n\n\t\t\tif (mantissa == 0) \n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.NewNumber(0), DynValue.NewNumber(0));\n\t\t\t}\n\n\t\t\t/* Normalize */\n\t\t\twhile((mantissa & 1) == 0) \n\t\t\t{    /*  i.e., Mantissa is even */\n\t\t\t\tmantissa >>= 1;\n\t\t\t\texponent++;\n\t\t\t}\n\n\t\t\tdouble m = (double)mantissa;\n\t\t\tdouble e = (double)exponent;\n\t\t\twhile( m >= 1 )\n\t\t\t{\n\t\t\t\tm /= 2.0;\n\t\t\t\te += 1.0;\n\t\t\t}\n\n\t\t\tif( negative ) m = -m;\n\n\t\t\treturn DynValue.NewTuple(DynValue.NewNumber(m), DynValue.NewNumber(e));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue ldexp(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec2(args, \"ldexp\", (d1, d2) => d1 * Math.Pow(2, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue log(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec2n(args, \"log\", Math.E, (d1, d2) => Math.Log(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue max(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn execaccum(args, \"max\", (d1, d2) => Math.Max(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue min(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn execaccum(args, \"min\", (d1, d2) => Math.Min(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue modf(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue arg = args.AsType(0, \"modf\", DataType.Number, false);\n\t\t\treturn DynValue.NewTuple(DynValue.NewNumber(Math.Floor(arg.Number)), DynValue.NewNumber(arg.Number - Math.Floor(arg.Number)));\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue pow(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec2(args, \"pow\", (d1, d2) => Math.Pow(d1, d2));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rad(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"rad\", d => d * Math.PI / 180.0);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue random(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue m = args.AsType(0, \"random\", DataType.Number, true);\n\t\t\tDynValue n = args.AsType(1, \"random\", DataType.Number, true);\n\t\t\tRandom R = GetRandom(executionContext.GetScript());\n\t\t\tdouble d;\n\n\t\t\tif (m.IsNil() && n.IsNil())\n\t\t\t{\n\t\t\t\td = R.NextDouble();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint a = n.IsNil() ? 1 : (int)n.Number;\n\t\t\t\tint b = (int)m.Number;\n\n\t\t\t\tif (a < b)\n\t\t\t\t\td = R.Next(a, b + 1);\n\t\t\t\telse\n\t\t\t\t\td = R.Next(b, a + 1);\n\t\t\t}\n\n\t\t\treturn DynValue.NewNumber(d);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue randomseed(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue arg = args.AsType(0, \"randomseed\", DataType.Number, false);\n\t\t\tvar script = executionContext.GetScript();\n\t\t\tSetRandom(script, new Random((int)arg.Number));\n\t\t\treturn DynValue.Nil;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue sin(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"sin\", d => Math.Sin(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue sinh(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"sinh\", d => Math.Sinh(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue sqrt(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"sqrt\", d => Math.Sqrt(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tan(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"tan\", d => Math.Tan(d));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tanh(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn exec1(args, \"tanh\", d => Math.Tanh(d));\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/MathModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44fcec737059b5242a209c70fcc2561a\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/MetaTableModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing metatable related Lua functions (xxxmetatable and rawxxx).\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class MetaTableModule\n\t{\n\t\t// setmetatable (table, metatable)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Sets the metatable for the given table. (You cannot change the metatable of other \n\t\t// types from Lua, only from C.) If metatable is nil, removes the metatable of the given table. \n\t\t// If the original metatable has a \"__metatable\" field, raises an error (\"cannot change a protected metatable\").\n\t\t// This function returns table. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue setmetatable(ScriptExecutionContext executionContext, CallbackArguments args)  \n\t\t{\n\t\t\tDynValue table = args.AsType(0, \"setmetatable\", DataType.Table);\n\t\t\tDynValue metatable = args.AsType(1, \"setmetatable\", DataType.Table, true);\n\n\t\t\tDynValue curmeta = executionContext.GetMetamethod(table, \"__metatable\");\n\n\t\t\tif (curmeta != null)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(\"cannot change a protected metatable\");\n\t\t\t}\n\n\t\t\ttable.Table.MetaTable = metatable.Table;\n\t\t\treturn table;\n\t\t}\n\n\t\t// getmetatable (object)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// If object does not have a metatable, returns nil. Otherwise, if the object's metatable \n\t\t// has a \"__metatable\" field, returns the associated value. Otherwise, returns the metatable of the given object. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getmetatable(ScriptExecutionContext executionContext, CallbackArguments args)  \n\t\t{\n\t\t\tDynValue obj = args[0];\n\t\t\tTable meta = null;\n\n\t\t\tif (obj.Type.CanHaveTypeMetatables())\n\t\t\t{\n\t\t\t\tmeta = executionContext.GetScript().GetTypeMetatable(obj.Type);\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\tif (obj.Type == DataType.Table)\n\t\t\t{\n\t\t\t\tmeta = obj.Table.MetaTable;\n\t\t\t}\n\n\t\t\tif (meta == null)\n\t\t\t\treturn DynValue.Nil;\n\t\t\telse if (meta.RawGet(\"__metatable\") != null)\n\t\t\t\treturn meta.Get(\"__metatable\");\n\t\t\telse\n\t\t\t\treturn DynValue.NewTable(meta);\n\t\t}\n\n\t\t// rawget (table, index)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Gets the real value of table[index], without invoking any metamethod. table must be a table; index may be any value.\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rawget(ScriptExecutionContext executionContext, CallbackArguments args)  \n\t\t{\n\t\t\tDynValue table = args.AsType(0, \"rawget\", DataType.Table);\n\t\t\tDynValue index = args[1];\n\n\t\t\treturn table.Table.Get(index);\n\t\t}\n\n\t\t// rawset (table, index, value)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Sets the real value of table[index] to value, without invoking any metamethod. table must be a table, \n\t\t// index any value different from nil and NaN, and value any Lua value.\n\t\t// This function returns table. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rawset(ScriptExecutionContext executionContext, CallbackArguments args)  \n\t\t{\n\t\t\tDynValue table = args.AsType(0, \"rawset\", DataType.Table);\n\t\t\tDynValue index = args[1];\n\n\t\t\ttable.Table.Set(index, args[2]);\n\n\t\t\treturn table;\n\t\t}\n\n\t\t// rawequal (v1, v2)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Checks whether v1 is equal to v2, without invoking any metamethod. Returns a boolean. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rawequal(ScriptExecutionContext executionContext, CallbackArguments args)  \n\t\t{\n\t\t\tDynValue v1 = args[0];\n\t\t\tDynValue v2 = args[1];\n\n\t\t\treturn DynValue.NewBoolean(v1.Equals(v2)); \n\t\t}\n\n\t\t//rawlen (v)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t//Returns the length of the object v, which must be a table or a string, without invoking any metamethod. Returns an integer number.\t\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rawlen(ScriptExecutionContext executionContext, CallbackArguments args) \n\t\t{\n\t\t\tif (args[0].Type != DataType.String && args[0].Type != DataType.Table)\n\t\t\t{\n\t\t\t\tthrow ScriptRuntimeException.BadArgument(0, \"rawlen\", \"table or string\", args[0].Type.ToErrorTypeString(), false);\n\t\t\t}\n\n\t\t\treturn args[0].GetLength();\n\t\t}\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/MetaTableModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 21dea5b0a9ff7f64684f655faa02a23c\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/OsSystemModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing system related Lua functions from the 'os' module.\n\t/// Proper support requires a compatible IPlatformAccessor\n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"os\")]\n\tpublic class OsSystemModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue execute(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v = args.AsType(0, \"execute\", DataType.String, true);\n\n\t\t\tif (v.IsNil())\n\t\t\t{\n\t\t\t\treturn DynValue.NewBoolean(true);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tint exitCode = Script.GlobalOptions.Platform.OS_Execute(v.String);\n\n\t\t\t\t\treturn DynValue.NewTuple(\n\t\t\t\t\t\tDynValue.Nil,\n\t\t\t\t\t\tDynValue.NewString(\"exit\"),\n\t\t\t\t\t\tDynValue.NewNumber(exitCode));\n\t\t\t\t}\n\t\t\t\tcatch (Exception)\n\t\t\t\t{\n\t\t\t\t\t// +++ bad to swallow.. \n\t\t\t\t\treturn DynValue.Nil;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue exit(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue v_exitCode = args.AsType(0, \"exit\", DataType.Number, true);\n\t\t\tint exitCode = 0;\n\n\t\t\tif (v_exitCode.IsNotNil())\n\t\t\t\texitCode = (int)v_exitCode.Number;\n\n\t\t\tScript.GlobalOptions.Platform.OS_ExitFast(exitCode);\n\n\t\t\tthrow new InvalidOperationException(\"Unreachable code.. reached.\");\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue getenv(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue varName = args.AsType(0, \"getenv\", DataType.String, false);\n\n\t\t\tstring val = Script.GlobalOptions.Platform.GetEnvironmentVariable(varName.String);\n\n\t\t\tif (val == null)\n\t\t\t\treturn DynValue.Nil;\n\t\t\telse\n\t\t\t\treturn DynValue.NewString(val);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue remove(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring fileName = args.AsType(0, \"remove\", DataType.String, false).String;\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (Script.GlobalOptions.Platform.OS_FileExists(fileName))\n\t\t\t\t{\n\t\t\t\t\tScript.GlobalOptions.Platform.OS_FileDelete(fileName);\n\t\t\t\t\treturn DynValue.True;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewTuple(\n\t\t\t\t\t\tDynValue.Nil,\n\t\t\t\t\t\tDynValue.NewString(\"{0}: No such file or directory.\", fileName),\n\t\t\t\t\t\tDynValue.NewNumber(-1));\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.Message), DynValue.NewNumber(-1));\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue rename(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tstring fileNameOld = args.AsType(0, \"rename\", DataType.String, false).String;\n\t\t\tstring fileNameNew = args.AsType(1, \"rename\", DataType.String, false).String;\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (!Script.GlobalOptions.Platform.OS_FileExists(fileNameOld))\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewTuple(DynValue.Nil,\n\t\t\t\t\t\tDynValue.NewString(\"{0}: No such file or directory.\", fileNameOld),\n\t\t\t\t\t\tDynValue.NewNumber(-1));\n\t\t\t\t}\n\n\t\t\t\tScript.GlobalOptions.Platform.OS_FileMove(fileNameOld, fileNameNew);\n\t\t\t\treturn DynValue.True;\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.Nil, DynValue.NewString(ex.Message), DynValue.NewNumber(-1));\n\t\t\t}\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue setlocale(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewString(\"n/a\");\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue tmpname(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn DynValue.NewString(Script.GlobalOptions.Platform.IO_OS_GetTempFilename());\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/OsSystemModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11d7b1b0a1cc28b4497d295c836777e1\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/OsTimeModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing time related Lua functions from the 'os' module.\n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"os\")]\n\tpublic class OsTimeModule\n\t{\n\t\tstatic DateTime Time0 = DateTime.UtcNow;\n\t\tstatic DateTime Epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);\n\n\t\tprivate static DynValue GetUnixTime(DateTime dateTime, DateTime? epoch = null)\n\t\t{\n\t\t\tdouble time = (dateTime - (epoch ?? Epoch)).TotalSeconds;\n\n\t\t\tif (time < 0.0)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\treturn DynValue.NewNumber(time);\n\t\t}\n\n\t\tprivate static DateTime FromUnixTime(double unixtime)\n\t\t{\n\t\t\tTimeSpan ts = TimeSpan.FromSeconds(unixtime);\n\t\t\treturn Epoch + ts;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue clock(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn GetUnixTime(DateTime.UtcNow, Time0);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue difftime(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue t2 = args.AsType(0, \"difftime\", DataType.Number, false);\n\t\t\tDynValue t1 = args.AsType(1, \"difftime\", DataType.Number, true);\n\n\t\t\tif (t1.IsNil())\n\t\t\t\treturn DynValue.NewNumber(t2.Number);\n\n\t\t\treturn DynValue.NewNumber(t2.Number - t1.Number);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue time(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDateTime date = DateTime.UtcNow;\n\n\t\t\tif (args.Count > 0)\n\t\t\t{\n\t\t\t\tDynValue vt = args.AsType(0, \"time\", DataType.Table, true);\n\t\t\t\tif (vt.Type == DataType.Table)\n\t\t\t\t\tdate = ParseTimeTable(vt.Table);\n\t\t\t}\n\n\t\t\treturn GetUnixTime(date);\n\t\t}\n\n\t\tstatic DateTime ParseTimeTable(Table t)\n\t\t{\n\t\t\tint sec = GetTimeTableField(t, \"sec\") ?? 0;\n\t\t\tint min = GetTimeTableField(t, \"min\") ?? 0;\n\t\t\tint hour = GetTimeTableField(t, \"hour\") ?? 12;\n\t\t\tint? day = GetTimeTableField(t, \"day\");\n\t\t\tint? month = GetTimeTableField(t, \"month\");\n\t\t\tint? year = GetTimeTableField(t, \"year\");\n\n\t\t\tif (day == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"field 'day' missing in date table\");\n\n\t\t\tif (month == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"field 'month' missing in date table\");\n\n\t\t\tif (year == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"field 'year' missing in date table\");\n\n\t\t\treturn new DateTime(year.Value, month.Value, day.Value, hour, min, sec);\n\t\t}\n\n\n\t\tprivate static int? GetTimeTableField(Table t, string key)\n\t\t{\n\t\t\tDynValue v = t.Get(key);\n\t\t\tdouble? d = v.CastToNumber();\n\n\t\t\tif (d.HasValue)\n\t\t\t\treturn (int)d.Value;\n\n\t\t\treturn null;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue date(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDateTime reference = DateTime.UtcNow;\n\n\t\t\tDynValue vformat = args.AsType(0, \"date\", DataType.String, true);\n\t\t\tDynValue vtime = args.AsType(1, \"date\", DataType.Number, true);\n\n\t\t\tstring format = (vformat.IsNil()) ? \"%c\" : vformat.String;\n\n\t\t\tif (vtime.IsNotNil())\n\t\t\t\treference = FromUnixTime(vtime.Number);\n\n\t\t\tbool isDst = false;\n\n\t\t\tif (format.StartsWith(\"!\"))\n\t\t\t{\n\t\t\t\tformat = format.Substring(1);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n#if !(PCL || ENABLE_DOTNET || NETFX_CORE)\n\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\treference = TimeZoneInfo.ConvertTimeFromUtc(reference, TimeZoneInfo.Local);\n\t\t\t\t\tisDst = reference.IsDaylightSavingTime();\n\t\t\t\t}\n\t\t\t\tcatch (TimeZoneNotFoundException)\n\t\t\t\t{\n\t\t\t\t\t// this catches a weird mono bug: https://bugzilla.xamarin.com/show_bug.cgi?id=11817\n\t\t\t\t\t// however the behavior is definitely not correct. damn.\n\t\t\t\t}\n#endif\n\t\t\t}\n\n\n\t\t\tif (format == \"*t\")\n\t\t\t{\n\t\t\t\tTable t = new Table(executionContext.GetScript());\n\n\t\t\t\tt.Set(\"year\", DynValue.NewNumber(reference.Year));\n\t\t\t\tt.Set(\"month\", DynValue.NewNumber(reference.Month));\n\t\t\t\tt.Set(\"day\", DynValue.NewNumber(reference.Day));\n\t\t\t\tt.Set(\"hour\", DynValue.NewNumber(reference.Hour));\n\t\t\t\tt.Set(\"min\", DynValue.NewNumber(reference.Minute));\n\t\t\t\tt.Set(\"sec\", DynValue.NewNumber(reference.Second));\n\t\t\t\tt.Set(\"wday\", DynValue.NewNumber(((int)reference.DayOfWeek) + 1));\n\t\t\t\tt.Set(\"yday\", DynValue.NewNumber(reference.DayOfYear));\n\t\t\t\tt.Set(\"isdst\", DynValue.NewBoolean(isDst));\n\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\n\t\t\telse return DynValue.NewString(StrFTime(format, reference));\n\t\t}\n\n\t\tprivate static string StrFTime(string format, DateTime d)\n\t\t{\n\t\t\t// ref: http://www.cplusplus.com/reference/ctime/strftime/\n\n\t\t\tDictionary<char, string> STANDARD_PATTERNS = new Dictionary<char, string>()\n\t\t\t{\n\t\t\t\t{ 'a', \"ddd\" },\n\t\t\t\t{ 'A', \"dddd\" },\n\t\t\t\t{ 'b', \"MMM\" },\n\t\t\t\t{ 'B', \"MMMM\" },\n\t\t\t\t{ 'c', \"f\" },\n\t\t\t\t{ 'd', \"dd\" },\n\t\t\t\t{ 'D', \"MM/dd/yy\" },\n\t\t\t\t{ 'F', \"yyyy-MM-dd\" },\n\t\t\t\t{ 'g', \"yy\" },\n\t\t\t\t{ 'G', \"yyyy\" },\n\t\t\t\t{ 'h', \"MMM\" },\n\t\t\t\t{ 'H', \"HH\" },\n\t\t\t\t{ 'I', \"hh\" },\n\t\t\t\t{ 'm', \"MM\" },\n\t\t\t\t{ 'M', \"mm\" },\n\t\t\t\t{ 'p', \"tt\" },\n\t\t\t\t{ 'r', \"h:mm:ss tt\" },\n\t\t\t\t{ 'R', \"HH:mm\" },\n\t\t\t\t{ 'S', \"ss\" },\n\t\t\t\t{ 'T', \"HH:mm:ss\" },\n\t\t\t\t{ 'y', \"yy\" },\n\t\t\t\t{ 'Y', \"yyyy\" },\n\t\t\t\t{ 'x', \"d\" },\n\t\t\t\t{ 'X', \"T\" },\n\t\t\t\t{ 'z', \"zzz\" },\n\t\t\t\t{ 'Z', \"zzz\" },\n\t\t\t};\n\n\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tbool isEscapeSequence = false;\n\n\t\t\tfor (int i = 0; i < format.Length; i++)\n\t\t\t{\n\t\t\t\tchar c = format[i];\n\n\t\t\t\tif (c == '%')\n\t\t\t\t{\n\t\t\t\t\tif (isEscapeSequence)\n\t\t\t\t\t{\n\t\t\t\t\t\tsb.Append('%');\n\t\t\t\t\t\tisEscapeSequence = false;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t\tisEscapeSequence = true;\n\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tif (!isEscapeSequence)\n\t\t\t\t{\n\t\t\t\t\tsb.Append(c);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tif (c == 'O' || c == 'E') continue; // no modifiers\n\n\t\t\t\tisEscapeSequence = false;\n\n\t\t\t\tif (STANDARD_PATTERNS.ContainsKey(c))\n\t\t\t\t{\n\t\t\t\t\tsb.Append(d.ToString(STANDARD_PATTERNS[c]));\n\t\t\t\t}\n\t\t\t\telse if (c == 'e')\n\t\t\t\t{\n\t\t\t\t\tstring s = d.ToString(\"%d\");\n\t\t\t\t\tif (s.Length < 2) s = \" \" + s;\n\t\t\t\t\tsb.Append(s);\n\t\t\t\t}\n\t\t\t\telse if (c == 'n')\n\t\t\t\t{\n\t\t\t\t\tsb.Append('\\n');\n\t\t\t\t}\n\t\t\t\telse if (c == 't')\n\t\t\t\t{\n\t\t\t\t\tsb.Append('\\t');\n\t\t\t\t}\n\t\t\t\telse if (c == 'C')\n\t\t\t\t{\n\t\t\t\t\tsb.Append((int)(d.Year / 100));\n\t\t\t\t}\n\t\t\t\telse if (c == 'j')\n\t\t\t\t{\n\t\t\t\t\tsb.Append(d.DayOfYear.ToString(\"000\"));\n\t\t\t\t}\n\t\t\t\telse if (c == 'u')\n\t\t\t\t{\n\t\t\t\t\tint weekDay = (int)d.DayOfWeek;\n\t\t\t\t\tif (weekDay == 0)\n\t\t\t\t\t\tweekDay = 7;\n\n\t\t\t\t\tsb.Append(weekDay);\n\t\t\t\t}\n\t\t\t\telse if (c == 'w')\n\t\t\t\t{\n\t\t\t\t\tint weekDay = (int)d.DayOfWeek;\n\t\t\t\t\tsb.Append(weekDay);\n\t\t\t\t}\n\t\t\t\telse if (c == 'U')\n\t\t\t\t{\n\t\t\t\t\t// Week number with the first Sunday as the first day of week one (00-53)\n\t\t\t\t\tsb.Append(\"??\");\n\t\t\t\t}\n\t\t\t\telse if (c == 'V')\n\t\t\t\t{\n\t\t\t\t\t// ISO 8601 week number (00-53)\n\t\t\t\t\tsb.Append(\"??\");\n\t\t\t\t}\n\t\t\t\telse if (c == 'W')\n\t\t\t\t{\n\t\t\t\t\t// Week number with the first Monday as the first day of week one (00-53)\n\t\t\t\t\tsb.Append(\"??\");\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #1 to 'date' (invalid conversion specifier '{0}')\", format);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn sb.ToString();\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/OsTimeModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7cd991c682d9a64478691b8e2aa34e25\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringLib/KopiLua_StrLib.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n//\n// This part taken from KopiLua - https://github.com/NLua/KopiLua\n//\n// =========================================================================================================\n//\n// Kopi Lua License\n// ----------------\n// MIT License for KopiLua\n// Copyright (c) 2012 LoDC\n// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and\n// associated documentation files (the \"Software\"), to deal in the Software without restriction,\n// including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,\n// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,\n// subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in all copies or substantial\n// portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT\n// LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\n// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n// ===============================================================================\n// Lua License\n// -----------\n// Lua is licensed under the terms of the MIT license reproduced below.\n// This means that Lua is free software and can be used for both academic\n// and commercial purposes at absolutely no cost.\n// For details and rationale, see http://www.lua.org/license.html .\n// ===============================================================================\n// Copyright (C) 1994-2008 Lua.org, PUC-Rio.\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\nusing MoonSharp.Interpreter.Interop.LuaStateInterop;\nusing lua_Integer = System.Int32;\nusing LUA_INTFRM_T = System.Int64;\nusing ptrdiff_t = System.Int32;\nusing UNSIGNED_LUA_INTFRM_T = System.UInt64;\n\nnamespace MoonSharp.Interpreter.CoreLib.StringLib\n{\n\tinternal class KopiLua_StringLib : LuaBase\n\t{\n\t\tpublic const int LUA_MAXCAPTURES = 32;\n\n\t\tprivate static ptrdiff_t posrelat(ptrdiff_t pos, uint len)\n\t\t{\n\t\t\t/* relative string position: negative means back from end */\n\t\t\tif (pos < 0) pos += (ptrdiff_t)len + 1;\n\t\t\treturn (pos >= 0) ? pos : 0;\n\t\t}\n\n\t\t/*\n\t\t** {======================================================\n\t\t** PATTERN MATCHING\n\t\t** =======================================================\n\t\t*/\n\n\n\t\tpublic const int CAP_UNFINISHED = (-1);\n\t\tpublic const int CAP_POSITION = (-2);\n\n\t\tpublic class MatchState\n\t\t{\n\n\t\t\tpublic MatchState()\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < LUA_MAXCAPTURES; i++)\n\t\t\t\t\tcapture[i] = new capture_();\n\t\t\t}\n\n\t\t\tpublic int matchdepth; /* control for recursive depth (to avoid C stack overflow) */\n\t\t\tpublic CharPtr src_init;  /* init of source string */\n\t\t\tpublic CharPtr src_end;  /* end (`\\0') of source string */\n\t\t\tpublic LuaState L;\n\t\t\tpublic int level;  /* total number of captures (finished or unfinished) */\n\n\t\t\tpublic class capture_\n\t\t\t{\n\t\t\t\tpublic CharPtr init;\n\t\t\t\tpublic ptrdiff_t len;\n\t\t\t};\n\t\t\tpublic capture_[] capture = new capture_[LUA_MAXCAPTURES];\n\t\t};\n\n\n\t\tpublic const int MAXCCALLS = 200;\n\t\tpublic const char L_ESC = '%';\n\t\tpublic const string SPECIALS = \"^$*+?.([%-\";\n\n\n\t\tprivate static int check_capture(MatchState ms, int l)\n\t\t{\n\t\t\tl -= '1';\n\t\t\tif (l < 0 || l >= ms.level || ms.capture[l].len == CAP_UNFINISHED)\n\t\t\t\treturn LuaLError(ms.L, \"invalid capture index {0}\", l + 1);\n\t\t\treturn l;\n\t\t}\n\n\n\n\t\tprivate static int capture_to_close(MatchState ms)\n\t\t{\n\t\t\tint level = ms.level;\n\t\t\tfor (level--; level >= 0; level--)\n\t\t\t\tif (ms.capture[level].len == CAP_UNFINISHED) return level;\n\t\t\treturn LuaLError(ms.L, \"invalid pattern capture\");\n\t\t}\n\n\n\t\tprivate static CharPtr classend(MatchState ms, CharPtr p)\n\t\t{\n\t\t\tp = new CharPtr(p);\n\t\t\tchar c = p[0];\n\t\t\tp = p.next();\n\t\t\tswitch (c)\n\t\t\t{\n\t\t\t\tcase L_ESC:\n\t\t\t\t\t{\n\t\t\t\t\t\tif (p[0] == '\\0')\n\t\t\t\t\t\t\tLuaLError(ms.L, \"malformed pattern (ends with \" + LUA_QL(\"%\") + \")\");\n\t\t\t\t\t\treturn p + 1;\n\t\t\t\t\t}\n\t\t\t\tcase '[':\n\t\t\t\t\t{\n\t\t\t\t\t\tif (p[0] == '^') p = p.next();\n\t\t\t\t\t\tdo\n\t\t\t\t\t\t{  /* look for a `]' */\n\t\t\t\t\t\t\tif (p[0] == '\\0')\n\t\t\t\t\t\t\t\tLuaLError(ms.L, \"malformed pattern (missing \" + LUA_QL(\"]\") + \")\");\n\t\t\t\t\t\t\tc = p[0];\n\t\t\t\t\t\t\tp = p.next();\n\t\t\t\t\t\t\tif (c == L_ESC && p[0] != '\\0')\n\t\t\t\t\t\t\t\tp = p.next();  /* skip escapes (e.g. `%]') */\n\t\t\t\t\t\t} while (p[0] != ']');\n\t\t\t\t\t\treturn p + 1;\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\t\t{\n\t\t\t\t\t\treturn p;\n\t\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\t\tprivate static int match_class(char c, char cl)\n\t\t{\n\t\t\tbool res;\n\t\t\tswitch (tolower(cl))\n\t\t\t{\n\t\t\t\tcase 'a': res = isalpha(c); break;\n\t\t\t\tcase 'c': res = iscntrl(c); break;\n\t\t\t\tcase 'd': res = isdigit(c); break;\n\t\t\t\tcase 'l': res = islower(c); break;\n\t\t\t\tcase 'p': res = ispunct(c); break;\n\t\t\t\tcase 's': res = isspace(c); break;\n\t\t\t\tcase 'g': res = isgraph(c); break;\n\t\t\t\tcase 'u': res = isupper(c); break;\n\t\t\t\tcase 'w': res = isalnum(c); break;\n\t\t\t\tcase 'x': res = isxdigit((char)c); break;\n\t\t\t\tcase 'z': res = (c == 0); break;\n\t\t\t\tdefault: return (cl == c) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (islower(cl) ? (res ? 1 : 0) : ((!res) ? 1 : 0));\n\t\t}\n\n\n\n\t\tprivate static int matchbracketclass(int c, CharPtr p, CharPtr ec)\n\t\t{\n\t\t\tint sig = 1;\n\t\t\tif (p[1] == '^')\n\t\t\t{\n\t\t\t\tsig = 0;\n\t\t\t\tp = p.next();  /* skip the `^' */\n\t\t\t}\n\t\t\twhile ((p = p.next()) < ec)\n\t\t\t{\n\t\t\t\tif (p == L_ESC)\n\t\t\t\t{\n\t\t\t\t\tp = p.next();\n\t\t\t\t\tif (match_class((char)c, (char)(p[0])) != 0)\n\t\t\t\t\t\treturn sig;\n\t\t\t\t}\n\t\t\t\telse if ((p[1] == '-') && (p + 2 < ec))\n\t\t\t\t{\n\t\t\t\t\tp += 2;\n\t\t\t\t\tif (p[-2] <= c && (c <= p[0]))\n\t\t\t\t\t\treturn sig;\n\t\t\t\t}\n\t\t\t\telse if ((byte)(p[0]) == c) return sig;\n\t\t\t}\n\t\t\treturn (sig == 0) ? 1 : 0;\n\t\t}\n\n\n\t\tprivate static int singlematch(int c, CharPtr p, CharPtr ep)\n\t\t{\n\t\t\tswitch (p[0])\n\t\t\t{\n\t\t\t\tcase '.': return 1;  /* matches any char */\n\t\t\t\tcase L_ESC: return match_class((char)c, (char)(p[1]));\n\t\t\t\tcase '[': return matchbracketclass(c, p, ep - 1);\n\t\t\t\tdefault: return (p[0] == c) ? 1 : 0;\n\t\t\t}\n\t\t}\n\n\t\tprivate static CharPtr matchbalance(MatchState ms, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t   CharPtr p)\n\t\t{\n\t\t\tif ((p[0] == 0) || (p[1] == 0))\n\t\t\t\tLuaLError(ms.L, \"unbalanced pattern\");\n\t\t\tif (s[0] != p[0]) return null;\n\t\t\telse\n\t\t\t{\n\t\t\t\tint b = p[0];\n\t\t\t\tint e = p[1];\n\t\t\t\tint cont = 1;\n\t\t\t\twhile ((s = s.next()) < ms.src_end)\n\t\t\t\t{\n\t\t\t\t\tif (s[0] == e)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (--cont == 0) return s + 1;\n\t\t\t\t\t}\n\t\t\t\t\telse if (s[0] == b) cont++;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;  /* string ends out of balance */\n\t\t}\n\n\t\tprivate static CharPtr max_expand(MatchState ms, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t CharPtr p, CharPtr ep)\n\t\t{\n\t\t\tptrdiff_t i = 0;  /* counts maximum expand for item */\n\t\t\twhile ((s + i < ms.src_end) && (singlematch(s[i], p, ep) != 0))\n\t\t\t\ti++;\n\t\t\t/* keeps trying to match with the maximum repetitions */\n\t\t\twhile (i >= 0)\n\t\t\t{\n\t\t\t\tCharPtr res = match(ms, (s + i), ep + 1);\n\t\t\t\tif (res != null) return res;\n\t\t\t\ti--;  /* else didn't match; reduce 1 repetition to try again */\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\n\t\tprivate static CharPtr min_expand(MatchState ms, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t CharPtr p, CharPtr ep)\n\t\t{\n\t\t\tfor (; ; )\n\t\t\t{\n\t\t\t\tCharPtr res = match(ms, s, ep + 1);\n\t\t\t\tif (res != null)\n\t\t\t\t\treturn res;\n\t\t\t\telse if ((s < ms.src_end) && (singlematch(s[0], p, ep) != 0))\n\t\t\t\t\ts = s.next();  /* try with one more repetition */\n\t\t\t\telse return null;\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static CharPtr start_capture(MatchState ms, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t\tCharPtr p, int what)\n\t\t{\n\t\t\tCharPtr res;\n\t\t\tint level = ms.level;\n\t\t\tif (level >= LUA_MAXCAPTURES) LuaLError(ms.L, \"too many captures\");\n\t\t\tms.capture[level].init = s;\n\t\t\tms.capture[level].len = what;\n\t\t\tms.level = level + 1;\n\t\t\tif ((res = match(ms, s, p)) == null)  /* match failed? */\n\t\t\t\tms.level--;  /* undo capture */\n\t\t\treturn res;\n\t\t}\n\n\n\t\tprivate static CharPtr end_capture(MatchState ms, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t  CharPtr p)\n\t\t{\n\t\t\tint l = capture_to_close(ms);\n\t\t\tCharPtr res;\n\t\t\tms.capture[l].len = s - ms.capture[l].init;  /* close capture */\n\t\t\tif ((res = match(ms, s, p)) == null)  /* match failed? */\n\t\t\t\tms.capture[l].len = CAP_UNFINISHED;  /* undo capture */\n\t\t\treturn res;\n\t\t}\n\n\n\t\tprivate static CharPtr match_capture(MatchState ms, CharPtr s, int l)\n\t\t{\n\t\t\tuint len;\n\t\t\tl = check_capture(ms, l);\n\t\t\tlen = (uint)ms.capture[l].len;\n\t\t\tif ((uint)(ms.src_end - s) >= len &&\n\t\t\t\tmemcmp(ms.capture[l].init, s, len) == 0)\n\t\t\t\treturn s + len;\n\t\t\telse return null;\n\t\t}\n\n\n\n\t\tprivate static CharPtr match(MatchState ms, CharPtr s, CharPtr p)\n\t\t{\n\t\t\ts = new CharPtr(s);\n\t\t\tp = new CharPtr(p);\n\t\t\tif (ms.matchdepth-- == 0)\n\t\t\t\tLuaLError(ms.L, \"pattern too complex\");\n\t\tinit: /* using goto's to optimize tail recursion */\n\t\t\tswitch (p[0])\n\t\t\t{\n\t\t\t\tcase '(':\n\t\t\t\t\t{  /* start capture */\n\t\t\t\t\t\tif (p[1] == ')')  /* position capture? */\n\t\t\t\t\t\t\treturn start_capture(ms, s, p + 2, CAP_POSITION);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn start_capture(ms, s, p + 1, CAP_UNFINISHED);\n\t\t\t\t\t}\n\t\t\t\tcase ')':\n\t\t\t\t\t{  /* end capture */\n\t\t\t\t\t\treturn end_capture(ms, s, p + 1);\n\t\t\t\t\t}\n\t\t\t\tcase L_ESC:\n\t\t\t\t\t{\n\t\t\t\t\t\tswitch (p[1])\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcase 'b':\n\t\t\t\t\t\t\t\t{  /* balanced string? */\n\t\t\t\t\t\t\t\t\ts = matchbalance(ms, s, p + 2);\n\t\t\t\t\t\t\t\t\tif (s == null) return null;\n\t\t\t\t\t\t\t\t\tp += 4; goto init;  /* else return match(ms, s, p+4); */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcase 'f':\n\t\t\t\t\t\t\t\t{  /* frontier? */\n\t\t\t\t\t\t\t\t\tCharPtr ep; char previous;\n\t\t\t\t\t\t\t\t\tp += 2;\n\t\t\t\t\t\t\t\t\tif (p[0] != '[')\n\t\t\t\t\t\t\t\t\t\tLuaLError(ms.L, \"missing \" + LUA_QL(\"[\") + \" after \" +\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t   LUA_QL(\"%f\") + \" in pattern\");\n\t\t\t\t\t\t\t\t\tep = classend(ms, p);  /* points to what is next */\n\t\t\t\t\t\t\t\t\tprevious = (s == ms.src_init) ? '\\0' : s[-1];\n\t\t\t\t\t\t\t\t\tif ((matchbracketclass(previous, p, ep - 1) != 0) ||\n\t\t\t\t\t\t\t\t\t   (matchbracketclass(s[0], p, ep - 1) == 0)) return null;\n\t\t\t\t\t\t\t\t\tp = ep; goto init;  /* else return match(ms, s, ep); */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (isdigit((char)(p[1])))\n\t\t\t\t\t\t\t\t\t{  /* capture results (%0-%9)? */\n\t\t\t\t\t\t\t\t\t\ts = match_capture(ms, s, p[1]);\n\t\t\t\t\t\t\t\t\t\tif (s == null) return null;\n\t\t\t\t\t\t\t\t\t\tp += 2; goto init;  /* else return match(ms, s, p+2) */\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t//ismeretlen hiba miatt lett ide átmásolva\n\t\t\t\t\t\t\t\t\t{  /* it is a pattern item */\n\t\t\t\t\t\t\t\t\t\tCharPtr ep = classend(ms, p);  /* points to what is next */\n\t\t\t\t\t\t\t\t\t\tint m = (s < ms.src_end) && (singlematch(s[0], p, ep) != 0) ? 1 : 0;\n\t\t\t\t\t\t\t\t\t\tswitch (ep[0])\n\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\tcase '?':\n\t\t\t\t\t\t\t\t\t\t\t\t{  /* optional */\n\t\t\t\t\t\t\t\t\t\t\t\t\tCharPtr res;\n\t\t\t\t\t\t\t\t\t\t\t\t\tif ((m != 0) && ((res = match(ms, s + 1, ep + 1)) != null))\n\t\t\t\t\t\t\t\t\t\t\t\t\t\treturn res;\n\t\t\t\t\t\t\t\t\t\t\t\t\tp = ep + 1; goto init;  /* else return match(ms, s, ep+1); */\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\tcase '*':\n\t\t\t\t\t\t\t\t\t\t\t\t{  /* 0 or more repetitions */\n\t\t\t\t\t\t\t\t\t\t\t\t\treturn max_expand(ms, s, p, ep);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\tcase '+':\n\t\t\t\t\t\t\t\t\t\t\t\t{  /* 1 or more repetitions */\n\t\t\t\t\t\t\t\t\t\t\t\t\treturn ((m != 0) ? max_expand(ms, s + 1, p, ep) : null);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\tcase '-':\n\t\t\t\t\t\t\t\t\t\t\t\t{  /* 0 or more repetitions (minimum) */\n\t\t\t\t\t\t\t\t\t\t\t\t\treturn min_expand(ms, s, p, ep);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t\tif (m == 0) return null;\n\t\t\t\t\t\t\t\t\t\t\t\t\ts = s.next(); p = ep; goto init;  /* else return match(ms, s+1, ep); */\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t//goto dflt;  /* case default */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\tcase '\\0':\n\t\t\t\t\t{  /* end of pattern */\n\t\t\t\t\t\treturn s;  /* match succeeded */\n\t\t\t\t\t}\n\t\t\t\tcase '$':\n\t\t\t\t\t{\n\t\t\t\t\t\tif (p[1] == '\\0')  /* is the `$' the last char in pattern? */\n\t\t\t\t\t\t\treturn (s == ms.src_end) ? s : null;  /* check end of string */\n\t\t\t\t\t\telse goto dflt;\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\tdflt:\n\t\t\t\t\t{  /* it is a pattern item */\n\t\t\t\t\t\tCharPtr ep = classend(ms, p);  /* points to what is next */\n\t\t\t\t\t\tint m = (s < ms.src_end) && (singlematch(s[0], p, ep) != 0) ? 1 : 0;\n\t\t\t\t\t\tswitch (ep[0])\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcase '?':\n\t\t\t\t\t\t\t\t{  /* optional */\n\t\t\t\t\t\t\t\t\tCharPtr res;\n\t\t\t\t\t\t\t\t\tif ((m != 0) && ((res = match(ms, s + 1, ep + 1)) != null))\n\t\t\t\t\t\t\t\t\t\treturn res;\n\t\t\t\t\t\t\t\t\tp = ep + 1; goto init;  /* else return match(ms, s, ep+1); */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcase '*':\n\t\t\t\t\t\t\t\t{  /* 0 or more repetitions */\n\t\t\t\t\t\t\t\t\treturn max_expand(ms, s, p, ep);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcase '+':\n\t\t\t\t\t\t\t\t{  /* 1 or more repetitions */\n\t\t\t\t\t\t\t\t\treturn ((m != 0) ? max_expand(ms, s + 1, p, ep) : null);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcase '-':\n\t\t\t\t\t\t\t\t{  /* 0 or more repetitions (minimum) */\n\t\t\t\t\t\t\t\t\treturn min_expand(ms, s, p, ep);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (m == 0) return null;\n\t\t\t\t\t\t\t\t\ts = s.next(); p = ep; goto init;  /* else return match(ms, s+1, ep); */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\t\tprivate static CharPtr lmemfind(CharPtr s1, uint l1,\n\t\t\t\t\t\t\t\t\t   CharPtr s2, uint l2)\n\t\t{\n\t\t\tif (l2 == 0) return s1;  /* empty strings are everywhere */\n\t\t\telse if (l2 > l1) return null;  /* avoids a negative `l1' */\n\t\t\telse\n\t\t\t{\n\t\t\t\tCharPtr init;  /* to search for a `*s2' inside `s1' */\n\t\t\t\tl2--;  /* 1st char will be checked by `memchr' */\n\t\t\t\tl1 = l1 - l2;  /* `s2' cannot be found after that */\n\t\t\t\twhile (l1 > 0 && (init = memchr(s1, s2[0], l1)) != null)\n\t\t\t\t{\n\t\t\t\t\tinit = init.next();   /* 1st char is already checked */\n\t\t\t\t\tif (memcmp(init, s2 + 1, l2) == 0)\n\t\t\t\t\t\treturn init - 1;\n\t\t\t\t\telse\n\t\t\t\t\t{  /* correct `l1' and `s1' to try again */\n\t\t\t\t\t\tl1 -= (uint)(init - s1);\n\t\t\t\t\t\ts1 = init;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn null;  /* not found */\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static void push_onecapture(MatchState ms, int i, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tCharPtr e)\n\t\t{\n\t\t\tif (i >= ms.level)\n\t\t\t{\n\t\t\t\tif (i == 0)  /* ms.level == 0, too */\n\t\t\t\t\tLuaPushLString(ms.L, s, (uint)(e - s));  /* add whole match */\n\t\t\t\telse\n\t\t\t\t\tLuaLError(ms.L, \"invalid capture index\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tptrdiff_t l = ms.capture[i].len;\n\t\t\t\tif (l == CAP_UNFINISHED) LuaLError(ms.L, \"unfinished capture\");\n\t\t\t\tif (l == CAP_POSITION)\n\t\t\t\t\tLuaPushInteger(ms.L, ms.capture[i].init - ms.src_init + 1);\n\t\t\t\telse\n\t\t\t\t\tLuaPushLString(ms.L, ms.capture[i].init, (uint)l);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate static int push_captures(MatchState ms, CharPtr s, CharPtr e)\n\t\t{\n\t\t\tint i;\n\t\t\tint nlevels = ((ms.level == 0) && (s != null)) ? 1 : ms.level;\n\t\t\tLuaLCheckStack(ms.L, nlevels, \"too many captures\");\n\t\t\tfor (i = 0; i < nlevels; i++)\n\t\t\t\tpush_onecapture(ms, i, s, e);\n\t\t\treturn nlevels;  /* number of strings pushed */\n\t\t}\n\n\n\t\tprivate static int str_find_aux(LuaState L, int find)\n\t\t{\n\t\t\tuint l1, l2;\n\t\t\tCharPtr s = LuaLCheckLString(L, 1, out l1);\n\t\t\tCharPtr p = PatchPattern(LuaLCheckLString(L, 2, out l2));\n\n\t\t\tptrdiff_t init = posrelat(LuaLOptInteger(L, 3, 1), l1) - 1;\n\t\t\tif (init < 0) init = 0;\n\t\t\telse if ((uint)(init) > l1) init = (ptrdiff_t)l1;\n\t\t\tif ((find != 0) && ((LuaToBoolean(L, 4) != 0) ||  /* explicit request? */\n\t\t\t\tstrpbrk(p, SPECIALS) == null))\n\t\t\t{  /* or no special characters? */\n\t\t\t\t/* do a plain search */\n\t\t\t\tCharPtr s2 = lmemfind(s + init, (uint)(l1 - init), p, (uint)(l2));\n\t\t\t\tif (s2 != null)\n\t\t\t\t{\n\t\t\t\t\tLuaPushInteger(L, s2 - s + 1);\n\t\t\t\t\tLuaPushInteger(L, (int)(s2 - s + l2));\n\t\t\t\t\treturn 2;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tMatchState ms = new MatchState();\n\t\t\t\tint anchor = 0;\n\t\t\t\tif (p[0] == '^')\n\t\t\t\t{\n\t\t\t\t\tp = p.next();\n\t\t\t\t\tanchor = 1;\n\t\t\t\t}\n\t\t\t\tCharPtr s1 = s + init;\n\t\t\t\tms.L = L;\n\t\t\t\tms.matchdepth = MAXCCALLS;\n\t\t\t\tms.src_init = s;\n\t\t\t\tms.src_end = s + l1;\n\t\t\t\tdo\n\t\t\t\t{\n\t\t\t\t\tCharPtr res;\n\t\t\t\t\tms.level = 0;\n\t\t\t\t\t// LuaAssert(ms.matchdepth == MAXCCALLS);\n\t\t\t\t\tms.matchdepth = MAXCCALLS;\n\t\t\t\t\tif ((res = match(ms, s1, p)) != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (find != 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tLuaPushInteger(L, s1 - s + 1);  /* start */\n\t\t\t\t\t\t\tLuaPushInteger(L, res - s);   /* end */\n\t\t\t\t\t\t\treturn push_captures(ms, null, null) + 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn push_captures(ms, s1, res);\n\t\t\t\t\t}\n\t\t\t\t} while (((s1 = s1.next()) <= ms.src_end) && (anchor == 0));\n\t\t\t}\n\t\t\tLuaPushNil(L);  /* not found */\n\t\t\treturn 1;\n\t\t}\n\n\n\t\tpublic static int str_find(LuaState L)\n\t\t{\n\t\t\treturn str_find_aux(L, 1);\n\t\t}\n\n\n\t\tpublic static int str_match(LuaState L)\n\t\t{\n\t\t\treturn str_find_aux(L, 0);\n\t\t}\n\n\t\tprivate class GMatchAuxData\n\t\t{\n\t\t\tpublic CharPtr S;\n\t\t\tpublic CharPtr P;\n\t\t\tpublic uint LS;\n\t\t\tpublic uint POS;\n\t\t}\n\n\n\t\tprivate static int gmatch_aux(LuaState L, GMatchAuxData auxdata)\n\t\t{\n\t\t\tMatchState ms = new MatchState();\n\t\t\tuint ls = auxdata.LS;\n\t\t\tCharPtr s = auxdata.S;\n\t\t\tCharPtr p = auxdata.P;\n\t\t\tCharPtr src;\n\t\t\tms.L = L;\n\t\t\tms.matchdepth = MAXCCALLS;\n\t\t\tms.src_init = s;\n\t\t\tms.src_end = s + ls;\n\t\t\tfor (src = s + auxdata.POS;\n\t\t\t\t src <= ms.src_end;\n\t\t\t\t src = src.next())\n\t\t\t{\n\t\t\t\tCharPtr e;\n\t\t\t\tms.level = 0;\n\t\t\t\t//LuaAssert(ms.matchdepth == MAXCCALLS);\n\t\t\t\tms.matchdepth = MAXCCALLS;\n\n\t\t\t\tif ((e = match(ms, src, p)) != null)\n\t\t\t\t{\n\t\t\t\t\tlua_Integer newstart = e - s;\n\t\t\t\t\tif (e == src) newstart++;  /* empty match? go at least one position */\n\t\t\t\t\tauxdata.POS = (uint)newstart;\n\t\t\t\t\treturn push_captures(ms, src, e);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn 0;  /* not found */\n\t\t}\n\n\n\t\tprivate static DynValue gmatch_aux_2(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"gmatch\",\n\t\t\t\tL => gmatch_aux(L, (GMatchAuxData)executionContext.AdditionalData));\n\t\t}\n\n\n\t\tpublic static int str_gmatch(LuaState L)\n\t\t{\n\t\t\tCallbackFunction C = new CallbackFunction(gmatch_aux_2, \"gmatch\");\n\t\t\tstring s = ArgAsType(L, 1, DataType.String, false).String;\n\t\t\tstring p = PatchPattern(ArgAsType(L, 2, DataType.String, false).String);\n\n\n\t\t\tC.AdditionalData = new GMatchAuxData()\n\t\t\t{\n\t\t\t\tS = new CharPtr(s),\n\t\t\t\tP = new CharPtr(p),\n\t\t\t\tLS = (uint)s.Length,\n\t\t\t\tPOS = 0\n\t\t\t};\n\n\t\t\tL.Push(DynValue.NewCallback(C));\n\n\t\t\treturn 1;\n\t\t}\n\n\n\t\tprivate static int gfind_nodef(LuaState L)\n\t\t{\n\t\t\treturn LuaLError(L, LUA_QL(\"string.gfind\") + \" was renamed to \" +\n\t\t\t\t\t\t\t\t LUA_QL(\"string.gmatch\"));\n\t\t}\n\n\n\t\tprivate static void add_s(MatchState ms, LuaLBuffer b, CharPtr s, CharPtr e)\n\t\t{\n\t\t\tuint l, i;\n\t\t\tCharPtr news = LuaToLString(ms.L, 3, out l);\n\t\t\tfor (i = 0; i < l; i++)\n\t\t\t{\n\t\t\t\tif (news[i] != L_ESC)\n\t\t\t\t\tLuaLAddChar(b, news[i]);\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ti++;  /* skip ESC */\n\t\t\t\t\tif (!isdigit((char)(news[i])))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (news[i] != L_ESC)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tLuaLError(ms.L, \"invalid use of '%' in replacement string\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tLuaLAddChar(b, news[i]);\n\t\t\t\t\t}\n\t\t\t\t\telse if (news[i] == '0')\n\t\t\t\t\t\tLuaLAddLString(b, s, (uint)(e - s));\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tpush_onecapture(ms, news[i] - '1', s, e);\n\t\t\t\t\t\tLuaLAddValue(b);  /* add capture to accumulated result */\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\n\t\tprivate static void add_value(MatchState ms, LuaLBuffer b, CharPtr s,\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t   CharPtr e)\n\t\t{\n\t\t\tLuaState L = ms.L;\n\t\t\tswitch (LuaType(L, 3))\n\t\t\t{\n\t\t\t\tcase LUA_TNUMBER:\n\t\t\t\tcase LUA_TSTRING:\n\t\t\t\t\t{\n\t\t\t\t\t\tadd_s(ms, b, s, e);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t// case LUA_TUSERDATA: /// +++ does this make sense ??\n\t\t\t\tcase LUA_TFUNCTION:\n\t\t\t\t\t{\n\t\t\t\t\t\tint n;\n\t\t\t\t\t\tLuaPushValue(L, 3);\n\t\t\t\t\t\tn = push_captures(ms, s, e);\n\t\t\t\t\t\tLuaCall(L, n, 1);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\tcase LUA_TTABLE:\n\t\t\t\t\t{\n\t\t\t\t\t\tpush_onecapture(ms, 0, s, e);\n\t\t\t\t\t\tLuaGetTable(L, 3);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t}\n\t\t\tif (LuaToBoolean(L, -1) == 0)\n\t\t\t{  /* nil or false? */\n\t\t\t\tLuaPop(L, 1);\n\t\t\t\tLuaPushLString(L, s, (uint)(e - s));  /* keep original text */\n\t\t\t}\n\t\t\telse if (LuaIsString(L, -1) == 0)\n\t\t\t\tLuaLError(L, \"invalid replacement value (a {0})\", LuaLTypeName(L, -1));\n\n\t\t\tLuaLAddValue(b);  /* add result to accumulator */\n\t\t}\n\n\n\t\tpublic static int str_gsub(LuaState L)\n\t\t{\n\t\t\tuint srcl;\n\t\t\tCharPtr src = LuaLCheckLString(L, 1, out srcl);\n\t\t\tCharPtr p = PatchPattern(LuaLCheckStringStr(L, 2));\n\t\t\tint tr = LuaType(L, 3);\n\t\t\tint max_s = LuaLOptInt(L, 4, (int)(srcl + 1));\n\t\t\tint anchor = 0;\n\t\t\tif (p[0] == '^')\n\t\t\t{\n\t\t\t\tp = p.next();\n\t\t\t\tanchor = 1;\n\t\t\t}\n\t\t\tint n = 0;\n\t\t\tMatchState ms = new MatchState();\n\t\t\tLuaLBuffer b = new LuaLBuffer(L);\n\t\t\tLuaLArgCheck(L, tr == LUA_TNUMBER || tr == LUA_TSTRING ||\n\t\t\t\t\t\t\t tr == LUA_TFUNCTION || tr == LUA_TTABLE ||\n\t\t\t\t\t\t\t tr == LUA_TUSERDATA, 3,\n\t\t\t\t\t\t\t\t\"string/function/table expected\");\n\t\t\tLuaLBuffInit(L, b);\n\t\t\tms.L = L;\n\t\t\tms.matchdepth = MAXCCALLS;\n\t\t\tms.src_init = src;\n\t\t\tms.src_end = src + srcl;\n\t\t\twhile (n < max_s)\n\t\t\t{\n\t\t\t\tCharPtr e;\n\t\t\t\tms.level = 0;\n\t\t\t\t//LuaAssert(ms.matchdepth == MAXCCALLS);\n\t\t\t\tms.matchdepth = MAXCCALLS;\n\t\t\t\te = match(ms, src, p);\n\t\t\t\tif (e != null)\n\t\t\t\t{\n\t\t\t\t\tn++;\n\t\t\t\t\tadd_value(ms, b, src, e);\n\t\t\t\t}\n\t\t\t\tif ((e != null) && e > src) /* non empty match? */\n\t\t\t\t\tsrc = e;  /* skip it */\n\t\t\t\telse if (src < ms.src_end)\n\t\t\t\t{\n\t\t\t\t\tchar c = src[0];\n\t\t\t\t\tsrc = src.next();\n\t\t\t\t\tLuaLAddChar(b, c);\n\t\t\t\t}\n\t\t\t\telse break;\n\t\t\t\tif (anchor != 0) break;\n\t\t\t}\n\t\t\tLuaLAddLString(b, src, (uint)(ms.src_end - src));\n\t\t\tLuaLPushResult(b);\n\t\t\tLuaPushInteger(L, n);  /* number of substitutions */\n\t\t\treturn 2;\n\t\t}\n\n\n\t\t/* }====================================================== */\n\n\n\t\t/* maximum size of each formatted item (> len(format('%99.99f', -1e308))) */\n\t\tpublic const int MAX_ITEM = 512;\n\t\t/* valid flags in a format specification */\n\t\tpublic const string FLAGS = \"-+ #0\";\n\t\t/*\n\t\t** maximum size of each format specification (such as '%-099.99d')\n\t\t** (+10 accounts for %99.99x plus margin of error)\n\t\t*/\n\t\tpublic static readonly int MAX_FORMAT = (FLAGS.Length + 1) + (LUA_INTFRMLEN.Length + 1) + 10;\n\n\n\t\tprivate static void addquoted(LuaState L, LuaLBuffer b, int arg)\n\t\t{\n\t\t\tuint l;\n\t\t\tCharPtr s = LuaLCheckLString(L, arg, out l);\n\t\t\tLuaLAddChar(b, '\"');\n\t\t\twhile ((l--) != 0)\n\t\t\t{\n\t\t\t\tswitch (s[0])\n\t\t\t\t{\n\t\t\t\t\tcase '\"':\n\t\t\t\t\tcase '\\\\':\n\t\t\t\t\tcase '\\n':\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tLuaLAddChar(b, '\\\\');\n\t\t\t\t\t\t\tLuaLAddChar(b, s[0]);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\tcase '\\r':\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tLuaLAddLString(b, \"\\\\r\", 2);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\tdefault:\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (s[0] < (char)16)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tbool isfollowedbynum = false;\n\n\t\t\t\t\t\t\t\tif (l >= 1)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (char.IsNumber(s[1]))\n\t\t\t\t\t\t\t\t\t\tisfollowedbynum = true;\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tif (isfollowedbynum)\n\t\t\t\t\t\t\t\t\tLuaLAddString(b, string.Format(\"\\\\{0:000}\", (int)s[0]));\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tLuaLAddString(b, string.Format(\"\\\\{0}\", (int)s[0]));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tLuaLAddChar(b, s[0]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ts = s.next();\n\t\t\t}\n\t\t\tLuaLAddChar(b, '\"');\n\t\t}\n\n\t\tprivate static CharPtr scanformat(LuaState L, CharPtr strfrmt, CharPtr form)\n\t\t{\n\t\t\tCharPtr p = strfrmt;\n\t\t\twhile (p[0] != '\\0' && strchr(FLAGS, p[0]) != null) p = p.next();  /* skip flags */\n\t\t\tif ((uint)(p - strfrmt) >= (FLAGS.Length + 1))\n\t\t\t\tLuaLError(L, \"invalid format (repeated flags)\");\n\t\t\tif (isdigit(p[0])) p = p.next();  /* skip width */\n\t\t\tif (isdigit(p[0])) p = p.next();  /* (2 digits at most) */\n\t\t\tif (p[0] == '.')\n\t\t\t{\n\t\t\t\tp = p.next();\n\t\t\t\tif (isdigit(p[0])) p = p.next();  /* skip precision */\n\t\t\t\tif (isdigit(p[0])) p = p.next();  /* (2 digits at most) */\n\t\t\t}\n\t\t\tif (isdigit(p[0]))\n\t\t\t\tLuaLError(L, \"invalid format (width or precision too long)\");\n\t\t\tform[0] = '%';\n\t\t\tform = form.next();\n\t\t\tstrncpy(form, strfrmt, p - strfrmt + 1);\n\t\t\tform += p - strfrmt + 1;\n\t\t\tform[0] = '\\0';\n\t\t\treturn p;\n\t\t}\n\n\n\t\tprivate static void addintlen(CharPtr form)\n\t\t{\n\t\t\tuint l = (uint)strlen(form);\n\t\t\tchar spec = form[l - 1];\n\t\t\tstrcpy(form + l - 1, LUA_INTFRMLEN);\n\t\t\tform[l + (LUA_INTFRMLEN.Length + 1) - 2] = spec;\n\t\t\tform[l + (LUA_INTFRMLEN.Length + 1) - 1] = '\\0';\n\t\t}\n\n\n\t\tpublic static int str_format(LuaState L)\n\t\t{\n\t\t\tint top = LuaGetTop(L);\n\t\t\tint arg = 1;\n\t\t\tuint sfl;\n\t\t\tCharPtr strfrmt = LuaLCheckLString(L, arg, out sfl);\n\t\t\tCharPtr strfrmt_end = strfrmt + sfl;\n\t\t\tLuaLBuffer b = new LuaLBuffer(L);\n\t\t\tLuaLBuffInit(L, b);\n\t\t\twhile (strfrmt < strfrmt_end)\n\t\t\t{\n\t\t\t\tif (strfrmt[0] != L_ESC)\n\t\t\t\t{\n\t\t\t\t\tLuaLAddChar(b, strfrmt[0]);\n\t\t\t\t\tstrfrmt = strfrmt.next();\n\t\t\t\t}\n\t\t\t\telse if (strfrmt[1] == L_ESC)\n\t\t\t\t{\n\t\t\t\t\tLuaLAddChar(b, strfrmt[0]);  /* %% */\n\t\t\t\t\tstrfrmt = strfrmt + 2;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{ /* format item */\n\t\t\t\t\tstrfrmt = strfrmt.next();\n\t\t\t\t\tCharPtr form = new char[MAX_FORMAT];  /* to store the format (`%...') */\n\t\t\t\t\tCharPtr buff = new char[MAX_ITEM];  /* to store the formatted item */\n\t\t\t\t\tif (++arg > top)\n\t\t\t\t\t\tLuaLArgError(L, arg, \"no value\");\n\t\t\t\t\tstrfrmt = scanformat(L, strfrmt, form);\n\t\t\t\t\tchar ch = strfrmt[0];\n\t\t\t\t\tstrfrmt = strfrmt.next();\n\t\t\t\t\tswitch (ch)\n\t\t\t\t\t{\n\t\t\t\t\t\tcase 'c':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tsprintf(buff, form, (int)LuaLCheckNumber(L, arg));\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tcase 'd':\n\t\t\t\t\t\tcase 'i':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\taddintlen(form);\n\t\t\t\t\t\t\t\tsprintf(buff, form, (LUA_INTFRM_T)LuaLCheckNumber(L, arg));\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tcase 'o':\n\t\t\t\t\t\tcase 'u':\n\t\t\t\t\t\tcase 'x':\n\t\t\t\t\t\tcase 'X':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\taddintlen(form);\n\t\t\t\t\t\t\t\tsprintf(buff, form, (UNSIGNED_LUA_INTFRM_T)LuaLCheckNumber(L, arg));\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tcase 'e':\n\t\t\t\t\t\tcase 'E':\n\t\t\t\t\t\tcase 'f':\n\t\t\t\t\t\tcase 'g':\n\t\t\t\t\t\tcase 'G':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tsprintf(buff, form, (double)LuaLCheckNumber(L, arg));\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tcase 'q':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\taddquoted(L, b, arg);\n\t\t\t\t\t\t\t\tcontinue;  /* skip the 'addsize' at the end */\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tcase 's':\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint l;\n\t\t\t\t\t\t\t\tCharPtr s = LuaLCheckLString(L, arg, out l);\n\t\t\t\t\t\t\t\tif ((strchr(form, '.') == null) && l >= 100)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t/* no precision and string is too long to be formatted;\n\t\t\t\t\t\t\t\t\t   keep original string */\n\t\t\t\t\t\t\t\t\tLuaPushValue(L, arg);\n\t\t\t\t\t\t\t\t\tLuaLAddValue(b);\n\t\t\t\t\t\t\t\t\tcontinue;  /* skip the `addsize' at the end */\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tsprintf(buff, form, s);\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t{  /* also treat cases `pnLlh' */\n\t\t\t\t\t\t\t\treturn LuaLError(L, \"invalid option \" + LUA_QL(\"%\" + ch) + \" to \" +\n\t\t\t\t\t\t\t\t\t\t\t\t\t LUA_QL(\"format\"), strfrmt[-1]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tLuaLAddLString(b, buff, (uint)strlen(buff));\n\t\t\t\t}\n\t\t\t}\n\t\t\tLuaLPushResult(b);\n\t\t\treturn 1;\n\t\t}\n\n\n\t\tprivate static string PatchPattern(string charPtr)\n\t\t{\n\t\t\treturn charPtr.Replace(\"\\0\", \"%z\");\n\t\t}\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringLib/KopiLua_StrLib.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringLib/StringRange.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n\nnamespace MoonSharp.Interpreter.CoreLib.StringLib\n{\n\tinternal class StringRange\n\t{\n\t\tpublic int Start { get; set; }\n\t\tpublic int End { get; set; }\n\n\t\tpublic StringRange()\n\t\t{\n\t\t\tStart = 0;\n\t\t\tEnd = 0;\n\t\t}\n\n\t\tpublic StringRange(int start, int end)\n\t\t{\n\t\t\tStart = start;\n\t\t\tEnd = end;\n\t\t}\n\n\t\tpublic static StringRange FromLuaRange(DynValue start, DynValue end, int? defaultEnd = null)\n\t\t{\n\t\t\tint i = start.IsNil() ? 1 : (int)start.Number;\n\t\t\tint j = end.IsNil() ? (defaultEnd ?? i) : (int)end.Number;\n\n\t\t\treturn new StringRange(i, j);\n\t\t}\n\n\n\t\t// Returns the substring of s that starts at i and continues until j; i and j can be negative. \n\t\t// If, after the translation of negative indices, i is less than 1, it is corrected to 1. \n\t\t// If j is greater than the string length, it is corrected to that length. \n\t\t// If, after these corrections, i is greater than j, the function returns the empty string. \t\t\n\t\tpublic string ApplyToString(string value)\n\t\t{\n\t\t\tint i = Start < 0 ? Start + value.Length + 1 : Start;\n\t\t\tint j = End < 0 ? End + value.Length + 1 : End;\n\n\t\t\tif (i < 1) i = 1;\n\t\t\tif (j > value.Length) j = value.Length;\n\n\t\t\tif (i > j)\n\t\t\t\treturn string.Empty;\n\n\t\t\treturn value.Substring(i - 1, j - i + 1);\n\t\t}\n\n\t\tpublic int Length()\n\t\t{\n\t\t\treturn (End - Start) + 1;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringLib/StringRange.cs.meta",
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  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringLib.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.IO;\nusing System.Text;\nusing MoonSharp.Interpreter.CoreLib.StringLib;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing string Lua functions \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"string\")]\n\tpublic class StringModule\n\t{\n\t\tpublic const string BASE64_DUMP_HEADER = \"MoonSharp_dump_b64::\";\n\n\t\tpublic static void MoonSharpInit(Table globalTable, Table stringTable)\n\t\t{\n\t\t\tTable stringMetatable = new Table(globalTable.OwnerScript);\n\t\t\tstringMetatable.Set(\"__index\", DynValue.NewTable(stringTable));\n\t\t\tglobalTable.OwnerScript.SetTypeMetatable(DataType.String, stringMetatable);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue dump(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue fn = args.AsType(0, \"dump\", DataType.Function, false);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tbyte[] bytes;\n\t\t\t\tusing (MemoryStream ms = new MemoryStream())\n\t\t\t\t{\n\t\t\t\t\texecutionContext.GetScript().Dump(fn, ms);\n\t\t\t\t\tms.Seek(0, SeekOrigin.Begin);\n\t\t\t\t\tbytes = ms.ToArray();\n\t\t\t\t}\n\t\t\t\tstring base64 = Convert.ToBase64String(bytes);\n\t\t\t\treturn DynValue.NewString(BASE64_DUMP_HEADER + base64);\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(ex.Message);\n\t\t\t}\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue @char(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder(args.Count);\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tDynValue v = args[i];\n\t\t\t\tdouble d = 0d;\n\n\t\t\t\tif (v.Type == DataType.String)\n\t\t\t\t{\n\t\t\t\t\tdouble? nd = v.CastToNumber();\n\t\t\t\t\tif (nd == null)\n\t\t\t\t\t\targs.AsType(i, \"char\", DataType.Number, false);\n\t\t\t\t\telse\n\t\t\t\t\t\td = nd.Value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\targs.AsType(i, \"char\", DataType.Number, false);\n\t\t\t\t\td = v.Number;\n\t\t\t\t}\n\n\t\t\t\tsb.Append((char)(d));\n\t\t\t}\n\n\t\t\treturn DynValue.NewString(sb.ToString());\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue @byte(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vs = args.AsType(0, \"byte\", DataType.String, false);\n\t\t\tDynValue vi = args.AsType(1, \"byte\", DataType.Number, true);\n\t\t\tDynValue vj = args.AsType(2, \"byte\", DataType.Number, true);\n\n\t\t\treturn PerformByteLike(vs, vi, vj,\n\t\t\t\ti => Unicode2Ascii(i));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue unicode(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vs = args.AsType(0, \"unicode\", DataType.String, false);\n\t\t\tDynValue vi = args.AsType(1, \"unicode\", DataType.Number, true);\n\t\t\tDynValue vj = args.AsType(2, \"unicode\", DataType.Number, true);\n\n\t\t\treturn PerformByteLike(vs, vi, vj, i => i);\n\t\t}\n\n\t\tprivate static int Unicode2Ascii(int i)\n\t\t{\n\t\t\tif (i >= 0 && i < 255)\n\t\t\t\treturn i;\n\n\t\t\treturn (int)'?';\n\t\t}\n\n\t\tprivate static DynValue PerformByteLike(DynValue vs, DynValue vi, DynValue vj, Func<int, int> filter)\n\t\t{\n            StringRange range = StringRange.FromLuaRange(vi, vj, null);\n            string s = range.ApplyToString(vs.String);\n\n            int length = s.Length;\n\t\t\tDynValue[] rets = new DynValue[length];\n\n            for (int i = 0; i < length; ++i)\n            {\n                rets[i] = DynValue.NewNumber(filter((int)s[i]));\n            }\n\n\t\t\treturn DynValue.NewTuple(rets);\n\t\t}\n\n\n\t\tprivate static int? AdjustIndex(string s, DynValue vi, int defval)\n\t\t{\n\t\t\tif (vi.IsNil())\n\t\t\t\treturn defval;\n\n\t\t\tint i = (int)Math.Round(vi.Number, 0);\n\n\t\t\tif (i == 0)\n\t\t\t\treturn null;\n\n\t\t\tif (i > 0)\n\t\t\t\treturn i - 1;\n\n\t\t\treturn s.Length - i;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue len(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vs = args.AsType(0, \"len\", DataType.String, false);\n\t\t\treturn DynValue.NewNumber(vs.String.Length);\n\t\t}\n\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue match(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"match\", KopiLua_StringLib.str_match);\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue gmatch(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"gmatch\", KopiLua_StringLib.str_gmatch);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue gsub(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"gsub\", KopiLua_StringLib.str_gsub);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue find(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"find\",\n\t\t\t\tKopiLua_StringLib.str_find);\n\t\t}\n\n\n        [MoonSharpModuleMethod]\n        public static DynValue lower(ScriptExecutionContext executionContext, CallbackArguments args)\n        {\n            DynValue arg_s = args.AsType(0, \"lower\", DataType.String, false);\n            return DynValue.NewString(arg_s.String.ToLower());\n        }\n\n        [MoonSharpModuleMethod]\n        public static DynValue upper(ScriptExecutionContext executionContext, CallbackArguments args)\n        {\n            DynValue arg_s = args.AsType(0, \"upper\", DataType.String, false);\n            return DynValue.NewString(arg_s.String.ToUpper());\n        }\n\n        [MoonSharpModuleMethod]\n        public static DynValue rep(ScriptExecutionContext executionContext, CallbackArguments args)\n        {\n            DynValue arg_s = args.AsType(0, \"rep\", DataType.String, false);\n            DynValue arg_n = args.AsType(1, \"rep\", DataType.Number, false);\n\t\t\tDynValue arg_sep = args.AsType(2, \"rep\", DataType.String, true);\n\n            if (String.IsNullOrEmpty(arg_s.String) || (arg_n.Number < 1))\n            {\n                return DynValue.NewString(\"\");\n            }\n\n\t\t\tstring sep = (arg_sep.IsNotNil()) ? arg_sep.String : null;\n\n            int count = (int)arg_n.Number;\n            StringBuilder result = new StringBuilder(arg_s.String.Length * count);\n\n            for (int i = 0; i < count; ++i)\n            {\n\t\t\t\tif (i != 0 && sep != null)\n\t\t\t\t\tresult.Append(sep);\n\n                result.Append(arg_s.String);\n            }\n\n            return DynValue.NewString(result.ToString());\n        }\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue format(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn executionContext.EmulateClassicCall(args, \"format\", KopiLua_StringLib.str_format);\n\t\t}\n\n\n\n        [MoonSharpModuleMethod]\n        public static DynValue reverse(ScriptExecutionContext executionContext, CallbackArguments args)\n        {\n            DynValue arg_s = args.AsType(0, \"reverse\", DataType.String, false);\n\n            if (String.IsNullOrEmpty(arg_s.String))\n            {\n                return DynValue.NewString(\"\");\n            }\n\n            char[] elements = arg_s.String.ToCharArray();\n            Array.Reverse(elements);\n\n            return DynValue.NewString(new String(elements));\n        }\n\n        [MoonSharpModuleMethod]\n        public static DynValue sub(ScriptExecutionContext executionContext, CallbackArguments args)\n        {\n            DynValue arg_s = args.AsType(0, \"sub\", DataType.String, false);\n\t\t\tDynValue arg_i = args.AsType(1, \"sub\", DataType.Number, true);\n            DynValue arg_j = args.AsType(2, \"sub\", DataType.Number, true);\n\n\t\t\tStringRange range = StringRange.FromLuaRange(arg_i, arg_j, -1);\n            string s = range.ApplyToString(arg_s.String);\n\n            return DynValue.NewString(s);\n        }\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue startsWith(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue arg_s1 = args.AsType(0, \"startsWith\", DataType.String, true);\n\t\t\tDynValue arg_s2 = args.AsType(1, \"startsWith\", DataType.String, true);\n\n\t\t\tif (arg_s1.IsNil() || arg_s2.IsNil())\n\t\t\t\treturn DynValue.False;\n\n\t\t\treturn DynValue.NewBoolean(arg_s1.String.StartsWith(arg_s2.String));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue endsWith(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue arg_s1 = args.AsType(0, \"endsWith\", DataType.String, true);\n\t\t\tDynValue arg_s2 = args.AsType(1, \"endsWith\", DataType.String, true);\n\n\t\t\tif (arg_s1.IsNil() || arg_s2.IsNil())\n\t\t\t\treturn DynValue.False;\n\n\t\t\treturn DynValue.NewBoolean(arg_s1.String.EndsWith(arg_s2.String));\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue contains(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue arg_s1 = args.AsType(0, \"contains\", DataType.String, true);\n\t\t\tDynValue arg_s2 = args.AsType(1, \"contains\", DataType.String, true);\n\n\t\t\tif (arg_s1.IsNil() || arg_s2.IsNil())\n\t\t\t\treturn DynValue.False;\n\n\t\t\treturn DynValue.NewBoolean(arg_s1.String.Contains(arg_s2.String));\n\t\t}\n\n\t}\n\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/StringModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 787bcc6b00d5aba4d98fe77e1083f5aa\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/TableIteratorsModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing table Lua iterators (pairs, ipairs, next)\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class TableIteratorsModule\n\t{\n\t\t// ipairs (t)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// If t has a metamethod __ipairs, calls it with t as argument and returns the first three results from the call.\n\t\t// Otherwise, returns three values: an iterator function, the table t, and 0, so that the construction\n\t\t//\t  for i,v in ipairs(t) do body end\n\t\t// will iterate over the pairs (1,t[1]), (2,t[2]), ..., up to the first integer key absent from the table. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue ipairs(ScriptExecutionContext executionContext, CallbackArguments args) \n\t\t{\n\t\t\tDynValue table = args[0];\n\n\t\t\tDynValue meta = executionContext.GetMetamethodTailCall(table, \"__ipairs\", args.GetArray());\n\n\t\t\treturn meta ?? DynValue.NewTuple(DynValue.NewCallback(__next_i), table, DynValue.NewNumber(0));\n\t\t}\n\n\t\t// pairs (t)\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// If t has a metamethod __pairs, calls it with t as argument and returns the first three results from the call.\n\t\t// Otherwise, returns three values: the next function, the table t, and nil, so that the construction\n\t\t//     for k,v in pairs(t) do body end\n\t\t// will iterate over all key–value pairs of table t.\n\t\t// See function next for the caveats of modifying the table during its traversal. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue pairs(ScriptExecutionContext executionContext, CallbackArguments args) \n\t\t{\n\t\t\tDynValue table = args[0];\n\n\t\t\tDynValue meta = executionContext.GetMetamethodTailCall(table, \"__pairs\", args.GetArray());\n\n\t\t\treturn meta ?? DynValue.NewTuple(DynValue.NewCallback(next), table);\n\t\t}\n\n\t\t// next (table [, index])\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Allows a program to traverse all fields of a table. Its first argument is a table and its second argument is an \n\t\t// index in this table. next returns the next index of the table and its associated value. \n\t\t// When called with nil as its second argument, next returns an initial index and its associated value. \n\t\t// When called with the last index, or with nil in an empty table, next returns nil. If the second argument is absent, \n\t\t// then it is interpreted as nil. In particular, you can use next(t) to check whether a table is empty.\n\t\t// The order in which the indices are enumerated is not specified, even for numeric indices. \n\t\t// (To traverse a table in numeric order, use a numerical for.)\n\t\t// The behavior of next is undefined if, during the traversal, you assign any value to a non-existent field in the table. \n\t\t// You may however modify existing fields. In particular, you may clear existing fields. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue next(ScriptExecutionContext executionContext, CallbackArguments args) \n\t\t{\n\t\t\tDynValue table = args.AsType(0, \"next\", DataType.Table);\n\t\t\tDynValue index = args[1];\n\n\t\t\tTablePair? pair = table.Table.NextKey(index);\n\n\t\t\tif (pair.HasValue)\n\t\t\t\treturn DynValue.NewTuple(pair.Value.Key, pair.Value.Value);\n\t\t\telse\n\t\t\t\tthrow new ScriptRuntimeException(\"invalid key to 'next'\");\n\t\t}\n\n\t\t// __next_i (table [, index])\n\t\t// -------------------------------------------------------------------------------------------------------------------\n\t\t// Allows a program to traverse all fields of an array. index is an integer number\n\t\tpublic static DynValue __next_i(ScriptExecutionContext executionContext, CallbackArguments args) \n\t\t{\n\t\t\tDynValue table = args.AsType(0, \"!!next_i!!\", DataType.Table);\n\t\t\tDynValue index = args.AsType(1, \"!!next_i!!\", DataType.Number);\n\n\t\t\tint idx = ((int)index.Number) + 1;\n\t\t\tDynValue val = table.Table.Get(idx);\n\t\t\t\n\t\t\tif (val.Type != DataType.Nil)\n\t\t\t{\n\t\t\t\treturn DynValue.NewTuple(DynValue.NewNumber(idx), val);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn DynValue.Nil;\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/TableIteratorsModule.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd883d41a8893164ab1cdcf0273f073d\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/CoreLib/TableModule.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Class implementing table Lua functions \n\t/// </summary>\n\t[MoonSharpModule(Namespace = \"table\")]\n\tpublic class TableModule\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue unpack(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue s = args.AsType(0, \"unpack\", DataType.Table, false);\n\t\t\tDynValue vi = args.AsType(1, \"unpack\", DataType.Number, true);\n\t\t\tDynValue vj = args.AsType(2, \"unpack\", DataType.Number, true);\n\n\t\t\tint ii = vi.IsNil() ? 1 : (int)vi.Number;\n\t\t\tint ij = vj.IsNil() ? GetTableLength(executionContext, s) : (int)vj.Number;\n\n\t\t\tTable t = s.Table;\n\n\t\t\tDynValue[] v = new DynValue[ij - ii + 1];\n\n\t\t\tint tidx = 0;\n\t\t\tfor (int i = ii; i <= ij; i++)\n\t\t\t\tv[tidx++] = t.Get(i);\n\n\t\t\treturn DynValue.NewTuple(v);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue pack(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tTable t = new Table(executionContext.GetScript());\n\t\t\tDynValue v = DynValue.NewTable(t);\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t\tt.Set(i + 1, args[i]);\n\n\t\t\tt.Set(\"n\", DynValue.NewNumber(args.Count));\n\n\t\t\treturn v;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue sort(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vlist = args.AsType(0, \"sort\", DataType.Table, false);\n\t\t\tDynValue lt = args[1];\n\n\t\t\tif (lt.Type != DataType.Function && lt.Type != DataType.ClrFunction && lt.IsNotNil())\n\t\t\t\targs.AsType(1, \"sort\", DataType.Function, true); // this throws\n\n\t\t\tint end = GetTableLength(executionContext, vlist);\n\n\t\t\tList<DynValue> values = new List<DynValue>();\n\n\t\t\tfor (int i = 1; i <= end; i++)\n\t\t\t\tvalues.Add(vlist.Table.Get(i));\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tvalues.Sort((a, b) => SortComparer(executionContext, a, b, lt));\n\t\t\t}\n\t\t\tcatch (InvalidOperationException ex)\n\t\t\t{\n\t\t\t\tif (ex.InnerException is ScriptRuntimeException)\n\t\t\t\t\tthrow ex.InnerException;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < values.Count; i++)\n\t\t\t{\n\t\t\t\tvlist.Table.Set(i + 1, values[i]);\n\t\t\t}\n\n\t\t\treturn vlist;\n\t\t}\n\n\t\tprivate static int SortComparer(ScriptExecutionContext executionContext, DynValue a, DynValue b, DynValue lt)\n\t\t{\n\t\t\tif (lt == null || lt.IsNil())\n\t\t\t{\n\t\t\t\tlt = executionContext.GetBinaryMetamethod(a, b, \"__lt\");\n\n\t\t\t\tif (lt == null || lt.IsNil())\n\t\t\t\t{\n\t\t\t\t\tif (a.Type == DataType.Number && b.Type == DataType.Number)\n\t\t\t\t\t\treturn a.Number.CompareTo(b.Number);\n\t\t\t\t\tif (a.Type == DataType.String && b.Type == DataType.String)\n\t\t\t\t\t\treturn a.String.CompareTo(b.String);\n\n\t\t\t\t\tthrow ScriptRuntimeException.CompareInvalidType(a, b);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn LuaComparerToClrComparer(\n\t\t\t\t\t\texecutionContext.GetScript().Call(lt, a, b),\n\t\t\t\t\t\texecutionContext.GetScript().Call(lt, b, a));\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn LuaComparerToClrComparer(\n\t\t\t\t\texecutionContext.GetScript().Call(lt, a, b),\n\t\t\t\t\texecutionContext.GetScript().Call(lt, b, a));\n\t\t\t}\n\t\t}\n\n\t\tprivate static int LuaComparerToClrComparer(DynValue dynValue1, DynValue dynValue2)\n\t\t{\n\t\t\tbool v1 = dynValue1.CastToBool();\n\t\t\tbool v2 = dynValue2.CastToBool();\n\n\t\t\tif (v1 && !v2)\n\t\t\t\treturn -1;\n\t\t\tif (v2 && !v1)\n\t\t\t\treturn 1;\n\n\t\t\tif (v1 || v2)\n\t\t\t\tthrow new ScriptRuntimeException(\"invalid order function for sorting\");\n\n\t\t\treturn 0;\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue insert(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vlist = args.AsType(0, \"table.insert\", DataType.Table, false);\n\t\t\tDynValue vpos = args[1];\n\t\t\tDynValue vvalue = args[2];\n\n\t\t\tif (args.Count > 3)\n\t\t\t\tthrow new ScriptRuntimeException(\"wrong number of arguments to 'insert'\");\n\t\t\t\n\t\t\tint len = GetTableLength(executionContext, vlist);\n\t\t\tTable list = vlist.Table;\n\n\t\t\tif (vvalue.IsNil())\n\t\t\t{\n\t\t\t\tvvalue = vpos;\n\t\t\t\tvpos = DynValue.NewNumber(len + 1);\n\t\t\t}\n\n\t\t\tif (vpos.Type != DataType.Number)\n\t\t\t\tthrow ScriptRuntimeException.BadArgument(1, \"table.insert\", DataType.Number, vpos.Type, false);\n\n\t\t\tint pos = (int)vpos.Number;\n\n\t\t\tif (pos > len + 1 || pos < 1)\n\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #2 to 'insert' (position out of bounds)\");\n\n\t\t\tfor (int i = len; i >= pos; i--)\n\t\t\t{\n\t\t\t\tlist.Set(i + 1, list.Get(i));\n\t\t\t}\n\n\t\t\tlist.Set(pos, vvalue);\n\n\t\t\treturn vlist;\n\t\t}\n\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue remove(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vlist = args.AsType(0, \"table.remove\", DataType.Table, false);\n\t\t\tDynValue vpos = args.AsType(1, \"table.remove\", DataType.Number, true);\n\t\t\tDynValue ret = DynValue.Nil;\n\n\t\t\tif (args.Count > 2)\n\t\t\t\tthrow new ScriptRuntimeException(\"wrong number of arguments to 'remove'\");\n\n\t\t\tint len = GetTableLength(executionContext, vlist);\n\t\t\tTable list = vlist.Table;\n\n\t\t\tint pos = vpos.IsNil() ? len : (int)vpos.Number;\n\n\t\t\tif (pos >= len + 1 || (pos < 1 && len > 0))\n\t\t\t\tthrow new ScriptRuntimeException(\"bad argument #1 to 'remove' (position out of bounds)\");\n\n\t\t\tfor (int i = pos; i <= len; i++)\n\t\t\t{\n\t\t\t\tif (i == pos)\n\t\t\t\t\tret = list.Get(i);\n\n\t\t\t\tlist.Set(i, list.Get(i + 1));\n\t\t\t}\n\n\t\t\treturn ret;\n\t\t}\n\n\n\t\t//table.concat (list [, sep [, i [, j]]])\n\t\t//Given a list where all elements are strings or numbers, returns the string list[i]..sep..list[i+1] (...) sep..list[j]. \n\t\t//The default value for sep is the empty string, the default for i is 1, and the default for j is #list. If i is greater \n\t\t//than j, returns the empty string. \n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue concat(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tDynValue vlist = args.AsType(0, \"concat\", DataType.Table, false);\n\t\t\tDynValue vsep = args.AsType(1, \"concat\", DataType.String, true);\n\t\t\tDynValue vstart = args.AsType(2, \"concat\", DataType.Number, true);\n\t\t\tDynValue vend = args.AsType(3, \"concat\", DataType.Number, true);\n\n\t\t\tTable list = vlist.Table;\n\t\t\tstring sep = vsep.IsNil() ? \"\" : vsep.String;\n\t\t\tint start = vstart.IsNilOrNan() ? 1 : (int)vstart.Number;\n\t\t\tint end; \n\n\t\t\tif (vend.IsNilOrNan())\n\t\t\t{\n\t\t\t\tend = GetTableLength(executionContext, vlist);\n\t\t\t}\n\t\t\telse \n\t\t\t{\n\t\t\t\tend = (int)vend.Number;\n\t\t\t}\n\n\t\t\tif (end < start)\n\t\t\t\treturn DynValue.NewString(string.Empty);\n\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tfor (int i = start; i <= end; i++)\n\t\t\t{\n\t\t\t\tDynValue v = list.Get(i);\n\n\t\t\t\tif (v.Type != DataType.Number && v.Type != DataType.String)\n\t\t\t\t\tthrow new ScriptRuntimeException(\"invalid value ({1}) at index {0} in table for 'concat'\", i, v.Type.ToLuaTypeString());\n\n\t\t\t\tstring s = v.ToPrintString();\n\n\t\t\t\tif (i != start)\n\t\t\t\t\tsb.Append(sep);\n\t\t\t\t\n\t\t\t\tsb.Append(s);\n\n\t\t\t}\n\n\t\t\treturn DynValue.NewString(sb.ToString());\n\t\t}\n\n\t\tprivate static int GetTableLength(ScriptExecutionContext executionContext, DynValue vlist)\n\t\t{\n\t\t\tDynValue __len = executionContext.GetMetamethod(vlist, \"__len\");\n\n\t\t\tif (__len != null)\n\t\t\t{\n\t\t\t\tDynValue lenv = executionContext.GetScript().Call(__len, vlist);\n\n\t\t\t\tdouble? len = lenv.CastToNumber();\n\n\t\t\t\tif (len == null)\n\t\t\t\t\tthrow new ScriptRuntimeException(\"object length is not a number\");\n\n\t\t\t\treturn (int)len;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn (int)vlist.Table.Length;\n\t\t\t}\n\t\t}\n\t}\n\n\n\t/// <summary>\n\t/// Class exposing table.unpack and table.pack in the global namespace (to work around the most common Lua 5.1 compatibility issue).\n\t/// </summary>\n\t[MoonSharpModule]\n\tpublic class TableModule_Globals\n\t{\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue unpack(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn TableModule.unpack(executionContext, args);\n\t\t}\n\n\t\t[MoonSharpModuleMethod]\n\t\tpublic static DynValue pack(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\treturn TableModule.pack(executionContext, args);\n\t\t}\n\t}\n\n\n}\n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/Extension_Methods.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Extension methods used in the whole project.\n\t/// </summary>\n\tinternal static class Extension_Methods\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value from the dictionary or returns the default value\n\t\t/// </summary>\n\t\t/// <typeparam name=\"TKey\">The type of the key.</typeparam>\n\t\t/// <typeparam name=\"TValue\">The type of the value.</typeparam>\n\t\t/// <param name=\"dictionary\">The dictionary.</param>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns></returns>\n\t\tpublic static TValue GetOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dictionary, TKey key)\n\t\t{\n\t\t\tTValue v;\n\n\t\t\tif (dictionary.TryGetValue(key, out v))\n\t\t\t\treturn v;\n\n\t\t\treturn default(TValue);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a value from the dictionary or creates it\n\t\t/// </summary>\n\t\t/// <typeparam name=\"TKey\">The type of the key.</typeparam>\n\t\t/// <typeparam name=\"TValue\">The type of the value.</typeparam>\n\t\t/// <param name=\"dictionary\">The dictionary.</param>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"creator\">A function which will create the value if it doesn't exist.</param>\n\t\t/// <returns></returns>\n\t\tpublic static TValue GetOrCreate<TKey, TValue>(this Dictionary<TKey, TValue> dictionary, TKey key, Func<TValue> creator)\n\t\t{\n\t\t\tTValue v;\n\n\t\t\tif (!dictionary.TryGetValue(key, out v))\n\t\t\t{\n\t\t\t\tv = creator();\n\t\t\t\tdictionary.Add(key, v);\n\t\t\t}\n\n\t\t\treturn v;\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/Extension_Methods.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 773db9ef9f9aed942bbf33dcf6dca392\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/FastStack.cs",
    "content": "﻿#if !USE_DYNAMIC_STACKS\n\nusing System;\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n\t/// <summary>\n\t/// A preallocated, non-resizable, stack\n\t/// </summary>\n\t/// <typeparam name=\"T\"></typeparam>\n\tinternal class FastStack<T> : IList<T>\n\t{\n\t\tT[] m_Storage;\n\t\tint m_HeadIdx = 0;\n\n\t\tpublic FastStack(int maxCapacity)\n\t\t{\n\t\t\tm_Storage = new T[maxCapacity];\n\t\t}\n\n\t\tpublic T this[int index]\n\t\t{\n\t\t\tget { return m_Storage[index]; }\n\t\t\tset { m_Storage[index] = value; }\n\t\t}\n\n\t\tpublic T Push(T item)\n\t\t{\n\t\t\tm_Storage[m_HeadIdx++] = item;\n\t\t\treturn item;\n\t\t}\n\n\t\tpublic void Expand(int size)\n\t\t{\n\t\t\tm_HeadIdx += size;\n\t\t}\n\n\t\tprivate void Zero(int from, int to)\n\t\t{\n\t\t\tArray.Clear(m_Storage, from, to - from + 1);\n\t\t}\n\n\t\tprivate void Zero(int index)\n\t\t{\n\t\t\tm_Storage[index] = default(T);\n\t\t}\n\n\t\tpublic T Peek(int idxofs = 0)\n\t\t{\n\t\t\tT item = m_Storage[m_HeadIdx - 1 - idxofs];\n\t\t\treturn item;\n\t\t}\n\n\t\tpublic void Set(int idxofs, T item)\n\t\t{\n\t\t\tm_Storage[m_HeadIdx - 1 - idxofs] = item;\n\t\t}\n\n\t\tpublic void CropAtCount(int p)\n\t\t{\n\t\t\tRemoveLast(Count - p);\n\t\t}\n\n\t\tpublic void RemoveLast( int cnt = 1)\n\t\t{\n\t\t\tif (cnt == 1)\n\t\t\t{\n\t\t\t\t--m_HeadIdx;\n\t\t\t\tm_Storage[m_HeadIdx] = default(T);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint oldhead = m_HeadIdx;\n\t\t\t\tm_HeadIdx -= cnt;\n\t\t\t\tZero(m_HeadIdx, oldhead);\n\t\t\t}\n\t\t}\n\n\t\tpublic T Pop()\n\t\t{\n\t\t\t--m_HeadIdx;\n\t\t\tT retval = m_Storage[m_HeadIdx];\n\t\t\tm_Storage[m_HeadIdx] = default(T);\n\t\t\treturn retval;\n\t\t}\n\n\t\tpublic void Clear()\n\t\t{\n\t\t\tArray.Clear(m_Storage, 0, m_Storage.Length);\n\t\t\tm_HeadIdx = 0;\n\t\t}\n\n\t\tpublic int Count\n\t\t{\n\t\t\tget { return m_HeadIdx; }\n\t\t}\n\n\n\t\t#region IList<T> Impl.\n\n\t\tint IList<T>.IndexOf(T item)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tvoid IList<T>.Insert(int index, T item)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tvoid IList<T>.RemoveAt(int index)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tT IList<T>.this[int index]\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn this[index];\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tthis[index] = value;\n\t\t\t}\n\t\t}\n\n\t\tvoid ICollection<T>.Add(T item)\n\t\t{\n\t\t\tPush(item);\n\t\t}\n\n\t\tvoid ICollection<T>.Clear()\n\t\t{\n\t\t\tClear();\n\t\t}\n\n\t\tbool ICollection<T>.Contains(T item)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tvoid ICollection<T>.CopyTo(T[] array, int arrayIndex)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tint ICollection<T>.Count\n\t\t{\n\t\t\tget { return this.Count; }\n\t\t}\n\n\t\tbool ICollection<T>.IsReadOnly\n\t\t{\n\t\t\tget { return false; }\n\t\t}\n\n\t\tbool ICollection<T>.Remove(T item)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tIEnumerator<T> IEnumerable<T>.GetEnumerator()\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tSystem.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\t#endregion\n\n\t}\n}\n\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/FastStack.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2c6a7612ec2e5f1498ce808a91e509cf\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/FastStackDynamic.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n#if USE_DYNAMIC_STACKS\n\tinternal class FastStack<T> : FastStackDynamic<T>\n\t{\n\t\tpublic FastStack(int startingCapacity)\n\t\t\t: base(startingCapacity)\n\t\t{\n\t\t}\n\t}\n#endif\n\n\t/// <summary>\n\t/// A non preallocated, non_fixed size stack\n\t/// </summary>\n\t/// <typeparam name=\"T\"></typeparam>\n\tinternal class FastStackDynamic<T> : List<T>\n\t{\n\t\t\tpublic FastStackDynamic(int startingCapacity)\n\t\t\t: base(startingCapacity)\n\t\t{\n\t\t}\n\n\n\t\tpublic void Set(int idxofs, T item)\n\t\t{\n\t\t\tthis[this.Count - 1 - idxofs] = item;\n\t\t}\n\n\n\t\tpublic T Push(T item)\n\t\t{\n\t\t\tthis.Add(item);\n\t\t\treturn item;\n\t\t}\n\n\t\tpublic void Expand(int size)\n\t\t{\n\t\t\tfor(int i = 0; i < size; i++)\n\t\t\t\tthis.Add(default(T));\n\t\t}\n\n\t\tpublic void Zero(int index)\n\t\t{\n\t\t\tthis[index] = default(T);\n\t\t}\n\n\t\tpublic T Peek(int idxofs = 0)\n\t\t{\n\t\t\tT item = this[this.Count - 1 - idxofs];\n\t\t\treturn item;\n\t\t}\n\t\tpublic void CropAtCount(int p)\n\t\t{\n\t\t\tRemoveLast(Count - p);\n\t\t}\n\n\t\tpublic void RemoveLast( int cnt = 1)\n\t\t{\n\t\t\tif (cnt == 1)\n\t\t\t{\n\t\t\t\tthis.RemoveAt(this.Count - 1);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthis.RemoveRange(this.Count - cnt, cnt);\n\t\t\t}\n\t\t}\n\n\t\tpublic T Pop()\n\t\t{\n\t\t\tT retval = this[this.Count - 1];\n\t\t\tthis.RemoveAt(this.Count - 1);\n\t\t\treturn retval;\n\t\t}\n\t}\n}\n\n\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/FastStackDynamic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2162b39086d34744ca9a269500d261cd\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/LinkedListIndex.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n\t/// <summary>\n\t/// An index to accelerate operations on a LinkedList<typeparamref name=\"TValue\"/> using a single key of type <typeparamref name=\"TKey\"/>\n\t/// More than one LinkedListIndex can index the same linked list, but every node in the linked list must be indexed by one and only one\n\t/// LinkedListIndex object.\n\t/// </summary>\n\t/// <typeparam name=\"TKey\">The type of the key. Must implement Equals and GetHashCode appropriately.</typeparam>\n\t/// <typeparam name=\"TValue\">The type of the values contained in the linked list.</typeparam>\n\tinternal class LinkedListIndex<TKey, TValue>\n\t{\n\t\tLinkedList<TValue> m_LinkedList;\n\t\tDictionary<TKey, LinkedListNode<TValue>> m_Map = null;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"LinkedListIndex{TKey, TValue}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"linkedList\">The linked list to be indexed.</param>\n\t\tpublic LinkedListIndex(LinkedList<TValue> linkedList)\n\t\t{\n\t\t\tm_LinkedList = linkedList;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds the node indexed by the specified key, or null.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic LinkedListNode<TValue> Find(TKey key)\n\t\t{\n\t\t\tLinkedListNode<TValue> node;\n\n\t\t\tif (m_Map == null)\n\t\t\t\treturn null;\n\n\t\t\tif (m_Map.TryGetValue(key, out node))\n\t\t\t\treturn node;\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Updates or creates a new node in the linked list, indexed by the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns>The previous value of the element</returns>\n\t\tpublic TValue Set(TKey key, TValue value)\n\t\t{\n\t\t\tLinkedListNode<TValue> node = Find(key);\n\n\t\t\tif (node == null)\n\t\t\t{\n\t\t\t\tAdd(key, value);\n\t\t\t\treturn default(TValue);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tTValue val = node.Value;\n\t\t\t\tnode.Value = value;\n\t\t\t\treturn val;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new node in the linked list, indexed by the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Add(TKey key, TValue value)\n\t\t{\n\t\t\tvar node = m_LinkedList.AddLast(value);\n\n\t\t\tif (m_Map == null)\n\t\t\t\tm_Map = new Dictionary<TKey, LinkedListNode<TValue>>();\n\n\t\t\tm_Map.Add(key, node);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the specified key from the index, and the node indexed by the key from the linked list.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic bool Remove(TKey key)\n\t\t{\n\t\t\tLinkedListNode<TValue> node = Find(key);\n\n\t\t\tif (node != null)\n\t\t\t{\n\t\t\t\tm_LinkedList.Remove(node);\n\t\t\t\treturn m_Map.Remove(key);\n\t\t\t}\n\n\t\t\treturn false;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the index contains the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic bool ContainsKey(TKey key)\n\t\t{\n\t\t\tif (m_Map == null)\n\t\t\t\treturn false;\n\n\t\t\treturn m_Map.ContainsKey(key);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Clears this instance (removes all elements)\n\t\t/// </summary>\n\t\tpublic void Clear()\n\t\t{\n            if(m_Map != null)\n\t\t\t    m_Map.Clear();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/LinkedListIndex.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fe631f95d38fb604a8dbf2afe62fb3f7\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/MultiDictionary.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n\t/// <summary>\n\t/// A Dictionary where multiple values can be associated to the same key\n\t/// </summary>\n\t/// <typeparam name=\"K\">The key type</typeparam>\n\t/// <typeparam name=\"V\">The value type</typeparam>\n\tinternal class MultiDictionary<K, V>\n\t{\n\t\tDictionary<K, List<V>> m_Map;\n\t\tV[] m_DefaultRet = new V[0];\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MultiDictionary{K, V}\"/> class.\n\t\t/// </summary>\n\t\tpublic MultiDictionary()\n\t\t{\n\t\t\tm_Map = new Dictionary<K, List<V>>();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MultiDictionary{K, V}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"eqComparer\">The equality comparer to use in the underlying dictionary.</param>\n\t\tpublic MultiDictionary(IEqualityComparer<K> eqComparer)\n\t\t{\n\t\t\tm_Map = new Dictionary<K, List<V>>(eqComparer);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Adds the specified key. Returns true if this is the first value for a given key\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool Add(K key, V value)\n\t\t{\n\t\t\tList<V> list;\n\t\t\tif (m_Map.TryGetValue(key, out list))\n\t\t\t{\n\t\t\t\tlist.Add(value);\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tlist = new List<V>();\n\t\t\t\tlist.Add(value);\n\t\t\t\tm_Map.Add(key, list);\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds all the values associated with the specified key. \n\t\t/// An empty collection is returned if not found.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic IEnumerable<V> Find(K key)\n\t\t{\n\t\t\tList<V> list;\n\t\t\tif (m_Map.TryGetValue(key, out list))\n\t\t\t\treturn list;\n\t\t\telse\n\t\t\t\treturn m_DefaultRet;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this contains the specified key \n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic bool ContainsKey(K key)\n\t\t{\n\t\t\treturn m_Map.ContainsKey(key);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the keys.\n\t\t/// </summary>\n\t\tpublic IEnumerable<K> Keys\n\t\t{\n\t\t\tget { return m_Map.Keys; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Clears this instance.\n\t\t/// </summary>\n\t\tpublic void Clear()\n\t\t{\n\t\t\tm_Map.Clear();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the specified key and all its associated values from the multidictionary\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic void Remove(K key)\n\t\t{\n\t\t\tm_Map.Remove(key);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the value. Returns true if the removed value was the last of a given key\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool RemoveValue(K key, V value)\n\t\t{\n\t\t\tList<V> list;\n\n\t\t\tif (m_Map.TryGetValue(key, out list))\n\t\t\t{\n\t\t\t\tlist.Remove(value);\n\n\t\t\t\tif (list.Count == 0)\n\t\t\t\t{\n\t\t\t\t\tRemove(key);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn false;\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/MultiDictionary.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34d76e6a4f236344f9ed8b0ee4f9b4d7\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/ReferenceEqualityComparer.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n\t/// <summary>\n\t/// Implementation of IEqualityComparer enforcing reference equality\n\t/// </summary>\n\tinternal class ReferenceEqualityComparer : IEqualityComparer<object>\n\t{\n\t\tbool IEqualityComparer<object>.Equals(object x, object y)\n\t\t{\n\t\t\treturn object.ReferenceEquals(x, y);\n\t\t}\n\n\t\tint IEqualityComparer<object>.GetHashCode(object obj)\n\t\t{\n\t\t\treturn obj.GetHashCode();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/ReferenceEqualityComparer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b231db58479458d49be0c046b923a2a2\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataStructs/Slice.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.DataStructs\n{\n\t/// <summary>\n\t/// Provides facility to create a \"sliced\" view over an existing IList<typeparamref name=\"T\"/>\n\t/// </summary>\n\t/// <typeparam name=\"T\">The type of the items contained in the collection</typeparam>\n\tinternal class Slice<T> : IEnumerable<T>, IList<T>\n\t{\n\t\tIList<T> m_SourceList;\n\t\tint m_From, m_Length;\n\t\tbool m_Reversed;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Slice{T}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"list\">The list to apply the Slice view on</param>\n\t\t/// <param name=\"from\">From which index</param>\n\t\t/// <param name=\"length\">The length of the slice</param>\n\t\t/// <param name=\"reversed\">if set to <c>true</c> the view is in reversed order.</param>\n\t\tpublic Slice(IList<T> list, int from, int length, bool reversed)\n\t\t{\n\t\t\tm_SourceList = list;\n\t\t\tm_From = from;\n\t\t\tm_Length = length;\n\t\t\tm_Reversed = reversed;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the element at the specified index.\n\t\t/// </summary>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <returns></returns>\n\t\tpublic T this[int index]\n\t\t{\n\t\t\tget \n\t\t\t{\n\t\t\t\treturn m_SourceList[CalcRealIndex(index)];\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tm_SourceList[CalcRealIndex(index)] = value;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the index from which the slice starts\n\t\t/// </summary>\n\t\tpublic int From\n\t\t{\n\t\t\tget { return m_From; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the number of elements contained in the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.\n\t\t/// </summary>\n\t\t/// <returns>The number of elements contained in the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.</returns>\n\t\tpublic int Count\n\t\t{\n\t\t\tget { return m_Length; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this <see cref=\"Slice{T}\"/> operates in a reversed direction.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t///   <c>true</c> if this <see cref=\"Slice{T}\"/> operates in a reversed direction; otherwise, <c>false</c>.\n\t\t/// </value>\n\t\tpublic bool Reversed\n\t\t{\n\t\t\tget { return m_Reversed; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calculates the real index in the underlying collection\n\t\t/// </summary>\n\t\tprivate int CalcRealIndex(int index)\n\t\t{\n\t\t\tif (index < 0 || index >= m_Length)\n\t\t\t\tthrow new ArgumentOutOfRangeException(\"index\");\n\n\t\t\tif (m_Reversed)\n\t\t\t{\n\t\t\t\treturn m_From + m_Length - index - 1;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn m_From + index;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns an enumerator that iterates through the collection.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"T:System.Collections.Generic.IEnumerator`1\" /> that can be used to iterate through the collection.\n\t\t/// </returns>\n\t\tpublic IEnumerator<T> GetEnumerator()\n\t\t{\n\t\t\tfor (int i = 0; i < m_Length; i++)\n\t\t\t\tyield return m_SourceList[CalcRealIndex(i)];\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns an enumerator that iterates through a collection.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// An <see cref=\"T:System.Collections.IEnumerator\" /> object that can be used to iterate through the collection.\n\t\t/// </returns>\n\t\tSystem.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()\n\t\t{\n\t\t\tfor (int i = 0; i < m_Length; i++)\n\t\t\t\tyield return m_SourceList[CalcRealIndex(i)];\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts to an array.\n\t\t/// </summary>\n\t\tpublic T[] ToArray()\n\t\t{\n\t\t\tT[] array = new T[m_Length];\n\n\t\t\tfor (int i = 0; i < m_Length; i++)\n\t\t\t\tarray[i] = m_SourceList[CalcRealIndex(i)];\n\n\t\t\treturn array;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts to an list.\n\t\t/// </summary>\n\t\tpublic List<T> ToList()\n\t\t{\n\t\t\tList<T> list = new List<T>(m_Length);\n\n\t\t\tfor (int i = 0; i < m_Length; i++)\n\t\t\t\tlist.Add(m_SourceList[CalcRealIndex(i)]);\n\n\t\t\treturn list;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines the index of a specific item in the <see cref=\"T:System.Collections.Generic.IList`1\" />.\n\t\t/// </summary>\n\t\t/// <param name=\"item\">The object to locate in the <see cref=\"T:System.Collections.Generic.IList`1\" />.</param>\n\t\t/// <returns>\n\t\t/// The index of <paramref name=\"item\" /> if found in the list; otherwise, -1.\n\t\t/// </returns>\n\t\tpublic int IndexOf(T item)\n\t\t{\n\t\t\tfor (int i = 0; i < this.Count; i++)\n\t\t\t{\n\t\t\t\tif (this[i].Equals(item))\n\t\t\t\t\treturn i;\n\t\t\t}\n\t\t\treturn -1;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Inserts an item to the <see cref=\"T:System.Collections.Generic.IList`1\" /> at the specified index.\n\t\t/// </summary>\n\t\t/// <param name=\"index\">The zero-based index at which <paramref name=\"item\" /> should be inserted.</param>\n\t\t/// <param name=\"item\">The object to insert into the <see cref=\"T:System.Collections.Generic.IList`1\" />.</param>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Slices are readonly</exception>\n\t\tpublic void Insert(int index, T item)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"Slices are readonly\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the <see cref=\"T:System.Collections.Generic.IList`1\" /> item at the specified index.\n\t\t/// </summary>\n\t\t/// <param name=\"index\">The zero-based index of the item to remove.</param>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Slices are readonly</exception>\n\t\tpublic void RemoveAt(int index)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"Slices are readonly\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds an item to the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.\n\t\t/// </summary>\n\t\t/// <param name=\"item\">The object to add to the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.</param>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Slices are readonly</exception>\n\t\tpublic void Add(T item)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"Slices are readonly\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes all items from the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.\n\t\t/// </summary>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Slices are readonly</exception>\n\t\tpublic void Clear()\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"Slices are readonly\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the <see cref=\"T:System.Collections.Generic.ICollection`1\" /> contains a specific value.\n\t\t/// </summary>\n\t\t/// <param name=\"item\">The object to locate in the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.</param>\n\t\t/// <returns>\n\t\t/// true if <paramref name=\"item\" /> is found in the <see cref=\"T:System.Collections.Generic.ICollection`1\" />; otherwise, false.\n\t\t/// </returns>\n\t\tpublic bool Contains(T item)\n\t\t{\n\t\t\treturn IndexOf(item) >= 0;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Copies to.\n\t\t/// </summary>\n\t\t/// <param name=\"array\">The array.</param>\n\t\t/// <param name=\"arrayIndex\">Index of the array.</param>\n\t\tpublic void CopyTo(T[] array, int arrayIndex)\n\t\t{\n\t\t\tfor (int i = 0; i < Count; i++)\n\t\t\t\tarray[i + arrayIndex] = this[i];\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the <see cref=\"T:System.Collections.Generic.ICollection`1\" /> is read-only.\n\t\t/// </summary>\n\t\t/// <returns>true if the <see cref=\"T:System.Collections.Generic.ICollection`1\" /> is read-only; otherwise, false.</returns>\n\t\tpublic bool IsReadOnly\n\t\t{\n\t\t\tget { return true; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the first occurrence of a specific object from the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.\n\t\t/// </summary>\n\t\t/// <param name=\"item\">The object to remove from the <see cref=\"T:System.Collections.Generic.ICollection`1\" />.</param>\n\t\t/// <returns>\n\t\t/// true if <paramref name=\"item\" /> was successfully removed from the <see cref=\"T:System.Collections.Generic.ICollection`1\" />; otherwise, false. This method also returns false if <paramref name=\"item\" /> is not found in the original <see cref=\"T:System.Collections.Generic.ICollection`1\" />.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Slices are readonly</exception>\n\t\tpublic bool Remove(T item)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"Slices are readonly\");\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackArguments.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.DataStructs;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class is a container for arguments received by a CallbackFunction\n\t/// </summary>\n\tpublic class CallbackArguments\n\t{\n\t\tIList<DynValue> m_Args;\n\t\tint m_Count;\n\t\tbool m_LastIsTuple = false;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"CallbackArguments\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <param name=\"isMethodCall\">if set to <c>true</c> [is method call].</param>\n\t\tpublic CallbackArguments(IList<DynValue> args, bool isMethodCall)\n\t\t{\n\t\t\tm_Args = args;\n\n\t\t\tif (m_Args.Count > 0)\n\t\t\t{\n\t\t\t\tvar last = m_Args[m_Args.Count - 1];\n\n\t\t\t\tif (last.Type == DataType.Tuple)\n\t\t\t\t{\n\t\t\t\t\tm_Count = last.Tuple.Length - 1 + m_Args.Count;\n\t\t\t\t\tm_LastIsTuple = true;\n\t\t\t\t}\n\t\t\t\telse if (last.Type == DataType.Void)\n\t\t\t\t{\n\t\t\t\t\tm_Count = m_Args.Count - 1;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tm_Count = m_Args.Count;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_Count = 0;\n\t\t\t}\n\n\t\t\tIsMethodCall = isMethodCall;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the count of arguments\n\t\t/// </summary>\n\t\tpublic int Count\n\t\t{\n\t\t\tget { return m_Count; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this is a method call.\n\t\t/// </summary>\n\t\tpublic bool IsMethodCall { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Gets the <see cref=\"DynValue\"/> at the specified index, or Void if not found \n\t\t/// </summary>\n\t\tpublic DynValue this[int index]\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn RawGet(index, true) ?? DynValue.Void;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the <see cref=\"DynValue\" /> at the specified index, or null.\n\t\t/// </summary>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"translateVoids\">if set to <c>true</c> all voids are translated to nils.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue RawGet(int index, bool translateVoids)\n\t\t{\n\t\t\tDynValue v;\n\n\t\t\tif (index >= m_Count)\n\t\t\t\treturn null;\n\n\t\t\tif (!m_LastIsTuple || index < m_Args.Count - 1)\n\t\t\t\tv = m_Args[index];\n\t\t\telse\n\t\t\t\tv = m_Args[m_Args.Count - 1].Tuple[index - (m_Args.Count - 1)];\n\n\t\t\tif (v.Type == DataType.Tuple)\n\t\t\t{\n\t\t\t\tif (v.Tuple.Length > 0)\n\t\t\t\t\tv = v.Tuple[0];\n\t\t\t\telse\n\t\t\t\t\tv = DynValue.Nil;\n\t\t\t}\n\n\t\t\tif (translateVoids && v.Type == DataType.Void)\n\t\t\t{\n\t\t\t\tv = DynValue.Nil;\n\t\t\t}\n\n\t\t\treturn v;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts the arguments to an array\n\t\t/// </summary>\n\t\t/// <param name=\"skip\">The number of elements to skip (default= 0).</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue[] GetArray(int skip = 0)\n\t\t{\n\t\t\tif (skip >= m_Count)\n\t\t\t\treturn new DynValue[0];\n\n\t\t\tDynValue[] vals = new DynValue[m_Count - skip];\n\n\t\t\tfor (int i = skip; i < m_Count; i++)\n\t\t\t\tvals[i - skip] = this[i];\n\n\t\t\treturn vals;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the specified argument as as an argument of the specified type. If not possible,\n\t\t/// an exception is raised.\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"type\">The type desired.</param>\n\t\t/// <param name=\"allowNil\">if set to <c>true</c> nil values are allowed.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue AsType(int argNum, string funcName, DataType type, bool allowNil = false)\n\t\t{\n\t\t\treturn this[argNum].CheckType(funcName, type, argNum, allowNil ? TypeValidationFlags.AllowNil | TypeValidationFlags.AutoConvert : TypeValidationFlags.AutoConvert);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the specified argument as as an argument of the specified user data type. If not possible,\n\t\t/// an exception is raised.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The desired userdata type</typeparam>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"allowNil\">if set to <c>true</c> nil values are allowed.</param>\n\t\t/// <returns></returns>\n\t\tpublic T AsUserData<T>(int argNum, string funcName, bool allowNil = false)\n\t\t{\n\t\t\treturn this[argNum].CheckUserDataType<T>(funcName, argNum, allowNil ? TypeValidationFlags.AllowNil : TypeValidationFlags.None);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the specified argument as an integer\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <returns></returns>\n\t\tpublic int AsInt(int argNum, string funcName)\n\t\t{\n\t\t\tDynValue v = AsType(argNum, funcName, DataType.Number, false);\n\t\t\tdouble d = v.Number;\n\t\t\treturn (int)d;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the specified argument as a long integer\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <returns></returns>\n\t\tpublic long AsLong(int argNum, string funcName)\n\t\t{\n\t\t\tDynValue v = AsType(argNum, funcName, DataType.Number, false);\n\t\t\tdouble d = v.Number;\n\t\t\treturn (long)d;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the specified argument as a string, calling the __tostring metamethod if needed, in a NON\n\t\t/// yield-compatible way.\n\t\t/// </summary>\n\t\t/// <param name=\"executionContext\">The execution context.</param>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">'tostring' must return a string to '{0}'</exception>\n\t\tpublic string AsStringUsingMeta(ScriptExecutionContext executionContext, int argNum, string funcName)\n\t\t{\n\t\t\tif ((this[argNum].Type == DataType.Table) && (this[argNum].Table.MetaTable != null) &&\n\t\t\t\t(this[argNum].Table.MetaTable.RawGet(\"__tostring\") != null))\n\t\t\t{\n\t\t\t\tvar v = executionContext.GetScript().Call(this[argNum].Table.MetaTable.RawGet(\"__tostring\"), this[argNum]);\n\n\t\t\t\tif (v.Type != DataType.String)\n\t\t\t\t\tthrow new ScriptRuntimeException(\"'tostring' must return a string to '{0}'\", funcName);\n\n\t\t\t\treturn v.ToPrintString();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn (this[argNum].ToPrintString());\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Returns a copy of CallbackArguments where the first (\"self\") argument is skipped if this was a method call,\n\t\t/// otherwise returns itself.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic CallbackArguments SkipMethodCall()\n\t\t{\n\t\t\tif (this.IsMethodCall)\n\t\t\t{\n\t\t\t\tSlice<DynValue> slice = new Slice<DynValue>(m_Args, 1, m_Args.Count - 1, false);\n\t\t\t\treturn new CallbackArguments(slice, false);\n\t\t\t}\n\t\t\telse return this;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackArguments.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4e71ff7b2089dcb49b0a9e433513e903\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackFunction.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Interop;\nusing System.Reflection;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class wraps a CLR function \n\t/// </summary>\n\tpublic sealed class CallbackFunction : RefIdObject\n\t{\n\t\tprivate static InteropAccessMode m_DefaultAccessMode = InteropAccessMode.LazyOptimized;\n\n\t\t/// <summary>\n\t\t/// Gets the name of the function\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the call back.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The call back.\n\t\t/// </value>\n\t\tpublic Func<ScriptExecutionContext, CallbackArguments, DynValue> ClrCallback { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"CallbackFunction\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"callBack\">The callback function to be called.</param>\n\t\t/// <param name=\"name\">The callback name, used in stacktraces, debugger, etc..</param>\n\t\tpublic CallbackFunction(Func<ScriptExecutionContext, CallbackArguments, DynValue> callBack, string name = null)\n\t\t{\n\t\t\tClrCallback = callBack;\n\t\t\tName = name;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Invokes the callback function\n\t\t/// </summary>\n\t\t/// <param name=\"executionContext\">The execution context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <param name=\"isMethodCall\">if set to <c>true</c> this is a method call.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Invoke(ScriptExecutionContext executionContext, IList<DynValue> args, bool isMethodCall = false)\n\t\t{\n\t\t\tif (isMethodCall)\n\t\t\t{\n\t\t\t\tvar colon = executionContext.GetScript().Options.ColonOperatorClrCallbackBehaviour;\n\n\t\t\t\tif (colon == ColonOperatorBehaviour.TreatAsColon)\n\t\t\t\t\tisMethodCall = false;\n\t\t\t\telse if (colon == ColonOperatorBehaviour.TreatAsDotOnUserData)\n\t\t\t\t\tisMethodCall = (args.Count > 0 && args[0].Type == DataType.UserData);\n\t\t\t}\n\n\t\t\treturn ClrCallback(executionContext, new CallbackArguments(args, isMethodCall));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the default access mode used when marshalling delegates\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The default access mode. Default, HideMembers and BackgroundOptimized are NOT supported.\n\t\t/// </value>\n\t\t/// <exception cref=\"System.ArgumentException\">Default, HideMembers and BackgroundOptimized are NOT supported.</exception>\n\t\tpublic static InteropAccessMode DefaultAccessMode\n\t\t{\n\t\t\tget { return m_DefaultAccessMode; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tif (value == InteropAccessMode.Default || value == InteropAccessMode.HideMembers || value == InteropAccessMode.BackgroundOptimized)\n\t\t\t\t\tthrow new ArgumentException(\"DefaultAccessMode\");\n\n\t\t\t\tm_DefaultAccessMode = value;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a CallbackFunction from a delegate.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"del\">The delegate.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <returns></returns>\n\t\tpublic static CallbackFunction FromDelegate(Script script, Delegate del, InteropAccessMode accessMode = InteropAccessMode.Default)\n\t\t{\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t\taccessMode = m_DefaultAccessMode;\n\n#if NETFX_CORE\n\t\t\tMethodMemberDescriptor descr = new MethodMemberDescriptor(del.GetMethodInfo(), accessMode);\n#else\n\t\t\tMethodMemberDescriptor descr = new MethodMemberDescriptor(del.Method, accessMode);\n#endif\n\t\t\treturn descr.GetCallbackFunction(script, del.Target);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a CallbackFunction from a MethodInfo relative to a function.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"mi\">The MethodInfo object.</param>\n\t\t/// <param name=\"obj\">The object to which the function applies, or null for static methods.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">The method is not static.</exception>\n\t\tpublic static CallbackFunction FromMethodInfo(Script script, System.Reflection.MethodInfo mi, object obj = null, InteropAccessMode accessMode = InteropAccessMode.Default)\n\t\t{\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t\taccessMode = m_DefaultAccessMode;\n\n\t\t\tMethodMemberDescriptor descr = new MethodMemberDescriptor(mi, accessMode);\n\t\t\treturn descr.GetCallbackFunction(script, obj);\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets an object used as additional data to the callback function (available in the execution context).\n\t\t/// </summary>\n\t\tpublic object AdditionalData { get; set; }\n\n\n\t\t/// <summary>\n\t\t/// Checks the callback signature of a method is compatible for callbacks\n\t\t/// </summary>\n\t\tpublic static bool CheckCallbackSignature(System.Reflection.MethodInfo mi, bool requirePublicVisibility)\n\t\t{\n\t\t\tSystem.Reflection.ParameterInfo[] pi = mi.GetParameters();\n\n\t\t\treturn (pi.Length == 2 && pi[0].ParameterType == typeof(ScriptExecutionContext)\n\t\t\t\t&& pi[1].ParameterType == typeof(CallbackArguments) && mi.ReturnType == typeof(DynValue) && (requirePublicVisibility || mi.IsPublic));\n\t\t}\n\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackFunction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 96b1c08c917019944b483244d81715a0\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Closure.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A class representing a script function\n\t/// </summary>\n\tpublic class Closure : RefIdObject, IScriptPrivateResource\n\t{\n\t\t/// <summary>\n\t\t/// Type of closure based on upvalues\n\t\t/// </summary>\n\t\tpublic enum UpvaluesType\n\t\t{\n\t\t\t/// <summary>\n\t\t\t/// The closure has no upvalues (thus, technically, it's a function and not a closure!)\n\t\t\t/// </summary>\n\t\t\tNone,\n\t\t\t/// <summary>\n\t\t\t/// The closure has _ENV as its only upvalue\n\t\t\t/// </summary>\n\t\t\tEnvironment,\n\t\t\t/// <summary>\n\t\t\t/// The closure is a \"real\" closure, with multiple upvalues\n\t\t\t/// </summary>\n\t\t\tClosure\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the entry point location in bytecode .\n\t\t/// </summary>\n\t\tpublic int EntryPointByteCodeLocation { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this function\n\t\t/// </summary>\n\t\tpublic Script OwnerScript { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Shortcut for an empty closure\n\t\t/// </summary>\n\t\tprivate static ClosureContext emptyClosure = new ClosureContext();\n\n\t\t/// <summary>\n\t\t/// The current closure context\n\t\t/// </summary>\n\t\tinternal ClosureContext ClosureContext { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Closure\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"idx\">The index.</param>\n\t\t/// <param name=\"symbols\">The symbols.</param>\n\t\t/// <param name=\"resolvedLocals\">The resolved locals.</param>\n\t\tinternal Closure(Script script, int idx, SymbolRef[] symbols, IEnumerable<DynValue> resolvedLocals)\n\t\t{\n\t\t\tOwnerScript = script;\n\n\t\t\tEntryPointByteCodeLocation = idx;\n\n\t\t\tif (symbols.Length > 0)\n\t\t\t\tClosureContext = new ClosureContext(symbols, resolvedLocals);\n\t\t\telse\n\t\t\t\tClosureContext = emptyClosure;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls this function with the specified args\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call()\n\t\t{\n\t\t\treturn OwnerScript.Call(this);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls this function with the specified args\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(params object[] args)\n\t\t{\n\t\t\treturn OwnerScript.Call(this, args);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls this function with the specified args\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(params DynValue[] args)\n\t\t{\n\t\t\treturn OwnerScript.Call(this, args);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a delegate wrapping calls to this scripted function\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic ScriptFunctionDelegate GetDelegate()\n\t\t{\n\t\t\treturn args => this.Call(args).ToObject();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a delegate wrapping calls to this scripted function\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The type of return value of the delegate.</typeparam>\n\t\t/// <returns></returns>\n\t\tpublic ScriptFunctionDelegate<T> GetDelegate<T>()\n\t\t{\n\t\t\treturn args => this.Call(args).ToObject<T>();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the number of upvalues in this closure\n\t\t/// </summary>\n\t\t/// <returns>The number of upvalues in this closure</returns>\n\t\tpublic int GetUpvaluesCount()\n\t\t{\n\t\t\treturn ClosureContext.Count;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the name of the specified upvalue.\n\t\t/// </summary>\n\t\t/// <param name=\"idx\">The index of the upvalue.</param>\n\t\t/// <returns>The upvalue name</returns>\n\t\tpublic string GetUpvalueName(int idx)\n\t\t{\n\t\t\treturn ClosureContext.Symbols[idx];\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of an upvalue. To set the value, use GetUpvalue(idx).Assign(...);\n\t\t/// </summary>\n\t\t/// <param name=\"idx\">The index of the upvalue.</param>\n\t\t/// <returns>The value of an upvalue </returns>\n\t\tpublic DynValue GetUpvalue(int idx)\n\t\t{\n\t\t\treturn ClosureContext[idx];\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type of the upvalues contained in this closure\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic UpvaluesType GetUpvaluesType()\n\t\t{\n\t\t\tint count = GetUpvaluesCount();\n\n\t\t\tif (count == 0)\n\t\t\t\treturn UpvaluesType.None;\n\t\t\telse if (count == 1 && GetUpvalueName(0) == WellKnownSymbols.ENV)\n\t\t\t\treturn UpvaluesType.Environment;\n\t\t\telse\n\t\t\t\treturn UpvaluesType.Closure;\n\t\t}\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Closure.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Coroutine.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A class representing a script coroutine\n\t/// </summary>\n\tpublic class Coroutine : RefIdObject, IScriptPrivateResource\n\t{\n\t\t/// <summary>\n\t\t/// Possible types of coroutine\n\t\t/// </summary>\n\t\tpublic enum CoroutineType\n\t\t{\n\t\t\t/// <summary>\n\t\t\t/// A valid coroutine\n\t\t\t/// </summary>\n\t\t\tCoroutine,\n\t\t\t/// <summary>\n\t\t\t/// A CLR callback assigned to a coroutine. \n\t\t\t/// </summary>\n\t\t\tClrCallback,\n\t\t\t/// <summary>\n\t\t\t/// A CLR callback assigned to a coroutine and already executed.\n\t\t\t/// </summary>\n\t\t\tClrCallbackDead\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type of coroutine\n\t\t/// </summary>\n\t\tpublic  CoroutineType Type { get; private set; }\n\n\t\tprivate CallbackFunction m_ClrCallback;\n\t\tprivate Processor m_Processor;\n\n\n\t\tinternal Coroutine(CallbackFunction function)\n\t\t{\n\t\t\tType = CoroutineType.ClrCallback;\n\t\t\tm_ClrCallback = function;\n\t\t\tOwnerScript = null;\n\t\t}\n\n\t\tinternal Coroutine(Processor proc)\n\t\t{\n\t\t\tType = CoroutineType.Coroutine;\n\t\t\tm_Processor = proc;\n\t\t\tm_Processor.AssociatedCoroutine = this;\n\t\t\tOwnerScript = proc.GetScript();\n\t\t}\n\n\t\tinternal void MarkClrCallbackAsDead()\n\t\t{\n\t\t\tif (Type != CoroutineType.ClrCallback)\n\t\t\t\tthrow new InvalidOperationException(\"State must be CoroutineType.ClrCallback\");\n\n\t\t\tType = CoroutineType.ClrCallbackDead;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets this coroutine as a typed enumerable which can be looped over for resuming.\n\t\t/// Returns its result as DynValue(s)\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic IEnumerable<DynValue> AsTypedEnumerable()\n\t\t{\n\t\t\tif (Type != CoroutineType.Coroutine)\n\t\t\t\tthrow new InvalidOperationException(\"Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead\");\n\n\t\t\twhile (this.State == CoroutineState.NotStarted || this.State == CoroutineState.Suspended || this.State == CoroutineState.ForceSuspended)\n\t\t\t\tyield return Resume();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets this coroutine as a typed enumerable which can be looped over for resuming.\n\t\t/// Returns its result as System.Object. Only the first element of tuples is returned.\n\t\t/// Only non-CLR coroutines can be resumed with this method. Use an overload of the Resume method accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic IEnumerable<object> AsEnumerable()\n\t\t{\n\t\t\tforeach(DynValue v in AsTypedEnumerable())\n\t\t\t{\n\t\t\t\tyield return v.ToScalar().ToObject();\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets this coroutine as a typed enumerable which can be looped over for resuming.\n\t\t/// Returns its result as the specified type. Only the first element of tuples is returned.\n\t\t/// Only non-CLR coroutines can be resumed with this method. Use an overload of the Resume method accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic IEnumerable<T> AsEnumerable<T>()\n\t\t{\n\t\t\tforeach(DynValue v in AsTypedEnumerable())\n\t\t\t{\n\t\t\t\tyield return v.ToScalar().ToObject<T>();\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// The purpose of this method is to convert a MoonSharp/Lua coroutine to a Unity3D coroutine.\n\t\t/// This loops over the coroutine, discarding returned values, and returning null for each invocation.\n\t\t/// This means however that the coroutine will be invoked each frame.\n\t\t/// Only non-CLR coroutines can be resumed with this method. Use an overload of the Resume method accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic System.Collections.IEnumerator AsUnityCoroutine()\n\t\t{\n#pragma warning disable 0219\n\t\t\tforeach (DynValue v in AsTypedEnumerable())\n\t\t\t{\n\t\t\t\tyield return null;\n\t\t\t}\n#pragma warning restore 0219\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic DynValue Resume(params DynValue[] args)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(args);\n\n\t\t\tif (Type == CoroutineType.Coroutine)\n\t\t\t\treturn m_Processor.Coroutine_Resume(args);\n\t\t\telse \n\t\t\t\tthrow new InvalidOperationException(\"Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead\");\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Resume(ScriptExecutionContext context, params DynValue[] args)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(context);\n\t\t\tthis.CheckScriptOwnership(args);\n\n\t\t\tif (Type == CoroutineType.Coroutine)\n\t\t\t\treturn m_Processor.Coroutine_Resume(args);\n\t\t\telse if (Type == CoroutineType.ClrCallback)\n\t\t\t{\n\t\t\t\tDynValue ret = m_ClrCallback.Invoke(context, args);\n\t\t\t\tMarkClrCallbackAsDead();\n\t\t\t\treturn ret;\n\t\t\t}\n\t\t\telse\n\t\t\t\tthrow ScriptRuntimeException.CannotResumeNotSuspended(CoroutineState.Dead);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead</exception>\n\t\tpublic DynValue Resume()\n\t\t{\n\t\t\treturn Resume(new DynValue[0]);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Resume(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn Resume(context, new DynValue[0]);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine.\n\t\t/// Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead.</exception>\n\t\tpublic DynValue Resume(params object[] args)\n\t\t{\n\t\t\tif (Type != CoroutineType.Coroutine)\n\t\t\t\tthrow new InvalidOperationException(\"Only non-CLR coroutines can be resumed with this overload of the Resume method. Use the overload accepting a ScriptExecutionContext instead\");\n\n\t\t\tDynValue[] dargs = new DynValue[args.Length];\n\n\t\t\tfor (int i = 0; i < dargs.Length; i++)\n\t\t\t\tdargs[i] = DynValue.FromObject(this.OwnerScript, args[i]);\n\n\t\t\treturn Resume(dargs);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Resumes the coroutine\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The ScriptExecutionContext.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Resume(ScriptExecutionContext context, params object[] args)\n\t\t{\n\t\t\tDynValue[] dargs = new DynValue[args.Length];\n\n\t\t\tfor (int i = 0; i < dargs.Length; i++)\n\t\t\t\tdargs[i] = DynValue.FromObject(context.GetScript(), args[i]);\n\n\t\t\treturn Resume(context, dargs);\n\t\t}\n\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the coroutine state.\n\t\t/// </summary>\n\t\tpublic CoroutineState State\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (Type == CoroutineType.ClrCallback)\n\t\t\t\t\treturn CoroutineState.NotStarted;\n\t\t\t\telse if (Type == CoroutineType.ClrCallbackDead)\n\t\t\t\t\treturn CoroutineState.Dead;\n\t\t\t\telse \n\t\t\t\t\treturn m_Processor.State;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the coroutine stack trace for debug purposes\n\t\t/// </summary>\n\t\t/// <param name=\"skip\">The skip.</param>\n\t\t/// <param name=\"entrySourceRef\">The entry source reference.</param>\n\t\t/// <returns></returns>\n\t\tpublic WatchItem[] GetStackTrace(int skip, SourceRef entrySourceRef = null)\n\t\t{\n\t\t\tif (this.State != CoroutineState.Running)\n\t\t\t{\n\t\t\t\tentrySourceRef = m_Processor.GetCoroutineSuspendedLocation();\n\t\t\t}\n\n\t\t\tList<WatchItem> stack = m_Processor.Debugger_GetCallStack(entrySourceRef);\n\t\t\treturn stack.Skip(skip).ToArray();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The script owning this resource.\n\t\t/// </value>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic Script OwnerScript\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the automatic yield counter.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The automatic yield counter.\n\t\t/// </value>\n\t\tpublic long AutoYieldCounter\n\t\t{\n\t\t\tget { return m_Processor.AutoYieldCounter; }\n\t\t\tset { m_Processor.AutoYieldCounter = value; }\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Coroutine.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3a50da670c57a194a84aebbe5dd5168d\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CoroutineState.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// State of coroutines\n\t/// </summary>\n\tpublic enum CoroutineState\n\t{\n\t\t/// <summary>\n\t\t/// This is the main coroutine\n\t\t/// </summary>\n\t\tMain,\n\t\t/// <summary>\n\t\t/// Coroutine has not started yet\n\t\t/// </summary>\n\t\tNotStarted,\n\t\t/// <summary>\n\t\t/// Coroutine is suspended\n\t\t/// </summary>\n\t\tSuspended,\n\t\t/// <summary>\n\t\t/// Coroutine has been forcefully suspended (i.e. auto-yielded)\n\t\t/// </summary>\n\t\tForceSuspended,\n\t\t/// <summary>\n\t\t/// Coroutine is running\n\t\t/// </summary>\n\t\tRunning,\n\t\t/// <summary>\n\t\t/// Coroutine has terminated\n\t\t/// </summary>\n\t\tDead\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/CoroutineState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 16bd420fbabad58449e06d83b3b6406e\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/DataType.cs",
    "content": "﻿\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Enumeration of possible data types in MoonSharp\n\t/// </summary>\n\tpublic enum DataType\n\t{\n\t\t// DO NOT MODIFY ORDER - IT'S SIGNIFICANT\n\n\t\t/// <summary>\n\t\t/// A nil value, as in Lua\n\t\t/// </summary>\n\t\tNil,\n\t\t/// <summary>\n\t\t/// A place holder for no value\n\t\t/// </summary>\n\t\tVoid,\n\t\t/// <summary>\n\t\t/// A Lua boolean\n\t\t/// </summary>\n\t\tBoolean,\n\t\t/// <summary>\n\t\t/// A Lua number\n\t\t/// </summary>\n\t\tNumber,\n\t\t/// <summary>\n\t\t/// A Lua string\n\t\t/// </summary>\n\t\tString,\n\t\t/// <summary>\n\t\t/// A Lua function\n\t\t/// </summary>\n\t\tFunction,\n\n\t\t/// <summary>\n\t\t/// A Lua table\n\t\t/// </summary>\n\t\tTable,\n\t\t/// <summary>\n\t\t/// A set of multiple values\n\t\t/// </summary>\n\t\tTuple,\n\t\t/// <summary>\n\t\t/// A userdata reference - that is a wrapped CLR object\n\t\t/// </summary>\n\t\tUserData,\n\t\t/// <summary>\n\t\t/// A coroutine handle\n\t\t/// </summary>\n\t\tThread,\n\n\t\t/// <summary>\n\t\t/// A callback function\n\t\t/// </summary>\n\t\tClrFunction,\n\n\t\t/// <summary>\n\t\t/// A request to execute a tail call\n\t\t/// </summary>\n\t\tTailCallRequest,\n\t\t/// <summary>\n\t\t/// A request to coroutine.yield\n\t\t/// </summary>\n\t\tYieldRequest,\n\t}\n\n\t/// <summary>\n\t/// Extension methods to DataType\n\t/// </summary>\n\tpublic static class LuaTypeExtensions\n\t{\n\t\tinternal const DataType MaxMetaTypes = DataType.Table;\n\t\tinternal const DataType MaxConvertibleTypes = DataType.ClrFunction;\n\n\t\t/// <summary>\n\t\t/// Determines whether this data type can have type metatables.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool CanHaveTypeMetatables(this DataType type)\n\t\t{\n\t\t\treturn (int)type < (int)MaxMetaTypes;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the DataType to the string returned by the \"type(...)\" Lua function\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">The DataType is not a Lua type</exception>\n\t\tpublic static string ToErrorTypeString(this DataType type)\n\t\t{\n\t\t\tswitch (type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\treturn \"no value\";\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn \"nil\";\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn \"boolean\";\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn \"number\";\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn \"string\";\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn \"function\";\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn \"function\";\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn \"table\";\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\treturn \"userdata\";\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\treturn \"coroutine\";\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\tdefault:\n\t\t\t\t\treturn string.Format(\"internal<{0}>\", type.ToLuaDebuggerString());\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the DataType to the string returned by the \"type(...)\" Lua function, with additional values\n\t\t/// to support debuggers\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">The DataType is not a Lua type</exception>\n\t\tpublic static string ToLuaDebuggerString(this DataType type)\n\t\t{\n\t\t\treturn type.ToString().ToLowerInvariant();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts the DataType to the string returned by the \"type(...)\" Lua function\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">The DataType is not a Lua type</exception>\n\t\tpublic static string ToLuaTypeString(this DataType type)\n\t\t{\n\t\t\tswitch (type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn \"nil\";\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn \"boolean\";\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn \"number\";\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn \"string\";\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn \"function\";\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn \"function\";\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn \"table\";\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\treturn \"userdata\";\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\treturn \"thread\";\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Unexpected LuaType {0}\", type);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/DataType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 570b3d5e857ea314a855262025c3a2ce\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/DynValue.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A class representing a value in a Lua/MoonSharp script.\n\t/// </summary>\n\tpublic sealed class DynValue\n\t{\n\t\tstatic int s_RefIDCounter = 0;\n\n\t\tprivate int m_RefID = ++s_RefIDCounter;\n\t\tprivate int m_HashCode = -1;\n\n\t\tprivate bool m_ReadOnly;\n\t\tprivate double m_Number;\n\t\tprivate object m_Object;\n\t\tprivate DataType m_Type;\n\n\n\t\t/// <summary>\n\t\t/// Gets a unique reference identifier. This is guaranteed to be unique only for dynvalues created in a single thread as it's not thread-safe.\n\t\t/// </summary>\n\t\tpublic int ReferenceID { get { return m_RefID; } }\n\n\t\t/// <summary>\n\t\t/// Gets the type of the value.\n\t\t/// </summary>\n\t\tpublic DataType Type { get { return m_Type; } }\n\t\t/// <summary>\n\t\t/// Gets the function (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.Function\"/>)\n\t\t/// </summary>\n\t\tpublic Closure Function { get { return m_Object as Closure; } }\n\t\t/// <summary>\n\t\t/// Gets the numeric value (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.Number\"/>)\n\t\t/// </summary>\n\t\tpublic double Number { get { return m_Number; } }\n\t\t/// <summary>\n\t\t/// Gets the values in the tuple (valid only if the <see cref=\"Type\"/> is Tuple).\n\t\t/// This field is currently also used to hold arguments in values whose <see cref=\"Type\"/> is <see cref=\"DataType.TailCallRequest\"/>.\n\t\t/// </summary>\n\t\tpublic DynValue[] Tuple { get { return m_Object as DynValue[]; } }\n\t\t/// <summary>\n\t\t/// Gets the coroutine handle. (valid only if the <see cref=\"Type\"/> is Thread).\n\t\t/// </summary>\n\t\tpublic Coroutine Coroutine { get { return m_Object as Coroutine; } }\n\t\t/// <summary>\n\t\t/// Gets the table (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.Table\"/>)\n\t\t/// </summary>\n\t\tpublic Table Table { get { return m_Object as Table; } }\n\t\t/// <summary>\n\t\t/// Gets the boolean value (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.Boolean\"/>)\n\t\t/// </summary>\n\t\tpublic bool Boolean { get { return Number != 0; } }\n\t\t/// <summary>\n\t\t/// Gets the string value (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.String\"/>)\n\t\t/// </summary>\n\t\tpublic string String { get { return m_Object as string; } }\n\t\t/// <summary>\n\t\t/// Gets the CLR callback (valid only if the <see cref=\"Type\"/> is <see cref=\"DataType.ClrFunction\"/>)\n\t\t/// </summary>\n\t\tpublic CallbackFunction Callback { get { return m_Object as CallbackFunction; } }\n\t\t/// <summary>\n\t\t/// Gets the tail call data.\n\t\t/// </summary>\n\t\tpublic TailCallData TailCallData { get { return m_Object as TailCallData; } }\n\t\t/// <summary>\n\t\t/// Gets the yield request data.\n\t\t/// </summary>\n\t\tpublic YieldRequest YieldRequest { get { return m_Object as YieldRequest; } }\n\t\t/// <summary>\n\t\t/// Gets the tail call data.\n\t\t/// </summary>\n\t\tpublic UserData UserData { get { return m_Object as UserData; } }\n\n\t\t/// <summary>\n\t\t/// Returns true if this instance is write protected.\n\t\t/// </summary>\n\t\tpublic bool ReadOnly { get { return m_ReadOnly; } }\n\n\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to Nil.\n\t\t/// </summary>\n\t\tpublic static DynValue NewNil()\n\t\t{\n\t\t\treturn new DynValue();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified boolean.\n\t\t/// </summary>\n\t\tpublic static DynValue NewBoolean(bool v)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Number = v ? 1 : 0,\n\t\t\t\tm_Type = DataType.Boolean,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified number.\n\t\t/// </summary>\n\t\tpublic static DynValue NewNumber(double num)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Number = num,\n\t\t\t\tm_Type = DataType.Number,\n\t\t\t\tm_HashCode = -1,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified string.\n\t\t/// </summary>\n\t\tpublic static DynValue NewString(string str)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = str,\n\t\t\t\tm_Type = DataType.String,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified StringBuilder.\n\t\t/// </summary>\n\t\tpublic static DynValue NewString(StringBuilder sb)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = sb.ToString(),\n\t\t\t\tm_Type = DataType.String,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified string using String.Format like syntax\n\t\t/// </summary>\n\t\tpublic static DynValue NewString(string format, params object[] args)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = string.Format(format, args),\n\t\t\t\tm_Type = DataType.String,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified coroutine.\n\t\t/// Internal use only, for external use, see Script.CoroutineCreate\n\t\t/// </summary>\n\t\t/// <param name=\"coroutine\">The coroutine object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue NewCoroutine(Coroutine coroutine)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = coroutine,\n\t\t\t\tm_Type = DataType.Thread\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified closure (function).\n\t\t/// </summary>\n\t\tpublic static DynValue NewClosure(Closure function)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = function,\n\t\t\t\tm_Type = DataType.Function,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified CLR callback.\n\t\t/// </summary>\n\t\tpublic static DynValue NewCallback(Func<ScriptExecutionContext, CallbackArguments, DynValue> callBack, string name = null)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = new CallbackFunction(callBack, name),\n\t\t\t\tm_Type = DataType.ClrFunction,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified CLR callback.\n\t\t/// See also CallbackFunction.FromDelegate and CallbackFunction.FromMethodInfo factory methods.\n\t\t/// </summary>\n\t\tpublic static DynValue NewCallback(CallbackFunction function)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = function,\n\t\t\t\tm_Type = DataType.ClrFunction,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to the specified table.\n\t\t/// </summary>\n\t\tpublic static DynValue NewTable(Table table)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = table,\n\t\t\t\tm_Type = DataType.Table,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to an empty prime table (a \n\t\t/// prime table is a table made only of numbers, strings, booleans and other\n\t\t/// prime tables).\n\t\t/// </summary>\n\t\tpublic static DynValue NewPrimeTable()\n\t\t{\n\t\t\treturn NewTable(new Table(null));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to an empty table.\n\t\t/// </summary>\n\t\tpublic static DynValue NewTable(Script script)\n\t\t{\n\t\t\treturn NewTable(new Table(script));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new writable value initialized to with array contents.\n\t\t/// </summary>\n\t\tpublic static DynValue NewTable(Script script, params DynValue[] arrayValues)\n\t\t{\n\t\t\treturn NewTable(new Table(script, arrayValues));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new request for a tail call. This is the preferred way to execute Lua/MoonSharp code from a callback,\n\t\t/// although it's not always possible to use it. When a function (callback or script closure) returns a\n\t\t/// TailCallRequest, the bytecode processor immediately executes the function contained in the request.\n\t\t/// By executing script in this way, a callback function ensures it's not on the stack anymore and thus a number\n\t\t/// of functionality (state savings, coroutines, etc) keeps working at full power.\n\t\t/// </summary>\n\t\t/// <param name=\"tailFn\">The function to be called.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue NewTailCallReq(DynValue tailFn, params DynValue[] args)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = new TailCallData()\n\t\t\t\t{\n\t\t\t\t\tArgs = args,\n\t\t\t\t\tFunction = tailFn,\n\t\t\t\t},\n\t\t\t\tm_Type = DataType.TailCallRequest,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new request for a tail call. This is the preferred way to execute Lua/MoonSharp code from a callback,\n\t\t/// although it's not always possible to use it. When a function (callback or script closure) returns a\n\t\t/// TailCallRequest, the bytecode processor immediately executes the function contained in the request.\n\t\t/// By executing script in this way, a callback function ensures it's not on the stack anymore and thus a number\n\t\t/// of functionality (state savings, coroutines, etc) keeps working at full power.\n\t\t/// </summary>\n\t\t/// <param name=\"tailCallData\">The data for the tail call.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue NewTailCallReq(TailCallData tailCallData)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = tailCallData,\n\t\t\t\tm_Type = DataType.TailCallRequest,\n\t\t\t};\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Creates a new request for a yield of the current coroutine.\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The yield argumenst.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue NewYieldReq(DynValue[] args)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = new YieldRequest() { ReturnValues = args },\n\t\t\t\tm_Type = DataType.YieldRequest,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new request for a yield of the current coroutine.\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The yield argumenst.</param>\n\t\t/// <returns></returns>\n\t\tinternal static DynValue NewForcedYieldReq()\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = new YieldRequest() { Forced = true },\n\t\t\t\tm_Type = DataType.YieldRequest,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new tuple initialized to the specified values.\n\t\t/// </summary>\n\t\tpublic static DynValue NewTuple(params DynValue[] values)\n\t\t{\n\t\t\tif (values.Length == 0)\n\t\t\t\treturn DynValue.NewNil();\n\n\t\t\tif (values.Length == 1)\n\t\t\t\treturn values[0];\n\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = values,\n\t\t\t\tm_Type = DataType.Tuple,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new tuple initialized to the specified values - which can be potentially other tuples\n\t\t/// </summary>\n\t\tpublic static DynValue NewTupleNested(params DynValue[] values)\n\t\t{\n\t\t\tif (!values.Any(v => v.Type == DataType.Tuple))\n\t\t\t\treturn NewTuple(values);\n\n\t\t\tif (values.Length == 1)\n\t\t\t\treturn values[0];\n\n\t\t\tList<DynValue> vals = new List<DynValue>();\n\n\t\t\tforeach (var v in values)\n\t\t\t{\n\t\t\t\tif (v.Type == DataType.Tuple)\n\t\t\t\t\tvals.AddRange(v.Tuple);\n\t\t\t\telse\n\t\t\t\t\tvals.Add(v);\n\t\t\t}\n\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = vals.ToArray(),\n\t\t\t\tm_Type = DataType.Tuple,\n\t\t\t};\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a new userdata value\n\t\t/// </summary>\n\t\tpublic static DynValue NewUserData(UserData userData)\n\t\t{\n\t\t\treturn new DynValue()\n\t\t\t{\n\t\t\t\tm_Object = userData,\n\t\t\t\tm_Type = DataType.UserData,\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns this value as readonly - eventually cloning it in the process if it isn't readonly to start with.\n\t\t/// </summary>\n\t\tpublic DynValue AsReadOnly()\n\t\t{\n\t\t\tif (ReadOnly)\n\t\t\t\treturn this;\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn Clone(true);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Clones this instance.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Clone()\n\t\t{\n\t\t\treturn Clone(this.ReadOnly);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Clones this instance, overriding the \"readonly\" status.\n\t\t/// </summary>\n\t\t/// <param name=\"readOnly\">if set to <c>true</c> the new instance is set as readonly, or writeable otherwise.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Clone(bool readOnly)\n\t\t{\n\t\t\tDynValue v = new DynValue();\n\t\t\tv.m_Object = this.m_Object;\n\t\t\tv.m_Number = this.m_Number;\n\t\t\tv.m_HashCode = this.m_HashCode;\n\t\t\tv.m_Type = this.m_Type;\n\t\t\tv.m_ReadOnly = readOnly;\n\t\t\treturn v;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Clones this instance, returning a writable copy.\n\t\t/// </summary>\n\t\t/// <exception cref=\"System.ArgumentException\">Can't clone Symbol values</exception>\n\t\tpublic DynValue CloneAsWritable()\n\t\t{\n\t\t\treturn Clone(false);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// A preinitialized, readonly instance, equaling Void\n\t\t/// </summary>\n\t\tpublic static DynValue Void { get; private set; }\n\t\t/// <summary>\n\t\t/// A preinitialized, readonly instance, equaling Nil\n\t\t/// </summary>\n\t\tpublic static DynValue Nil { get; private set; }\n\t\t/// <summary>\n\t\t/// A preinitialized, readonly instance, equaling True\n\t\t/// </summary>\n\t\tpublic static DynValue True { get; private set; }\n\t\t/// <summary>\n\t\t/// A preinitialized, readonly instance, equaling False\n\t\t/// </summary>\n\t\tpublic static DynValue False { get; private set; }\n\n\n\t\tstatic DynValue()\n\t\t{\n\t\t\tNil = new DynValue() { m_Type = DataType.Nil }.AsReadOnly();\n\t\t\tVoid = new DynValue() { m_Type = DataType.Void }.AsReadOnly();\n\t\t\tTrue = DynValue.NewBoolean(true).AsReadOnly();\n\t\t\tFalse = DynValue.NewBoolean(false).AsReadOnly();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Returns a string which is what it's expected to be output by the print function applied to this value.\n\t\t/// </summary>\n\t\tpublic string ToPrintString()\n\t\t{\n\t\t\tif (this.m_Object != null && this.m_Object is RefIdObject)\n\t\t\t{\n\t\t\t\tRefIdObject refid = (RefIdObject)m_Object;\n\n\t\t\t\tstring typeString = this.Type.ToLuaTypeString();\n\n\t\t\t\tif (m_Object is UserData)\n\t\t\t\t{\n\t\t\t\t\tUserData ud = (UserData)m_Object;\n\t\t\t\t\tstring str = ud.Descriptor.AsString(ud.Object);\n\t\t\t\t\tif (str != null)\n\t\t\t\t\t\treturn str;\n\t\t\t\t}\n\n\t\t\t\treturn refid.FormatTypeString(typeString);\n\t\t\t}\n\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn String;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\treturn string.Join(\"\\t\", Tuple.Select(t => t.ToPrintString()).ToArray());\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\t\treturn \"(TailCallRequest -- INTERNAL!)\";\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\t\treturn \"(YieldRequest -- INTERNAL!)\";\n\t\t\t\tdefault:\n\t\t\t\t\treturn ToString();\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns a string which is what it's expected to be output by debuggers.\n\t\t/// </summary>\n\t\tpublic string ToDebugPrintString()\n\t\t{\n\t\t\tif (this.m_Object != null && this.m_Object is RefIdObject)\n\t\t\t{\n\t\t\t\tRefIdObject refid = (RefIdObject)m_Object;\n\n\t\t\t\tstring typeString = this.Type.ToLuaTypeString();\n\n\t\t\t\tif (m_Object is UserData)\n\t\t\t\t{\n\t\t\t\t\tUserData ud = (UserData)m_Object;\n\t\t\t\t\tstring str = ud.Descriptor.AsString(ud.Object);\n\t\t\t\t\tif (str != null)\n\t\t\t\t\t\treturn str;\n\t\t\t\t}\n\n\t\t\t\treturn refid.FormatTypeString(typeString);\n\t\t\t}\n\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\treturn string.Join(\"\\t\", Tuple.Select(t => t.ToPrintString()).ToArray());\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\t\treturn \"(TailCallRequest)\";\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\t\treturn \"(YieldRequest)\";\n\t\t\t\tdefault:\n\t\t\t\t\treturn ToString();\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\treturn \"void\";\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn \"nil\";\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn Boolean.ToString().ToLower();\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn Number.ToString(CultureInfo.InvariantCulture);\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn \"\\\"\" + String + \"\\\"\";\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn string.Format(\"(Function {0:X8})\", Function.EntryPointByteCodeLocation);\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn string.Format(\"(Function CLR)\", Function);\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn \"(Table)\";\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\treturn string.Join(\", \", Tuple.Select(t => t.ToString()).ToArray());\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\t\treturn \"Tail:(\" + string.Join(\", \", Tuple.Select(t => t.ToString()).ToArray()) + \")\";\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\treturn \"(UserData)\";\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\treturn string.Format(\"(Coroutine {0:X8})\", this.Coroutine.ReferenceID);\n\t\t\t\tdefault:\n\t\t\t\t\treturn \"(???)\";\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns a hash code for this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. \n\t\t/// </returns>\n\t\tpublic override int GetHashCode()\n\t\t{\n\t\t\tif (m_HashCode != -1)\n\t\t\t\treturn m_HashCode;\n\n\t\t\tint baseValue = ((int)(Type)) << 27;\n\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\tm_HashCode = 0;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\tm_HashCode = Boolean ? 1 : 2;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\tm_HashCode = baseValue ^ Number.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\tm_HashCode = baseValue ^ String.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\tm_HashCode = baseValue ^ Function.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\tm_HashCode = baseValue ^ Callback.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tm_HashCode = baseValue ^ Table.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\t\tm_HashCode = baseValue ^ Tuple.GetHashCode();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\tcase DataType.Thread:\n\t\t\t\tdefault:\n\t\t\t\t\tm_HashCode = 999;\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\treturn m_HashCode;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified <see cref=\"System.Object\" />, is equal to this instance.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The <see cref=\"System.Object\" /> to compare with this instance.</param>\n\t\t/// <returns>\n\t\t///   <c>true</c> if the specified <see cref=\"System.Object\" /> is equal to this instance; otherwise, <c>false</c>.\n\t\t/// </returns>\n\t\tpublic override bool Equals(object obj)\n\t\t{\n\t\t\tDynValue other = obj as DynValue;\n\n\t\t\tif (other == null) return false;\n\n\t\t\tif ((other.Type == DataType.Nil && this.Type == DataType.Void)\n\t\t\t\t|| (other.Type == DataType.Void && this.Type == DataType.Nil))\n\t\t\t\treturn true;\n\n\t\t\tif (other.Type != this.Type) return false;\n\n\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn true;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn Boolean == other.Boolean;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn Number == other.Number;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn String == other.String;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn Function == other.Function;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn Callback == other.Callback;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn Table == other.Table;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\t\treturn Tuple == other.Tuple;\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\treturn Coroutine == other.Coroutine;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\t{\n\t\t\t\t\t\tUserData ud1 = this.UserData;\n\t\t\t\t\t\tUserData ud2 = other.UserData;\n\n\t\t\t\t\t\tif (ud1 == null || ud2 == null)\n\t\t\t\t\t\t\treturn false;\n\n\t\t\t\t\t\tif (ud1.Descriptor != ud2.Descriptor)\n\t\t\t\t\t\t\treturn false;\n\n\t\t\t\t\t\tif (ud1.Object == null && ud2.Object == null)\n\t\t\t\t\t\t\treturn true;\n\n\t\t\t\t\t\tif (ud1.Object != null && ud2.Object != null)\n\t\t\t\t\t\t\treturn ud1.Object.Equals(ud2.Object);\n\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\t\treturn object.ReferenceEquals(this, other);\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Casts this DynValue to string, using coercion if the type is number.\n\t\t/// </summary>\n\t\t/// <returns>The string representation, or null if not number, not string.</returns>\n\t\tpublic string CastToString()\n\t\t{\n\t\t\tDynValue rv = ToScalar();\n\t\t\tif (rv.Type == DataType.Number)\n\t\t\t{\n\t\t\t\treturn rv.Number.ToString();\n\t\t\t}\n\t\t\telse if (rv.Type == DataType.String)\n\t\t\t{\n\t\t\t\treturn rv.String;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Casts this DynValue to a double, using coercion if the type is string.\n\t\t/// </summary>\n\t\t/// <returns>The string representation, or null if not number, not string or non-convertible-string.</returns>\n\t\tpublic double? CastToNumber()\n\t\t{\n\t\t\tDynValue rv = ToScalar();\n\t\t\tif (rv.Type == DataType.Number)\n\t\t\t{\n\t\t\t\treturn rv.Number;\n\t\t\t}\n\t\t\telse if (rv.Type == DataType.String)\n\t\t\t{\n\t\t\t\tdouble num;\n\t\t\t\tif (double.TryParse(rv.String, NumberStyles.Any, CultureInfo.InvariantCulture, out num))\n\t\t\t\t\treturn num;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Casts this DynValue to a bool\n\t\t/// </summary>\n\t\t/// <returns>False if value is false or nil, true otherwise.</returns>\n\t\tpublic bool CastToBool()\n\t\t{\n\t\t\tDynValue rv = ToScalar();\n\t\t\tif (rv.Type == DataType.Boolean)\n\t\t\t\treturn rv.Boolean;\n\t\t\telse return (rv.Type != DataType.Nil && rv.Type != DataType.Void);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns this DynValue as an instance of <see cref=\"IScriptPrivateResource\"/>, if possible,\n\t\t/// null otherwise\n\t\t/// </summary>\n\t\t/// <returns>False if value is false or nil, true otherwise.</returns>\n\t\tpublic IScriptPrivateResource GetAsPrivateResource()\n\t\t{\n\t\t\treturn m_Object as IScriptPrivateResource;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts a tuple to a scalar value. If it's already a scalar value, this function returns \"this\".\n\t\t/// </summary>\n\t\tpublic DynValue ToScalar()\n\t\t{\n\t\t\tif (Type != DataType.Tuple)\n\t\t\t\treturn this;\n\n\t\t\tif (Tuple.Length == 0)\n\t\t\t\treturn DynValue.Void;\n\n\t\t\treturn Tuple[0].ToScalar();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an assignment, overwriting the value with the specified one.\n\t\t/// </summary>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <exception cref=\"ScriptRuntimeException\">If the value is readonly.</exception>\n\t\tpublic void Assign(DynValue value)\n\t\t{\n\t\t\tif (this.ReadOnly)\n\t\t\t\tthrow new ScriptRuntimeException(\"Assigning on r-value\");\n\n\t\t\tthis.m_Number = value.m_Number;\n\t\t\tthis.m_Object = value.m_Object;\n\t\t\tthis.m_Type = value.Type;\n\t\t\tthis.m_HashCode = -1;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the length of a string or table value.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">Value is not a table or string.</exception>\n\t\tpublic DynValue GetLength()\n\t\t{\n\t\t\tif (this.Type == DataType.Table)\n\t\t\t\treturn DynValue.NewNumber(this.Table.Length);\n\t\t\tif (this.Type == DataType.String)\n\t\t\t\treturn DynValue.NewNumber(this.String.Length);\n\n\t\t\tthrow new ScriptRuntimeException(\"Can't get length of type {0}\", this.Type);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance is nil or void\n\t\t/// </summary>\n\t\tpublic bool IsNil()\n\t\t{\n\t\t\treturn this.Type == DataType.Nil || this.Type == DataType.Void;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance is not nil or void\n\t\t/// </summary>\n\t\tpublic bool IsNotNil()\n\t\t{\n\t\t\treturn this.Type != DataType.Nil && this.Type != DataType.Void;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance is void\n\t\t/// </summary>\n\t\tpublic bool IsVoid()\n\t\t{\n\t\t\treturn this.Type == DataType.Void;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance is not void\n\t\t/// </summary>\n\t\tpublic bool IsNotVoid()\n\t\t{\n\t\t\treturn this.Type != DataType.Void;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether is nil, void or NaN (and thus unsuitable for using as a table key).\n\t\t/// </summary>\n\t\tpublic bool IsNilOrNan()\n\t\t{\n\t\t\treturn (this.Type == DataType.Nil) || (this.Type == DataType.Void) || (this.Type == DataType.Number && double.IsNaN(this.Number));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Changes the numeric value of a number DynValue.\n\t\t/// </summary>\n\t\tinternal void AssignNumber(double num)\n\t\t{\n\t\t\tif (this.ReadOnly)\n\t\t\t\tthrow new InternalErrorException(null, \"Writing on r-value\");\n\n\t\t\tif (this.Type != DataType.Number)\n\t\t\t\tthrow new InternalErrorException(\"Can't assign number to type {0}\", this.Type);\n\n\t\t\tthis.m_Number = num;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new DynValue from a CLR object\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue FromObject(Script script, object obj)\n\t\t{\n\t\t\treturn MoonSharp.Interpreter.Interop.Converters.ClrToScriptConversions.ObjectToDynValue(script, obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this MoonSharp DynValue to a CLR object.\n\t\t/// </summary>\n\t\tpublic object ToObject()\n\t\t{\n\t\t\treturn MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObject(this);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this MoonSharp DynValue to a CLR object of the specified type.\n\t\t/// </summary>\n\t\tpublic object ToObject(Type desiredType)\n\t\t{\n\t\t\t//Contract.Requires(desiredType != null);\n\t\t\treturn MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObjectOfType(this, desiredType, null, false);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this MoonSharp DynValue to a CLR object of the specified type.\n\t\t/// </summary>\n\t\tpublic T ToObject<T>()\n\t\t{\n\t\t\treturn (T)ToObject(typeof(T));\n\t\t}\n\n#if HASDYNAMIC\n\t\t/// <summary>\n\t\t/// Converts this MoonSharp DynValue to a CLR object, marked as dynamic\n\t\t/// </summary>\n\t\tpublic dynamic ToDynamic()\n\t\t{\n\t\t\treturn MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObject(this);\n\t\t}\n#endif\n\n\t\t/// <summary>\n\t\t/// Checks the type of this value corresponds to the desired type. A propert ScriptRuntimeException is thrown\n\t\t/// if the value is not of the specified type or - considering the TypeValidationFlags - is not convertible\n\t\t/// to the specified type.\n\t\t/// </summary>\n\t\t/// <param name=\"funcName\">Name of the function requesting the value, for error message purposes.</param>\n\t\t/// <param name=\"desiredType\">The desired data type.</param>\n\t\t/// <param name=\"argNum\">The argument number, for error message purposes.</param>\n\t\t/// <param name=\"flags\">The TypeValidationFlags.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">Thrown\n\t\t/// if the value is not of the specified type or - considering the TypeValidationFlags - is not convertible\n\t\t/// to the specified type.</exception>\n\t\tpublic DynValue CheckType(string funcName, DataType desiredType, int argNum = -1, TypeValidationFlags flags = TypeValidationFlags.Default)\n\t\t{\n\t\t\tif (this.Type == desiredType)\n\t\t\t\treturn this;\n\n\t\t\tbool allowNil = ((int)(flags & TypeValidationFlags.AllowNil) != 0);\n\n\t\t\tif (allowNil && this.IsNil())\n\t\t\t\treturn this;\n\n\t\t\tbool autoConvert = ((int)(flags & TypeValidationFlags.AutoConvert) != 0);\n\n\t\t\tif (autoConvert)\n\t\t\t{\n\t\t\t\tif (desiredType == DataType.Boolean)\n\t\t\t\t\treturn DynValue.NewBoolean(this.CastToBool());\n\n\t\t\t\tif (desiredType == DataType.Number)\n\t\t\t\t{\n\t\t\t\t\tdouble? v = this.CastToNumber();\n\t\t\t\t\tif (v.HasValue)\n\t\t\t\t\t\treturn DynValue.NewNumber(v.Value);\n\t\t\t\t}\n\n\t\t\t\tif (desiredType == DataType.String)\n\t\t\t\t{\n\t\t\t\t\tstring v = this.CastToString();\n\t\t\t\t\tif (v != null)\n\t\t\t\t\t\treturn DynValue.NewString(v);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this.IsVoid())\n\t\t\t\tthrow ScriptRuntimeException.BadArgumentNoValue(argNum, funcName, desiredType);\n\n\t\t\tthrow ScriptRuntimeException.BadArgument(argNum, funcName, desiredType, this.Type, allowNil);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if the type is a specific userdata type, and returns it or throws.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\"></typeparam>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"argNum\">The argument number.</param>\n\t\t/// <param name=\"flags\">The flags.</param>\n\t\t/// <returns></returns>\n\t\tpublic T CheckUserDataType<T>(string funcName, int argNum = -1, TypeValidationFlags flags = TypeValidationFlags.Default)\n\t\t{\n\t\t\tDynValue v = this.CheckType(funcName, DataType.UserData, argNum, flags);\n\t\t\tbool allowNil = ((int)(flags & TypeValidationFlags.AllowNil) != 0);\n\n\t\t\tif (v.IsNil())\n\t\t\t\treturn default(T);\n\n\t\t\tobject o = v.UserData.Object;\n\t\t\tif (o != null && o is T)\n\t\t\t\treturn (T)o;\n\n\t\t\tthrow ScriptRuntimeException.BadArgumentUserData(argNum, funcName, typeof(T), o, allowNil);\n\t\t}\n\n\t}\n\n\n\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/DynValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5b0c4003b2a3633468b65f4caececf78\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/IScriptPrivateResource.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Common interface for all resources which are uniquely bound to a script.\n\t/// </summary>\n\tpublic interface IScriptPrivateResource\n\t{\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The script owning this resource.\n\t\t/// </value>\n\t\tScript OwnerScript { get; }\n\t}\n\n\tinternal static class ScriptPrivateResource_Extension\n\t{\n\t\tpublic static void CheckScriptOwnership(this IScriptPrivateResource containingResource,  DynValue[] values)\n\t\t{\n\t\t\tforeach (DynValue v in values)\n\t\t\t\tCheckScriptOwnership(containingResource, v);\n\t\t}\n\n\n\t\tpublic static void CheckScriptOwnership(this IScriptPrivateResource containingResource, DynValue value)\n\t\t{\n\t\t\tif (value != null)\n\t\t\t{\n\t\t\t\tvar otherResource = value.GetAsPrivateResource();\n\n\t\t\t\tif (otherResource != null)\n\t\t\t\t{\n\t\t\t\t\tCheckScriptOwnership(containingResource, otherResource);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tpublic static void CheckScriptOwnership(this IScriptPrivateResource resource, Script script)\n\t\t{\n\t\t\tif (resource.OwnerScript != null && resource.OwnerScript != script && script != null)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(\"Attempt to access a resource owned by a script, from another script\");\n\t\t\t}\n\t\t}\n\n\t\tpublic static void CheckScriptOwnership(this IScriptPrivateResource containingResource, IScriptPrivateResource itemResource)\n\t\t{\n\t\t\tif (itemResource != null)\n\t\t\t{\n\t\t\t\tif (containingResource.OwnerScript != null && containingResource.OwnerScript != itemResource.OwnerScript && itemResource.OwnerScript != null)\n\t\t\t\t{\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Attempt to perform operations with resources owned by different scripts.\");\n\t\t\t\t}\n\t\t\t\telse if (containingResource.OwnerScript == null && itemResource.OwnerScript != null)\n\t\t\t\t{\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Attempt to perform operations with a script private resource on a shared resource.\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/IScriptPrivateResource.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 41f38f1d6a103774ba7a732909203bf2\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/RefIdObject.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A base class for many MoonSharp objects. \n\t/// Helds a ReferenceID property which gets a different value for every object instance, for debugging\n\t/// purposes. Note that the ID is not assigned in a thread safe manner for speed reason, so the IDs\n\t/// are guaranteed to be unique only if everything is running on one thread at a time.\n\t/// </summary>\n\tpublic class RefIdObject\n\t{\n\t\tprivate static int s_RefIDCounter = 0;\n\t\tprivate int m_RefID = ++s_RefIDCounter;\n\n\t\t/// <summary>\n\t\t/// Gets the reference identifier.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The reference identifier.\n\t\t/// </value>\n\t\tpublic int ReferenceID { get { return m_RefID; } }\n\n\n\t\t/// <summary>\n\t\t/// Formats a string with a type name and a ref-id\n\t\t/// </summary>\n\t\t/// <param name=\"typeString\">The type name.</param>\n\t\t/// <returns></returns>\n\t\tpublic string FormatTypeString(string typeString)\n\t\t{\n\t\t\treturn string.Format(\"{0}: {1:X8}\", typeString, m_RefID);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/RefIdObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eb001b28da1e1ce45a71bcb9bf0614bd\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/ScriptFunctionDelegate.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A Delegate type which can wrap a script function\n\t/// </summary>\n\t/// <param name=\"args\">The arguments.</param>\n\t/// <returns>The return value of the script function</returns>\n\tpublic delegate object ScriptFunctionDelegate(params object[] args);\n\t/// <summary>\n\t/// A Delegate type which can wrap a script function with a generic typed return value\n\t/// </summary>\n\t/// <typeparam name=\"T\"></typeparam>\n\t/// <param name=\"args\">The arguments.</param>\n\t/// <returns>The return value of the script function</returns>\n\tpublic delegate T ScriptFunctionDelegate<T>(params object[] args);\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/ScriptFunctionDelegate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 064c117195b76934ba3bcd64e1850aed\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/SymbolRef.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class stores a possible l-value (that is a potential target of an assignment)\n\t/// </summary>\n\tpublic class SymbolRef\n\t{\n\t\tprivate static SymbolRef s_DefaultEnv = new SymbolRef() { i_Type = SymbolRefType.DefaultEnv };\n\n\t\t// Fields are internal - direct access by the executor was a 10% improvement at profiling here!\n\t\tinternal SymbolRefType i_Type;\n\t\tinternal SymbolRef i_Env;\n\t\tinternal int i_Index;\n\t\tinternal string i_Name;\n\n\t\t/// <summary>\n\t\t/// Gets the type of this symbol reference\n\t\t/// </summary>\n\t\tpublic SymbolRefType Type { get { return i_Type; } }\n\t\t/// <summary>\n\t\t/// Gets the index of this symbol in its scope context\n\t\t/// </summary>\n\t\tpublic int Index { get { return i_Index; } }\n\t\t/// <summary>\n\t\t/// Gets the name of this symbol\n\t\t/// </summary>\n\t\tpublic string Name { get { return i_Name; } }\n\t\t/// <summary>\n\t\t/// Gets the environment this symbol refers to (for global symbols only)\n\t\t/// </summary>\n\t\tpublic SymbolRef Environment { get { return i_Env; } }\n\n\n\t\t/// <summary>\n\t\t/// Gets the default _ENV.\n\t\t/// </summary>\n\t\tpublic static SymbolRef DefaultEnv { get { return s_DefaultEnv; } }\n\n\t\t/// <summary>\n\t\t/// Creates a new symbol reference pointing to a global var\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"envSymbol\">The _ENV symbol.</param>\n\t\t/// <returns></returns>\n\t\tpublic static SymbolRef Global(string name, SymbolRef envSymbol)\n\t\t{\n\t\t\treturn new SymbolRef() { i_Index = -1, i_Type = SymbolRefType.Global, i_Env = envSymbol, i_Name = name };\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new symbol reference pointing to a local var\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"index\">The index of the var in local scope.</param>\n\t\t/// <returns></returns>\n\t\tinternal static SymbolRef Local(string name, int index)\n\t\t{\n\t\t\t//Debug.Assert(index >= 0, \"Symbol Index < 0\");\n\t\t\treturn new SymbolRef() { i_Index = index, i_Type = SymbolRefType.Local, i_Name = name };\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new symbol reference pointing to an upvalue var\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"index\">The index of the var in closure scope.</param>\n\t\t/// <returns></returns>\n\t\tinternal static SymbolRef Upvalue(string name, int index)\n\t\t{\n\t\t\t//Debug.Assert(index >= 0, \"Symbol Index < 0\");\n\t\t\treturn new SymbolRef() { i_Index = index, i_Type = SymbolRefType.Upvalue, i_Name = name };\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tif (i_Type == SymbolRefType.DefaultEnv)\n\t\t\t\treturn \"(default _ENV)\";\n\t\t\telse\n\t\t\tif (i_Type == SymbolRefType.Global)\n\t\t\t\treturn string.Format(\"{2} : {0} / {1}\", i_Type, i_Env, i_Name);\n\t\t\telse\n\t\t\t\treturn string.Format(\"{2} : {0}[{1}]\", i_Type, i_Index, i_Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Writes this instance to a binary stream\n\t\t/// </summary>\n\t\tinternal void WriteBinary(BinaryWriter bw)\n\t\t{\n\t\t\tbw.Write((byte)this.i_Type);\n\t\t\tbw.Write(i_Index);\n\t\t\tbw.Write(i_Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Reads a symbolref from a binary stream \n\t\t/// </summary>\n\t\tinternal static SymbolRef ReadBinary(BinaryReader br)\n\t\t{\n\t\t\tSymbolRef that = new SymbolRef();\n\t\t\tthat.i_Type = (SymbolRefType)br.ReadByte();\n\t\t\tthat.i_Index = br.ReadInt32();\n\t\t\tthat.i_Name = br.ReadString();\n\t\t\treturn that;\n\t\t}\n\n\t\tinternal void WriteBinaryEnv(BinaryWriter bw, Dictionary<SymbolRef, int> symbolMap)\n\t\t{\n\t\t\tif (this.i_Env != null)\n\t\t\t\tbw.Write(symbolMap[i_Env]);\n\t\t\telse\n\t\t\t\tbw.Write(-1);\n\t\t}\n\n\t\tinternal void ReadBinaryEnv(BinaryReader br, SymbolRef[] symbolRefs)\n\t\t{\n\t\t\tint idx = br.ReadInt32();\n\n\t\t\tif (idx >= 0)\n\t\t\t\ti_Env = symbolRefs[idx];\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/SymbolRef.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6521b541294172a4aa02c7a658ce6dd7\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/SymbolRefType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Enumeration of the types of SymbolRef\n\t/// </summary>\n\tpublic enum SymbolRefType\n\t{\n\t\t/// <summary>\n\t\t/// The symbol ref of a local variable\n\t\t/// </summary>\n\t\tLocal,\n\t\t/// <summary>\n\t\t/// The symbol ref of an upvalue variable\n\t\t/// </summary>\n\t\tUpvalue,\n\t\t/// <summary>\n\t\t/// The symbol ref of a global variable\n\t\t/// </summary>\n\t\tGlobal,\n\t\t/// <summary>\n\t\t/// The symbol ref of the global environment\n\t\t/// </summary>\n\t\tDefaultEnv,\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/SymbolRefType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1fdb7450e75610d4998dbb45a02f7eee\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Table.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.DataStructs;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A class representing a Lua table.\n\t/// </summary>\n\tpublic class Table : RefIdObject, IScriptPrivateResource\n\t{\n\t\treadonly LinkedList<TablePair> m_Values;\n\t\treadonly LinkedListIndex<DynValue, TablePair> m_ValueMap;\n\t\treadonly LinkedListIndex<string, TablePair> m_StringMap;\n\t\treadonly LinkedListIndex<int, TablePair> m_ArrayMap;\n\t\treadonly Script m_Owner;\n\n\t\tint m_InitArray = 0;\n\t\tint m_CachedLength = -1;\n\t\tbool m_ContainsNilEntries = false;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Table\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"owner\">The owner script.</param>\n\t\tpublic Table(Script owner)\n\t\t{\n\t\t\tm_Values = new LinkedList<TablePair>();\n\t\t\tm_StringMap = new LinkedListIndex<string, TablePair>(m_Values);\n\t\t\tm_ArrayMap = new LinkedListIndex<int, TablePair>(m_Values);\n\t\t\tm_ValueMap = new LinkedListIndex<DynValue, TablePair>(m_Values);\n\t\t\tm_Owner = owner;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Table\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"owner\">The owner.</param>\n\t\t/// <param name=\"arrayValues\">The values for the \"array-like\" part of the table.</param>\n\t\tpublic Table(Script owner, params DynValue[] arrayValues)\n\t\t\t: this(owner)\n\t\t{\n\t\t\tfor (int i = 0; i < arrayValues.Length; i++)\n\t\t\t{\n\t\t\t\tthis.Set(DynValue.NewNumber(i + 1), arrayValues[i]);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\tpublic Script OwnerScript\n\t\t{\n\t\t\tget { return m_Owner; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes all items from the Table.\n\t\t/// </summary>\n\t\tpublic void Clear()\n\t\t{\n\t\t\tm_Values.Clear();\n\t\t\tm_StringMap.Clear();\n\t\t\tm_ArrayMap.Clear();\n\t\t\tm_ValueMap.Clear();\n            m_CachedLength = -1;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the integral key from a double.\n\t\t/// </summary>\n\t\tprivate int GetIntegralKey(double d)\n\t\t{\n\t\t\tint v = ((int)d);\n\n\t\t\tif (d >= 1.0 && d == v)\n\t\t\t\treturn v;\n\n\t\t\treturn -1;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the \n\t\t/// <see cref=\"System.Object\" /> with the specified key(s).\n\t\t/// This will marshall CLR and MoonSharp objects in the best possible way.\n\t\t/// Multiple keys can be used to access subtables.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The <see cref=\"System.Object\" />.\n\t\t/// </value>\n\t\t/// <param name=\"keys\">The keys to access the table and subtables</param>\n\t\tpublic object this[params object[] keys]\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn Get(keys).ToObject();\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tSet(keys, DynValue.FromObject(OwnerScript, value));\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the <see cref=\"System.Object\"/> with the specified key(s).\n\t\t/// This will marshall CLR and MoonSharp objects in the best possible way.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The <see cref=\"System.Object\"/>.\n\t\t/// </value>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns></returns>\n\t\tpublic object this[object key]\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn Get(key).ToObject();\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tSet(key, DynValue.FromObject(OwnerScript, value));\n\t\t\t}\n\t\t}\n\n\t\tprivate Table ResolveMultipleKeys(object[] keys, out object key)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<Table>() != null);\n\t\t\t//Contract.Requires(keys != null);\n\n\t\t\tTable t = this;\n\t\t\tkey = (keys.Length > 0) ? keys[0] : null;\n\n\t\t\tfor (int i = 1; i < keys.Length; ++i)\n\t\t\t{\n\t\t\t\tDynValue vt = t.RawGet(key);\n\n\t\t\t\tif (vt == null)\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Key '{0}' did not point to anything\");\n\n\t\t\t\tif (vt.Type != DataType.Table)\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Key '{0}' did not point to a table\");\n\n\t\t\t\tt = vt.Table;\n\t\t\t\tkey = keys[i];\n\t\t\t}\n\n\t\t\treturn t;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Append the value to the table using the next available integer index.\n\t\t/// </summary>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Append(DynValue value)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(value);\n\t\t\tPerformTableSet(m_ArrayMap, Length + 1, DynValue.NewNumber(Length + 1), value, true, Length + 1);\n\t\t}\n\n\t\t#region Set\n\n\t\tprivate void PerformTableSet<T>(LinkedListIndex<T, TablePair> listIndex, T key, DynValue keyDynValue, DynValue value, bool isNumber, int appendKey)\n\t\t{\n\t\t\tTablePair prev = listIndex.Set(key, new TablePair(keyDynValue, value));\n\n\t\t\t// If this is an insert, we can invalidate all iterators and collect dead keys\n\t\t\tif (m_ContainsNilEntries && value.IsNotNil() && (prev.Value == null || prev.Value.IsNil()))\n\t\t\t{\n\t\t\t\tCollectDeadKeys();\n\t\t\t}\n\t\t\t// If this value is nil (and we didn't collect), set that there are nil entries, and invalidate array len cache\n\t\t\telse if (value.IsNil())\n\t\t\t{\n\t\t\t\tm_ContainsNilEntries = true;\n\n\t\t\t\tif (isNumber)\n\t\t\t\t\tm_CachedLength = -1;\n\t\t\t}\n\t\t\telse if (isNumber)\n\t\t\t{\n\t\t\t\t// If this is an array insert, we might have to invalidate the array length\n\t\t\t\tif (prev.Value == null || prev.Value.IsNilOrNan())\n\t\t\t\t{\n\t\t\t\t\t// If this is an array append, let's check the next element before blindly invalidating\n\t\t\t\t\tif (appendKey >= 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tLinkedListNode<TablePair> next = m_ArrayMap.Find(appendKey + 1);\n\t\t\t\t\t\tif (next == null || next.Value.Value == null || next.Value.Value.IsNil())\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tm_CachedLength += 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tm_CachedLength = -1;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_CachedLength = -1;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value associated to the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Set(string key, DynValue value)\n\t\t{\n\t\t\tif (key == null)\n\t\t\t\tthrow ScriptRuntimeException.TableIndexIsNil();\n\n\t\t\tthis.CheckScriptOwnership(value);\n\t\t\tPerformTableSet(m_StringMap, key, DynValue.NewString(key), value, false, -1);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value associated to the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Set(int key, DynValue value)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(value);\n\t\t\tPerformTableSet(m_ArrayMap, key, DynValue.NewNumber(key), value, true, -1);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value associated to the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Set(DynValue key, DynValue value)\n\t\t{\n\t\t\tif (key.IsNilOrNan())\n\t\t\t{\n\t\t\t\tif (key.IsNil())\n\t\t\t\t\tthrow ScriptRuntimeException.TableIndexIsNil();\n\t\t\t\telse\n\t\t\t\t\tthrow ScriptRuntimeException.TableIndexIsNaN();\n\t\t\t}\n\n\t\t\tif (key.Type == DataType.String)\n\t\t\t{\n\t\t\t\tSet(key.String, value);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (key.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tint idx = GetIntegralKey(key.Number);\n\n\t\t\t\tif (idx > 0)\n\t\t\t\t{\n\t\t\t\t\tSet(idx, value);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tthis.CheckScriptOwnership(key);\n\t\t\tthis.CheckScriptOwnership(value);\n\n\t\t\tPerformTableSet(m_ValueMap, key, key, value, false, -1);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value associated with the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Set(object key, DynValue value)\n\t\t{\n\t\t\tif (key == null)\n\t\t\t\tthrow ScriptRuntimeException.TableIndexIsNil();\n\n\t\t\tif (key is string)\n\t\t\t\tSet((string)key, value);\n\t\t\telse if (key is int)\n\t\t\t\tSet((int)key, value);\n\t\t\telse\n\t\t\t\tSet(DynValue.FromObject(OwnerScript, key), value);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value associated with the specified keys.\n\t\t/// Multiple keys can be used to access subtables.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The keys.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void Set(object[] keys, DynValue value)\n\t\t{\n\t\t\tif (keys == null || keys.Length <= 0)\n\t\t\t\tthrow ScriptRuntimeException.TableIndexIsNil();\n\n\t\t\tobject key;\n\t\t\tResolveMultipleKeys(keys, out key).Set(key, value);\n\t\t}\n\n\t\t#endregion\n\n\t\t#region Get\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue Get(string key)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<DynValue>() != null);\n\t\t\treturn RawGet(key) ?? DynValue.Nil;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue Get(int key)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<DynValue>() != null);\n\t\t\treturn RawGet(key) ?? DynValue.Nil;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue Get(DynValue key)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<DynValue>() != null);\n\t\t\treturn RawGet(key) ?? DynValue.Nil;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key.\n\t\t/// (expressed as a <see cref=\"System.Object\"/>).\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue Get(object key)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<DynValue>() != null);\n\t\t\treturn RawGet(key) ?? DynValue.Nil;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified keys (expressed as an \n\t\t/// array of <see cref=\"System.Object\"/>).\n\t\t/// This will marshall CLR and MoonSharp objects in the best possible way.\n\t\t/// Multiple keys can be used to access subtables.\n\t\t/// </summary>\n\t\t/// <param name=\"keys\">The keys to access the table and subtables</param>\n\t\tpublic DynValue Get(params object[] keys)\n\t\t{\n\t\t\t//Contract.Ensures(Contract.Result<DynValue>() != null);\n\t\t\treturn RawGet(keys) ?? DynValue.Nil;\n\t\t}\n\n\t\t#endregion\n\n\t\t#region RawGet\n\n\t\tprivate static DynValue RawGetValue(LinkedListNode<TablePair> linkedListNode)\n\t\t{\n\t\t\treturn (linkedListNode != null) ? linkedListNode.Value.Value : null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key,\n\t\t/// without bringing to Nil the non-existant values.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue RawGet(string key)\n\t\t{\n\t\t\treturn RawGetValue(m_StringMap.Find(key));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key,\n\t\t/// without bringing to Nil the non-existant values.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue RawGet(int key)\n\t\t{\n\t\t\treturn RawGetValue(m_ArrayMap.Find(key));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key,\n\t\t/// without bringing to Nil the non-existant values.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue RawGet(DynValue key)\n\t\t{\n\t\t\tif (key.Type == DataType.String)\n\t\t\t\treturn RawGet(key.String);\n\n\t\t\tif (key.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tint idx = GetIntegralKey(key.Number);\n\t\t\t\tif (idx > 0)\n\t\t\t\t\treturn RawGet(idx);\n\t\t\t}\n\n\t\t\treturn RawGetValue(m_ValueMap.Find(key));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified key,\n\t\t/// without bringing to Nil the non-existant values.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\tpublic DynValue RawGet(object key)\n\t\t{\n\t\t\tif (key == null)\n\t\t\t\treturn null;\n\n\t\t\tif (key is string)\n\t\t\t\treturn RawGet((string)key);\n\n\t\t\tif (key is int)\n\t\t\t\treturn RawGet((int)key);\n\n\t\t\treturn RawGet(DynValue.FromObject(OwnerScript, key));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value associated with the specified keys (expressed as an\n\t\t/// array of <see cref=\"System.Object\"/>).\n\t\t/// This will marshall CLR and MoonSharp objects in the best possible way.\n\t\t/// Multiple keys can be used to access subtables.\n\t\t/// </summary>\n\t\t/// <param name=\"keys\">The keys to access the table and subtables</param>\n\t\tpublic DynValue RawGet(params object[] keys)\n\t\t{\n\t\t\tif (keys == null || keys.Length <= 0)\n\t\t\t\treturn null;\n\n\t\t\tobject key;\n\t\t\treturn ResolveMultipleKeys(keys, out key).RawGet(key);\n\t\t}\n\n\t\t#endregion\n\n\t\t#region Remove\n\n\t\tprivate bool PerformTableRemove<T>(LinkedListIndex<T, TablePair> listIndex, T key, bool isNumber)\n\t\t{\n\t\t\tvar removed = listIndex.Remove(key);\n\n\t\t\tif (removed && isNumber)\n\t\t\t{\n\t\t\t\tm_CachedLength = -1;\n\t\t\t}\n\n\t\t\treturn removed;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Remove the value associated with the specified key from the table.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns><c>true</c> if values was successfully removed; otherwise, <c>false</c>.</returns>\n\t\tpublic bool Remove(string key)\n\t\t{\n\t\t\treturn PerformTableRemove(m_StringMap, key, false);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Remove the value associated with the specified key from the table.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns><c>true</c> if values was successfully removed; otherwise, <c>false</c>.</returns>\n\t\tpublic bool Remove(int key)\n\t\t{\n\t\t\treturn PerformTableRemove(m_ArrayMap, key, true);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Remove the value associated with the specified key from the table.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns><c>true</c> if values was successfully removed; otherwise, <c>false</c>.</returns>\n\t\tpublic bool Remove(DynValue key)\n\t\t{\n\t\t\tif (key.Type == DataType.String)\n\t\t\t\treturn Remove(key.String);\n\n\t\t\tif (key.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tint idx = GetIntegralKey(key.Number);\n\t\t\t\tif (idx > 0)\n\t\t\t\t\treturn Remove(idx);\n\t\t\t}\n\n\t\t\treturn PerformTableRemove(m_ValueMap, key, false);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Remove the value associated with the specified key from the table.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns><c>true</c> if values was successfully removed; otherwise, <c>false</c>.</returns>\n\t\tpublic bool Remove(object key)\n\t\t{\n\t\t\tif (key is string)\n\t\t\t\treturn Remove((string)key);\n\n\t\t\tif (key is int)\n\t\t\t\treturn Remove((int)key);\n\n\t\t\treturn Remove(DynValue.FromObject(OwnerScript, key));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Remove the value associated with the specified keys from the table.\n\t\t/// Multiple keys can be used to access subtables.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <returns><c>true</c> if values was successfully removed; otherwise, <c>false</c>.</returns>\n\t\tpublic bool Remove(params object[] keys)\n\t\t{\n\t\t\tif (keys == null || keys.Length <= 0)\n\t\t\t\treturn false;\n\n\t\t\tobject key;\n\t\t\treturn ResolveMultipleKeys(keys, out key).Remove(key);\n\t\t}\n\n\t\t#endregion\n\n\t\t/// <summary>\n\t\t/// Collects the dead keys. This frees up memory but invalidates pending iterators.\n\t\t/// It's called automatically internally when the semantics of Lua tables allow, but can be forced\n\t\t/// externally if it's known that no iterators are pending.\n\t\t/// </summary>\n\t\tpublic void CollectDeadKeys()\n\t\t{\n\t\t\tfor (LinkedListNode<TablePair> node = m_Values.First; node != null; node = node.Next)\n\t\t\t{\n\t\t\t\tif (node.Value.Value.IsNil())\n\t\t\t\t{\n\t\t\t\t\tRemove(node.Value.Key);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tm_ContainsNilEntries = false;\n\t\t\tm_CachedLength = -1;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Returns the next pair from a value\n\t\t/// </summary>\n\t\tpublic TablePair? NextKey(DynValue v)\n\t\t{\n\t\t\tif (v.IsNil())\n\t\t\t{\n\t\t\t\tLinkedListNode<TablePair> node = m_Values.First;\n\n\t\t\t\tif (node == null)\n\t\t\t\t\treturn TablePair.Nil;\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (node.Value.Value.IsNil())\n\t\t\t\t\t\treturn NextKey(node.Value.Key);\n\t\t\t\t\telse\n\t\t\t\t\t\treturn node.Value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (v.Type == DataType.String)\n\t\t\t{\n\t\t\t\treturn GetNextOf(m_StringMap.Find(v.String));\n\t\t\t}\n\n\t\t\tif (v.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tint idx = GetIntegralKey(v.Number);\n\n\t\t\t\tif (idx > 0)\n\t\t\t\t{\n\t\t\t\t\treturn GetNextOf(m_ArrayMap.Find(idx));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn GetNextOf(m_ValueMap.Find(v));\n\t\t}\n\n\t\tprivate TablePair? GetNextOf(LinkedListNode<TablePair> linkedListNode)\n\t\t{\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tif (linkedListNode == null)\n\t\t\t\t\treturn null;\n\n\t\t\t\tif (linkedListNode.Next == null)\n\t\t\t\t\treturn TablePair.Nil;\n\n\t\t\t\tlinkedListNode = linkedListNode.Next;\n\n\t\t\t\tif (!linkedListNode.Value.Value.IsNil())\n\t\t\t\t\treturn linkedListNode.Value;\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the length of the \"array part\".\n\t\t/// </summary>\n\t\tpublic int Length\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (m_CachedLength < 0)\n\t\t\t\t{\n\t\t\t\t\tm_CachedLength = 0;\n\n\t\t\t\t\tfor (int i = 1; m_ArrayMap.ContainsKey(i) && !m_ArrayMap.Find(i).Value.Value.IsNil(); i++)\n\t\t\t\t\t\tm_CachedLength = i;\n\t\t\t\t}\n\n\t\t\t\treturn m_CachedLength;\n\t\t\t}\n\t\t}\n\n\t\tinternal void InitNextArrayKeys(DynValue val, bool lastpos)\n\t\t{\n\t\t\tif (val.Type == DataType.Tuple && lastpos)\n\t\t\t{\n\t\t\t\tforeach (DynValue v in val.Tuple)\n\t\t\t\t\tInitNextArrayKeys(v, true);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tSet(++m_InitArray, val.ToScalar());\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the meta-table associated with this instance.\n\t\t/// </summary>\n\t\tpublic Table MetaTable\n\t\t{\n\t\t\tget { return m_MetaTable; }\n\t\t\tset { this.CheckScriptOwnership(m_MetaTable); m_MetaTable = value; }\n\t\t}\n\t\tprivate Table m_MetaTable;\n\n\n\n\t\t/// <summary>\n\t\t/// Enumerates the key/value pairs.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic IEnumerable<TablePair> Pairs\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Values.Select(n => new TablePair(n.Key, n.Value));\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Enumerates the keys.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic IEnumerable<DynValue> Keys\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Values.Select(n => n.Key);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Enumerates the values\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic IEnumerable<DynValue> Values\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Values.Select(n => n.Value);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/Table.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a58b7c65b53324c41bbb0b688b0da872\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TablePair.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// A class representing a key/value pair for Table use\n\t/// </summary>\n\tpublic struct TablePair\n\t{\n\t\tprivate static TablePair s_NilNode = new TablePair(DynValue.Nil, DynValue.Nil);\n\t\tprivate DynValue key, value;\n\n\t\t/// <summary>\n\t\t/// Gets the key.\n\t\t/// </summary>\n\t\tpublic DynValue Key \n\t\t{\n\t\t\tget { return key; }\n\t\t\tprivate set { Key = key; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the value.\n\t\t/// </summary>\n\t\tpublic DynValue Value\n\t\t{\n\t\t\tget { return value; }\n\t\t\tset { if (key.IsNotNil()) Value = value; }\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"TablePair\"/> struct.\n\t\t/// </summary>\n\t\t/// <param name=\"key\">The key.</param>\n\t\t/// <param name=\"val\">The value.</param>\n\t\tpublic TablePair(DynValue key, DynValue val) \n\t\t{\n\t\t\tthis.key = key;\n\t\t\tthis.value = val;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the nil pair\n\t\t/// </summary>\n\t\tpublic static TablePair Nil { get { return s_NilNode; } }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TablePair.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b6eeb0946eeb8934298f1ba016939d8c\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TailCallData.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class used to support \"tail\" continuations - a way for C# / Lua interaction which supports \n\t/// coroutine yielding (at the expense of a LOT of added complexity in calling code).\n\t/// </summary>\n\tpublic class TailCallData\n\t{\n\t\t/// <summary>\n\t\t/// Gets or sets the function to call\n\t\t/// </summary>\n\t\tpublic DynValue Function { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the arguments to the function\n\t\t/// </summary>\n\t\tpublic DynValue[] Args { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the callback to be used as a continuation.\n\t\t/// </summary>\n\t\tpublic CallbackFunction Continuation { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the callback to be used in case of errors.\n\t\t/// </summary>\n\t\tpublic CallbackFunction ErrorHandler { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the error handler to be called before stack unwinding\n\t\t/// </summary>\n\t\tpublic DynValue ErrorHandlerBeforeUnwind { get; set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TailCallData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8eb19340d54724a46992c3db5a02e838\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TypeValidationFlags.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Flags to alter the way the DynValue.CheckType and other related functions operate on data types for\n\t/// validation.\n\t/// </summary>\n\t[Flags]\n\tpublic enum TypeValidationFlags\n\t{\n\t\t/// <summary>\n\t\t/// No type validation specific behaviour\n\t\t/// </summary>\n\t\tNone  = 0,\n\t\t/// <summary>\n\t\t/// Nil and Void values are allowed (and returned by the call)\n\t\t/// </summary>\n\t\tAllowNil = 0x1,\n\t\t/// <summary>\n\t\t/// Simple autoconversions are attempted: \n\t\t/// 1) Numbers are convertible to strings\n\t\t/// 2) Strings are convertible to numbers if they contain a number\n\t\t/// 3) Everything is convertible to boolean (with void and nil converting to 'false', everything else converting to 'true')\n\t\t/// Note: if both AutoConvert and AllowNil are specified, nils will NOT be converted to false booleans.\n\t\t/// </summary>\n\t\tAutoConvert = 0x2,\n\n\t\t/// <summary>\n\t\t/// The default : Autoconverting values, no nils.\n\t\t/// </summary>\n\t\tDefault = AutoConvert\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/TypeValidationFlags.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 40abe28a137aecd46b1fd83b1405e8ba\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/UserData.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing System.Linq;\nusing MoonSharp.Interpreter.Interop;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.RegistrationPolicies;\nusing MoonSharp.Interpreter.Interop.StandardDescriptors;\nusing MoonSharp.Interpreter.Interop.UserDataRegistries;\nusing MoonSharp.Interpreter.Serialization.Json;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class exposing C# objects as Lua userdata.\n\t/// For efficiency, a global registry of types is maintained, instead of a per-script one.\n\t/// </summary>\n\tpublic class UserData : RefIdObject\n\t{\n\t\tprivate UserData()\n\t\t{\n\t\t\t// This type can only be instantiated using one of the Create methods\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the \"uservalue\". See debug.getuservalue and debug.setuservalue.\n\t\t/// http://www.lua.org/manual/5.2/manual.html#pdf-debug.setuservalue\n\t\t/// </summary>\n\t\tpublic DynValue UserValue { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets the object associated to this userdata (null for statics)\n\t\t/// </summary>\n\t\tpublic object Object { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the type descriptor of this userdata\n\t\t/// </summary>\n\t\tpublic IUserDataDescriptor Descriptor { get; private set; }\n\n\n\n\t\tstatic UserData()\n\t\t{\n\t\t\tRegistrationPolicy = InteropRegistrationPolicy.Default;\n\n\t\t\tRegisterType<EventFacade>(InteropAccessMode.NoReflectionAllowed);\n\t\t\tRegisterType<AnonWrapper>(InteropAccessMode.HideMembers);\n\t\t\tRegisterType<EnumerableWrapper>(InteropAccessMode.NoReflectionAllowed);\n\t\t\tRegisterType<JsonNull>(InteropAccessMode.Reflection);\n\n\t\t\tDefaultAccessMode = InteropAccessMode.LazyOptimized;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a type for userdata interop\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The type to be registered</typeparam>\n\t\t/// <param name=\"accessMode\">The access mode (optional).</param>\n\t\t/// <param name=\"friendlyName\">Friendly name for the type (optional)</param>\n\t\tpublic static IUserDataDescriptor RegisterType<T>(InteropAccessMode accessMode = InteropAccessMode.Default, string friendlyName = null)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterType_Impl(typeof(T), accessMode, friendlyName, null);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a type for userdata interop\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type to be registered</param>\n\t\t/// <param name=\"accessMode\">The access mode (optional).</param>\n\t\t/// <param name=\"friendlyName\">Friendly name for the type (optional)</param>\n\t\tpublic static IUserDataDescriptor RegisterType(Type type, InteropAccessMode accessMode = InteropAccessMode.Default, string friendlyName = null)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterType_Impl(type, accessMode, friendlyName, null);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Registers a proxy type.\n\t\t/// </summary>\n\t\t/// <param name=\"proxyFactory\">The proxy factory.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <param name=\"friendlyName\">A friendly name for the descriptor.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IUserDataDescriptor RegisterProxyType(IProxyFactory proxyFactory, InteropAccessMode accessMode = InteropAccessMode.Default, string friendlyName = null)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterProxyType_Impl(proxyFactory, accessMode, friendlyName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a proxy type using a delegate.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"TProxy\">The type of the proxy.</typeparam>\n\t\t/// <typeparam name=\"TTarget\">The type of the target.</typeparam>\n\t\t/// <param name=\"wrapDelegate\">A delegate creating a proxy object from a target object.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <param name=\"friendlyName\">A friendly name for the descriptor.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IUserDataDescriptor RegisterProxyType<TProxy, TTarget>(Func<TTarget, TProxy> wrapDelegate, InteropAccessMode accessMode = InteropAccessMode.Default, string friendlyName = null)\n\t\t\twhere TProxy : class\n\t\t\twhere TTarget : class\n\t\t{\n\t\t\treturn RegisterProxyType(new DelegateProxyFactory<TProxy, TTarget>(wrapDelegate), accessMode, friendlyName);\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Registers a type with a custom userdata descriptor\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The type to be registered</typeparam>\n\t\t/// <param name=\"customDescriptor\">The custom descriptor.</param>\n\t\tpublic static IUserDataDescriptor RegisterType<T>(IUserDataDescriptor customDescriptor)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterType_Impl(typeof(T), InteropAccessMode.Default, null, customDescriptor);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a type with a custom userdata descriptor\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type to be registered</param>\n\t\t/// <param name=\"customDescriptor\">The custom descriptor.</param>\n\t\tpublic static IUserDataDescriptor RegisterType(Type type, IUserDataDescriptor customDescriptor)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterType_Impl(type, InteropAccessMode.Default, null, customDescriptor);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a type with a custom userdata descriptor\n\t\t/// </summary>\n\t\t/// <param name=\"customDescriptor\">The custom descriptor.</param>\n\t\tpublic static IUserDataDescriptor RegisterType(IUserDataDescriptor customDescriptor)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.RegisterType_Impl(customDescriptor.Type, InteropAccessMode.Default, null, customDescriptor);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Registers all types marked with a MoonSharpUserDataAttribute that ar contained in an assembly.\n\t\t/// </summary>\n\t\t/// <param name=\"asm\">The assembly.</param>\n\t\t/// <param name=\"includeExtensionTypes\">if set to <c>true</c> extension types are registered to the appropriate registry.</param>\n\t\tpublic static void RegisterAssembly(Assembly asm = null, bool includeExtensionTypes = false)\n\t\t{\n\t\t\tif (asm == null)\n\t\t\t{\n\t\t\t\t#if NETFX_CORE || DOTNET_CORE\n\t\t\t\t\tthrow new NotSupportedException(\"Assembly.GetCallingAssembly is not supported on target framework.\");\n\t\t\t\t#else\n\t\t\t\t\tasm = Assembly.GetCallingAssembly();\n\t\t\t\t#endif\n\t\t\t}\n\n\t\t\tTypeDescriptorRegistry.RegisterAssembly(asm, includeExtensionTypes);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified type is registered. Note that this should be used only to check if a descriptor\n\t\t/// has been registered EXACTLY. For many types a descriptor can still be created, for example through the descriptor\n\t\t/// of a base type or implemented interfaces.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The type.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool IsTypeRegistered(Type t)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.IsTypeRegistered(t);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified type is registered. Note that this should be used only to check if a descriptor\n\t\t/// has been registered EXACTLY. For many types a descriptor can still be created, for example through the descriptor\n\t\t/// of a base type or implemented interfaces.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The type.</typeparam>\n\t\t/// <returns></returns>\n\t\tpublic static bool IsTypeRegistered<T>()\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.IsTypeRegistered(typeof(T));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Unregisters a type. \n\t\t/// WARNING: unregistering types at runtime is a dangerous practice and may cause unwanted errors.\n\t\t/// Use this only for testing purposes or to re-register the same type in a slightly different way.\n\t\t/// Additionally, it's a good practice to discard all previous loaded scripts after calling this method.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The type to be unregistered</typeparam>\n\t\tpublic static void UnregisterType<T>()\n\t\t{\n\t\t\tTypeDescriptorRegistry.UnregisterType(typeof(T));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Unregisters a type.\n\t\t/// WARNING: unregistering types at runtime is a dangerous practice and may cause unwanted errors.\n\t\t/// Use this only for testing purposes or to re-register the same type in a slightly different way.\n\t\t/// Additionally, it's a good practice to discard all previous loaded scripts after calling this method.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The The type to be unregistered</param>\n\t\tpublic static void UnregisterType(Type t)\n\t\t{\n\t\t\tTypeDescriptorRegistry.UnregisterType(t);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a userdata DynValue from the specified object, using a specific descriptor\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object</param>\n\t\t/// <param name=\"descr\">The descriptor.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue Create(object o, IUserDataDescriptor descr)\n\t\t{\n\t\t\treturn DynValue.NewUserData(new UserData()\n\t\t\t{\n\t\t\t\tDescriptor = descr,\n\t\t\t\tObject = o\n\t\t\t});\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a userdata DynValue from the specified object\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue Create(object o)\n\t\t{\n\t\t\tvar descr = GetDescriptorForObject(o);\n\t\t\tif (descr == null)\n\t\t\t{\n\t\t\t\tif (o is Type)\n\t\t\t\t\treturn CreateStatic((Type)o);\n\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\treturn Create(o, descr);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a static userdata DynValue from the specified IUserDataDescriptor\n\t\t/// </summary>\n\t\t/// <param name=\"descr\">The IUserDataDescriptor</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue CreateStatic(IUserDataDescriptor descr)\n\t\t{\n\t\t\tif (descr == null) return null;\n\n\t\t\treturn DynValue.NewUserData(new UserData()\n\t\t\t{\n\t\t\t\tDescriptor = descr,\n\t\t\t\tObject = null\n\t\t\t});\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a static userdata DynValue from the specified Type\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The type</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue CreateStatic(Type t)\n\t\t{\n\t\t\treturn CreateStatic(GetDescriptorForType(t, false));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a static userdata DynValue from the specified Type\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The Type</typeparam>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue CreateStatic<T>()\n\t\t{\n\t\t\treturn CreateStatic(GetDescriptorForType(typeof(T), false));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the registration policy to be used in the whole application\n\t\t/// </summary>\n\t\tpublic static IRegistrationPolicy RegistrationPolicy\n\t\t{\n\t\t\tget { return TypeDescriptorRegistry.RegistrationPolicy; }\n\t\t\tset { TypeDescriptorRegistry.RegistrationPolicy = value; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the default access mode to be used in the whole application\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The default access mode.\n\t\t/// </value>\n\t\t/// <exception cref=\"System.ArgumentException\">InteropAccessMode is InteropAccessMode.Default</exception>\n\t\tpublic static InteropAccessMode DefaultAccessMode\n\t\t{\n\t\t\tget { return TypeDescriptorRegistry.DefaultAccessMode; }\n\t\t\tset { TypeDescriptorRegistry.DefaultAccessMode = value; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers an extension Type (that is a type containing extension methods)\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"mode\">The InteropAccessMode.</param>\n\t\tpublic static void RegisterExtensionType(Type type, InteropAccessMode mode = InteropAccessMode.Default)\n\t\t{\n\t\t\tExtensionMethodsRegistry.RegisterExtensionType(type, mode);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets all the extension methods which can match a given name and extending a given Type\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"extendedType\">The extended type.</param>\n\t\t/// <returns></returns>\n\t\tpublic static List<IOverloadableMemberDescriptor> GetExtensionMethodsByNameAndType(string name, Type extendedType)\n\t\t{\n\t\t\treturn ExtensionMethodsRegistry.GetExtensionMethodsByNameAndType(name, extendedType);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a number which gets incremented everytime the extension methods registry changes.\n\t\t/// Use this to invalidate caches based on extension methods\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic static int GetExtensionMethodsChangeVersion()\n\t\t{\n\t\t\treturn ExtensionMethodsRegistry.GetExtensionMethodsChangeVersion();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the best possible type descriptor for a specified CLR type.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The CLR type for which the descriptor is desired.</typeparam>\n\t\t/// <param name=\"searchInterfaces\">if set to <c>true</c> interfaces are used in the search.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IUserDataDescriptor GetDescriptorForType<T>(bool searchInterfaces)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.GetDescriptorForType(typeof(T), searchInterfaces);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the best possible type descriptor for a specified CLR type.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The CLR type for which the descriptor is desired.</param>\n\t\t/// <param name=\"searchInterfaces\">if set to <c>true</c> interfaces are used in the search.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IUserDataDescriptor GetDescriptorForType(Type type, bool searchInterfaces)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.GetDescriptorForType(type, searchInterfaces);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the best possible type descriptor for a specified CLR object.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IUserDataDescriptor GetDescriptorForObject(object o)\n\t\t{\n\t\t\treturn TypeDescriptorRegistry.GetDescriptorForType(o.GetType(), true);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a table with the description of registered types.\n\t\t/// </summary>\n\t\t/// <param name=\"useHistoricalData\">if set to true, it will also include the last found descriptor of all unregistered types.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Table GetDescriptionOfRegisteredTypes(bool useHistoricalData = false)\n\t\t{\n\t\t\tDynValue output = DynValue.NewPrimeTable();\n\t\t\tvar registeredTypesPairs = useHistoricalData ? TypeDescriptorRegistry.RegisteredTypesHistory : TypeDescriptorRegistry.RegisteredTypes;\n\n\t\t\tforeach (var descpair in registeredTypesPairs)\n\t\t\t{\n\t\t\t\tIWireableDescriptor sd = descpair.Value as IWireableDescriptor;\n\n\t\t\t\tif (sd != null)\n\t\t\t\t{\n\t\t\t\t\tDynValue t = DynValue.NewPrimeTable();\n\t\t\t\t\toutput.Table.Set(descpair.Key.FullName, t);\n\t\t\t\t\tsd.PrepareForWiring(t.Table);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn output.Table;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets all the registered types.\n\t\t/// </summary>\n\t\t/// <param name=\"useHistoricalData\">if set to true, it will also include the last found descriptor of all unregistered types.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IEnumerable<Type> GetRegisteredTypes(bool useHistoricalData = false)\n\t\t{\n\t\t\tvar registeredTypesPairs = useHistoricalData ? TypeDescriptorRegistry.RegisteredTypesHistory : TypeDescriptorRegistry.RegisteredTypes;\n\t\t\treturn registeredTypesPairs.Select(p => p.Value.Type);\n\t\t}\n\n\t\t\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/UserData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b1652b8e842a0554292997cd9aee30b4\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/WellKnownSymbols.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Constants of well known \"symbols\" in the MoonSharp grammar\n\t/// </summary>\n\tpublic static class WellKnownSymbols\n\t{\n\t\t/// <summary>\n\t\t/// The variadic argument symbol (\"...\")\n\t\t/// </summary>\n\t\tpublic const string VARARGS = \"...\";\n\n\t\t/// <summary>\n\t\t/// The environment symbol (\"_ENV\")\n\t\t/// </summary>\n\t\tpublic const string ENV = \"_ENV\";\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/WellKnownSymbols.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55838de19bb72534ab54d60fe2e26b12\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/YieldRequest.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class wrapping a request to yield a coroutine\n\t/// </summary>\n\tpublic class YieldRequest\n\t{\n\t\t/// <summary>\n\t\t/// The return values of the coroutine\n\t\t/// </summary>\n\t\tpublic DynValue[] ReturnValues;\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this <see cref=\"YieldRequest\"/> is a forced yield.\n\t\t/// </summary>\n\t\tpublic bool Forced { get; internal set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes/YieldRequest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6dc37118ffab7504584e181102f12b19\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/DataTypes.meta",
    "content": "fileFormatVersion: 2\nguid: 076cb7e60dea4fb4b970b0d8d8f77983\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebugService.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Class providing services specific to debugger implementations.\n\t/// </summary>\n\t/// <seealso cref=\"MoonSharp.Interpreter.IScriptPrivateResource\" />\n\tpublic sealed class DebugService : IScriptPrivateResource\n\t{\n\t\tProcessor m_Processor;\n\n\t\tinternal DebugService(Script script, Processor processor)\n\t\t{\n\t\t\tOwnerScript = script;\n\t\t\tm_Processor = processor;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The script owning this resource.\n\t\t/// </value>\n\t\tpublic Script OwnerScript { get; private set;  }\n\n\t\t/// <summary>\n\t\t/// Resets the break points for a given file. Supports only line-based breakpoints.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"lines\">The lines.</param>\n\t\t/// <returns>The lines for which breakpoints have been set</returns>\n\t\tpublic HashSet<int> ResetBreakPoints(SourceCode src, HashSet<int> lines)\n\t\t{\n\t\t\treturn m_Processor.ResetBreakPoints(src, lines);\n\t\t}\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebugService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 728299ecb4ef2a746830070495823713\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebuggerAction.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Wrapper for a debugger initiated action \n\t/// </summary>\n\tpublic class DebuggerAction\n\t{\n\t\t/// <summary>\n\t\t/// Type of the action\n\t\t/// </summary>\n\t\tpublic enum ActionType\n\t\t{\n\t\t\t/// <summary>\n\t\t\t/// Step-in at the bytecode level\n\t\t\t/// </summary>\n\t\t\tByteCodeStepIn,\n\t\t\t/// <summary>\n\t\t\t/// Step-over at the bytecode level\n\t\t\t/// </summary>\n\t\t\tByteCodeStepOver,\n\t\t\t/// <summary>\n\t\t\t/// Step-out at the bytecode level\n\t\t\t/// </summary>\n\t\t\tByteCodeStepOut,\n\t\t\t/// <summary>\n\t\t\t/// Step-in at the source level\n\t\t\t/// </summary>\n\t\t\tStepIn,\n\t\t\t/// <summary>\n\t\t\t/// Step-over at the source level\n\t\t\t/// </summary>\n\t\t\tStepOver,\n\t\t\t/// <summary>\n\t\t\t/// Step-out at the source level\n\t\t\t/// </summary>\n\t\t\tStepOut,\n\t\t\t/// <summary>\n\t\t\t/// Continue execution \"freely\"\n\t\t\t/// </summary>\n\t\t\tRun,\n\t\t\t/// <summary>\n\t\t\t/// Toggles breakpoint \n\t\t\t/// </summary>\n\t\t\tToggleBreakpoint,\n\t\t\t/// <summary>\n\t\t\t/// Sets a breakpoint\n\t\t\t/// </summary>\n\t\t\tSetBreakpoint,\n\t\t\t/// <summary>\n\t\t\t/// Clears a breakpoint\n\t\t\t/// </summary>\n\t\t\tClearBreakpoint,\n\t\t\t/// <summary>\n\t\t\t/// Reset all breakpoints\n\t\t\t/// </summary>\n\t\t\tResetBreakpoints,\n\t\t\t/// <summary>\n\t\t\t/// Refresh the data\n\t\t\t/// </summary>\n\t\t\tRefresh,\n\t\t\t/// <summary>\n\t\t\t/// Hard refresh of data\n\t\t\t/// </summary>\n\t\t\tHardRefresh,\n\t\t\t/// <summary>\n\t\t\t/// No action\n\t\t\t/// </summary>\n\t\t\tNone,\n\t\t}\n\n\t\t/// <summary>\n\t\t/// The type of action\n\t\t/// </summary>\n\t\tpublic ActionType Action { get; set; }\n\t\t/// <summary>\n\t\t/// Gets the time stamp UTC of this action\n\t\t/// </summary>\n\t\tpublic DateTime TimeStampUTC { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the source identifier this action refers to. <see cref=\"Script.GetSourceCode\"/>\n\t\t/// </summary>\n\t\tpublic int SourceID { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the source line this action refers to.\n\t\t/// </summary>\n\t\tpublic int SourceLine { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the source column this action refers to.\n\t\t/// </summary>\n\t\tpublic int SourceCol { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the lines. This is used for the ResetBreakpoints and sets line-based bps only.\n\t\t/// </summary>\n\t\tpublic int[] Lines { get; set; }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DebuggerAction\"/> class.\n\t\t/// </summary>\n\t\tpublic DebuggerAction()\n\t\t{\n\t\t\tTimeStampUTC = DateTime.UtcNow;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the age of this debugger action\n\t\t/// </summary>\n\t\tpublic TimeSpan Age { get { return DateTime.UtcNow - TimeStampUTC; } }\n\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tif (Action == ActionType.ToggleBreakpoint || Action == ActionType.SetBreakpoint || Action == ActionType.ClearBreakpoint)\n\t\t\t{\n\t\t\t\treturn string.Format(\"{0} {1}:({2},{3})\", Action, SourceID, SourceLine, SourceCol);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn Action.ToString();\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebuggerAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dc7ac4e0b72a1b84eb0f448840e36be2\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebuggerCaps.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Enumeration of capabilities for a debugger\n\t/// </summary>\n\t[Flags]\n\tpublic enum DebuggerCaps\n\t{\n\t\t/// <summary>\n\t\t/// Flag set if the debugger can debug source code\n\t\t/// </summary>\n\t\tCanDebugSourceCode = 0x1,\n\t\t/// <summary>\n\t\t/// Flag set if the can debug VM bytecode\n\t\t/// </summary>\n\t\tCanDebugByteCode = 0x2,\n\t\t/// <summary>\n\t\t/// Flag set if the debugger uses breakpoints based on lines instead of tokens\n\t\t/// </summary>\n\t\tHasLineBasedBreakpoints = 0x4\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/DebuggerCaps.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88787184b21843943a2f3964f4afdbd6\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/IDebugger.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Interface for debuggers to implement, in order to provide debugging facilities to Scripts.\n\t/// </summary>\n\tpublic interface IDebugger\n\t{\n\t\t/// <summary>\n\t\t/// Gets the debugger caps.\n\t\t/// </summary>\n\t\tDebuggerCaps GetDebuggerCaps();\n\t\t/// <summary>\n\t\t/// Sets the debug service for this debugger\n\t\t/// </summary>\n\t\t/// <param name=\"debugService\">The debug service.</param>\n\t\tvoid SetDebugService(DebugService debugService);\n\t\t/// <summary>\n\t\t/// Called by the script engine  when a source code is added or changed.\n\t\t/// </summary>\n\t\t/// <param name=\"sourceCode\">The source code object.</param>\n\t\tvoid SetSourceCode(SourceCode sourceCode);\n\t\t/// <summary>\n\t\t/// Called by the script engine  when the bytecode changes.\n\t\t/// </summary>\n\t\t/// <param name=\"byteCode\">The bytecode source</param>\n\t\tvoid SetByteCode(string[] byteCode);\n\t\t/// <summary>\n\t\t/// Called by the script engine at execution time to check if a break has \n\t\t/// been requested. Should return pretty fast as it's called A LOT.\n\t\t/// </summary>\n\t\tbool IsPauseRequested();\n\t\t/// <summary>\n\t\t/// Called by the script engine when a runtime error occurs. \n\t\t/// The debugger can return true to signal the engine that it wants to break \n\t\t/// into the source of the error. If it does so, it should also return true \n\t\t/// to subsequent calls to IsPauseRequested().\n\t\t/// </summary>\n\t\t/// <param name=\"ex\">The runtime exception.</param>\n\t\t/// <returns>True if this error should break execution.</returns>\n\t\tbool SignalRuntimeException(ScriptRuntimeException ex);\n\t\t/// <summary>\n\t\t/// Called by the script engine to get what action to do next.\n\t\t/// </summary>\n\t\t/// <param name=\"ip\">The instruction pointer in bytecode.</param>\n\t\t/// <param name=\"sourceref\">The source reference.</param>\n\t\t/// <returns>T</returns>\n\t\tDebuggerAction GetAction(int ip, SourceRef sourceref);\n\t\t/// <summary>\n\t\t/// Called by the script engine when the execution ends.\n\t\t/// </summary>\n\t\tvoid SignalExecutionEnded();\n\t\t/// <summary>\n\t\t/// Called by the script engine to update watches of a given type. Note \n\t\t/// that this method is not called only for watches in the strictest term, \n\t\t/// but also for the stack, etc.\n\t\t/// </summary>\n\t\t/// <param name=\"watchType\">Type of the watch.</param>\n\t\t/// <param name=\"items\">The items.</param>\n\t\tvoid Update(WatchType watchType, IEnumerable<WatchItem> items);\n\t\t/// <summary>\n\t\t/// Called by the script engine to get which expressions are active \n\t\t/// watches in the debugger.\n\t\t/// </summary>\n\t\t/// <returns>A list of watches</returns>\n\t\tList<DynamicExpression> GetWatchItems();\n\t\t/// <summary>\n\t\t/// Called by the script engine to refresh the breakpoint list.\n\t\t/// </summary>\n\t\tvoid RefreshBreakpoints(IEnumerable<SourceRef> refs);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/IDebugger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 17165039516e74142990cfa35e91af4d\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/SourceCode.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Class representing the source code of a given script\n\t/// </summary>\n\tpublic class SourceCode : IScriptPrivateResource\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the source code\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the source code as a string\n\t\t/// </summary>\n\t\tpublic string Code { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the source code lines.\n\t\t/// </summary>\n\t\tpublic string[] Lines { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\tpublic Script OwnerScript { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the source identifier inside a script\n\t\t/// </summary>\n\t\tpublic int SourceID { get; private set; }\n\n\t\tinternal List<SourceRef> Refs { get; private set; }\n\n\t\tinternal SourceCode(string name, string code, int sourceID, Script ownerScript)\n\t\t{\n\t\t\tRefs = new List<SourceRef>();\n\n\t\t\tList<string> lines = new List<string>();\n\n\t\t\tName = name;\n\t\t\tCode = code;\n\n\t\t\tlines.Add(string.Format(\"-- Begin of chunk : {0} \", name));\n\n\t\t\tlines.AddRange(Code.Split('\\n'));\n\n\t\t\tLines = lines.ToArray();\n\n\t\t\tOwnerScript = ownerScript;\n\t\t\tSourceID = sourceID;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the code snippet represented by a source ref\n\t\t/// </summary>\n\t\t/// <param name=\"sourceCodeRef\">The source code reference.</param>\n\t\t/// <returns></returns>\n\t\tpublic string GetCodeSnippet(SourceRef sourceCodeRef)\n\t\t{\n\t\t\tif (sourceCodeRef.FromLine == sourceCodeRef.ToLine)\n\t\t\t{\n\t\t\t\tint from = AdjustStrIndex(Lines[sourceCodeRef.FromLine], sourceCodeRef.FromChar);\n\t\t\t\tint to = AdjustStrIndex(Lines[sourceCodeRef.FromLine], sourceCodeRef.ToChar);\n\t\t\t\treturn Lines[sourceCodeRef.FromLine].Substring(from, to - from);\n\t\t\t}\n\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tfor (int i = sourceCodeRef.FromLine; i <= sourceCodeRef.ToLine; i++)\n\t\t\t{\n\t\t\t\tif (i == sourceCodeRef.FromLine)\n\t\t\t\t{\n\t\t\t\t\tint from = AdjustStrIndex(Lines[i], sourceCodeRef.FromChar);\n\t\t\t\t\tsb.Append(Lines[i].Substring(from));\n\t\t\t\t}\n\t\t\t\telse if (i == sourceCodeRef.ToLine)\n\t\t\t\t{\n\t\t\t\t\tint to = AdjustStrIndex(Lines[i], sourceCodeRef.ToChar);\n\t\t\t\t\tsb.Append(Lines[i].Substring(0, to + 1));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tsb.Append(Lines[i]);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\tprivate int AdjustStrIndex(string str, int loc)\n\t\t{\n\t\t\treturn Math.Max(Math.Min(str.Length, loc), 0);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/SourceCode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6290b126772de4b40ab7394b5842600e\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/SourceRef.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Class representing a reference to source code interval\n\t/// </summary>\n\tpublic class SourceRef\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this location is inside CLR .\n\t\t/// </summary>\n\t\tpublic bool IsClrLocation { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the index of the source.\n\t\t/// </summary>\n\t\tpublic int SourceIdx { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets from which column the source code ref starts\n\t\t/// </summary>\n\t\tpublic int FromChar { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets to which column the source code ref ends\n\t\t/// </summary>\n\t\tpublic int ToChar { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets from which line the source code ref starts\n\t\t/// </summary>\n\t\tpublic int FromLine { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets to which line the source code ref ends\n\t\t/// </summary>\n\t\tpublic int ToLine { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is a stop \"step\" in source mode\n\t\t/// </summary>\n\t\tpublic bool IsStepStop { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is a breakpoint\n\t\t/// </summary>\n\t\tpublic bool Breakpoint;\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance cannot be set as a breakpoint\n\t\t/// </summary>\n\t\tpublic bool CannotBreakpoint { get; private set; }\n\n\t\tinternal static SourceRef GetClrLocation()\n\t\t{\n\t\t\treturn new SourceRef(0, 0, 0, 0, 0, false) { IsClrLocation = true };\n\t\t}\n\n\t\tpublic SourceRef(SourceRef src, bool isStepStop)\n\t\t{\n\t\t\tSourceIdx = src.SourceIdx;\n\t\t\tFromChar = src.FromChar;\n\t\t\tToChar = src.ToChar;\n\t\t\tFromLine = src.FromLine;\n\t\t\tToLine = src.ToLine;\n\t\t\tIsStepStop = isStepStop;\n\t\t}\n\n\n\t\tpublic SourceRef(int sourceIdx, int from, int to, int fromline, int toline, bool isStepStop)\n\t\t{\n\t\t\tSourceIdx = sourceIdx;\n\t\t\tFromChar = from;\n\t\t\tToChar = to;\n\t\t\tFromLine = fromline;\n\t\t\tToLine = toline;\n\t\t\tIsStepStop = isStepStop;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn string.Format(\"[{0}]{1} ({2}, {3}) -> ({4}, {5})\",\n\t\t\t\tSourceIdx, IsStepStop ? \"*\" : \" \",\n\t\t\t\tFromLine, FromChar,\n\t\t\t\tToLine, ToChar);\n\t\t}\n\n\t\tinternal int GetLocationDistance(int sourceIdx, int line, int col)\n\t\t{\n\t\t\tconst int PER_LINE_FACTOR = 1600; // we avoid computing real lines length and approximate with heuristics..\n\n\t\t\tif (sourceIdx != SourceIdx)\n\t\t\t\treturn int.MaxValue;\n\n\t\t\tif (FromLine == ToLine)\n\t\t\t{\n\t\t\t\tif (line == FromLine)\n\t\t\t\t{\n\t\t\t\t\tif (col >= FromChar && col <= ToChar)\n\t\t\t\t\t\treturn 0;\n\t\t\t\t\telse if (col < FromChar)\n\t\t\t\t\t\treturn FromChar - col;\n\t\t\t\t\telse\n\t\t\t\t\t\treturn col - ToChar;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn Math.Abs(line - FromLine) * PER_LINE_FACTOR;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (line == FromLine)\n\t\t\t{\n\t\t\t\tif (col < FromChar)\n\t\t\t\t\treturn FromChar - col;\n\t\t\t\telse\n\t\t\t\t\treturn 0;\n\t\t\t}\n\t\t\telse if (line == ToLine)\n\t\t\t{\n\t\t\t\tif (col > ToChar)\n\t\t\t\t\treturn col - ToChar;\n\t\t\t\telse\n\t\t\t\t\treturn 0;\n\t\t\t}\n\t\t\telse if (line > FromLine && line < ToLine)\n\t\t\t{\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\telse if (line < FromLine)\n\t\t\t{\n\t\t\t\treturn (FromLine - line) * PER_LINE_FACTOR;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn (line - ToLine) * PER_LINE_FACTOR;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets whether the source ref includes the specified location\n\t\t/// </summary>\n\t\t/// <param name=\"sourceIdx\">Index of the source.</param>\n\t\t/// <param name=\"line\">The line.</param>\n\t\t/// <param name=\"col\">The column.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool IncludesLocation(int sourceIdx, int line, int col)\n\t\t{\n\t\t\tif (sourceIdx != SourceIdx || line < FromLine || line > ToLine)\n\t\t\t\treturn false;\n\n\t\t\tif (FromLine == ToLine)\n\t\t\t\treturn col >= FromChar && col <= ToChar;\n\t\t\tif (line == FromLine)\n\t\t\t\treturn col >= FromChar;\n\t\t\tif (line == ToLine)\n\t\t\t\treturn col <= ToChar;\n\n\t\t\treturn true;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the CannotBreakpoint flag.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic SourceRef SetNoBreakPoint()\n\t\t{\n\t\t\tCannotBreakpoint = true;\n\t\t\treturn this;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Formats the location according to script preferences\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"forceClassicFormat\">if set to <c>true</c> the classic Lua format is forced.</param>\n\t\t/// <returns></returns>\n\t\tpublic string FormatLocation(Script script, bool forceClassicFormat = false)\n\t\t{\n\t\t\tSourceCode sc = script.GetSourceCode(this.SourceIdx);\n\n\t\t\tif (this.IsClrLocation)\n\t\t\t\treturn \"[clr]\";\n\n\t\t\tif (script.Options.UseLuaErrorLocations || forceClassicFormat)\n\t\t\t{\n\t\t\t\treturn string.Format(\"{0}:{1}\", sc.Name, this.FromLine);\n\t\t\t}\n\t\t\telse if (this.FromLine == this.ToLine)\n\t\t\t{\n\t\t\t\tif (this.FromChar == this.ToChar)\n\t\t\t\t{\n\t\t\t\t\treturn string.Format(\"{0}:({1},{2})\", sc.Name, this.FromLine, this.FromChar, this.ToLine, this.ToChar);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn string.Format(\"{0}:({1},{2}-{4})\", sc.Name, this.FromLine, this.FromChar, this.ToLine, this.ToChar);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn string.Format(\"{0}:({1},{2}-{3},{4})\", sc.Name, this.FromLine, this.FromChar, this.ToLine, this.ToChar);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/SourceRef.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4d3913ea123ab2545ab26dc6cfca8e01\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/WatchItem.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// A watch item for the debugger to consume.\n\t/// Most properties make or not sense depending on the WatchType.\n\t/// </summary>\n\tpublic class WatchItem\n\t{\n\t\t/// <summary>\n\t\t/// Gets or sets the address of the item\n\t\t/// </summary>\n\t\tpublic int Address { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the base pointer (base value of v-stack at entering the function).\n\t\t/// Valid only for call-stack items\n\t\t/// </summary>\n\t\tpublic int BasePtr { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the return address.\n\t\t/// Valid only for call-stack items\n\t\t/// </summary>\n\t\tpublic int RetAddress { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the name of the item\n\t\t/// </summary>\n\t\tpublic string Name { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the value of the item\n\t\t/// </summary>\n\t\tpublic DynValue Value { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the symbol reference of the item \n\t\t/// </summary>\n\t\tpublic SymbolRef LValue { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this instance is generating an error.\n\t\t/// </summary>\n\t\tpublic bool IsError { get; set; }\n\t\t/// <summary>\n\t\t/// Gets or sets the source location this item refers to.\n\t\t/// </summary>\n\t\tpublic SourceRef Location { get; set; }\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn string.Format(\"{0}:{1}:{2}:{3}:{4}:{5}\",\n\t\t\t\tAddress, BasePtr, RetAddress, Name ?? \"(null)\",\n\t\t\t\tValue != null ? Value.ToString() : \"(null)\",\n\t\t\t\tLValue != null ? LValue.ToString() : \"(null)\");\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/WatchItem.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd278e018ce79594b8bcac63af77bf70\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/WatchType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Enumeration of the possible watch types\n\t/// </summary>\n\tpublic enum WatchType\n\t{\n\t\t/// <summary>\n\t\t/// A real variable watch\n\t\t/// </summary>\n\t\tWatches,\n\t\t/// <summary>\n\t\t/// The status of the v-stack\n\t\t/// </summary>\n\t\tVStack,\n\t\t/// <summary>\n\t\t/// The call stack\n\t\t/// </summary>\n\t\tCallStack,\n\t\t/// <summary>\n\t\t/// The list of coroutines\n\t\t/// </summary>\n\t\tCoroutines,\n\t\t/// <summary>\n\t\t/// Topmost local variables\n\t\t/// </summary>\n\t\tLocals,\n\t\t/// <summary>\n\t\t/// The list of currently active coroutines\n\t\t/// </summary>\n\t\tThreads,\n\t\t/// <summary>\n\t\t/// The maximum value of this enum\n\t\t/// </summary>\n\t\tMaxValue\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging/WatchType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 353ec6b61c26385429b3e5737afdbed1\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Debugging.meta",
    "content": "fileFormatVersion: 2\nguid: cc497bea565664946ac1d91ec3fe37fc\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounter.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Diagnostics\n{\n\t/// <summary>\n\t/// Enumeration of the possible performance counters\n\t/// </summary>\n\tpublic enum PerformanceCounter\n\t{\n\t\t/// <summary>\n\t\t/// Measures the time spent parsing the source creating the AST\n\t\t/// </summary>\n\t\tAstCreation,\n\t\t/// <summary>\n\t\t/// Measures the time spent converting ASTs in bytecode\n\t\t/// </summary>\n\t\tCompilation,\n\t\t/// <summary>\n\t\t/// Measures the time spent in executing scripts\n\t\t/// </summary>\n\t\tExecution,\n\t\t/// <summary>\n\t\t/// Measures the on the fly creation/compilation of functions in userdata descriptors\n\t\t/// </summary>\n\t\tAdaptersCompilation,\n\n\t\t/// <summary>\n\t\t/// Sentinel value to get the enum size\n\t\t/// </summary>\n\t\tLastValue\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fd3dba4d1efe6174bad1faf8ca58b13f\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounterType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Diagnostics\n{\n\t/// <summary>\n\t/// Enumeration of unit of measures of the performance counters\n\t/// </summary>\n\tpublic enum PerformanceCounterType\n\t{\n\t\t/// <summary>\n\t\t/// The performance counter is specified in bytes (of memory)\n\t\t/// </summary>\n\t\tMemoryBytes,\n\t\t/// <summary>\n\t\t/// The performance counter is specified in milliseconds\n\t\t/// </summary>\n\t\tTimeMilliseconds,\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounterType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 86aabdee710de654e8c778ab5798d3cf\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/DummyPerformanceStopwatch.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Diagnostics.PerformanceCounters\n{\n\tclass DummyPerformanceStopwatch : IPerformanceStopwatch, IDisposable\n\t{\n\t\tpublic static DummyPerformanceStopwatch Instance = new DummyPerformanceStopwatch();\n\t\tPerformanceResult m_Result;\n\n\t\tprivate DummyPerformanceStopwatch()\n\t\t{\n\t\t\tm_Result = new PerformanceResult()\n\t\t\t{\n\t\t\t\tCounter = 0,\n\t\t\t\tGlobal = true,\n\t\t\t\tInstances = 0,\n\t\t\t\tName = \"::dummy::\",\n\t\t\t\tType = PerformanceCounterType.TimeMilliseconds\n\t\t\t};\n\t\t}\n\n\n\t\tpublic IDisposable Start()\n\t\t{\n\t\t\treturn this;\n\t\t}\n\n\t\tpublic PerformanceResult GetResult()\n\t\t{\n\t\t\treturn m_Result;\n\t\t}\n\n\t\tpublic void Dispose()\n\t\t{\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/DummyPerformanceStopwatch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7396a44e90ace1042a70b71ef16e0a48\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/GlobalPerformanceStopwatch.cs",
    "content": "﻿using System;\nusing System.Diagnostics;\n\nnamespace MoonSharp.Interpreter.Diagnostics.PerformanceCounters\n{\n\t/// <summary>\n\t/// This class is not *really* IDisposable.. it's just use to have a RAII like pattern.\n\t/// You are free to reuse this instance after calling Dispose.\n\t/// </summary>\n\tinternal class GlobalPerformanceStopwatch : IPerformanceStopwatch\n\t{\n\t\tprivate class GlobalPerformanceStopwatch_StopwatchObject : IDisposable\n\t\t{\n\t\t\tStopwatch m_Stopwatch;\n\t\t\tGlobalPerformanceStopwatch m_Parent;\n\n\t\t\tpublic GlobalPerformanceStopwatch_StopwatchObject(GlobalPerformanceStopwatch parent)\n\t\t\t{\n\t\t\t\tm_Parent = parent;\n\t\t\t\tm_Stopwatch = Stopwatch.StartNew();\n\t\t\t}\n\n\t\t\tpublic void Dispose()\n\t\t\t{\n\t\t\t\tm_Stopwatch.Stop();\n\t\t\t\tm_Parent.SignalStopwatchTerminated(m_Stopwatch);\n\t\t\t}\n\t\t}\n\n\t\tint m_Count = 0;\n\t\tlong m_Elapsed = 0;\n\t\tPerformanceCounter m_Counter;\n\n\t\tpublic GlobalPerformanceStopwatch(PerformanceCounter perfcounter)\n\t\t{\n\t\t\tm_Counter = perfcounter;\n\t\t}\n\n\t\tprivate void SignalStopwatchTerminated(Stopwatch sw)\n\t\t{\n\t\t\tm_Elapsed += sw.ElapsedMilliseconds;\n\t\t\tm_Count += 1;\n\t\t}\n\n\t\tpublic IDisposable Start()\n\t\t{\n\t\t\treturn new GlobalPerformanceStopwatch_StopwatchObject(this);\n\t\t}\n\n\t\tpublic PerformanceResult GetResult()\n\t\t{\n\t\t\treturn new PerformanceResult()\n\t\t\t{\n\t\t\t\tType = PerformanceCounterType.TimeMilliseconds,\n\t\t\t\tGlobal = false,\n\t\t\t\tName = m_Counter.ToString(),\n\t\t\t\tInstances = m_Count,\n\t\t\t\tCounter = m_Elapsed\n\t\t\t};\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/GlobalPerformanceStopwatch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a364338f46a37e641956d8a3d2976fbe\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/IPerformanceStopwatch.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Diagnostics.PerformanceCounters\n{\n\tinternal interface IPerformanceStopwatch\n\t{\n\t\tIDisposable Start();\n\t\tPerformanceResult GetResult();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/IPerformanceStopwatch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 068ac7a21cfd1dd4ab0bd1a5c3496ea0\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/PerformanceStopwatch.cs",
    "content": "﻿using System;\nusing System.Diagnostics;\n\nnamespace MoonSharp.Interpreter.Diagnostics.PerformanceCounters\n{\n\t/// <summary>\n\t/// This class is not *really* IDisposable.. it's just use to have a RAII like pattern.\n\t/// You are free to reuse this instance after calling Dispose.\n\t/// </summary>\n\tinternal class PerformanceStopwatch : IDisposable, IPerformanceStopwatch\n\t{\n\t\tStopwatch m_Stopwatch = new Stopwatch();\n\t\tint m_Count = 0;\n\t\tint m_Reentrant = 0;\n\t\tPerformanceCounter m_Counter;\n\n\t\tpublic PerformanceStopwatch(PerformanceCounter perfcounter)\n\t\t{\n\t\t\tm_Counter = perfcounter;\n\t\t}\n\n\n\t\tpublic IDisposable Start()\n\t\t{\n\t\t\tif (m_Reentrant == 0)\n\t\t\t{\n\t\t\t\tm_Count += 1;\n\t\t\t\tm_Stopwatch.Start();\n\t\t\t}\n\n\t\t\tm_Reentrant += 1;\n\n\t\t\treturn this;\n\t\t}\n\n\t\tpublic void Dispose()\n\t\t{\n\t\t\tm_Reentrant -= 1;\n\n\t\t\tif (m_Reentrant == 0)\n\t\t\t{\n\t\t\t\tm_Stopwatch.Stop();\n\t\t\t}\n\t\t}\n\n\t\tpublic PerformanceResult GetResult()\n\t\t{\n\t\t\treturn new PerformanceResult()\n\t\t\t{\n\t\t\t\tType = PerformanceCounterType.TimeMilliseconds,\n\t\t\t\tGlobal = false,\n\t\t\t\tName = m_Counter.ToString(),\n\t\t\t\tInstances = m_Count,\n\t\t\t\tCounter = m_Stopwatch.ElapsedMilliseconds\n\t\t\t};\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters/PerformanceStopwatch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e180a9bd23487664da5dba5307bda06a\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceCounters.meta",
    "content": "fileFormatVersion: 2\nguid: ca83cb1af52ec5c47b6c95a4ca946ae6\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceResult.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Diagnostics\n{\n\t/// <summary>\n\t/// The result of a performance counter\n\t/// </summary>\n\tpublic class PerformanceResult\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the performance counter which generated this result.\n\t\t/// </summary>\n\t\tpublic string Name { get; internal set; }\n\t\t/// <summary>\n\t\t/// Gets the quantity monitored - see Type to understand what this field contains\n\t\t/// </summary>\n\t\tpublic long Counter { get; internal set; }\n\t\t/// <summary>\n\t\t/// Gets the number of instances which led to the specified counter being incremented - e.g. the times a specific\n\t\t/// code is executed, or object instanced\n\t\t/// </summary>\n\t\tpublic int Instances { get; internal set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this <see cref=\"PerformanceResult\"/> is global or relative to the resource\n\t\t/// for which it's called.\n\t\t/// </summary>\n\t\tpublic bool Global { get; internal set; }\n\t\t/// <summary>\n\t\t/// Gets the unit of measure of the Counter field.\n\t\t/// </summary>\n\t\tpublic PerformanceCounterType Type { get; internal set; }\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn string.Format(\"{0}{1} : {2} times / {3} {4}\",\n\t\t\t\tName,\n\t\t\t\tGlobal ? \"(g)\" : \"\",\n\t\t\t\tInstances,\n\t\t\t\tCounter,\n\t\t\t\tPerformanceCounterTypeToString(Type));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a PerformanceCounterType to a string.\n\t\t/// </summary>\n\t\t/// <param name=\"Type\">The type.</param>\n\t\tpublic static string PerformanceCounterTypeToString(PerformanceCounterType Type)\n\t\t{\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase PerformanceCounterType.MemoryBytes:\n\t\t\t\t\treturn \"bytes\";\n\t\t\t\tcase PerformanceCounterType.TimeMilliseconds:\n\t\t\t\t\treturn \"ms\";\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InvalidOperationException(\"PerformanceCounterType has invalid value \" + Type.ToString());\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5224bac4b53cf9344b066155682f0584\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceStatistics.cs",
    "content": "﻿using System;\nusing System.Text;\nusing MoonSharp.Interpreter.Diagnostics.PerformanceCounters;\n\nnamespace MoonSharp.Interpreter.Diagnostics\n{\n\t/// <summary>\n\t/// A single object of this type exists for every script and gives access to performance statistics.\n\t/// </summary>\n\tpublic class PerformanceStatistics\n\t{\n\t\tIPerformanceStopwatch[] m_Stopwatches = new IPerformanceStopwatch[(int)PerformanceCounter.LastValue];\n\t\tstatic IPerformanceStopwatch[] m_GlobalStopwatches = new IPerformanceStopwatch[(int)PerformanceCounter.LastValue];\n\t\tbool m_Enabled = false;\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this collection of performance stats is enabled.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t///   <c>true</c> if enabled; otherwise, <c>false</c>.\n\t\t/// </value>\n\t\tpublic bool Enabled\n\t\t{\n\t\t\tget { return m_Enabled; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tif (value && !m_Enabled)\n\t\t\t\t{\n\t\t\t\t\tif (m_GlobalStopwatches[(int)PerformanceCounter.AdaptersCompilation] == null)\n\t\t\t\t\t\tm_GlobalStopwatches[(int)PerformanceCounter.AdaptersCompilation] = new GlobalPerformanceStopwatch(PerformanceCounter.AdaptersCompilation);\n\n\t\t\t\t\tfor (int i = 0; i < (int)PerformanceCounter.LastValue; i++)\n\t\t\t\t\t\tm_Stopwatches[i] = m_GlobalStopwatches[i] ?? new PerformanceStopwatch((PerformanceCounter)i);\n\t\t\t\t}\n\t\t\t\telse if (!value && m_Enabled)\n\t\t\t\t{\n\t\t\t\t\tm_Stopwatches = new IPerformanceStopwatch[(int)PerformanceCounter.LastValue];\n\t\t\t\t\tm_GlobalStopwatches = new IPerformanceStopwatch[(int)PerformanceCounter.LastValue];\n\t\t\t\t}\n\n\t\t\t\tm_Enabled = value;\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the result of the specified performance counter .\n\t\t/// </summary>\n\t\t/// <param name=\"pc\">The PerformanceCounter.</param>\n\t\t/// <returns></returns>\n\t\tpublic PerformanceResult GetPerformanceCounterResult(PerformanceCounter pc)\n\t\t{\n\t\t\tvar pco = m_Stopwatches[(int)pc];\n\t\t\treturn (pco != null) ? pco.GetResult() : null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Starts a stopwatch.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tinternal IDisposable StartStopwatch(PerformanceCounter pc)\n\t\t{\n\t\t\tvar pco = m_Stopwatches[(int)pc];\n\t\t\treturn (pco != null) ? pco.Start() : null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Starts a stopwatch.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tinternal static IDisposable StartGlobalStopwatch(PerformanceCounter pc)\n\t\t{\n\t\t\tvar pco = m_GlobalStopwatches[(int)pc];\n\t\t\treturn (pco != null) ? pco.Start() : null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a string with a complete performance log.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic string GetPerformanceLog()\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tfor (int i = 0; i < (int)PerformanceCounter.LastValue; i++)\n\t\t\t{\n\t\t\t\tvar res = this.GetPerformanceCounterResult((PerformanceCounter)i);\n\t\t\t\tif (res != null)\n\t\t\t\t\tsb.AppendLine(res.ToString());\n\t\t\t}\n\n\t\t\treturn sb.ToString();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Diagnostics/PerformanceStatistics.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7066c77726f77bd4ea935bf46a322bea\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/DynamicExpressionException.cs",
    "content": "﻿\nusing System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Exception thrown when a dynamic expression is invalid\n\t/// </summary>\n#if !(PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET)) || NETFX_CORE)\n\t[Serializable]\n#endif\n\tpublic class DynamicExpressionException : ScriptRuntimeException\n\t{\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DynamicExpressionException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"format\">The format.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\tpublic DynamicExpressionException(string format, params object[] args)\n\t\t\t: base(\"<dynamic>: \" + format, args)\n\t\t{\n\n\t\t}\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DynamicExpressionException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"message\">The message.</param>\n\t\tpublic DynamicExpressionException(string message)\n\t\t\t: base(\"<dynamic>: \" + message)\n\t\t{\n\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/DynamicExpressionException.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 87b709a5d18ec484f91cb4d9919d4bc9\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/InternalErrorException.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Exception thrown when an inconsistent state is reached in the interpreter\n\t/// </summary>\n#if !(PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET)) || NETFX_CORE)\n\t[Serializable]\n#endif\n\tpublic class InternalErrorException : InterpreterException\n\t{\n\t\tinternal InternalErrorException(string message)\n\t\t\t: base(message)\n\t\t{\n\n\t\t}\n\n\t\tinternal InternalErrorException(string format, params object[] args)\n\t\t\t: base(format, args)\n\t\t{\n\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/InternalErrorException.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b198fcc5994e1f741ace0112a1cf9653\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/InterpreterException.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Base type of all exceptions thrown in MoonSharp\n\t/// </summary>\n#if !(PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET)) || NETFX_CORE)\n\t[Serializable]\n#endif\n\tpublic class InterpreterException : Exception\n\t{\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"InterpreterException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"ex\">The ex.</param>\n\t\tprotected InterpreterException(Exception ex, string message)\n\t\t\t: base(message, ex)\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"InterpreterException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"ex\">The ex.</param>\n\t\tprotected InterpreterException(Exception ex)\n\t\t\t: base(ex.Message, ex)\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"InterpreterException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"message\">The message that describes the error.</param>\n\t\tprotected InterpreterException(string message)\n\t\t\t: base(message)\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"InterpreterException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"format\">The format.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\tprotected InterpreterException(string format, params object[] args)\n\t\t\t: base(string.Format(format, args))\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the instruction pointer of the execution (if it makes sense)\n\t\t/// </summary>\n\t\tpublic int InstructionPtr { get; internal set; }\n\n\t\t/// <summary>\n\t\t/// Gets the interpreter call stack.\n\t\t/// </summary>\n\t\tpublic IList<MoonSharp.Interpreter.Debugging.WatchItem> CallStack { get; internal set; }\n\n\t\t/// <summary>\n\t\t/// Gets the decorated message (error message plus error location in script) if possible.\n\t\t/// </summary>\n\t\tpublic string DecoratedMessage { get; internal set; }\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether the message should not be decorated\n\t\t/// </summary>\n\t\tpublic bool DoNotDecorateMessage { get; set; }\n\n\n\t\tinternal void DecorateMessage(Script script, SourceRef sref, int ip = -1)\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(this.DecoratedMessage))\n\t\t\t{\n\t\t\t\tif (DoNotDecorateMessage)\n\t\t\t\t{\n\t\t\t\t\tthis.DecoratedMessage = this.Message;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\telse if (sref != null)\n\t\t\t\t{\n\t\t\t\t\tthis.DecoratedMessage = string.Format(\"{0}: {1}\", sref.FormatLocation(script), this.Message);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthis.DecoratedMessage = string.Format(\"bytecode:{0}: {1}\", ip, this.Message);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Rethrows this instance if \n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic virtual void Rethrow()\n\t\t{\n\t\t}\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/InterpreterException.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c11f8d5dd901f564eb73fbfec00e0811\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/ScriptRuntimeException.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Exception for all runtime errors. In addition to constructors, it offers a lot of static methods\n\t/// generating more \"standard\" Lua errors.\n\t/// </summary>\n#if !(PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET)) || NETFX_CORE)\n\t[Serializable]\n#endif\n\tpublic class ScriptRuntimeException : InterpreterException\n\t{\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ScriptRuntimeException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"ex\">The ex.</param>\n\t\tpublic ScriptRuntimeException(Exception ex)\n\t\t\t: base(ex)\n\t\t{\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ScriptRuntimeException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"ex\">The ex.</param>\n\t\tpublic ScriptRuntimeException(ScriptRuntimeException ex)\n\t\t\t: base(ex, ex.DecoratedMessage)\n\t\t{\n\t\t\tthis.DecoratedMessage = Message;\n\t\t\tthis.DoNotDecorateMessage = true;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ScriptRuntimeException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"message\">The message that describes the error.</param>\n\t\tpublic ScriptRuntimeException(string message)\n\t\t\t: base(message)\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ScriptRuntimeException\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"format\">The format.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\tpublic ScriptRuntimeException(string format, params object[] args)\n\t\t\t: base(format, args)\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an arithmetic operation was attempted on non-numbers\n\t\t/// </summary>\n\t\t/// <param name=\"l\">The left operand.</param>\n\t\t/// <param name=\"r\">The right operand (or null).</param>\n\t\t/// <returns>The exception to be raised.</returns>\n\t\t/// <exception cref=\"InternalErrorException\">If both are numbers</exception>\n\t\tpublic static ScriptRuntimeException ArithmeticOnNonNumber(DynValue l, DynValue r = null)\n\t\t{\n\t\t\tif (l.Type != DataType.Number && l.Type != DataType.String)\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to perform arithmetic on a {0} value\", l.Type.ToLuaTypeString());\n\t\t\telse if (r != null && r.Type != DataType.Number && r.Type != DataType.String)\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to perform arithmetic on a {0} value\", r.Type.ToLuaTypeString());\n\t\t\telse if (l.Type == DataType.String || (r != null && r.Type == DataType.String))\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to perform arithmetic on a string value\");\n\t\t\telse\n\t\t\t\tthrow new InternalErrorException(\"ArithmeticOnNonNumber - both are numbers\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a concat operation was attempted on non-strings\n\t\t/// </summary>\n\t\t/// <param name=\"l\">The left operand.</param>\n\t\t/// <param name=\"r\">The right operand.</param>\n\t\t/// <returns>The exception to be raised.</returns>\n\t\t/// <exception cref=\"InternalErrorException\">If both are numbers or strings</exception>\n\t\tpublic static ScriptRuntimeException ConcatOnNonString(DynValue l, DynValue r)\n\t\t{\n\t\t\tif (l.Type != DataType.Number && l.Type != DataType.String)\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to concatenate a {0} value\", l.Type.ToLuaTypeString());\n\t\t\telse if (r != null && r.Type != DataType.Number && r.Type != DataType.String)\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to concatenate a {0} value\", r.Type.ToLuaTypeString());\n\t\t\telse\n\t\t\t\tthrow new InternalErrorException(\"ConcatOnNonString - both are numbers/strings\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a len operator was applied on an invalid operand\n\t\t/// </summary>\n\t\t/// <param name=\"r\">The operand.</param>\n\t\t/// <returns>The exception to be raised.</returns>\n\t\tpublic static ScriptRuntimeException LenOnInvalidType(DynValue r)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to get length of a {0} value\", r.Type.ToLuaTypeString());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a comparison operator was applied on an invalid combination of operand types\n\t\t/// </summary>\n\t\t/// <param name=\"l\">The left operand.</param>\n\t\t/// <param name=\"r\">The right operand.</param>\n\t\t/// <returns>The exception to be raised.</returns>\n\t\tpublic static ScriptRuntimeException CompareInvalidType(DynValue l, DynValue r)\n\t\t{\n\t\t\tif (l.Type.ToLuaTypeString() == r.Type.ToLuaTypeString())\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to compare two {0} values\", l.Type.ToLuaTypeString());\n\t\t\telse\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to compare {0} with {1}\", l.Type.ToLuaTypeString(), r.Type.ToLuaTypeString());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with a bad argument\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <param name=\"message\">The error message.</param>\n\t\t/// <returns>The exception to be raised.</returns>\n\t\tpublic static ScriptRuntimeException BadArgument(int argNum, string funcName, string message)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' ({2})\", argNum + 1, funcName, message);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with a bad userdata argument\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <param name=\"expected\">The expected System.Type.</param>\n\t\t/// <param name=\"got\">The object which was used.</param>\n\t\t/// <param name=\"allowNil\">True if nils were allowed in this call.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgumentUserData(int argNum, string funcName, Type expected, object got, bool allowNil)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' (userdata<{2}>{3} expected, got {4})\",\n\t\t\t\targNum + 1,\n\t\t\t\tfuncName,\n\t\t\t\texpected.Name,\n\t\t\t\tallowNil ? \"nil or \" : \"\",\n\t\t\t\tgot != null ? \"userdata<\" + got.GetType().Name + \">\" : \"null\"\n\t\t\t\t);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with a bad argument\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <param name=\"expected\">The expected data type.</param>\n\t\t/// <param name=\"got\">The data type received.</param>\n\t\t/// <param name=\"allowNil\">True if nils were allowed in this call.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgument(int argNum, string funcName, DataType expected, DataType got, bool allowNil)\n\t\t{\n\t\t\treturn BadArgument(argNum, funcName, expected.ToErrorTypeString(), got.ToErrorTypeString(), allowNil);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with a bad argument\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <param name=\"expected\">The expected type description.</param>\n\t\t/// <param name=\"got\">The description of the type received.</param>\n\t\t/// <param name=\"allowNil\">True if nils were allowed in this call.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgument(int argNum, string funcName, string expected, string got, bool allowNil)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' ({2}{3} expected, got {4})\",\n\t\t\t\targNum + 1, funcName, allowNil ? \"nil or \" : \"\", expected, got);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with no value when a value was required.\n\t\t///\n\t\t/// This function creates a message like \"bad argument #xxx to 'yyy' (zzz expected, got no value)\"\n\t\t/// while <see cref=\"BadArgumentValueExpected\" /> creates a message like \"bad argument #xxx to 'yyy' (value expected)\"\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <param name=\"expected\">The expected data type.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgumentNoValue(int argNum, string funcName, DataType expected)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' ({2} expected, got no value)\",\n\t\t\t\targNum + 1, funcName, expected.ToErrorTypeString());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an out of range index was specified\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgumentIndexOutOfRange(string funcName, int argNum)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' (index out of range)\", argNum + 1, funcName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with a negative number when a positive one was expected.\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgumentNoNegativeNumbers(int argNum, string funcName)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' (not a non-negative number in proper range)\",\n\t\t\t\targNum + 1, funcName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a function was called with no value when a value was required.\n\t\t/// This function creates a message like \"bad argument #xxx to 'yyy' (value expected)\"\n\t\t/// while <see cref=\"BadArgumentNoValue\" /> creates a message like \"bad argument #xxx to 'yyy' (zzz expected, got no value)\"\n\t\t/// </summary>\n\t\t/// <param name=\"argNum\">The argument number (0-based).</param>\n\t\t/// <param name=\"funcName\">Name of the function generating this error.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException BadArgumentValueExpected(int argNum, string funcName)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"bad argument #{0} to '{1}' (value expected)\",\n\t\t\t\targNum + 1, funcName);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an invalid attempt to index the specified object was made\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException IndexType(DynValue obj)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to index a {0} value\", obj.Type.ToLuaTypeString());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a loop was detected when performing __index over metatables.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException LoopInIndex()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"loop in gettable\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a loop was detected when performing __newindex over metatables.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException LoopInNewIndex()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"loop in settable\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a loop was detected when performing __call over metatables.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException LoopInCall()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"loop in call\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a table indexing operation used nil as the key.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException TableIndexIsNil()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"table index is nil\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a table indexing operation used a NaN as the key.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException TableIndexIsNaN()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"table index is NaN\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a conversion to number failed.\n\t\t/// </summary>\n\t\t/// <param name=\"stage\">\n\t\t/// Selects the correct error message:\n\t\t/// 0 - \"value must be a number\"\n\t\t/// 1 - \"'for' initial value must be a number\"\n\t\t/// 2 - \"'for' step must be a number\"\n\t\t/// 3 - \"'for' limit must be a number\"\n\t\t/// </param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException ConvertToNumberFailed(int stage)\n\t\t{\n\t\t\tswitch (stage)\n\t\t\t{\n\t\t\t\tcase 1:\n\t\t\t\t\treturn new ScriptRuntimeException(\"'for' initial value must be a number\");\n\t\t\t\tcase 2:\n\t\t\t\t\treturn new ScriptRuntimeException(\"'for' step must be a number\");\n\t\t\t\tcase 3:\n\t\t\t\t\treturn new ScriptRuntimeException(\"'for' limit must be a number\");\n\t\t\t\tdefault:\n\t\t\t\t\treturn new ScriptRuntimeException(\"value must be a number\");\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a conversion of a CLR type to a Lua type has failed.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object which could not be converted.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException ConvertObjectFailed(object obj)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"cannot convert clr type {0}\", obj.GetType());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a conversion of a Lua type to a CLR type has failed.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The Lua type.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException ConvertObjectFailed(DataType t)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"cannot convert a {0} to a clr type\", t.ToString().ToLowerInvariant());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a constrained conversion of a Lua type to a CLR type has failed.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The Lua type.</param>\n\t\t/// <param name=\"t2\">The expected CLR type.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException ConvertObjectFailed(DataType t, Type t2)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"cannot convert a {0} to a clr type {1}\", t.ToString().ToLowerInvariant(), t2.FullName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// a userdata of a specific CLR type was expected and a non-userdata type was passed.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The Lua type.</param>\n\t\t/// <param name=\"clrType\">The expected CLR type.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException UserDataArgumentTypeMismatch(DataType t, Type clrType)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"cannot find a conversion from a MoonSharp {0} to a clr {1}\", t.ToString().ToLowerInvariant(), clrType.FullName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to index an invalid member of a userdata was done.\n\t\t/// </summary>\n\t\t/// <param name=\"typename\">The name of the userdata type.</param>\n\t\t/// <param name=\"fieldname\">The field name.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException UserDataMissingField(string typename, string fieldname)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"cannot access field {0} of userdata<{1}>\", fieldname, typename);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt resume a coroutine in an invalid state was done.\n\t\t/// </summary>\n\t\t/// <param name=\"state\">The state of the coroutine.</param>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException CannotResumeNotSuspended(CoroutineState state)\n\t\t{\n\t\t\tif (state == CoroutineState.Dead)\n\t\t\t\treturn new ScriptRuntimeException(\"cannot resume dead coroutine\");\n\t\t\telse\n\t\t\t\treturn new ScriptRuntimeException(\"cannot resume non-suspended coroutine\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to yield across a CLR boundary was made.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException CannotYield()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to yield across a CLR-call boundary\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to yield from the main coroutine was made.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The exception to be raised.\n\t\t/// </returns>\n\t\tpublic static ScriptRuntimeException CannotYieldMain()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to yield from outside a coroutine\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to call a non-function was made\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The lua non-function data type.</param>\n\t\t/// <param name=\"debugText\">The debug text to aid location (appears as \"near 'xxx'\").</param>\n\t\t/// <returns></returns>\n\t\tpublic static ScriptRuntimeException AttemptToCallNonFunc(DataType type, string debugText = null)\n\t\t{\n\t\t\tstring functype = type.ToErrorTypeString();\n\n\t\t\tif (debugText != null)\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to call a {0} value near '{1}'\", functype, debugText);\n\t\t\telse\n\t\t\t\treturn new ScriptRuntimeException(\"attempt to call a {0} value\", functype);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to access a non-static member from a static userdata was made\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The member descriptor.</param>\n\t\tpublic static ScriptRuntimeException AccessInstanceMemberOnStatics(IMemberDescriptor desc)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to access instance member {0} from a static userdata\", desc.Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a ScriptRuntimeException with a predefined error message specifying that\n\t\t/// an attempt to access a non-static member from a static userdata was made\n\t\t/// </summary>\n\t\t/// <param name=\"typeDescr\">The type descriptor.</param>\n\t\t/// <param name=\"desc\">The member descriptor.</param>\n\t\t/// <returns></returns>\n\t\tpublic static ScriptRuntimeException AccessInstanceMemberOnStatics(IUserDataDescriptor typeDescr, IMemberDescriptor desc)\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"attempt to access instance member {0}.{1} from a static userdata\", typeDescr.Name, desc.Name);\n\t\t}\n\n\t\tpublic static ScriptRuntimeException CallFromAnotherScript()\n\t\t{\n\t\t\treturn new ScriptRuntimeException(\"Attempt to call a function from another script. Please use the \\\"script.Call()\\\" function instead.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Rethrows this instance if\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic override void Rethrow()\n\t\t{\n\t\t\tif (Script.GlobalOptions.RethrowExceptionNested)\n\t\t\t\tthrow new ScriptRuntimeException(this);\n\t\t}\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/ScriptRuntimeException.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/SyntaxErrorException.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Tree;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Exception for all parsing/lexing errors. \n\t/// </summary>\n#if !(PCL || ((!UNITY_EDITOR) && (ENABLE_DOTNET)) || NETFX_CORE)\n\t[Serializable]\n#endif\n\tpublic class SyntaxErrorException : InterpreterException\n\t{\n\t\tinternal Token Token { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this exception was caused by premature stream termination (that is, unexpected EOF).\n\t\t/// This can be used in REPL interfaces to tell between unrecoverable errors and those which can be recovered by extra input.\n\t\t/// </summary>\n\t\tpublic bool IsPrematureStreamTermination { get; set; }\n\n\t\tinternal SyntaxErrorException(Token t, string format, params object[] args)\n\t\t\t: base(format, args)\n\t\t{\n\t\t\tToken = t;\n\t\t}\n\n\t\tinternal SyntaxErrorException(Token t, string message)\n\t\t\t: base(message)\n\t\t{\n\t\t\tToken = t;\n\t\t}\n\n\t\tinternal SyntaxErrorException(Script script, SourceRef sref, string format, params object[] args)\n\t\t\t: base(format, args)\n\t\t{\n\t\t\tDecorateMessage(script, sref);\n\t\t}\n\n\t\tinternal SyntaxErrorException(Script script, SourceRef sref, string message)\n\t\t\t: base(message)\n\t\t{\n\t\t\tDecorateMessage(script, sref);\n\t\t}\n\n\t\tprivate SyntaxErrorException(SyntaxErrorException syntaxErrorException)\n\t\t\t: base(syntaxErrorException, syntaxErrorException.DecoratedMessage)\n\t\t{\n\t\t\tthis.Token = syntaxErrorException.Token;\n\t\t\tthis.DecoratedMessage = Message;\n\t\t}\n\n\t\tinternal void DecorateMessage(Script script)\n\t\t{\n\t\t\tif (Token != null)\n\t\t\t{\n\t\t\t\tDecorateMessage(script, Token.GetSourceRef(false));\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Rethrows this instance if \n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic override void Rethrow()\n\t\t{\n\t\t\tif (Script.GlobalOptions.RethrowExceptionNested)\n\t\t\t\tthrow new SyntaxErrorException(this);\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors/SyntaxErrorException.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Errors.meta",
    "content": "fileFormatVersion: 2\nguid: 233f3151931fcca41af2b56f4980380d\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/DynamicExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Represents a dynamic expression in the script\n\t/// </summary>\n\tpublic class DynamicExpression : IScriptPrivateResource\n\t{\n\t\tDynamicExprExpression m_Exp;\n\t\tDynValue m_Constant;\n\n\t\t/// <summary>\n\t\t/// The code which generated this expression\n\t\t/// </summary>\n\t\tpublic readonly string ExpressionCode;\n\n\t\tinternal DynamicExpression(Script S, string strExpr, DynamicExprExpression expr)\n\t\t{\n\t\t\tExpressionCode = strExpr;\n\t\t\tOwnerScript = S;\n\t\t\tm_Exp = expr;\n\t\t}\n\n\t\tinternal DynamicExpression(Script S, string strExpr, DynValue constant)\n\t\t{\n\t\t\tExpressionCode = strExpr;\n\t\t\tOwnerScript = S;\n\t\t\tm_Constant = constant;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Evaluates the expression\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Evaluate(ScriptExecutionContext context = null)\n\t\t{\n\t\t\tcontext = context ?? OwnerScript.CreateDynamicExecutionContext();\n\n\t\t\tthis.CheckScriptOwnership(context.GetScript());\n\n\t\t\tif (m_Constant != null)\n\t\t\t\treturn m_Constant;\n\n\t\t\treturn m_Exp.Eval(context);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds a symbol in the expression\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <returns></returns>\n\t\tpublic SymbolRef FindSymbol(ScriptExecutionContext context)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(context.GetScript());\n\n\t\t\tif (m_Exp != null)\n\t\t\t\treturn m_Exp.FindDynamic(context);\n\t\t\telse\n\t\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The script owning this resource.\n\t\t/// </value>\n\t\tpublic Script OwnerScript\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance is a constant expression\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic bool IsConstant()\n\t\t{\n\t\t\treturn m_Constant != null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns a hash code for this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. \n\t\t/// </returns>\n\t\tpublic override int GetHashCode()\n\t\t{\n\t\t\treturn ExpressionCode.GetHashCode();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified <see cref=\"System.Object\" />, is equal to this instance.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The <see cref=\"System.Object\" /> to compare with this instance.</param>\n\t\t/// <returns>\n\t\t///   <c>true</c> if the specified <see cref=\"System.Object\" /> is equal to this instance; otherwise, <c>false</c>.\n\t\t/// </returns>\n\t\tpublic override bool Equals(object obj)\n\t\t{\n\t\t\tDynamicExpression o = obj as DynamicExpression;\n\t\t\t\n\t\t\tif (o == null)\n\t\t\t\treturn false;\n\n\t\t\treturn o.ExpressionCode == this.ExpressionCode;\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/DynamicExpression.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/InstructionFieldUsage.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\t[Flags]\n\tinternal enum InstructionFieldUsage\n\t{\n\t\tNone = 0,\n\t\tSymbol = 0x1,\n\t\tSymbolList = 0x2,\n\t\tName = 0x4,\n\t\tValue = 0x8,\n\t\tNumVal = 0x10,\n\t\tNumVal2 = 0x20,\n\t\tNumValAsCodeAddress = 0x8010\n\t}\n\n\tinternal static class InstructionFieldUsage_Extensions\n\t{\n\t\tinternal static InstructionFieldUsage GetFieldUsage(this OpCode op)\n\t\t{\n\t\t\tswitch (op)\n\t\t\t{\n\t\t\t\tcase OpCode.TblInitN:\n\t\t\t\tcase OpCode.Scalar:\n\t\t\t\tcase OpCode.IterUpd:\n\t\t\t\tcase OpCode.IterPrep:\n\t\t\t\tcase OpCode.NewTable:\n\t\t\t\tcase OpCode.Concat:\n\t\t\t\tcase OpCode.LessEq:\n\t\t\t\tcase OpCode.Less:\n\t\t\t\tcase OpCode.Eq:\n\t\t\t\tcase OpCode.Add:\n\t\t\t\tcase OpCode.Sub:\n\t\t\t\tcase OpCode.Mul:\n\t\t\t\tcase OpCode.Div:\n\t\t\t\tcase OpCode.Mod:\n\t\t\t\tcase OpCode.Not:\n\t\t\t\tcase OpCode.Len:\n\t\t\t\tcase OpCode.Neg:\n\t\t\t\tcase OpCode.Power:\n\t\t\t\tcase OpCode.CNot:\n\t\t\t\tcase OpCode.ToBool:\n\t\t\t\t\treturn InstructionFieldUsage.None;\n\t\t\t\tcase OpCode.Pop:\n\t\t\t\tcase OpCode.Copy:\n\t\t\t\tcase OpCode.TblInitI:\n\t\t\t\tcase OpCode.ExpTuple:\n\t\t\t\tcase OpCode.Incr:\n\t\t\t\tcase OpCode.ToNum:\n\t\t\t\tcase OpCode.Ret:\n\t\t\t\tcase OpCode.MkTuple:\n\t\t\t\t\treturn InstructionFieldUsage.NumVal;\n\t\t\t\tcase OpCode.Jump:\n\t\t\t\tcase OpCode.Jf:\n\t\t\t\tcase OpCode.JNil:\n\t\t\t\tcase OpCode.JFor:\n\t\t\t\tcase OpCode.JtOrPop:\n\t\t\t\tcase OpCode.JfOrPop:\n\t\t\t\t\treturn InstructionFieldUsage.NumValAsCodeAddress;\n\t\t\t\tcase OpCode.Swap:\n\t\t\t\tcase OpCode.Clean:\n\t\t\t\t\treturn InstructionFieldUsage.NumVal | InstructionFieldUsage.NumVal2;\n\t\t\t\tcase OpCode.Local:\n\t\t\t\tcase OpCode.Upvalue:\n\t\t\t\t\treturn InstructionFieldUsage.Symbol;\n\t\t\t\tcase OpCode.IndexSet:\n\t\t\t\tcase OpCode.IndexSetN:\n\t\t\t\tcase OpCode.IndexSetL:\n\t\t\t\t\treturn InstructionFieldUsage.Symbol | InstructionFieldUsage.Value | InstructionFieldUsage.NumVal | InstructionFieldUsage.NumVal2;\n\t\t\t\tcase OpCode.StoreLcl:\n\t\t\t\tcase OpCode.StoreUpv:\n\t\t\t\t\treturn InstructionFieldUsage.Symbol | InstructionFieldUsage.NumVal | InstructionFieldUsage.NumVal2;\n\t\t\t\tcase OpCode.Index:\n\t\t\t\tcase OpCode.IndexL:\n\t\t\t\tcase OpCode.IndexN:\n\t\t\t\tcase OpCode.Literal:\n\t\t\t\t\treturn InstructionFieldUsage.Value;\n\t\t\t\tcase OpCode.Args:\n\t\t\t\t\treturn InstructionFieldUsage.SymbolList;\n\t\t\t\tcase OpCode.BeginFn:\n\t\t\t\t\treturn InstructionFieldUsage.SymbolList | InstructionFieldUsage.NumVal | InstructionFieldUsage.NumVal2;\n\t\t\t\tcase OpCode.Closure:\n\t\t\t\t\treturn InstructionFieldUsage.SymbolList | InstructionFieldUsage.NumVal;\n\t\t\t\tcase OpCode.Nop:\n\t\t\t\tcase OpCode.Debug:\n\t\t\t\tcase OpCode.Invalid:\n\t\t\t\t\treturn InstructionFieldUsage.Name;\n\t\t\t\tcase OpCode.Call:\n\t\t\t\tcase OpCode.ThisCall:\n\t\t\t\t\treturn InstructionFieldUsage.NumVal | InstructionFieldUsage.Name;\n\t\t\t\tcase OpCode.Meta:\n\t\t\t\t\treturn InstructionFieldUsage.NumVal | InstructionFieldUsage.NumVal2 | InstructionFieldUsage.Value | InstructionFieldUsage.Name;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new NotImplementedException(string.Format(\"InstructionFieldUsage for instruction {0}\", (int)op));\n\t\t\t}\n\t\t}\n\t}\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/InstructionFieldUsage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1a35837fe3a68ee41bc0f148e7167bd4\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScope.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Execution.Scopes;\nusing MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\tinternal class BuildTimeScope\n\t{\n\t\tList<BuildTimeScopeFrame> m_Frames = new List<BuildTimeScopeFrame>();\n\t\tList<IClosureBuilder> m_ClosureBuilders = new List<IClosureBuilder>();\n\n\n\t\tpublic void PushFunction(IClosureBuilder closureBuilder, bool hasVarArgs)\n\t\t{\n\t\t\tm_ClosureBuilders.Add(closureBuilder);\n\t\t\tm_Frames.Add(new BuildTimeScopeFrame(hasVarArgs));\n\t\t}\n\n\t\tpublic void PushBlock()\n\t\t{\n\t\t\tm_Frames.Last().PushBlock();\n\t\t}\n\n\t\tpublic RuntimeScopeBlock PopBlock()\n\t\t{\n\t\t\treturn m_Frames.Last().PopBlock();\n\t\t}\n\n\t\tpublic RuntimeScopeFrame PopFunction()\n\t\t{\n\t\t\tvar last = m_Frames.Last();\n\t\t\tlast.ResolveLRefs();\n\t\t\tm_Frames.RemoveAt(m_Frames.Count - 1);\n\n\t\t\tm_ClosureBuilders.RemoveAt(m_ClosureBuilders.Count - 1);\n\n\t\t\treturn last.GetRuntimeFrameData();\n\t\t}\n\n\n\t\tpublic SymbolRef Find(string name)\n\t\t{\n\t\t\tSymbolRef local = m_Frames.Last().Find(name);\n\n\t\t\tif (local != null)\n\t\t\t\treturn local;\n\n\t\t\tfor (int i = m_Frames.Count - 2; i >= 0; i--)\n\t\t\t{\n\t\t\t\tSymbolRef symb = m_Frames[i].Find(name);\n\n\t\t\t\tif (symb != null)\n\t\t\t\t{\n\t\t\t\t\tsymb = CreateUpValue(this, symb, i, m_Frames.Count - 2);\n\t\t\t\t\t\t\n\t\t\t\t\tif (symb != null)\n\t\t\t\t\t\treturn symb;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn CreateGlobalReference(name);\n\t\t}\n\n\t\tpublic SymbolRef CreateGlobalReference(string name)\n\t\t{\n\t\t\tif (name == WellKnownSymbols.ENV)\n\t\t\t\tthrow new InternalErrorException(\"_ENV passed in CreateGlobalReference\");\n\n\t\t\tSymbolRef env = Find(WellKnownSymbols.ENV);\n\t\t\treturn SymbolRef.Global(name, env);\n\t\t}\n\n\n\t\tpublic void ForceEnvUpValue()\n\t\t{\n\t\t\tFind(WellKnownSymbols.ENV);\n\t\t}\n\n\t\tprivate SymbolRef CreateUpValue(BuildTimeScope buildTimeScope, SymbolRef symb, int closuredFrame, int currentFrame)\n\t\t{\n\t\t\t// it's a 0-level upvalue. Just create it and we're done.\n\t\t\tif (closuredFrame == currentFrame)\n\t\t\t\treturn m_ClosureBuilders[currentFrame + 1].CreateUpvalue(this, symb);\n\n\t\t\tSymbolRef upvalue = CreateUpValue(buildTimeScope, symb, closuredFrame, currentFrame - 1);\n\n\t\t\treturn m_ClosureBuilders[currentFrame + 1].CreateUpvalue(this, upvalue);\n\t\t}\n\n\t\tpublic SymbolRef DefineLocal(string name)\n\t\t{\n\t\t\treturn m_Frames.Last().DefineLocal(name);\n\t\t}\n\n\t\tpublic SymbolRef TryDefineLocal(string name)\n\t\t{\n\t\t\treturn m_Frames.Last().TryDefineLocal(name);\n\t\t}\n\n\t\tpublic bool CurrentFunctionHasVarArgs()\n\t\t{\n\t\t\treturn m_Frames.Last().HasVarArgs;\n\t\t}\n\n\t\tinternal void DefineLabel(LabelStatement label)\n\t\t{\n\t\t\tm_Frames.Last().DefineLabel(label);\n\t\t}\n\n\t\tinternal void RegisterGoto(GotoStatement gotostat)\n\t\t{\n\t\t\tm_Frames.Last().RegisterGoto(gotostat);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScope.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 656100351955cab448fe831781592e1e\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScopeBlock.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Execution.Scopes\n{\n\tinternal class BuildTimeScopeBlock\n\t{\n\t\tinternal BuildTimeScopeBlock Parent { get; private set; }\n\t\tinternal List<BuildTimeScopeBlock> ChildNodes { get; private set; }\n\n\t\tinternal RuntimeScopeBlock ScopeBlock { get; private set; }\n\n\t\tDictionary<string, SymbolRef> m_DefinedNames = new Dictionary<string, SymbolRef>();\n\n\n\n\t\tinternal void Rename(string name)\n\t\t{\n\t\t\tSymbolRef sref = m_DefinedNames[name];\n\t\t\tm_DefinedNames.Remove(name);\n\t\t\tm_DefinedNames.Add(string.Format(\"@{0}_{1}\", name, Guid.NewGuid().ToString(\"N\")), sref);\n\t\t}\n\n\t\tinternal BuildTimeScopeBlock(BuildTimeScopeBlock parent)\n\t\t{\n\t\t\tParent = parent;\n\t\t\tChildNodes = new List<BuildTimeScopeBlock>();\n\t\t\tScopeBlock = new RuntimeScopeBlock();\n\t\t}\n\n\n\t\tinternal BuildTimeScopeBlock AddChild()\n\t\t{\n\t\t\tBuildTimeScopeBlock block = new BuildTimeScopeBlock(this);\n\t\t\tChildNodes.Add(block);\n\t\t\treturn block;\n\t\t}\n\n\t\tinternal SymbolRef Find(string name)\n\t\t{\n\t\t\treturn m_DefinedNames.GetOrDefault(name);\n\t\t}\n\n\t\tinternal SymbolRef Define(string name)\n\t\t{\n\t\t\tSymbolRef l = SymbolRef.Local(name, -1);\n\t\t\tm_DefinedNames.Add(name, l);\n\t\t\tm_LastDefinedName = name;\n\t\t\treturn l;\n\t\t}\n\n\t\tinternal int ResolveLRefs(BuildTimeScopeFrame buildTimeScopeFrame)\n\t\t{\n\t\t\tint firstVal = -1;\n\t\t\tint lastVal = -1;\n\n\t\t\tforeach (SymbolRef lref in m_DefinedNames.Values)\n\t\t\t{\n\t\t\t\tint pos = buildTimeScopeFrame.AllocVar(lref);\n\n\t\t\t\tif (firstVal < 0)\n\t\t\t\t\tfirstVal = pos;\n\n\t\t\t\tlastVal = pos;\n\t\t\t}\n\n\t\t\tthis.ScopeBlock.From = firstVal;\n\t\t\tthis.ScopeBlock.ToInclusive = this.ScopeBlock.To = lastVal;\n\n\t\t\tif (firstVal < 0)\n\t\t\t\tthis.ScopeBlock.From = buildTimeScopeFrame.GetPosForNextVar();\n\n\t\t\tforeach (var child in ChildNodes)\n\t\t\t{\n\t\t\t\tthis.ScopeBlock.ToInclusive = Math.Max(this.ScopeBlock.ToInclusive, child.ResolveLRefs(buildTimeScopeFrame));\n\t\t\t}\n\n\t\t\tif (m_LocalLabels != null)\n\t\t\t\tforeach (var label in m_LocalLabels.Values)\n\t\t\t\t\tlabel.SetScope(this.ScopeBlock);\n\n\t\t\treturn this.ScopeBlock.ToInclusive;\n\t\t}\n\n\n\t\tList<GotoStatement> m_PendingGotos;\n\t\tDictionary<string, LabelStatement> m_LocalLabels;\n\t\tstring m_LastDefinedName;\n\n\t\tinternal void DefineLabel(LabelStatement label)\n\t\t{\n\t\t\tif (m_LocalLabels == null)\n\t\t\t\tm_LocalLabels = new Dictionary<string, LabelStatement>();\n\n\t\t\tif (m_LocalLabels.ContainsKey(label.Label))\n\t\t\t{\n\t\t\t\tthrow new SyntaxErrorException(label.NameToken, \"label '{0}' already defined on line {1}\", label.Label, m_LocalLabels[label.Label].SourceRef.FromLine);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_LocalLabels.Add(label.Label, label);\n\t\t\t\tlabel.SetDefinedVars(m_DefinedNames.Count, m_LastDefinedName);\n\t\t\t}\n\t\t}\n\n\t\tinternal void RegisterGoto(GotoStatement gotostat)\n\t\t{\n\t\t\tif (m_PendingGotos == null)\n\t\t\t\tm_PendingGotos = new List<GotoStatement>();\n\n\t\t\tm_PendingGotos.Add(gotostat);\n\t\t\tgotostat.SetDefinedVars(m_DefinedNames.Count, m_LastDefinedName);\n\t\t}\n\n\t\tinternal void ResolveGotos()\n\t\t{\n\t\t\tif (m_PendingGotos == null)\n\t\t\t\treturn;\n\n\t\t\tforeach (GotoStatement gotostat in m_PendingGotos)\n\t\t\t{\n\t\t\t\tLabelStatement label;\n\n\t\t\t\tif (m_LocalLabels != null && m_LocalLabels.TryGetValue(gotostat.Label, out label))\n\t\t\t\t{\n\t\t\t\t\tif (label.DefinedVarsCount > gotostat.DefinedVarsCount)\n\t\t\t\t\t\tthrow new SyntaxErrorException(gotostat.GotoToken,\n\t\t\t\t\t\t\t\"<goto {0}> at line {1} jumps into the scope of local '{2}'\", gotostat.Label, \n\t\t\t\t\t\t\tgotostat.GotoToken.FromLine,\n\t\t\t\t\t\t\tlabel.LastDefinedVarName);\n\n\t\t\t\t\tlabel.RegisterGoto(gotostat);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (Parent == null)\n\t\t\t\t\t\tthrow new SyntaxErrorException(gotostat.GotoToken, \"no visible label '{0}' for <goto> at line {1}\", gotostat.Label,\n\t\t\t\t\t\t\tgotostat.GotoToken.FromLine);\n\n\t\t\t\t\tParent.RegisterGoto(gotostat);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tm_PendingGotos.Clear();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScopeBlock.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScopeFrame.cs",
    "content": "﻿using MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Execution.Scopes\n{\n\tinternal class BuildTimeScopeFrame\n\t{\n\t\tBuildTimeScopeBlock m_ScopeTreeRoot;\n\t\tBuildTimeScopeBlock m_ScopeTreeHead;\n\t\tRuntimeScopeFrame m_ScopeFrame = new RuntimeScopeFrame();\n\n\t\tpublic bool HasVarArgs { get; private set;}\n\n\t\tinternal BuildTimeScopeFrame(bool hasVarArgs)\n\t\t{\n\t\t\tHasVarArgs = hasVarArgs;\n\t\t\tm_ScopeTreeHead = m_ScopeTreeRoot = new BuildTimeScopeBlock(null);\n\t\t}\n\n\t\tinternal void PushBlock()\n\t\t{\n\t\t\tm_ScopeTreeHead = m_ScopeTreeHead.AddChild();\n\t\t}\n\n\t\tinternal RuntimeScopeBlock PopBlock()\n\t\t{\n\t\t\tvar tree = m_ScopeTreeHead;\n\n\t\t\tm_ScopeTreeHead.ResolveGotos();\n\n\t\t\tm_ScopeTreeHead = m_ScopeTreeHead.Parent;\n\n\t\t\tif (m_ScopeTreeHead == null)\n\t\t\t\tthrow new InternalErrorException(\"Can't pop block - stack underflow\");\n\n\t\t\treturn tree.ScopeBlock;\n\t\t}\n\n\t\tinternal RuntimeScopeFrame GetRuntimeFrameData()\n\t\t{\n\t\t\tif (m_ScopeTreeHead != m_ScopeTreeRoot)\n\t\t\t\tthrow new InternalErrorException(\"Misaligned scope frames/blocks!\");\n\n\t\t\tm_ScopeFrame.ToFirstBlock = m_ScopeTreeRoot.ScopeBlock.To;\n\n\t\t\treturn m_ScopeFrame;\n\t\t}\n\n\t\tinternal SymbolRef Find(string name)\n\t\t{\n\t\t\tfor (var tree = m_ScopeTreeHead; tree != null; tree = tree.Parent)\n\t\t\t{\n\t\t\t\tSymbolRef l = tree.Find(name);\n\n\t\t\t\tif (l != null)\n\t\t\t\t\treturn l;\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\tinternal SymbolRef DefineLocal(string name)\n\t\t{\n\t\t\treturn m_ScopeTreeHead.Define(name);\n\t\t}\n\n\t\tinternal SymbolRef TryDefineLocal(string name)\n\t\t{\n\t\t\tif (m_ScopeTreeHead.Find(name) != null)\n\t\t\t{\n\t\t\t\tm_ScopeTreeHead.Rename(name);\n\t\t\t}\n\n\t\t\treturn m_ScopeTreeHead.Define(name);\n\t\t}\n\n\t\tinternal void ResolveLRefs()\n\t\t{\n\t\t\tm_ScopeTreeRoot.ResolveGotos();\n\n\t\t\tm_ScopeTreeRoot.ResolveLRefs(this);\n\t\t}\n\n\t\tinternal int AllocVar(SymbolRef var)\n\t\t{\n\t\t\tvar.i_Index = m_ScopeFrame.DebugSymbols.Count;\n\t\t\tm_ScopeFrame.DebugSymbols.Add(var);\n\t\t\treturn var.i_Index;\n\t\t}\n\n\t\tinternal int GetPosForNextVar()\n\t\t{\n\t\t\treturn m_ScopeFrame.DebugSymbols.Count;\n\t\t}\n\n\t\tinternal void DefineLabel(LabelStatement label)\n\t\t{\n\t\t\tm_ScopeTreeHead.DefineLabel(label);\n\t\t}\n\n\t\tinternal void RegisterGoto(GotoStatement gotostat)\n\t\t{\n\t\t\tm_ScopeTreeHead.RegisterGoto(gotostat);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/BuildTimeScopeFrame.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44c34e40e2fdb5a4581d86049083d368\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/ClosureContext.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\t/// <summary>\n\t/// The scope of a closure (container of upvalues)\n\t/// </summary>\n\tinternal class ClosureContext : List<DynValue>\n\t{\n\t\t/// <summary>\n\t\t/// Gets the symbols.\n\t\t/// </summary>\n\t\tpublic string[] Symbols { get; private set; }\n\n\t\tinternal ClosureContext(SymbolRef[] symbols, IEnumerable<DynValue> values)\n\t\t{\n\t\t\tSymbols = symbols.Select(s => s.i_Name).ToArray();\n\t\t\tthis.AddRange(values);\n\t\t}\n\n\t\tinternal ClosureContext()\n\t\t{\n\t\t\tSymbols = new string[0];\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/ClosureContext.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de68965d389c0994787b7aefdf4a601b\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/IClosureBuilder.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Execution\n{\n\tinternal interface IClosureBuilder\n\t{\n\t\tSymbolRef CreateUpvalue(BuildTimeScope scope, SymbolRef symbol);\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/IClosureBuilder.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 61fb1926829f1f94297003e9ed64674e\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/LoopTracker.cs",
    "content": "﻿using MoonSharp.Interpreter.DataStructs;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\tinterface ILoop\n\t{\n\t\tvoid CompileBreak(ByteCode bc);\n\t\tbool IsBoundary();\n\t}\n\n\n\tinternal class LoopTracker\n\t{\n\t\tpublic FastStack<ILoop> Loops = new FastStack<ILoop>(16384);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/LoopTracker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 039739f2cb64b0346a6b16c829aff7b2\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/RuntimeScopeBlock.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\tinternal class RuntimeScopeBlock\n\t{\n\t\tpublic int From { get; internal set; }\n\t\tpublic int To { get; internal set; }\n\t\tpublic int ToInclusive { get; internal set; }\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn String.Format(\"ScopeBlock : {0} -> {1} --> {2}\", From, To, ToInclusive);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/RuntimeScopeBlock.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 75e32a781114ed3418cce637bf357917\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/RuntimeScopeFrame.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\tinternal class RuntimeScopeFrame \n\t{\n\t\tpublic List<SymbolRef> DebugSymbols { get; private set; }\n\t\tpublic int Count { get { return DebugSymbols.Count; } }\n\t\tpublic int ToFirstBlock { get; internal set; }\n\n\t\tpublic RuntimeScopeFrame()\n\t\t{\n\t\t\tDebugSymbols = new List<SymbolRef>();\n\t\t}\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn string.Format(\"ScopeFrame : #{0}\", Count);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes/RuntimeScopeFrame.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e880efb91803b9945a38f9ad2fd1ca17\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/Scopes.meta",
    "content": "fileFormatVersion: 2\nguid: 2aab2a2443933394d87cedc1e439d765\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/ScriptExecutionContext.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution.VM;\nusing MoonSharp.Interpreter.Interop.LuaStateInterop;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class giving access to details of the environment where the script is executing\n\t/// </summary>\n\tpublic class ScriptExecutionContext : IScriptPrivateResource\n\t{\n\t\tProcessor m_Processor;\n\t\tCallbackFunction m_Callback;\n\n\t\tinternal ScriptExecutionContext(Processor p, CallbackFunction callBackFunction, SourceRef sourceRef, bool isDynamic = false)\n\t\t{\n\t\t\tIsDynamicExecution = isDynamic;\n\t\t\tm_Processor = p;\n\t\t\tm_Callback = callBackFunction;\n\t\t\tCallingLocation = sourceRef;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is running a dynamic execution.\n\t\t/// Under a dynamic execution, most methods of ScriptExecutionContext are not reliable as the\n\t\t/// processing engine of the script is not \"really\" running or is not available.\n\t\t/// </summary>\n\t\tpublic bool IsDynamicExecution\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the location of the code calling back \n\t\t/// </summary>\n\t\tpublic SourceRef CallingLocation\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the additional data associated to this CLR function call.\n\t\t/// </summary>\n\t\tpublic object AdditionalData \n\t\t{\n\t\t\tget { return (m_Callback != null) ? m_Callback.AdditionalData : null; }\n\t\t\tset \n\t\t\t{\n\t\t\t\tif (m_Callback == null) throw new InvalidOperationException(\"Cannot set additional data on a context which has no callback\");\n\t\t\t\tm_Callback.AdditionalData = value; \n\t\t\t} \n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the metatable associated with the given value.\n\t\t/// </summary>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns></returns>\n\t\tpublic Table GetMetatable(DynValue value)\n\t\t{\n\t\t\treturn m_Processor.GetMetatable(value);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the specified metamethod associated with the given value.\n\t\t/// </summary>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <param name=\"metamethod\">The metamethod name.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue GetMetamethod(DynValue value, string metamethod)\n\t\t{\n\t\t\treturn m_Processor.GetMetamethod(value, metamethod);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// prepares a tail call request for the specified metamethod, or null if no metamethod is found.\n\t\t/// </summary>\n\t\tpublic DynValue GetMetamethodTailCall(DynValue value, string metamethod, params DynValue[] args)\n\t\t{\n\t\t\tDynValue meta = this.GetMetamethod(value, metamethod);\n\t\t\tif (meta == null) return null;\n\t\t\treturn DynValue.NewTailCallReq(meta, args);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the metamethod to be used for a binary operation using op1 and op2.\n\t\t/// </summary>\n\t\tpublic DynValue GetBinaryMetamethod(DynValue op1, DynValue op2, string eventName)\n\t\t{\n\t\t\treturn m_Processor.GetBinaryMetamethod(op1, op2, eventName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the script object associated with this request\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic Script GetScript()\n\t\t{\n\t\t\treturn m_Processor.GetScript();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the coroutine which is performing the call\n\t\t/// </summary>\n\t\tpublic Coroutine GetCallingCoroutine()\n\t\t{\n\t\t\treturn m_Processor.AssociatedCoroutine;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls a callback function implemented in \"classic way\". \n\t\t/// Useful to port C code from Lua, or C# code from UniLua and KopiLua.\n\t\t/// Lua : http://www.lua.org/\n\t\t/// UniLua : http://github.com/xebecnan/UniLua\n\t\t/// KopiLua : http://github.com/NLua/KopiLua\n\t\t/// </summary>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <param name=\"functionName\">Name of the function - for error messages.</param>\n\t\t/// <param name=\"callback\">The callback.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue EmulateClassicCall(CallbackArguments args, string functionName, Func<LuaState, int> callback)\n\t\t{\n\t\t\tLuaState L = new LuaState(this, args, functionName);\n\t\t\tint retvals = callback(L);\n\t\t\treturn L.GetReturnValue(retvals);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function, supporting most cases. The called function must not yield.\n\t\t/// </summary>\n\t\t/// <param name=\"func\">The function; it must be a Function or ClrFunction or have a call metamethod defined.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">If the function yields, returns a tail call request with continuations/handlers or, of course, if it encounters errors.</exception>\n\t\tpublic DynValue Call(DynValue func, params DynValue[] args)\n\t\t{\n\t\t\tif (func.Type == DataType.Function)\n\t\t\t{\n\t\t\t\treturn this.GetScript().Call(func, args);\n\t\t\t}\n\t\t\telse if (func.Type == DataType.ClrFunction)\n\t\t\t{\n\t\t\t\twhile (true)\n\t\t\t\t{\n\t\t\t\t\tDynValue ret = func.Callback.Invoke(this, args, false);\n\n\t\t\t\t\tif (ret.Type == DataType.YieldRequest)\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow ScriptRuntimeException.CannotYield();\n\t\t\t\t\t}\n\t\t\t\t\telse if (ret.Type == DataType.TailCallRequest)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar tail = ret.TailCallData;\n\n\t\t\t\t\t\tif (tail.Continuation != null || tail.ErrorHandler != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tthrow new ScriptRuntimeException(\"the function passed cannot be called directly. wrap in a script function instead.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\targs = tail.Args;\n\t\t\t\t\t\t\tfunc = tail.Function;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\treturn ret;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint maxloops = 10;\n\n\t\t\t\twhile (maxloops > 0)\n\t\t\t\t{\n\t\t\t\t\tDynValue v = this.GetMetamethod(func, \"__call\");\n\n\t\t\t\t\tif (v == null && v.IsNil())\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow ScriptRuntimeException.AttemptToCallNonFunc(func.Type);\n\t\t\t\t\t}\n\n\t\t\t\t\tfunc = v;\n\n\t\t\t\t\tif (func.Type == DataType.Function || func.Type == DataType.ClrFunction)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn Call(func, args);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthrow ScriptRuntimeException.LoopInCall();\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Tries to get the reference of a symbol in the current execution state\n\t\t/// </summary>\n\t\tpublic DynValue EvaluateSymbol(SymbolRef symref)\n\t\t{\n\t\t\tif (symref == null)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\treturn m_Processor.GetGenericSymbol(symref);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Tries to get the value of a symbol in the current execution state\n\t\t/// </summary>\n\t\tpublic DynValue EvaluateSymbolByName(string symbol)\n\t\t{\n\t\t\treturn this.EvaluateSymbol(this.FindSymbolByName(symbol));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds a symbol by name in the current execution state\n\t\t/// </summary>\n\t\tpublic SymbolRef FindSymbolByName(string symbol)\n\t\t{\n\t\t\treturn m_Processor.FindSymbolByName(symbol);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the current global env, or null if not found.\n\t\t/// </summary>\n\t\tpublic Table CurrentGlobalEnv\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tDynValue env = EvaluateSymbolByName(WellKnownSymbols.ENV);\n\n\t\t\t\tif (env == null || env.Type != DataType.Table)\n\t\t\t\t\treturn null;\n\t\t\t\telse return env.Table;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs a message decoration before unwinding after an error. To be used in the implementation of xpcall like functions.\n\t\t/// </summary>\n\t\t/// <param name=\"messageHandler\">The message handler.</param>\n\t\t/// <param name=\"exception\">The exception.</param>\n\t\tpublic void PerformMessageDecorationBeforeUnwind(DynValue messageHandler, ScriptRuntimeException exception)\n\t\t{\n\t\t\tif (messageHandler != null)\n\t\t\t\texception.DecoratedMessage = m_Processor.PerformMessageDecorationBeforeUnwind(messageHandler, exception.Message, CallingLocation);\n\t\t\telse\n\t\t\t\texception.DecoratedMessage = exception.Message;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the script owning this resource.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The script owning this resource.\n\t\t/// </value>\n\t\tpublic Script OwnerScript\n\t\t{\n\t\t\tget { return this.GetScript(); }\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/ScriptExecutionContext.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47fd291ae16207f4db750c0f7c283660\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/ScriptLoadingContext.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Tree;\n\nnamespace MoonSharp.Interpreter.Execution\n{\n\tclass ScriptLoadingContext\n\t{\n\t\tpublic Script Script { get; private set; }\n\t\tpublic BuildTimeScope Scope { get; set; }\n\t\tpublic SourceCode Source { get; set; }\n\t\tpublic bool Anonymous { get; set; }\n\t\tpublic bool IsDynamicExpression { get; set; }\n\t\tpublic Lexer Lexer { get; set; }\n\n\t\tpublic ScriptLoadingContext(Script s)\n\t\t{\n\t\t\tScript = s;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/ScriptLoadingContext.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f9505a4d9cfb2634cae01de1131d99c6\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/ByteCode.cs",
    "content": "﻿#define EMIT_DEBUG_OPS\n\nusing System;\nusing System.Collections.Generic;\nusing System.Diagnostics;\nusing System.IO;\nusing System.Text;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tinternal class ByteCode : RefIdObject\n\t{\n\t\tpublic List<Instruction> Code = new List<Instruction>();\n\t\tpublic Script Script { get; private set; }\n\t\tprivate List<SourceRef> m_SourceRefStack = new List<SourceRef>();\n\t\tprivate SourceRef m_CurrentSourceRef = null;\n\n\t\tinternal LoopTracker LoopTracker = new LoopTracker();\n\n\t\tpublic ByteCode(Script script)\n\t\t{\n\t\t\tScript = script;\n\t\t}\n\n\n\t\tpublic IDisposable EnterSource(SourceRef sref)\n\t\t{\n\t\t\treturn new SourceCodeStackGuard(sref, this);\n\t\t}\n\n\n\t\tprivate class SourceCodeStackGuard : IDisposable\n\t\t{\n\t\t\tByteCode m_Bc;\n\n\t\t\tpublic SourceCodeStackGuard(SourceRef sref, ByteCode bc)\n\t\t\t{\n\t\t\t\tm_Bc = bc;\n\t\t\t\tm_Bc.PushSourceRef(sref);\n\t\t\t}\n\n\t\t\tpublic void Dispose()\n\t\t\t{\n\t\t\t\tm_Bc.PopSourceRef();\n\t\t\t}\n\t\t}\n\n\n\t\tpublic void PushSourceRef(SourceRef sref)\n\t\t{\n\t\t\tm_SourceRefStack.Add(sref);\n\t\t\tm_CurrentSourceRef = sref;\n\t\t}\n\n\t\tpublic void PopSourceRef()\n\t\t{\n\t\t\tm_SourceRefStack.RemoveAt(m_SourceRefStack.Count - 1);\n\t\t\tm_CurrentSourceRef = (m_SourceRefStack.Count > 0) ? m_SourceRefStack[m_SourceRefStack.Count - 1] : null;\n\t\t}\n\n\t#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE) && (!(NETFX_CORE))\n\t\tpublic void Dump(string file)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tfor (int i = 0; i < Code.Count; i++)\n\t\t\t{\n\t\t\t\tif (Code[i].OpCode == OpCode.Debug)\n\t\t\t\t\tsb.AppendFormat(\"    {0}\\n\", Code[i]);\n\t\t\t\telse\n\t\t\t\t\tsb.AppendFormat(\"{0:X8}  {1}\\n\", i, Code[i]);\n\t\t\t}\n\n\t\t\tFile.WriteAllText(file, sb.ToString());\n\t\t}\n\t#endif\n\n\t\tpublic int GetJumpPointForNextInstruction()\n\t\t{\n\t\t\treturn Code.Count;\n\t\t}\n\t\tpublic int GetJumpPointForLastInstruction()\n\t\t{\n\t\t\treturn Code.Count - 1;\n\t\t}\n\n\t\tpublic Instruction GetLastInstruction()\n\t\t{\n\t\t\treturn Code[Code.Count - 1];\n\t\t}\n\n\t\tprivate Instruction AppendInstruction(Instruction c)\n\t\t{\n\t\t\tCode.Add(c);\n\t\t\treturn c;\n\t\t}\n\n\t\tpublic Instruction Emit_Nop(string comment)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Nop, Name = comment });\n\t\t}\n\n\t\tpublic Instruction Emit_Invalid(string type)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Invalid, Name = type });\n\t\t}\n\n\t\tpublic Instruction Emit_Pop(int num = 1)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Pop, NumVal = num });\n\t\t}\n\n\t\tpublic void Emit_Call(int argCount, string debugName)\n\t\t{\n\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Call, NumVal = argCount, Name = debugName });\n\t\t}\n\n\t\tpublic void Emit_ThisCall(int argCount, string debugName)\n\t\t{\n\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.ThisCall, NumVal = argCount, Name = debugName });\n\t\t}\n\n\t\tpublic Instruction Emit_Literal(DynValue value)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Literal, Value = value });\n\t\t}\n\n\t\tpublic Instruction Emit_Jump(OpCode jumpOpCode, int idx, int optPar = 0)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = jumpOpCode, NumVal = idx, NumVal2 = optPar });\n\t\t}\n\n\t\tpublic Instruction Emit_MkTuple(int cnt)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.MkTuple, NumVal = cnt });\n\t\t}\n\n\t\tpublic Instruction Emit_Operator(OpCode opcode)\n\t\t{\n\t\t\tvar i = AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = opcode });\n\n\t\t\tif (opcode == OpCode.LessEq)\n\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.CNot });\n\n\t\t\tif (opcode == OpCode.Eq || opcode == OpCode.Less)\n\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.ToBool });\n\n\t\t\treturn i;\n\t\t}\n\n\n\t\t[Conditional(\"EMIT_DEBUG_OPS\")]\n\t\tpublic void Emit_Debug(string str)\n\t\t{\n\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Debug, Name = str.Substring(0, Math.Min(32, str.Length)) });\n\t\t}\n\n\t\tpublic Instruction Emit_Enter(RuntimeScopeBlock runtimeScopeBlock)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Clean, NumVal = runtimeScopeBlock.From, NumVal2 = runtimeScopeBlock.ToInclusive });\n\t\t}\n\n\t\tpublic Instruction Emit_Leave(RuntimeScopeBlock runtimeScopeBlock)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Clean, NumVal = runtimeScopeBlock.From, NumVal2 = runtimeScopeBlock.To });\n\t\t}\n\n\t\tpublic Instruction Emit_Exit(RuntimeScopeBlock runtimeScopeBlock)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Clean, NumVal = runtimeScopeBlock.From, NumVal2 = runtimeScopeBlock.ToInclusive });\n\t\t}\n\n\t\tpublic Instruction Emit_Clean(RuntimeScopeBlock runtimeScopeBlock)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Clean, NumVal = runtimeScopeBlock.To + 1, NumVal2 = runtimeScopeBlock.ToInclusive });\n\t\t}\n\n\t\tpublic Instruction Emit_Closure(SymbolRef[] symbols, int jmpnum)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Closure, SymbolList = symbols, NumVal = jmpnum });\n\t\t}\n\n\t\tpublic Instruction Emit_Args(params SymbolRef[] symbols)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Args, SymbolList = symbols });\n\t\t}\n\n\t\tpublic Instruction Emit_Ret(int retvals)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Ret, NumVal = retvals });\n\t\t}\n\n\t\tpublic Instruction Emit_ToNum(int stage = 0)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.ToNum, NumVal = stage });\n\t\t}\n\n\t\tpublic Instruction Emit_Incr(int i)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Incr, NumVal = i });\n\t\t}\n\n\t\tpublic Instruction Emit_NewTable(bool shared)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.NewTable, NumVal = shared ? 1 : 0 });\n\t\t}\n\n\t\tpublic Instruction Emit_IterPrep()\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.IterPrep });\n\t\t}\n\n\t\tpublic Instruction Emit_ExpTuple(int stackOffset)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.ExpTuple, NumVal = stackOffset });\n\t\t}\n\n\t\tpublic Instruction Emit_IterUpd()\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.IterUpd });\n\t\t}\n\n\t\tpublic Instruction Emit_Meta(string funcName, OpCodeMetadataType metaType, DynValue value = null)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef)\n\t\t\t{\n\t\t\t\tOpCode = OpCode.Meta,\n\t\t\t\tName = funcName,\n\t\t\t\tNumVal2 = (int)metaType,\n\t\t\t\tValue = value\n\t\t\t});\n\t\t}\n\n\n\t\tpublic Instruction Emit_BeginFn(RuntimeScopeFrame stackFrame)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef)\n\t\t\t{\n\t\t\t\tOpCode = OpCode.BeginFn,\n\t\t\t\tSymbolList = stackFrame.DebugSymbols.ToArray(),\n\t\t\t\tNumVal = stackFrame.Count,\n\t\t\t\tNumVal2 = stackFrame.ToFirstBlock,\n\t\t\t});\n\t\t}\n\n\t\tpublic Instruction Emit_Scalar()\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Scalar });\n\t\t}\n\n\t\tpublic int Emit_Load(SymbolRef sym)\n\t\t{\n\t\t\tswitch (sym.Type)\n\t\t\t{\n\t\t\t\tcase SymbolRefType.Global:\n\t\t\t\t\tEmit_Load(sym.i_Env);\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Index, Value = DynValue.NewString(sym.i_Name) });\n\t\t\t\t\treturn 2;\n\t\t\t\tcase SymbolRefType.Local:\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Local, Symbol = sym });\n\t\t\t\t\treturn 1;\n\t\t\t\tcase SymbolRefType.Upvalue:\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Upvalue, Symbol = sym });\n\t\t\t\t\treturn 1;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected symbol type : {0}\", sym);\n\t\t\t}\n\t\t}\n\n\t\tpublic int Emit_Store(SymbolRef sym, int stackofs, int tupleidx)\n\t\t{\n\t\t\tswitch (sym.Type)\n\t\t\t{\n\t\t\t\tcase SymbolRefType.Global:\n\t\t\t\t\tEmit_Load(sym.i_Env);\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.IndexSet, Symbol = sym, NumVal = stackofs, NumVal2 = tupleidx, Value = DynValue.NewString(sym.i_Name) });\n\t\t\t\t\treturn 2;\n\t\t\t\tcase SymbolRefType.Local:\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.StoreLcl, Symbol = sym, NumVal = stackofs, NumVal2 = tupleidx });\n\t\t\t\t\treturn 1;\n\t\t\t\tcase SymbolRefType.Upvalue:\n\t\t\t\t\tAppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.StoreUpv, Symbol = sym, NumVal = stackofs, NumVal2 = tupleidx });\n\t\t\t\t\treturn 1;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected symbol type : {0}\", sym);\n\t\t\t}\n\t\t}\n\n\t\tpublic Instruction Emit_TblInitN()\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.TblInitN });\n\t\t}\n\n\t\tpublic Instruction Emit_TblInitI(bool lastpos)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.TblInitI, NumVal = lastpos ? 1 : 0 });\n\t\t}\n\n\t\tpublic Instruction Emit_Index(DynValue index = null, bool isNameIndex = false, bool isExpList = false)\n\t\t{\n\t\t\tOpCode o;\n\t\t\tif (isNameIndex) o = OpCode.IndexN;\n\t\t\telse if (isExpList) o = OpCode.IndexL;\n\t\t\telse o = OpCode.Index;\n\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = o, Value = index });\n\t\t}\n\n\t\tpublic Instruction Emit_IndexSet(int stackofs, int tupleidx, DynValue index = null, bool isNameIndex = false, bool isExpList = false)\n\t\t{\n\t\t\tOpCode o;\n\t\t\tif (isNameIndex) o = OpCode.IndexSetN;\n\t\t\telse if (isExpList) o = OpCode.IndexSetL;\n\t\t\telse o = OpCode.IndexSet;\n\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = o, NumVal = stackofs, NumVal2 = tupleidx, Value = index });\n\t\t}\n\n\t\tpublic Instruction Emit_Copy(int numval)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Copy, NumVal = numval });\n\t\t}\n\n\t\tpublic Instruction Emit_Swap(int p1, int p2)\n\t\t{\n\t\t\treturn AppendInstruction(new Instruction(m_CurrentSourceRef) { OpCode = OpCode.Swap, NumVal = p1, NumVal2 = p2 });\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/ByteCode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd6d75dc325cf654cb03878acbc72525\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/CallStackItem.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tinternal class CallStackItem\n\t{\n\t\tpublic int Debug_EntryPoint;\n\t\tpublic SymbolRef[] Debug_Symbols;\n\n\t\tpublic SourceRef CallingSourceRef;\n\n\t\tpublic CallbackFunction ClrFunction;\n\t\tpublic CallbackFunction Continuation;\n\t\tpublic CallbackFunction ErrorHandler;\n\t\tpublic DynValue ErrorHandlerBeforeUnwind;\n\n\t\tpublic int BasePointer;\n\t\tpublic int ReturnAddress;\n\t\tpublic DynValue[] LocalScope;\n\t\tpublic ClosureContext ClosureScope;\n        public Closure Function;\n\n\t\tpublic CallStackItemFlags Flags;\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/CallStackItem.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5cb5fd7c6527ad84da6099facb71a3db\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/CallStackItemFlags.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\t[Flags]\n\tinternal enum CallStackItemFlags\n\t{\n\t\tNone = 0,\n\n\t\tEntryPoint = 1,\n\t\tResumeEntryPoint = 3,\n\t\tCallEntryPoint = 5,\n\n\t\tTailCall = 0x10,\n\t\tMethodCall = 0x20,\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/CallStackItemFlags.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 05bf169cec5ada846a76b6d10fff324b\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/ExecutionState.cs",
    "content": "﻿using MoonSharp.Interpreter.DataStructs;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tinternal sealed class ExecutionState\n\t{\n\t\tpublic FastStack<DynValue> ValueStack = new FastStack<DynValue>(131072);\n\t\tpublic FastStack<CallStackItem> ExecutionStack = new FastStack<CallStackItem>(131072);\n\t\tpublic int InstructionPtr = 0;\n\t\tpublic CoroutineState State = CoroutineState.NotStarted;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/ExecutionState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f94e1b86cda29b44f961ba3aedf8dc87\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Instruction.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tinternal class Instruction\n\t{\n\t\tinternal OpCode OpCode;\n\t\tinternal SymbolRef Symbol;\n\t\tinternal SymbolRef[] SymbolList;\n\t\tinternal string Name;\n\t\tinternal DynValue Value;\n\t\tinternal int NumVal;\n\t\tinternal int NumVal2;\n\t\tinternal SourceRef SourceCodeRef;\n\n\t\tinternal Instruction(SourceRef sourceref)\n\t\t{\n\t\t\tSourceCodeRef = sourceref;\n\t\t}\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tstring append = this.OpCode.ToString().ToUpperInvariant();\n\n\t\t\tint usage = (int)OpCode.GetFieldUsage();\n\n\t\t\tif (usage != 0)\n\t\t\t\tappend += GenSpaces();\n\n\t\t\tif ((this.OpCode == VM.OpCode.Meta) ||((usage & ((int)InstructionFieldUsage.NumValAsCodeAddress)) == (int)InstructionFieldUsage.NumValAsCodeAddress))\n\t\t\t\tappend += \" \" + NumVal.ToString(\"X8\");\n\t\t\telse if ((usage & ((int)InstructionFieldUsage.NumVal)) != 0)\n\t\t\t\tappend += \" \" + NumVal.ToString();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.NumVal2)) != 0)\n\t\t\t\tappend += \" \" + NumVal2.ToString();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Name)) != 0)\n\t\t\t\tappend += \" \" + Name;\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Value)) != 0)\n\t\t\t\tappend += \" \" + PurifyFromNewLines(Value);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Symbol)) != 0)\n\t\t\t\tappend += \" \" + Symbol;\n\n\t\t\tif (((usage & ((int)InstructionFieldUsage.SymbolList)) != 0) && (SymbolList != null))\n\t\t\t\tappend += \" \" + string.Join(\",\", SymbolList.Select(s => s.ToString()).ToArray());\n\n\t\t\treturn append;\n\t\t}\n\n\t\tprivate string PurifyFromNewLines(DynValue Value)\n\t\t{\n\t\t\tif (Value == null)\n\t\t\t\treturn \"\";\n\n\t\t\treturn Value.ToString().Replace('\\n', ' ').Replace('\\r', ' ');\n\t\t}\n\n\t\tprivate string GenSpaces()\n\t\t{\n\t\t\treturn new string(' ', 10 - this.OpCode.ToString().Length);\n\t\t}\n\n\t\tinternal void WriteBinary(BinaryWriter wr, int baseAddress, Dictionary<SymbolRef, int> symbolMap)\n\t\t{\n\t\t\twr.Write((byte)this.OpCode);\n\n\t\t\tint usage = (int)OpCode.GetFieldUsage();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.NumValAsCodeAddress)) == (int)InstructionFieldUsage.NumValAsCodeAddress)\n\t\t\t\twr.Write(this.NumVal - baseAddress);\n\t\t\telse if ((usage & ((int)InstructionFieldUsage.NumVal)) != 0)\n\t\t\t\twr.Write(this.NumVal);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.NumVal2)) != 0)\n\t\t\t\twr.Write(this.NumVal2);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Name)) != 0)\n\t\t\t\twr.Write(Name ?? \"\");\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Value)) != 0)\n\t\t\t\tDumpValue(wr, Value);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Symbol)) != 0)\n\t\t\t\tWriteSymbol(wr, Symbol, symbolMap);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.SymbolList)) != 0)\n\t\t\t{\n\t\t\t\twr.Write(this.SymbolList.Length);\n\t\t\t\tfor (int i = 0; i < this.SymbolList.Length; i++)\n\t\t\t\t\tWriteSymbol(wr, SymbolList[i], symbolMap);\n\t\t\t}\n\t\t}\n\n\t\tprivate static void WriteSymbol(BinaryWriter wr, SymbolRef symbolRef, Dictionary<SymbolRef, int> symbolMap)\n\t\t{\n\t\t\tint id = (symbolRef == null) ? -1 : symbolMap[symbolRef];\n\t\t\twr.Write(id);\n\t\t}\n\n\t\tprivate static SymbolRef ReadSymbol(BinaryReader rd, SymbolRef[] deserializedSymbols)\n\t\t{\n\t\t\tint id = rd.ReadInt32();\n\n\t\t\tif (id < 0) return null;\n\t\t\treturn deserializedSymbols[id];\n\t\t}\n\n\t\tinternal static Instruction ReadBinary(SourceRef chunkRef, BinaryReader rd, int baseAddress, Table envTable, SymbolRef[] deserializedSymbols)\n\t\t{\n\t\t\tInstruction that = new Instruction(chunkRef);\n\n\t\t\tthat.OpCode = (OpCode)rd.ReadByte();\n\n\t\t\tint usage = (int)that.OpCode.GetFieldUsage();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.NumValAsCodeAddress)) == (int)InstructionFieldUsage.NumValAsCodeAddress)\n\t\t\t\tthat.NumVal = rd.ReadInt32() + baseAddress;\n\t\t\telse if ((usage & ((int)InstructionFieldUsage.NumVal)) != 0)\n\t\t\t\tthat.NumVal = rd.ReadInt32();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.NumVal2)) != 0)\n\t\t\t\tthat.NumVal2 = rd.ReadInt32();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Name)) != 0)\n\t\t\t\tthat.Name = rd.ReadString();\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Value)) != 0)\n\t\t\t\tthat.Value = ReadValue(rd, envTable);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Symbol)) != 0)\n\t\t\t\tthat.Symbol = ReadSymbol(rd, deserializedSymbols);\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.SymbolList)) != 0)\n\t\t\t{\n\t\t\t\tint len = rd.ReadInt32();\n\t\t\t\tthat.SymbolList = new SymbolRef[len];\n\n\t\t\t\tfor (int i = 0; i < that.SymbolList.Length; i++)\n\t\t\t\t\tthat.SymbolList[i] = ReadSymbol(rd, deserializedSymbols);\n\t\t\t}\n\n\t\t\treturn that;\n\t\t}\n\n\t\tprivate static DynValue ReadValue(BinaryReader rd, Table envTable)\n\t\t{\n\t\t\tbool isnull = !rd.ReadBoolean();\n\n\t\t\tif (isnull) return null;\n\n\t\t\tDataType dt = (DataType)rd.ReadByte();\n\n\t\t\tswitch (dt)\n\t\t\t{\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn DynValue.NewNil();\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\treturn DynValue.Void;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn DynValue.NewBoolean(rd.ReadBoolean());\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn DynValue.NewNumber(rd.ReadDouble());\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn DynValue.NewString(rd.ReadString());\n\t\t\t\tcase DataType.Table :\n\t\t\t\t\treturn DynValue.NewTable(envTable);\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new NotSupportedException(string.Format(\"Unsupported type in chunk dump : {0}\", dt));\n\t\t\t}\n\t\t}\n\n\n\t\tprivate void DumpValue(BinaryWriter wr, DynValue value)\n\t\t{\n\t\t\tif (value == null)\n\t\t\t{\n\t\t\t\twr.Write(false);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\twr.Write(true);\n\t\t\twr.Write((byte)value.Type);\n\n\t\t\tswitch (value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Nil:\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\twr.Write(value.Boolean);\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\twr.Write(value.Number);\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\twr.Write(value.String);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new NotSupportedException(string.Format(\"Unsupported type in chunk dump : {0}\", value.Type));\n\t\t\t}\n\t\t}\n\n\t\tinternal void GetSymbolReferences(out SymbolRef[] symbolList, out SymbolRef symbol)\n\t\t{\n\t\t\tint usage = (int)OpCode.GetFieldUsage();\n\n\t\t\tsymbol = null;\n\t\t\tsymbolList = null;\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.Symbol)) != 0)\n\t\t\t\tsymbol = this.Symbol;\n\n\t\t\tif ((usage & ((int)InstructionFieldUsage.SymbolList)) != 0)\n\t\t\t\tsymbolList = this.SymbolList;\n\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Instruction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7fa0afd1c5bac13499c14d81c34171d5\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/OpCode.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tinternal enum OpCode\n\t{\n\t\t// Meta-opcodes\n\t\tNop,\t\t// Does not perform any operation.\n\t\tDebug,\t\t// Does not perform any operation. Used to help debugging.\n\n\t\t// Stack ops and assignment\n\t\tPop,\t\t// Discards the topmost n elements from the v-stack. \n\t\tCopy,\t\t// Copies the n-th value of the stack on the top\n\t\tSwap,\t\t// Swaps two entries relative to the v-stack\n\t\tLiteral,\t// Pushes a literal (constant value) on the stack. \n\t\tClosure,\t// Creates a closure on the top of the v-stack, using the symbols for upvalues and num-val for entry point of the function.\n\t\tNewTable,\t// Creates a new empty table on the stack\n\t\tTblInitN,\t// Initializes a table named entry\n\t\tTblInitI,\t// Initializes a table positional entry\n\n\t\tStoreLcl, Local,\n\t\tStoreUpv, Upvalue,\n\t\tIndexSet, Index,\n\t\tIndexSetN, IndexN,\n\t\tIndexSetL, IndexL, \n\n\t\t// Stack-frame ops and calls\n\t\tClean,\t\t// Cleansup locals setting them as null\n\n\t\tMeta,\t// Injects function metadata used for reflection things (dumping, debugging)\n\t\tBeginFn,\t// Adjusts for start of function, taking in parameters and allocating locals\n\t\tArgs,\t\t// Takes the arguments passed to a function and sets the appropriate symbols in the local scope\n\t\tCall,\t\t// Calls the function specified on the specified element from the top of the v-stack. If the function is a MoonSharp function, it pushes its numeric value on the v-stack, then pushes the current PC onto the x-stack, enters the function closure and jumps to the function first instruction. If the function is a CLR function, it pops the function value from the v-stack, then invokes the function synchronously and finally pushes the result on the v-stack.\n\t\tThisCall,\t// Same as call, but the call is a ':' method invocation\n\t\tRet,\t\t// Pops the top n values of the v-stack. Then pops an X value from the v-stack. Then pops X values from the v-stack. Afterwards, it pushes the top n values popped in the first step, pops the top of the x-stack and jumps to that location.\n\n\t\t// Jumps\n\t\tJump,\t\t// Jumps to the specified PC\n\t\tJf,\t\t\t// Pops the top of the v-stack and jumps to the specified location if it's false\n\t\tJNil,\t\t// Jumps if the top of the stack is nil\n\t\tJFor,\t\t// Peeks at the top, top-1 and top-2 values of the v-stack which it assumes to be numbers. Then if top-1 is less than zero, checks if top is <= top-2, otherwise it checks that top is >= top-2. Then if the condition is false, it jumps.\n\t\tJtOrPop,\t// Peeks at the topmost value of the v-stack as a boolean. If true, it performs a jump, otherwise it removes the topmost value from the v-stack.\n\t\tJfOrPop,\t// Peeks at the topmost value of the v-stack as a boolean. If false, it performs a jump, otherwise it removes the topmost value from the v-stack.\n\n\t\t// Operators\n\t\tConcat,\t\t// Concatenation of the two topmost operands on the v-stack\n\t\tLessEq,\t\t// Compare <= of the two topmost operands on the v-stack\n\t\tLess,\t\t// Compare < of the two topmost operands on the v-stack\n\t\tEq,\t\t\t// Compare == of the two topmost operands on the v-stack\n\t\tAdd,\t\t// Addition of the two topmost operands on the v-stack\n\t\tSub,\t\t// Subtraction of the two topmost operands on the v-stack\n\t\tMul,\t\t// Multiplication of the two topmost operands on the v-stack\n\t\tDiv,\t\t// Division of the two topmost operands on the v-stack\n\t\tMod,\t\t// Modulus of the two topmost operands on the v-stack\n\t\tNot,\t\t// Logical inversion of the topmost operand on the v-stack\n\t\tLen,\t\t// Size operator of the topmost operand on the v-stack\n\t\tNeg,\t\t// Negation (unary minus) operator of the topmost operand on the v-stack\n\t\tPower,\t\t// Power of the two topmost operands on the v-stack\n\t\tCNot,\t\t// Conditional NOT - takes second operand from the v-stack (must be bool), if true execs a NOT otherwise execs a TOBOOL\n\n\n\t\t// Type conversions and manipulations\n\t\tMkTuple,\t// Creates a tuple from the topmost n values\n\t\tScalar,\t\t// Converts the topmost tuple to a scalar\n\t\tIncr,\t\t// Performs an add operation, without extracting the operands from the v-stack and assuming the operands are numbers.\n\t\tToNum,\t\t// Converts the top of the stack to a number\n\t\tToBool,\t\t// Converts the top of the stack to a boolean\n\t\tExpTuple,\t// Expands a tuple on the stack\n\n\n\t\t// Iterators\n\t\tIterPrep,   // Prepares an iterator for execution \n\t\tIterUpd,\t// Updates the var part of an iterator\n\n\t\t// Meta\n\t\tInvalid,\t// Crashes the executor with an unrecoverable NotImplementedException. This MUST always be the last opcode in enum\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/OpCode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7be749243873ce04db5c692ab841bf37\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/OpCodeMetadataType.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tpublic enum OpCodeMetadataType\n\t{\n\t\tChunkEntrypoint,\n\t\tFunctionEntrypoint,\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/OpCodeMetadataType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ced3b86c1d91c84cba6bb445cf95ec0\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/DebugContext.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tprivate class DebugContext\n\t\t{\n\t\t\tpublic bool DebuggerEnabled = true;\n\t\t\tpublic IDebugger DebuggerAttached = null;\n\t\t\tpublic DebuggerAction.ActionType DebuggerCurrentAction = DebuggerAction.ActionType.None;\n\t\t\tpublic int DebuggerCurrentActionTarget = -1;\n\t\t\tpublic SourceRef LastHlRef = null;\n\t\t\tpublic int ExStackDepthAtStep = -1;\n\t\t\tpublic List<SourceRef> BreakPoints = new List<SourceRef>();\n\t\t\tpublic bool LineBasedBreakPoints = false;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/DebugContext.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ec564610136c0f24ab396884b0f92b68\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Threading;\nusing MoonSharp.Interpreter.DataStructs;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tpublic ByteCode m_RootChunk;\n\t\tpublic Instruction m_doFileRequireHack;\n\n\t\tpublic FastStack<DynValue> m_ValueStack = new FastStack<DynValue>(131072);\n\t\tpublic FastStack<CallStackItem> m_ExecutionStack = new FastStack<CallStackItem>(131072);\n\t\tList<Processor> m_CoroutinesStack;\n\n\t\tTable m_GlobalTable;\n\t\tScript m_Script;\n\t\tProcessor m_Parent = null;\n\t\tCoroutineState m_State;\n\t\tbool m_CanYield = true;\n\t\tint m_SavedInstructionPtr = -1;\n\t\tDebugContext m_Debug;\n\n\t\tpublic Processor(Script script, Table globalContext, ByteCode byteCode)\n\t\t{\n\t\t\tm_CoroutinesStack = new List<Processor>();\n\n\t\t\tm_Debug = new DebugContext();\n\t\t\tm_RootChunk = byteCode;\n\t\t\tm_GlobalTable = globalContext;\n\t\t\tm_Script = script;\n\t\t\tm_State = CoroutineState.Main;\n\t\t\tDynValue.NewCoroutine(new Coroutine(this)); // creates an associated coroutine for the main processor\n\t\t}\n\n\t\tprivate Processor(Processor parentProcessor)\n\t\t{\n\t\t\tm_Debug = parentProcessor.m_Debug;\n\t\t\tm_RootChunk = parentProcessor.m_RootChunk;\n\t\t\tm_GlobalTable = parentProcessor.m_GlobalTable;\n\t\t\tm_Script = parentProcessor.m_Script;\n\t\t\tm_Parent = parentProcessor;\n\t\t\tm_State = CoroutineState.NotStarted;\n\t\t}\n\n\n\n\t\tpublic DynValue Call(DynValue function, DynValue[] args)\n\t\t{\n\t\t\tList<Processor> coroutinesStack = m_Parent != null ? m_Parent.m_CoroutinesStack : this.m_CoroutinesStack;\n\n\t\t\tif (coroutinesStack.Count > 0 && coroutinesStack[coroutinesStack.Count - 1] != this)\n\t\t\t\treturn coroutinesStack[coroutinesStack.Count - 1].Call(function, args);\n\n\t\t\tEnterProcessor();\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tvar stopwatch = this.m_Script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.Execution);\n\n\t\t\t\tm_CanYield = false;\n\t\t\t\tint entrypoint = 0;\n\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tentrypoint = PushClrToScriptStackFrame(CallStackItemFlags.CallEntryPoint, function, args);\n\t\t\t\t\treturn Processing_Loop(entrypoint);\n\t\t\t\t}\n\t\t\t\tcatch (ArgumentOutOfRangeException ex)\n\t\t\t\t{\n\t\t\t\t\tif (!ex.StackTrace.StartsWith(\"at Processor\"))\n\t\t\t\t\t\tthrow;\n\t\t\t\t\tScriptRuntimeException e = ScriptRuntimeException.CallFromAnotherScript();\n\t\t\t\t\tFillDebugData(e, entrypoint);\n\t\t\t\t\tthrow e;\n\t\t\t\t}\n\t\t\t\tfinally\n\t\t\t\t{\n\t\t\t\t\tm_CanYield = true;\n\n\t\t\t\t\tif (stopwatch != null)\n\t\t\t\t\t\tstopwatch.Dispose();\n\t\t\t\t}\n\t\t\t}\n\t\t\tfinally\n\t\t\t{\n\t\t\t\tLeaveProcessor();\n\t\t\t}\n\t\t}\n\n\t\t// pushes all what's required to perform a clr-to-script function call. function can be null if it's already\n\t\t// at vstack top.\n\t\tprivate int PushClrToScriptStackFrame(CallStackItemFlags flags, DynValue function, DynValue[] args)\n\t\t{\n\t\t\tif (function == null)\n\t\t\t\tfunction = m_ValueStack.Peek();\n\t\t\telse\n\t\t\t\tm_ValueStack.Push(function);  // func val\n\n\t\t\targs = Internal_AdjustTuple(args);\n\n\t\t\tfor (int i = 0; i < args.Length; i++)\n\t\t\t\tm_ValueStack.Push(args[i]);\n\n\t\t\tm_ValueStack.Push(DynValue.NewNumber(args.Length));  // func args count\n\n\t\t\tm_ExecutionStack.Push(new CallStackItem()\n\t\t\t{\n\t\t\t\tBasePointer = m_ValueStack.Count,\n\t\t\t\tDebug_EntryPoint = function.Function.EntryPointByteCodeLocation,\n\t\t\t\tReturnAddress = -1,\n\t\t\t\tClosureScope = function.Function.ClosureContext,\n\t\t\t\tCallingSourceRef = SourceRef.GetClrLocation(),\n\t\t\t\tFlags = flags,\n\t\t\t\tFunction = function.Function\n\t\t\t});\n\n\t\t\treturn function.Function.EntryPointByteCodeLocation;\n\t\t}\n\n\n\t\tint m_OwningThreadID = -1;\n\t\tint m_ExecutionNesting = 0;\n\n\t\tprivate void LeaveProcessor()\n\t\t{\n\t\t\tm_ExecutionNesting -= 1;\n\t\t\tm_OwningThreadID = -1;\n\n\t\t\tif (m_Parent != null)\n\t\t\t{\n\t\t\t\tm_Parent.m_CoroutinesStack.RemoveAt(m_Parent.m_CoroutinesStack.Count - 1);\n\t\t\t}\n\n\t\t\tif (m_ExecutionNesting == 0 && m_Debug != null && m_Debug.DebuggerEnabled\n\t\t\t\t&& m_Debug.DebuggerAttached != null)\n\t\t\t{\n\t\t\t\tm_Debug.DebuggerAttached.SignalExecutionEnded();\n\t\t\t}\n\t\t}\n\n\t\tint GetThreadId()\n\t\t{\n\t\t\t#if ENABLE_DOTNET || NETFX_CORE\n\t\t\t\treturn 1;\n\t\t\t#else\n\t\t\t\treturn Thread.CurrentThread.ManagedThreadId;\n\t\t\t#endif\n\t\t}\n\n\t\tprivate void EnterProcessor()\n\t\t{\n\t\t\tint threadID = GetThreadId();\n\n\t\t\tif (m_OwningThreadID >= 0 && m_OwningThreadID != threadID && m_Script.Options.CheckThreadAccess)\n\t\t\t{\n\t\t\t\tstring msg = string.Format(\"Cannot enter the same MoonSharp processor from two different threads : {0} and {1}\", m_OwningThreadID, threadID);\n\t\t\t\tthrow new InvalidOperationException(msg);\n\t\t\t}\n\n\t\t\tm_OwningThreadID = threadID;\n\n\t\t\tm_ExecutionNesting += 1;\n\n\t\t\tif (m_Parent != null)\n\t\t\t{\n\t\t\t\tm_Parent.m_CoroutinesStack.Add(this);\n\t\t\t}\n\t\t}\n\n\t\tinternal SourceRef GetCoroutineSuspendedLocation()\n\t\t{\n\t\t\treturn GetCurrentSourceRef(m_SavedInstructionPtr);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 56f8834543a4d334ea64cbc30cfb7b65\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_BinaryDump.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.IO;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tconst ulong DUMP_CHUNK_MAGIC = 0x1A0D234E4F4F4D1D;\n\t\tconst int DUMP_CHUNK_VERSION = 0x150;\n\n\t\tinternal static bool IsDumpStream(Stream stream)\n\t\t{\n\t\t\tif (stream.Length >= 8)\n\t\t\t{\n\t\t\t\tusing (BinaryReader br = new BinaryReader(stream, Encoding.UTF8))\n\t\t\t\t{\n\t\t\t\t\tulong magic = br.ReadUInt64();\n\t\t\t\t\tstream.Seek(-8, SeekOrigin.Current);\n\t\t\t\t\treturn magic == DUMP_CHUNK_MAGIC;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\n\t\tinternal int Dump(Stream stream, int baseAddress, bool hasUpvalues)\n\t\t{\n\t\t\tusing (BinaryWriter bw = new BinDumpBinaryWriter(stream, Encoding.UTF8))\n\t\t\t{\n\t\t\t\tDictionary<SymbolRef, int> symbolMap = new Dictionary<SymbolRef, int>();\n\n\t\t\t\tInstruction meta = FindMeta(ref baseAddress);\n\n\t\t\t\tif (meta == null)\n\t\t\t\t\tthrow new ArgumentException(\"baseAddress\");\n\n\t\t\t\tbw.Write(DUMP_CHUNK_MAGIC);\n\t\t\t\tbw.Write(DUMP_CHUNK_VERSION);\n\t\t\t\tbw.Write(hasUpvalues);\n\t\t\t\tbw.Write(meta.NumVal);\n\n\t\t\t\tfor (int i = 0; i <= meta.NumVal; i++)\n\t\t\t\t{\n\t\t\t\t\tSymbolRef[] symbolList;\n\t\t\t\t\tSymbolRef symbol;\n\n\t\t\t\t\tm_RootChunk.Code[baseAddress + i].GetSymbolReferences(out symbolList, out symbol);\n\n\t\t\t\t\tif (symbol != null)\n\t\t\t\t\t\tAddSymbolToMap(symbolMap, symbol);\n\n\t\t\t\t\tif (symbolList != null)\n\t\t\t\t\t\tforeach (var s in symbolList)\n\t\t\t\t\t\t\tAddSymbolToMap(symbolMap, s);\n\t\t\t\t}\n\n\t\t\t\tforeach (SymbolRef sr in symbolMap.Keys.ToArray())\n\t\t\t\t{\n\t\t\t\t\tif (sr.i_Env != null)\n\t\t\t\t\t\tAddSymbolToMap(symbolMap, sr.i_Env);\n\t\t\t\t}\n\n\t\t\t\tSymbolRef[] allSymbols = new SymbolRef[symbolMap.Count];\n\n\t\t\t\tforeach (KeyValuePair<SymbolRef, int> pair in symbolMap)\n\t\t\t\t{\n\t\t\t\t\tallSymbols[pair.Value] = pair.Key;\n\t\t\t\t}\n\n\t\t\t\tbw.Write(symbolMap.Count);\n\n\t\t\t\tforeach (SymbolRef sym in allSymbols)\n\t\t\t\t\tsym.WriteBinary(bw);\n\n\t\t\t\tforeach (SymbolRef sym in allSymbols)\n\t\t\t\t\tsym.WriteBinaryEnv(bw, symbolMap);\n\n\t\t\t\tfor (int i = 0; i <= meta.NumVal; i++)\n\t\t\t\t\tm_RootChunk.Code[baseAddress + i].WriteBinary(bw, baseAddress, symbolMap);\n\n\t\t\t\treturn meta.NumVal + baseAddress + 1;\n\t\t\t}\n\t\t}\n\n\t\tprivate void AddSymbolToMap(Dictionary<SymbolRef, int> symbolMap, SymbolRef s)\n\t\t{\n\t\t\tif (!symbolMap.ContainsKey(s))\n\t\t\t\tsymbolMap.Add(s, symbolMap.Count);\n\t\t}\n\n\t\tinternal int Undump(Stream stream, int sourceID, Table envTable, out bool hasUpvalues)\n\t\t{\n\t\t\tint baseAddress = m_RootChunk.Code.Count;\n\t\t\tSourceRef sourceRef = new SourceRef(sourceID, 0, 0, 0, 0, false);\n\n\t\t\tusing (BinaryReader br = new BinDumpBinaryReader(stream, Encoding.UTF8))\n\t\t\t{\n\t\t\t\tulong headerMark = br.ReadUInt64();\n\n\t\t\t\tif (headerMark != DUMP_CHUNK_MAGIC)\n\t\t\t\t\tthrow new ArgumentException(\"Not a MoonSharp chunk\");\n\n\t\t\t\tint version = br.ReadInt32();\n\n\t\t\t\tif (version != DUMP_CHUNK_VERSION)\n\t\t\t\t\tthrow new ArgumentException(\"Invalid version\");\n\n\t\t\t\thasUpvalues = br.ReadBoolean();\n\n\t\t\t\tint len = br.ReadInt32();\n\n\t\t\t\tint numSymbs = br.ReadInt32();\n\t\t\t\tSymbolRef[] allSymbs = new SymbolRef[numSymbs];\n\n\t\t\t\tfor (int i = 0; i < numSymbs; i++)\n\t\t\t\t\tallSymbs[i] = SymbolRef.ReadBinary(br);\n\n\t\t\t\tfor (int i = 0; i < numSymbs; i++)\n\t\t\t\t\tallSymbs[i].ReadBinaryEnv(br, allSymbs);\n\n\t\t\t\tfor (int i = 0; i <= len; i++)\n\t\t\t\t{\n\t\t\t\t\tInstruction I = Instruction.ReadBinary(sourceRef, br, baseAddress, envTable, allSymbs);\n\t\t\t\t\tm_RootChunk.Code.Add(I);\n\t\t\t\t}\n\n\t\t\t\treturn baseAddress;\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_BinaryDump.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2bf9da06387d2634d894ab9388f6e0e2\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Coroutines.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\t// This part is practically written procedural style - it looks more like C than C#.\n\t// This is intentional so to avoid this-calls and virtual-calls as much as possible.\n\t// Same reason for the \"sealed\" declaration.\n\tsealed partial class Processor\n\t{\n\t\tpublic DynValue Coroutine_Create(Closure closure)\n\t\t{\n\t\t\t// create a processor instance\n\t\t\tProcessor P = new Processor(this);\n\n\t\t\t// Put the closure as first value on the stack, for future reference\n\t\t\tP.m_ValueStack.Push(DynValue.NewClosure(closure));\n\n\t\t\t// Return the coroutine handle\n\t\t\treturn DynValue.NewCoroutine(new Coroutine(P));\n\t\t}\n\n\t\tpublic CoroutineState State { get { return m_State; } }\n\t\tpublic Coroutine AssociatedCoroutine { get; set; }\n\n\t\tpublic DynValue Coroutine_Resume(DynValue[] args)\n\t\t{\n\t\t\tEnterProcessor();\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tint entrypoint = 0;\n\n\t\t\t\tif (m_State != CoroutineState.NotStarted && m_State != CoroutineState.Suspended && m_State != CoroutineState.ForceSuspended)\n\t\t\t\t\tthrow ScriptRuntimeException.CannotResumeNotSuspended(m_State);\n\n\t\t\t\tif (m_State == CoroutineState.NotStarted)\n\t\t\t\t{\n\t\t\t\t\tentrypoint = PushClrToScriptStackFrame(CallStackItemFlags.ResumeEntryPoint, null, args);\n\t\t\t\t}\n\t\t\t\telse if (m_State == CoroutineState.Suspended)\n\t\t\t\t{\n\t\t\t\t\tm_ValueStack.Push(DynValue.NewTuple(args));\n\t\t\t\t\tentrypoint = m_SavedInstructionPtr;\n\t\t\t\t}\n\t\t\t\telse if (m_State == CoroutineState.ForceSuspended)\n\t\t\t\t{\n\t\t\t\t\tif (args != null && args.Length > 0)\n\t\t\t\t\t\tthrow new ArgumentException(\"When resuming a force-suspended coroutine, args must be empty.\");\n\n\t\t\t\t\tentrypoint = m_SavedInstructionPtr;\n\t\t\t\t}\n\n\t\t\t\tm_State = CoroutineState.Running;\n\t\t\t\tDynValue retVal = Processing_Loop(entrypoint);\n\n\t\t\t\tif (retVal.Type == DataType.YieldRequest)\n\t\t\t\t{\n\t\t\t\t\tif (retVal.YieldRequest.Forced)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_State = CoroutineState.ForceSuspended;\n\t\t\t\t\t\treturn retVal;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_State = CoroutineState.Suspended;\n\t\t\t\t\t\treturn DynValue.NewTuple(retVal.YieldRequest.ReturnValues);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tm_State = CoroutineState.Dead;\n\t\t\t\t\treturn retVal;\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception)\n\t\t\t{\n\t\t\t\t// Unhandled exception - move to dead\n\t\t\t\tm_State = CoroutineState.Dead;\n\t\t\t\tthrow;\n\t\t\t}\n\t\t\tfinally\n\t\t\t{\n\t\t\t\tLeaveProcessor();\n\t\t\t}\n\t\t}\n\n\n\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Coroutines.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6110a3b3862cbbd43912d82ab08492ce\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Debugger.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\t// This part is practically written procedural style - it looks more like C than C#.\n\t// This is intentional so to avoid this-calls and virtual-calls as much as possible.\n\t// Same reason for the \"sealed\" declaration.\n\tsealed partial class Processor\n\t{\n\t\tinternal Instruction FindMeta(ref int baseAddress)\n\t\t{\n\t\t\tInstruction meta = m_RootChunk.Code[baseAddress];\n\n\t\t\t// skip nops\n\t\t\twhile (meta.OpCode == OpCode.Nop)\n\t\t\t{\n\t\t\t\tbaseAddress++;\n\t\t\t\tmeta = m_RootChunk.Code[baseAddress];\n\t\t\t}\n\n\t\t\tif (meta.OpCode != OpCode.Meta)\n\t\t\t\treturn null;\n\n\t\t\treturn meta;\n\t\t}\n\n\n\t\tinternal void AttachDebugger(IDebugger debugger)\n\t\t{\n\t\t\tm_Debug.DebuggerAttached = debugger;\n\t\t\tm_Debug.LineBasedBreakPoints = (debugger.GetDebuggerCaps() & DebuggerCaps.HasLineBasedBreakpoints) != 0;\n\t\t\tdebugger.SetDebugService(new DebugService(m_Script, this));\n\t\t}\n\n\t\tinternal bool DebuggerEnabled\n\t\t{\n\t\t\tget { return m_Debug.DebuggerEnabled; }\n\t\t\tset { m_Debug.DebuggerEnabled = value; }\n\t\t}\n\n\n\t\tprivate void ListenDebugger(Instruction instr, int instructionPtr)\n\t\t{\n\t\t\tbool isOnDifferentRef = false;\n\n\t\t\tif (instr.SourceCodeRef != null && m_Debug.LastHlRef != null)\n\t\t\t{\n\t\t\t\tif (m_Debug.LineBasedBreakPoints)\n\t\t\t\t{\n\t\t\t\t\tisOnDifferentRef = instr.SourceCodeRef.SourceIdx != m_Debug.LastHlRef.SourceIdx ||\n\t\t\t\t\t\tinstr.SourceCodeRef.FromLine != m_Debug.LastHlRef.FromLine;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tisOnDifferentRef = instr.SourceCodeRef != m_Debug.LastHlRef;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (m_Debug.LastHlRef == null)\n\t\t\t{\n\t\t\t\tisOnDifferentRef = instr.SourceCodeRef != null;\n\t\t\t}\n\n\n\t\t\tif (m_Debug.DebuggerAttached.IsPauseRequested() ||\n\t\t\t\t(instr.SourceCodeRef != null && instr.SourceCodeRef.Breakpoint && isOnDifferentRef))\n\t\t\t{\n\t\t\t\tm_Debug.DebuggerCurrentAction = DebuggerAction.ActionType.None;\n\t\t\t\tm_Debug.DebuggerCurrentActionTarget = -1;\n\t\t\t}\n\n\t\t\tswitch (m_Debug.DebuggerCurrentAction)\n\t\t\t{\n\t\t\t\tcase DebuggerAction.ActionType.Run:\n\t\t\t\t\tif (m_Debug.LineBasedBreakPoints)\n\t\t\t\t\t\tm_Debug.LastHlRef = instr.SourceCodeRef;\n\t\t\t\t\treturn;\n\t\t\t\tcase DebuggerAction.ActionType.ByteCodeStepOver:\n\t\t\t\t\tif (m_Debug.DebuggerCurrentActionTarget != instructionPtr) return;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DebuggerAction.ActionType.ByteCodeStepOut:\n\t\t\t\tcase DebuggerAction.ActionType.StepOut:\n\t\t\t\t\tif (m_ExecutionStack.Count >= m_Debug.ExStackDepthAtStep) return;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DebuggerAction.ActionType.StepIn:\n\t\t\t\t\tif ((m_ExecutionStack.Count >= m_Debug.ExStackDepthAtStep) && (instr.SourceCodeRef == null || instr.SourceCodeRef == m_Debug.LastHlRef)) return;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DebuggerAction.ActionType.StepOver:\n\t\t\t\t\tif (instr.SourceCodeRef == null || instr.SourceCodeRef == m_Debug.LastHlRef || m_ExecutionStack.Count > m_Debug.ExStackDepthAtStep) return;\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\n\t\t\tRefreshDebugger(false, instructionPtr);\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tvar action = m_Debug.DebuggerAttached.GetAction(instructionPtr, instr.SourceCodeRef);\n\n\t\t\t\tswitch (action.Action)\n\t\t\t\t{\n\t\t\t\t\tcase DebuggerAction.ActionType.StepIn:\n\t\t\t\t\tcase DebuggerAction.ActionType.StepOver:\n\t\t\t\t\tcase DebuggerAction.ActionType.StepOut:\n\t\t\t\t\tcase DebuggerAction.ActionType.ByteCodeStepOut:\n\t\t\t\t\t\tm_Debug.DebuggerCurrentAction = action.Action;\n\t\t\t\t\t\tm_Debug.LastHlRef = instr.SourceCodeRef;\n\t\t\t\t\t\tm_Debug.ExStackDepthAtStep = m_ExecutionStack.Count;\n\t\t\t\t\t\treturn;\n\t\t\t\t\tcase DebuggerAction.ActionType.ByteCodeStepIn:\n\t\t\t\t\t\tm_Debug.DebuggerCurrentAction = DebuggerAction.ActionType.ByteCodeStepIn;\n\t\t\t\t\t\tm_Debug.DebuggerCurrentActionTarget = -1;\n\t\t\t\t\t\treturn;\n\t\t\t\t\tcase DebuggerAction.ActionType.ByteCodeStepOver:\n\t\t\t\t\t\tm_Debug.DebuggerCurrentAction = DebuggerAction.ActionType.ByteCodeStepOver;\n\t\t\t\t\t\tm_Debug.DebuggerCurrentActionTarget = instructionPtr + 1;\n\t\t\t\t\t\treturn;\n\t\t\t\t\tcase DebuggerAction.ActionType.Run:\n\t\t\t\t\t\tm_Debug.DebuggerCurrentAction = DebuggerAction.ActionType.Run;\n\t\t\t\t\t\tm_Debug.LastHlRef = instr.SourceCodeRef;\n\t\t\t\t\t\tm_Debug.DebuggerCurrentActionTarget = -1;\n\t\t\t\t\t\treturn;\n\t\t\t\t\tcase DebuggerAction.ActionType.ToggleBreakpoint:\n\t\t\t\t\t\tToggleBreakPoint(action, null);\n\t\t\t\t\t\tRefreshDebugger(true, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.ResetBreakpoints:\n\t\t\t\t\t\tResetBreakPoints(action);\n\t\t\t\t\t\tRefreshDebugger(true, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.SetBreakpoint:\n\t\t\t\t\t\tToggleBreakPoint(action, true);\n\t\t\t\t\t\tRefreshDebugger(true, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.ClearBreakpoint:\n\t\t\t\t\t\tToggleBreakPoint(action, false);\n\t\t\t\t\t\tRefreshDebugger(true, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.Refresh:\n\t\t\t\t\t\tRefreshDebugger(false, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.HardRefresh:\n\t\t\t\t\t\tRefreshDebugger(true, instructionPtr);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase DebuggerAction.ActionType.None:\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate void ResetBreakPoints(DebuggerAction action)\n\t\t{\n\t\t\tSourceCode src = m_Script.GetSourceCode(action.SourceID);\n\t\t\tResetBreakPoints(src, new HashSet<int>(action.Lines));\n\t\t}\n\n\t\tinternal HashSet<int> ResetBreakPoints(SourceCode src, HashSet<int> lines)\n\t\t{\n\t\t\tHashSet<int> result = new HashSet<int>();\n\n\t\t\tforeach (SourceRef srf in src.Refs)\n\t\t\t{\n\t\t\t\tif (srf.CannotBreakpoint)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tsrf.Breakpoint = lines.Contains(srf.FromLine);\n\n\t\t\t\tif (srf.Breakpoint)\n\t\t\t\t\tresult.Add(srf.FromLine);\n\t\t\t}\n\n\t\t\treturn result;\n\t\t}\n\n\t\tprivate bool ToggleBreakPoint(DebuggerAction action, bool? state)\n\t\t{\n\t\t\tSourceCode src = m_Script.GetSourceCode(action.SourceID);\n\n\t\t\tbool found = false;\n\t\t\tforeach (SourceRef srf in src.Refs)\n\t\t\t{\n\t\t\t\tif (srf.CannotBreakpoint)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (srf.IncludesLocation(action.SourceID, action.SourceLine, action.SourceCol))\n\t\t\t\t{\n\t\t\t\t\tfound = true;\n\n\t\t\t\t\t//System.Diagnostics.Debug.WriteLine(string.Format(\"BRK: found {0} for {1} on contains\", srf, srf.Type));\n\n\t\t\t\t\tif (state == null)\n\t\t\t\t\t\tsrf.Breakpoint = !srf.Breakpoint;\n\t\t\t\t\telse\n\t\t\t\t\t\tsrf.Breakpoint = state.Value;\n\n\t\t\t\t\tif (srf.Breakpoint)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Debug.BreakPoints.Add(srf);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Debug.BreakPoints.Remove(srf);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!found)\n\t\t\t{\n\t\t\t\tint minDistance = int.MaxValue;\n\t\t\t\tSourceRef nearest = null;\n\n\t\t\t\tforeach (SourceRef srf in src.Refs)\n\t\t\t\t{\n\t\t\t\t\tif (srf.CannotBreakpoint)\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\tint dist = srf.GetLocationDistance(action.SourceID, action.SourceLine, action.SourceCol);\n\n\t\t\t\t\tif (dist < minDistance)\n\t\t\t\t\t{\n\t\t\t\t\t\tminDistance = dist;\n\t\t\t\t\t\tnearest = srf;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (nearest != null)\n\t\t\t\t{\n\t\t\t\t\t//System.Diagnostics.Debug.WriteLine(string.Format(\"BRK: found {0} for {1} on distance {2}\", nearest, nearest.Type, minDistance));\n\n\t\t\t\t\tif (state == null)\n\t\t\t\t\t\tnearest.Breakpoint = !nearest.Breakpoint;\n\t\t\t\t\telse\n\t\t\t\t\t\tnearest.Breakpoint = state.Value;\n\n\t\t\t\t\tif (nearest.Breakpoint)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Debug.BreakPoints.Add(nearest);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Debug.BreakPoints.Remove(nearest);\n\t\t\t\t\t}\n\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t\treturn false;\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn true;\n\t\t}\n\n\t\tprivate void RefreshDebugger(bool hard, int instructionPtr)\n\t\t{\n\t\t\tSourceRef sref = GetCurrentSourceRef(instructionPtr);\n\t\t\tScriptExecutionContext context = new ScriptExecutionContext(this, null, sref);\n\n\t\t\tList<DynamicExpression> watchList = m_Debug.DebuggerAttached.GetWatchItems();\n\t\t\tList<WatchItem> callStack = Debugger_GetCallStack(sref);\n\t\t\tList<WatchItem> watches = Debugger_RefreshWatches(context, watchList);\n\t\t\tList<WatchItem> vstack = Debugger_RefreshVStack();\n\t\t\tList<WatchItem> locals = Debugger_RefreshLocals(context);\n\t\t\tList<WatchItem> threads = Debugger_RefreshThreads(context);\n\n\t\t\tm_Debug.DebuggerAttached.Update(WatchType.CallStack, callStack);\n\t\t\tm_Debug.DebuggerAttached.Update(WatchType.Watches, watches);\n\t\t\tm_Debug.DebuggerAttached.Update(WatchType.VStack, vstack);\n\t\t\tm_Debug.DebuggerAttached.Update(WatchType.Locals, locals);\n\t\t\tm_Debug.DebuggerAttached.Update(WatchType.Threads, threads);\n\n\t\t\tif (hard)\n\t\t\t\tm_Debug.DebuggerAttached.RefreshBreakpoints(m_Debug.BreakPoints);\n\t\t}\n\n\t\tprivate List<WatchItem> Debugger_RefreshThreads(ScriptExecutionContext context)\n\t\t{\n\t\t\tList<Processor> coroutinesStack = m_Parent != null ? m_Parent.m_CoroutinesStack : this.m_CoroutinesStack;\n\n\t\t\treturn coroutinesStack.Select(c => new WatchItem()\n\t\t\t{\n\t\t\t\tAddress = c.AssociatedCoroutine.ReferenceID,\n\t\t\t\tName = \"coroutine #\" + c.AssociatedCoroutine.ReferenceID.ToString()\n\t\t\t}).ToList();\n\t\t}\n\n\t\tprivate List<WatchItem> Debugger_RefreshVStack()\n\t\t{\n\t\t\tList<WatchItem> lwi = new List<WatchItem>();\n\t\t\tfor (int i = 0; i < Math.Min(32, m_ValueStack.Count); i++)\n\t\t\t{\n\t\t\t\tlwi.Add(new WatchItem()\n\t\t\t\t{\n\t\t\t\t\tAddress = i,\n\t\t\t\t\tValue = m_ValueStack.Peek(i)\n\t\t\t\t});\n\t\t\t}\n\n\t\t\treturn lwi;\n\t\t}\n\n\t\tprivate List<WatchItem> Debugger_RefreshWatches(ScriptExecutionContext context, List<DynamicExpression> watchList)\n\t\t{\n\t\t\treturn watchList.Select(w => Debugger_RefreshWatch(context, w)).ToList();\n\t\t}\n\n\t\tprivate List<WatchItem> Debugger_RefreshLocals(ScriptExecutionContext context)\n\t\t{\n\t\t\tList<WatchItem> locals = new List<WatchItem>();\n\t\t\tvar top = this.m_ExecutionStack.Peek();\n\n\t\t\tif (top != null && top.Debug_Symbols != null && top.LocalScope != null)\n\t\t\t{\n\t\t\t\tint len = Math.Min(top.Debug_Symbols.Length, top.LocalScope.Length);\n\n\t\t\t\tfor (int i = 0; i < len; i++)\n\t\t\t\t{\n\t\t\t\t\tlocals.Add(new WatchItem()\n\t\t\t\t\t{\n\t\t\t\t\t\tIsError = false,\n\t\t\t\t\t\tLValue = top.Debug_Symbols[i],\n\t\t\t\t\t\tValue = top.LocalScope[i],\n\t\t\t\t\t\tName = top.Debug_Symbols[i].i_Name\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn locals;\n\t\t}\n\n\t\tprivate WatchItem Debugger_RefreshWatch(ScriptExecutionContext context, DynamicExpression dynExpr)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tSymbolRef L = dynExpr.FindSymbol(context);\n\t\t\t\tDynValue v = dynExpr.Evaluate(context);\n\n\t\t\t\treturn new WatchItem()\n\t\t\t\t{\n\t\t\t\t\tIsError = dynExpr.IsConstant(),\n\t\t\t\t\tLValue = L,\n\t\t\t\t\tValue = v,\n\t\t\t\t\tName = dynExpr.ExpressionCode\n\t\t\t\t};\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n\t\t\t\treturn new WatchItem()\n\t\t\t\t{\n\t\t\t\t\tIsError = true,\n\t\t\t\t\tValue = DynValue.NewString(ex.Message),\n\t\t\t\t\tName = dynExpr.ExpressionCode\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tinternal List<WatchItem> Debugger_GetCallStack(SourceRef startingRef)\n\t\t{\n\t\t\tList<WatchItem> wis = new List<WatchItem>();\n\n\t\t\tfor (int i = 0; i < m_ExecutionStack.Count; i++)\n\t\t\t{\n\t\t\t\tvar c = m_ExecutionStack.Peek(i);\n\n\t\t\t\tvar I = m_RootChunk.Code[c.Debug_EntryPoint];\n\n\t\t\t\tstring callname = I.OpCode == OpCode.Meta ? I.Name : null;\n\n\t\t\t\tif (c.ClrFunction != null)\n\t\t\t\t{\n\t\t\t\t\twis.Add(new WatchItem()\n\t\t\t\t\t{\n\t\t\t\t\t\tAddress = -1,\n\t\t\t\t\t\tBasePtr = -1,\n\t\t\t\t\t\tRetAddress = c.ReturnAddress,\n\t\t\t\t\t\tLocation = startingRef,\n\t\t\t\t\t\tName = c.ClrFunction.Name,\n                        Value = DynValue.NewCallback(c.ClrFunction)\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\twis.Add(new WatchItem()\n\t\t\t\t\t{\n\t\t\t\t\t\tAddress = c.Debug_EntryPoint,\n\t\t\t\t\t\tBasePtr = c.BasePointer,\n\t\t\t\t\t\tRetAddress = c.ReturnAddress,\n\t\t\t\t\t\tName = callname,\n\t\t\t\t\t\tLocation = startingRef,\n                        Value = DynValue.NewClosure(c.Function)\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tstartingRef = c.CallingSourceRef;\n\n\t\t\t\tif (c.Continuation != null)\n\t\t\t\t{\n\t\t\t\t\twis.Add(new WatchItem()\n\t\t\t\t\t{\n\t\t\t\t\t\tName = c.Continuation.Name,\n\t\t\t\t\t\tLocation = SourceRef.GetClrLocation()\n\t\t\t\t\t});\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\treturn wis;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Debugger.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1f0bc31ef31000a4e8eedd67225c1196\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Errors.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Debugging;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tprivate SourceRef GetCurrentSourceRef(int instructionPtr)\n\t\t{\n\t\t\tif (m_doFileRequireHack != null)\n\t\t\t\treturn m_doFileRequireHack.SourceCodeRef;\n\t\t\telse if (instructionPtr >= 0 && instructionPtr < m_RootChunk.Code.Count)\n\t\t\t\treturn m_RootChunk.Code[instructionPtr].SourceCodeRef;\n\t\t\treturn null;\n\t\t}\n\n\n\t\tprivate void FillDebugData(InterpreterException ex, int ip)\n\t\t{\n\t\t\t// adjust IP\n\t\t\tif (ip == YIELD_SPECIAL_TRAP)\n\t\t\t\tip = m_SavedInstructionPtr;\n\t\t\telse\n\t\t\t\tip -= 1;\n\n\t\t\tex.InstructionPtr = ip;\n\n\t\t\tSourceRef sref = GetCurrentSourceRef(ip);\n\n\t\t\tex.DecorateMessage(m_Script, sref, ip);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tex.CallStack = Debugger_GetCallStack(sref);\n\t\t\t}\n\t\t\tcatch (ArgumentOutOfRangeException)\n\t\t\t{\n\t\t\t}\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Errors.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6968d91d98b0a424faee8c0a4314ccf0\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_IExecutionContext.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tinternal Table GetMetatable(DynValue value)\n\t\t{\n\t\t\tif (value.Type == DataType.Table)\n\t\t\t{\n\t\t\t\treturn value.Table.MetaTable;\n\t\t\t}\n\t\t\telse if (value.Type.CanHaveTypeMetatables())\n\t\t\t{\n\t\t\t\treturn m_Script.GetTypeMetatable(value.Type);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\n\t\tinternal DynValue GetBinaryMetamethod(DynValue op1, DynValue op2, string eventName)\n\t\t{\n\t\t\tvar op1_MetaTable = GetMetatable(op1);\n\t\t\tif (op1_MetaTable != null)\n\t\t\t{\n\t\t\t\tDynValue meta1 = op1_MetaTable.RawGet(eventName);\n\t\t\t\tif (meta1 != null && meta1.IsNotNil())\n\t\t\t\t\treturn meta1;\n\t\t\t}\n\n\t\t\tvar op2_MetaTable = GetMetatable(op2);\n\t\t\tif (op2_MetaTable != null)\n\t\t\t{\n\t\t\t\tDynValue meta2 = op2_MetaTable.RawGet(eventName);\n\t\t\t\tif (meta2 != null && meta2.IsNotNil())\n\t\t\t\t\treturn meta2;\n\t\t\t}\n\n\t\t\tif (op1.Type == DataType.UserData)\n\t\t\t{\n\t\t\t\tDynValue meta = op1.UserData.Descriptor.MetaIndex(this.m_Script,\n\t\t\t\t\top1.UserData.Object, eventName);\n\n\t\t\t\tif (meta != null)\n\t\t\t\t\treturn meta;\n\t\t\t}\n\n\t\t\tif (op2.Type == DataType.UserData)\n\t\t\t{\n\t\t\t\tDynValue meta = op2.UserData.Descriptor.MetaIndex(this.m_Script,\n\t\t\t\t\top2.UserData.Object, eventName);\n\n\t\t\t\tif (meta != null)\n\t\t\t\t\treturn meta;\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\tinternal DynValue GetMetamethod(DynValue value, string metamethod)\n\t\t{\n\t\t\tif (value.Type == DataType.UserData)\n\t\t\t{\n\t\t\t\tDynValue v = value.UserData.Descriptor.MetaIndex(m_Script, value.UserData.Object, metamethod);\n\t\t\t\tif (v != null)\n\t\t\t\t\treturn v;\n\t\t\t}\n\n\t\t\treturn GetMetamethodRaw(value, metamethod);\n\t\t}\n\n\n\t\tinternal DynValue GetMetamethodRaw(DynValue value, string metamethod)\n\t\t{\n\t\t\tvar metatable = GetMetatable(value);\n\n\t\t\tif (metatable == null)\n\t\t\t\treturn null;\n\n\t\t\tvar metameth = metatable.RawGet(metamethod);\n\t\t\t\n\t\t\tif (metameth == null || metameth.IsNil())\n\t\t\t\treturn null;\n\n\t\t\treturn metameth;\n\t\t}\n\n\t\tinternal Script GetScript()\n\t\t{\n\t\t\treturn m_Script;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_IExecutionContext.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c31e290c00b668d43891402fab21f857\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.DataStructs;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Interop;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tconst int YIELD_SPECIAL_TRAP = -99;\n\n\t\tinternal long AutoYieldCounter = 0;\n\n\t\tprivate bool exceptionHijack;\n\t\tprivate int lastInstrPtr = 0;\n\n\t\tprivate DynValue Processing_Loop(int instructionPtr)\n\t\t{\n\t\t\t// This is the main loop of the processor, has a weird control flow and needs to be as fast as possible.\n\t\t\t// This sentence is just a convoluted way to say \"don't complain about gotos\".\n\n\t\t\tlong executedInstructions = 0;\n\t\t\tbool canAutoYield = (AutoYieldCounter > 0) && m_CanYield && (this.State != CoroutineState.Main);\n\n\t\t\trepeat_execution:\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (exceptionHijack)\n\t\t\t\t\tthrow ScriptRuntimeException.CallFromAnotherScript();\n\t\t\t\twhile (true)\n\t\t\t\t{\n\t\t\t\t\tInstruction i = m_RootChunk.Code[instructionPtr];\n\n\t\t\t\t\tif (m_Debug.DebuggerAttached != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tListenDebugger(i, instructionPtr);\n\t\t\t\t\t}\n\n\t\t\t\t\t++executedInstructions;\n\n\t\t\t\t\tif (canAutoYield && executedInstructions > AutoYieldCounter)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_SavedInstructionPtr = instructionPtr;\n\t\t\t\t\t\treturn DynValue.NewForcedYieldReq();\n\t\t\t\t\t}\n\n\t\t\t\t\t++instructionPtr;\n\n\t\t\t\t\tswitch (i.OpCode)\n\t\t\t\t\t{\n\t\t\t\t\t\tcase OpCode.Nop:\n\t\t\t\t\t\tcase OpCode.Debug:\n\t\t\t\t\t\tcase OpCode.Meta:\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Pop:\n\t\t\t\t\t\t\tm_ValueStack.RemoveLast(i.NumVal);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Copy:\n\t\t\t\t\t\t\tm_ValueStack.Push(m_ValueStack.Peek(i.NumVal));\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Swap:\n\t\t\t\t\t\t\tExecSwap(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Literal:\n\t\t\t\t\t\t\tm_ValueStack.Push(i.Value);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Add:\n\t\t\t\t\t\t\tinstructionPtr = ExecAdd(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Concat:\n\t\t\t\t\t\t\tinstructionPtr = ExecConcat(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Neg:\n\t\t\t\t\t\t\tinstructionPtr = ExecNeg(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Sub:\n\t\t\t\t\t\t\tinstructionPtr = ExecSub(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Mul:\n\t\t\t\t\t\t\tinstructionPtr = ExecMul(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Div:\n\t\t\t\t\t\t\tinstructionPtr = ExecDiv(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Mod:\n\t\t\t\t\t\t\tinstructionPtr = ExecMod(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Power:\n\t\t\t\t\t\t\tinstructionPtr = ExecPower(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Eq:\n\t\t\t\t\t\t\tinstructionPtr = ExecEq(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.LessEq:\n\t\t\t\t\t\t\tinstructionPtr = ExecLessEq(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Less:\n\t\t\t\t\t\t\tinstructionPtr = ExecLess(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Len:\n\t\t\t\t\t\t\tinstructionPtr = ExecLen(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Call:\n\t\t\t\t\t\tcase OpCode.ThisCall:\n\t\t\t\t\t\t\tlastInstrPtr = instructionPtr;\n\t\t\t\t\t\t\tinstructionPtr = Internal_ExecCall(i.NumVal, instructionPtr, null, null, i.OpCode == OpCode.ThisCall, i.Name);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Scalar:\n\t\t\t\t\t\t\tm_ValueStack.Push(m_ValueStack.Pop().ToScalar());\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Not:\n\t\t\t\t\t\t\tExecNot(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.CNot:\n\t\t\t\t\t\t\tExecCNot(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.JfOrPop:\n\t\t\t\t\t\tcase OpCode.JtOrPop:\n\t\t\t\t\t\t\tinstructionPtr = ExecShortCircuitingOperator(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.JNil:\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tDynValue v = m_ValueStack.Pop().ToScalar();\n\n\t\t\t\t\t\t\t\tif (v.Type == DataType.Nil || v.Type == DataType.Void)\n\t\t\t\t\t\t\t\t\tinstructionPtr = i.NumVal;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Jf:\n\t\t\t\t\t\t\tinstructionPtr = JumpBool(i, false, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Jump:\n\t\t\t\t\t\t\tinstructionPtr = i.NumVal;\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.MkTuple:\n\t\t\t\t\t\t\tExecMkTuple(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Clean:\n\t\t\t\t\t\t\tClearBlockData(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Closure:\n\t\t\t\t\t\t\tExecClosure(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.BeginFn:\n\t\t\t\t\t\t\tExecBeginFn(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.ToBool:\n\t\t\t\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(m_ValueStack.Pop().ToScalar().CastToBool()));\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Args:\n\t\t\t\t\t\t\tExecArgs(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Ret:\n\t\t\t\t\t\t\tinstructionPtr = ExecRet(i);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tif (instructionPtr < 0)\n\t\t\t\t\t\t\t\tgoto return_to_native_code;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Incr:\n\t\t\t\t\t\t\tExecIncr(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.ToNum:\n\t\t\t\t\t\t\tExecToNum(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.JFor:\n\t\t\t\t\t\t\tinstructionPtr = ExecJFor(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.NewTable:\n\t\t\t\t\t\t\tif (i.NumVal == 0)\n\t\t\t\t\t\t\t\tm_ValueStack.Push(DynValue.NewTable(this.m_Script));\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tm_ValueStack.Push(DynValue.NewPrimeTable());\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.IterPrep:\n\t\t\t\t\t\t\tExecIterPrep(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.IterUpd:\n\t\t\t\t\t\t\tExecIterUpd(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.ExpTuple:\n\t\t\t\t\t\t\tExecExpTuple(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Local:\n\t\t\t\t\t\t\tvar scope = m_ExecutionStack.Peek().LocalScope;\n\t\t\t\t\t\t\tvar index = i.Symbol.i_Index;\n\t\t\t\t\t\t\tm_ValueStack.Push(scope[index].AsReadOnly());\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Upvalue:\n\t\t\t\t\t\t\tm_ValueStack.Push(m_ExecutionStack.Peek().ClosureScope[i.Symbol.i_Index].AsReadOnly());\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.StoreUpv:\n\t\t\t\t\t\t\tExecStoreUpv(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.StoreLcl:\n\t\t\t\t\t\t\tExecStoreLcl(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.TblInitN:\n\t\t\t\t\t\t\tExecTblInitN(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.TblInitI:\n\t\t\t\t\t\t\tExecTblInitI(i);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Index:\n\t\t\t\t\t\tcase OpCode.IndexN:\n\t\t\t\t\t\tcase OpCode.IndexL:\n\t\t\t\t\t\t\tinstructionPtr = ExecIndex(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.IndexSet:\n\t\t\t\t\t\tcase OpCode.IndexSetN:\n\t\t\t\t\t\tcase OpCode.IndexSetL:\n\t\t\t\t\t\t\tinstructionPtr = ExecIndexSet(i, instructionPtr);\n\t\t\t\t\t\t\tif (instructionPtr == YIELD_SPECIAL_TRAP) goto yield_to_calling_coroutine;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase OpCode.Invalid:\n\t\t\t\t\t\t\tthrow new NotImplementedException(string.Format(\"Invalid opcode : {0}\", i.Name));\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tthrow new NotImplementedException(string.Format(\"Execution for {0} not implented yet!\", i.OpCode));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\n\t\t\tyield_to_calling_coroutine:\n\n\t\t\t\tDynValue yieldRequest = m_ValueStack.Pop().ToScalar();\n\n\t\t\t\tif (m_CanYield)\n\t\t\t\t\treturn yieldRequest;\n\t\t\t\telse if (this.State == CoroutineState.Main)\n\t\t\t\t\tthrow ScriptRuntimeException.CannotYieldMain();\n\t\t\t\telse\n\t\t\t\t\tthrow ScriptRuntimeException.CannotYield();\n\n\t\t\t}\n\t\t\tcatch (NullReferenceException e)\n\t\t\t{\n\t\t\t\tif (!e.StackTrace.StartsWith(\"at Processor\"))\n\t\t\t\t\tthrow;\n\t\t\t\texceptionHijack = true;\n\t\t\t\tinstructionPtr = lastInstrPtr;\n\t\t\t\tgoto repeat_execution;\n\t\t\t}\n\t\t\tcatch (ArgumentOutOfRangeException e)\n\t\t\t{\n\t\t\t\tif (!e.StackTrace.StartsWith(\"at Processor\"))\n\t\t\t\t\tthrow;\n\t\t\t\texceptionHijack = true;\n\t\t\t\tinstructionPtr = lastInstrPtr;\n\t\t\t\tgoto repeat_execution;\n\t\t\t}\n\t\t\tcatch (InterpreterException ex)\n\t\t\t{\n\t\t\t\tFillDebugData(ex, instructionPtr);\n\n\t\t\t\tif (!(ex is ScriptRuntimeException))\n\t\t\t\t{\n\t\t\t\t\tex.Rethrow();\n\t\t\t\t\tthrow;\n\t\t\t\t}\n\n\t\t\t\tif (m_Debug.DebuggerAttached != null)\n\t\t\t\t{\n\t\t\t\t\tif (m_Debug.DebuggerAttached.SignalRuntimeException((ScriptRuntimeException)ex))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (instructionPtr >= 0 && instructionPtr < this.m_RootChunk.Code.Count)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tListenDebugger(m_RootChunk.Code[instructionPtr], instructionPtr);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tfor (int i = 0; i < m_ExecutionStack.Count; i++)\n\t\t\t\t{\n\t\t\t\t\tvar c = m_ExecutionStack.Peek(i);\n\n\t\t\t\t\tif (c.ErrorHandlerBeforeUnwind != null)\n\t\t\t\t\t\tex.DecoratedMessage = PerformMessageDecorationBeforeUnwind(c.ErrorHandlerBeforeUnwind, ex.DecoratedMessage, GetCurrentSourceRef(instructionPtr));\n\t\t\t\t}\n\n\n\t\t\t\twhile (m_ExecutionStack.Count > 0)\n\t\t\t\t{\n\t\t\t\t\tCallStackItem csi = PopToBasePointer();\n\n\t\t\t\t\tif (csi.ErrorHandler != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tinstructionPtr = csi.ReturnAddress;\n\n\t\t\t\t\t\tif (csi.ClrFunction == null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar argscnt = (int)(m_ValueStack.Pop().Number);\n\t\t\t\t\t\t\tm_ValueStack.RemoveLast(argscnt + 1);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvar cbargs = new DynValue[] { DynValue.NewString(ex.DecoratedMessage) };\n\n\t\t\t\t\t\tDynValue handled = csi.ErrorHandler.Invoke(new ScriptExecutionContext(this, csi.ErrorHandler, GetCurrentSourceRef(instructionPtr)), cbargs);\n\n\t\t\t\t\t\tm_ValueStack.Push(handled);\n\n\t\t\t\t\t\tgoto repeat_execution;\n\t\t\t\t\t}\n\t\t\t\t\telse if ((csi.Flags & CallStackItemFlags.EntryPoint) != 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tex.Rethrow();\n\t\t\t\t\t\tthrow;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tex.Rethrow();\n\t\t\t\tthrow;\n\t\t\t}\n\n\t\treturn_to_native_code:\n\t\t\treturn m_ValueStack.Pop();\n\n\n\t\t}\n\n\n\t\tinternal string PerformMessageDecorationBeforeUnwind(DynValue messageHandler, string decoratedMessage, SourceRef sourceRef)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue[] args = new DynValue[] { DynValue.NewString(decoratedMessage) };\n\t\t\t\tDynValue ret = DynValue.Nil;\n\n\t\t\t\tif (messageHandler.Type == DataType.Function)\n\t\t\t\t{\n\t\t\t\t\tret = this.Call(messageHandler, args);\n\t\t\t\t}\n\t\t\t\telse if (messageHandler.Type == DataType.ClrFunction)\n\t\t\t\t{\n\t\t\t\t\tScriptExecutionContext ctx = new ScriptExecutionContext(this, messageHandler.Callback, sourceRef);\n\t\t\t\t\tret = messageHandler.Callback.Invoke(ctx, args);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthrow new ScriptRuntimeException(\"error handler not set to a function\");\n\t\t\t\t}\n\n\t\t\t\tstring newmsg = ret.ToPrintString();\n\t\t\t\tif (newmsg != null)\n\t\t\t\t\treturn newmsg;\n\t\t\t}\n\t\t\tcatch (ScriptRuntimeException innerEx)\n\t\t\t{\n\t\t\t\treturn innerEx.Message + \"\\n\" + decoratedMessage;\n\t\t\t}\n\n\t\t\treturn decoratedMessage;\n\t\t}\n\n\n\n\t\tprivate void AssignLocal(SymbolRef symref, DynValue value)\n\t\t{\n\t\t\tvar stackframe = m_ExecutionStack.Peek();\n\n\t\t\tDynValue v = stackframe.LocalScope[symref.i_Index];\n\t\t\tif (v == null)\n\t\t\t\tstackframe.LocalScope[symref.i_Index] = v = DynValue.NewNil();\n\n\t\t\tv.Assign(value);\n\t\t}\n\n\t\tprivate void ExecStoreLcl(Instruction i)\n\t\t{\n\t\t\tDynValue value = GetStoreValue(i);\n\t\t\tSymbolRef symref = i.Symbol;\n\n\t\t\tAssignLocal(symref, value);\n\t\t}\n\n\t\tprivate void ExecStoreUpv(Instruction i)\n\t\t{\n\t\t\tDynValue value = GetStoreValue(i);\n\t\t\tSymbolRef symref = i.Symbol;\n\n\t\t\tvar stackframe = m_ExecutionStack.Peek();\n\n\t\t\tDynValue v = stackframe.ClosureScope[symref.i_Index];\n\t\t\tif (v == null)\n\t\t\t\tstackframe.ClosureScope[symref.i_Index] = v = DynValue.NewNil();\n\n\t\t\tv.Assign(value);\n\t\t}\n\n\t\tprivate void ExecSwap(Instruction i)\n\t\t{\n\t\t\tDynValue v1 = m_ValueStack.Peek(i.NumVal);\n\t\t\tDynValue v2 = m_ValueStack.Peek(i.NumVal2);\n\n\t\t\tm_ValueStack.Set(i.NumVal, v2);\n\t\t\tm_ValueStack.Set(i.NumVal2, v1);\n\t\t}\n\n\n\t\tprivate DynValue GetStoreValue(Instruction i)\n\t\t{\n\t\t\tint stackofs = i.NumVal;\n\t\t\tint tupleidx = i.NumVal2;\n\n\t\t\tDynValue v = m_ValueStack.Peek(stackofs);\n\n\t\t\tif (v.Type == DataType.Tuple)\n\t\t\t{\n\t\t\t\treturn (tupleidx < v.Tuple.Length) ? v.Tuple[tupleidx] : DynValue.NewNil();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn (tupleidx == 0) ? v : DynValue.NewNil();\n\t\t\t}\n\t\t}\n\n\t\tprivate void ExecClosure(Instruction i)\n\t\t{\n\t\t\tClosure c = new Closure(this.m_Script, i.NumVal, i.SymbolList,\n\t\t\t\ti.SymbolList.Select(s => this.GetUpvalueSymbol(s)).ToList());\n\n\t\t\tm_ValueStack.Push(DynValue.NewClosure(c));\n\t\t}\n\n\t\tprivate DynValue GetUpvalueSymbol(SymbolRef s)\n\t\t{\n\t\t\tif (s.Type == SymbolRefType.Local)\n\t\t\t\treturn m_ExecutionStack.Peek().LocalScope[s.i_Index];\n\t\t\telse if (s.Type == SymbolRefType.Upvalue)\n\t\t\t\treturn m_ExecutionStack.Peek().ClosureScope[s.i_Index];\n\t\t\telse\n\t\t\t\tthrow new Exception(\"unsupported symbol type\");\n\t\t}\n\n\t\tprivate void ExecMkTuple(Instruction i)\n\t\t{\n\t\t\tSlice<DynValue> slice = new Slice<DynValue>(m_ValueStack, m_ValueStack.Count - i.NumVal, i.NumVal, false);\n\n\t\t\tvar v = Internal_AdjustTuple(slice);\n\n\t\t\tm_ValueStack.RemoveLast(i.NumVal);\n\n\t\t\tm_ValueStack.Push(DynValue.NewTuple(v));\n\t\t}\n\n\t\tprivate void ExecToNum(Instruction i)\n\t\t{\n\t\t\tdouble? v = m_ValueStack.Pop().ToScalar().CastToNumber();\n\t\t\tif (v.HasValue)\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(v.Value));\n\t\t\telse\n\t\t\t\tthrow ScriptRuntimeException.ConvertToNumberFailed(i.NumVal);\n\t\t}\n\n\n\t\tprivate void ExecIterUpd(Instruction i)\n\t\t{\n\t\t\tDynValue v = m_ValueStack.Peek(0);\n\t\t\tDynValue t = m_ValueStack.Peek(1);\n\t\t\tt.Tuple[2] = v;\n\t\t}\n\n\t\tprivate void ExecExpTuple(Instruction i)\n\t\t{\n\t\t\tDynValue t = m_ValueStack.Peek(i.NumVal);\n\n\t\t\tif (t.Type == DataType.Tuple)\n\t\t\t{\n\t\t\t\tfor (int idx = 0; idx < t.Tuple.Length; idx++)\n\t\t\t\t\tm_ValueStack.Push(t.Tuple[idx]);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(t);\n\t\t\t}\n\n\t\t}\n\n\t\tprivate void ExecIterPrep(Instruction i)\n\t\t{\n\t\t\tDynValue v = m_ValueStack.Pop();\n\n\t\t\tif (v.Type != DataType.Tuple)\n\t\t\t{\n\t\t\t\tv = DynValue.NewTuple(v, DynValue.Nil, DynValue.Nil);\n\t\t\t}\n\n\t\t\tDynValue f = v.Tuple.Length >= 1 ? v.Tuple[0] : DynValue.Nil;\n\t\t\tDynValue s = v.Tuple.Length >= 2 ? v.Tuple[1] : DynValue.Nil;\n\t\t\tDynValue var = v.Tuple.Length >= 3 ? v.Tuple[2] : DynValue.Nil;\n\n\t\t\t// MoonSharp additions - given f, s, var\n\t\t\t// 1) if f is not a function and has a __iterator metamethod, call __iterator to get the triplet\n\t\t\t// 2) if f is a table with no __call metamethod, use a default table iterator\n\n\t\t\tif (f.Type != DataType.Function && f.Type != DataType.ClrFunction)\n\t\t\t{\n\t\t\t\tDynValue meta = this.GetMetamethod(f, \"__iterator\");\n\n\t\t\t\tif (meta != null && !meta.IsNil())\n\t\t\t\t{\n\t\t\t\t\tif (meta.Type != DataType.Tuple)\n\t\t\t\t\t\tv = this.GetScript().Call(meta, f, s, var);\n\t\t\t\t\telse\n\t\t\t\t\t\tv = meta;\n\n\t\t\t\t\tf = v.Tuple.Length >= 1 ? v.Tuple[0] : DynValue.Nil;\n\t\t\t\t\ts = v.Tuple.Length >= 2 ? v.Tuple[1] : DynValue.Nil;\n\t\t\t\t\tvar = v.Tuple.Length >= 3 ? v.Tuple[2] : DynValue.Nil;\n\n\t\t\t\t\tm_ValueStack.Push(DynValue.NewTuple(f, s, var));\n\t\t\t\t}\n\t\t\t\telse if (f.Type == DataType.Table)\n\t\t\t\t{\n\t\t\t\t\tDynValue callmeta = this.GetMetamethod(f, \"__call\");\n\n\t\t\t\t\tif (callmeta == null || callmeta.IsNil())\n\t\t\t\t\t{\n\t\t\t\t\t\tm_ValueStack.Push(EnumerableWrapper.ConvertTable(f.Table));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tm_ValueStack.Push(DynValue.NewTuple(f, s, var));\n\t\t}\n\n\n\t\tprivate int ExecJFor(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tdouble val = m_ValueStack.Peek(0).Number;\n\t\t\tdouble step = m_ValueStack.Peek(1).Number;\n\t\t\tdouble stop = m_ValueStack.Peek(2).Number;\n\n\t\t\tbool whileCond = (step > 0) ? val <= stop : val >= stop;\n\n\t\t\tif (!whileCond)\n\t\t\t\treturn i.NumVal;\n\t\t\telse\n\t\t\t\treturn instructionPtr;\n\t\t}\n\n\n\n\t\tprivate void ExecIncr(Instruction i)\n\t\t{\n\t\t\tDynValue top = m_ValueStack.Peek(0);\n\t\t\tDynValue btm = m_ValueStack.Peek(i.NumVal);\n\n\t\t\tif (top.ReadOnly)\n\t\t\t{\n\t\t\t\tm_ValueStack.Pop();\n\n\t\t\t\tif (top.ReadOnly)\n\t\t\t\t\ttop = top.CloneAsWritable();\n\n\t\t\t\tm_ValueStack.Push(top);\n\t\t\t}\n\n\t\t\ttop.AssignNumber(top.Number + btm.Number);\n\t\t}\n\n\n\t\tprivate void ExecCNot(Instruction i)\n\t\t{\n\t\t\tDynValue v = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue not = m_ValueStack.Pop().ToScalar();\n\n\t\t\tif (not.Type != DataType.Boolean)\n\t\t\t\tthrow new InternalErrorException(\"CNOT had non-bool arg\");\n\n\t\t\tif (not.CastToBool())\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(!(v.CastToBool())));\n\t\t\telse\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(v.CastToBool()));\n\t\t}\n\n\t\tprivate void ExecNot(Instruction i)\n\t\t{\n\t\t\tDynValue v = m_ValueStack.Pop().ToScalar();\n\t\t\tm_ValueStack.Push(DynValue.NewBoolean(!(v.CastToBool())));\n\t\t}\n\n\t\tprivate void ExecBeginFn(Instruction i)\n\t\t{\n\t\t\tCallStackItem cur = m_ExecutionStack.Peek();\n\n\t\t\tcur.Debug_Symbols = i.SymbolList;\n\t\t\tcur.LocalScope = new DynValue[i.NumVal];\n\n\t\t\tClearBlockData(i);\n\t\t}\n\n\t\tprivate CallStackItem PopToBasePointer()\n\t\t{\n\t\t\tvar csi = m_ExecutionStack.Pop();\n\t\t\tif (csi.BasePointer >= 0)\n\t\t\t\tm_ValueStack.CropAtCount(csi.BasePointer);\n\t\t\treturn csi;\n\t\t}\n\n\t\tprivate int PopExecStackAndCheckVStack(int vstackguard)\n\t\t{\n\t\t\tvar xs = m_ExecutionStack.Pop();\n\t\t\tif (vstackguard != xs.BasePointer)\n\t\t\t\tthrow new InternalErrorException(\"StackGuard violation\");\n\n\t\t\treturn xs.ReturnAddress;\n\t\t}\n\n\t\tprivate IList<DynValue> CreateArgsListForFunctionCall(int numargs, int offsFromTop)\n\t\t{\n\t\t\tif (numargs == 0) return new DynValue[0];\n\n\t\t\tDynValue lastParam = m_ValueStack.Peek(offsFromTop);\n\n\t\t\tif (lastParam.Type == DataType.Tuple && lastParam.Tuple.Length > 1)\n\t\t\t{\n\t\t\t\tList<DynValue> values = new List<DynValue>();\n\n\t\t\t\tfor (int idx = 0; idx < numargs - 1; idx++)\n\t\t\t\t\tvalues.Add(m_ValueStack.Peek(numargs - idx - 1 + offsFromTop));\n\n\t\t\t\tfor (int idx = 0; idx < lastParam.Tuple.Length; idx++)\n\t\t\t\t\tvalues.Add(lastParam.Tuple[idx]);\n\n\t\t\t\treturn values;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn new Slice<DynValue>(m_ValueStack, m_ValueStack.Count - numargs - offsFromTop, numargs, false);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate void ExecArgs(Instruction I)\n\t\t{\n\t\t\tint numargs = (int)m_ValueStack.Peek(0).Number;\n\n\t\t\t// unpacks last tuple arguments to simplify a lot of code down under\n\t\t\tvar argsList = CreateArgsListForFunctionCall(numargs, 1);\n\n\t\t\tfor (int i = 0; i < I.SymbolList.Length; i++)\n\t\t\t{\n\t\t\t\tif (i >= argsList.Count)\n\t\t\t\t{\n\t\t\t\t\tthis.AssignLocal(I.SymbolList[i], DynValue.NewNil());\n\t\t\t\t}\n\t\t\t\telse if ((i == I.SymbolList.Length - 1) && (I.SymbolList[i].i_Name == WellKnownSymbols.VARARGS))\n\t\t\t\t{\n\t\t\t\t\tint len = argsList.Count - i;\n\t\t\t\t\tDynValue[] varargs = new DynValue[len];\n\n\t\t\t\t\tfor (int ii = 0; ii < len; ii++, i++)\n\t\t\t\t\t{\n\t\t\t\t\t\tvarargs[ii] = argsList[i].ToScalar().CloneAsWritable();\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.AssignLocal(I.SymbolList[I.SymbolList.Length - 1], DynValue.NewTuple(Internal_AdjustTuple(varargs)));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthis.AssignLocal(I.SymbolList[i], argsList[i].ToScalar().CloneAsWritable());\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\n\t\tprivate int Internal_ExecCall(int argsCount, int instructionPtr, CallbackFunction handler = null,\n\t\t\tCallbackFunction continuation = null, bool thisCall = false, string debugText = null, DynValue unwindHandler = null)\n\t\t{\n\t\t\tDynValue fn = m_ValueStack.Peek(argsCount);\n\t\t\tCallStackItemFlags flags = (thisCall ? CallStackItemFlags.MethodCall : CallStackItemFlags.None);\n\n\t\t\t// if TCO threshold reached\n\t\t\tif ((m_ExecutionStack.Count > this.m_Script.Options.TailCallOptimizationThreshold && m_ExecutionStack.Count > 1)\n\t\t\t\t|| (m_ValueStack.Count > this.m_Script.Options.TailCallOptimizationThreshold && m_ValueStack.Count > 1))\n\t\t\t{\n\t\t\t\t// and the \"will-be\" return address is valid (we don't want to crash here)\n\t\t\t\tif (instructionPtr >= 0 && instructionPtr < this.m_RootChunk.Code.Count)\n\t\t\t\t{\n\t\t\t\t\tInstruction I = this.m_RootChunk.Code[instructionPtr];\n\n\t\t\t\t\t// and we are followed *exactly* by a RET 1\n\t\t\t\t\tif (I.OpCode == OpCode.Ret && I.NumVal == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tCallStackItem csi = m_ExecutionStack.Peek();\n\n\t\t\t\t\t\t// if the current stack item has no \"odd\" things pending and neither has the new coming one..\n\t\t\t\t\t\tif (csi.ClrFunction == null && csi.Continuation == null && csi.ErrorHandler == null\n\t\t\t\t\t\t\t&& csi.ErrorHandlerBeforeUnwind == null && continuation == null && unwindHandler == null && handler == null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tinstructionPtr = PerformTCO(instructionPtr, argsCount);\n\t\t\t\t\t\t\tflags |= CallStackItemFlags.TailCall;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\n\n\t\t\tif (fn.Type == DataType.ClrFunction)\n\t\t\t{\n\t\t\t\t//IList<DynValue> args = new Slice<DynValue>(m_ValueStack, m_ValueStack.Count - argsCount, argsCount, false);\n\t\t\t\tIList<DynValue> args = CreateArgsListForFunctionCall(argsCount, 0);\n\t\t\t\t\t\t// we expand tuples before callbacks\n\t\t\t\t// args = DynValue.ExpandArgumentsToList(args);\n\n\t\t\t\t// instructionPtr - 1: instructionPtr already points to the next instruction at this moment\n\t\t\t\t// but we need the current instruction here\n\t\t\t\t\t\tSourceRef sref = GetCurrentSourceRef(instructionPtr - 1);\n\n\t\t\t\tm_ExecutionStack.Push(new CallStackItem()\n\t\t\t\t{\n\t\t\t\t\tClrFunction = fn.Callback,\n\t\t\t\t\tReturnAddress = instructionPtr,\n\t\t\t\t\tCallingSourceRef = sref,\n\t\t\t\t\tBasePointer = -1,\n\t\t\t\t\tErrorHandler = handler,\n\t\t\t\t\tContinuation = continuation,\n\t\t\t\t\tErrorHandlerBeforeUnwind = unwindHandler,\n\t\t\t\t\tFlags = flags,\n\t\t\t\t});\n\n\t\t\t\tvar ret = fn.Callback.Invoke(new ScriptExecutionContext(this, fn.Callback, sref), args, isMethodCall: thisCall);\n\t\t\t\tm_ValueStack.RemoveLast(argsCount + 1);\n\t\t\t\tm_ValueStack.Push(ret);\n\n\t\t\t\tm_ExecutionStack.Pop();\n\n\t\t\t\treturn Internal_CheckForTailRequests(null, instructionPtr);\n\t\t\t}\n\t\t\telse if (fn.Type == DataType.Function)\n\t\t\t{\n\t\t\t\tif (fn.Function.OwnerScript != m_Script)\n\t\t\t\t\tthrow ScriptRuntimeException.CallFromAnotherScript();\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(argsCount));\n\t\t\t\tm_ExecutionStack.Push(new CallStackItem()\n\t\t\t\t{\n\t\t\t\t\tBasePointer = m_ValueStack.Count,\n\t\t\t\t\tReturnAddress = instructionPtr,\n\t\t\t\t\tDebug_EntryPoint = fn.Function.EntryPointByteCodeLocation,\n\t\t\t\t\tCallingSourceRef = GetCurrentSourceRef(instructionPtr - 1), // See right above in GetCurrentSourceRef(instructionPtr - 1)\n\t\t\t\t\tClosureScope = fn.Function.ClosureContext,\n\t\t\t\t\tErrorHandler = handler,\n\t\t\t\t\tContinuation = continuation,\n\t\t\t\t\tErrorHandlerBeforeUnwind = unwindHandler,\n\t\t\t\t\tFlags = flags,\n\t\t\t\t\tFunction = fn.Function\n\t\t\t\t});\n\t\t\t\treturn fn.Function.EntryPointByteCodeLocation;\n\t\t\t}\n\n\t\t\t// fallback to __call metamethod\n\t\t\tvar m = GetMetamethod(fn, \"__call\");\n\n\t\t\tif (m != null && m.IsNotNil())\n\t\t\t{\n\t\t\t\tDynValue[] tmp = new DynValue[argsCount + 1];\n\t\t\t\tfor (int i = 0; i < argsCount + 1; i++)\n\t\t\t\t\ttmp[i] = m_ValueStack.Pop();\n\n\t\t\t\tm_ValueStack.Push(m);\n\n\t\t\t\tfor (int i = argsCount; i >= 0; i--)\n\t\t\t\t\tm_ValueStack.Push(tmp[i]);\n\n\t\t\t\treturn Internal_ExecCall(argsCount + 1, instructionPtr, handler, continuation);\n\t\t\t}\n\n\t\t\tthrow ScriptRuntimeException.AttemptToCallNonFunc(fn.Type, debugText);\n\t\t}\n\n\t\tprivate int PerformTCO(int instructionPtr, int argsCount)\n\t\t{\n\t\t\tDynValue[] args = new DynValue[argsCount + 1];\n\n\t\t\t// Remove all cur args and func ptr\n\t\t\tfor (int i = 0; i <= argsCount; i++)\n\t\t\t\targs[i] = m_ValueStack.Pop();\n\n\t\t\t// perform a fake RET\n\t\t\tCallStackItem csi = PopToBasePointer();\n\t\t\tint retpoint = csi.ReturnAddress;\n\t\t\tvar argscnt = (int)(m_ValueStack.Pop().Number);\n\t\t\tm_ValueStack.RemoveLast(argscnt + 1);\n\n\t\t\t// Re-push all cur args and func ptr\n\t\t\tfor (int i = argsCount; i >= 0; i--)\n\t\t\t\tm_ValueStack.Push(args[i]);\n\n\t\t\treturn retpoint;\n\t\t}\n\n\n\n\n\t\tprivate int ExecRet(Instruction i)\n\t\t{\n\t\t\tCallStackItem csi;\n\t\t\tint retpoint = 0;\n\n\t\t\tif (i.NumVal == 0)\n\t\t\t{\n\t\t\t\tcsi = PopToBasePointer();\n\t\t\t\tretpoint = csi.ReturnAddress;\n\t\t\t\tvar argscnt = (int)(m_ValueStack.Pop().Number);\n\t\t\t\tm_ValueStack.RemoveLast(argscnt + 1);\n\t\t\t\tm_ValueStack.Push(DynValue.Void);\n\t\t\t}\n\t\t\telse if (i.NumVal == 1)\n\t\t\t{\n\t\t\t\tvar retval = m_ValueStack.Pop();\n\t\t\t\tcsi = PopToBasePointer();\n\t\t\t\tretpoint = csi.ReturnAddress;\n\t\t\t\tvar argscnt = (int)(m_ValueStack.Pop().Number);\n\t\t\t\tm_ValueStack.RemoveLast(argscnt + 1);\n\t\t\t\tm_ValueStack.Push(retval);\n\t\t\t\tretpoint = Internal_CheckForTailRequests(i, retpoint);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow new InternalErrorException(\"RET supports only 0 and 1 ret val scenarios\");\n\t\t\t}\n\n\t\t\tif (csi.Continuation != null)\n\t\t\t\tm_ValueStack.Push(csi.Continuation.Invoke(new ScriptExecutionContext(this, csi.Continuation, i.SourceCodeRef),\n\t\t\t\t\tnew DynValue[1] { m_ValueStack.Pop() }));\n\n\t\t\treturn retpoint;\n\t\t}\n\n\n\n\t\tprivate int Internal_CheckForTailRequests(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue tail = m_ValueStack.Peek(0);\n\n\t\t\tif (tail.Type == DataType.TailCallRequest)\n\t\t\t{\n\t\t\t\tm_ValueStack.Pop(); // discard tail call request\n\n\t\t\t\tTailCallData tcd = tail.TailCallData;\n\n\t\t\t\tm_ValueStack.Push(tcd.Function);\n\n\t\t\t\tfor (int ii = 0; ii < tcd.Args.Length; ii++)\n\t\t\t\t\tm_ValueStack.Push(tcd.Args[ii]);\n\n\t\t\t\treturn Internal_ExecCall(tcd.Args.Length, instructionPtr, tcd.ErrorHandler, tcd.Continuation, false, null, tcd.ErrorHandlerBeforeUnwind);\n\t\t\t}\n\t\t\telse if (tail.Type == DataType.YieldRequest)\n\t\t\t{\n\t\t\t\tm_SavedInstructionPtr = instructionPtr;\n\t\t\t\treturn YIELD_SPECIAL_TRAP;\n\t\t\t}\n\n\n\t\t\treturn instructionPtr;\n\t\t}\n\n\n\n\t\tprivate int JumpBool(Instruction i, bool expectedValueForJump, int instructionPtr)\n\t\t{\n\t\t\tDynValue op = m_ValueStack.Pop().ToScalar();\n\n\t\t\tif (op.CastToBool() == expectedValueForJump)\n\t\t\t\treturn i.NumVal;\n\n\t\t\treturn instructionPtr;\n\t\t}\n\n\t\tprivate int ExecShortCircuitingOperator(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tbool expectedValToShortCircuit = i.OpCode == OpCode.JtOrPop;\n\n\t\t\tDynValue op = m_ValueStack.Peek().ToScalar();\n\n\t\t\tif (op.CastToBool() == expectedValToShortCircuit)\n\t\t\t{\n\t\t\t\treturn i.NumVal;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_ValueStack.Pop();\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t}\n\n\n\t\tprivate int ExecAdd(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(ln.Value + rn.Value));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__add\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\t\t}\n\n\t\tprivate int ExecSub(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(ln.Value - rn.Value));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__sub\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate int ExecMul(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(ln.Value * rn.Value));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__mul\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\t\t}\n\n\t\tprivate int ExecMod(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tdouble mod = Math.IEEERemainder(ln.Value, rn.Value);\n\t\t\t\tif (mod < 0) mod += rn.Value;\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(mod));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__mod\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\t\t}\n\n\t\tprivate int ExecDiv(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(ln.Value / rn.Value));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__div\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\t\t}\n\t\tprivate int ExecPower(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tdouble? rn = r.CastToNumber();\n\t\t\tdouble? ln = l.CastToNumber();\n\n\t\t\tif (ln.HasValue && rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(Math.Pow(ln.Value, rn.Value)));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__pow\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(l, r);\n\t\t\t}\n\n\t\t}\n\n\t\tprivate int ExecNeg(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tdouble? rn = r.CastToNumber();\n\n\t\t\tif (rn.HasValue)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(-rn.Value));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeUnaryMetaMethod(r, \"__unm\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ArithmeticOnNonNumber(r);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate int ExecEq(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\t// first we do a brute force equals over the references\n\t\t\tif (object.ReferenceEquals(r, l))\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.True);\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\n\t\t\t// then if they are userdatas, attempt meta\n\t\t\tif (l.Type == DataType.UserData || r.Type == DataType.UserData)\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__eq\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t}\n\n\t\t\t// then if types are different, ret false\n\t\t\tif (r.Type != l.Type)\n\t\t\t{\n\t\t\t\tif ((l.Type == DataType.Nil && r.Type == DataType.Void) || (l.Type == DataType.Void && r.Type == DataType.Nil))\n\t\t\t\t\tm_ValueStack.Push(DynValue.True);\n\t\t\t\telse\n\t\t\t\t\tm_ValueStack.Push(DynValue.False);\n\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\n\t\t\t// then attempt metatables for tables\n\t\t\tif ((l.Type == DataType.Table) && (GetMetatable(l) != null) && (GetMetatable(l) == GetMetatable(r)))\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__eq\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t}\n\n\t\t\t// else perform standard comparison\n\t\t\tm_ValueStack.Push(DynValue.NewBoolean(r.Equals(l)));\n\t\t\treturn instructionPtr;\n\t\t}\n\n\t\tprivate int ExecLess(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tif (l.Type == DataType.Number && r.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(l.Number < r.Number));\n\t\t\t}\n\t\t\telse if (l.Type == DataType.String && r.Type == DataType.String)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(l.String.CompareTo(r.String) < 0));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__lt\", instructionPtr);\n\t\t\t\tif (ip < 0)\n\t\t\t\t\tthrow ScriptRuntimeException.CompareInvalidType(l, r);\n\t\t\t\telse\n\t\t\t\t\treturn ip;\n\t\t\t}\n\n\t\t\treturn instructionPtr;\n\t\t}\n\n\n\t\tprivate int ExecLessEq(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tif (l.Type == DataType.Number && r.Type == DataType.Number)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.False);\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(l.Number <= r.Number));\n\t\t\t}\n\t\t\telse if (l.Type == DataType.String && r.Type == DataType.String)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.False);\n\t\t\t\tm_ValueStack.Push(DynValue.NewBoolean(l.String.CompareTo(r.String) <= 0));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__le\", instructionPtr, DynValue.False);\n\t\t\t\tif (ip < 0)\n\t\t\t\t{\n\t\t\t\t\tip = Internal_InvokeBinaryMetaMethod(r, l, \"__lt\", instructionPtr, DynValue.True);\n\n\t\t\t\t\tif (ip < 0)\n\t\t\t\t\t\tthrow ScriptRuntimeException.CompareInvalidType(l, r);\n\t\t\t\t\telse\n\t\t\t\t\t\treturn ip;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t\treturn ip;\n\t\t\t}\n\n\t\t\treturn instructionPtr;\n\t\t}\n\n\t\tprivate int ExecLen(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\n\t\t\tif (r.Type == DataType.String)\n\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(r.String.Length));\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeUnaryMetaMethod(r, \"__len\", instructionPtr);\n\t\t\t\tif (ip >= 0)\n\t\t\t\t\treturn ip;\n\t\t\t\telse if (r.Type == DataType.Table)\n\t\t\t\t\tm_ValueStack.Push(DynValue.NewNumber(r.Table.Length));\n\n\t\t\t\telse throw ScriptRuntimeException.LenOnInvalidType(r);\n\t\t\t}\n\n\t\t\treturn instructionPtr;\n\t\t}\n\n\n\t\tprivate int ExecConcat(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tDynValue r = m_ValueStack.Pop().ToScalar();\n\t\t\tDynValue l = m_ValueStack.Pop().ToScalar();\n\n\t\t\tstring rs = r.CastToString();\n\t\t\tstring ls = l.CastToString();\n\n\t\t\tif (rs != null && ls != null)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(DynValue.NewString(ls + rs));\n\t\t\t\treturn instructionPtr;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint ip = Internal_InvokeBinaryMetaMethod(l, r, \"__concat\", instructionPtr);\n\t\t\t\tif (ip >= 0) return ip;\n\t\t\t\telse throw ScriptRuntimeException.ConcatOnNonString(l, r);\n\t\t\t}\n\n\t\t}\n\n\n\t\tprivate void ExecTblInitI(Instruction i)\n\t\t{\n\t\t\t// stack: tbl - val\n\t\t\tDynValue val = m_ValueStack.Pop();\n\t\t\tDynValue tbl = m_ValueStack.Peek();\n\n\t\t\tif (tbl.Type != DataType.Table)\n\t\t\t\tthrow new InternalErrorException(\"Unexpected type in table ctor : {0}\", tbl);\n\n\t\t\ttbl.Table.InitNextArrayKeys(val, i.NumVal != 0);\n\t\t}\n\n\t\tprivate void ExecTblInitN(Instruction i)\n\t\t{\n\t\t\t// stack: tbl - key - val\n\t\t\tDynValue val = m_ValueStack.Pop();\n\t\t\tDynValue key = m_ValueStack.Pop();\n\t\t\tDynValue tbl = m_ValueStack.Peek();\n\n\t\t\tif (tbl.Type != DataType.Table)\n\t\t\t\tthrow new InternalErrorException(\"Unexpected type in table ctor : {0}\", tbl);\n\n\t\t\ttbl.Table.Set(key, val.ToScalar());\n\t\t}\n\n\t\tprivate int ExecIndexSet(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tint nestedMetaOps = 100; // sanity check, to avoid potential infinite loop here\n\n\t\t\t// stack: vals.. - base - index\n\t\t\tbool isNameIndex = i.OpCode == OpCode.IndexSetN;\n\t\t\tbool isMultiIndex = (i.OpCode == OpCode.IndexSetL);\n\n\t\t\tDynValue originalIdx = i.Value ?? m_ValueStack.Pop();\n\t\t\tDynValue idx = originalIdx.ToScalar();\n\t\t\tDynValue obj = m_ValueStack.Pop().ToScalar();\n\t\t\tvar value = GetStoreValue(i);\n\t\t\tDynValue h = null;\n\n\n\t\t\twhile (nestedMetaOps > 0)\n\t\t\t{\n\t\t\t\t--nestedMetaOps;\n\n\t\t\t\tif (obj.Type == DataType.Table)\n\t\t\t\t{\n\t\t\t\t\tif (!isMultiIndex)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!obj.Table.Get(idx).IsNil())\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tobj.Table.Set(idx, value);\n\t\t\t\t\t\t\treturn instructionPtr;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\th = GetMetamethodRaw(obj, \"__newindex\");\n\n\t\t\t\t\tif (h == null || h.IsNil())\n\t\t\t\t\t{\n\t\t\t\t\t\tif (isMultiIndex) throw new ScriptRuntimeException(\"cannot multi-index a table. userdata expected\");\n\n\t\t\t\t\t\tobj.Table.Set(idx, value);\n\t\t\t\t\t\treturn instructionPtr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (obj.Type == DataType.UserData)\n\t\t\t\t{\n\t\t\t\t\tUserData ud = obj.UserData;\n\n\t\t\t\t\tif (!ud.Descriptor.SetIndex(this.GetScript(), ud.Object, originalIdx, value, isNameIndex))\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow ScriptRuntimeException.UserDataMissingField(ud.Descriptor.Name, idx.String);\n\t\t\t\t\t}\n\n\t\t\t\t\treturn instructionPtr;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\th = GetMetamethodRaw(obj, \"__newindex\");\n\n\t\t\t\t\tif (h == null || h.IsNil())\n\t\t\t\t\t\tthrow ScriptRuntimeException.IndexType(obj);\n\t\t\t\t}\n\n\t\t\t\tif (h.Type == DataType.Function || h.Type == DataType.ClrFunction)\n\t\t\t\t{\n\t\t\t\t\tif (isMultiIndex) throw new ScriptRuntimeException(\"cannot multi-index through metamethods. userdata expected\");\n\t\t\t\t\tm_ValueStack.Pop(); // burn extra value ?\n\n\t\t\t\t\tm_ValueStack.Push(h);\n\t\t\t\t\tm_ValueStack.Push(obj);\n\t\t\t\t\tm_ValueStack.Push(idx);\n\t\t\t\t\tm_ValueStack.Push(value);\n\t\t\t\t\treturn Internal_ExecCall(3, instructionPtr);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tobj = h;\n\t\t\t\t\th = null;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow ScriptRuntimeException.LoopInNewIndex();\n\t\t}\n\n\t\tprivate int ExecIndex(Instruction i, int instructionPtr)\n\t\t{\n\t\t\tint nestedMetaOps = 100; // sanity check, to avoid potential infinite loop here\n\n\t\t\t// stack: base - index\n\t\t\tbool isNameIndex = i.OpCode == OpCode.IndexN;\n\n\t\t\tbool isMultiIndex = (i.OpCode == OpCode.IndexL);\n\n\t\t\tDynValue originalIdx = i.Value ?? m_ValueStack.Pop();\n\t\t\tDynValue idx = originalIdx.ToScalar();\n\t\t\tDynValue obj = m_ValueStack.Pop().ToScalar();\n\n\t\t\tDynValue h = null;\n\n\n\t\t\twhile (nestedMetaOps > 0)\n\t\t\t{\n\t\t\t\t--nestedMetaOps;\n\n\t\t\t\tif (obj.Type == DataType.Table)\n\t\t\t\t{\n\t\t\t\t\tif (!isMultiIndex)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar v = obj.Table.Get(idx);\n\n\t\t\t\t\t\tif (!v.IsNil())\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tm_ValueStack.Push(v.AsReadOnly());\n\t\t\t\t\t\t\treturn instructionPtr;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\th = GetMetamethodRaw(obj, \"__index\");\n\n\t\t\t\t\tif (h == null || h.IsNil())\n\t\t\t\t\t{\n\t\t\t\t\t\tif (isMultiIndex) throw new ScriptRuntimeException(\"cannot multi-index a table. userdata expected\");\n\n\t\t\t\t\t\tm_ValueStack.Push(DynValue.Nil);\n\t\t\t\t\t\treturn instructionPtr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (obj.Type == DataType.UserData)\n\t\t\t\t{\n\t\t\t\t\tUserData ud = obj.UserData;\n\n\t\t\t\t\tvar v = ud.Descriptor.Index(this.GetScript(), ud.Object, originalIdx, isNameIndex);\n\n\t\t\t\t\tif (v == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow ScriptRuntimeException.UserDataMissingField(ud.Descriptor.Name, idx.String);\n\t\t\t\t\t}\n\n\t\t\t\t\tm_ValueStack.Push(v.AsReadOnly());\n\t\t\t\t\treturn instructionPtr;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\th = GetMetamethodRaw(obj, \"__index\");\n\n\t\t\t\t\tif (h == null || h.IsNil())\n\t\t\t\t\t\tthrow ScriptRuntimeException.IndexType(obj);\n\t\t\t\t}\n\n\t\t\t\tif (h.Type == DataType.Function || h.Type == DataType.ClrFunction)\n\t\t\t\t{\n\t\t\t\t\tif (isMultiIndex) throw new ScriptRuntimeException(\"cannot multi-index through metamethods. userdata expected\");\n\t\t\t\t\tm_ValueStack.Push(h);\n\t\t\t\t\tm_ValueStack.Push(obj);\n\t\t\t\t\tm_ValueStack.Push(idx);\n\t\t\t\t\treturn Internal_ExecCall(2, instructionPtr);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tobj = h;\n\t\t\t\t\th = null;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tthrow ScriptRuntimeException.LoopInIndex();\n\t\t}\n\n\n\n\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Scope.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tprivate void ClearBlockData(Instruction I)\n\t\t{\n\t\t\tint from = I.NumVal;\n\t\t\tint to = I.NumVal2;\n\n\t\t\tvar array = this.m_ExecutionStack.Peek().LocalScope;\n\n\t\t\tif (to >= 0 && from >= 0 && to >= from)\n\t\t\t{\n\t\t\t\tArray.Clear(array, from, to - from + 1);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic DynValue GetGenericSymbol(SymbolRef symref)\n\t\t{\n\t\t\tswitch (symref.i_Type)\n\t\t\t{\n\t\t\t\tcase  SymbolRefType.DefaultEnv:\n\t\t\t\t\treturn DynValue.NewTable(this.GetScript().Globals);\n\t\t\t\tcase SymbolRefType.Global:\n\t\t\t\t\treturn GetGlobalSymbol(GetGenericSymbol(symref.i_Env), symref.i_Name);\n\t\t\t\tcase SymbolRefType.Local:\n\t\t\t\t\treturn GetTopNonClrFunction().LocalScope[symref.i_Index];\n\t\t\t\tcase SymbolRefType.Upvalue:\n\t\t\t\t\treturn GetTopNonClrFunction().ClosureScope[symref.i_Index];\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected {0} LRef at resolution: {1}\", symref.i_Type, symref.i_Name);\n\t\t\t}\n\t\t}\n\n\t\tprivate DynValue GetGlobalSymbol(DynValue dynValue, string name)\n\t\t{\n\t\t\tif (dynValue.Type != DataType.Table)\n\t\t\t\tthrow new InvalidOperationException(string.Format(\"_ENV is not a table but a {0}\", dynValue.Type));\n\n\t\t\treturn dynValue.Table.Get(name);\n\t\t}\n\n\t\tprivate void SetGlobalSymbol(DynValue dynValue, string name, DynValue value)\n\t\t{\n\t\t\tif (dynValue.Type != DataType.Table)\n\t\t\t\tthrow new InvalidOperationException(string.Format(\"_ENV is not a table but a {0}\", dynValue.Type));\n\n\t\t\tdynValue.Table.Set(name, value ?? DynValue.Nil);\n\t\t}\n\n\n\t\tpublic void AssignGenericSymbol(SymbolRef symref, DynValue value)\n\t\t{\n\t\t\tswitch (symref.i_Type)\n\t\t\t{\n\t\t\t\tcase SymbolRefType.Global:\n\t\t\t\t\tSetGlobalSymbol(GetGenericSymbol(symref.i_Env), symref.i_Name, value);\n\t\t\t\t\tbreak;\n\t\t\t\tcase SymbolRefType.Local:\n\t\t\t\t\t{\n\t\t\t\t\t\tvar stackframe = GetTopNonClrFunction();\n\n\t\t\t\t\t\tDynValue v = stackframe.LocalScope[symref.i_Index];\n\t\t\t\t\t\tif (v == null)\n\t\t\t\t\t\t\tstackframe.LocalScope[symref.i_Index] = v = DynValue.NewNil();\n\n\t\t\t\t\t\tv.Assign(value);\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase SymbolRefType.Upvalue:\n\t\t\t\t\t{\n\t\t\t\t\t\tvar stackframe = GetTopNonClrFunction();\n\n\t\t\t\t\t\tDynValue v = stackframe.ClosureScope[symref.i_Index];\n\t\t\t\t\t\tif (v == null)\n\t\t\t\t\t\t\tstackframe.ClosureScope[symref.i_Index] = v = DynValue.NewNil();\n\n\t\t\t\t\t\tv.Assign(value);\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase SymbolRefType.DefaultEnv:\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new ArgumentException(\"Can't AssignGenericSymbol on a DefaultEnv symbol\");\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected {0} LRef at resolution: {1}\", symref.i_Type, symref.i_Name);\n\t\t\t}\n\t\t}\n\n\t\tCallStackItem GetTopNonClrFunction()\n\t\t{\n\t\t\tCallStackItem stackframe = null;\n\n\t\t\tfor (int i = 0; i < m_ExecutionStack.Count; i++)\n\t\t\t{\n\t\t\t\tstackframe = m_ExecutionStack.Peek(i);\n\n\t\t\t\tif (stackframe.ClrFunction == null)\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\treturn stackframe;\n\t\t}\n\n\n\t\tpublic SymbolRef FindSymbolByName(string name)\n\t\t{\n\t\t\tif (m_ExecutionStack.Count > 0)\n\t\t\t{\n\t\t\t\tCallStackItem stackframe = GetTopNonClrFunction();\n\n\t\t\t\tif (stackframe != null)\n\t\t\t\t{\n\t\t\t\t\tif (stackframe.Debug_Symbols != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = stackframe.Debug_Symbols.Length - 1; i >= 0; i--)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar l = stackframe.Debug_Symbols[i];\n\n\t\t\t\t\t\t\tif (l.i_Name == name && stackframe.LocalScope[i] != null)\n\t\t\t\t\t\t\t\treturn l;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\n\t\t\t\t\tvar closure = stackframe.ClosureScope;\n\n\t\t\t\t\tif (closure != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < closure.Symbols.Length; i++)\n\t\t\t\t\t\t\tif (closure.Symbols[i] == name)\n\t\t\t\t\t\t\t\treturn SymbolRef.Upvalue(name, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (name != WellKnownSymbols.ENV)\n\t\t\t{\n\t\t\t\tSymbolRef env = FindSymbolByName(WellKnownSymbols.ENV);\n\t\t\t\treturn SymbolRef.Global(name, env);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn SymbolRef.DefaultEnv;\n\t\t\t}\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_Scope.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_UtilityFunctions.cs",
    "content": "﻿using System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Execution.VM\n{\n\tsealed partial class Processor\n\t{\n\t\tprivate DynValue[] Internal_AdjustTuple(IList<DynValue> values)\n\t\t{\n\t\t\tif (values == null || values.Count == 0)\n\t\t\t\treturn new DynValue[0];\n\n\t\t\tif (values[values.Count - 1].Type == DataType.Tuple)\n\t\t\t{\n\t\t\t\tint baseLen = values.Count - 1 + values[values.Count - 1].Tuple.Length;\n\t\t\t\tDynValue[] result = new DynValue[baseLen];\n\n\t\t\t\tfor (int i = 0; i < values.Count - 1; i++)\n\t\t\t\t{\n\t\t\t\t\tresult[i] = values[i].ToScalar();\n\t\t\t\t}\n\n\t\t\t\tfor (int i = 0; i < values[values.Count - 1].Tuple.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tresult[values.Count + i - 1] = values[values.Count - 1].Tuple[i];\n\t\t\t\t}\n\n\t\t\t\tif (result[result.Length - 1].Type == DataType.Tuple)\n\t\t\t\t\treturn Internal_AdjustTuple(result);\n\t\t\t\telse\n\t\t\t\t\treturn result;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDynValue[] result = new DynValue[values.Count];\n\n\t\t\t\tfor (int i = 0; i < values.Count; i++)\n\t\t\t\t{\n\t\t\t\t\tresult[i] = values[i].ToScalar();\n\t\t\t\t}\n\n\t\t\t\treturn result;\n\t\t\t}\n\t\t}\n\n\n\n\t\tprivate int Internal_InvokeUnaryMetaMethod(DynValue op1, string eventName, int instructionPtr)\n\t\t{\n\t\t\tDynValue m = null;\n\n\t\t\tif (op1.Type == DataType.UserData)\n\t\t\t{\n\t\t\t\tm = op1.UserData.Descriptor.MetaIndex(m_Script, op1.UserData.Object, eventName);\n\t\t\t}\n\n\t\t\tif (m == null)\n\t\t\t{\n\t\t\t\tvar op1_MetaTable = GetMetatable(op1);\n\n\t\t\t\tif (op1_MetaTable != null)\n\t\t\t\t{\n\t\t\t\t\tDynValue meta1 = op1_MetaTable.RawGet(eventName);\n\t\t\t\t\tif (meta1 != null && meta1.IsNotNil())\n\t\t\t\t\t\tm = meta1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (m != null)\n\t\t\t{\n\t\t\t\tm_ValueStack.Push(m);\n\t\t\t\tm_ValueStack.Push(op1);\n\t\t\t\treturn Internal_ExecCall(1, instructionPtr);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t\tprivate int Internal_InvokeBinaryMetaMethod(DynValue l, DynValue r, string eventName, int instructionPtr, DynValue extraPush = null)\n\t\t{\n\t\t\tvar m = GetBinaryMetamethod(l, r, eventName);\n\n\t\t\tif (m != null)\n\t\t\t{\n\t\t\t\tif (extraPush != null)\n\t\t\t\t\tm_ValueStack.Push(extraPush);\n\n\t\t\t\tm_ValueStack.Push(m);\n\t\t\t\tm_ValueStack.Push(l);\n\t\t\t\tm_ValueStack.Push(r);\n\t\t\t\treturn Internal_ExecCall(2, instructionPtr);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\n\n\n\n\t\tprivate DynValue[] StackTopToArray(int items, bool pop)\n\t\t{\n\t\t\tDynValue[] values = new DynValue[items];\n\n\t\t\tif (pop)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < items; i++)\n\t\t\t\t{\n\t\t\t\t\tvalues[i] = m_ValueStack.Pop();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < items; i++)\n\t\t\t\t{\n\t\t\t\t\tvalues[i] = m_ValueStack[m_ValueStack.Count - 1 - i];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn values;\n\t\t}\n\n\t\tprivate DynValue[] StackTopToArrayReverse(int items, bool pop)\n\t\t{\n\t\t\tDynValue[] values = new DynValue[items];\n\n\t\t\tif (pop)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < items; i++)\n\t\t\t\t{\n\t\t\t\t\tvalues[items - 1 - i] = m_ValueStack.Pop();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < items; i++)\n\t\t\t\t{\n\t\t\t\t\tvalues[items - 1 - i] = m_ValueStack[m_ValueStack.Count - 1 - i];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn values;\n\t\t}\n\n\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Execution.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/BinDumpBinaryReader.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.IO\n{\n\t/// <summary>\n\t/// \"Optimized\" BinaryReader which shares strings and use a dumb compression for integers\n\t/// </summary>\n\tpublic class BinDumpBinaryReader : BinaryReader\n\t{\n\t\tpublic BinDumpBinaryReader(Stream s) : base(s) { }\n\t\tpublic BinDumpBinaryReader(Stream s, Encoding e) : base(s, e) { }\n\n\t\tList<string> m_Strings = new List<string>();\n\n\t\tpublic override int ReadInt32()\n\t\t{\n\t\t\tsbyte b = base.ReadSByte();\n\n\t\t\tif (b == 0x7F)\n\t\t\t\treturn (int)base.ReadInt16();\n\t\t\telse if (b == 0x7E)\n\t\t\t\treturn (int)base.ReadInt32();\n\t\t\telse\n\t\t\t\treturn (int)b;\n\t\t}\n\n\t\tpublic override uint ReadUInt32()\n\t\t{\n\t\t\tbyte b = base.ReadByte();\n\n\t\t\tif (b == 0x7F)\n\t\t\t\treturn (uint)base.ReadUInt16();\n\t\t\telse if (b == 0x7E)\n\t\t\t\treturn (uint)base.ReadUInt32();\n\t\t\telse\n\t\t\t\treturn (uint)b;\n\t\t}\n\n\t\tpublic override string ReadString()\n\t\t{\n\t\t\tint pos = ReadInt32();\n\n\t\t\tif (pos < m_Strings.Count)\n\t\t\t{\n\t\t\t\treturn m_Strings[pos];\n\t\t\t}\n\t\t\telse if (pos == m_Strings.Count)\n\t\t\t{\n\t\t\t\tstring str = base.ReadString();\n\t\t\t\tm_Strings.Add(str);\n\t\t\t\treturn str;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow new IOException(\"string map failure\");\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/BinDumpBinaryReader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 92bf47d6eb5a06542ba542405e84b66e\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/BinDumpBinaryWriter.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.IO\n{\n\t/// <summary>\n\t/// \"Optimized\" BinaryWriter which shares strings and use a dumb compression for integers\n\t/// </summary>\n\tpublic class BinDumpBinaryWriter : BinaryWriter\n\t{\n\t\tDictionary<string, int> m_StringMap = new Dictionary<string, int>();\n\n\t\tpublic BinDumpBinaryWriter(Stream s) : base(s) { }\n\t\tpublic BinDumpBinaryWriter(Stream s, Encoding e) : base(s, e) { }\n\n\t\tpublic override void Write(uint value)\n\t\t{\n\t\t\tbyte v8 = (byte)value;\n\n\t\t\tif ((uint)v8 == value && (v8 != 0x7F) && (v8 != 0x7E))\n\t\t\t{\n\t\t\t\tbase.Write(v8);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tushort v16 = (ushort)value;\n\n\t\t\t\tif ((uint)v16 == value)\n\t\t\t\t{\n\t\t\t\t\tbase.Write((byte)0x7F);\n\t\t\t\t\tbase.Write(v16);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbase.Write((byte)0x7E);\n\t\t\t\t\tbase.Write(value);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tpublic override void Write(int value)\n\t\t{\n\t\t\tsbyte vsbyte = (sbyte)value;\n\n\t\t\tif ((int)vsbyte == value && (vsbyte != 0x7F) && (vsbyte != 0x7E))\n\t\t\t{\n\t\t\t\tbase.Write(vsbyte);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tshort vshort = (short)value;\n\n\t\t\t\tif ((int)vshort == value)\n\t\t\t\t{\n\t\t\t\t\tbase.Write((sbyte)0x7F);\n\t\t\t\t\tbase.Write(vshort);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbase.Write((sbyte)0x7E);\n\t\t\t\t\tbase.Write(value);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tpublic override void Write(string value)\n\t\t{\n\t\t\tint pos;\n\n\t\t\tif (m_StringMap.TryGetValue(value, out pos))\n\t\t\t{\n\t\t\t\tthis.Write(m_StringMap[value]);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tpos = m_StringMap.Count;\n\t\t\t\tm_StringMap[value] = pos;\n\n\t\t\t\tthis.Write(pos);\n\t\t\t\tbase.Write(value);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/BinDumpBinaryWriter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 723d02675ffe0fa45ac6cd3910dae8d4\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/UndisposableStream.cs",
    "content": "﻿using System;\nusing System.IO;\n\nnamespace MoonSharp.Interpreter.IO\n{\n\t/// <summary>\n\t/// An adapter over Stream which bypasses the Dispose and Close methods.\n\t/// Used to work around the pesky wrappers .NET has over Stream (BinaryReader, StreamWriter, etc.) which think they\n\t/// own the Stream and close them when they shouldn't. Damn.\n\t/// </summary>\n\tpublic class UndisposableStream : Stream\n\t{\n\t\tStream m_Stream;\n\n\t\tpublic UndisposableStream(Stream stream)\n\t\t{\n\t\t\tm_Stream = stream;\n\t\t}\n\n\t\tprotected override void Dispose(bool disposing)\n\t\t{\n\t\t}\n\n#if !(PCL || ENABLE_DOTNET || NETFX_CORE)\n\t\tpublic override void Close()\n\t\t{\n\t\t}\n#endif\n\n\n\t\tpublic override bool CanRead\n\t\t{\n\t\t\tget { return m_Stream.CanRead; }\n\t\t}\n\n\t\tpublic override bool CanSeek\n\t\t{\n\t\t\tget { return m_Stream.CanSeek; }\n\t\t}\n\n\t\tpublic override bool CanWrite\n\t\t{\n\t\t\tget { return m_Stream.CanWrite; }\n\t\t}\n\n\t\tpublic override void Flush()\n\t\t{\n\t\t\tm_Stream.Flush();\n\t\t}\n\n\t\tpublic override long Length\n\t\t{\n\t\t\tget { return m_Stream.Length; }\n\t\t}\n\n\t\tpublic override long Position\n\t\t{\n\t\t\tget { return m_Stream.Position; }\n\t\t\tset { m_Stream.Position = value; }\n\t\t}\n\n\t\tpublic override int Read(byte[] buffer, int offset, int count)\n\t\t{\n\t\t\treturn m_Stream.Read(buffer, offset, count);\n\t\t}\n\n\t\tpublic override long Seek(long offset, SeekOrigin origin)\n\t\t{\n\t\t\treturn m_Stream.Seek(offset, origin);\n\t\t}\n\n\t\tpublic override void SetLength(long value)\n\t\t{\n\t\t\tm_Stream.SetLength(value);\n\t\t}\n\n\t\tpublic override void Write(byte[] buffer, int offset, int count)\n\t\t{\n\t\t\tm_Stream.Write(buffer, offset, count);\n\t\t}\n\n#if (!(NETFX_CORE))\n\t\tpublic override IAsyncResult BeginRead(byte[] buffer, int offset, int count, AsyncCallback callback, object state)\n\t\t{\n\t\t\treturn m_Stream.BeginRead(buffer, offset, count, callback, state);\n\t\t}\n\n\t\tpublic override IAsyncResult BeginWrite(byte[] buffer, int offset, int count, AsyncCallback callback, object state)\n\t\t{\n\t\t\treturn m_Stream.BeginWrite(buffer, offset, count, callback, state);\n\t\t}\n\n\t\tpublic override void EndWrite(IAsyncResult asyncResult)\n\t\t{\n\t\t\tm_Stream.EndWrite(asyncResult);\n\t\t}\n\n\t\tpublic override int EndRead(IAsyncResult asyncResult)\n\t\t{\n\t\t\treturn m_Stream.EndRead(asyncResult);\n\t\t}\n#endif\n\t\tpublic override bool CanTimeout\n\t\t{\n\t\t\tget { return m_Stream.CanTimeout; }\n\t\t}\n\n\n\t\tpublic override bool Equals(object obj)\n\t\t{\n\t\t\treturn m_Stream.Equals(obj);\n\t\t}\n\n\t\tpublic override int GetHashCode()\n\t\t{\n\t\t\treturn m_Stream.GetHashCode();\n\t\t}\n\n\n\t\tpublic override int ReadByte()\n\t\t{\n\t\t\treturn m_Stream.ReadByte();\n\t\t}\n\n\t\tpublic override int ReadTimeout\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Stream.ReadTimeout;\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tm_Stream.ReadTimeout = value;\n\t\t\t}\n\t\t}\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn m_Stream.ToString();\n\t\t}\n\n\t\tpublic override void WriteByte(byte value)\n\t\t{\n\t\t\tm_Stream.WriteByte(value);\n\t\t}\n\n\t\tpublic override int WriteTimeout\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Stream.WriteTimeout;\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tm_Stream.WriteTimeout = value;\n\t\t\t}\n\t\t}\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/IO/UndisposableStream.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b356e082aada7724fa8fb24ce060fbad\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpHiddenAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Forces a class member visibility to scripts. Can be used to hide public members. Equivalent to MoonSharpVisible(false).\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Field\n\t\t| AttributeTargets.Constructor | AttributeTargets.Event, Inherited = true, AllowMultiple = false)]\n\tpublic sealed class MoonSharpHiddenAttribute : Attribute\n\t{\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpHiddenAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0ee76c7d18c9b6438818414112a6237\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpHideMemberAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Lists a userdata member not to be exposed to scripts referencing it by name.\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, Inherited = true, AllowMultiple = true)]\n\tpublic sealed class MoonSharpHideMemberAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the member to be hidden.\n\t\t/// </summary>\n\t\tpublic string MemberName { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpHideMemberAttribute\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"memberName\">Name of the member to hide.</param>\n\t\tpublic MoonSharpHideMemberAttribute(string memberName)\n\t\t{\n\t\t\tMemberName = memberName;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpHideMemberAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: edb3596d553f78149861df66c052b563\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpPropertyAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\n\t/// <summary>\n\t/// Marks a property as a configruation property\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Property, Inherited = true, AllowMultiple = true)]\n\tpublic sealed class MoonSharpPropertyAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// The metamethod name (like '__div', '__ipairs', etc.)\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpPropertyAttribute\"/> class.\n\t\t/// </summary>\n\t\tpublic MoonSharpPropertyAttribute()\n\t\t{\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpPropertyAttribute\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name for this property</param>\n\t\tpublic MoonSharpPropertyAttribute(string name)\n\t\t{\n\t\t\tName = name;\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpPropertyAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7fa826797e1590140a5f92b668855e05\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpUserDataAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Marks a type of automatic registration as userdata (which happens only if UserData.RegisterAssembly is called).\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, Inherited = false, AllowMultiple = false)]\n\tpublic sealed class MoonSharpUserDataAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// The interop access mode\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpUserDataAttribute\"/> class.\n\t\t/// </summary>\n\t\tpublic MoonSharpUserDataAttribute()\n\t\t{\n\t\t\tAccessMode = InteropAccessMode.Default;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpUserDataAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4187df726795f1944896f6399482a064\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpUserDataMetamethodAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Marks a method as the handler of metamethods of a userdata type\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = true)]\n\tpublic sealed class MoonSharpUserDataMetamethodAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// The metamethod name (like '__div', '__ipairs', etc.)\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpUserDataMetamethodAttribute\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The metamethod name (like '__div', '__ipairs', etc.)</param>\n\t\tpublic MoonSharpUserDataMetamethodAttribute(string name)\n\t\t{\n\t\t\tName = name;\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpUserDataMetamethodAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 31130bda222831445a4ae8a897e68836\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpVisibleAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Forces a class member visibility to scripts. Can be used to hide public members or to expose non-public ones.\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Field\n\t\t| AttributeTargets.Constructor | AttributeTargets.Event, Inherited = true, AllowMultiple = false)]\n\tpublic sealed class MoonSharpVisibleAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this <see cref=\"MoonSharpVisibleAttribute\"/> is set to \"visible\".\n\t\t/// </summary>\n\t\tpublic bool Visible { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MoonSharpVisibleAttribute\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"visible\">if set to true the member will be exposed to scripts, if false the member will be hidden.</param>\n\t\tpublic MoonSharpVisibleAttribute(bool visible)\n\t\t{\n\t\t\tVisible = visible;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes/MoonSharpVisibleAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 973024d24a154e84fb18cfe951286985\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Attributes.meta",
    "content": "fileFormatVersion: 2\nguid: a2020bc390bd70f44bd604893a1252d3\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/DispatchingUserDataDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// An abstract user data descriptor which accepts members described by <see cref=\"IMemberDescriptor\"/> objects and\n\t/// correctly dispatches to them.\n\t/// Metamethods are also by default dispatched to operator overloads and other similar methods - see\n\t/// <see cref=\"MetaIndex\"/> .\n\t/// </summary>\n\tpublic abstract class DispatchingUserDataDescriptor : IUserDataDescriptor, IOptimizableDescriptor\n\t{\n\t\tprivate int m_ExtMethodsVersion = 0;\n\t\tprivate Dictionary<string, IMemberDescriptor> m_MetaMembers = new Dictionary<string, IMemberDescriptor>();\n\t\tprivate Dictionary<string, IMemberDescriptor> m_Members = new Dictionary<string, IMemberDescriptor>();\n\n\t\t/// <summary>\n\t\t/// The special name used by CLR for indexer getters\n\t\t/// </summary>\n\t\tprotected const string SPECIALNAME_INDEXER_GET = \"get_Item\";\n\t\t/// <summary>\n\t\t/// The special name used by CLR for indexer setters\n\t\t/// </summary>\n\t\tprotected const string SPECIALNAME_INDEXER_SET = \"set_Item\";\n\n\t\t/// <summary>\n\t\t/// The special name used by CLR for explicit cast conversions\n\t\t/// </summary>\n\t\tprotected const string SPECIALNAME_CAST_EXPLICIT = \"op_Explicit\";\n\t\t/// <summary>\n\t\t/// The special name used by CLR for implicit cast conversions\n\t\t/// </summary>\n\t\tprotected const string SPECIALNAME_CAST_IMPLICIT = \"op_Implicit\";\n\n\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tpublic Type Type { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a human readable friendly name of the descriptor\n\t\t/// </summary>\n\t\tpublic string FriendlyName { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"StandardUserDataDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type this descriptor refers to.</param>\n\t\t/// <param name=\"friendlyName\">A friendly name for the type, or null.</param>\n\t\tprotected DispatchingUserDataDescriptor(Type type, string friendlyName = null)\n\t\t{\n\t\t\tType = type;\n\t\t\tName = type.FullName;\n\t\t\tFriendlyName = friendlyName ?? type.Name;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds a member to the meta-members list.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name of the metamethod.</param>\n\t\t/// <param name=\"desc\">The desc.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// Thrown if a name conflict is detected and one of the conflicting members does not support overloads.\n\t\t/// </exception>\n\t\tpublic void AddMetaMember(string name, IMemberDescriptor desc)\n\t\t{\n\t\t\tif (desc != null)\n\t\t\t\tAddMemberTo(m_MetaMembers, name, desc);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Adds a DynValue as a member\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic void AddDynValue(string name, DynValue value)\n\t\t{\n\t\t\tvar desc = new DynValueMemberDescriptor(name, value); \n\t\t\tAddMemberTo(m_Members, name, desc);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds a property to the member list\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"desc\">The descriptor.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// Thrown if a name conflict is detected and one of the conflicting members does not support overloads.\n\t\t/// </exception>\n\t\tpublic void AddMember(string name, IMemberDescriptor desc)\n\t\t{\n\t\t\tif (desc != null)\n\t\t\t\tAddMemberTo(m_Members, name, desc);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the member names.\n\t\t/// </summary>\n\t\tpublic IEnumerable<string> MemberNames\n\t\t{\n\t\t\tget { return m_Members.Keys; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the members.\n\t\t/// </summary>\n\t\tpublic IEnumerable<KeyValuePair<string, IMemberDescriptor>> Members\n\t\t{\n\t\t\tget { return m_Members; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds the member with a given name. If not found, null is returned.\n\t\t/// </summary>\n\t\t/// <param name=\"memberName\">Name of the member.</param>\n\t\t/// <returns></returns>\n\t\tpublic IMemberDescriptor FindMember(string memberName)\n\t\t{\n\t\t\treturn m_Members.GetOrDefault(memberName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the member with a given name. In case of overloaded functions, all overloads are removed.\n\t\t/// </summary>\n\t\t/// <param name=\"memberName\">Name of the member.</param>\n\t\tpublic void RemoveMember(string memberName)\n\t\t{\n\t\t\tm_Members.Remove(memberName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the meta member names.\n\t\t/// </summary>\n\t\tpublic IEnumerable<string> MetaMemberNames\n\t\t{\n\t\t\tget { return m_MetaMembers.Keys; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the meta members.\n\t\t/// </summary>\n\t\tpublic IEnumerable<KeyValuePair<string, IMemberDescriptor>> MetaMembers\n\t\t{\n\t\t\tget { return m_MetaMembers; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Finds the meta member with a given name. If not found, null is returned.\n\t\t/// </summary>\n\t\t/// <param name=\"memberName\">Name of the member.</param>\n\t\tpublic IMemberDescriptor FindMetaMember(string memberName)\n\t\t{\n\t\t\treturn m_MetaMembers.GetOrDefault(memberName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Removes the meta member with a given name. In case of overloaded functions, all overloads are removed.\n\t\t/// </summary>\n\t\t/// <param name=\"memberName\">Name of the member.</param>\n\t\tpublic void RemoveMetaMember(string memberName)\n\t\t{\n\t\t\tm_MetaMembers.Remove(memberName);\n\t\t}\n\n\n\n\n\t\tprivate void AddMemberTo(Dictionary<string, IMemberDescriptor> members, string name, IMemberDescriptor desc)\n\t\t{\n\t\t\tIOverloadableMemberDescriptor odesc = desc as IOverloadableMemberDescriptor;\n\n\t\t\tif (odesc != null)\n\t\t\t{\n\t\t\t\tif (members.ContainsKey(name))\n\t\t\t\t{\n\t\t\t\t\tOverloadedMethodMemberDescriptor overloads = members[name] as OverloadedMethodMemberDescriptor;\n\n\t\t\t\t\tif (overloads != null)\n\t\t\t\t\t\toverloads.AddOverload(odesc);\n\t\t\t\t\telse\n\t\t\t\t\t\tthrow new ArgumentException(string.Format(\"Multiple members named {0} are being added to type {1} and one or more of these members do not support overloads.\", name, this.Type.FullName));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmembers.Add(name, new OverloadedMethodMemberDescriptor(name, this.Type, odesc));\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (members.ContainsKey(name))\n\t\t\t\t{\n\t\t\t\t\tthrow new ArgumentException(string.Format(\"Multiple members named {0} are being added to type {1} and one or more of these members do not support overloads.\", name, this.Type.FullName));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmembers.Add(name, desc);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation. This tries to resolve minor variations of member names.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual DynValue Index(Script script, object obj, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\tif (!isDirectIndexing)\n\t\t\t{\n\t\t\t\tIMemberDescriptor mdesc = m_Members\n\t\t\t\t\t.GetOrDefault(SPECIALNAME_INDEXER_GET)\n\t\t\t\t\t.WithAccessOrNull(MemberDescriptorAccess.CanExecute);\n\n\t\t\t\tif (mdesc != null)\n\t\t\t\t\treturn ExecuteIndexer(mdesc, script, obj, index, null);\n\t\t\t}\n\n\t\t\tindex = index.ToScalar();\n\n\t\t\tif (index.Type != DataType.String)\n\t\t\t\treturn null;\n\n\t\t\tDynValue v = TryIndex(script, obj, index.String);\n\t\t\tif (v == null) v = TryIndex(script, obj, UpperFirstLetter(index.String));\n\t\t\tif (v == null) v = TryIndex(script, obj, Camelify(index.String));\n\t\t\tif (v == null) v = TryIndex(script, obj, UpperFirstLetter(Camelify(index.String)));\n\n\t\t\tif (v == null && m_ExtMethodsVersion < UserData.GetExtensionMethodsChangeVersion())\n\t\t\t{\n\t\t\t\tm_ExtMethodsVersion = UserData.GetExtensionMethodsChangeVersion();\n\n\t\t\t\tv = TryIndexOnExtMethod(script, obj, index.String);\n\t\t\t\tif (v == null) v = TryIndexOnExtMethod(script, obj, UpperFirstLetter(index.String));\n\t\t\t\tif (v == null) v = TryIndexOnExtMethod(script, obj, Camelify(index.String));\n\t\t\t\tif (v == null) v = TryIndexOnExtMethod(script, obj, UpperFirstLetter(Camelify(index.String)));\n\t\t\t}\n\n\t\t\treturn v;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Tries to perform an indexing operation by checking newly added extension methods for the given indexName.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"indexName\">Member name to be indexed.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tprivate DynValue TryIndexOnExtMethod(Script script, object obj, string indexName)\n\t\t{\n\t\t\tList<IOverloadableMemberDescriptor> methods = UserData.GetExtensionMethodsByNameAndType(indexName, this.Type);\n\n\t\t\tif (methods != null && methods.Count > 0)\n\t\t\t{\n\t\t\t\tvar ext = new OverloadedMethodMemberDescriptor(indexName, this.Type);\n\t\t\t\text.SetExtensionMethodsSnapshot(UserData.GetExtensionMethodsChangeVersion(), methods);\n\t\t\t\tm_Members.Add(indexName, ext);\n\t\t\t\treturn DynValue.NewCallback(ext.GetCallback(script, obj));\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the descriptor contains the specified member (by exact name)\n\t\t/// </summary>\n\t\t/// <param name=\"exactName\">Name of the member.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool HasMember(string exactName)\n\t\t{\n\t\t\treturn m_Members.ContainsKey(exactName);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the descriptor contains the specified member in the meta list (by exact name)\n\t\t/// </summary>\n\t\t/// <param name=\"exactName\">Name of the meta-member.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool HasMetaMember(string exactName)\n\t\t{\n\t\t\treturn m_MetaMembers.ContainsKey(exactName);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Tries to perform an indexing operation by checking methods and properties for the given indexName\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"indexName\">Member name to be indexed.</param>\n\t\t/// <returns></returns>\n\t\tprotected virtual DynValue TryIndex(Script script, object obj, string indexName)\n\t\t{\n\t\t\tIMemberDescriptor desc;\n\n\t\t\tif (m_Members.TryGetValue(indexName, out desc))\n\t\t\t{\n\t\t\t\treturn desc.GetValue(script, obj);\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation. This tries to resolve minor variations of member names.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual bool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\tif (!isDirectIndexing)\n\t\t\t{\n\t\t\t\tIMemberDescriptor mdesc = m_Members\n\t\t\t\t\t.GetOrDefault(SPECIALNAME_INDEXER_SET)\n\t\t\t\t\t.WithAccessOrNull(MemberDescriptorAccess.CanExecute);\n\n\t\t\t\tif (mdesc != null)\n\t\t\t\t{\n\t\t\t\t\tExecuteIndexer(mdesc, script, obj, index, value);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tindex = index.ToScalar();\n\n\t\t\tif (index.Type != DataType.String)\n\t\t\t\treturn false;\n\n\t\t\tbool v = TrySetIndex(script, obj, index.String, value);\n\t\t\tif (!v) v = TrySetIndex(script, obj, UpperFirstLetter(index.String), value);\n\t\t\tif (!v) v = TrySetIndex(script, obj, Camelify(index.String), value);\n\t\t\tif (!v) v = TrySetIndex(script, obj, UpperFirstLetter(Camelify(index.String)), value);\n\n\t\t\treturn v;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Tries to perform an indexing \"set\" operation by checking methods and properties for the given indexName\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"indexName\">Member name to be indexed.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns></returns>\n\t\tprotected virtual bool TrySetIndex(Script script, object obj, string indexName, DynValue value)\n\t\t{\n\t\t\tIMemberDescriptor descr = m_Members.GetOrDefault(indexName);\n\n\t\t\tif (descr != null)\n\t\t\t{\n\t\t\t\tdescr.SetValue(script, obj, value);\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\tvoid IOptimizableDescriptor.Optimize()\n\t\t{\n\t\t\tforeach (var m in this.m_MetaMembers.Values.OfType<IOptimizableDescriptor>())\n\t\t\t\tm.Optimize();\n\n\t\t\tforeach (var m in this.m_Members.Values.OfType<IOptimizableDescriptor>())\n\t\t\t\tm.Optimize();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the specified name from underscore_case to camelCase.\n\t\t/// Just a wrapper over the <see cref=\"DescriptorHelpers\"/> method with the same name,\n \t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <returns></returns>\n\t\tprotected static string Camelify(string name)\n\t\t{\n\t\t\treturn DescriptorHelpers.Camelify(name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the specified name to one with an uppercase first letter (something to Something).\n\t\t/// Just a wrapper over the <see cref=\"DescriptorHelpers\"/> method with the same name,\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <returns></returns>\n\t\tprotected static string UpperFirstLetter(string name)\n\t\t{\n\t\t\treturn DescriptorHelpers.UpperFirstLetter(name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this userdata to string\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual string AsString(object obj)\n\t\t{\n\t\t\treturn (obj != null) ? obj.ToString() : null;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Executes the specified indexer method.\n\t\t/// </summary>\n\t\t/// <param name=\"mdesc\">The method descriptor</param>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"index\">The indexer parameter</param>\n\t\t/// <param name=\"value\">The dynvalue to set on a setter, or null.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tprotected virtual DynValue ExecuteIndexer(IMemberDescriptor mdesc, Script script, object obj, DynValue index, DynValue value)\n\t\t{\n\t\t\tIList<DynValue> values;\n\n\t\t\tif (index.Type == DataType.Tuple)\n\t\t\t{\n\t\t\t\tif (value == null)\n\t\t\t\t{\n\t\t\t\t\tvalues = index.Tuple;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvalues = new List<DynValue>(index.Tuple);\n\t\t\t\t\tvalues.Add(value);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (value == null)\n\t\t\t\t{\n\t\t\t\t\tvalues = new DynValue[] { index };\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvalues = new DynValue[] { index, value };\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tCallbackArguments args = new CallbackArguments(values, false);\n\t\t\tScriptExecutionContext execCtx = script.CreateDynamicExecutionContext();\n\n\t\t\tDynValue v = mdesc.GetValue(script, obj);\n\n\t\t\tif (v.Type != DataType.ClrFunction)\n\t\t\t\tthrow new ScriptRuntimeException(\"a clr callback was expected in member {0}, while a {1} was found\", mdesc.Name, v.Type);\n\n\t\t\treturn v.Callback.ClrCallback(execCtx, args);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil). \n\t\t/// See <see cref=\"IUserDataDescriptor.MetaIndex\" /> for further details.\n\t\t/// \n\t\t/// If a method exists marked with <see cref=\"MoonSharpUserDataMetamethodAttribute\" /> for the specific\n\t\t/// metamethod requested, that method is returned.\n\t\t/// \n\t\t/// If the above fails, the following dispatching occur:\n\t\t/// \n\t\t/// __add, __sub, __mul, __div, __mod and __unm are dispatched to C# operator overloads (if they exist)\n\t\t/// __eq is dispatched to System.Object.Equals.\n\t\t/// __lt and __le are dispatched IComparable.Compare, if the type implements IComparable or IComparable{object}\n\t\t/// __len is dispatched to Length and Count properties, if those exist.\n\t\t/// __iterator is handled if the object implements IEnumerable or IEnumerator.\n\t\t/// __tonumber is dispatched to implicit or explicit conversion operators to standard numeric types.\n\t\t/// __tobool is dispatched to an implicit or explicit conversion operator to bool. If that fails, operator true is used.\n\t\t/// \n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic virtual DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\tIMemberDescriptor desc = m_MetaMembers.GetOrDefault(metaname);\n\n\t\t\tif (desc != null)\n\t\t\t{\n\t\t\t\treturn desc.GetValue(script, obj);\n\t\t\t}\n\n\t\t\tswitch (metaname)\n\t\t\t{\n\t\t\t\tcase \"__add\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_Addition\");\n\t\t\t\tcase \"__sub\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_Subtraction\");\n\t\t\t\tcase \"__mul\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_Multiply\");\n\t\t\t\tcase \"__div\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_Division\");\n\t\t\t\tcase \"__mod\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_Modulus\");\n\t\t\t\tcase \"__unm\":\n\t\t\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_UnaryNegation\");\n\t\t\t\tcase \"__eq\":\n\t\t\t\t\treturn MultiDispatchEqual(script, obj);\n\t\t\t\tcase \"__lt\":\n\t\t\t\t\treturn MultiDispatchLessThan(script, obj);\n\t\t\t\tcase \"__le\":\n\t\t\t\t\treturn MultiDispatchLessThanOrEqual(script, obj);\n\t\t\t\tcase \"__len\":\n\t\t\t\t\treturn TryDispatchLength(script, obj);\n\t\t\t\tcase \"__tonumber\":\n\t\t\t\t\treturn TryDispatchToNumber(script, obj);\n\t\t\t\tcase \"__tobool\":\n\t\t\t\t\treturn TryDispatchToBool(script, obj);\n\t\t\t\tcase \"__iterator\":\n\t\t\t\t\treturn ClrToScriptConversions.EnumerationToDynValue(script, obj);\n\t\t\t\tdefault:\n\t\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\n\t\t#region MetaMethodsDispatching\n\n\n\t\tprivate int PerformComparison(object obj, object p1, object p2)\n\t\t{\n\t\t\tIComparable comp = (IComparable)obj;\n\n\t\t\tif (comp != null)\n\t\t\t{\n\t\t\t\tif (object.ReferenceEquals(obj, p1))\n\t\t\t\t\treturn comp.CompareTo(p2);\n\t\t\t\telse if (object.ReferenceEquals(obj, p2))\n\t\t\t\t\treturn -comp.CompareTo(p1);\n\t\t\t}\n\n\t\t\tthrow new InternalErrorException(\"unexpected case\");\n\t\t}\n\n\n\t\tprivate DynValue MultiDispatchLessThanOrEqual(Script script, object obj)\n\t\t{\n\t\t\tIComparable comp = obj as IComparable;\n\t\t\tif (comp != null)\n\t\t\t{\n\t\t\t\treturn DynValue.NewCallback(\n\t\t\t\t\t(context, args) =>\n\t\t\t\t\t\tDynValue.NewBoolean(PerformComparison(obj, args[0].ToObject(), args[1].ToObject()) <= 0));\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\tprivate DynValue MultiDispatchLessThan(Script script, object obj)\n\t\t{\n\t\t\tIComparable comp = obj as IComparable;\n\t\t\tif (comp != null)\n\t\t\t{\n\t\t\t\treturn DynValue.NewCallback(\n\t\t\t\t\t(context, args) =>\n\t\t\t\t\t\tDynValue.NewBoolean(PerformComparison(obj, args[0].ToObject(), args[1].ToObject()) < 0));\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\tprivate DynValue TryDispatchLength(Script script, object obj)\n\t\t{\n\t\t\tif (obj == null) return null;\n\n\t\t\tvar lenprop = m_Members.GetOrDefault(\"Length\");\n\t\t\tif (lenprop != null && lenprop.CanRead() && !lenprop.CanExecute()) return lenprop.GetGetterCallbackAsDynValue(script, obj);\n\n\t\t\tvar countprop = m_Members.GetOrDefault(\"Count\");\n\t\t\tif (countprop != null && countprop.CanRead() && !countprop.CanExecute()) return countprop.GetGetterCallbackAsDynValue(script, obj);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\tprivate DynValue MultiDispatchEqual(Script script, object obj)\n\t\t{\n\t\t\treturn DynValue.NewCallback(\n\t\t\t\t(context, args) => DynValue.NewBoolean(CheckEquality(obj, args[0].ToObject(), args[1].ToObject())));\n\t\t}\n\n\n\t\tprivate bool CheckEquality(object obj, object p1, object p2)\n\t\t{\n\t\t\tif (obj != null)\n\t\t\t{\n\t\t\t\tif (object.ReferenceEquals(obj, p1))\n\t\t\t\t\treturn obj.Equals(p2);\n\t\t\t\telse if (object.ReferenceEquals(obj, p2))\n\t\t\t\t\treturn obj.Equals(p1);\n\t\t\t}\n\n\t\t\tif (p1 != null) return p1.Equals(p2);\n\t\t\telse if (p2 != null) return p2.Equals(p1);\n\t\t\telse return true;\n\t\t}\n\n\t\tprivate DynValue DispatchMetaOnMethod(Script script, object obj, string methodName)\n\t\t{\n\t\t\tIMemberDescriptor desc = m_Members.GetOrDefault(methodName);\n\n\t\t\tif (desc != null)\n\t\t\t{\n\t\t\t\treturn desc.GetValue(script, obj);\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn null;\n\t\t}\n\n\n\t\tprivate DynValue TryDispatchToNumber(Script script, object obj)\n\t\t{\n\t\t\tforeach (Type t in NumericConversions.NumericTypesOrdered)\n\t\t\t{\n\t\t\t\tvar name = t.GetConversionMethodName();\n\t\t\t\tvar v = DispatchMetaOnMethod(script, obj, name);\n\t\t\t\tif (v != null) return v;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\n\t\tprivate DynValue TryDispatchToBool(Script script, object obj)\n\t\t{\n\t\t\tvar name = typeof(bool).GetConversionMethodName();\n\t\t\tvar v = DispatchMetaOnMethod(script, obj, name);\n\t\t\tif (v != null) return v;\n\t\t\treturn DispatchMetaOnMethod(script, obj, \"op_True\");\n\t\t}\n\n\t\t#endregion\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// Unless a very specific behaviour is needed, the correct implementation is a \n\t\t/// simple \" return type.IsInstanceOfType(obj); \"\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\treturn Framework.Do.IsInstanceOfType(type, obj);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/DispatchingUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0fc723db98663654eba3cce564952aac\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IMemberDescriptor.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Base interface to describe access to members of a given type.\n\t/// While it's not infrastructural to implement custom type descriptors, it's needed for \n\t/// classes extending <see cref=\"DispatchingUserDataDescriptor\"/>.\n\t/// </summary>\n\tpublic interface IMemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described member is static.\n\t\t/// </summary>\n\t\tbool IsStatic { get; }\n\t\t/// <summary>\n\t\t/// Gets the name of the member\n\t\t/// </summary>\n\t\tstring Name { get; }\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tMemberDescriptorAccess MemberAccess { get; }\n\t\t/// <summary>\n\t\t/// Gets the value of this member as a <see cref=\"DynValue\"/> to be exposed to scripts.\n\t\t/// Implementors should raise exceptions if the value cannot be read or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <returns>The value of this member as a <see cref=\"DynValue\"/>.</returns>\n\t\tDynValue GetValue(Script script, object obj);\n\t\t/// <summary>\n\t\t/// Sets the value of this member from a <see cref=\"DynValue\"/>.\n\t\t/// Implementors should raise exceptions if the value cannot be read or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <param name=\"value\">The value to be set.</param>\n\t\tvoid SetValue(Script script, object obj, DynValue value);\n\t}\n\n\n\t/// <summary>\n\t/// Extension methods for <see cref=\"IMemberDescriptor\" /> and <see cref=\"MemberDescriptorAccess\"/> .\n\t/// </summary>\n\tpublic static class MemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Determines whether the specified MemberDescriptorAccess has ALL the specified flags.\n\t\t/// </summary>\n\t\t/// <param name=\"access\">The access.</param>\n\t\t/// <param name=\"flag\">The flag.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool HasAllFlags(this MemberDescriptorAccess access, MemberDescriptorAccess flag)\n\t\t{\n\t\t\treturn (access & flag) == flag;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance can be read\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The descriptor instance.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool CanRead(this IMemberDescriptor desc)\n\t\t{\n\t\t\treturn desc.MemberAccess.HasAllFlags(MemberDescriptorAccess.CanRead);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance can be written to\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The descriptor instance.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool CanWrite(this IMemberDescriptor desc)\n\t\t{\n\t\t\treturn desc.MemberAccess.HasAllFlags(MemberDescriptorAccess.CanWrite);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether this instance can be executed (called as a function)\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The descriptor instance.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool CanExecute(this IMemberDescriptor desc)\n\t\t{\n\t\t\treturn desc.MemberAccess.HasAllFlags(MemberDescriptorAccess.CanExecute);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the getter of the member as a DynValue containing a callback\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The descriptor instance.</param>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue GetGetterCallbackAsDynValue(this IMemberDescriptor desc, Script script, object obj)\n\t\t{\n\t\t\treturn DynValue.NewCallback((p1, p2) => desc.GetValue(script, obj));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Returns the specified descriptor if it supports all the specified access modes, otherwise returns null.\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The descriptor instance.</param>\n\t\t/// <param name=\"access\">The access mode(s).</param>\n\t\t/// <returns></returns>\n\t\tpublic static IMemberDescriptor WithAccessOrNull(this IMemberDescriptor desc, MemberDescriptorAccess access)\n\t\t{\n\t\t\tif (desc == null)\n\t\t\t\treturn null;\n\n\t\t\tif (desc.MemberAccess.HasAllFlags(access))\n\t\t\t\treturn desc;\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Raises an appropriate ScriptRuntimeException if the specified access is not supported.\n\t\t/// Checks are made for the MemberDescriptorAccess permissions AND for the access of instance\n\t\t/// members through static userdatas.\n\t\t/// </summary>\n\t\t/// <param name=\"desc\">The desc.</param>\n\t\t/// <param name=\"access\">The access.</param>\n\t\t/// <param name=\"obj\">The object to be checked for access.</param>\n\t\tpublic static void CheckAccess(this IMemberDescriptor desc, MemberDescriptorAccess access, object obj)\n\t\t{\n\t\t\tif (!desc.IsStatic && obj == null)\n\t\t\t\tthrow ScriptRuntimeException.AccessInstanceMemberOnStatics(desc);\n\n\t\t\tif (access.HasAllFlags(MemberDescriptorAccess.CanExecute) && !desc.CanExecute())\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata member {0} cannot be called.\", desc.Name);\n\n\t\t\tif (access.HasAllFlags(MemberDescriptorAccess.CanWrite) && !desc.CanWrite())\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata member {0} cannot be assigned to.\", desc.Name);\n\n\t\t\tif (access.HasAllFlags(MemberDescriptorAccess.CanRead) && !desc.CanRead())\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata member {0} cannot be read from.\", desc.Name);\n\t\t}\n\n\n\n\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e6cc0cadd9af9954e976c4f2f57f6e97\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IOptimizableDescriptor.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Interface for descriptors of any kind which support optimizations of their implementation according to InteropAccessMode\n\t/// modes. This should seldom - if ever - be implemented in user code.\n\t/// </summary>\n\tpublic interface IOptimizableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Called by standard descriptors when background optimization or preoptimization needs to be performed.\n\t\t/// </summary>\n\t\tvoid Optimize();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IOptimizableDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3d6d05a93e02a7e469a0344eb6d64bb4\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IOverloadableMemberDescriptor.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Specialized <see cref=\"IMemberDescriptor\"/> for members supporting overloads resolution.\n\t/// </summary>\n\tpublic interface IOverloadableMemberDescriptor : IMemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Invokes the member from script.\n\t\t/// Implementors should raise exceptions if the value cannot be executed or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tDynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args);\n\n\t\t/// <summary>\n\t\t/// Gets the type which this extension method extends, null if this is not an extension method.\n\t\t/// </summary>\n\t\tType ExtensionMethodType { get; }\n\n\t\t/// <summary>\n\t\t/// Gets the type of the arguments of the underlying CLR function\n\t\t/// </summary>\n\t\tParameterDescriptor[] Parameters { get; }\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tType VarArgsArrayType { get; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the elements of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tType VarArgsElementType { get; }\n\n\t\t/// <summary>\n\t\t/// Gets a sort discriminant to give consistent overload resolution matching in case of perfectly equal scores\n\t\t/// </summary>\n\t\tstring SortDiscriminant { get; }\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/IOverloadableMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: efb94b23973bde04badff2e5b4bbe1c0\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/MemberDescriptorAccess.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Permissions for members access\n\t/// </summary>\n\t[Flags]\n\tpublic enum MemberDescriptorAccess\n\t{\n\t\t/// <summary>\n\t\t/// The member can be read from\n\t\t/// </summary>\n\t\tCanRead = 1,\n\t\t/// <summary>\n\t\t/// The member can be written to\n\t\t/// </summary>\n\t\tCanWrite = 2,\n\t\t/// <summary>\n\t\t/// The can be invoked\n\t\t/// </summary>\n\t\tCanExecute = 4\n\t}\n\n\n\n\n\n\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/MemberDescriptorAccess.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d575fbeb6616f5b4bae83a51bf4d8ba0\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/ParameterDescriptor.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Descriptor of parameters used in <see cref=\"IOverloadableMemberDescriptor\"/> implementations.\n\t/// </summary>\n\tpublic sealed class ParameterDescriptor : IWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the parameter\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the type of the parameter\n\t\t/// </summary>\n\t\tpublic Type Type { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has a default value.\n\t\t/// </summary>\n\t\tpublic bool HasDefaultValue { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the default value\n\t\t/// </summary>\n\t\tpublic object DefaultValue { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is an out parameter\n\t\t/// </summary>\n\t\tpublic bool IsOut { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is a \"ref\" parameter\n\t\t/// </summary>\n\t\tpublic bool IsRef { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is a variable arguments param\n\t\t/// </summary>\n\t\tpublic bool IsVarArgs { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has been restricted.\n\t\t/// </summary>\n\t\tpublic bool HasBeenRestricted { get { return m_OriginalType != null; } }\n\t\t/// <summary>\n\t\t/// Gets the original type of the parameter before any restriction has been applied.\n\t\t/// </summary>\n\t\tpublic Type OriginalType { get { return m_OriginalType ?? Type; } }\n\n\n\t\t/// <summary>\n\t\t/// If the type got restricted, the original type before the restriction.\n\t\t/// </summary>\n\t\tprivate Type m_OriginalType = null;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ParameterDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"hasDefaultValue\">if set to <c>true</c> the parameter has default value.</param>\n\t\t/// <param name=\"defaultValue\">The default value.</param>\n\t\t/// <param name=\"isOut\">if set to <c>true</c>, is an out param.</param>\n\t\t/// <param name=\"isRef\">if set to <c>true</c> is a ref param.</param>\n\t\t/// <param name=\"isVarArgs\">if set to <c>true</c> is variable arguments param.</param>\n\t\tpublic ParameterDescriptor(string name, Type type, bool hasDefaultValue = false, object defaultValue = null, bool isOut = false,\n\t\t\tbool isRef = false, bool isVarArgs = false)\n\t\t{\n\t\t\tName = name;\n\t\t\tType = type;\n\t\t\tHasDefaultValue = hasDefaultValue;\n\t\t\tDefaultValue = defaultValue;\n\t\t\tIsOut = isOut;\n\t\t\tIsRef = isRef;\n\t\t\tIsVarArgs = isVarArgs;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ParameterDescriptor\" /> class. \n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"hasDefaultValue\">if set to <c>true</c> the parameter has default value.</param>\n\t\t/// <param name=\"defaultValue\">The default value.</param>\n\t\t/// <param name=\"isOut\">if set to <c>true</c>, is an out param.</param>\n\t\t/// <param name=\"isRef\">if set to <c>true</c> is a ref param.</param>\n\t\t/// <param name=\"isVarArgs\">if set to <c>true</c> is variable arguments param.</param>\n\t\t/// <param name=\"typeRestriction\">The type restriction, or nll.</param>\n\t\tpublic ParameterDescriptor(string name, Type type, bool hasDefaultValue, object defaultValue, bool isOut,\n\t\t\tbool isRef, bool isVarArgs, Type typeRestriction)\n\t\t{\n\t\t\tName = name;\n\t\t\tType = type;\n\t\t\tHasDefaultValue = hasDefaultValue;\n\t\t\tDefaultValue = defaultValue;\n\t\t\tIsOut = isOut;\n\t\t\tIsRef = isRef;\n\t\t\tIsVarArgs = isVarArgs;\n\n\t\t\tif (typeRestriction != null)\n\t\t\t{\n\t\t\t\tRestrictType(typeRestriction);\n\t\t\t}\n\t\t}\n\t\t\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ParameterDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"pi\">A ParameterInfo taken from reflection.</param>\n\t\tpublic ParameterDescriptor(ParameterInfo pi)\n\t\t{\n\t\t\tName = pi.Name;\n\t\t\tType = pi.ParameterType;\n\t\t\tHasDefaultValue = !(Framework.Do.IsDbNull(pi.DefaultValue));\n\t\t\tDefaultValue = pi.DefaultValue;\n\t\t\tIsOut = pi.IsOut;\n\t\t\tIsRef = pi.ParameterType.IsByRef;\n\t\t\tIsVarArgs = (pi.ParameterType.IsArray && pi.GetCustomAttributes(typeof(ParamArrayAttribute), true).Any());\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Returns a <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// A <see cref=\"System.String\" /> that represents this instance.\n\t\t/// </returns>\n\t\tpublic override string ToString()\n\t\t{\n\t\t\treturn string.Format(\"{0} {1}{2}\", Type.Name, Name, HasDefaultValue ? \" = ...\" : \"\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Restricts the type of this parameter to a tighter constraint.\n\t\t/// Restrictions must be applied before the <see cref=\"IOverloadableMemberDescriptor\"/> containing this\n\t\t/// parameter is used in any way.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The new type.</param>\n\t\t/// <exception cref=\"System.InvalidOperationException\">\n\t\t/// Cannot restrict a ref/out or varargs param\n\t\t/// or\n\t\t/// Specified operation is not a restriction\n\t\t/// </exception>\n\t\tpublic void RestrictType(Type type)\n\t\t{\n\t\t\tif (IsOut || IsRef || IsVarArgs)\n\t\t\t\tthrow new InvalidOperationException(\"Cannot restrict a ref/out or varargs param\");\n\n\t\t\tif (!Framework.Do.IsAssignableFrom(Type, type))\n\t\t\t\tthrow new InvalidOperationException(\"Specified operation is not a restriction\");\n\n\t\t\tm_OriginalType = Type;\n\t\t\tType = type;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table table)\n\t\t{\n\t\t\ttable.Set(\"name\", DynValue.NewString(Name));\n\n\t\t\tif (Type.IsByRef)\n\t\t\t\ttable.Set(\"type\", DynValue.NewString(Type.GetElementType().FullName));\n\t\t\telse\n\t\t\t\ttable.Set(\"type\", DynValue.NewString(Type.FullName));\n\n\t\t\tif (OriginalType.IsByRef)\n\t\t\t\ttable.Set(\"origtype\", DynValue.NewString(OriginalType.GetElementType().FullName));\n\t\t\telse\n\t\t\t\ttable.Set(\"origtype\", DynValue.NewString(OriginalType.FullName));\n\n\t\t\ttable.Set(\"default\", DynValue.NewBoolean(HasDefaultValue));\n\t\t\ttable.Set(\"out\", DynValue.NewBoolean(IsOut));\n\t\t\ttable.Set(\"ref\", DynValue.NewBoolean(IsRef));\n\t\t\ttable.Set(\"varargs\", DynValue.NewBoolean(IsVarArgs));\n\t\t\ttable.Set(\"restricted\", DynValue.NewBoolean(HasBeenRestricted));\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/ParameterDescriptor.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/ClrToScriptConversions.cs",
    "content": "﻿using System;\nusing System.Reflection;\nusing System.Text;\nusing MoonSharp.Interpreter.Interop.RegistrationPolicies;\n\nnamespace MoonSharp.Interpreter.Interop.Converters\n{\n\tinternal static class ClrToScriptConversions\n\t{\n\t\t/// <summary>\n\t\t/// Tries to convert a CLR object to a MoonSharp value, using \"trivial\" logic.\n\t\t/// Skips on custom conversions, etc.\n\t\t/// Does NOT throw on failure.\n\t\t/// </summary>\n\t\tinternal static DynValue TryObjectToTrivialDynValue(Script script, object obj)\n\t\t{\n\t\t\tif (obj == null)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tif (obj is DynValue)\n\t\t\t\treturn (DynValue)obj;\n\n\t\t\tType t = obj.GetType();\n\n\t\t\tif (obj is bool)\n\t\t\t\treturn DynValue.NewBoolean((bool)obj);\n\n\t\t\tif (obj is string || obj is StringBuilder || obj is char)\n\t\t\t\treturn DynValue.NewString(obj.ToString());\n\n\t\t\tif (NumericConversions.NumericTypes.Contains(t))\n\t\t\t\treturn DynValue.NewNumber(NumericConversions.TypeToDouble(t, obj));\n\n\t\t\tif (obj is Table)\n\t\t\t\treturn DynValue.NewTable((Table)obj);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Tries to convert a CLR object to a MoonSharp value, using \"simple\" logic.\n\t\t/// Does NOT throw on failure.\n\t\t/// </summary>\n\t\tinternal static DynValue TryObjectToSimpleDynValue(Script script, object obj)\n\t\t{\n\t\t\tif (obj == null)\n\t\t\t\treturn DynValue.Nil;\n\n\t\t\tif (obj is DynValue)\n\t\t\t\treturn (DynValue)obj;\n\n\n\t\t\tvar converter = Script.GlobalOptions.CustomConverters.GetClrToScriptCustomConversion(obj.GetType());\n\t\t\tif (converter != null)\n\t\t\t{\n\t\t\t\tvar v = converter(script, obj);\n\t\t\t\tif (v != null)\n\t\t\t\t\treturn v;\n\t\t\t}\n\n\t\t\tType t = obj.GetType();\n\n\t\t\tif (obj is bool)\n\t\t\t\treturn DynValue.NewBoolean((bool)obj);\n\n\t\t\tif (obj is string || obj is StringBuilder || obj is char)\n\t\t\t\treturn DynValue.NewString(obj.ToString());\n\n\t\t\tif (obj is Closure)\n\t\t\t\treturn DynValue.NewClosure((Closure)obj);\n\n\t\t\tif (NumericConversions.NumericTypes.Contains(t))\n\t\t\t\treturn DynValue.NewNumber(NumericConversions.TypeToDouble(t, obj));\n\n\t\t\tif (obj is Table)\n\t\t\t\treturn DynValue.NewTable((Table)obj);\n\n\t\t\tif (obj is CallbackFunction)\n\t\t\t\treturn DynValue.NewCallback((CallbackFunction)obj);\n\n\t\t\tif (obj is Delegate)\n\t\t\t{\n\t\t\t\tDelegate d = (Delegate)obj;\n\n\n#if NETFX_CORE\n\t\t\t\tMethodInfo mi = d.GetMethodInfo();\n#else\n\t\t\t\tMethodInfo mi = d.Method;\n#endif\n\n\t\t\t\tif (CallbackFunction.CheckCallbackSignature(mi, false))\n\t\t\t\t\treturn DynValue.NewCallback((Func<ScriptExecutionContext, CallbackArguments, DynValue>)d);\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Tries to convert a CLR object to a MoonSharp value, using more in-depth analysis\n\t\t/// </summary>\n\t\tinternal static DynValue ObjectToDynValue(Script script, object obj)\n\t\t{\n\t\t\tDynValue v = TryObjectToSimpleDynValue(script, obj);\n\n\t\t\tif (v != null) return v;\n\n\t\t\tv = UserData.Create(obj);\n\t\t\tif (v != null) return v;\n\n\t\t\tif (obj is Type)\n\t\t\t\tv = UserData.CreateStatic(obj as Type);\n\n\t\t\t// unregistered enums go as integers\n\t\t\tif (obj is Enum)\n\t\t\t\treturn DynValue.NewNumber(NumericConversions.TypeToDouble(Enum.GetUnderlyingType(obj.GetType()), obj));\n\n\t\t\tif (v != null) return v;\n\n\t\t\tif (obj is Delegate)\n\t\t\t\treturn DynValue.NewCallback(CallbackFunction.FromDelegate(script, (Delegate)obj));\n\n\t\t\tif (obj is MethodInfo)\n\t\t\t{\n\t\t\t\tMethodInfo mi = (MethodInfo)obj;\n\n\t\t\t\tif (mi.IsStatic)\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewCallback(CallbackFunction.FromMethodInfo(script, mi));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (obj is System.Collections.IList)\n\t\t\t{\n\t\t\t\tTable t = TableConversions.ConvertIListToTable(script, (System.Collections.IList)obj);\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\n\t\t\tif (obj is System.Collections.IDictionary)\n\t\t\t{\n\t\t\t\tTable t = TableConversions.ConvertIDictionaryToTable(script, (System.Collections.IDictionary)obj);\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\n\t\t\tvar enumerator = EnumerationToDynValue(script, obj);\n\t\t\tif (enumerator != null) return enumerator;\n\n\n\t\t\tthrow ScriptRuntimeException.ConvertObjectFailed(obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts an IEnumerable or IEnumerator to a DynValue\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue EnumerationToDynValue(Script script, object obj)\n\t\t{\n\t\t\tif (obj is System.Collections.IEnumerable)\n\t\t\t{\n\t\t\t\tvar enumer = (System.Collections.IEnumerable)obj;\n\t\t\t\treturn EnumerableWrapper.ConvertIterator(script, enumer.GetEnumerator());\n\t\t\t}\n\n\t\t\tif (obj is System.Collections.IEnumerator)\n\t\t\t{\n\t\t\t\tvar enumer = (System.Collections.IEnumerator)obj;\n\t\t\t\treturn EnumerableWrapper.ConvertIterator(script, enumer);\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/ClrToScriptConversions.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/NumericConversions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Interop.Converters\n{\n\t/// <summary>\n\t/// Static functions to handle conversions of numeric types\n\t/// </summary>\n\tinternal static class NumericConversions\n\t{\n\t\tstatic NumericConversions()\n\t\t{\n\t\t\tNumericTypesOrdered = new Type[] \n\t\t\t{\n\t\t\t\ttypeof(double),\n\t\t\t\ttypeof(decimal), \n\t\t\t\ttypeof(float), \n\t\t\t\ttypeof(long), \n\t\t\t\ttypeof(int), \n\t\t\t\ttypeof(short), \n\t\t\t\ttypeof(sbyte), \n\t\t\t\ttypeof(ulong), \n\t\t\t\ttypeof(uint), \n\t\t\t\ttypeof(ushort), \n\t\t\t\ttypeof(byte), \n\t\t\t};\n\t\t\tNumericTypes = new HashSet<Type>(NumericTypesOrdered);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// HashSet of numeric types\n\t\t/// </summary>\n\t\tinternal static readonly HashSet<Type> NumericTypes;\n\t\t/// <summary>\n\t\t/// Array of numeric types in order used for some conversions\n\t\t/// </summary>\n\t\tinternal static readonly Type[] NumericTypesOrdered;\n\n\t\t/// <summary>\n\t\t/// Converts a double to another type\n\t\t/// </summary>\n\t\tinternal static object DoubleToType(Type type, double d)\n\t\t{\n\t\t\ttype = Nullable.GetUnderlyingType(type) ?? type;\n\n\t\t\tif (type == typeof(double)) return d;\n\t\t\tif (type == typeof(sbyte)) return (sbyte)d;\n\t\t\tif (type == typeof(byte)) return (byte)d;\n\t\t\tif (type == typeof(short)) return (short)d;\n\t\t\tif (type == typeof(ushort)) return (ushort)d;\n\t\t\tif (type == typeof(int)) return (int)d;\n\t\t\tif (type == typeof(uint)) return (uint)d;\n\t\t\tif (type == typeof(long)) return (long)d;\n\t\t\tif (type == typeof(ulong)) return (ulong)d;\n\t\t\tif (type == typeof(float)) return (float)d;\n\t\t\tif (type == typeof(decimal)) return (decimal)d;\n\t\t\treturn d;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a type to double\n\t\t/// </summary>\n\t\tinternal static double TypeToDouble(Type type, object d)\n\t\t{\n\t\t\tif (type == typeof(double)) return (double)d;\n\t\t\tif (type == typeof(sbyte)) return (double)(sbyte)d;\n\t\t\tif (type == typeof(byte)) return (double)(byte)d;\n\t\t\tif (type == typeof(short)) return (double)(short)d;\n\t\t\tif (type == typeof(ushort)) return (double)(ushort)d;\n\t\t\tif (type == typeof(int)) return (double)(int)d;\n\t\t\tif (type == typeof(uint)) return (double)(uint)d;\n\t\t\tif (type == typeof(long)) return (double)(long)d;\n\t\t\tif (type == typeof(ulong)) return (double)(ulong)d;\n\t\t\tif (type == typeof(float)) return (double)(float)d;\n\t\t\tif (type == typeof(decimal)) return (double)(decimal)d;\n\t\t\treturn (double)d;\n\t\t}\n\n\n\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/ScriptToClrConversions.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop.Converters\n{\n\tinternal static class ScriptToClrConversions\n\t{\n\t\tinternal const int WEIGHT_MAX_VALUE = 100;\n\t\tinternal const int WEIGHT_CUSTOM_CONVERTER_MATCH = 100;\n\t\tinternal const int WEIGHT_EXACT_MATCH = 100;\n\t\tinternal const int WEIGHT_STRING_TO_STRINGBUILDER = 99;\n\t\tinternal const int WEIGHT_STRING_TO_CHAR = 98;\n\t\tinternal const int WEIGHT_NIL_TO_NULLABLE = 100;\n\t\tinternal const int WEIGHT_NIL_TO_REFTYPE = 100;\n\t\tinternal const int WEIGHT_VOID_WITH_DEFAULT = 50;\n\t\tinternal const int WEIGHT_VOID_WITHOUT_DEFAULT = 25;\n\t\tinternal const int WEIGHT_NIL_WITH_DEFAULT = 25;\n\t\tinternal const int WEIGHT_BOOL_TO_STRING = 5;\n\t\tinternal const int WEIGHT_NUMBER_TO_STRING = 50;\n\t\tinternal const int WEIGHT_NUMBER_TO_ENUM = 90;\n\t\tinternal const int WEIGHT_USERDATA_TO_STRING = 5;\n\t\tinternal const int WEIGHT_TABLE_CONVERSION = 90;\n\t\tinternal const int WEIGHT_NUMBER_DOWNCAST = 99;\n\t\tinternal const int WEIGHT_NO_MATCH = 0;\n\t\tinternal const int WEIGHT_NO_EXTRA_PARAMS_BONUS = 100;\n\t\tinternal const int WEIGHT_EXTRA_PARAMS_MALUS = 2;\n\t\tinternal const int WEIGHT_BYREF_BONUSMALUS = -10;\n\t\tinternal const int WEIGHT_VARARGS_MALUS = 1;\n\t\tinternal const int WEIGHT_VARARGS_EMPTY = 40;\n\n\t\t/// <summary>\n\t\t/// Converts a DynValue to a CLR object [simple conversion]\n\t\t/// </summary>\n\t\tinternal static object DynValueToObject(DynValue value)\n\t\t{\n\t\t\tvar converter = Script.GlobalOptions.CustomConverters.GetScriptToClrCustomConversion(value.Type, typeof(System.Object));\n\t\t\tif (converter != null)\n\t\t\t{\n\t\t\t\tvar v = converter(value);\n\t\t\t\tif (v != null)\n\t\t\t\t\treturn v;\n\t\t\t}\n\n\t\t\tswitch (value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn null;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn value.Boolean;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn value.Number;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn value.String;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn value.Function;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn value.Table;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\treturn value.Tuple;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\tif (value.UserData.Object != null)\n\t\t\t\t\t\treturn value.UserData.Object;\n\t\t\t\t\telse if (value.UserData.Descriptor != null)\n\t\t\t\t\t\treturn value.UserData.Descriptor.Type;\n\t\t\t\t\telse\n\t\t\t\t\t\treturn null;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn value.Callback;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow ScriptRuntimeException.ConvertObjectFailed(value.Type);\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts a DynValue to a CLR object of a specific type\n\t\t/// </summary>\n\t\tinternal static object DynValueToObjectOfType(DynValue value, Type desiredType, object defaultValue, bool isOptional)\n\t\t{\n\t\t\tif (desiredType.IsByRef)\n\t\t\t\tdesiredType = desiredType.GetElementType();\n\n\t\t\tvar converter = Script.GlobalOptions.CustomConverters.GetScriptToClrCustomConversion(value.Type, desiredType);\n\t\t\tif (converter != null)\n\t\t\t{\n\t\t\t\tvar v = converter(value);\n\t\t\t\tif (v != null) return v;\n\t\t\t}\n\n\t\t\tif (desiredType == typeof(DynValue))\n\t\t\t\treturn value;\n\n\t\t\tif (desiredType == typeof(object))\n\t\t\t\treturn DynValueToObject(value);\n\n\t\t\tStringConversions.StringSubtype stringSubType = StringConversions.GetStringSubtype(desiredType);\n\t\t\tstring str = null;\n\n\t\t\tType nt = Nullable.GetUnderlyingType(desiredType);\n\t\t\tType nullableType = null;\n\n\t\t\tif (nt != null)\n\t\t\t{\n\t\t\t\tnullableType = desiredType;\n\t\t\t\tdesiredType = nt;\n\t\t\t}\n\n\t\t\tswitch (value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\tif (isOptional)\n\t\t\t\t\t\treturn defaultValue;\n\t\t\t\t\telse if ((!Framework.Do.IsValueType(desiredType)) || (nullableType != null))\n\t\t\t\t\t\treturn null;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\tif (Framework.Do.IsValueType(desiredType))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (nullableType != null)\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\tif (isOptional)\n\t\t\t\t\t\t\treturn defaultValue;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\treturn null;\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\tif (desiredType == typeof(bool))\n\t\t\t\t\t\treturn value.Boolean;\n\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\tstr = value.Boolean.ToString();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\tif (Framework.Do.IsEnum(desiredType))\n\t\t\t\t\t{\t// number to enum conv\n\t\t\t\t\t\tType underType = Enum.GetUnderlyingType(desiredType);\n\t\t\t\t\t\treturn NumericConversions.DoubleToType(underType, value.Number);\n\t\t\t\t\t}\n\t\t\t\t\tif (NumericConversions.NumericTypes.Contains(desiredType))\n\t\t\t\t\t\treturn NumericConversions.DoubleToType(desiredType, value.Number);\n\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\tstr = value.Number.ToString();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\tstr = value.String;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\tif (desiredType == typeof(Closure)) return value.Function;\n\t\t\t\t\telse if (desiredType == typeof(ScriptFunctionDelegate)) return value.Function.GetDelegate();\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\tif (desiredType == typeof(CallbackFunction)) return value.Callback;\n\t\t\t\t\telse if (desiredType == typeof(Func<ScriptExecutionContext, CallbackArguments, DynValue>)) return value.Callback.ClrCallback;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\tif (value.UserData.Object != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar udObj = value.UserData.Object;\n\t\t\t\t\t\tvar udDesc = value.UserData.Descriptor;\n\n\t\t\t\t\t\tif (udDesc.IsTypeCompatible(desiredType, udObj))\n\t\t\t\t\t\t\treturn udObj;\n\n\t\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\t\tstr = udDesc.AsString(udObj);\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tif (desiredType == typeof(Table) || Framework.Do.IsAssignableFrom(desiredType, typeof(Table)))\n\t\t\t\t\t\treturn value.Table;\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tobject o = TableConversions.ConvertTableToType(value.Table, desiredType);\n\t\t\t\t\t\tif (o != null)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tif (stringSubType != StringConversions.StringSubtype.None && str != null)\n\t\t\t\treturn StringConversions.ConvertString(stringSubType, str, desiredType, value.Type);\n\n\t\t\tthrow ScriptRuntimeException.ConvertObjectFailed(value.Type, desiredType);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a relative weight of how much the conversion is matching the given types.\n\t\t/// Implementation must follow that of DynValueToObjectOfType.. it's not very DRY in that sense.\n\t\t/// However here we are in perf-sensitive path.. TODO : double-check the gain and see if a DRY impl is better.\n\t\t/// </summary>\n\t\tinternal static int DynValueToObjectOfTypeWeight(DynValue value, Type desiredType, bool isOptional)\n\t\t{\n\t\t\tif (desiredType.IsByRef)\n\t\t\t\tdesiredType = desiredType.GetElementType();\n\n\t\t\tvar customConverter = Script.GlobalOptions.CustomConverters.GetScriptToClrCustomConversion(value.Type, desiredType);\n\t\t\tif (customConverter != null)\n\t\t\t\treturn WEIGHT_CUSTOM_CONVERTER_MATCH;\n\n\t\t\tif (desiredType == typeof(DynValue))\n\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\n\t\t\tif (desiredType == typeof(object))\n\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\n\t\t\tStringConversions.StringSubtype stringSubType = StringConversions.GetStringSubtype(desiredType);\n\t\t\t\n\t\t\tType nt = Nullable.GetUnderlyingType(desiredType);\n\t\t\tType nullableType = null;\n\n\t\t\tif (nt != null)\n\t\t\t{\n\t\t\t\tnullableType = desiredType;\n\t\t\t\tdesiredType = nt;\n\t\t\t}\n\n\t\t\tswitch (value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\tif (isOptional)\n\t\t\t\t\t\treturn WEIGHT_VOID_WITH_DEFAULT;\n\t\t\t\t\telse if ((!Framework.Do.IsValueType(desiredType)) || (nullableType != null))\n\t\t\t\t\t\treturn WEIGHT_VOID_WITHOUT_DEFAULT;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\tif (Framework.Do.IsValueType(desiredType))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (nullableType != null)\n\t\t\t\t\t\t\treturn WEIGHT_NIL_TO_NULLABLE;\n\n\t\t\t\t\t\tif (isOptional)\n\t\t\t\t\t\t\treturn WEIGHT_NIL_WITH_DEFAULT;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\treturn WEIGHT_NIL_TO_REFTYPE;\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\tif (desiredType == typeof(bool))\n\t\t\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\treturn WEIGHT_BOOL_TO_STRING;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\tif (Framework.Do.IsEnum(desiredType))\n\t\t\t\t\t{\t// number to enum conv\n\t\t\t\t\t\treturn WEIGHT_NUMBER_TO_ENUM;\n\t\t\t\t\t}\n\t\t\t\t\tif (NumericConversions.NumericTypes.Contains(desiredType))\n\t\t\t\t\t\treturn GetNumericTypeWeight(desiredType);\n\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\treturn WEIGHT_NUMBER_TO_STRING;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\tif (stringSubType == StringConversions.StringSubtype.String)\n\t\t\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\t\t\t\t\telse if (stringSubType == StringConversions.StringSubtype.StringBuilder)\n\t\t\t\t\t\treturn WEIGHT_STRING_TO_STRINGBUILDER;\n\t\t\t\t\telse if (stringSubType == StringConversions.StringSubtype.Char)\n\t\t\t\t\t\treturn WEIGHT_STRING_TO_CHAR;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\tif (desiredType == typeof(Closure)) return WEIGHT_EXACT_MATCH;\n\t\t\t\t\telse if (desiredType == typeof(ScriptFunctionDelegate)) return WEIGHT_EXACT_MATCH;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\tif (desiredType == typeof(CallbackFunction)) return WEIGHT_EXACT_MATCH;\n\t\t\t\t\telse if (desiredType == typeof(Func<ScriptExecutionContext, CallbackArguments, DynValue>)) return WEIGHT_EXACT_MATCH;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\tif (value.UserData.Object != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar udObj = value.UserData.Object;\n\t\t\t\t\t\tvar udDesc = value.UserData.Descriptor;\n\n\t\t\t\t\t\tif (udDesc.IsTypeCompatible(desiredType, udObj))\n\t\t\t\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\n\t\t\t\t\t\tif (stringSubType != StringConversions.StringSubtype.None)\n\t\t\t\t\t\t\treturn WEIGHT_USERDATA_TO_STRING;\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tif (desiredType == typeof(Table) || Framework.Do.IsAssignableFrom(desiredType, typeof(Table)))\n\t\t\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\t\t\t\t\telse if (TableConversions.CanConvertTableToType(value.Table, desiredType))\n\t\t\t\t\t\treturn WEIGHT_TABLE_CONVERSION;\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\treturn WEIGHT_NO_MATCH;\n\t\t}\n\n\t\tprivate static int GetNumericTypeWeight(Type desiredType)\n\t\t{\n\t\t\tif (desiredType == typeof(double) || desiredType == typeof(decimal))\n\t\t\t\treturn WEIGHT_EXACT_MATCH;\n\t\t\telse\n\t\t\t\treturn WEIGHT_NUMBER_DOWNCAST;\n\t\t}\n\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/ScriptToClrConversions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 76ec775f317578b4d8030e67285be821\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/StringConversions.cs",
    "content": "﻿using System;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Interop.Converters\n{\n\tinternal static class StringConversions\n\t{\n\t\tinternal enum StringSubtype\n\t\t{\n\t\t\tNone,\n\t\t\tString,\n\t\t\tStringBuilder,\n\t\t\tChar\n\t\t}\n\n\t\tinternal static StringSubtype GetStringSubtype(Type desiredType)\n\t\t{\n\t\t\tif (desiredType == typeof(string))\n\t\t\t\treturn StringSubtype.String;\n\t\t\telse if (desiredType == typeof(StringBuilder))\n\t\t\t\treturn StringSubtype.StringBuilder;\n\t\t\telse if (desiredType == typeof(char))\n\t\t\t\treturn StringSubtype.Char;\n\t\t\telse\n\t\t\t\treturn StringSubtype.None;\n\t\t}\n\n\n\t\tinternal static object ConvertString(StringSubtype stringSubType, string str, Type desiredType, DataType dataType)\n\t\t{\n\t\t\tswitch (stringSubType)\n\t\t\t{\n\t\t\t\tcase StringSubtype.String:\n\t\t\t\t\treturn str;\n\t\t\t\tcase StringSubtype.StringBuilder:\n\t\t\t\t\treturn new StringBuilder(str);\n\t\t\t\tcase StringSubtype.Char:\n\t\t\t\tif (!string.IsNullOrEmpty(str))\n\t\t\t\t\treturn str[0];\n\t\t\t\tbreak;\n\t\t\t\tcase StringSubtype.None:\n\t\t\t\tdefault:\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tthrow ScriptRuntimeException.ConvertObjectFailed(dataType, desiredType);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/StringConversions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8e73cba33a50974195a8085320631bd\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/Converters/TableConversions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop.Converters\n{\n\tinternal static class TableConversions\n\t{\n\t\t/// <summary>\n\t\t/// Converts an IList to a Lua table.\n\t\t/// </summary>\n\t\tinternal static Table ConvertIListToTable(Script script, System.Collections.IList list)\n\t\t{\n\t\t\tTable t = new Table(script);\n\t\t\tfor (int i = 0; i < list.Count; i++)\n\t\t\t{\n\t\t\t\tt[i + 1] = ClrToScriptConversions.ObjectToDynValue(script, list[i]);\n\t\t\t}\n\t\t\treturn t;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts an IDictionary to a Lua table.\n\t\t/// </summary>\n\t\tinternal static Table ConvertIDictionaryToTable(Script script, System.Collections.IDictionary dict)\n\t\t{\n\t\t\tTable t = new Table(script);\n\n\t\t\tforeach (System.Collections.DictionaryEntry kvp in dict)\n\t\t\t{\n\t\t\t\tDynValue key = ClrToScriptConversions.ObjectToDynValue(script, kvp.Key);\n\t\t\t\tDynValue val = ClrToScriptConversions.ObjectToDynValue(script, kvp.Value);\n\t\t\t\tt.Set(key, val);\n\t\t\t}\n\n\t\t\treturn t;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified table can be converted to the specified type\n\t\t/// </summary>\n\t\t/// <param name=\"table\">The table.</param>\n\t\t/// <param name=\"t\">The type.</param>\n\t\t/// <returns></returns>\n\t\tinternal static bool CanConvertTableToType(Table table, Type t)\n\t\t{\n\t\t\tif (Framework.Do.IsAssignableFrom(t, typeof(Dictionary<object, object>)))\n\t\t\t\treturn true;\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(Dictionary<DynValue, DynValue>)))\n\t\t\t\treturn true;\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(List<object>)))\n\t\t\t\treturn true;\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(List<DynValue>)))\n\t\t\t\treturn true;\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(object[])))\n\t\t\t\treturn true;\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(DynValue[])))\n\t\t\t\treturn true;\n\n\t\t\tif (Framework.Do.IsGenericType(t))\n\t\t\t{\n\t\t\t\tType generic = t.GetGenericTypeDefinition();\n\n\t\t\t\tif ((generic == typeof(List<>))\n\t\t\t\t\t|| (generic == typeof(IList<>))\n\t\t\t\t\t || (generic == typeof(ICollection<>))\n\t\t\t\t\t || (generic == typeof(IEnumerable<>)))\n\t\t\t\t{\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\telse if ((generic == typeof(Dictionary<,>))\n\t\t\t\t\t|| (generic == typeof(IDictionary<,>)))\n\t\t\t\t{\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (t.IsArray && t.GetArrayRank() == 1)\n\t\t\t\treturn true;\n\n\t\t\treturn false;\n\t\t}\n\n\t\t\n\n\t\t/// <summary>\n\t\t/// Converts a table to a CLR object of a given type\n\t\t/// </summary>\n\t\tinternal static object ConvertTableToType(Table table, Type t)\n\t\t{\n\t\t\tif (Framework.Do.IsAssignableFrom(t, typeof(Dictionary<object, object>)))\n\t\t\t\treturn TableToDictionary<object, object>(table, v => v.ToObject(), v => v.ToObject());\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(Dictionary<DynValue, DynValue>)))\n\t\t\t\treturn TableToDictionary<DynValue, DynValue>(table, v => v, v => v);\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(List<object>)))\n\t\t\t\treturn TableToList<object>(table, v => v.ToObject());\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(List<DynValue>)))\n\t\t\t\treturn TableToList<DynValue>(table, v => v);\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(object[])))\n\t\t\t\treturn TableToList<object>(table, v => v.ToObject()).ToArray();\n\t\t\telse if (Framework.Do.IsAssignableFrom(t, typeof(DynValue[])))\n\t\t\t\treturn TableToList<DynValue>(table, v => v).ToArray();\n\n\t\t\tif (Framework.Do.IsGenericType(t))\n\t\t\t{\n\t\t\t\tType generic = t.GetGenericTypeDefinition();\n\n\t\t\t\tif ((generic == typeof(List<>))\n\t\t\t\t\t|| (generic == typeof(IList<>))\n\t\t\t\t\t || (generic == typeof(ICollection<>))\n\t\t\t\t\t || (generic == typeof(IEnumerable<>)))\n\t\t\t\t{\n\t\t\t\t\treturn ConvertTableToListOfGenericType(t, Framework.Do.GetGenericArguments(t)[0], table);\n\t\t\t\t}\n\t\t\t\telse if ((generic == typeof(Dictionary<,>))\n\t\t\t\t\t|| (generic == typeof(IDictionary<,>)))\n\t\t\t\t{\n\t\t\t\t\treturn ConvertTableToDictionaryOfGenericType(t, Framework.Do.GetGenericArguments(t)[0], Framework.Do.GetGenericArguments(t)[1], table);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (t.IsArray && t.GetArrayRank() == 1)\n\t\t\t\treturn ConvertTableToArrayOfGenericType(t, t.GetElementType(), table);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts a table to a <see cref=\"Dictionary{K,V}\"/>\n\t\t/// </summary>\n\t\tinternal static object ConvertTableToDictionaryOfGenericType(Type dictionaryType, Type keyType, Type valueType, Table table)\n\t\t{\n\t\t\tif (dictionaryType.GetGenericTypeDefinition() != typeof(Dictionary<,>))\n\t\t\t{\n\t\t\t\tdictionaryType = typeof(Dictionary<,>);\n\t\t\t\tdictionaryType = dictionaryType.MakeGenericType(keyType, valueType);\n\t\t\t}\n\n\t\t\tSystem.Collections.IDictionary dic = (System.Collections.IDictionary)Activator.CreateInstance(dictionaryType);\n\n\t\t\tforeach (var kvp in table.Pairs)\n\t\t\t{\n\t\t\t\tobject key = ScriptToClrConversions.DynValueToObjectOfType(kvp.Key, keyType, null, false);\n\t\t\t\tobject val = ScriptToClrConversions.DynValueToObjectOfType(kvp.Value, valueType, null, false);\n\n\t\t\t\tdic.Add(key, val);\n\t\t\t}\n\n\t\t\treturn dic;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a table to a T[]\n\t\t/// </summary>\n\t\tinternal static object ConvertTableToArrayOfGenericType(Type arrayType, Type itemType, Table table)\n\t\t{\n\t\t\tList<object> lst = new List<object>();\n\n\t\t\tfor (int i = 1, l = table.Length; i <= l; i++)\n\t\t\t{\n\t\t\t\tDynValue v = table.Get(i);\n\t\t\t\tobject o = ScriptToClrConversions.DynValueToObjectOfType(v, itemType, null, false);\n\t\t\t\tlst.Add(o);\n\t\t\t}\n\n\t\t\tSystem.Collections.IList array = (System.Collections.IList)Activator.CreateInstance(arrayType, new object[] { lst.Count });\n\n\t\t\tfor (int i = 0; i < lst.Count; i++)\n\t\t\t\tarray[i] = lst[i];\n\n\t\t\treturn array;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Converts a table to a <see cref=\"List{T}\"/>\n\t\t/// </summary>\n\t\tinternal static object ConvertTableToListOfGenericType(Type listType, Type itemType, Table table)\n\t\t{\n\t\t\tif (listType.GetGenericTypeDefinition() != typeof(List<>))\n\t\t\t{\n\t\t\t\tlistType = typeof(List<>);\n\t\t\t\tlistType = listType.MakeGenericType(itemType);\n\t\t\t}\n\n\t\t\tSystem.Collections.IList lst = (System.Collections.IList)Activator.CreateInstance(listType);\n\n\t\t\tfor (int i = 1, l = table.Length; i <= l; i++)\n\t\t\t{\n\t\t\t\tDynValue v = table.Get(i);\n\t\t\t\tobject o = ScriptToClrConversions.DynValueToObjectOfType(v, itemType, null, false);\n\t\t\t\tlst.Add(o);\n\t\t\t}\n\n\t\t\treturn lst;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a table to a <see cref=\"List{T}\"/>, known in advance\n\t\t/// </summary>\n\t\tinternal static List<T> TableToList<T>(Table table, Func<DynValue, T> converter)\n\t\t{\n\t\t\tList<T> lst = new List<T>();\n\n\t\t\tfor (int i = 1, l = table.Length; i <= l; i++)\n\t\t\t{\n\t\t\t\tDynValue v = table.Get(i);\n\t\t\t\tT o = converter(v);\n\t\t\t\tlst.Add(o);\n\t\t\t}\n\n\t\t\treturn lst;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a table to a Dictionary, known in advance\n\t\t/// </summary>\n\t\tinternal static Dictionary<TK, TV> TableToDictionary<TK, TV>(Table table, Func<DynValue, TK> keyconverter, Func<DynValue, TV> valconverter)\n\t\t{\n\t\t\tDictionary<TK, TV> dict = new Dictionary<TK, TV>();\n\n\t\t\tforeach (var kvp in table.Pairs)\n\t\t\t{\n\t\t\t\tTK key = keyconverter(kvp.Key);\n\t\t\t\tTV val = valconverter(kvp.Value);\n\n\t\t\t\tdict.Add(key, val);\n\t\t\t}\n\n\t\t\treturn dict;\n\t\t}\n\n\n\n\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/CustomConvertersCollection.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// A collection of custom converters between MoonSharp types and CLR types.\n\t/// If a converter function is not specified or returns null, the standard conversion path applies.\n\t/// </summary>\n\tpublic class CustomConvertersCollection \n\t{\n\t\tprivate Dictionary<Type, Func<DynValue, object>>[] m_Script2Clr = new Dictionary<Type, Func<DynValue, object>>[(int)LuaTypeExtensions.MaxConvertibleTypes + 1];\n\t\tprivate Dictionary<Type, Func<Script, object, DynValue>> m_Clr2Script = new Dictionary<Type, Func<Script, object, DynValue>>();\n\n\n\n\t\tinternal CustomConvertersCollection()\n\t\t{\n\t\t\tfor (int i = 0; i < m_Script2Clr.Length; i++)\n\t\t\t\tm_Script2Clr[i] = new Dictionary<Type, Func<DynValue, object>>();\n\t\t}\n\n\t\t// This needs to be evaluated further (doesn't work well with inheritance)\n\t\t//\n\t\t// \t\tprivate Dictionary<Type, Dictionary<Type, Func<object, object>>> m_Script2ClrUserData = new Dictionary<Type, Dictionary<Type, Func<object, object>>>();\n\t\t//\n\t\t//public void SetScriptToClrUserDataSpecificCustomConversion(Type destType, Type userDataType, Func<object, object> converter = null)\n\t\t//{\n\t\t//\tvar destTypeMap = m_Script2ClrUserData.GetOrCreate(destType, () => new Dictionary<Type, Func<object, object>>());\n\t\t//\tdestTypeMap[userDataType] = converter;\n\n\t\t//\tSetScriptToClrCustomConversion(DataType.UserData, destType, v => DispatchUserDataCustomConverter(destTypeMap, v));\n\t\t//}\n\n\t\t//private object DispatchUserDataCustomConverter(Dictionary<Type, Func<object, object>> destTypeMap, DynValue v)\n\t\t//{\n\t\t//\tif (v.Type != DataType.UserData)\n\t\t//\t\treturn null;\n\n\t\t//\tif (v.UserData.Object == null)\n\t\t//\t\treturn null;\n\n\t\t//\tFunc<object, object> converter;\n\n\t\t//\tfor (Type userDataType = v.UserData.Object.GetType();\n\t\t//\t\tuserDataType != typeof(object);\n\t\t//\t\tuserDataType = userDataType.BaseType)\n\t\t//\t{\n\t\t//\t\tif (destTypeMap.TryGetValue(userDataType, out converter))\n\t\t//\t\t{\n\t\t//\t\t\treturn converter(v.UserData.Object);\n\t\t//\t\t}\n\t\t//\t}\n\n\t\t//\treturn null;\n\t\t//}\n\n\t\t//public Func<object, object> GetScriptToClrUserDataSpecificCustomConversion(Type destType, Type userDataType)\n\t\t//{\n\t\t//\tDictionary<Type, Func<object, object>> destTypeMap;\n\n\t\t//\tif (m_Script2ClrUserData.TryGetValue(destType, out destTypeMap))\n\t\t//\t{\n\t\t//\t\tFunc<object, object> converter;\n\n\t\t//\t\tif (destTypeMap.TryGetValue(userDataType, out converter))\n\t\t//\t\t{\n\t\t//\t\t\treturn converter;\n\t\t//\t\t}\n\t\t//\t}\n\n\t\t//\treturn null;\n\t\t//}\n\n\n\n\t\t/// <summary>\n\t\t/// Sets a custom converter from a script data type to a CLR data type. Set null to remove a previous custom converter.\n\t\t/// </summary>\n\t\t/// <param name=\"scriptDataType\">The script data type</param>\n\t\t/// <param name=\"clrDataType\">The CLR data type.</param>\n\t\t/// <param name=\"converter\">The converter, or null.</param>\n\t\tpublic void SetScriptToClrCustomConversion(DataType scriptDataType, Type clrDataType, Func<DynValue, object> converter = null)\n\t\t{\n\t\t\tif ((int)scriptDataType > m_Script2Clr.Length)\n\t\t\t\tthrow new ArgumentException(\"scriptDataType\");\n\n\t\t\tDictionary<Type, Func<DynValue, object>> map = m_Script2Clr[(int)scriptDataType];\n\n\t\t\tif (converter == null)\n\t\t\t{\n\t\t\t\tif (map.ContainsKey(clrDataType))\n\t\t\t\t\tmap.Remove(clrDataType);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmap[clrDataType] = converter;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a custom converter from a script data type to a CLR data type, or null\n\t\t/// </summary>\n\t\t/// <param name=\"scriptDataType\">The script data type</param>\n\t\t/// <param name=\"clrDataType\">The CLR data type.</param>\n\t\t/// <returns>The converter function, or null if not found</returns>\n\t\tpublic Func<DynValue, object> GetScriptToClrCustomConversion(DataType scriptDataType, Type clrDataType)\n\t\t{\n\t\t\tif ((int)scriptDataType > m_Script2Clr.Length)\n\t\t\t\treturn null;\n\n\t\t\tDictionary<Type, Func<DynValue, object>> map = m_Script2Clr[(int)scriptDataType];\n\t\t\treturn map.GetOrDefault(clrDataType);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets a custom converter from a CLR data type. Set null to remove a previous custom converter.\n\t\t/// </summary>\n\t\t/// <param name=\"clrDataType\">The CLR data type.</param>\n\t\t/// <param name=\"converter\">The converter, or null.</param>\n\t\tpublic void SetClrToScriptCustomConversion(Type clrDataType, Func<Script, object, DynValue> converter = null)\n\t\t{\n\t\t\tif (converter == null)\n\t\t\t{\n\t\t\t\tif (m_Clr2Script.ContainsKey(clrDataType))\n\t\t\t\t\tm_Clr2Script.Remove(clrDataType);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_Clr2Script[clrDataType] = converter;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets a custom converter from a CLR data type. Set null to remove a previous custom converter.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The CLR data type.</typeparam>\n\t\t/// <param name=\"converter\">The converter, or null.</param>\n\t\tpublic void SetClrToScriptCustomConversion<T>(Func<Script, T, DynValue> converter = null)\n\t\t{\n\t\t\tSetClrToScriptCustomConversion(typeof(T), (s, o) => converter(s, (T)o));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a custom converter from a CLR data type, or null\n\t\t/// </summary>\n\t\t/// <param name=\"clrDataType\">Type of the color data.</param>\n\t\t/// <returns>The converter function, or null if not found</returns>\n\t\tpublic Func<Script, object, DynValue> GetClrToScriptCustomConversion(Type clrDataType)\n\t\t{\n\t\t\treturn m_Clr2Script.GetOrDefault(clrDataType);\n\t\t}\n\n\t\t/// Sets a custom converter from a CLR data type. Set null to remove a previous custom converter.\n\t\t/// </summary>\n\t\t/// <param name=\"clrDataType\">The CLR data type.</param>\n\t\t/// <param name=\"converter\">The converter, or null.</param>\n\t\t[Obsolete(\"This method is deprecated. Use the overloads accepting functions with a Script argument.\")]\n\t\tpublic void SetClrToScriptCustomConversion(Type clrDataType, Func<object, DynValue> converter = null)\n\t\t{\n\t\t\tSetClrToScriptCustomConversion(clrDataType, (s, o) => converter(o));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets a custom converter from a CLR data type. Set null to remove a previous custom converter.\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The CLR data type.</typeparam>\n\t\t/// <param name=\"converter\">The converter, or null.</param>\n\t\t[Obsolete(\"This method is deprecated. Use the overloads accepting functions with a Script argument.\")]\n\t\tpublic void SetClrToScriptCustomConversion<T>(Func<T, DynValue> converter = null)\n\t\t{\n\t\t\tSetClrToScriptCustomConversion(typeof(T), o => converter((T)o));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Removes all converters.\n\t\t/// </summary>\n\t\tpublic void Clear()\n\t\t{\n\t\t\tm_Clr2Script.Clear();\n\n\t\t\tfor (int i = 0; i < m_Script2Clr.Length; i++)\n\t\t\t\tm_Script2Clr[i].Clear();\n\t\t}\n\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/DescriptorHelpers.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Helper extension methods used to simplify some parts of userdata descriptor implementations\n\t/// </summary>\n\tpublic static class DescriptorHelpers\n\t{\n\t\t/// <summary>\n\t\t/// Determines whether a\n\t\t/// <see cref=\"MoonSharpVisibleAttribute\" /> or a <see cref=\"MoonSharpHiddenAttribute\" />  is changing visibility of a member\n\t\t/// to scripts.\n\t\t/// </summary>\n\t\t/// <param name=\"mi\">The member to check.</param>\n\t\t/// <returns>\n\t\t/// <c>true</c> if visibility is forced visible,\n\t\t/// <c>false</c> if visibility is forced hidden or the specified MemberInfo is null,\n\t\t/// <c>if no attribute was found</c>\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.InvalidOperationException\">If both MoonSharpHiddenAttribute and MoonSharpVisibleAttribute are specified and they convey different messages.</exception>\n\t\tpublic static bool? GetVisibilityFromAttributes(this MemberInfo mi)\n\t\t{\n\t\t\tif (mi == null)\n\t\t\t\treturn false;\n\n\t\t\tMoonSharpVisibleAttribute va = mi.GetCustomAttributes(true).OfType<MoonSharpVisibleAttribute>().SingleOrDefault();\n\t\t\tMoonSharpHiddenAttribute ha = mi.GetCustomAttributes(true).OfType<MoonSharpHiddenAttribute>().SingleOrDefault();\n\n\t\t\tif (va != null && ha != null && va.Visible)\n\t\t\t\tthrow new InvalidOperationException(string.Format(\"A member ('{0}') can't have discording MoonSharpHiddenAttribute and MoonSharpVisibleAttribute.\", mi.Name));\n\t\t\telse if (ha != null)\n\t\t\t\treturn false;\n\t\t\telse if (va != null)\n\t\t\t\treturn va.Visible;\n\t\t\telse\n\t\t\t\treturn null;\n\t\t}\n\n\t\tpublic static bool IsDelegateType(this Type t)\n\t\t{\n\t\t\treturn Framework.Do.IsAssignableFrom(typeof(Delegate), t);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the visibility of the type as a string\n\t\t/// </summary>\n\t\tpublic static string GetClrVisibility(this Type type)\n\t\t{\n#if NETFX_CORE\n\t\t\tvar t = type.GetTypeInfo();\n#else\n\t\t\tType t = type;\n#endif\n\t\t\tif (t.IsPublic || t.IsNestedPublic)\n\t\t\t\treturn \"public\";\n\t\t\tif ((t.IsNotPublic && (!t.IsNested)) || (t.IsNestedAssembly))\n\t\t\t\treturn \"internal\";\n\t\t\tif (t.IsNestedFamORAssem)\n\t\t\t\treturn \"protected-internal\";\n\t\t\tif (t.IsNestedFamANDAssem || t.IsNestedFamily)\n\t\t\t\treturn \"protected\";\n\t\t\tif (t.IsNestedPrivate)\n\t\t\t\treturn \"private\";\n\t\t\treturn \"unknown\";\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a string representing visibility of the given member type\n\t\t/// </summary>\n\t\tpublic static string GetClrVisibility(this FieldInfo info)\n\t\t{\n\t\t\tif (info.IsPublic)\n\t\t\t\treturn \"public\";\n\t\t\tif (info.IsAssembly)\n\t\t\t\treturn \"internal\";\n\t\t\tif (info.IsFamilyOrAssembly)\n\t\t\t\treturn \"protected-internal\";\n\t\t\tif (info.IsFamilyAndAssembly || info.IsFamily)\n\t\t\t\treturn \"protected\";\n\t\t\tif (info.IsPrivate)\n\t\t\t\treturn \"private\";\n\n\t\t\treturn \"unknown\";\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a string representing visibility of the given member type\n\t\t/// </summary>\n\t\tpublic static string GetClrVisibility(this PropertyInfo info)\n\t\t{\n\t\t\tMethodInfo gm = Framework.Do.GetGetMethod(info);\n\t\t\tMethodInfo sm = Framework.Do.GetSetMethod(info);\n\n\t\t\tstring gv = (gm != null) ? GetClrVisibility(gm) : \"private\";\n\t\t\tstring sv = (sm != null) ? GetClrVisibility(sm) : \"private\";\n\n\t\t\tif (gv == \"public\" || sv == \"public\")\n\t\t\t\treturn \"public\";\n\t\t\telse if (gv == \"internal\" || sv == \"internal\")\n\t\t\t\treturn \"internal\";\n\t\t\telse\n\t\t\t\treturn gv;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a string representing visibility of the given member type\n\t\t/// </summary>\n\t\tpublic static string GetClrVisibility(this MethodBase info)\n\t\t{\n\t\t\tif (info.IsPublic)\n\t\t\t\treturn \"public\";\n\t\t\tif (info.IsAssembly)\n\t\t\t\treturn \"internal\";\n\t\t\tif (info.IsFamilyOrAssembly)\n\t\t\t\treturn \"protected-internal\";\n\t\t\tif (info.IsFamilyAndAssembly || info.IsFamily)\n\t\t\t\treturn \"protected\";\n\t\t\tif (info.IsPrivate)\n\t\t\t\treturn \"private\";\n\n\t\t\treturn \"unknown\";\n\t\t}\n\n\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified PropertyInfo is visible publicly (either the getter or the setter is public).\n\t\t/// </summary>\n\t\t/// <param name=\"pi\">The PropertyInfo.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool IsPropertyInfoPublic(this PropertyInfo pi)\n\t\t{\n\t\t\tMethodInfo getter = Framework.Do.GetGetMethod(pi);\n\t\t\tMethodInfo setter = Framework.Do.GetSetMethod(pi);\n\n\t\t\treturn (getter != null && getter.IsPublic) || (setter != null && setter.IsPublic);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the list of metamethod names from attributes - in practice the list of metamethods declared through\n\t\t/// <see cref=\"MoonSharpUserDataMetamethodAttribute\" /> .\n\t\t/// </summary>\n\t\t/// <param name=\"mi\">The mi.</param>\n\t\t/// <returns></returns>\n\t\tpublic static List<string> GetMetaNamesFromAttributes(this MethodInfo mi)\n\t\t{\n\t\t\treturn mi.GetCustomAttributes(typeof(MoonSharpUserDataMetamethodAttribute), true)\n\t\t\t\t.OfType<MoonSharpUserDataMetamethodAttribute>()\n\t\t\t\t.Select(a => a.Name)\n\t\t\t\t.ToList();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the Types implemented in the assembly, catching the ReflectionTypeLoadException just in case..\n\t\t/// </summary>\n\t\t/// <param name=\"asm\">The assebly</param>\n\t\t/// <returns></returns>\n\t\tpublic static Type[] SafeGetTypes(this Assembly asm)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\treturn Framework.Do.GetAssemblyTypes(asm);\n\t\t\t}\n\t\t\tcatch (ReflectionTypeLoadException)\n\t\t\t{\n\t\t\t\treturn new Type[0];\n\t\t\t}\n\t\t}\n\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the name of a conversion method to be exposed to Lua scripts\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tpublic static string GetConversionMethodName(this Type type)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder(type.Name);\n\n\t\t\tfor (int i = 0; i < sb.Length; i++)\n\t\t\t\tif (!char.IsLetterOrDigit(sb[i])) sb[i] = '_';\n\n\t\t\treturn \"__to\" + sb.ToString();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets all implemented types by a given type\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The t.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IEnumerable<Type> GetAllImplementedTypes(this Type t)\n\t\t{\n\t\t\tfor (Type ot = t; ot != null; ot = Framework.Do.GetBaseType(ot))\n\t\t\t\tyield return ot;\n\n\t\t\tforeach (Type it in Framework.Do.GetInterfaces(t))\n\t\t\t\tyield return it;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the string is a valid simple identifier (starts with letter or underscore\n\t\t/// and contains only letters, digits and underscores).\n\t\t/// </summary>\n\t\tpublic static bool IsValidSimpleIdentifier(string str)\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(str))\n\t\t\t\treturn false;\n\n\t\t\tif (str[0] != '_' && !char.IsLetter(str[0]))\n\t\t\t\treturn false;\n\n\t\t\tfor (int i = 1; i < str.Length; i++)\n\t\t\t\tif (str[i] != '_' && !char.IsLetterOrDigit(str[i]))\n\t\t\t\t\treturn false;\n\n\t\t\treturn true;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the string to a valid simple identifier (starts with letter or underscore\n\t\t/// and contains only letters, digits and underscores).\n\t\t/// </summary>\n\t\tpublic static string ToValidSimpleIdentifier(string str)\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(str))\n\t\t\t\treturn \"_\";\n\n\t\t\tif (str[0] != '_' && !char.IsLetter(str[0]))\n\t\t\t\tstr = \"_\" + str;\n\n\t\t\tStringBuilder sb = new StringBuilder(str);\n\n\t\t\tfor (int i = 0; i < sb.Length; i++)\n\t\t\t\tif (sb[i] != '_' && !char.IsLetterOrDigit(sb[i]))\n\t\t\t\t\tsb[i] = '_';\n\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the specified name from underscore_case to camelCase.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <returns></returns>\n\t\tpublic static string Camelify(string name)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder(name.Length);\n\n\t\t\tbool lastWasUnderscore = false;\n\t\t\tfor (int i = 0; i < name.Length; i++)\n\t\t\t{\n\t\t\t\tif (name[i] == '_' && i != 0)\n\t\t\t\t{\n\t\t\t\t\tlastWasUnderscore = true;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (lastWasUnderscore)\n\t\t\t\t\t\tsb.Append(char.ToUpperInvariant(name[i]));\n\t\t\t\t\telse\n\t\t\t\t\t\tsb.Append(name[i]);\n\n\t\t\t\t\tlastWasUnderscore = false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the specified name to one with an uppercase first letter (something to Something).\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <returns></returns>\n\t\tpublic static string UpperFirstLetter(string name)\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(name))\n\t\t\t\treturn char.ToUpperInvariant(name[0]) + name.Substring(1);\n\n\t\t\treturn name;\n\t\t}\n\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/DescriptorHelpers.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9d496c2cf9de43d468a876f8eb542010\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IGeneratorUserDataDescriptor.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// An interface for type descriptors having the ability to generate other descriptors on the fly.\n\t/// </summary>\n\tpublic interface IGeneratorUserDataDescriptor : IUserDataDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// \n\t\t/// Generates a new descriptor for the specified type.\n\t\t/// \n\t\t/// The purpose is to allow a mechanism by which a type descriptor can replace itself with another\n\t\t/// descriptor for a specific type. For example, descriptors can be created on the fly to support\n\t\t/// generic types through this mechanism.\n\t\t/// \n\t\t/// The return value should be:\n\t\t///\t\tnull - if this descriptor is simply skipped for the specified type\n\t\t///\t\tthis - acts as if the descriptor was a vanilla descriptor\n\t\t///\t\ta new descriptor - if a new descriptor should be used in place of this one\n\t\t///\t\t\n\t\t/// It's recommended that instances of descriptors are cached for future references. One possible way,\n\t\t/// to do the caching is to have the generator register the descriptor through <see cref=\"UserData.RegisterType\"/>. \n\t\t/// In that case, it should query whether the type is exactly registered, through <see cref=\"UserData.IsTypeRegistered\"/>\n\t\t/// \n\t\t/// NOTE-1 : the search for descriptors does NOT stop with the descriptor returned by this type, but \n\t\t/// other descriptors (e.g. for interfaces) might still be added.\n\t\t/// \n\t\t/// NOTE-2 : the descriptor generation mechanism is not triggered on an exact match of types.\n\t\t/// \n\t\t/// NOTE-3 : the method is called in the context of a lock over the descriptors registry so no unpredictable changes to the \n\t\t/// registry can come from other threads during the execution of this method. However this method should not take other \n\t\t/// locks, to avoid deadlocks.\n\t\t/// \n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns>Null, this object instance or a new descriptor.</returns>\n\t\tIUserDataDescriptor Generate(Type type);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IGeneratorUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4c1bfacedd1f5a74a9b98a3e6d9d68b1\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataDescriptor.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Interface used by MoonSharp to access objects of a given type from scripts.\n\t/// </summary>\n\tpublic interface IUserDataDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tstring Name { get; }\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tType Type { get; }\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tDynValue Index(Script script, object obj, DynValue index, bool isDirectIndexing);\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tbool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isDirectIndexing);\n\t\t/// <summary>\n\t\t/// Converts this userdata to string\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tstring AsString(object obj);\n\t\t/// <summary>\n\t\t/// \n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil). \n\t\t/// \n\t\t/// These standard metamethods can be supported (the return value should be a function accepting the\n\t\t/// classic parameters of the corresponding metamethod):\n\t\t/// __add, __sub, __mul, __div, __div, __pow, __unm, __eq, __lt, __le, __lt, __len, __concat, \n\t\t/// __pairs, __ipairs, __iterator, __call\n\t\t/// \n\t\t/// These standard metamethods are supported through other calls for efficiency:\n\t\t/// __index, __newindex, __tostring\n\t\t/// \n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// <returns></returns>\n\t\tDynValue MetaIndex(Script script, object obj, string metaname);\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// Unless a very specific behaviour is needed, the correct implementation is a \n\t\t/// simple \" return type.IsInstanceOfType(obj); \"\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tbool IsTypeCompatible(Type type, object obj);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c0844fdd4c212c744ae29fe2aae91875\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataMemberDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Interface used by standard descriptors to access members of a given type from scripts.\n\t/// </summary>\n\tpublic interface IUserDataMemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tstring Name { get; }\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tType Type { get; }\n\t\t/// <summary>\n\t\t/// Gets the value of the member\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tDynValue GetValue(Script script, object obj);\n\t\t/// <summary>\n\t\t/// Sets the value of the member\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\t/// <returns></returns>\n\t\tbool SetValue(Script script, object obj, DynValue value);\n\t\t/// <summary>\n\t\t/// Gets the type of the member.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The type of the member.\n\t\t/// </value>\n\t\tUserDataMemberType MemberType { get; }\n\n\n\t\tvoid Optimize();\n\n\n\n\t\tbool IsStatic { get; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 31cd495019c79954d8a38ecbce8799fa\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// As a convenience, every type deriving from IUserDataType is \"self-described\". That is, no descriptor is needed/generated\n\t/// and the object itself is used to describe the type for interop. See also <see cref=\"UserData\"/>, <see cref=\"IUserDataDescriptor\"/> \n\t/// and <see cref=\"StandardUserDataDescriptor\"/> .\n\t/// </summary>\n\tpublic interface IUserDataType\n\t{\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tDynValue Index(Script script, DynValue index, bool isDirectIndexing);\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tbool SetIndex(Script script, DynValue index, DynValue value, bool isDirectIndexing);\n\t\t/// <summary>\n\t\t/// \n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil). \n\t\t/// \n\t\t/// These standard metamethods can be supported (the return value should be a function accepting the\n\t\t/// classic parameters of the corresponding metamethod):\n\t\t/// __add, __sub, __mul, __div, __div, __pow, __unm, __eq, __lt, __le, __lt, __len, __concat, \n\t\t/// __pairs, __ipairs, __iterator, __call\n\t\t/// \n\t\t/// These standard metamethods are supported through other calls for efficiency:\n\t\t/// __index, __newindex, __tostring\n\t\t/// \n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// <returns></returns>\n\t\tDynValue MetaIndex(Script script, string metaname);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IUserDataType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 381df7419b6159e4ca6f53160d3f6311\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IWireableDescriptor.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop.BasicDescriptors\n{\n\t/// <summary>\n\t/// Interface for descriptors with the capability of being serialized\n\t/// for later hardwiring.\n\t/// </summary>\n\tpublic interface IWireableDescriptor \n\t{\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tvoid PrepareForWiring(Table t);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/IWireableDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 10a1dc8ad29c16947887ce1810ea5280\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/InteropAccessMode.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Enumerations of the possible strategies to marshal CLR objects to MoonSharp userdata and functions\n\t/// when using automatic descriptors.\n\t/// Note that these are \"hints\" and MoonSharp is free to ignore the access mode specified (if different from\n\t/// HideMembers) and downgrade the access mode to \"Reflection\". \n\t/// This particularly happens when running on AOT platforms like iOS.\n\t/// See also : <see cref=\"CallbackFunction\"/> and <see cref=\"UserData\"/> .\n\t/// </summary>\n\tpublic enum InteropAccessMode\n\t{\n\t\t/// <summary>\n\t\t/// Optimization is not performed and reflection is used everytime to access members.\n\t\t/// This is the slowest approach but saves a lot of memory if members are seldomly used.\n\t\t/// </summary>\n\t\tReflection,\n\t\t/// <summary>\n\t\t/// Optimization is done on the fly the first time a member is accessed.\n\t\t/// This saves memory for all members that are never accessed, at the cost of an increased script execution time.\n\t\t/// </summary>\n\t\tLazyOptimized,\n\t\t/// <summary>\n\t\t/// Optimization is done at registration time.\n\t\t/// </summary>\n\t\tPreoptimized,\n\t\t/// <summary>\n\t\t/// Optimization is done in a background thread which starts at registration time. \n\t\t/// If a member is accessed before optimization is completed, reflection is used.\n\t\t/// </summary>\n\t\tBackgroundOptimized,\n\t\t/// <summary>\n\t\t/// Use the hardwired descriptor(s)\n\t\t/// </summary>\n\t\tHardwired,\n\t\t/// <summary>\n\t\t/// No optimization is done, and members are not accessible at all.\n\t\t/// </summary>\n\t\tHideMembers,\n\t\t/// <summary>\n\t\t/// No reflection is allowed, nor code generation. This is used as a safeguard when registering types which should not\n\t\t/// use a standard reflection based descriptor - for example for types implementing <see cref=\"MoonSharp.Interpreter.Interop.IUserDataType\" />\n\t\t/// </summary>\n\t\tNoReflectionAllowed,\n\t\t/// <summary>\n\t\t/// Use the default access mode\n\t\t/// </summary>\n\t\tDefault\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/InteropAccessMode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84e79b09bef234245b9ff462815afdea\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/InteropRegistrationPolicy.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.RegistrationPolicies;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Collection of the standard policies to handle UserData type registrations.\n\t/// Provided mostly for compile-time backward compatibility with old code.\n\t/// See also : <see cref=\"IRegistrationPolicy\"/> .\n\t/// </summary>\n\tpublic static class InteropRegistrationPolicy\n\t{\n\t\t/// <summary>\n\t\t/// The default registration policy used by MoonSharp unless explicitely replaced.\n\t\t/// Deregistrations are allowed, but registration of a new descriptor are not allowed\n\t\t/// if a descriptor is already registered for that type.\n\t\t/// \n\t\t/// Types must be explicitly registered.\n\t\t/// </summary>\n\t\tpublic static IRegistrationPolicy Default { get { return new DefaultRegistrationPolicy(); }}\n\n\t\t/// <summary>\n\t\t/// The default registration policy used by MoonSharp unless explicitely replaced.\n\t\t/// Deregistrations are allowed, but registration of a new descriptor are not allowed\n\t\t/// if a descriptor is already registered for that type.\n\t\t/// \n\t\t/// Types must be explicitly registered.\n\t\t/// </summary>\n\t\t[Obsolete(\"Please use InteropRegistrationPolicy.Default instead.\")]\n\t\tpublic static IRegistrationPolicy Explicit { get { return new DefaultRegistrationPolicy(); } }\n\t\t/// <summary>\n\t\t/// Types are automatically registered if not found in the registry. This is easier to use but potentially unsafe.\n\t\t/// </summary>\n\t\tpublic static IRegistrationPolicy Automatic { get { return new AutomaticRegistrationPolicy(); } }\n\t\t\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/InteropRegistrationPolicy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a781c8e2e475484aaee0c471051b61f\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/CharPtr.cs",
    "content": "﻿#pragma warning disable 1591\n//\n// This part taken from KopiLua - https://github.com/NLua/KopiLua\n//\n// =========================================================================================================\n//\n// Kopi Lua License\n// ----------------\n// MIT License for KopiLua\n// Copyright (c) 2012 LoDC\n// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and\n// associated documentation files (the \"Software\"), to deal in the Software without restriction,\n// including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,\n// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,\n// subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in all copies or substantial\n// portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT\n// LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\n// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n// ===============================================================================\n// Lua License\n// -----------\n// Lua is licensed under the terms of the MIT license reproduced below.\n// This means that Lua is free software and can be used for both academic\n// and commercial purposes at absolutely no cost.\n// For details and rationale, see http://www.lua.org/license.html .\n// ===============================================================================\n// Copyright (C) 1994-2008 Lua.org, PUC-Rio.\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nusing System;\nusing System.Diagnostics;\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\tpublic class CharPtr\n\t{\n\t\tpublic char[] chars;\n\t\tpublic int index;\n\n\t\tpublic char this[int offset]\n\t\t{\n\t\t\tget { return chars[index + offset]; }\n\t\t\tset { chars[index + offset] = value; }\n\t\t}\n\n\t\tpublic char this[uint offset]\n\t\t{\n\t\t\tget { return chars[index + offset]; }\n\t\t\tset { chars[index + offset] = value; }\n\t\t}\n\t\tpublic char this[long offset]\n\t\t{\n\t\t\tget { return chars[index + (int)offset]; }\n\t\t\tset { chars[index + (int)offset] = value; }\n\t\t}\n\n\t\tpublic static implicit operator CharPtr(string str) { return new CharPtr(str); }\n\t\tpublic static implicit operator CharPtr(char[] chars) { return new CharPtr(chars); }\n\t\tpublic static implicit operator CharPtr(byte[] bytes) { return new CharPtr(bytes); }\n\n\t\tpublic CharPtr()\n\t\t{\n\t\t\tthis.chars = null;\n\t\t\tthis.index = 0;\n\t\t}\n\n\t\tpublic CharPtr(string str)\n\t\t{\n\t\t\tthis.chars = (str + '\\0').ToCharArray();\n\t\t\tthis.index = 0;\n\t\t}\n\n\t\tpublic CharPtr(CharPtr ptr)\n\t\t{\n\t\t\tthis.chars = ptr.chars;\n\t\t\tthis.index = ptr.index;\n\t\t}\n\n\t\tpublic CharPtr(CharPtr ptr, int index)\n\t\t{\n\t\t\tthis.chars = ptr.chars;\n\t\t\tthis.index = index;\n\t\t}\n\n\t\tpublic CharPtr(char[] chars)\n\t\t{\n\t\t\tthis.chars = chars;\n\t\t\tthis.index = 0;\n\t\t}\n\n\t\tpublic CharPtr(char[] chars, int index)\n\t\t{\n\t\t\tthis.chars = chars;\n\t\t\tthis.index = index;\n\t\t}\n\n\t\tpublic CharPtr(byte[] bytes)\n\t\t{\n\t\t\tthis.chars = new char[bytes.Length];\n\t\t\tfor (int i = 0; i < bytes.Length; i++)\n\t\t\t{\n\t\t\t\tthis.chars[i] = (char)bytes[i];\n\t\t\t}\n\n\t\t\tthis.index = 0;\n\t\t}\n\n\t\tpublic CharPtr(IntPtr ptr)\n\t\t{\n\t\t\tthis.chars = new char[0];\n\t\t\tthis.index = 0;\n\t\t}\n\n\t\tpublic static CharPtr operator +(CharPtr ptr, int offset) { return new CharPtr(ptr.chars, ptr.index + offset); }\n\t\tpublic static CharPtr operator -(CharPtr ptr, int offset) { return new CharPtr(ptr.chars, ptr.index - offset); }\n\t\tpublic static CharPtr operator +(CharPtr ptr, uint offset) { return new CharPtr(ptr.chars, ptr.index + (int)offset); }\n\t\tpublic static CharPtr operator -(CharPtr ptr, uint offset) { return new CharPtr(ptr.chars, ptr.index - (int)offset); }\n\n\t\tpublic void inc() { this.index++; }\n\t\tpublic void dec() { this.index--; }\n\t\tpublic CharPtr next() { return new CharPtr(this.chars, this.index + 1); }\n\t\tpublic CharPtr prev() { return new CharPtr(this.chars, this.index - 1); }\n\t\tpublic CharPtr add(int ofs) { return new CharPtr(this.chars, this.index + ofs); }\n\t\tpublic CharPtr sub(int ofs) { return new CharPtr(this.chars, this.index - ofs); }\n\n\t\tpublic static bool operator ==(CharPtr ptr, char ch) { return ptr[0] == ch; }\n\t\tpublic static bool operator ==(char ch, CharPtr ptr) { return ptr[0] == ch; }\n\t\tpublic static bool operator !=(CharPtr ptr, char ch) { return ptr[0] != ch; }\n\t\tpublic static bool operator !=(char ch, CharPtr ptr) { return ptr[0] != ch; }\n\n\t\tpublic static CharPtr operator +(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tstring result = \"\";\n\t\t\tfor (int i = 0; ptr1[i] != '\\0'; i++)\n\t\t\t\tresult += ptr1[i];\n\t\t\tfor (int i = 0; ptr2[i] != '\\0'; i++)\n\t\t\t\tresult += ptr2[i];\n\t\t\treturn new CharPtr(result);\n\t\t}\n\t\tpublic static int operator -(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tDebug.Assert(ptr1.chars == ptr2.chars); return ptr1.index - ptr2.index;\n\t\t}\n\t\tpublic static bool operator <(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tDebug.Assert(ptr1.chars == ptr2.chars); return ptr1.index < ptr2.index;\n\t\t}\n\t\tpublic static bool operator <=(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tDebug.Assert(ptr1.chars == ptr2.chars); return ptr1.index <= ptr2.index;\n\t\t}\n\t\tpublic static bool operator >(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tDebug.Assert(ptr1.chars == ptr2.chars); return ptr1.index > ptr2.index;\n\t\t}\n\t\tpublic static bool operator >=(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tDebug.Assert(ptr1.chars == ptr2.chars); return ptr1.index >= ptr2.index;\n\t\t}\n\t\tpublic static bool operator ==(CharPtr ptr1, CharPtr ptr2)\n\t\t{\n\t\t\tobject o1 = ptr1 as CharPtr;\n\t\t\tobject o2 = ptr2 as CharPtr;\n\t\t\tif ((o1 == null) && (o2 == null)) return true;\n\t\t\tif (o1 == null) return false;\n\t\t\tif (o2 == null) return false;\n\t\t\treturn (ptr1.chars == ptr2.chars) && (ptr1.index == ptr2.index);\n\t\t}\n\t\tpublic static bool operator !=(CharPtr ptr1, CharPtr ptr2) { return !(ptr1 == ptr2); }\n\n\t\tpublic override bool Equals(object o)\n\t\t{\n\t\t\treturn this == (o as CharPtr);\n\t\t}\n\n\t\tpublic override int GetHashCode()\n\t\t{\n\t\t\treturn 0;\n\t\t}\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tSystem.Text.StringBuilder result = new System.Text.StringBuilder();\n\t\t\tfor (int i = index; (i < chars.Length) && (chars[i] != '\\0'); i++)\n\t\t\t\tresult.Append(chars[i]);\n\n\t\t\treturn result.ToString();\n\t\t}\n\n\t\tpublic string ToString(int length)\n\t\t{\n\t\t\tSystem.Text.StringBuilder result = new System.Text.StringBuilder();\n\t\t\tfor (int i = index; (i < chars.Length) && i < (length + index); i++)\n\t\t\t\tresult.Append(chars[i]);\n\t\t\treturn result.ToString();\n\t\t}\n\t}\n\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/CharPtr.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 802f229ee40af27429fe9f44aa00b47d\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaBase.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing lua_Integer = System.Int32;\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\t/// <summary>\n\t/// Classes using the classic interface should inherit from this class.\n\t/// This class defines only static methods and is really meant to be used only\n\t/// from C# and not other .NET languages. \n\t/// \n\t/// For easier operation they should also define:\n\t///\t\tusing ptrdiff_t = System.Int32;\n\t///\t\tusing lua_Integer = System.Int32;\n\t///\t\tusing LUA_INTFRM_T = System.Int64;\n\t///\t\tusing UNSIGNED_LUA_INTFRM_T = System.UInt64;\n\t/// </summary>\n\tpublic partial class LuaBase\n\t{\n\t\tprotected const int LUA_TNONE = -1;\n\t\tprotected const int LUA_TNIL = 0;\n\t\tprotected const int LUA_TBOOLEAN = 1;\n\t\tprotected const int LUA_TLIGHTUSERDATA = 2;\n\t\tprotected const int LUA_TNUMBER = 3;\n\t\tprotected const int LUA_TSTRING = 4;\n\t\tprotected const int LUA_TTABLE = 5;\n\t\tprotected const int LUA_TFUNCTION = 6;\n\t\tprotected const int LUA_TUSERDATA = 7;\n\t\tprotected const int LUA_TTHREAD = 8;\n\t\t\n\t\tprotected const int LUA_MULTRET = -1;\n\n\t\tprotected const string LUA_INTFRMLEN = \"l\";\n\n\t\tprotected static DynValue GetArgument(LuaState L, lua_Integer pos)\n\t\t{\n\t\t\treturn L.At(pos);\n\t\t}\n\n\t\tprotected static DynValue ArgAsType(LuaState L, lua_Integer pos, DataType type, bool allowNil = false)\n\t\t{\n\t\t\treturn GetArgument(L, pos).CheckType(L.FunctionName, type, pos - 1, allowNil ? TypeValidationFlags.AllowNil | TypeValidationFlags.AutoConvert : TypeValidationFlags.AutoConvert);\n\t\t}\n\n\t\tprotected static lua_Integer LuaType(LuaState L, lua_Integer p)\n\t\t{\n\t\t\tswitch (GetArgument(L, p).Type)\n\t\t\t{\n\t\t\t\tcase DataType.Void:\n\t\t\t\t\treturn LUA_TNONE;\n\t\t\t\tcase DataType.Nil:\n\t\t\t\t\treturn LUA_TNIL;\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\treturn LUA_TNIL;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\treturn LUA_TNUMBER;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\treturn LUA_TSTRING;\n\t\t\t\tcase DataType.Function:\n\t\t\t\t\treturn LUA_TFUNCTION;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\treturn LUA_TTABLE;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\treturn LUA_TUSERDATA;\n\t\t\t\tcase DataType.Thread:\n\t\t\t\t\treturn LUA_TTHREAD;\n\t\t\t\tcase DataType.ClrFunction:\n\t\t\t\t\treturn LUA_TFUNCTION;\n\t\t\t\tcase DataType.TailCallRequest:\n\t\t\t\tcase DataType.YieldRequest:\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Can't call LuaType on any type\");\n\t\t\t}\n\t\t}\n\n\t\tprotected static string LuaLCheckLString(LuaState L, lua_Integer argNum, out uint l)\n\t\t{\n\t\t\tstring str = ArgAsType(L, argNum, DataType.String, false).String;\n\t\t\tl = (uint)str.Length;\n\t\t\treturn str;\n\t\t}\n\n\t\tprotected static void LuaPushInteger(LuaState L, lua_Integer val)\n\t\t{\n\t\t\tL.Push(DynValue.NewNumber(val));\n\t\t}\n\n\t\tprotected static lua_Integer LuaToBoolean(LuaState L, lua_Integer p)\n\t\t{\n\t\t\treturn GetArgument(L, p).CastToBool() ? 1 : 0;\n\t\t}\n\n\t\tprotected static string LuaToLString(LuaState luaState, lua_Integer p, out uint l)\n\t\t{\n\t\t\treturn LuaLCheckLString(luaState, p, out l);\n\t\t}\n\n\t\tprotected static string LuaToString(LuaState luaState, lua_Integer p)\n\t\t{\n\t\t\tuint l;\n\t\t\treturn LuaLCheckLString(luaState, p, out l);\n\t\t}\n\n\t\tprotected static void LuaLAddValue(LuaLBuffer b)\n\t\t{\n\t\t\tb.StringBuilder.Append(b.LuaState.Pop().ToPrintString());\n\t\t}\n\n\t\tprotected static void LuaLAddLString(LuaLBuffer b, CharPtr s, uint p)\n\t\t{\n\t\t\tb.StringBuilder.Append(s.ToString((int)p));\n\t\t}\n\n\t\tprotected static void LuaLAddString(LuaLBuffer b, string s)\n\t\t{\n\t\t\tb.StringBuilder.Append(s.ToString());\n\t\t}\n\n\n\t\tprotected static lua_Integer LuaLOptInteger(LuaState L, lua_Integer pos, lua_Integer def)\n\t\t{\n\t\t\tDynValue v = ArgAsType(L, pos, DataType.Number, true);\n\n\t\t\tif (v.IsNil())\n\t\t\t\treturn def;\n\t\t\telse\n\t\t\t\treturn (int)v.Number;\n\t\t}\n\n\t\tprotected static lua_Integer LuaLCheckInteger(LuaState L, lua_Integer pos)\n\t\t{\n\t\t\tDynValue v = ArgAsType(L, pos, DataType.Number, false);\n\t\t\treturn (int)v.Number;\n\t\t}\n\n\t\tprotected static void LuaLArgCheck(LuaState L, bool condition, lua_Integer argNum, string message)\n\t\t{\n\t\t\tif (!condition)\n\t\t\t\tLuaLArgError(L, argNum, message);\n\t\t}\n\n\t\tprotected static lua_Integer LuaLCheckInt(LuaState L, lua_Integer argNum)\n\t\t{\n\t\t\treturn LuaLCheckInteger(L, argNum);\n\t\t}\n\n\t\tprotected static lua_Integer LuaGetTop(LuaState L)\n\t\t{\n\t\t\treturn L.Count;\n\t\t}\n\n\t\tprotected static lua_Integer LuaLError(LuaState luaState, string message, params object[] args)\n\t\t{\n\t\t\tthrow new ScriptRuntimeException(message, args);\n\t\t}\n\n\t\tprotected static void LuaLAddChar(LuaLBuffer b, char p)\n\t\t{\n\t\t\tb.StringBuilder.Append(p);\n\t\t}\n\n\t\tprotected static void LuaLBuffInit(LuaState L, LuaLBuffer b)\n\t\t{\n\t\t}\n\n\t\tprotected static void LuaPushLiteral(LuaState L, string literalString)\n\t\t{\n\t\t\tL.Push(DynValue.NewString(literalString));\n\t\t}\n\n\t\tprotected static void LuaLPushResult(LuaLBuffer b)\n\t\t{\n\t\t\tLuaPushLiteral(b.LuaState, b.StringBuilder.ToString());\n\t\t}\n\n\t\tprotected static void LuaPushLString(LuaState L, CharPtr s, uint len)\n\t\t{\n\t\t\tstring ss = s.ToString((int)len);\n\t\t\tL.Push(DynValue.NewString(ss));\n\t\t}\n\n\t\tprotected static void LuaLCheckStack(LuaState L, lua_Integer n, string message)\n\t\t{\n\t\t\t// nop ?\n\t\t}\n\n\t\tprotected static string LUA_QL(string p)\n\t\t{\n\t\t\treturn \"'\" + p + \"'\";\n\t\t}\n\n\n\t\tprotected static void LuaPushNil(LuaState L)\n\t\t{\n\t\t\tL.Push(DynValue.Nil);\n\t\t}\n\n\t\tprotected static void LuaAssert(bool p)\n\t\t{\n\t\t\t// ??! \n\t\t\t// A lot of KopiLua methods fall here in valid state!\n\n\t\t\t//if (!p)\n\t\t\t//\tthrow new InternalErrorException(\"LuaAssert failed!\");\n\t\t}\n\n\t\tprotected static string LuaLTypeName(LuaState L, lua_Integer p)\n\t\t{\n\t\t\treturn L.At(p).Type.ToErrorTypeString();\n\t\t}\n\n\t\tprotected static lua_Integer LuaIsString(LuaState L, lua_Integer p)\n\t\t{\n\t\t\tvar v = L.At(p);\n\t\t\treturn (v.Type == DataType.String || v.Type == DataType.Number) ? 1 : 0;\n\t\t}\n\n\t\tprotected static void LuaPop(LuaState L, lua_Integer p)\n\t\t{\n\t\t\tfor (int i = 0; i < p; i++)\n\t\t\t\tL.Pop();\n\t\t}\n\n\t\tprotected static void LuaGetTable(LuaState L, lua_Integer p)\n\t\t{\n\t\t\t// DEBT: this should call metamethods, now it performs raw access\n\t\t\tDynValue key = L.Pop();\n\t\t\tDynValue table = L.At(p);\n\n\t\t\tif (table.Type != DataType.Table)\n\t\t\t\tthrow new NotImplementedException();\n\n\t\t\tvar v = table.Table.Get(key);\n\t\t\tL.Push(v);\n\t\t}\n\n\t\tprotected static int LuaLOptInt(LuaState L, lua_Integer pos, lua_Integer def)\n\t\t{\n\t\t\treturn LuaLOptInteger(L, pos, def);\n\t\t}\n\n\t\tprotected static CharPtr LuaLCheckString(LuaState L, lua_Integer p)\n\t\t{\n\t\t\tuint dummy;\n\t\t\treturn LuaLCheckLString(L, p, out dummy);\n\t\t}\n\n\t\tprotected static string LuaLCheckStringStr(LuaState L, lua_Integer p)\n\t\t{\n\t\t\tuint dummy;\n\t\t\treturn LuaLCheckLString(L, p, out dummy);\n\t\t}\n\n\t\tprotected static void LuaLArgError(LuaState L, lua_Integer arg, string p)\n\t\t{\n\t\t\tthrow ScriptRuntimeException.BadArgument(arg - 1, L.FunctionName, p);\n\t\t}\n\n\t\tprotected static double LuaLCheckNumber(LuaState L, lua_Integer pos)\n\t\t{\n\t\t\tDynValue v = ArgAsType(L, pos, DataType.Number, false);\n\t\t\treturn v.Number;\n\t\t}\n\n\t\tprotected static void LuaPushValue(LuaState L, lua_Integer arg)\n\t\t{\n\t\t\tDynValue v = L.At(arg);\n\t\t\tL.Push(v);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Calls a function.\n\t\t/// To call a function you must use the following protocol: first, the function to be called is pushed onto the stack; then,\n\t\t/// the arguments to the function are pushed in direct order; that is, the first argument is pushed first. Finally you call\n\t\t/// lua_call; nargs is the number of arguments that you pushed onto the stack. All arguments and the function value are\n\t\t/// popped from the stack when the function is called. The function results are pushed onto the stack when the function\n\t\t/// returns. The number of results is adjusted to nresults, unless nresults is LUA_MULTRET. In this case, all results from\n\t\t/// the function are pushed. Lua takes care that the returned values fit into the stack space. The function results are\n\t\t/// pushed onto the stack in direct order (the first result is pushed first), so that after the call the last result is on\n\t\t/// the top of the stack.\n\t\t/// </summary>\n\t\t/// <param name=\"L\">The LuaState</param>\n\t\t/// <param name=\"nargs\">The number of arguments.</param>\n\t\t/// <param name=\"nresults\">The number of expected results.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tprotected static void LuaCall(LuaState L, lua_Integer nargs, lua_Integer nresults = LUA_MULTRET)\n\t\t{\n\t\t\tDynValue[] args = L.GetTopArray(nargs);\n\n\t\t\tL.Discard(nargs);\n\n\t\t\tDynValue func = L.Pop();\n\n\t\t\tDynValue ret = L.ExecutionContext.Call(func, args);\n\n\t\t\tif (nresults != 0)\n\t\t\t{\n\t\t\t\tif (nresults == -1)\n\t\t\t\t{\n\t\t\t\t\tnresults = (ret.Type == DataType.Tuple) ? ret.Tuple.Length : 1;\n\t\t\t\t}\n\n\t\t\t\tDynValue[] vals = (ret.Type == DataType.Tuple) ? ret.Tuple : new DynValue[1] { ret };\n\n\t\t\t\tint copied = 0;\n\n\t\t\t\tfor (int i = 0; i < vals.Length && copied < nresults; i++, copied++)\n\t\t\t\t{\n\t\t\t\t\tL.Push(vals[i]);\n\t\t\t\t}\n\n\t\t\t\twhile (copied < nresults)\n\t\t\t\t{\n\t\t\t\t\tL.Push(DynValue.Nil);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0dc4e1e8bd0068f40a35a96269eb66d1\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaBase_CLib.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System;\nusing lua_Integer = System.Int32;\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\tpublic partial class LuaBase\n\t{\n\t\tprotected static lua_Integer memcmp(CharPtr ptr1, CharPtr ptr2, uint size)\n\t\t{\n\t\t\treturn memcmp(ptr1, ptr2, (int)size);\n\t\t}\n\n\t\tprotected static int memcmp(CharPtr ptr1, CharPtr ptr2, int size)\n\t\t{\n\t\t\tfor (int i = 0; i < size; i++)\n\t\t\t\tif (ptr1[i] != ptr2[i])\n\t\t\t\t{\n\t\t\t\t\tif (ptr1[i] < ptr2[i])\n\t\t\t\t\t\treturn -1;\n\t\t\t\t\telse\n\t\t\t\t\t\treturn 1;\n\t\t\t\t}\n\t\t\treturn 0;\n\t\t}\n\n\t\tprotected static CharPtr memchr(CharPtr ptr, char c, uint count)\n\t\t{\n\t\t\tfor (uint i = 0; i < count; i++)\n\t\t\t\tif (ptr[i] == c)\n\t\t\t\t\treturn new CharPtr(ptr.chars, (int)(ptr.index + i));\n\t\t\treturn null;\n\t\t}\n\n\t\tprotected static CharPtr strpbrk(CharPtr str, CharPtr charset)\n\t\t{\n\t\t\tfor (int i = 0; str[i] != '\\0'; i++)\n\t\t\t\tfor (int j = 0; charset[j] != '\\0'; j++)\n\t\t\t\t\tif (str[i] == charset[j])\n\t\t\t\t\t\treturn new CharPtr(str.chars, str.index + i);\n\t\t\treturn null;\n\t\t}\n\n\t\tprotected static bool isalpha(char c) { return Char.IsLetter(c); }\n\t\tprotected static bool iscntrl(char c) { return Char.IsControl(c); }\n\t\tprotected static bool isdigit(char c) { return Char.IsDigit(c); }\n\t\tprotected static bool islower(char c) { return Char.IsLower(c); }\n\t\tprotected static bool ispunct(char c) { return Char.IsPunctuation(c); }\n\t\tprotected static bool isspace(char c) { return (c == ' ') || (c >= (char)0x09 && c <= (char)0x0D); }\n\t\tprotected static bool isupper(char c) { return Char.IsUpper(c); }\n\t\tprotected static bool isalnum(char c) { return Char.IsLetterOrDigit(c); }\n\t\tprotected static bool isxdigit(char c) { return \"0123456789ABCDEFabcdef\".IndexOf(c) >= 0; }\n\t\tprotected static bool isgraph(char c) { return !Char.IsControl(c) && !Char.IsWhiteSpace(c); }\n\n\t\tprotected static bool isalpha(int c) { return Char.IsLetter((char)c); }\n\t\tprotected static bool iscntrl(int c) { return Char.IsControl((char)c); }\n\t\tprotected static bool isdigit(int c) { return Char.IsDigit((char)c); }\n\t\tprotected static bool islower(int c) { return Char.IsLower((char)c); }\n\t\tprotected static bool ispunct(int c) { return ((char)c != ' ') && !isalnum((char)c); } // *not* the same as Char.IsPunctuation\n\t\tprotected static bool isspace(int c) { return ((char)c == ' ') || ((char)c >= (char)0x09 && (char)c <= (char)0x0D); }\n\t\tprotected static bool isupper(int c) { return Char.IsUpper((char)c); }\n\t\tprotected static bool isalnum(int c) { return Char.IsLetterOrDigit((char)c); }\n\t\tprotected static bool isgraph(int c) { return !Char.IsControl((char)c) && !Char.IsWhiteSpace((char)c); }\n\n\t\tprotected static char tolower(char c) { return Char.ToLower(c); }\n\t\tprotected static char toupper(char c) { return Char.ToUpper(c); }\n\t\tprotected static char tolower(int c) { return Char.ToLower((char)c); }\n\t\tprotected static char toupper(int c) { return Char.ToUpper((char)c); }\n\n\n\t\t// find c in str\n\t\tprotected static CharPtr strchr(CharPtr str, char c)\n\t\t{\n\t\t\tfor (int index = str.index; str.chars[index] != 0; index++)\n\t\t\t\tif (str.chars[index] == c)\n\t\t\t\t\treturn new CharPtr(str.chars, index);\n\t\t\treturn null;\n\t\t}\n\n\t\tprotected static CharPtr strcpy(CharPtr dst, CharPtr src)\n\t\t{\n\t\t\tint i;\n\t\t\tfor (i = 0; src[i] != '\\0'; i++)\n\t\t\t\tdst[i] = src[i];\n\t\t\tdst[i] = '\\0';\n\t\t\treturn dst;\n\t\t}\n\n\t\tprotected static CharPtr strncpy(CharPtr dst, CharPtr src, int length)\n\t\t{\n\t\t\tint index = 0;\n\t\t\twhile ((src[index] != '\\0') && (index < length))\n\t\t\t{\n\t\t\t\tdst[index] = src[index];\n\t\t\t\tindex++;\n\t\t\t}\n\t\t\twhile (index < length)\n\t\t\t\tdst[index++] = '\\0';\n\t\t\treturn dst;\n\t\t}\n\n\t\tprotected static int strlen(CharPtr str)\n\t\t{\n\t\t\tint index = 0;\n\t\t\twhile (str[index] != '\\0')\n\t\t\t\tindex++;\n\t\t\treturn index;\n\t\t}\n\n\t\tpublic static void sprintf(CharPtr buffer, CharPtr str, params object[] argv)\n\t\t{\n\t\t\tstring temp = Tools.sprintf(str.ToString(), argv);\n\t\t\tstrcpy(buffer, temp);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaBase_CLib.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c7796488a1ee064aac5874030f8ea33\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaLBuffer.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\tpublic class LuaLBuffer \n\t{\n\t\tpublic StringBuilder StringBuilder { get; private set; }\n\t\tpublic LuaState LuaState { get; private set; }\n\n\t\tpublic LuaLBuffer(LuaState l)\n\t\t{\n\t\t\tStringBuilder = new StringBuilder();\n\t\t\tLuaState = l;\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaLBuffer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 13a3e29adbb014346ad74b150730731a\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaState.cs",
    "content": "﻿// Disable warnings about XML documentation\n#pragma warning disable 1591\n\nusing System.Collections.Generic;\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\t/// <summary>\n\t/// \n\t/// </summary>\n\tpublic class LuaState\n\t{\n\t\tprivate List<DynValue> m_Stack;\n\n\t\tpublic ScriptExecutionContext ExecutionContext { get; private set; }\n\t\tpublic string FunctionName { get; private set; }\n\n\t\tinternal LuaState(ScriptExecutionContext executionContext, CallbackArguments args, string functionName)\n\t\t{\n\t\t\tExecutionContext = executionContext;\n\t\t\tm_Stack = new List<DynValue>(16);\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t\tm_Stack.Add(args[i]);\n\n\t\t\tFunctionName = functionName;\n\t\t}\n\n\t\tpublic DynValue Top(int pos = 0)\n\t\t{\n\t\t\treturn m_Stack[m_Stack.Count - 1 - pos];\n\t\t}\n\n\t\tpublic DynValue At(int pos)\n\t\t{\n\t\t\tif (pos < 0)\n\t\t\t\tpos = m_Stack.Count + pos + 1;\n\n\t\t\tif (pos > m_Stack.Count)\n\t\t\t\treturn DynValue.Void;\n\n\t\t\treturn m_Stack[pos - 1];\n\t\t}\n\n\t\tpublic int Count\n\t\t{\n\t\t\tget { return m_Stack.Count; }\n\t\t}\n\n\t\tpublic void Push(DynValue v)\n\t\t{\n\t\t\tm_Stack.Add(v);\n\t\t}\n\n\t\tpublic DynValue Pop()\n\t\t{\n\t\t\tvar v = Top();\n\t\t\tm_Stack.RemoveAt(m_Stack.Count - 1);\n\t\t\treturn v;\n\t\t}\n\n\t\tpublic DynValue[] GetTopArray(int num)\n\t\t{\n\t\t\tDynValue[] rets = new DynValue[num];\n\n\t\t\tfor (int i = 0; i < num; i++)\n\t\t\t\trets[num - i - 1] = Top(i);\n\n\t\t\treturn rets;\n\t\t}\n\n\n\t\tpublic DynValue GetReturnValue(int retvals)\n\t\t{\n\t\t\tif (retvals == 0)\n\t\t\t\treturn DynValue.Nil;\n\t\t\telse if (retvals == 1)\n\t\t\t\treturn Top();\n\t\t\telse\n\t\t\t{\n\t\t\t\tDynValue[] rets = GetTopArray(retvals);\n\t\t\t\treturn DynValue.NewTupleNested(rets);\n\t\t\t}\n\t\t}\n\n\n\n\t\tpublic void Discard(int nargs)\n\t\t{\n\t\t\tfor(int i = 0; i < nargs; i++)\n\t\t\t\tm_Stack.RemoveAt(m_Stack.Count - 1);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/LuaState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fadf678f9b07ade48b4c6bc3eb000fca\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/LuaStateInterop/Tools.cs",
    "content": "﻿//\n// This part taken from KopiLua - https://github.com/NLua/KopiLua\n//\n// =========================================================================================================\n//\n// Kopi Lua License\n// ----------------\n// MIT License for KopiLua\n// Copyright (c) 2012 LoDC\n// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and\n// associated documentation files (the \"Software\"), to deal in the Software without restriction,\n// including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,\n// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,\n// subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in all copies or substantial\n// portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT\n// LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\n// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n// ===============================================================================\n// Lua License\n// -----------\n// Lua is licensed under the terms of the MIT license reproduced below.\n// This means that Lua is free software and can be used for both academic\n// and commercial purposes at absolutely no cost.\n// For details and rationale, see http://www.lua.org/license.html .\n// ===============================================================================\n// Copyright (C) 1994-2008 Lua.org, PUC-Rio.\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n#region Usings\nusing System;\nusing System.Globalization;\nusing System.IO;\nusing System.Text;\nusing System.Text.RegularExpressions;\n\n\n#endregion\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\tinternal static class Tools\n\t{\n\t\t#region Public Methods\n\t\t#region IsNumericType\n\t\t/// <summary>\n\t\t/// Determines whether the specified value is of numeric type.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object to check.</param>\n\t\t/// <returns>\n\t\t/// \t<c>true</c> if o is a numeric type; otherwise, <c>false</c>.\n\t\t/// </returns>\n\t\tpublic static bool IsNumericType(object o)\n\t\t{\n\t\t\treturn (o is byte ||\n\t\t\t\to is sbyte ||\n\t\t\t\to is short ||\n\t\t\t\to is ushort ||\n\t\t\t\to is int ||\n\t\t\t\to is uint ||\n\t\t\t\to is long ||\n\t\t\t\to is ulong ||\n\t\t\t\to is float ||\n\t\t\t\to is double ||\n\t\t\t\to is decimal);\n\t\t}\n\t\t#endregion\n\t\t#region IsPositive\n\t\t/// <summary>\n\t\t/// Determines whether the specified value is positive.\n\t\t/// </summary>\n\t\t/// <param name=\"Value\">The value.</param>\n\t\t/// <param name=\"ZeroIsPositive\">if set to <c>true</c> treats 0 as positive.</param>\n\t\t/// <returns>\n\t\t/// \t<c>true</c> if the specified value is positive; otherwise, <c>false</c>.\n\t\t/// </returns>\n\t\tpublic static bool IsPositive(object Value, bool ZeroIsPositive)\n\t\t{\n\t\t\tType t = Value.GetType();\n\n\t\t\tif (t == typeof(sbyte))\n\t\t\t\treturn (ZeroIsPositive ? (sbyte)Value >= 0 : (sbyte)Value > 0);\n\t\t\tif (t == typeof(short))\n\t\t\t\treturn (ZeroIsPositive ? (short)Value >= 0 : (short)Value > 0);\n\t\t\tif (t == typeof(int))\n\t\t\t\treturn (ZeroIsPositive ? (int)Value >= 0 : (int)Value > 0);\n\t\t\tif (t == typeof(long))\n\t\t\t\treturn (ZeroIsPositive ? (long)Value >= 0 : (long)Value > 0);\n\t\t\tif (t == typeof(byte))\n\t\t\t\treturn (ZeroIsPositive ? true : (byte)Value > 0);\n\t\t\tif (t == typeof(ushort))\n\t\t\t\treturn (ZeroIsPositive ? true : (ushort)Value > 0);\n\t\t\tif (t == typeof(uint))\n\t\t\t\treturn (ZeroIsPositive ? true : (uint)Value > 0);\n\t\t\tif (t == typeof(ulong))\n\t\t\t\treturn (ZeroIsPositive ? true : (ulong)Value > 0);\n\t\t\tif (t == typeof(float))\n\t\t\t\treturn (ZeroIsPositive ? (float)Value >= 0 : (float)Value > 0);\n\t\t\tif (t == typeof(double))\n\t\t\t\treturn (ZeroIsPositive ? (double)Value >= 0 : (double)Value > 0);\n\t\t\tif (t == typeof(decimal))\n\t\t\t\treturn (ZeroIsPositive ? (decimal)Value >= 0 : (decimal)Value > 0);\n\t\t\tif (t == typeof(char))\n\t\t\t\treturn (ZeroIsPositive ? true : (char)Value != '\\0');\n\n\t\t\treturn ZeroIsPositive;\n\t\t}\n\t\t#endregion\n\t\t#region ToUnsigned\n\t\t/// <summary>\n\t\t/// Converts the specified values boxed type to its correpsonding unsigned\n\t\t/// type.\n\t\t/// </summary>\n\t\t/// <param name=\"Value\">The value.</param>\n\t\t/// <returns>A boxed numeric object whos type is unsigned.</returns>\n\t\tpublic static object ToUnsigned(object Value)\n\t\t{\n\t\t\tType t = Value.GetType();\n\n\t\t\tif (t == typeof(sbyte))\n\t\t\t\treturn (byte)((sbyte)Value);\n\t\t\tif (t == typeof(short))\n\t\t\t\treturn (ushort)((short)Value);\n\t\t\tif (t == typeof(int))\n\t\t\t\treturn (uint)((int)Value);\n\t\t\tif (t == typeof(long))\n\t\t\t\treturn (ulong)((long)Value);\n\t\t\tif (t == typeof(byte))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(ushort))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(uint))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(ulong))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(float))\n\t\t\t\treturn (uint)((float)Value);\n\t\t\tif (t == typeof(double))\n\t\t\t\treturn (ulong)((double)Value);\n\t\t\tif (t == typeof(decimal))\n\t\t\t\treturn (ulong)((decimal)Value);\n\n\t\t\treturn null;\n\t\t}\n\t\t#endregion\n\t\t#region ToInteger\n\t\t/// <summary>\n\t\t/// Converts the specified values boxed type to its correpsonding integer\n\t\t/// type.\n\t\t/// </summary>\n\t\t/// <param name=\"Value\">The value.</param>\n\t\t/// <param name=\"Round\">if set to <c>true</c> [round].</param>\n\t\t/// <returns>\n\t\t/// A boxed numeric object whos type is an integer type.\n\t\t/// </returns>\n\t\tpublic static object ToInteger(object Value, bool Round)\n\t\t{\n\t\t\tType t = Value.GetType();\n\n\t\t\tif (t == typeof(sbyte))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(short))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(int))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(long))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(byte))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(ushort))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(uint))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(ulong))\n\t\t\t\treturn Value;\n\t\t\tif (t == typeof(float))\n\t\t\t\treturn (Round ? (int)Math.Round((float)Value) : (int)((float)Value));\n\t\t\tif (t == typeof(double))\n\t\t\t\treturn (Round ? (long)Math.Round((double)Value) : (long)((double)Value));\n\t\t\tif (t == typeof(decimal))\n\t\t\t\treturn (Round ? Math.Round((decimal)Value) : (decimal)Value);\n\n\t\t\treturn null;\n\t\t}\n\t\t#endregion\n\t\t#region UnboxToLong\n\t\tpublic static long UnboxToLong(object Value, bool Round)\n\t\t{\n\t\t\tType t = Value.GetType();\n\n\t\t\tif (t == typeof(sbyte))\n\t\t\t\treturn (long)((sbyte)Value);\n\t\t\tif (t == typeof(short))\n\t\t\t\treturn (long)((short)Value);\n\t\t\tif (t == typeof(int))\n\t\t\t\treturn (long)((int)Value);\n\t\t\tif (t == typeof(long))\n\t\t\t\treturn (long)Value;\n\t\t\tif (t == typeof(byte))\n\t\t\t\treturn (long)((byte)Value);\n\t\t\tif (t == typeof(ushort))\n\t\t\t\treturn (long)((ushort)Value);\n\t\t\tif (t == typeof(uint))\n\t\t\t\treturn (long)((uint)Value);\n\t\t\tif (t == typeof(ulong))\n\t\t\t\treturn (long)((ulong)Value);\n\t\t\tif (t == typeof(float))\n\t\t\t\treturn (Round ? (long)Math.Round((float)Value) : (long)((float)Value));\n\t\t\tif (t == typeof(double))\n\t\t\t\treturn (Round ? (long)Math.Round((double)Value) : (long)((double)Value));\n\t\t\tif (t == typeof(decimal))\n\t\t\t\treturn (Round ? (long)Math.Round((decimal)Value) : (long)((decimal)Value));\n\n\t\t\treturn 0;\n\t\t}\n\t\t#endregion\n\t\t#region ReplaceMetaChars\n\t\t/// <summary>\n\t\t/// Replaces the string representations of meta chars with their corresponding\n\t\t/// character values.\n\t\t/// </summary>\n\t\t/// <param name=\"input\">The input.</param>\n\t\t/// <returns>A string with all string meta chars are replaced</returns>\n\t\tpublic static string ReplaceMetaChars(string input)\n\t\t{\n\t\t\treturn Regex.Replace(input, @\"(\\\\)(\\d{3}|[^\\d])?\", new MatchEvaluator(ReplaceMetaCharsMatch));\n\t\t}\n\t\tprivate static string ReplaceMetaCharsMatch(Match m)\n\t\t{\n\t\t\t// convert octal quotes (like \\040)\n\t\t\tif (m.Groups[2].Length == 3)\n\t\t\t\treturn Convert.ToChar(Convert.ToByte(m.Groups[2].Value, 8)).ToString();\n\t\t\telse\n\t\t\t{\n\t\t\t\t// convert all other special meta characters\n\t\t\t\t//TODO: \\xhhh hex and possible dec !!\n\t\t\t\tswitch (m.Groups[2].Value)\n\t\t\t\t{\n\t\t\t\t\tcase \"0\":           // null\n\t\t\t\t\t\treturn \"\\0\";\n\t\t\t\t\tcase \"a\":           // alert (beep)\n\t\t\t\t\t\treturn \"\\a\";\n\t\t\t\t\tcase \"b\":           // BS\n\t\t\t\t\t\treturn \"\\b\";\n\t\t\t\t\tcase \"f\":           // FF\n\t\t\t\t\t\treturn \"\\f\";\n\t\t\t\t\tcase \"v\":           // vertical tab\n\t\t\t\t\t\treturn \"\\v\";\n\t\t\t\t\tcase \"r\":           // CR\n\t\t\t\t\t\treturn \"\\r\";\n\t\t\t\t\tcase \"n\":           // LF\n\t\t\t\t\t\treturn \"\\n\";\n\t\t\t\t\tcase \"t\":           // Tab\n\t\t\t\t\t\treturn \"\\t\";\n\t\t\t\t\tdefault:\n\t\t\t\t\t\t// if neither an octal quote nor a special meta character\n\t\t\t\t\t\t// so just remove the backslash\n\t\t\t\t\t\treturn m.Groups[2].Value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t#endregion\n\t\t#region fprintf\n\t\tpublic static void fprintf(TextWriter Destination, string Format, params object[] Parameters)\n\t\t{\n\t\t\tDestination.Write(Tools.sprintf(Format, Parameters));\n\t\t}\n\n\n\t\t#endregion\n\t\t#region sprintf\n\t\tinternal static Regex r = new Regex(@\"\\%(\\d*\\$)?([\\'\\#\\-\\+ ]*)(\\d*)(?:\\.(\\d+))?([hl])?([dioxXucsfeEgGpn%])\");\n\t\tpublic static string sprintf(string Format, params object[] Parameters)\n\t\t{\n\t\t\t#region Variables\n\t\t\tStringBuilder f = new StringBuilder();\n\t\t\t//Regex r = new Regex( @\"\\%(\\d*\\$)?([\\'\\#\\-\\+ ]*)(\\d*)(?:\\.(\\d+))?([hl])?([dioxXucsfeEgGpn%])\" );\n\t\t\t//\"%[parameter][flags][width][.precision][length]type\"\n\t\t\tMatch m = null;\n\t\t\tstring w = String.Empty;\n\t\t\tint defaultParamIx = 0;\n\t\t\tint paramIx;\n\t\t\tobject o = null;\n\n\t\t\tbool flagLeft2Right = false;\n\t\t\tbool flagAlternate = false;\n\t\t\tbool flagPositiveSign = false;\n\t\t\tbool flagPositiveSpace = false;\n\t\t\tbool flagZeroPadding = false;\n\t\t\tbool flagGroupThousands = false;\n\n\t\t\tint fieldLength = 0;\n\t\t\tint fieldPrecision = 0;\n\t\t\tchar shortLongIndicator = '\\0';\n\t\t\tchar formatSpecifier = '\\0';\n\t\t\tchar paddingCharacter = ' ';\n\t\t\t#endregion\n\n\t\t\t// find all format parameters in format string\n\t\t\tf.Append(Format);\n\t\t\tm = r.Match(f.ToString());\n\t\t\twhile (m.Success)\n\t\t\t{\n\t\t\t\t#region parameter index\n\t\t\t\tparamIx = defaultParamIx;\n\t\t\t\tif (m.Groups[1] != null && m.Groups[1].Value.Length > 0)\n\t\t\t\t{\n\t\t\t\t\tstring val = m.Groups[1].Value.Substring(0, m.Groups[1].Value.Length - 1);\n\t\t\t\t\tparamIx = Convert.ToInt32(val) - 1;\n\t\t\t\t};\n\t\t\t\t#endregion\n\n\t\t\t\t#region format flags\n\t\t\t\t// extract format flags\n\t\t\t\tflagAlternate = false;\n\t\t\t\tflagLeft2Right = false;\n\t\t\t\tflagPositiveSign = false;\n\t\t\t\tflagPositiveSpace = false;\n\t\t\t\tflagZeroPadding = false;\n\t\t\t\tflagGroupThousands = false;\n\t\t\t\tif (m.Groups[2] != null && m.Groups[2].Value.Length > 0)\n\t\t\t\t{\n\t\t\t\t\tstring flags = m.Groups[2].Value;\n\n\t\t\t\t\tflagAlternate = (flags.IndexOf('#') >= 0);\n\t\t\t\t\tflagLeft2Right = (flags.IndexOf('-') >= 0);\n\t\t\t\t\tflagPositiveSign = (flags.IndexOf('+') >= 0);\n\t\t\t\t\tflagPositiveSpace = (flags.IndexOf(' ') >= 0);\n\t\t\t\t\tflagGroupThousands = (flags.IndexOf('\\'') >= 0);\n\n\t\t\t\t\t// positive + indicator overrides a\n\t\t\t\t\t// positive space character\n\t\t\t\t\tif (flagPositiveSign && flagPositiveSpace)\n\t\t\t\t\t\tflagPositiveSpace = false;\n\t\t\t\t}\n\t\t\t\t#endregion\n\n\t\t\t\t#region field length\n\t\t\t\t// extract field length and \n\t\t\t\t// pading character\n\t\t\t\tpaddingCharacter = ' ';\n\t\t\t\tfieldLength = int.MinValue;\n\t\t\t\tif (m.Groups[3] != null && m.Groups[3].Value.Length > 0)\n\t\t\t\t{\n\t\t\t\t\tfieldLength = Convert.ToInt32(m.Groups[3].Value);\n\t\t\t\t\tflagZeroPadding = (m.Groups[3].Value[0] == '0');\n\t\t\t\t}\n\t\t\t\t#endregion\n\n\t\t\t\tif (flagZeroPadding)\n\t\t\t\t\tpaddingCharacter = '0';\n\n\t\t\t\t// left2right allignment overrides zero padding\n\t\t\t\tif (flagLeft2Right && flagZeroPadding)\n\t\t\t\t{\n\t\t\t\t\tflagZeroPadding = false;\n\t\t\t\t\tpaddingCharacter = ' ';\n\t\t\t\t}\n\n\t\t\t\t#region field precision\n\t\t\t\t// extract field precision\n\t\t\t\tfieldPrecision = int.MinValue;\n\t\t\t\tif (m.Groups[4] != null && m.Groups[4].Value.Length > 0)\n\t\t\t\t\tfieldPrecision = Convert.ToInt32(m.Groups[4].Value);\n\t\t\t\t#endregion\n\n\t\t\t\t#region short / long indicator\n\t\t\t\t// extract short / long indicator\n\t\t\t\tshortLongIndicator = Char.MinValue;\n\t\t\t\tif (m.Groups[5] != null && m.Groups[5].Value.Length > 0)\n\t\t\t\t\tshortLongIndicator = m.Groups[5].Value[0];\n\t\t\t\t#endregion\n\n\t\t\t\t#region format specifier\n\t\t\t\t// extract format\n\t\t\t\tformatSpecifier = Char.MinValue;\n\t\t\t\tif (m.Groups[6] != null && m.Groups[6].Value.Length > 0)\n\t\t\t\t\tformatSpecifier = m.Groups[6].Value[0];\n\t\t\t\t#endregion\n\n\t\t\t\t// default precision is 6 digits if none is specified except\n\t\t\t\tif (fieldPrecision == int.MinValue &&\n\t\t\t\t\tformatSpecifier != 's' &&\n\t\t\t\t\tformatSpecifier != 'c' &&\n\t\t\t\t\tChar.ToUpper(formatSpecifier) != 'X' &&\n\t\t\t\t\tformatSpecifier != 'o')\n\t\t\t\t\tfieldPrecision = 6;\n\n\t\t\t\t#region get next value parameter\n\t\t\t\t// get next value parameter and convert value parameter depending on short / long indicator\n\t\t\t\tif (Parameters == null || paramIx >= Parameters.Length)\n\t\t\t\t\to = null;\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\to = Parameters[paramIx];\n\n\t\t\t\t\tif (shortLongIndicator == 'h')\n\t\t\t\t\t{\n\t\t\t\t\t\tif (o is int)\n\t\t\t\t\t\t\to = (short)((int)o);\n\t\t\t\t\t\telse if (o is long)\n\t\t\t\t\t\t\to = (short)((long)o);\n\t\t\t\t\t\telse if (o is uint)\n\t\t\t\t\t\t\to = (ushort)((uint)o);\n\t\t\t\t\t\telse if (o is ulong)\n\t\t\t\t\t\t\to = (ushort)((ulong)o);\n\t\t\t\t\t}\n\t\t\t\t\telse if (shortLongIndicator == 'l')\n\t\t\t\t\t{\n\t\t\t\t\t\tif (o is short)\n\t\t\t\t\t\t\to = (long)((short)o);\n\t\t\t\t\t\telse if (o is int)\n\t\t\t\t\t\t\to = (long)((int)o);\n\t\t\t\t\t\telse if (o is ushort)\n\t\t\t\t\t\t\to = (ulong)((ushort)o);\n\t\t\t\t\t\telse if (o is uint)\n\t\t\t\t\t\t\to = (ulong)((uint)o);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t#endregion\n\n\t\t\t\t// convert value parameters to a string depending on the formatSpecifier\n\t\t\t\tw = String.Empty;\n\t\t\t\tswitch (formatSpecifier)\n\t\t\t\t{\n\t\t\t\t\t#region % - character\n\t\t\t\t\tcase '%':   // % character\n\t\t\t\t\t\tw = \"%\";\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region d - integer\n\t\t\t\t\tcase 'd':   // integer\n\t\t\t\t\t\tw = FormatNumber((flagGroupThousands ? \"n\" : \"d\"), flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, int.MinValue, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region i - integer\n\t\t\t\t\tcase 'i':   // integer\n\t\t\t\t\t\tgoto case 'd';\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region o - octal integer\n\t\t\t\t\tcase 'o':   // octal integer - no leading zero\n\t\t\t\t\t\tw = FormatOct(\"o\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, int.MinValue, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region x - hex integer\n\t\t\t\t\tcase 'x':   // hex integer - no leading zero\n\t\t\t\t\t\tw = FormatHex(\"x\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region X - hex integer\n\t\t\t\t\tcase 'X':   // same as x but with capital hex characters\n\t\t\t\t\t\tw = FormatHex(\"X\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region u - unsigned integer\n\t\t\t\t\tcase 'u':   // unsigned integer\n\t\t\t\t\t\tw = FormatNumber((flagGroupThousands ? \"n\" : \"d\"), flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, int.MinValue, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tfalse, false,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, ToUnsigned(o));\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region c - character\n\t\t\t\t\tcase 'c':   // character\n\t\t\t\t\t\tif (IsNumericType(o))\n\t\t\t\t\t\t\tw = Convert.ToChar(o).ToString();\n\t\t\t\t\t\telse if (o is char)\n\t\t\t\t\t\t\tw = ((char)o).ToString();\n\t\t\t\t\t\telse if (o is string && ((string)o).Length > 0)\n\t\t\t\t\t\t\tw = ((string)o)[0].ToString();\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region s - string\n\t\t\t\t\tcase 's':   // string\n\t\t\t\t\t\t\t\t//string t = \"{0\" + ( fieldLength != int.MinValue ? \",\" + ( flagLeft2Right ? \"-\" : String.Empty ) + fieldLength.ToString() : String.Empty ) + \":s}\";\n\t\t\t\t\t\tw = o.ToString();\n\t\t\t\t\t\tif (fieldPrecision >= 0)\n\t\t\t\t\t\t\tw = w.Substring(0, fieldPrecision);\n\n\t\t\t\t\t\tif (fieldLength != int.MinValue)\n\t\t\t\t\t\t\tif (flagLeft2Right)\n\t\t\t\t\t\t\t\tw = w.PadRight(fieldLength, paddingCharacter);\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tw = w.PadLeft(fieldLength, paddingCharacter);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region f - double number\n\t\t\t\t\tcase 'f':   // double\n\t\t\t\t\t\tw = FormatNumber((flagGroupThousands ? \"n\" : \"f\"), flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region e - exponent number\n\t\t\t\t\tcase 'e':   // double / exponent\n\t\t\t\t\t\tw = FormatNumber(\"e\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region E - exponent number\n\t\t\t\t\tcase 'E':   // double / exponent\n\t\t\t\t\t\tw = FormatNumber(\"E\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region g - general number\n\t\t\t\t\tcase 'g':   // double / exponent\n\t\t\t\t\t\tw = FormatNumber(\"g\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region G - general number\n\t\t\t\t\tcase 'G':   // double / exponent\n\t\t\t\t\t\tw = FormatNumber(\"G\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, fieldPrecision, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, o);\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region p - pointer\n\t\t\t\t\tcase 'p':   // pointer\n\t\t\t\t\t\tif (o is IntPtr)\n#if PCL || ENABLE_DOTNET\n\t\t\t\t\t\t\tw = ( (IntPtr)o ).ToString();\n#else\n\t\t\t\t\t\t\tw = \"0x\" + ((IntPtr)o).ToString(\"x\");\n#endif\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\t#region n - number of processed chars so far\n\t\t\t\t\tcase 'n':   // number of characters so far\n\t\t\t\t\t\tw = FormatNumber(\"d\", flagAlternate,\n\t\t\t\t\t\t\t\t\t\tfieldLength, int.MinValue, flagLeft2Right,\n\t\t\t\t\t\t\t\t\t\tflagPositiveSign, flagPositiveSpace,\n\t\t\t\t\t\t\t\t\t\tpaddingCharacter, m.Index);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t#endregion\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tw = String.Empty;\n\t\t\t\t\t\tdefaultParamIx++;\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\t// replace format parameter with parameter value\n\t\t\t\t// and start searching for the next format parameter\n\t\t\t\t// AFTER the position of the current inserted value\n\t\t\t\t// to prohibit recursive matches if the value also\n\t\t\t\t// includes a format specifier\n\t\t\t\tf.Remove(m.Index, m.Length);\n\t\t\t\tf.Insert(m.Index, w);\n\t\t\t\tm = r.Match(f.ToString(), m.Index + w.Length);\n\t\t\t}\n\n\t\t\treturn f.ToString();\n\t\t}\n\t\t#endregion\n\t\t#endregion\n\n\t\t#region Private Methods\n\t\t#region FormatOCT\n\t\tprivate static string FormatOct(string NativeFormat, bool Alternate,\n\t\t\t\t\t\t\t\t\t\t\tint FieldLength, int FieldPrecision,\n\t\t\t\t\t\t\t\t\t\t\tbool Left2Right,\n\t\t\t\t\t\t\t\t\t\t\tchar Padding, object Value)\n\t\t{\n\t\t\tstring w = String.Empty;\n\t\t\tstring lengthFormat = \"{0\" + (FieldLength != int.MinValue ?\n\t\t\t\t\t\t\t\t\t\t\t\",\" + (Left2Right ?\n\t\t\t\t\t\t\t\t\t\t\t\t\t\"-\" :\n\t\t\t\t\t\t\t\t\t\t\t\t\tString.Empty) + FieldLength.ToString() :\n\t\t\t\t\t\t\t\t\t\t\tString.Empty) + \"}\";\n\n\t\t\tif (IsNumericType(Value))\n\t\t\t{\n\t\t\t\tw = Convert.ToString(UnboxToLong(Value, true), 8);\n\n\t\t\t\tif (Left2Right || Padding == ' ')\n\t\t\t\t{\n\t\t\t\t\tif (Alternate && w != \"0\")\n\t\t\t\t\t\tw = \"0\" + w;\n\t\t\t\t\tw = String.Format(lengthFormat, w);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (FieldLength != int.MinValue)\n\t\t\t\t\t\tw = w.PadLeft(FieldLength - (Alternate && w != \"0\" ? 1 : 0), Padding);\n\t\t\t\t\tif (Alternate && w != \"0\")\n\t\t\t\t\t\tw = \"0\" + w;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn w;\n\t\t}\n\t\t#endregion\n\t\t#region FormatHEX\n\t\tprivate static string FormatHex(string NativeFormat, bool Alternate,\n\t\t\t\t\t\t\t\t\t\t\tint FieldLength, int FieldPrecision,\n\t\t\t\t\t\t\t\t\t\t\tbool Left2Right,\n\t\t\t\t\t\t\t\t\t\t\tchar Padding, object Value)\n\t\t{\n\t\t\tstring w = String.Empty;\n\t\t\tstring lengthFormat = \"{0\" + (FieldLength != int.MinValue ?\n\t\t\t\t\t\t\t\t\t\t\t\",\" + (Left2Right ?\n\t\t\t\t\t\t\t\t\t\t\t\t\t\"-\" :\n\t\t\t\t\t\t\t\t\t\t\t\t\tString.Empty) + FieldLength.ToString() :\n\t\t\t\t\t\t\t\t\t\t\tString.Empty) + \"}\";\n\t\t\tstring numberFormat = \"{0:\" + NativeFormat + (FieldPrecision != int.MinValue ?\n\t\t\t\t\t\t\t\t\t\t\tFieldPrecision.ToString() :\n\t\t\t\t\t\t\t\t\t\t\tString.Empty) + \"}\";\n\n\t\t\tif (IsNumericType(Value))\n\t\t\t{\n\t\t\t\tw = String.Format(numberFormat, Value);\n\n\t\t\t\tif (Left2Right || Padding == ' ')\n\t\t\t\t{\n\t\t\t\t\tif (Alternate)\n\t\t\t\t\t\tw = (NativeFormat == \"x\" ? \"0x\" : \"0X\") + w;\n\t\t\t\t\tw = String.Format(lengthFormat, w);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (FieldLength != int.MinValue)\n\t\t\t\t\t\tw = w.PadLeft(FieldLength - (Alternate ? 2 : 0), Padding);\n\t\t\t\t\tif (Alternate)\n\t\t\t\t\t\tw = (NativeFormat == \"x\" ? \"0x\" : \"0X\") + w;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn w;\n\t\t}\n\t\t#endregion\n\t\t#region FormatNumber\n\t\tprivate static string FormatNumber(string NativeFormat, bool Alternate,\n\t\t\t\t\t\t\t\t\t\t\tint FieldLength, int FieldPrecision,\n\t\t\t\t\t\t\t\t\t\t\tbool Left2Right,\n\t\t\t\t\t\t\t\t\t\t\tbool PositiveSign, bool PositiveSpace,\n\t\t\t\t\t\t\t\t\t\t\tchar Padding, object Value)\n\t\t{\n\t\t\tstring w = String.Empty;\n\t\t\tstring lengthFormat = \"{0\" + (FieldLength != int.MinValue ?\n\t\t\t\t\t\t\t\t\t\t\t\",\" + (Left2Right ?\n\t\t\t\t\t\t\t\t\t\t\t\t\t\"-\" :\n\t\t\t\t\t\t\t\t\t\t\t\t\tString.Empty) + FieldLength.ToString() :\n\t\t\t\t\t\t\t\t\t\t\tString.Empty) + \"}\";\n\t\t\tstring numberFormat = \"{0:\" + NativeFormat + (FieldPrecision != int.MinValue ?\n\t\t\t\t\t\t\t\t\t\t\tFieldPrecision.ToString() :\n\t\t\t\t\t\t\t\t\t\t\t\"0\") + \"}\";\n\n\t\t\tif (IsNumericType(Value))\n\t\t\t{\n\t\t\t\tw = String.Format(CultureInfo.InvariantCulture, numberFormat, Value);\n\n\t\t\t\tif (Left2Right || Padding == ' ')\n\t\t\t\t{\n\t\t\t\t\tif (IsPositive(Value, true))\n\t\t\t\t\t\tw = (PositiveSign ?\n\t\t\t\t\t\t\t\t\"+\" : (PositiveSpace ? \" \" : String.Empty)) + w;\n\t\t\t\t\tw = String.Format(lengthFormat, w);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (w.StartsWith(\"-\"))\n\t\t\t\t\t\tw = w.Substring(1);\n\t\t\t\t\tif (FieldLength != int.MinValue)\n\t\t\t\t\t\tif (PositiveSign)  // xan - change here\n\t\t\t\t\t\t\tw = w.PadLeft(FieldLength - 1, Padding);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tw = w.PadLeft(FieldLength, Padding);\n\t\t\t\t\tif (IsPositive(Value, true))\n\t\t\t\t\t\tw = (PositiveSign ?\n\t\t\t\t\t\t\t\t\"+\" : \"\") + w;  // xan - change here\n\t\t\t\t\telse\n\t\t\t\t\t\tw = \"-\" + w;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn w;\n\t\t}\n\t\t#endregion\n\t\t#endregion\n\t}\n}\n\n\n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PredefinedUserData/AnonWrapper.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Internal type used by <see cref=\"AnonWrapper{T}\"/> for registration\n\t/// </summary>\n\tpublic class AnonWrapper\n\t{\n\t}\n\n\t/// <summary>\n\t/// Wrapper which allows for easier management of userdata without registering a new userdata type - useful \n\t/// if a type which is not exposed to scripts but can be managed as a \"black box\" by scripts is desired.\n\t/// </summary>\n\t/// <typeparam name=\"T\">The type to wrap</typeparam>\n\tpublic class AnonWrapper<T> : AnonWrapper\n\t{\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"AnonWrapper{T}\"/> class.\n\t\t/// </summary>\n\t\tpublic AnonWrapper()\n\t\t{\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"AnonWrapper{T}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The o.</param>\n\t\tpublic AnonWrapper(T o)\n\t\t{\n\t\t\tValue = o;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the value this instance wraps.\n\t\t/// </summary>\n\t\tpublic T Value { get; set; }\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PredefinedUserData/AnonWrapper.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f83bb3761aa649f4f974f865999cd684\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PredefinedUserData/EnumerableWrapper.cs",
    "content": "﻿using System.Collections;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Wrappers for enumerables as return types\n\t/// </summary>\n\tinternal class EnumerableWrapper : IUserDataType\n\t{\n\t\tIEnumerator m_Enumerator;\n\t\tScript m_Script;\n\t\tDynValue m_Prev = DynValue.Nil;\n\t\tbool m_HasTurnOnce = false;\n\n\t\tprivate EnumerableWrapper(Script script, IEnumerator enumerator)\n\t\t{\n\t\t\tm_Script = script;\n\t\t\tm_Enumerator = enumerator;\n\t\t}\n\n\t\tpublic void Reset()\n\t\t{\n\t\t\tif (m_HasTurnOnce)\n\t\t\t\tm_Enumerator.Reset();\n\n\t\t\tm_HasTurnOnce = true;\n\t\t}\n\n\t\tprivate DynValue GetNext(DynValue prev)\n\t\t{\n\t\t\tif (prev.IsNil())\n\t\t\t\tReset();\n\n\t\t\twhile (m_Enumerator.MoveNext())\n\t\t\t{\n\t\t\t\tDynValue v = ClrToScriptConversions.ObjectToDynValue(m_Script, m_Enumerator.Current);\n\n\t\t\t\tif (!v.IsNil())\n\t\t\t\t\treturn v;\n\t\t\t}\n\n\t\t\treturn DynValue.Nil;\n\t\t}\n\n\t\tprivate DynValue LuaIteratorCallback(ScriptExecutionContext executionContext, CallbackArguments args)\n\t\t{\n\t\t\tm_Prev = this.GetNext(m_Prev);\n\t\t\treturn m_Prev;\n\t\t}\n\n\t\tinternal static DynValue ConvertIterator(Script script, IEnumerator enumerator)\n\t\t{\n\t\t\tEnumerableWrapper ei = new EnumerableWrapper(script, enumerator);\n\t\t\treturn DynValue.NewTuple(UserData.Create(ei), DynValue.Nil, DynValue.Nil);\n\t\t}\n\n\t\tinternal static DynValue ConvertTable(Table table)\n\t\t{\n\t\t\treturn ConvertIterator(table.OwnerScript, table.Values.GetEnumerator());\n\t\t}\n\n\n\t\tpublic DynValue Index(Script script, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\tif (index.Type == DataType.String)\n\t\t\t{\n\t\t\t\tstring idx = index.String;\n\n\t\t\t\tif (idx == \"Current\" || idx == \"current\")\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.FromObject(script, m_Enumerator.Current);\n\t\t\t\t}\n\t\t\t\telse if (idx == \"MoveNext\" || idx == \"moveNext\" || idx == \"move_next\")\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewCallback((ctx, args) => DynValue.NewBoolean(m_Enumerator.MoveNext()));\n\t\t\t\t}\n\t\t\t\telse if (idx == \"Reset\" || idx == \"reset\")\n\t\t\t\t{\n\t\t\t\t\treturn DynValue.NewCallback((ctx, args) => { Reset(); return DynValue.Nil; });\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic bool SetIndex(Script script, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\n\t\tpublic DynValue MetaIndex(Script script, string metaname)\n\t\t{\n\t\t\tif (metaname == \"__call\")\n\t\t\t\treturn DynValue.NewCallback(LuaIteratorCallback);\n\t\t\telse\n\t\t\t\treturn null;\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PredefinedUserData/EnumerableWrapper.cs.meta",
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    "content": "fileFormatVersion: 2\nguid: 4ddeeefd207e0bb49bf335b8300d5519\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PropertyTableAssigner.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Utility class which may be used to set properties on an object of type T, from values contained in a Lua table.\n\t/// Properties must be decorated with the <see cref=\"MoonSharpPropertyAttribute\"/>.\n\t/// This is a generic version of <see cref=\"PropertyTableAssigner\"/>.\n\t/// </summary>\n\t/// <typeparam name=\"T\">The type of the object.</typeparam>\n\tpublic class PropertyTableAssigner<T> : IPropertyTableAssigner\n\t{\n\t\tPropertyTableAssigner m_InternalAssigner;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"PropertyTableAssigner{T}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"expectedMissingProperties\">The expected missing properties, that is expected fields in the table with no corresponding property in the object.</param>\n\t\tpublic PropertyTableAssigner(params string[] expectedMissingProperties)\n\t\t{\n\t\t\tm_InternalAssigner = new PropertyTableAssigner(typeof(T), expectedMissingProperties);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds an expected missing property, that is an expected field in the table with no corresponding property in the object.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\tpublic void AddExpectedMissingProperty(string name)\n\t\t{\n\t\t\tm_InternalAssigner.AddExpectedMissingProperty(name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Assigns properties from tables to an object.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"data\">The table.</param>\n\t\t/// <exception cref=\"System.ArgumentNullException\">Object is null</exception>\n\t\t/// <exception cref=\"ScriptRuntimeException\">A field does not correspond to any property and that property is not one of the expected missing ones.</exception>\n\t\tpublic void AssignObject(T obj, Table data)\n\t\t{\n\t\t\tm_InternalAssigner.AssignObject(obj, data);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type-unsafe assigner corresponding to this object.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic PropertyTableAssigner GetTypeUnsafeAssigner()\n\t\t{\n\t\t\treturn m_InternalAssigner;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the subassigner for the given type. Pass null to remove usage of subassigner for the given type.\n\t\t/// </summary>\n\t\t/// <param name=\"propertyType\">Type of the property for which the subassigner will be used.</param>\n\t\t/// <param name=\"assigner\">The property assigner.</param>\n\t\tpublic void SetSubassignerForType(Type propertyType, IPropertyTableAssigner assigner)\n\t\t{\n\t\t\tm_InternalAssigner.SetSubassignerForType(propertyType, assigner);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the subassigner for the given type\n\t\t/// </summary>\n\t\t/// <typeparam name=\"SubassignerType\">Type of the property for which the subassigner will be used.</typeparam>\n\t\t/// <param name=\"assigner\">The property assigner.</param>\n\t\tpublic void SetSubassigner<SubassignerType>(PropertyTableAssigner<SubassignerType> assigner)\n\t\t{\n\t\t\tm_InternalAssigner.SetSubassignerForType(typeof(SubassignerType), assigner);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Assigns the properties of the specified object without checking the type.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object.</param>\n\t\t/// <param name=\"data\">The data.</param>\n\t\tvoid IPropertyTableAssigner.AssignObjectUnchecked(object o, Table data)\n\t\t{\n\t\t\tAssignObject((T)o, data);\n\t\t}\n\t}\n\n\n\t/// <summary>\n\t/// Utility class which may be used to set properties on an object from values contained in a Lua table.\n\t/// Properties must be decorated with the <see cref=\"MoonSharpPropertyAttribute\"/>.\n\t/// See <see cref=\"PropertyTableAssigner{T}\"/> for a generic compile time type-safe version.\n\t/// </summary>\n\tpublic class PropertyTableAssigner : IPropertyTableAssigner\n\t{\n\t\tType m_Type;\n\t\tDictionary<string, PropertyInfo> m_PropertyMap = new Dictionary<string, PropertyInfo>();\n\t\tDictionary<Type, IPropertyTableAssigner> m_SubAssigners = new Dictionary<Type, IPropertyTableAssigner>();\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"PropertyTableAssigner\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type of the object.</param>\n\t\t/// <param name=\"expectedMissingProperties\">The expected missing properties, that is expected fields in the table with no corresponding property in the object.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// Type cannot be a value type.\n\t\t/// </exception>\n\t\tpublic PropertyTableAssigner(Type type, params string[] expectedMissingProperties)\n\t\t{\n\t\t\tm_Type = type;\n\n\t\t\tif (Framework.Do.IsValueType(m_Type))\n\t\t\t\tthrow new ArgumentException(\"Type cannot be a value type.\");\n\n\t\t\tforeach(string property in expectedMissingProperties)\n\t\t\t{\n\t\t\t\tm_PropertyMap.Add(property, null);\n\t\t\t}\n\n\t\t\tforeach (PropertyInfo pi in Framework.Do.GetProperties(m_Type))\n\t\t\t{\n\t\t\t\tforeach (MoonSharpPropertyAttribute attr in pi.GetCustomAttributes(true).OfType<MoonSharpPropertyAttribute>())\n\t\t\t\t{\n\t\t\t\t\tstring name = attr.Name ?? pi.Name;\n\n\t\t\t\t\tif (m_PropertyMap.ContainsKey(name))\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new ArgumentException(string.Format(\"Type {0} has two definitions for MoonSharp property {1}\", m_Type.FullName, name));\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_PropertyMap.Add(name, pi);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds an expected missing property, that is an expected field in the table with no corresponding property in the object.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\tpublic void AddExpectedMissingProperty(string name)\n\t\t{\n\t\t\tm_PropertyMap.Add(name, null);\n\t\t}\n\n\n\t\tprivate bool TryAssignProperty(object obj, string name, DynValue value)\n\t\t{\n\t\t\tif (m_PropertyMap.ContainsKey(name))\n\t\t\t{\n\t\t\t\tPropertyInfo pi = m_PropertyMap[name];\n\n\t\t\t\tif (pi != null)\n\t\t\t\t{\n\t\t\t\t\tobject o;\n\n\t\t\t\t\tif (value.Type == DataType.Table && m_SubAssigners.ContainsKey(pi.PropertyType))\n\t\t\t\t\t{\n\t\t\t\t\t\tvar subassigner = m_SubAssigners[pi.PropertyType];\n\t\t\t\t\t\to = Activator.CreateInstance(pi.PropertyType);\n\t\t\t\t\t\tsubassigner.AssignObjectUnchecked(o, value.Table);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\to = Interop.Converters.ScriptToClrConversions.DynValueToObjectOfType(value,\n\t\t\t\t\t\t\tpi.PropertyType, null, false);\n\t\t\t\t\t}\n\n\t\t\t\t\tFramework.Do.GetSetMethod(pi).Invoke(obj, new object[] { o });\n\t\t\t\t}\n\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\treturn false;\n\t\t}\n\n\t\tprivate void AssignProperty(object obj, string name, DynValue value)\n\t\t{\n\t\t\tif (TryAssignProperty(obj, name, value)) return;\n\t\t\tif (TryAssignProperty(obj, DescriptorHelpers.UpperFirstLetter(name), value)) return;\n\t\t\tif (TryAssignProperty(obj, DescriptorHelpers.Camelify(name), value)) return;\n\t\t\tif (TryAssignProperty(obj, DescriptorHelpers.UpperFirstLetter(DescriptorHelpers.Camelify(name)), value)) return;\n\n\t\t\tthrow new ScriptRuntimeException(\"Invalid property {0}\", name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Assigns properties from tables to an object.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"data\">The table.</param>\n\t\t/// <exception cref=\"System.ArgumentNullException\">Object is null</exception>\n\t\t/// <exception cref=\"System.ArgumentException\">The object is of an incompatible type.</exception>\n\t\t/// <exception cref=\"ScriptRuntimeException\">A field does not correspond to any property and that property is not one of the expected missing ones.</exception>\n\t\tpublic void AssignObject(object obj, Table data)\n\t\t{\n\t\t\tif (obj == null)\n\t\t\t\tthrow new ArgumentNullException(\"Object is null\");\n\n\t\t\tif (!Framework.Do.IsInstanceOfType(m_Type, obj))\n\t\t\t\tthrow new ArgumentException(string.Format(\"Invalid type of object : got '{0}', expected {1}\", obj.GetType().FullName, m_Type.FullName));\n\n\t\t\tforeach (var pair in data.Pairs)\n\t\t\t{\n\t\t\t\tif (pair.Key.Type != DataType.String)\n\t\t\t\t{\n\t\t\t\t\tthrow new ScriptRuntimeException(\"Invalid property of type {0}\", pair.Key.Type.ToErrorTypeString());\n\t\t\t\t}\n\n\t\t\t\tAssignProperty(obj, pair.Key.String, pair.Value);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the subassigner for the given type. Pass null to remove usage of subassigner for the given type.\n\t\t/// </summary>\n\t\t/// <param name=\"propertyType\">Type of the property for which the subassigner will be used.</param>\n\t\t/// <param name=\"assigner\">The property assigner.</param>\n\t\tpublic void SetSubassignerForType(Type propertyType, IPropertyTableAssigner assigner)\n\t\t{\n\t\t\tif (   Framework.Do.IsAbstract(propertyType) \n\t\t\t\t|| Framework.Do.IsGenericType(propertyType) \n\t\t\t\t|| Framework.Do.IsInterface(propertyType) \n\t\t\t\t|| Framework.Do.IsValueType(propertyType))\n\t\t\t{\n\t\t\t\tthrow new ArgumentException(\"propertyType must be a concrete, reference type\");\n\t\t\t}\n\n\t\t\tm_SubAssigners[propertyType] = assigner;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Assigns the properties of the specified object without checking the type.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object.</param>\n\t\t/// <param name=\"data\">The data.</param>\n\t\tvoid IPropertyTableAssigner.AssignObjectUnchecked(object obj, Table data)\n\t\t{\n\t\t\tthis.AssignObject(obj, data);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Common interface for property assigners - basically used for sub-assigners\n\t/// </summary>\n\tpublic interface IPropertyTableAssigner\n\t{\n\t\t/// <summary>\n\t\t/// Assigns the properties of the specified object without checking the type.\n\t\t/// </summary>\n\t\t/// <param name=\"o\">The object.</param>\n\t\t/// <param name=\"data\">The data.</param>\n\t\tvoid AssignObjectUnchecked(object o, Table data);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/PropertyTableAssigner.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d70f2330673f87d40a7050ed068459d2\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ProxyObjects/DelegateProxyFactory.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Implementation of IProxyFactory taking two delegates for simple instancing of proxies.\n\t/// </summary>\n\t/// <typeparam name=\"TProxy\">The type of the proxy.</typeparam>\n\t/// <typeparam name=\"TTarget\">The type of the target.</typeparam>\n\tpublic class DelegateProxyFactory<TProxy, TTarget> : IProxyFactory<TProxy, TTarget>\n\t\twhere TProxy : class\n\t\twhere TTarget : class\n\t{\n\t\tFunc<TTarget, TProxy> wrapDelegate;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DelegateProxyFactory{TProxy, TTarget}\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"wrapDelegate\">The proxy.</param>\n\t\t/// <param name=\"unwrapDelegate\">The deproxy.</param>\n\t\tpublic DelegateProxyFactory(Func<TTarget, TProxy> wrapDelegate)\n\t\t{\n\t\t\tthis.wrapDelegate = wrapDelegate;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Takes an instance of a target object and returns a proxy object wrapping it\n\t\t/// </summary>\n\t\tpublic TProxy CreateProxyObject(TTarget target)\n\t\t{\n\t\t\treturn wrapDelegate(target);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Takes an instance of a target object and returns a proxy object wrapping it\n\t\t/// </summary>\n\t\t/// <param name=\"o\"></param>\n\t\t/// <returns></returns>\n\t\tpublic object CreateProxyObject(object o)\n\t\t{\n\t\t\treturn CreateProxyObject((TTarget)o);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the proxied type\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic Type TargetType\n\t\t{\n\t\t\tget { return typeof(TTarget); }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the proxy type\n\t\t/// </summary>\n\t\tpublic Type ProxyType\n\t\t{\n\t\t\tget { return typeof(TProxy); }\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ProxyObjects/DelegateProxyFactory.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e04fa6ffaa6b0c145a36393c683eef22\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ProxyObjects/IProxyFactory.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Interface for proxy objects (type unsafe version)\n\t/// </summary>\n\tpublic interface IProxyFactory\n\t{\n\t\t/// <summary>\n\t\t/// Takes an instance of a target object and returns a proxy object wrapping it\n\t\t/// </summary>\n\t\tobject CreateProxyObject(object o);\n\t\t/// <summary>\n\t\t/// Gets the proxied type\n\t\t/// </summary>\n\t\tType TargetType { get; }\n\t\t/// <summary>\n\t\t/// Gets the proxy type\n\t\t/// </summary>\n\t\tType ProxyType { get; }\n\t}\n\n\t/// <summary>\n\t/// Interface for proxy objects (type safe version)\n\t/// </summary>\n\t/// <typeparam name=\"TProxy\">The type of the proxy.</typeparam>\n\t/// <typeparam name=\"TTarget\">The type of the target.</typeparam>\n\tpublic interface IProxyFactory<TProxy, TTarget> : IProxyFactory\n\t\twhere TProxy : class\n\t\twhere TTarget : class\n\t{\n\t\t/// <summary>\n\t\t/// Takes an instance of a target object and returns a proxy object wrapping it\n\t\t/// </summary>\n\t\tTProxy CreateProxyObject(TTarget target);\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ProxyObjects/IProxyFactory.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 027dfacdd7b45eb418067fcd6ddbce1f\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ProxyObjects.meta",
    "content": "fileFormatVersion: 2\nguid: bd30b236ac985dc46b12ae546c4440da\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ReflectionSpecialNames.cs",
    "content": "﻿using System.Linq;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\n\t/// <summary>\n\t/// Helps identifying a reflection special name\n\t/// </summary>\n\tpublic enum ReflectionSpecialNameType\n\t{\n\t\tIndexGetter,\n\t\tIndexSetter,\n\t\tImplicitCast,\n\t\tExplicitCast,\n\n\t\tOperatorTrue,\n\t\tOperatorFalse,\n\n\t\tPropertyGetter,\n\t\tPropertySetter,\n\t\tAddEvent,\n\t\tRemoveEvent,\n\n\t\tOperatorAdd,\n\t\tOperatorAnd,\n\t\tOperatorOr,\n\t\tOperatorDec,\n\t\tOperatorDiv,\n\t\tOperatorEq,\n\t\tOperatorXor,\n\t\tOperatorGt,\n\t\tOperatorGte,\n\t\tOperatorInc,\n\t\tOperatorNeq,\n\t\tOperatorLt,\n\t\tOperatorLte,\n\t\tOperatorNot,\n\t\tOperatorMod,\n\t\tOperatorMul,\n\t\tOperatorCompl,\n\t\tOperatorSub,\n\t\tOperatorNeg,\n\t\tOperatorUnaryPlus,\n\t}\n\n\t/// <summary>\n\t/// Class helping identifying special names found with reflection\n\t/// </summary>\n\tpublic struct ReflectionSpecialName\n\t{\n\t\tpublic ReflectionSpecialNameType Type { get; private set; }\n\t\tpublic string Argument { get; private set; }\n\n\t\tpublic ReflectionSpecialName(ReflectionSpecialNameType type, string argument = null)\n\t\t\t: this()\n\t\t{\n\t\t\tType = type;\n\t\t\tArgument = argument;\n\t\t}\n\n\t\tpublic ReflectionSpecialName(string name)\n\t\t\t: this()\n\t\t{\n\t\t\tif (name.Contains(\".\"))\n\t\t\t{\n\t\t\t\tstring[] split = name.Split('.');\n\t\t\t\tname = split[split.Length - 1];\n\t\t\t}\n\n\t\t\tswitch (name)\n\t\t\t{\n\t\t\t\tcase \"op_Explicit\":\n\t\t\t\t\tType = ReflectionSpecialNameType.ExplicitCast;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Implicit\":\n\t\t\t\t\tType = ReflectionSpecialNameType.ImplicitCast;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"set_Item\":\n\t\t\t\t\tType = ReflectionSpecialNameType.IndexSetter;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"get_Item\":\n\t\t\t\t\tType = ReflectionSpecialNameType.IndexGetter;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Addition\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorAdd;\n\t\t\t\t\tArgument = \"+\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_BitwiseAnd\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorAnd;\n\t\t\t\t\tArgument = \"&\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_BitwiseOr\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorOr;\n\t\t\t\t\tArgument = \"|\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Decrement\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorDec;\n\t\t\t\t\tArgument = \"--\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Division\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorDiv;\n\t\t\t\t\tArgument = \"/\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Equality\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorEq;\n\t\t\t\t\tArgument = \"==\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_ExclusiveOr\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorXor;\n\t\t\t\t\tArgument = \"^\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_False\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorFalse;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_GreaterThan\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorGt;\n\t\t\t\t\tArgument = \">\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_GreaterThanOrEqual\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorGte;\n\t\t\t\t\tArgument = \">=\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Increment\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorInc;\n\t\t\t\t\tArgument = \"++\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Inequality\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorNeq;\n\t\t\t\t\tArgument = \"!=\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_LessThan\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorLt;\n\t\t\t\t\tArgument = \"<\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_LessThanOrEqual\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorLte;\n\t\t\t\t\tArgument = \"<=\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_LogicalNot\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorNot;\n\t\t\t\t\tArgument = \"!\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Modulus\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorMod;\n\t\t\t\t\tArgument = \"%\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Multiply\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorMul;\n\t\t\t\t\tArgument = \"*\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_OnesComplement\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorCompl;\n\t\t\t\t\tArgument = \"~\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_Subtraction\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorSub;\n\t\t\t\t\tArgument = \"-\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_True\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorTrue;\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_UnaryNegation\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorNeg;\n\t\t\t\t\tArgument = \"-\";\n\t\t\t\t\treturn;\n\t\t\t\tcase \"op_UnaryPlus\":\n\t\t\t\t\tType = ReflectionSpecialNameType.OperatorUnaryPlus;\n\t\t\t\t\tArgument = \"+\";\n\t\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (name.StartsWith(\"get_\"))\n\t\t\t{\n\t\t\t\tType = ReflectionSpecialNameType.PropertyGetter;\n\t\t\t\tArgument = name.Substring(4);\n\t\t\t}\n\t\t\telse if (name.StartsWith(\"set_\"))\n\t\t\t{\n\t\t\t\tType = ReflectionSpecialNameType.PropertySetter;\n\t\t\t\tArgument = name.Substring(4);\n\t\t\t}\n\t\t\telse if (name.StartsWith(\"add_\"))\n\t\t\t{\n\t\t\t\tType = ReflectionSpecialNameType.AddEvent;\n\t\t\t\tArgument = name.Substring(4);\n\t\t\t}\n\t\t\telse if (name.StartsWith(\"remove_\"))\n\t\t\t{\n\t\t\t\tType = ReflectionSpecialNameType.RemoveEvent;\n\t\t\t\tArgument = name.Substring(7);\n\t\t\t}\n\t\t}\n\t}\n}\n\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/ReflectionSpecialNames.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a6210800c27f7b549bea8e659e9ce490\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/AutomaticRegistrationPolicy.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop.RegistrationPolicies\n{\n\t/// <summary>\n\t/// Similar to <see cref=\"DefaultRegistrationPolicy\"/>, but with automatic type registration is disabled.\n\t/// </summary>\n\tpublic class AutomaticRegistrationPolicy : DefaultRegistrationPolicy\n\t{\n\t\t/// <summary>\n\t\t/// Allows type automatic registration for the specified type.\n\t\t/// NOTE: automatic type registration is NOT recommended.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns>\n\t\t/// True to register the type automatically, false otherwise.\n\t\t/// </returns>\n\t\tpublic override bool AllowTypeAutoRegistration(Type type)\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/AutomaticRegistrationPolicy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3838af496be59bb4a8d282576af8d878\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/DefaultRegistrationPolicy.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.StandardDescriptors.HardwiredDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop.RegistrationPolicies\n{\n\t/// <summary>\n\t/// The default registration policy used by MoonSharp unless explicitely replaced.\n\t/// Deregistrations are allowed, but registration of a new descriptor are not allowed\n\t/// if a descriptor is already registered for that type.\n\t/// \n\t/// Automatic type registration is disabled.\n\t/// </summary>\n\tpublic class DefaultRegistrationPolicy : IRegistrationPolicy\n\t{\n\t\t/// <summary>\n\t\t/// Called to handle the registration or deregistration of a type descriptor. Must return the type descriptor to be registered, or null to remove the registration.\n\t\t/// </summary>\n\t\t/// <param name=\"newDescriptor\">The new descriptor, or null if this is a deregistration.</param>\n\t\t/// <param name=\"oldDescriptor\">The old descriptor, or null if no descriptor was previously registered for this type.</param>\n\t\t/// <returns></returns>\n\t\tpublic IUserDataDescriptor HandleRegistration(IUserDataDescriptor newDescriptor, IUserDataDescriptor oldDescriptor)\n\t\t{\n\t\t\tif (newDescriptor == null)\n\t\t\t\treturn null;\n\t\t\telse\n\t\t\t\treturn oldDescriptor ?? newDescriptor;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Allows type automatic registration for the specified type.\n\t\t/// NOTE: automatic type registration is NOT recommended.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns>\n\t\t/// True to register the type automatically, false otherwise.\n\t\t/// </returns>\n\t\tpublic virtual bool AllowTypeAutoRegistration(Type type)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/DefaultRegistrationPolicy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cfcff3cb7b9d4604ca878461b67cb77a\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/IRegistrationPolicy.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop.RegistrationPolicies\n{\n\t/// <summary>\n\t/// Interface for managing how to handle \n\t/// </summary>\n\tpublic interface IRegistrationPolicy\n\t{\n\t\t/// <summary>\n\t\t/// Called to handle the registration or deregistration of a type descriptor. Must return the type descriptor to be registered, or null to remove the registration.\n\t\t/// </summary>\n\t\t/// <param name=\"newDescriptor\">The new descriptor, or null if this is a deregistration.</param>\n\t\t/// <param name=\"oldDescriptor\">The old descriptor, or null if no descriptor was previously registered for this type.</param>\n\t\t/// <returns></returns>\n\t\tIUserDataDescriptor HandleRegistration(IUserDataDescriptor newDescriptor, IUserDataDescriptor oldDescriptor);\n\n\t\t/// <summary>\n\t\t/// Allows type automatic registration for the specified type.\n\t\t/// NOTE: automatic type registration is NOT recommended.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns>True to register the type automatically, false otherwise.</returns>\n\t\tbool AllowTypeAutoRegistration(Type type);\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/IRegistrationPolicy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 049c8ad8682787b4e86a665b7a2d58d5\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/PermanentRegistrationPolicy.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Interop.RegistrationPolicies\n{\n\t/// <summary>\n\t/// A registration policy which makes registration permanent and not deletable.\n\t/// Deregistrations are not allowed and registrations of a new descriptor are not allowed\n\t/// if a descriptor is already registered for that type.\n\t/// </summary>\n\tpublic class PermanentRegistrationPolicy : IRegistrationPolicy\n\t{\n\t\t/// <summary>\n\t\t/// Called to handle the registration or deregistration of a type descriptor. Must return the type descriptor to be registered, or null to remove the registration.\n\t\t/// </summary>\n\t\t/// <param name=\"newDescriptor\">The new descriptor, or null if this is a deregistration.</param>\n\t\t/// <param name=\"oldDescriptor\">The old descriptor, or null if no descriptor was previously registered for this type.</param>\n\t\t/// <returns></returns>\n\t\tpublic IUserDataDescriptor HandleRegistration(IUserDataDescriptor newDescriptor, IUserDataDescriptor oldDescriptor)\n\t\t{\n\t\t\treturn oldDescriptor ?? newDescriptor;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Allows type automatic registration for the specified type.\n\t\t/// NOTE: automatic type registration is NOT recommended.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns>\n\t\t/// True to register the type automatically, false otherwise.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic bool AllowTypeAutoRegistration(Type type)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies/PermanentRegistrationPolicy.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5137fef0161d6db4caf9bcd05da38a62\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/RegistrationPolicies.meta",
    "content": "fileFormatVersion: 2\nguid: 3af15aed948a75c42ab6aa30c8073436\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/AutoDescribingUserDataDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Descriptor which acts as a non-containing adapter from IUserDataType to IUserDataDescriptor\n\t/// </summary>\n\tinternal class AutoDescribingUserDataDescriptor : IUserDataDescriptor\n\t{\n\t\tprivate string m_FriendlyName;\n\t\tprivate Type m_Type;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"AutoDescribingUserDataDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"friendlyName\">Name of the friendly.</param>\n\t\tpublic AutoDescribingUserDataDescriptor(Type type, string friendlyName)\n\t\t{\n\t\t\tm_FriendlyName = friendlyName;\n\t\t\tm_Type = type;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tpublic string Name\n\t\t{\n\t\t\tget { return m_FriendlyName; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tpublic Type Type\n\t\t{\n\t\t\tget { return m_Type; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Index(Script script, object obj, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\tIUserDataType u = obj as IUserDataType;\n\n\t\t\tif (u != null)\n\t\t\t\treturn u.Index(script, index, isDirectIndexing);\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\tIUserDataType u = obj as IUserDataType;\n\n\t\t\tif (u != null)\n\t\t\t\treturn u.SetIndex(script, index, value, isDirectIndexing);\n\n\t\t\treturn false;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this userdata to string\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic string AsString(object obj)\n\t\t{\n\t\t\tif (obj != null)\n\t\t\t\treturn obj.ToString();\n\t\t\telse\n\t\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil). \n\t\t/// These standard metamethods can be supported (the return value should be a function accepting the\n\t\t/// classic parameters of the corresponding metamethod):\n\t\t/// __add, __sub, __mul, __div, __div, __pow, __unm, __eq, __lt, __le, __lt, __len, __concat, \n\t\t/// __pairs, __ipairs, __iterator, __call\n\t\t/// These standard metamethods are supported through other calls for efficiency:\n\t\t/// __index, __newindex, __tostring\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\tIUserDataType u = obj as IUserDataType;\n\n\t\t\tif (u != null)\n\t\t\t\treturn u.MetaIndex(script, metaname);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// Unless a very specific behaviour is needed, the correct implementation is a \n\t\t/// simple \" return type.IsInstanceOfType(obj); \"\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\treturn Framework.Do.IsInstanceOfType(type, obj);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/AutoDescribingUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 86170e506e5d98b409bccb5bc5747371\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/CompositeUserDataDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// A user data descriptor which aggregates multiple descriptors and tries dispatching members\n\t/// on them, in order.\n\t/// \n\t/// Used, for example, for objects implementing multiple interfaces but for which no descriptor is \n\t/// specifically registered.\n\t/// </summary>\n\tpublic class CompositeUserDataDescriptor : IUserDataDescriptor\n\t{\n\t\tprivate List<IUserDataDescriptor> m_Descriptors;\n\t\tprivate Type m_Type;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"CompositeUserDataDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"descriptors\">The descriptors.</param>\n\t\t/// <param name=\"type\">The type.</param>\n\t\tpublic CompositeUserDataDescriptor(List<IUserDataDescriptor> descriptors, Type type)\n\t\t{\n\t\t\tm_Descriptors = descriptors;\n\t\t\tm_Type = type;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the descriptors aggregated by this object, allowing changes to the descriptor list\n\t\t/// </summary>\n\t\tpublic IList<IUserDataDescriptor> Descriptors \n\t\t{ \n\t\t\tget { return m_Descriptors; } \n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tpublic string Name\n\t\t{\n\t\t\tget { return \"^\" + m_Type.FullName; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tpublic Type Type\n\t\t{\n\t\t\tget { return m_Type; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Index(Script script, object obj, DynValue index, bool isNameIndex)\n\t\t{\n\t\t\tforeach (IUserDataDescriptor dd in m_Descriptors)\n\t\t\t{\n\t\t\t\tDynValue v = dd.Index(script, obj, index, isNameIndex);\n\n\t\t\t\tif (v != null)\n\t\t\t\t\treturn v;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isNameIndex)\n\t\t{\n\t\t\tforeach (IUserDataDescriptor dd in m_Descriptors)\n\t\t\t{\n\t\t\t\tif (dd.SetIndex(script, obj, index, value, isNameIndex))\n\t\t\t\t\treturn true;\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this userdata to string\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic string AsString(object obj)\n\t\t{\n\t\t\treturn (obj != null) ? obj.ToString() : null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil). \n\t\t/// These standard metamethods can be supported (the return value should be a function accepting the\n\t\t/// classic parameters of the corresponding metamethod):\n\t\t/// __add, __sub, __mul, __div, __div, __pow, __unm, __eq, __lt, __le, __lt, __len, __concat, \n\t\t/// __pairs, __ipairs, __iterator, __call\n\t\t/// These standard metamethods are supported through other calls for efficiency:\n\t\t/// __index, __newindex, __tostring\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\tforeach (IUserDataDescriptor dd in m_Descriptors)\n\t\t\t{\n\t\t\t\tDynValue v = dd.MetaIndex(script, obj, metaname);\n\n\t\t\t\tif (v != null)\n\t\t\t\t\treturn v;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// Unless a very specific behaviour is needed, the correct implementation is a \n\t\t/// simple \" return type.IsInstanceOfType(obj); \"\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\treturn Framework.Do.IsInstanceOfType(type, obj);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/CompositeUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ef604cc820cbd646aa3a95049a4a2db\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/EventFacade.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Interop.StandardDescriptors\n{\n\tinternal class EventFacade : IUserDataType\n\t{\n\t\tFunc<object, ScriptExecutionContext, CallbackArguments, DynValue> m_AddCallback;\n\t\tFunc<object, ScriptExecutionContext, CallbackArguments, DynValue> m_RemoveCallback;\n\t\tobject m_Object;\n\n\t\tpublic EventFacade(EventMemberDescriptor parent, object obj)\n\t\t{\n\t\t\tm_Object = obj;\n\t\t\tm_AddCallback = parent.AddCallback;\n\t\t\tm_RemoveCallback = parent.RemoveCallback;\n\t\t}\n\n\t\tpublic EventFacade(Func<object, ScriptExecutionContext, CallbackArguments, DynValue> addCallback, Func<object, ScriptExecutionContext, CallbackArguments, DynValue> removeCallback, object obj)\n\t\t{\n\t\t\tm_Object = obj;\n\t\t\tm_AddCallback = addCallback;\n\t\t\tm_RemoveCallback = removeCallback;\n\t\t}\n\n\t\tpublic DynValue Index(Script script, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\tif (index.Type == DataType.String)\n\t\t\t{\n\t\t\t\tif (index.String == \"add\")\n\t\t\t\t\treturn DynValue.NewCallback((c, a) => m_AddCallback(m_Object, c, a));\n\t\t\t\telse if (index.String == \"remove\")\n\t\t\t\t\treturn DynValue.NewCallback((c, a) => m_RemoveCallback(m_Object, c, a));\n\t\t\t}\n\n\t\t\tthrow new ScriptRuntimeException(\"Events only support add and remove methods\");\n\t\t}\n\n\t\tpublic bool SetIndex(Script script, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\tthrow new ScriptRuntimeException(\"Events do not have settable fields\");\n\t\t}\n\n\t\tpublic DynValue MetaIndex(Script script, string metaname)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/EventFacade.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 79fb6355a1e430b49b058f5ab56ff506\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/DefaultValue.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Interop.StandardDescriptors.HardwiredDescriptors\n{\n\tpublic sealed class DefaultValue\n\t{\n\t\tpublic static readonly DefaultValue Instance = new DefaultValue();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/DefaultValue.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c5806366c22c98b4e9fa41d0b8cde406\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredMemberDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop.StandardDescriptors.HardwiredDescriptors\n{\n\tpublic abstract class HardwiredMemberDescriptor : IMemberDescriptor\n\t{\n\t\tpublic Type MemberType { get; private set; }\n\n\t\tprotected HardwiredMemberDescriptor(Type memberType, string name, bool isStatic, MemberDescriptorAccess access)\n\t\t{\n\t\t\tIsStatic = isStatic;\n\t\t\tName = name;\n\t\t\tMemberAccess = access;\n\t\t\tMemberType = memberType;\n\t\t}\n\n\t\tpublic bool IsStatic { get; private set; }\n\n\t\tpublic string Name { get; private set; }\n\n\t\tpublic MemberDescriptorAccess MemberAccess { get; private set; }\n\n\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\t\t\tobject result = GetValueImpl(script, obj);\n\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, result);\n\t\t}\n\n\t\tpublic void SetValue(Script script, object obj, DynValue value)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\t\t\tobject v = ScriptToClrConversions.DynValueToObjectOfType(value, MemberType, null, false);\n\t\t\tSetValueImpl(script, obj, v);\n\t\t}\n\n\n\t\tprotected virtual object GetValueImpl(Script script, object obj)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"GetValue on write-only hardwired descriptor \" + Name);\n\t\t}\n\n\t\tprotected virtual void SetValueImpl(Script script, object obj, object value)\n\t\t{\n\t\t\tthrow new InvalidOperationException(\"SetValue on read-only hardwired descriptor \" + Name);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 28c70c9a1ffc9d849a3dd4594dc332e8\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredMethodMemberDescriptor.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop.StandardDescriptors.HardwiredDescriptors\n{\n\tpublic abstract class HardwiredMethodMemberDescriptor : FunctionMemberDescriptorBase\n\t{\n\t\tpublic override DynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanExecute, obj);\n\n\t\t\tList<int> outParams = null;\n\t\t\tobject[] pars = base.BuildArgumentList(script, obj, context, args, out outParams);\n\t\t\tobject retv = Invoke(script, obj, pars, CalcArgsCount(pars));\n\n\t\t\treturn DynValue.FromObject(script, retv);\n\t\t}\n\n\t\tprivate int CalcArgsCount(object[] pars)\n\t\t{\n\t\t\tint count = pars.Length;\n\n\t\t\tfor(int i = 0; i < pars.Length; i++)\n\t\t\t\tif (Parameters[i].HasDefaultValue && (pars[i] is DefaultValue))\n\t\t\t\t{\n\t\t\t\t\tcount -= 1;\n\t\t\t\t}\n\n\t\t\treturn count;\n\t\t}\n\n\t\tprotected abstract object Invoke(Script script, object obj, object[] pars, int argscount);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredMethodMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 912407d0ff48e01449b51992cce57210\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredUserDataDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop.StandardDescriptors.HardwiredDescriptors\n{\n\tpublic abstract class HardwiredUserDataDescriptor : DispatchingUserDataDescriptor\n\t{\n\t\tprotected HardwiredUserDataDescriptor(Type T) :\n\t\t\tbase(T, \"::hardwired::\" + T.Name)\n\t\t{\n\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors/HardwiredUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84a138e1388fb65429f9b0bbb4a01368\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/HardwiredDescriptors.meta",
    "content": "fileFormatVersion: 2\nguid: 46dcc11f9f9daba4b8c4216980faf464\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/ArrayMemberDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Member descriptor for indexer of array types\n\t/// </summary>\n\tpublic class ArrayMemberDescriptor : ObjectCallbackMemberDescriptor, IWireableDescriptor \n\t{\n\t\tbool m_IsSetter;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ArrayMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"isSetter\">if set to <c>true</c> is a setter indexer.</param>\n\t\t/// <param name=\"indexerParams\">The indexer parameters.</param>\n\t\tpublic ArrayMemberDescriptor(string name, bool isSetter, ParameterDescriptor[] indexerParams)\n\t\t\t: base(\n\t\t\tname,\n\t\t\tisSetter ? (Func<object, ScriptExecutionContext, CallbackArguments, object>)ArrayIndexerSet : (Func<object, ScriptExecutionContext, CallbackArguments, object>)ArrayIndexerGet,\n\t\t\tindexerParams)\n\t\t{\n\t\t\tm_IsSetter = isSetter;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ArrayMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"isSetter\">if set to <c>true</c> [is setter].</param>\n\t\tpublic ArrayMemberDescriptor(string name, bool isSetter)\n\t\t\t: base(\n\t\t\tname,\n\t\t\tisSetter ? (Func<object, ScriptExecutionContext, CallbackArguments, object>)ArrayIndexerSet : (Func<object, ScriptExecutionContext, CallbackArguments, object>)ArrayIndexerGet)\n\t\t{\n\t\t\tm_IsSetter = isSetter;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"name\", DynValue.NewString(Name));\n\t\t\tt.Set(\"setter\", DynValue.NewBoolean(m_IsSetter));\n\n\t\t\tif (this.Parameters != null)\n\t\t\t{\n\t\t\t\tvar pars = DynValue.NewPrimeTable();\n\n\t\t\t\tt.Set(\"params\", pars);\n\n\t\t\t\tint i = 0;\n\n\t\t\t\tforeach (var p in Parameters)\n\t\t\t\t{\n\t\t\t\t\tDynValue pt = DynValue.NewPrimeTable();\n\t\t\t\t\tpars.Table.Set(++i, pt);\n\t\t\t\t\tp.PrepareForWiring(pt.Table);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate static int[] BuildArrayIndices(CallbackArguments args, int count)\n\t\t{\n\t\t\tint[] indices = new int[count];\n\n\t\t\tfor (int i = 0; i < count; i++)\n\t\t\t\tindices[i] = args.AsInt(i, \"userdata_array_indexer\");\n\n\t\t\treturn indices;\n\t\t}\n\n\t\tprivate static object ArrayIndexerSet(object arrayObj, ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tArray array = (Array)arrayObj;\n\t\t\tint[] indices = BuildArrayIndices(args, args.Count - 1);\n\t\t\tDynValue value = args[args.Count - 1];\n\n\t\t\tType elemType = array.GetType().GetElementType();\n\n\t\t\tobject objValue = ScriptToClrConversions.DynValueToObjectOfType(value, elemType, null, false);\n\n\t\t\tarray.SetValue(objValue, indices);\n\n\t\t\treturn DynValue.Void;\n\t\t}\n\n\n\t\tprivate static object ArrayIndexerGet(object arrayObj, ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tArray array = (Array)arrayObj;\n\t\t\tint[] indices = BuildArrayIndices(args, args.Count);\n\n\t\t\treturn array.GetValue(indices);\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/ArrayMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c338efe5a6ccfba49a7f9313342dfe20\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/DynValueMemberDescriptor.cs",
    "content": "﻿using MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing a simple descriptor for constant DynValues in userdata\n\t/// </summary>\n\tpublic class DynValueMemberDescriptor : IMemberDescriptor, IWireableDescriptor\n\t{\n\t\tprivate DynValue m_Value;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DynValueMemberDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"serializedTableValue\">A string containing a table whose first member is the dynvalue to be deserialized (convoluted...).</param>\n\t\tprotected DynValueMemberDescriptor(string name, string serializedTableValue)\n\t\t{\n\t\t\tScript s = new Script();\n\t\t\tvar exp = s.CreateDynamicExpression(serializedTableValue);\n\t\t\tDynValue val = exp.Evaluate(null);\n\n\t\t\tm_Value = val.Table.Get(1);\n\t\t\tName = name;\n\t\t\tMemberAccess = MemberDescriptorAccess.CanRead;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DynValueMemberDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\tprotected DynValueMemberDescriptor(string name)\n\t\t{\n\t\t\tMemberAccess = MemberDescriptorAccess.CanRead;\n\t\t\tm_Value = null;\n\t\t\tName = name;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"DynValueMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"value\">The value.</param>\n\t\tpublic DynValueMemberDescriptor(string name, DynValue value)\n\t\t{\n\t\t\tm_Value = value;\n\t\t\tName = name;\n\n\t\t\tif (value.Type == DataType.ClrFunction)\n\t\t\t\tMemberAccess = MemberDescriptorAccess.CanRead | MemberDescriptorAccess.CanExecute;\n\t\t\telse\n\t\t\t\tMemberAccess = MemberDescriptorAccess.CanRead;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described member is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get { return true; } }\n\t\t/// <summary>\n\t\t/// Gets the name of the member\n\t\t/// </summary>\n\t\tpublic string Name { get; private set;  }\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess { get; private set;  }\n\n\n\t\t/// <summary>\n\t\t/// Gets the value wrapped by this descriptor\n\t\t/// </summary>\n\t\tpublic virtual DynValue Value \n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn m_Value;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of this member as a <see cref=\"DynValue\" /> to be exposed to scripts.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <returns>\n\t\t/// The value of this member as a <see cref=\"DynValue\" />.\n\t\t/// </returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\treturn Value;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value of this member from a <see cref=\"DynValue\" />.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <param name=\"value\">The value to be set.</param>\n\t\t/// <exception cref=\"ScriptRuntimeException\">userdata '{0}' cannot be written to.</exception>\n\t\tpublic void SetValue(Script script, object obj, DynValue value)\n\t\t{\n\t\t\tthrow new ScriptRuntimeException(\"userdata '{0}' cannot be written to.\", this.Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\n\t\t\tswitch (Value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Nil:\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\tcase DataType.Number:\n\t\t\t\tcase DataType.String:\n\t\t\t\tcase DataType.Tuple:\n\t\t\t\t\tt.Set(\"value\", Value);\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tif (Value.Table.OwnerScript == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tt.Set(\"value\", Value);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tt.Set(\"error\", DynValue.NewString(\"Wiring of non-prime table value members not supported.\"));\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.UserData:\n\t\t\t\t\tif (Value.UserData.Object == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tt.Set(\"type\", DynValue.NewString(\"userdata\"));\n\t\t\t\t\t\tt.Set(\"staticType\", DynValue.NewString(Value.UserData.Descriptor.Type.FullName));\n\t\t\t\t\t\tt.Set(\"visibility\", DynValue.NewString(Value.UserData.Descriptor.Type.GetClrVisibility()));\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tt.Set(\"error\", DynValue.NewString(\"Wiring of non-static userdata value members not supported.\"));\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tt.Set(\"error\", DynValue.NewString(string.Format(\"Wiring of '{0}' value members not supported.\", Value.Type.ToErrorTypeString())));\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/DynValueMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 807ee7d6dd93d9342bb28d2faf45d127\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/FunctionMemberDescriptorBase.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of CLR functions\n\t/// </summary>\n\tpublic abstract class FunctionMemberDescriptorBase : IOverloadableMemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described method is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the name of the described method\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a sort discriminant to give consistent overload resolution matching in case of perfectly equal scores\n\t\t/// </summary>\n\t\tpublic string SortDiscriminant { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the type of the arguments of the underlying CLR function\n\t\t/// </summary>\n\t\tpublic ParameterDescriptor[] Parameters { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the type which this extension method extends, null if this is not an extension method.\n\t\t/// </summary>\n\t\tpublic Type ExtensionMethodType { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tpublic Type VarArgsArrayType { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the elements of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tpublic Type VarArgsElementType { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes this instance.\n\t\t/// This *MUST* be called by the constructors extending this class to complete initialization.\n\t\t/// </summary>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"isStatic\">if set to <c>true</c> [is static].</param>\n\t\t/// <param name=\"parameters\">The parameters.</param>\n\t\t/// <param name=\"isExtensionMethod\">if set to <c>true</c> [is extension method].</param>\n\t\tprotected void Initialize(string funcName, bool isStatic, ParameterDescriptor[] parameters, bool isExtensionMethod)\n\t\t{\n\t\t\tthis.Name = funcName;\n\t\t\tthis.IsStatic = isStatic;\n\t\t\tthis.Parameters = parameters;\n\n\t\t\tif (isExtensionMethod)\n\t\t\t\tthis.ExtensionMethodType = Parameters[0].Type;\n\n\t\t\tif (Parameters.Length > 0 && Parameters[Parameters.Length - 1].IsVarArgs)\n\t\t\t{\n\t\t\t\tVarArgsArrayType = Parameters[Parameters.Length - 1].Type;\n\t\t\t\tVarArgsElementType = Parameters[Parameters.Length - 1].Type.GetElementType();\n\t\t\t}\n\n\t\t\tSortDiscriminant = string.Join(\":\", Parameters.Select(pi => pi.Type.FullName).ToArray());\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets a callback function as a delegate\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script for which the callback must be generated.</param>\n\t\t/// <param name=\"obj\">The object (null for static).</param>\n\t\t/// <returns></returns>\n\t\tpublic Func<ScriptExecutionContext, CallbackArguments, DynValue> GetCallback(Script script, object obj = null)\n\t\t{\n\t\t\treturn (c, a) => Execute(script, obj, c, a);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the callback function.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script for which the callback must be generated.</param>\n\t\t/// <param name=\"obj\">The object (null for static).</param>\n\t\t/// <returns></returns>\n\t\tpublic CallbackFunction GetCallbackFunction(Script script, object obj = null)\n\t\t{\n\t\t\treturn new CallbackFunction(GetCallback(script, obj), this.Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the callback function as a DynValue.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script for which the callback must be generated.</param>\n\t\t/// <param name=\"obj\">The object (null for static).</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue GetCallbackAsDynValue(Script script, object obj = null)\n\t\t{\n\t\t\treturn DynValue.NewCallback(this.GetCallbackFunction(script, obj));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a callback DynValue starting from a MethodInfo.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"mi\">The mi.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic static DynValue CreateCallbackDynValue(Script script, MethodInfo mi, object obj = null)\n\t\t{\n\t\t\tvar desc = new MethodMemberDescriptor(mi);\n\t\t\treturn desc.GetCallbackAsDynValue(script, obj);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Builds the argument list.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <param name=\"outParams\">Output: A list containing the indices of all \"out\" parameters, or null if no out parameters are specified.</param>\n\t\t/// <returns>The arguments, appropriately converted.</returns>\n\t\tprotected virtual object[] BuildArgumentList(Script script, object obj, ScriptExecutionContext context, CallbackArguments args,\n\t\t\tout List<int> outParams)\n\t\t{\n\t\t\tParameterDescriptor[] parameters = Parameters;\n\n\t\t\tobject[] pars = new object[parameters.Length];\n\n\t\t\tint j = args.IsMethodCall ? 1 : 0;\n\n\t\t\toutParams = null;\n\n\t\t\tfor (int i = 0; i < pars.Length; i++)\n\t\t\t{\n\t\t\t\t// keep track of out and ref params\n\t\t\t\tif (parameters[i].Type.IsByRef)\n\t\t\t\t{\n\t\t\t\t\tif (outParams == null) outParams = new List<int>();\n\t\t\t\t\toutParams.Add(i);\n\t\t\t\t}\n\n\t\t\t\t// if an ext method, we have an obj -> fill the first param\n\t\t\t\tif (ExtensionMethodType != null && obj != null && i == 0)\n\t\t\t\t{\n\t\t\t\t\tpars[i] = obj;\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t// else, fill types with a supported type\n\t\t\t\telse if (parameters[i].Type == typeof(Script))\n\t\t\t\t{\n\t\t\t\t\tpars[i] = script;\n\t\t\t\t}\n\t\t\t\telse if (parameters[i].Type == typeof(ScriptExecutionContext))\n\t\t\t\t{\n\t\t\t\t\tpars[i] = context;\n\t\t\t\t}\n\t\t\t\telse if (parameters[i].Type == typeof(CallbackArguments))\n\t\t\t\t{\n\t\t\t\t\tpars[i] = args.SkipMethodCall();\n\t\t\t\t}\n\t\t\t\t// else, ignore out params\n\t\t\t\telse if (parameters[i].IsOut)\n\t\t\t\t{\n\t\t\t\t\tpars[i] = null;\n\t\t\t\t}\n\t\t\t\telse if (i == parameters.Length - 1 && VarArgsArrayType != null)\n\t\t\t\t{\n\t\t\t\t\tList<DynValue> extraArgs = new List<DynValue>();\n\n\t\t\t\t\twhile (true)\n\t\t\t\t\t{\n\t\t\t\t\t\tDynValue arg = args.RawGet(j, false);\n\t\t\t\t\t\tj += 1;\n\t\t\t\t\t\tif (arg != null)\n\t\t\t\t\t\t\textraArgs.Add(arg);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t\t// here we have to worry we already have an array.. damn. We only support this for userdata.\n\t\t\t\t\t// remains to be analyzed what's the correct behavior here. For example, let's take a params object[]..\n\t\t\t\t\t// given a single table parameter, should it use it as an array or as an object itself ?\n\t\t\t\t\tif (extraArgs.Count == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tDynValue arg = extraArgs[0];\n\n\t\t\t\t\t\tif (arg.Type == DataType.UserData && arg.UserData.Object != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Framework.Do.IsAssignableFrom(VarArgsArrayType, arg.UserData.Object.GetType()))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tpars[i] = arg.UserData.Object;\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// ok let's create an array, and loop\n\t\t\t\t\tArray vararg = Array.CreateInstance(VarArgsElementType, extraArgs.Count);\n\n\t\t\t\t\tfor (int ii = 0; ii < extraArgs.Count; ii++)\n\t\t\t\t\t{\n\t\t\t\t\t\tvararg.SetValue(ScriptToClrConversions.DynValueToObjectOfType(extraArgs[ii], VarArgsElementType,\n\t\t\t\t\t\tnull, false), ii);\n\t\t\t\t\t}\n\n\t\t\t\t\tpars[i] = vararg;\n\n\t\t\t\t}\n\t\t\t\t// else, convert it\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar arg = args.RawGet(j, false) ?? DynValue.Void;\n\t\t\t\t\tpars[i] = ScriptToClrConversions.DynValueToObjectOfType(arg, parameters[i].Type,\n\t\t\t\t\t\tparameters[i].DefaultValue, parameters[i].HasDefaultValue);\n\t\t\t\t\tj += 1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn pars;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Builds the return value of a call\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"outParams\">The out parameters indices, or null. See <see cref=\"BuildArgumentList\" />.</param>\n\t\t/// <param name=\"pars\">The parameters passed to the function.</param>\n\t\t/// <param name=\"retv\">The return value from the function. Use DynValue.Void if the function returned no value.</param>\n\t\t/// <returns>A DynValue to be returned to scripts</returns>\n\t\tprotected static DynValue BuildReturnValue(Script script, List<int> outParams, object[] pars, object retv)\n\t\t{\n\t\t\tif (outParams == null)\n\t\t\t{\n\t\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, retv);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDynValue[] rets = new DynValue[outParams.Count + 1];\n\n\t\t\t\tif (retv is DynValue && ((DynValue)retv).IsVoid())\n\t\t\t\t\trets[0] = DynValue.Nil;\n\t\t\t\telse\n\t\t\t\t\trets[0] = ClrToScriptConversions.ObjectToDynValue(script, retv);\n\n\t\t\t\tfor (int i = 0; i < outParams.Count; i++)\n\t\t\t\t\trets[i + 1] = ClrToScriptConversions.ObjectToDynValue(script, pars[outParams[i]]);\n\n\t\t\t\treturn DynValue.NewTuple(rets);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// The internal callback which actually executes the method\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic abstract DynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args);\n\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget { return MemberDescriptorAccess.CanRead | MemberDescriptorAccess.CanExecute; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of this member as a <see cref=\"DynValue\" /> to be exposed to scripts.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <returns>\n\t\t/// The value of this member as a <see cref=\"DynValue\" />.\n\t\t/// </returns>\n\t\tpublic virtual DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\t\t\treturn this.GetCallbackAsDynValue(script, obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"v\">The v.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic virtual void SetValue(Script script, object obj, DynValue v)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/FunctionMemberDescriptorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 934d82a582eedf14f9c689e51c571ec0\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/ObjectCallbackMemberDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Member descriptor which allows to define new members which behave similarly to class instance members\n\t/// </summary>\n\tpublic class ObjectCallbackMemberDescriptor : FunctionMemberDescriptorBase\n\t{\n\t\tFunc<object, ScriptExecutionContext, CallbackArguments, object> m_CallbackFunc;\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ObjectCallbackMemberDescriptor\"/> class.\n\t\t/// A new member descriptor is defined, which is a function taking no parameters and returning void, doing nothing.\n\t\t/// </summary>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\tpublic ObjectCallbackMemberDescriptor(string funcName)\n\t\t\t: this(funcName, (o, c, a) => DynValue.Void, new ParameterDescriptor[0])\n\t\t{ }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ObjectCallbackMemberDescriptor\"/> class.\n\t\t/// The function described by descriptors created by this callback are defined as if they take no parameters\n\t\t/// and thus don't support overload resolution well (unless they really take no parameters) but can freely be\n\t\t/// used if no overload resolution is required.\n\t\t/// </summary>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"callBack\">The callback function.</param>\n\t\tpublic ObjectCallbackMemberDescriptor(string funcName, Func<object, ScriptExecutionContext, CallbackArguments, object> callBack)\n\t\t\t: this(funcName, callBack, new ParameterDescriptor[0])\n\t\t{\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ObjectCallbackMemberDescriptor\"/> class.\n\t\t/// Members defined with this constructor will support overload resolution.\n\t\t/// </summary>\n\t\t/// <param name=\"funcName\">Name of the function.</param>\n\t\t/// <param name=\"callBack\">The call back.</param>\n\t\t/// <param name=\"parameters\">The parameters.</param>\n\t\tpublic ObjectCallbackMemberDescriptor(string funcName, Func<object, ScriptExecutionContext, CallbackArguments, object> callBack, ParameterDescriptor[] parameters)\n\t\t{\n\t\t\tm_CallbackFunc = callBack;\n\t\t\tInitialize(funcName, false, parameters, false);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// The internal callback which actually executes the method\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic override DynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tif (m_CallbackFunc != null)\n\t\t\t{\n\t\t\t\tobject retv = m_CallbackFunc(obj, context, args);\n\t\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, retv);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn DynValue.Void;\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/ObjectCallbackMemberDescriptor.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ProxyUserDataDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Data descriptor used for proxy objects\n\t/// </summary>\n\tpublic sealed class ProxyUserDataDescriptor : IUserDataDescriptor\n\t{\n\t\tIUserDataDescriptor m_ProxyDescriptor;\n\t\tIProxyFactory m_ProxyFactory;\n\n\t\tinternal ProxyUserDataDescriptor(IProxyFactory proxyFactory, IUserDataDescriptor proxyDescriptor, string friendlyName = null)\n\t\t{\n\t\t\tm_ProxyFactory = proxyFactory;\n\t\t\tName = friendlyName ?? (proxyFactory.TargetType.Name + \"::proxy\");\n\t\t\tm_ProxyDescriptor = proxyDescriptor;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the descriptor which describes the proxy object\n\t\t/// </summary>\n\t\tpublic IUserDataDescriptor InnerDescriptor\n\t\t{\n\t\t\tget { return m_ProxyDescriptor; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the name of the descriptor (usually, the name of the type described).\n\t\t/// </summary>\n\t\tpublic string Name\n\t\t{\n\t\t\tget;\n\t\t\tprivate set; \n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the type this descriptor refers to\n\t\t/// </summary>\n\t\tpublic Type Type\n\t\t{\n\t\t\tget { return m_ProxyFactory.TargetType; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Proxies the specified object.\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tprivate object Proxy(object obj)\n\t\t{\n\t\t\treturn obj != null ? m_ProxyFactory.CreateProxyObject(obj) : null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"get\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Index(Script script, object obj, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\treturn m_ProxyDescriptor.Index(script, Proxy(obj), index, isDirectIndexing);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs an \"index\" \"set\" operation.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"index\">The index.</param>\n\t\t/// <param name=\"value\">The value to be set</param>\n\t\t/// <param name=\"isDirectIndexing\">If set to true, it's indexed with a name, if false it's indexed through brackets.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\treturn m_ProxyDescriptor.SetIndex(script, Proxy(obj), index, value, isDirectIndexing);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts this userdata to string\n\t\t/// </summary>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic string AsString(object obj)\n\t\t{\n\t\t\treturn m_ProxyDescriptor.AsString(Proxy(obj));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a \"meta\" operation on this userdata. If a descriptor does not support this functionality,\n\t\t/// it should return \"null\" (not a nil).\n\t\t/// These standard metamethods can be supported (the return value should be a function accepting the\n\t\t/// classic parameters of the corresponding metamethod):\n\t\t/// __add, __sub, __mul, __div, __div, __pow, __unm, __eq, __lt, __le, __lt, __len, __concat,\n\t\t/// __pairs, __ipairs, __iterator, __call\n\t\t/// These standard metamethods are supported through other calls for efficiency:\n\t\t/// __index, __newindex, __tostring\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script originating the request</param>\n\t\t/// <param name=\"obj\">The object (null if a static request is done)</param>\n\t\t/// <param name=\"metaname\">The name of the metamember.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\treturn m_ProxyDescriptor.MetaIndex(script, Proxy(obj), metaname);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// Unless a very specific behaviour is needed, the correct implementation is a\n\t\t/// simple \" return type.IsInstanceOfType(obj); \"\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\treturn Framework.Do.IsInstanceOfType(type, obj);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ProxyUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0c3930e178d84164ba55db2a506d5d9b\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/EventMemberDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.DataStructs;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.StandardDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of CLR events. Handling is limited to a narrow range of handler signatures, which,\n\t/// however, covers in practice most of all available events.\n\t/// </summary>\n\tpublic class EventMemberDescriptor : IMemberDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// The maximum number of arguments supported in an event handler delegate\n\t\t/// </summary>\n\t\tpublic const int MAX_ARGS_IN_DELEGATE = 16;\n\n\n\t\tobject m_Lock = new object();\n\t\tMultiDictionary<object, Closure> m_Callbacks = new MultiDictionary<object, Closure>(new ReferenceEqualityComparer());\n\t\tDictionary<object, Delegate> m_Delegates = new Dictionary<object, Delegate>(new ReferenceEqualityComparer());\n\n\t\t/// <summary>\n\t\t/// Tries to create a new StandardUserDataEventDescriptor, returning <c>null</c> in case the method is not \n\t\t/// visible to script code.\n\t\t/// </summary>\n\t\t/// <param name=\"ei\">The EventInfo.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /></param>\n\t\t/// <returns>A new StandardUserDataEventDescriptor or null.</returns>\n\t\tpublic static EventMemberDescriptor TryCreateIfVisible(EventInfo ei, InteropAccessMode accessMode)\n\t\t{\n\t\t\tif (!CheckEventIsCompatible(ei, false))\n\t\t\t\treturn null;\n\n\t        MethodInfo addm = Framework.Do.GetAddMethod(ei); \n\t        MethodInfo remm = Framework.Do.GetRemoveMethod(ei);\n\n\t        if (ei.GetVisibilityFromAttributes() ?? ((remm != null && remm.IsPublic) && (addm != null && addm.IsPublic)))\n\t            return new EventMemberDescriptor(ei, accessMode);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Checks if the event is compatible with a standard descriptor\n\t\t/// </summary>\n\t\t/// <param name=\"ei\">The EventInfo.</param>\n\t\t/// <param name=\"throwException\">if set to <c>true</c> an exception with the proper error message is thrown if not compatible.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// Thrown if throwException is <c>true</c> and one of this applies:\n\t\t/// The event is declared in a value type\n\t\t/// or\n\t\t/// The event does not have both add and remove methods \n\t\t/// or\n\t\t/// The event handler type doesn't implement a public Invoke method\n\t\t/// or\n\t\t/// The event handler has a return type which is not System.Void\n\t\t/// or\n\t\t/// The event handler has more than MAX_ARGS_IN_DELEGATE parameters\n\t\t/// or\n\t\t/// The event handler has a value type parameter or a by ref parameter\n\t\t/// or\n\t\t/// The event handler signature is not a valid method according to <see cref=\"MethodMemberDescriptor.CheckMethodIsCompatible\"/>\n\t\t/// </exception>\n\t\tpublic static bool CheckEventIsCompatible(EventInfo ei, bool throwException)\n\t\t{\n\t\t\tif (Framework.Do.IsValueType(ei.DeclaringType))\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Events are not supported on value types\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif ((Framework.Do.GetAddMethod(ei) == null) || (Framework.Do.GetRemoveMethod(ei) == null))\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Event must have add and remove methods\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tMethodInfo invoke = Framework.Do.GetMethod(ei.EventHandlerType, \"Invoke\");\n\n\t\t\tif (invoke == null)\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Event handler type doesn't seem to be a delegate\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (!MethodMemberDescriptor.CheckMethodIsCompatible(invoke, throwException))\n\t\t\t\treturn false;\n\n\t\t\tif (invoke.ReturnType != typeof(void))\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Event handler cannot have a return type\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tParameterInfo[] pars = invoke.GetParameters();\n\n\t\t\tif (pars.Length > MAX_ARGS_IN_DELEGATE)\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(string.Format(\"Event handler cannot have more than {0} parameters\", MAX_ARGS_IN_DELEGATE));\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tforeach (ParameterInfo pi in pars)\n\t\t\t{\n\t\t\t\tif (Framework.Do.IsValueType(pi.ParameterType))\n\t\t\t\t{\n\t\t\t\t\tif (throwException) throw new ArgumentException(\"Event handler cannot have value type parameters\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\telse if (pi.ParameterType.IsByRef)\n\t\t\t\t{\n\t\t\t\t\tif (throwException) throw new ArgumentException(\"Event handler cannot have by-ref type parameters\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn true;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"EventMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"ei\">The ei.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\tpublic EventMemberDescriptor(EventInfo ei, InteropAccessMode accessMode = InteropAccessMode.Default)\n\t\t{\n\t\t\tCheckEventIsCompatible(ei, true);\n\t\t\tEventInfo = ei;\n\t\t\tm_Add = Framework.Do.GetAddMethod(ei);\n\t\t\tm_Remove = Framework.Do.GetRemoveMethod(ei);\n\t\t\tIsStatic = m_Add.IsStatic;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the EventInfo object of the event described by this descriptor\n\t\t/// </summary>\n\t\tpublic EventInfo EventInfo { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the event described by this descriptor is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get; private set; }\n\n\t\tprivate MethodInfo m_Add, m_Remove;\n\n\t\t/// <summary>\n\t\t/// Gets a dynvalue which is a facade supporting add/remove methods which is callable from scripts\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object for which the facade should be written.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\n\t\t\tif (IsStatic) \n\t\t\t\tobj = this;\n\n\t\t\treturn UserData.Create(new EventFacade(this, obj));\n\t\t}\n\n\n\t\tinternal DynValue AddCallback(object o, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tClosure closure = args.AsType(0, string.Format(\"userdata<{0}>.{1}.add\", EventInfo.DeclaringType, EventInfo.Name),\n\t\t\t\t\tDataType.Function, false).Function;\n\n\t\t\t\tif (m_Callbacks.Add(o, closure))\n\t\t\t\t\tRegisterCallback(o);\n\n\t\t\t\treturn DynValue.Void;\n\t\t\t}\n\t\t}\n\n\t\tinternal DynValue RemoveCallback(object o, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tClosure closure = args.AsType(0, string.Format(\"userdata<{0}>.{1}.remove\", EventInfo.DeclaringType, EventInfo.Name),\n\t\t\t\t\tDataType.Function, false).Function;\n\n\t\t\t\tif (m_Callbacks.RemoveValue(o, closure))\n\t\t\t\t\tUnregisterCallback(o);\n\n\t\t\t\treturn DynValue.Void;\n\t\t\t}\n\t\t}\n\n\t\tprivate void RegisterCallback(object o)\n\t\t{\n\t\t\tm_Delegates.GetOrCreate(o, () =>\n\t\t\t\t{\n\t\t\t\t\tDelegate d = CreateDelegate(o);\n#if NETFX_CORE\n\t\t\t\t\tDelegate handler = d.GetMethodInfo().CreateDelegate(EventInfo.EventHandlerType, d.Target);\n#else\n\t\t\t\t\tDelegate handler = Delegate.CreateDelegate(EventInfo.EventHandlerType, d.Target, d.Method);\n#endif\n\t\t\t\t\tm_Add.Invoke(o, new object[] { handler });\n\t\t\t\t\treturn handler;\n\t\t\t\t}); \n\t\t}\n\n\t\tprivate void UnregisterCallback(object o)\n\t\t{\n\t\t\tDelegate handler = m_Delegates.GetOrDefault(o);\n\n\t\t\tif (handler == null)\n\t\t\t\tthrow new InternalErrorException(\"can't unregister null delegate\");\n\n\t\t\tm_Delegates.Remove(o);\n\t\t\tm_Remove.Invoke(o, new object[] { handler });\n\t\t}\n\n\n\t\tprivate Delegate CreateDelegate(object sender)\n\t\t{\n\t\t\tswitch (Framework.Do.GetMethod(EventInfo.EventHandlerType, \"Invoke\").GetParameters().Length)\n\t\t\t{\n\t\t\t\tcase 0:\n\t\t\t\t\treturn (EventWrapper00)(() => DispatchEvent(sender));\n\t\t\t\tcase 1:\n\t\t\t\t\treturn (EventWrapper01)((o1) => DispatchEvent(sender, o1));\n\t\t\t\tcase 2:\n\t\t\t\t\treturn (EventWrapper02)((o1, o2) => DispatchEvent(sender, o1, o2));\n\t\t\t\tcase 3:\n\t\t\t\t\treturn (EventWrapper03)((o1, o2, o3) => DispatchEvent(sender, o1, o2, o3));\n\t\t\t\tcase 4:\n\t\t\t\t\treturn (EventWrapper04)((o1, o2, o3, o4) => DispatchEvent(sender, o1, o2, o3, o4));\n\t\t\t\tcase 5: \n\t\t\t\t\treturn (EventWrapper05)((o1, o2, o3, o4, o5) => DispatchEvent(sender, o1, o2, o3, o4, o5));\n\t\t\t\tcase 6: \n\t\t\t\t\treturn (EventWrapper06)((o1, o2, o3, o4, o5, o6) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6));\n\t\t\t\tcase 7: \n\t\t\t\t\treturn (EventWrapper07)((o1, o2, o3, o4, o5, o6, o7) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7));\n\t\t\t\tcase 8: \n\t\t\t\t\treturn (EventWrapper08)((o1, o2, o3, o4, o5, o6, o7, o8) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8));\n\t\t\t\tcase 9: \n\t\t\t\t\treturn (EventWrapper09)((o1, o2, o3, o4, o5, o6, o7, o8, o9) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9));\n\t\t\t\tcase 10: \n\t\t\t\t\treturn (EventWrapper10)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10));\n\t\t\t\tcase 11: \n\t\t\t\t\treturn (EventWrapper11)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11));\n\t\t\t\tcase 12: \n\t\t\t\t\treturn (EventWrapper12)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12));\n\t\t\t\tcase 13: \n\t\t\t\t\treturn (EventWrapper13)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13));\n\t\t\t\tcase 14: \n\t\t\t\t\treturn (EventWrapper14)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14));\n\t\t\t\tcase 15: \n\t\t\t\t\treturn (EventWrapper15)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14, o15) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14, o15));\n\t\t\t\tcase 16: \n\t\t\t\t\treturn (EventWrapper16)((o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14, o15, o16) => DispatchEvent(sender, o1, o2, o3, o4, o5, o6, o7, o8, o9, o10, o11, o12, o13, o14, o15, o16));\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"too many args in delegate type\");\n\t\t\t}\n\t\t}\n\n\t\tprivate void DispatchEvent(object sender, \n\t\t\tobject o01 = null, object o02 = null, object o03 = null, object o04 = null,\n\t\t\tobject o05 = null, object o06 = null, object o07 = null, object o08 = null,\n\t\t\tobject o09 = null, object o10 = null, object o11 = null, object o12 = null,\n\t\t\tobject o13 = null, object o14 = null, object o15 = null, object o16 = null)\n\t\t{\n\t\t\tClosure[] closures = null;\n\t\t\tlock (m_Lock)\n\t\t\t{\n\t\t\t\tclosures = m_Callbacks.Find(sender).ToArray();\n\t\t\t}\n\n\t\t\tforeach (Closure c in closures)\n\t\t\t{\n\t\t\t\tc.Call(o01, o02, o03, o04, o05, o06, o07, o08, o09, o10, o11, o12, o13, o14, o15, o16);\n\t\t\t}\n\t\t}\n\n\t\tprivate delegate void EventWrapper00();\n\t\tprivate delegate void EventWrapper01(object o1);\n\t\tprivate delegate void EventWrapper02(object o1, object o2);\n\t\tprivate delegate void EventWrapper03(object o1, object o2, object o3);\n\t\tprivate delegate void EventWrapper04(object o1, object o2, object o3, object o4);\n\t\tprivate delegate void EventWrapper05(object o1, object o2, object o3, object o4, object o5);\n\t\tprivate delegate void EventWrapper06(object o1, object o2, object o3, object o4, object o5, object o6);\n\t\tprivate delegate void EventWrapper07(object o1, object o2, object o3, object o4, object o5, object o6, object o7);\n\t\tprivate delegate void EventWrapper08(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8);\n\t\tprivate delegate void EventWrapper09(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9);\n\t\tprivate delegate void EventWrapper10(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10);\n\t\tprivate delegate void EventWrapper11(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11);\n\t\tprivate delegate void EventWrapper12(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11, object o12);\n\t\tprivate delegate void EventWrapper13(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11, object o12, object o13);\n\t\tprivate delegate void EventWrapper14(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11, object o12, object o13, object o14);\n\t\tprivate delegate void EventWrapper15(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11, object o12, object o13, object o14, object o15);\n\t\tprivate delegate void EventWrapper16(object o1, object o2, object o3, object o4, object o5, object o6, object o7, object o8, object o9, object o10, object o11, object o12, object o13, object o14, object o15, object o16);\n\n\n\t\t/// <summary>\n\t\t/// Gets the name of the member\n\t\t/// </summary>\n\t\tpublic string Name\n\t\t{\n\t\t\tget { return this.EventInfo.Name; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget { return MemberDescriptorAccess.CanRead; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"v\">The v.</param>\n\t\tpublic void SetValue(Script script, object obj, DynValue v)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\t\t}\n\t\n\t}\n}\n\n\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/EventMemberDescriptor.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/FieldMemberDescriptor.cs",
    "content": "﻿using System;\nusing System.Linq.Expressions;\nusing System.Reflection;\nusing System.Threading;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Diagnostics;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of CLR fields\n\t/// </summary>\n\tpublic class FieldMemberDescriptor : IMemberDescriptor, IOptimizableDescriptor, IWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the FieldInfo got by reflection\n\t\t/// </summary>\n\t\tpublic FieldInfo FieldInfo { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the <see cref=\"InteropAccessMode\" />\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described property is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the name of the property\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is a constant \n\t\t/// </summary>\n\t\tpublic bool IsConst { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is readonly \n\t\t/// </summary>\n\t\tpublic bool IsReadonly { get; private set; }\n\n\n\t\tobject m_ConstValue = null;\n\n\t\tFunc<object, object> m_OptimizedGetter = null;\n\n\n\t\t/// <summary>\n\t\t/// Tries to create a new StandardUserDataFieldDescriptor, returning <c>null</c> in case the field is not \n\t\t/// visible to script code.\n\t\t/// </summary>\n\t\t/// <param name=\"fi\">The FieldInfo.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /></param>\n\t\t/// <returns>A new StandardUserDataFieldDescriptor or null.</returns>\n\t\tpublic static FieldMemberDescriptor TryCreateIfVisible(FieldInfo fi, InteropAccessMode accessMode)\n\t\t{\n\t\t\tif (fi.GetVisibilityFromAttributes() ?? fi.IsPublic)\n\t\t\t\treturn new FieldMemberDescriptor(fi, accessMode);\n\n\t\t\treturn null;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"PropertyMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"fi\">The FieldInfo.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /> </param>\n\t\tpublic FieldMemberDescriptor(FieldInfo fi, InteropAccessMode accessMode)\n\t\t{\n\t\t\tif (Script.GlobalOptions.Platform.IsRunningOnAOT())\n\t\t\t\taccessMode = InteropAccessMode.Reflection;\n\n\t\t\tthis.FieldInfo = fi;\n\t\t\tthis.AccessMode = accessMode;\n\t\t\tthis.Name = fi.Name;\n\t\t\tthis.IsStatic = this.FieldInfo.IsStatic;\n\n\t\t\tif (this.FieldInfo.IsLiteral)\n\t\t\t{\n\t\t\t\tIsConst = true;\n\t\t\t\tm_ConstValue = FieldInfo.GetValue(null);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tIsReadonly = this.FieldInfo.IsInitOnly;\n\t\t\t}\n\n\t\t\tif (AccessMode == InteropAccessMode.Preoptimized)\n\t\t\t{\n\t\t\t\tthis.OptimizeGetter();\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the value of the property\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\n\t\t\t// optimization+workaround of Unity bug.. \n\t\t\tif (IsConst)\n\t\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, m_ConstValue);\n\n\t\t\tif (AccessMode == InteropAccessMode.LazyOptimized && m_OptimizedGetter == null)\n\t\t\t\tOptimizeGetter();\n\n\t\t\tobject result = null;\n\n\t\t\tif (m_OptimizedGetter != null)\n\t\t\t\tresult = m_OptimizedGetter(obj);\n\t\t\telse\n\t\t\t\tresult = FieldInfo.GetValue(obj);\n\n\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, result);\n\t\t}\n\n\t\tinternal void OptimizeGetter()\n\t\t{\n\t\t\tif (this.IsConst)\n\t\t\t\treturn;\n\n\t\t\tusing (PerformanceStatistics.StartGlobalStopwatch(PerformanceCounter.AdaptersCompilation))\n\t\t\t{\n\t\t\t\tif (IsStatic)\n\t\t\t\t{\n\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"dummy\");\n\t\t\t\t\tvar propAccess = Expression.Field(null, FieldInfo);\n\t\t\t\t\tvar castPropAccess = Expression.Convert(propAccess, typeof(object));\n\t\t\t\t\tvar lambda = Expression.Lambda<Func<object, object>>(castPropAccess, paramExp);\n\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedGetter, lambda.Compile());\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"obj\");\n\t\t\t\t\tvar castParamExp = Expression.Convert(paramExp, this.FieldInfo.DeclaringType);\n\t\t\t\t\tvar propAccess = Expression.Field(castParamExp, FieldInfo);\n\t\t\t\t\tvar castPropAccess = Expression.Convert(propAccess, typeof(object));\n\t\t\t\t\tvar lambda = Expression.Lambda<Func<object, object>>(castPropAccess, paramExp);\n\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedGetter, lambda.Compile());\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value of the property\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"v\">The value to set.</param>\n\t\tpublic void SetValue(Script script, object obj, DynValue v)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\n\t\t\tif (IsReadonly || IsConst)\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata field '{0}.{1}' cannot be written to.\", this.FieldInfo.DeclaringType.Name, this.Name);\n\n\t\t\tobject value = ScriptToClrConversions.DynValueToObjectOfType(v, this.FieldInfo.FieldType, null, false);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (value is double)\n\t\t\t\t\tvalue = NumericConversions.DoubleToType(FieldInfo.FieldType, (double)value);\n\n\t\t\t\tFieldInfo.SetValue(IsStatic ? null : obj, value);\n\t\t\t}\n\t\t\tcatch (ArgumentException)\n\t\t\t{\n\t\t\t\t// non-optimized setters fall here\n\t\t\t\tthrow ScriptRuntimeException.UserDataArgumentTypeMismatch(v.Type, FieldInfo.FieldType);\n\t\t\t}\n\t\t\tcatch (InvalidCastException)\n\t\t\t{\n\t\t\t\t// optimized setters fall here\n\t\t\t\tthrow ScriptRuntimeException.UserDataArgumentTypeMismatch(v.Type, FieldInfo.FieldType);\n\t\t\t}\n#if !(PCL || ENABLE_DOTNET || NETFX_CORE)\n\t\t\tcatch (FieldAccessException ex)\n\t\t\t{\n\t\t\t\tthrow new ScriptRuntimeException(ex);\n\t\t\t}\n#endif\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (IsReadonly || IsConst)\n\t\t\t\t\treturn MemberDescriptorAccess.CanRead;\n\t\t\t\telse\n\t\t\t\t\treturn MemberDescriptorAccess.CanRead | MemberDescriptorAccess.CanWrite;\n\t\t\t}\n\t\t}\n\n\t\tvoid IOptimizableDescriptor.Optimize()\n\t\t{\n\t\t\tif (m_OptimizedGetter == null)\n\t\t\t\tthis.OptimizeGetter();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"visibility\", DynValue.NewString(this.FieldInfo.GetClrVisibility()));\n\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\t\t\tt.Set(\"static\", DynValue.NewBoolean(this.IsStatic));\n\t\t\tt.Set(\"const\", DynValue.NewBoolean(this.IsConst));\n\t\t\tt.Set(\"readonly\", DynValue.NewBoolean(this.IsReadonly));\n\t\t\tt.Set(\"decltype\", DynValue.NewString(this.FieldInfo.DeclaringType.FullName));\n\t\t\tt.Set(\"declvtype\", DynValue.NewBoolean(Framework.Do.IsValueType(this.FieldInfo.DeclaringType)));\n\t\t\tt.Set(\"type\", DynValue.NewString(this.FieldInfo.FieldType.FullName));\n\t\t\tt.Set(\"read\", DynValue.NewBoolean(true));\n\t\t\tt.Set(\"write\", DynValue.NewBoolean(!(this.IsConst || this.IsReadonly)));\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/FieldMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7153261a57dd5b7488daabf30bb534b2\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/MethodMemberDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Linq.Expressions;\nusing System.Reflection;\nusing System.Runtime.CompilerServices;\nusing System.Threading;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Diagnostics;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of CLR functions\n\t/// </summary>\n\tpublic class MethodMemberDescriptor : FunctionMemberDescriptorBase, IOptimizableDescriptor, IWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the method information (can be a MethodInfo or ConstructorInfo)\n\t\t/// </summary>\n\t\tpublic MethodBase MethodInfo { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the access mode used for interop\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described method is a constructor\n\t\t/// </summary>\n\t\tpublic bool IsConstructor { get; private set; }\n\n\n\t\tprivate Func<object, object[], object> m_OptimizedFunc = null;\n\t\tprivate Action<object, object[]> m_OptimizedAction = null;\n\t\tprivate bool m_IsAction = false;\n\t\tprivate bool m_IsArrayCtor = false;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"MethodMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"methodBase\">The MethodBase (MethodInfo or ConstructorInfo) got through reflection.</param>\n\t\t/// <param name=\"accessMode\">The interop access mode.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">Invalid accessMode</exception>\n\t\tpublic MethodMemberDescriptor(MethodBase methodBase, InteropAccessMode accessMode = InteropAccessMode.Default)\n\t\t{\n\t\t\tCheckMethodIsCompatible(methodBase, true);\n\n\t\t\tIsConstructor = (methodBase is ConstructorInfo);\n\t\t\tthis.MethodInfo = methodBase;\n\n\t\t\tbool isStatic = methodBase.IsStatic || IsConstructor;\n\n\t\t\tif (IsConstructor)\n\t\t\t\tm_IsAction = false;\n\t\t\telse\n\t\t\t\tm_IsAction = ((MethodInfo)methodBase).ReturnType == typeof(void);\n\n\t\t\tParameterInfo[] reflectionParams = methodBase.GetParameters();\n\t\t\tParameterDescriptor[] parameters;\n\t\t\t\n\t\t\tif (this.MethodInfo.DeclaringType.IsArray)\n\t\t\t{\n\t\t\t\tm_IsArrayCtor = true;\n\n\t\t\t\tint rank = this.MethodInfo.DeclaringType.GetArrayRank();\n\n\t\t\t\tparameters = new ParameterDescriptor[rank];\n\n\t\t\t\tfor (int i = 0; i < rank; i++)\n\t\t\t\t\tparameters[i] = new ParameterDescriptor(\"idx\" + i.ToString(), typeof(int));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tparameters = reflectionParams.Select(pi => new ParameterDescriptor(pi)).ToArray();\n\t\t\t}\n\t\t\n\t\t\t\n\t\t\tbool isExtensionMethod = (methodBase.IsStatic && parameters.Length > 0 && methodBase.GetCustomAttributes(typeof(ExtensionAttribute), false).Any());\n\n\t\t\tbase.Initialize(methodBase.Name, isStatic, parameters, isExtensionMethod);\n\n\t\t\t// adjust access mode\n\t\t\tif (Script.GlobalOptions.Platform.IsRunningOnAOT())\n\t\t\t\taccessMode = InteropAccessMode.Reflection;\n\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t\taccessMode = UserData.DefaultAccessMode;\n\n\t\t\tif (accessMode == InteropAccessMode.HideMembers)\n\t\t\t\tthrow new ArgumentException(\"Invalid accessMode\");\n\n\t\t\tif (parameters.Any(p => p.Type.IsByRef))\n\t\t\t\taccessMode = InteropAccessMode.Reflection;\n\n\t\t\tthis.AccessMode = accessMode;\n\n\t\t\tif (AccessMode == InteropAccessMode.Preoptimized)\n\t\t\t\t((IOptimizableDescriptor)this).Optimize();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Tries to create a new MethodMemberDescriptor, returning \n\t\t/// <c>null</c> in case the method is not\n\t\t/// visible to script code.\n\t\t/// </summary>\n\t\t/// <param name=\"methodBase\">The MethodBase.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /></param>\n\t\t/// <param name=\"forceVisibility\">if set to <c>true</c> forces visibility.</param>\n\t\t/// <returns>\n\t\t/// A new MethodMemberDescriptor or null.\n\t\t/// </returns>\n\t\tpublic static MethodMemberDescriptor TryCreateIfVisible(MethodBase methodBase, InteropAccessMode accessMode, bool forceVisibility = false)\n\t\t{\n\t\t\tif (!CheckMethodIsCompatible(methodBase, false))\n\t\t\t\treturn null;\n\n\t\t\tif (forceVisibility || (methodBase.GetVisibilityFromAttributes() ?? methodBase.IsPublic))\n\t\t\t\treturn new MethodMemberDescriptor(methodBase, accessMode);\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if the method is compatible with a standard descriptor\n\t\t/// </summary>\n\t\t/// <param name=\"methodBase\">The MethodBase.</param>\n\t\t/// <param name=\"throwException\">if set to <c>true</c> an exception with the proper error message is thrown if not compatible.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// Thrown if throwException is <c>true</c> and one of this applies:\n\t\t/// The method contains unresolved generic parameters, or has an unresolved generic return type\n\t\t/// or\n\t\t/// The method contains pointer parameters, or has a pointer return type\n\t\t/// </exception>\n\t\tpublic static bool CheckMethodIsCompatible(MethodBase methodBase, bool throwException)\n\t\t{\n\t\t\tif (methodBase.ContainsGenericParameters)\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Method cannot contain unresolved generic parameters\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (methodBase.GetParameters().Any(p => p.ParameterType.IsPointer))\n\t\t\t{\n\t\t\t\tif (throwException) throw new ArgumentException(\"Method cannot contain pointer parameters\");\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tMethodInfo mi = methodBase as MethodInfo;\n\n\t\t\tif (mi != null)\n\t\t\t{\n\t\t\t\tif (mi.ReturnType.IsPointer)\n\t\t\t\t{\n\t\t\t\t\tif (throwException) throw new ArgumentException(\"Method cannot have a pointer return type\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\t\t\t\tif (Framework.Do.IsGenericTypeDefinition(mi.ReturnType))\n\t\t\t\t{\n\t\t\t\t\tif (throwException) throw new ArgumentException(\"Method cannot have an unresolved generic return type\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn true;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// The internal callback which actually executes the method\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic override DynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanExecute, obj);\n\n\t\t\tif (AccessMode == InteropAccessMode.LazyOptimized &&\n\t\t\t\tm_OptimizedFunc == null && m_OptimizedAction == null)\n\t\t\t\t((IOptimizableDescriptor)this).Optimize();\n\n\t\t\tList<int> outParams = null;\n\t\t\tobject[] pars = base.BuildArgumentList(script, obj, context, args, out outParams);\n\t\t\tobject retv = null;\n\n\t\t\tif (m_OptimizedFunc != null)\n\t\t\t{\n\t\t\t\tretv = m_OptimizedFunc(obj, pars);\n\t\t\t}\n\t\t\telse if (m_OptimizedAction != null)\n\t\t\t{\n\t\t\t\tm_OptimizedAction(obj, pars);\n\t\t\t\tretv = DynValue.Void;\n\t\t\t}\n\t\t\telse if (m_IsAction)\n\t\t\t{\n\t\t\t\tMethodInfo.Invoke(obj, pars);\n\t\t\t\tretv = DynValue.Void;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (IsConstructor)\n\t\t\t\t\tretv = ((ConstructorInfo)MethodInfo).Invoke(pars);\n\t\t\t\telse\n\t\t\t\t\tretv = MethodInfo.Invoke(obj, pars);\n\t\t\t}\n\n\t\t\treturn BuildReturnValue(script, outParams, pars, retv);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Called by standard descriptors when background optimization or preoptimization needs to be performed.\n\t\t/// </summary>\n\t\t/// <exception cref=\"InternalErrorException\">Out/Ref params cannot be precompiled.</exception>\n\t\tvoid IOptimizableDescriptor.Optimize()\n\t\t{\n\t\t\tParameterDescriptor[] parameters = Parameters;\n\n\t\t\tif (AccessMode == InteropAccessMode.Reflection)\n\t\t\t\treturn;\n\n\t\t\tMethodInfo methodInfo = this.MethodInfo as MethodInfo;\n\n\t\t\tif (methodInfo == null)\n\t\t\t\treturn;\n\n\t\t\tusing (PerformanceStatistics.StartGlobalStopwatch(PerformanceCounter.AdaptersCompilation))\n\t\t\t{\n\t\t\t\tvar ep = Expression.Parameter(typeof(object[]), \"pars\");\n\t\t\t\tvar objinst = Expression.Parameter(typeof(object), \"instance\");\n\t\t\t\tvar inst = Expression.Convert(objinst, MethodInfo.DeclaringType);\n\n\t\t\t\tExpression[] args = new Expression[parameters.Length];\n\n\t\t\t\tfor (int i = 0; i < parameters.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tif (parameters[i].OriginalType.IsByRef)\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new InternalErrorException(\"Out/Ref params cannot be precompiled.\");\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tvar x = Expression.ArrayIndex(ep, Expression.Constant(i));\n\t\t\t\t\t\targs[i] = Expression.Convert(x, parameters[i].OriginalType);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tExpression fn;\n\n\t\t\t\tif (IsStatic)\n\t\t\t\t{\n\t\t\t\t\tfn = Expression.Call(methodInfo, args);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tfn = Expression.Call(inst, methodInfo, args);\n\t\t\t\t}\n\n\n\t\t\t\tif (this.m_IsAction)\n\t\t\t\t{\n\t\t\t\t\tvar lambda = Expression.Lambda<Action<object, object[]>>(fn, objinst, ep);\n\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedAction, lambda.Compile());\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar fnc = Expression.Convert(fn, typeof(object));\n\t\t\t\t\tvar lambda = Expression.Lambda<Func<object, object[], object>>(fnc, objinst, ep);\n\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedFunc, lambda.Compile());\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\t\t\tt.Set(\"ctor\", DynValue.NewBoolean(this.IsConstructor));\n\t\t\tt.Set(\"special\", DynValue.NewBoolean(this.MethodInfo.IsSpecialName));\n\t\t\tt.Set(\"visibility\", DynValue.NewString(this.MethodInfo.GetClrVisibility()));\n\n\t\t\tif (this.IsConstructor)\n\t\t\t\tt.Set(\"ret\", DynValue.NewString(((ConstructorInfo)this.MethodInfo).DeclaringType.FullName));\n\t\t\telse\n\t\t\t\tt.Set(\"ret\", DynValue.NewString(((MethodInfo)this.MethodInfo).ReturnType.FullName));\n\n\t\t\tif (m_IsArrayCtor)\n\t\t\t{\n\t\t\t\tt.Set(\"arraytype\", DynValue.NewString(this.MethodInfo.DeclaringType.GetElementType().FullName));\n\t\t\t}\n\n\t\t\tt.Set(\"decltype\", DynValue.NewString(this.MethodInfo.DeclaringType.FullName));\n\t\t\tt.Set(\"static\", DynValue.NewBoolean(this.IsStatic));\n\t\t\tt.Set(\"extension\", DynValue.NewBoolean(this.ExtensionMethodType != null));\n\n\t\t\tvar pars = DynValue.NewPrimeTable();\n\n\t\t\tt.Set(\"params\", pars);\n\n\t\t\tint i = 0; \n\n\t\t\tforeach (var p in Parameters)\n\t\t\t{\n\t\t\t\tDynValue pt = DynValue.NewPrimeTable();\n\t\t\t\tpars.Table.Set(++i, pt);\n\t\t\t\tp.PrepareForWiring(pt.Table);\n\t\t\t}\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/OverloadedMethodMemberDescriptor.cs",
    "content": "﻿//#define DEBUG_OVERLOAD_RESOLVER\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of overloaded CLR functions\n\t/// </summary>\n\tpublic class OverloadedMethodMemberDescriptor : IOptimizableDescriptor, IMemberDescriptor, IWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Comparer class for IOverloadableMemberDescriptor\n\t\t/// </summary>\n\t\tprivate class OverloadableMemberDescriptorComparer : IComparer<IOverloadableMemberDescriptor>\n\t\t{\n\t\t\tpublic int Compare(IOverloadableMemberDescriptor x, IOverloadableMemberDescriptor y)\n\t\t\t{\n\t\t\t\treturn x.SortDiscriminant.CompareTo(y.SortDiscriminant);\n\t\t\t}\n\t\t}\n\n\n\t\tconst int CACHE_SIZE = 5;\n\n\t\tprivate class OverloadCacheItem\n\t\t{\n\t\t\tpublic bool HasObject;\n\t\t\tpublic IOverloadableMemberDescriptor Method;\n\t\t\tpublic List<DataType> ArgsDataType;\n\t\t\tpublic List<Type> ArgsUserDataType;\n\t\t\tpublic int HitIndexAtLastHit;\n\t\t}\n\n\t\tprivate List<IOverloadableMemberDescriptor> m_Overloads = new List<IOverloadableMemberDescriptor>();\n\t\tprivate List<IOverloadableMemberDescriptor> m_ExtOverloads = new List<IOverloadableMemberDescriptor>();\n\t\tprivate bool m_Unsorted = true;\n\t\tprivate OverloadCacheItem[] m_Cache = new OverloadCacheItem[CACHE_SIZE];\n\t\tprivate int m_CacheHits = 0;\n\t\tprivate int m_ExtensionMethodVersion = 0;\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this instance ignores extension methods.\n\t\t/// </summary>\n\t\tpublic bool IgnoreExtensionMethods { get; set; }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"OverloadedMethodMemberDescriptor\"/> class.\n\t\t/// </summary>\n\t\tpublic OverloadedMethodMemberDescriptor(string name, Type declaringType)\n\t\t{\n\t\t\tName = name;\n\t\t\tDeclaringType = declaringType;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"OverloadedMethodMemberDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"declaringType\">The declaring type.</param>\n\t\t/// <param name=\"descriptor\">The descriptor of the first overloaded method.</param>\n\t\tpublic OverloadedMethodMemberDescriptor(string name, Type declaringType, IOverloadableMemberDescriptor descriptor)\n\t\t\t: this(name, declaringType)\n\t\t{\n\t\t\tm_Overloads.Add(descriptor);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"OverloadedMethodMemberDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"declaringType\">The declaring type.</param>\n\t\t/// <param name=\"descriptors\">The descriptors of the overloaded methods.</param>\n\t\tpublic OverloadedMethodMemberDescriptor(string name, Type declaringType, IEnumerable<IOverloadableMemberDescriptor> descriptors)\n\t\t\t: this(name, declaringType)\n\t\t{\n\t\t\tm_Overloads.AddRange(descriptors);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the extension methods snapshot.\n\t\t/// </summary>\n\t\t/// <param name=\"version\">The version.</param>\n\t\t/// <param name=\"extMethods\">The ext methods.</param>\n\t\tinternal void SetExtensionMethodsSnapshot(int version, List<IOverloadableMemberDescriptor> extMethods)\n\t\t{\n\t\t\tm_ExtOverloads = extMethods;\n\t\t\tm_ExtensionMethodVersion = version;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the name of the first described overload\n\t\t/// </summary>\n\t\tpublic string Name\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the name of the first described overload\n\t\t/// </summary>\n\t\tpublic Type DeclaringType\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Adds an overload.\n\t\t/// </summary>\n\t\t/// <param name=\"overload\">The overload.</param>\n\t\tpublic void AddOverload(IOverloadableMemberDescriptor overload)\n\t\t{\n\t\t\tm_Overloads.Add(overload);\n\t\t\tm_Unsorted = true;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the number of overloaded methods contained in this collection\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The overload count.\n\t\t/// </value>\n\t\tpublic int OverloadCount\n\t\t{\n\t\t\tget { return m_Overloads.Count; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Performs the overloaded call.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">function call doesn't match any overload</exception>\n\t\tprivate DynValue PerformOverloadedCall(Script script, object obj, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tbool extMethodCacheNotExpired = IgnoreExtensionMethods || (obj == null) || m_ExtensionMethodVersion == UserData.GetExtensionMethodsChangeVersion();\n\n\t\t\t// common case, let's optimize for it\n\t\t\tif (m_Overloads.Count == 1 && m_ExtOverloads.Count == 0 && extMethodCacheNotExpired)\n\t\t\t\treturn m_Overloads[0].Execute(script, obj, context, args);\n\n\t\t\tif (m_Unsorted)\n\t\t\t{\n\t\t\t\tm_Overloads.Sort(new OverloadableMemberDescriptorComparer());\n\t\t\t\tm_Unsorted = false;\n\t\t\t}\n\n\t\t\tif (extMethodCacheNotExpired)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < m_Cache.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tif (m_Cache[i] != null && CheckMatch(obj != null, args, m_Cache[i]))\n\t\t\t\t\t{\n#if DEBUG_OVERLOAD_RESOLVER\n\t\t\t\t\t\tSystem.Diagnostics.Debug.WriteLine(string.Format(\"[OVERLOAD] : CACHED! slot {0}, hits: {1}\", i, m_CacheHits));\n#endif\n\t\t\t\t\t\treturn m_Cache[i].Method.Execute(script, obj, context, args);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// resolve on overloads first\n\t\t\tint maxScore = 0;\n\t\t\tIOverloadableMemberDescriptor bestOverload = null;\n\n\t\t\tfor (int i = 0; i < m_Overloads.Count; i++)\n\t\t\t{\n\t\t\t\tif (obj != null || m_Overloads[i].IsStatic)\n\t\t\t\t{\n\t\t\t\t\tint score = CalcScoreForOverload(context, args, m_Overloads[i], false);\n\n\t\t\t\t\tif (score > maxScore)\n\t\t\t\t\t{\n\t\t\t\t\t\tmaxScore = score;\n\t\t\t\t\t\tbestOverload = m_Overloads[i];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!IgnoreExtensionMethods && (obj != null))\n\t\t\t{\n\t\t\t\tif (!extMethodCacheNotExpired)\n\t\t\t\t{\n\t\t\t\t\tm_ExtensionMethodVersion = UserData.GetExtensionMethodsChangeVersion();\n\t\t\t\t\tm_ExtOverloads = UserData.GetExtensionMethodsByNameAndType(this.Name, this.DeclaringType);\n\t\t\t\t}\n\n\t\t\t\tfor (int i = 0; i < m_ExtOverloads.Count; i++)\n\t\t\t\t{\n\t\t\t\t\tint score = CalcScoreForOverload(context, args, m_ExtOverloads[i], true);\n\n\t\t\t\t\tif (score > maxScore)\n\t\t\t\t\t{\n\t\t\t\t\t\tmaxScore = score;\n\t\t\t\t\t\tbestOverload = m_ExtOverloads[i];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\n\t\t\tif (bestOverload != null)\n\t\t\t{\n\t\t\t\tCache(obj != null, args, bestOverload);\n\t\t\t\treturn bestOverload.Execute(script, obj, context, args);\n\t\t\t}\n\n\t\t\tthrow new ScriptRuntimeException(\"function call doesn't match any overload\");\n\t\t}\n\n\t\tprivate void Cache(bool hasObject, CallbackArguments args, IOverloadableMemberDescriptor bestOverload)\n\t\t{\n\t\t\tint lowestHits = int.MaxValue;\n\t\t\tOverloadCacheItem found = null;\n\t\t\tfor (int i = 0; i < m_Cache.Length; i++)\n\t\t\t{\n\t\t\t\tif (m_Cache[i] == null)\n\t\t\t\t{\n\t\t\t\t\tfound = new OverloadCacheItem() { ArgsDataType = new List<DataType>(), ArgsUserDataType = new List<Type>() };\n\t\t\t\t\tm_Cache[i] = found;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\telse if (m_Cache[i].HitIndexAtLastHit < lowestHits)\n\t\t\t\t{\n\t\t\t\t\tlowestHits = m_Cache[i].HitIndexAtLastHit;\n\t\t\t\t\tfound = m_Cache[i];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (found == null)\n\t\t\t{\n\t\t\t\t// overflow..\n\t\t\t\tm_Cache = new OverloadCacheItem[CACHE_SIZE];\n\t\t\t\tfound = new OverloadCacheItem() { ArgsDataType = new List<DataType>(), ArgsUserDataType = new List<Type>() };\n\t\t\t\tm_Cache[0] = found;\n\t\t\t\tm_CacheHits = 0;\n\t\t\t}\n\n\t\t\tfound.Method = bestOverload;\n\t\t\tfound.HitIndexAtLastHit = ++m_CacheHits;\n\t\t\tfound.ArgsDataType.Clear();\n\t\t\tfound.HasObject = hasObject;\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tfound.ArgsDataType.Add(args[i].Type);\n\n\t\t\t\tif (args[i].Type == DataType.UserData)\n\t\t\t\t{\n\t\t\t\t\tfound.ArgsUserDataType.Add(args[i].UserData.Descriptor.Type);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tfound.ArgsUserDataType.Add(null);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate bool CheckMatch(bool hasObject, CallbackArguments args, OverloadCacheItem overloadCacheItem)\n\t\t{\n\t\t\tif (overloadCacheItem.HasObject && !hasObject)\n\t\t\t\treturn false;\n\n\t\t\tif (args.Count != overloadCacheItem.ArgsDataType.Count)\n\t\t\t\treturn false;\n\n\t\t\tfor (int i = 0; i < args.Count; i++)\n\t\t\t{\n\t\t\t\tif (args[i].Type != overloadCacheItem.ArgsDataType[i])\n\t\t\t\t\treturn false;\n\n\t\t\t\tif (args[i].Type == DataType.UserData)\n\t\t\t\t{\n\t\t\t\t\tif (args[i].UserData.Descriptor.Type != overloadCacheItem.ArgsUserDataType[i])\n\t\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\toverloadCacheItem.HitIndexAtLastHit = ++m_CacheHits;\n\t\t\treturn true;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Calculates the score for the overload.\n\t\t/// </summary>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <param name=\"method\">The method.</param>\n\t\t/// <param name=\"isExtMethod\">if set to <c>true</c>, is an extension method.</param>\n\t\t/// <returns></returns>\n\t\tprivate int CalcScoreForOverload(ScriptExecutionContext context, CallbackArguments args, IOverloadableMemberDescriptor method, bool isExtMethod)\n\t\t{\n\t\t\tint totalScore = ScriptToClrConversions.WEIGHT_EXACT_MATCH;\n\t\t\tint argsBase = args.IsMethodCall ? 1 : 0;\n\t\t\tint argsCnt = argsBase;\n\t\t\tbool varArgsUsed = false;\n\n\n\t\t\tfor (int i = 0; i < method.Parameters.Length; i++)\n\t\t\t{\n\t\t\t\tif (isExtMethod && i == 0)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (method.Parameters[i].IsOut)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tType parameterType = method.Parameters[i].Type;\n\n\t\t\t\tif ((parameterType == typeof(Script)) || (parameterType == typeof(ScriptExecutionContext)) || (parameterType == typeof(CallbackArguments)))\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (i == method.Parameters.Length - 1 && method.VarArgsArrayType != null)\n\t\t\t\t{\n\t\t\t\t\tint varargCnt = 0;\n\t\t\t\t\tDynValue firstArg = null;\n\t\t\t\t\tint scoreBeforeVargars = totalScore;\n\n\t\t\t\t\t// update score for varargs\n\t\t\t\t\twhile (true)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar arg = args.RawGet(argsCnt, false);\n\t\t\t\t\t\tif (arg == null) break;\n\n\t\t\t\t\t\tif (firstArg == null) firstArg = arg;\n\n\t\t\t\t\t\targsCnt += 1;\n\n\t\t\t\t\t\tvarargCnt += 1;\n\n\t\t\t\t\t\tint score = CalcScoreForSingleArgument(method.Parameters[i], method.VarArgsElementType, arg, isOptional: false);\n\t\t\t\t\t\ttotalScore = Math.Min(totalScore, score);\n\t\t\t\t\t}\n\n\t\t\t\t\t// check if exact-match\n\t\t\t\t\tif (varargCnt == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (firstArg.Type == DataType.UserData && firstArg.UserData.Object != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Framework.Do.IsAssignableFrom(method.VarArgsArrayType, firstArg.UserData.Object.GetType()))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttotalScore = scoreBeforeVargars;\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// apply varargs penalty to score\n\t\t\t\t\tif (varargCnt == 0)\n\t\t\t\t\t\ttotalScore = Math.Min(totalScore, ScriptToClrConversions.WEIGHT_VARARGS_EMPTY);\n\n\t\t\t\t\tvarArgsUsed = true;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar arg = args.RawGet(argsCnt, false) ?? DynValue.Void;\n\n\t\t\t\t\tint score = CalcScoreForSingleArgument(method.Parameters[i], parameterType, arg, method.Parameters[i].HasDefaultValue);\n\n\t\t\t\t\ttotalScore = Math.Min(totalScore, score);\n\n\t\t\t\t\targsCnt += 1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (totalScore > 0)\n\t\t\t{\n\t\t\t\tif ((args.Count - argsBase) <= method.Parameters.Length)\n\t\t\t\t{\n\t\t\t\t\ttotalScore += ScriptToClrConversions.WEIGHT_NO_EXTRA_PARAMS_BONUS;\n\t\t\t\t\ttotalScore *= 1000;\n\t\t\t\t}\n\t\t\t\telse if (varArgsUsed)\n\t\t\t\t{\n\t\t\t\t\ttotalScore -= ScriptToClrConversions.WEIGHT_VARARGS_MALUS;\n\t\t\t\t\ttotalScore *= 1000;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttotalScore *= 1000;\n\t\t\t\t\ttotalScore -= ScriptToClrConversions.WEIGHT_EXTRA_PARAMS_MALUS * ((args.Count - argsBase) - method.Parameters.Length);\n\t\t\t\t\ttotalScore = Math.Max(1, totalScore);\n\t\t\t\t}\n\t\t\t}\n\n#if DEBUG_OVERLOAD_RESOLVER\n\t\t\tSystem.Diagnostics.Debug.WriteLine(string.Format(\"[OVERLOAD] : Score {0} for method {1}\", totalScore, method.SortDiscriminant));\n#endif\n\t\t\treturn totalScore;\n\t\t}\n\n\t\tprivate static int CalcScoreForSingleArgument(ParameterDescriptor desc, Type parameterType, DynValue arg, bool isOptional)\n\t\t{\n\t\t\tint score = ScriptToClrConversions.DynValueToObjectOfTypeWeight(arg,\n\t\t\t\tparameterType, isOptional);\n\n\t\t\tif (parameterType.IsByRef || desc.IsOut || desc.IsRef)\n\t\t\t\tscore = Math.Max(0, score + ScriptToClrConversions.WEIGHT_BYREF_BONUSMALUS);\n\n\t\t\treturn score;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets a callback function as a delegate\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script for which the callback must be generated.</param>\n\t\t/// <param name=\"obj\">The object (null for static).</param>\n\t\t/// <returns></returns>\n\t\tpublic Func<ScriptExecutionContext, CallbackArguments, DynValue> GetCallback(Script script, object obj)\n\t\t{\n\t\t\treturn (context, args) => PerformOverloadedCall(script, obj, context, args);\n\t\t}\n\n\n\t\tvoid IOptimizableDescriptor.Optimize()\n\t\t{\n\t\t\tforeach (var d in m_Overloads.OfType<IOptimizableDescriptor>())\n\t\t\t\td.Optimize();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the callback function.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script for which the callback must be generated.</param>\n\t\t/// <param name=\"obj\">The object (null for static).</param>\n\t\t/// <returns></returns>\n\t\tpublic CallbackFunction GetCallbackFunction(Script script, object obj = null)\n\t\t{\n\t\t\treturn new CallbackFunction(GetCallback(script, obj), this.Name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether there is at least one static method in the resolution list\n\t\t/// </summary>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic bool IsStatic\n\t\t{\n\t\t\tget { return m_Overloads.Any(o => o.IsStatic); }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget { return MemberDescriptorAccess.CanExecute | MemberDescriptorAccess.CanRead; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of this member as a <see cref=\"DynValue\" /> to be exposed to scripts.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <returns>\n\t\t/// The value of this member as a <see cref=\"DynValue\" />.\n\t\t/// </returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\treturn DynValue.NewCallback(this.GetCallbackFunction(script, obj));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value of this member from a <see cref=\"DynValue\" />.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <param name=\"value\">The value to be set.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic void SetValue(Script script, object obj, DynValue value)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\t\t\tt.Set(\"decltype\", DynValue.NewString(this.DeclaringType.FullName));\n\t\t\tDynValue mst = DynValue.NewPrimeTable();\n\t\t\tt.Set(\"overloads\", mst);\n\n\t\t\tint i = 0;\n\n\t\t\tforeach (var m in this.m_Overloads)\n\t\t\t{\n\t\t\t\tIWireableDescriptor sd = m as IWireableDescriptor;\n\n\t\t\t\tif (sd != null)\n\t\t\t\t{\n\t\t\t\t\tDynValue mt = DynValue.NewPrimeTable();\n\t\t\t\t\tmst.Table.Set(++i, mt);\n\t\t\t\t\tsd.PrepareForWiring(mt.Table);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmst.Table.Set(++i, DynValue.NewString(string.Format(\"unsupported - {0} is not serializable\", m.GetType().FullName)));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/PropertyMemberDescriptor.cs",
    "content": "﻿using System;\nusing System.Linq.Expressions;\nusing System.Reflection;\nusing System.Threading;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Diagnostics;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Class providing easier marshalling of CLR properties\n\t/// </summary>\n\tpublic class PropertyMemberDescriptor : IMemberDescriptor, IOptimizableDescriptor,\n\t\tIWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the PropertyInfo got by reflection\n\t\t/// </summary>\n\t\tpublic PropertyInfo PropertyInfo { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the <see cref=\"InteropAccessMode\" />\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described property is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets the name of the property\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance can be read from\n\t\t/// </summary>\n\t\t/// <value>\n\t\t///   <c>true</c> if this instance can be read from; otherwise, <c>false</c>.\n\t\t/// </value>\n\t\tpublic bool CanRead { get { return m_Getter != null; } }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance can be written to.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t///   <c>true</c> if this instance can be written to; otherwise, <c>false</c>.\n\t\t/// </value>\n\t\tpublic bool CanWrite { get { return m_Setter != null; } }\n\n\n\t\tprivate MethodInfo m_Getter, m_Setter;\n\t\tFunc<object, object> m_OptimizedGetter = null;\n\t\tAction<object, object> m_OptimizedSetter = null;\n\n\n\t\t/// <summary>\n\t\t/// Tries to create a new StandardUserDataPropertyDescriptor, returning <c>null</c> in case the property is not \n\t\t/// visible to script code.\n\t\t/// </summary>\n\t\t/// <param name=\"pi\">The PropertyInfo.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /></param>\n\t\t/// <returns>A new StandardUserDataPropertyDescriptor or null.</returns>\n\t\tpublic static PropertyMemberDescriptor TryCreateIfVisible(PropertyInfo pi, InteropAccessMode accessMode)\n\t\t{\n\t\t\tMethodInfo getter = Framework.Do.GetGetMethod(pi);\n\t\t\tMethodInfo setter = Framework.Do.GetSetMethod(pi);\n\n\t\t\tbool? pvisible = pi.GetVisibilityFromAttributes();\n\t\t\tbool? gvisible = getter.GetVisibilityFromAttributes();\n\t\t\tbool? svisible = setter.GetVisibilityFromAttributes();\n\n\t\t\tif (pvisible.HasValue)\n\t\t\t{\n\t\t\t\treturn PropertyMemberDescriptor.TryCreate(pi, accessMode,\n\t\t\t\t\t(gvisible ?? pvisible.Value) ? getter : null,\n\t\t\t\t\t(svisible ?? pvisible.Value) ? setter : null);\n\t\t\t}\n\t\t\telse \n\t\t\t{\n\t\t\t\treturn PropertyMemberDescriptor.TryCreate(pi, accessMode,\n\t\t\t\t\t(gvisible ?? getter.IsPublic) ? getter : null,\n\t\t\t\t\t(svisible ?? setter.IsPublic) ? setter : null);\n\t\t\t}\n\t\t}\n\n\t\tprivate static PropertyMemberDescriptor TryCreate(PropertyInfo pi, InteropAccessMode accessMode, MethodInfo getter, MethodInfo setter)\n\t\t{\n\t\t\tif (getter == null && setter == null)\n\t\t\t\treturn null;\n\t\t\telse\n\t\t\t\treturn new PropertyMemberDescriptor(pi, accessMode, getter, setter);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"PropertyMemberDescriptor\"/> class.\n\t\t/// NOTE: This constructor gives get/set visibility based exclusively on the CLR visibility of the \n\t\t/// getter and setter methods.\n\t\t/// </summary>\n\t\t/// <param name=\"pi\">The pi.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\tpublic PropertyMemberDescriptor(PropertyInfo pi, InteropAccessMode accessMode)\n\t\t\t: this(pi, accessMode, Framework.Do.GetGetMethod(pi), Framework.Do.GetSetMethod(pi))\n\t\t{\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"PropertyMemberDescriptor\" /> class.\n\t\t/// </summary>\n\t\t/// <param name=\"pi\">The PropertyInfo.</param>\n\t\t/// <param name=\"accessMode\">The <see cref=\"InteropAccessMode\" /></param>\n\t\t/// <param name=\"getter\">The getter method. Use null to make the property writeonly.</param>\n\t\t/// <param name=\"setter\">The setter method. Use null to make the property readonly.</param>\n\t\tpublic PropertyMemberDescriptor(PropertyInfo pi, InteropAccessMode accessMode, MethodInfo getter, MethodInfo setter)\n\t\t{\n\t\t\tif (getter == null && setter == null)\n\t\t\t\tthrow new ArgumentNullException(\"getter and setter cannot both be null\");\n\n\t\t\tif (Script.GlobalOptions.Platform.IsRunningOnAOT())\n\t\t\t\taccessMode = InteropAccessMode.Reflection;\n\n\t\t\tthis.PropertyInfo = pi;\n\t\t\tthis.AccessMode = accessMode;\n\t\t\tthis.Name = pi.Name;\n\n\t\t\tm_Getter = getter;\n\t\t\tm_Setter = setter;\n\n\t\t\tthis.IsStatic = (m_Getter ?? m_Setter).IsStatic;\n\n\t\t\tif (AccessMode == InteropAccessMode.Preoptimized)\n\t\t\t{\n\t\t\t\tthis.OptimizeGetter();\n\t\t\t\tthis.OptimizeSetter();\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the value of the property\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\n\t\t\tif (m_Getter == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata property '{0}.{1}' cannot be read from.\", this.PropertyInfo.DeclaringType.Name, this.Name);\n\n\t\t\tif (AccessMode == InteropAccessMode.LazyOptimized && m_OptimizedGetter == null)\n\t\t\t\tOptimizeGetter();\n\n\t\t\tobject result = null;\n\n\t\t\tif (m_OptimizedGetter != null)\n\t\t\t\tresult = m_OptimizedGetter(obj);\n\t\t\telse\n\t\t\t\tresult = m_Getter.Invoke(IsStatic ? null : obj, null); // convoluted workaround for --full-aot Mono execution\n\n\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, result);\n\t\t}\n\n\t\tinternal void OptimizeGetter()\n\t\t{\n\t\t\tusing (PerformanceStatistics.StartGlobalStopwatch(PerformanceCounter.AdaptersCompilation))\n\t\t\t{\n\t\t\t\tif (m_Getter != null)\n\t\t\t\t{\n\t\t\t\t\tif (IsStatic)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"dummy\");\n\t\t\t\t\t\tvar propAccess = Expression.Property(null, PropertyInfo);\n\t\t\t\t\t\tvar castPropAccess = Expression.Convert(propAccess, typeof(object));\n\t\t\t\t\t\tvar lambda = Expression.Lambda<Func<object, object>>(castPropAccess, paramExp);\n\t\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedGetter, lambda.Compile());\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"obj\");\n\t\t\t\t\t\tvar castParamExp = Expression.Convert(paramExp, this.PropertyInfo.DeclaringType);\n\t\t\t\t\t\tvar propAccess = Expression.Property(castParamExp, PropertyInfo);\n\t\t\t\t\t\tvar castPropAccess = Expression.Convert(propAccess, typeof(object));\n\t\t\t\t\t\tvar lambda = Expression.Lambda<Func<object, object>>(castPropAccess, paramExp);\n\t\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedGetter, lambda.Compile());\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tinternal void OptimizeSetter()\n\t\t{\n\t\t\tusing (PerformanceStatistics.StartGlobalStopwatch(PerformanceCounter.AdaptersCompilation))\n\t\t\t{\n\t\t\t\tif (m_Setter != null && !(Framework.Do.IsValueType(PropertyInfo.DeclaringType)))\n\t\t\t\t{\n\t\t\t\t\tMethodInfo setterMethod = Framework.Do.GetSetMethod(PropertyInfo);\n\n\t\t\t\t\tif (IsStatic)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"dummy\");\n\t\t\t\t\t\tvar paramValExp = Expression.Parameter(typeof(object), \"val\");\n\t\t\t\t\t\tvar castParamValExp = Expression.Convert(paramValExp, this.PropertyInfo.PropertyType);\n\t\t\t\t\t\tvar callExpression = Expression.Call(setterMethod, castParamValExp);\n\t\t\t\t\t\tvar lambda = Expression.Lambda<Action<object, object>>(callExpression, paramExp, paramValExp);\n\t\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedSetter, lambda.Compile());\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tvar paramExp = Expression.Parameter(typeof(object), \"obj\");\n\t\t\t\t\t\tvar paramValExp = Expression.Parameter(typeof(object), \"val\");\n\t\t\t\t\t\tvar castParamExp = Expression.Convert(paramExp, this.PropertyInfo.DeclaringType);\n\t\t\t\t\t\tvar castParamValExp = Expression.Convert(paramValExp, this.PropertyInfo.PropertyType);\n\t\t\t\t\t\tvar callExpression = Expression.Call(castParamExp, setterMethod, castParamValExp);\n\t\t\t\t\t\tvar lambda = Expression.Lambda<Action<object, object>>(callExpression, paramExp, paramValExp);\n\t\t\t\t\t\tInterlocked.Exchange(ref m_OptimizedSetter, lambda.Compile());\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value of the property\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"v\">The value to set.</param>\n\t\tpublic void SetValue(Script script, object obj, DynValue v)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\n\t\t\tif (m_Setter == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"userdata property '{0}.{1}' cannot be written to.\", this.PropertyInfo.DeclaringType.Name, this.Name);\n\n\t\t\tobject value = ScriptToClrConversions.DynValueToObjectOfType(v, this.PropertyInfo.PropertyType, null, false);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (value is double)\n\t\t\t\t\tvalue = NumericConversions.DoubleToType(PropertyInfo.PropertyType, (double)value);\n\n\t\t\t\tif (AccessMode == InteropAccessMode.LazyOptimized && m_OptimizedSetter == null)\n\t\t\t\t\tOptimizeSetter();\n\n\t\t\t\tif (m_OptimizedSetter != null)\n\t\t\t\t{\n\t\t\t\t\tm_OptimizedSetter(obj, value);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tm_Setter.Invoke(IsStatic ? null : obj, new object[] { value }); // convoluted workaround for --full-aot Mono execution\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (ArgumentException)\n\t\t\t{\n\t\t\t\t// non-optimized setters fall here\n\t\t\t\tthrow ScriptRuntimeException.UserDataArgumentTypeMismatch(v.Type, PropertyInfo.PropertyType);\n\t\t\t}\n\t\t\tcatch (InvalidCastException)\n\t\t\t{\n\t\t\t\t// optimized setters fall here\n\t\t\t\tthrow ScriptRuntimeException.UserDataArgumentTypeMismatch(v.Type, PropertyInfo.PropertyType);\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget \n\t\t\t{ \n\t\t\t\tMemberDescriptorAccess access = 0;\n\n\t\t\t\tif (m_Setter != null) access |= MemberDescriptorAccess.CanWrite;\n\t\t\t\tif (m_Getter != null) access |= MemberDescriptorAccess.CanRead;\n\n\t\t\t\treturn access;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Called by standard descriptors when background optimization or preoptimization needs to be performed.\n\t\t/// </summary>\n\t\tvoid IOptimizableDescriptor.Optimize()\n\t\t{\n\t\t\tthis.OptimizeGetter();\n\t\t\tthis.OptimizeSetter();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"visibility\", DynValue.NewString(this.PropertyInfo.GetClrVisibility()));\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\t\t\tt.Set(\"static\", DynValue.NewBoolean(this.IsStatic));\n\t\t\tt.Set(\"read\", DynValue.NewBoolean(this.CanRead));\n\t\t\tt.Set(\"write\", DynValue.NewBoolean(this.CanWrite));\n\t\t\tt.Set(\"decltype\", DynValue.NewString(this.PropertyInfo.DeclaringType.FullName));\n\t\t\tt.Set(\"declvtype\", DynValue.NewBoolean(Framework.Do.IsValueType(this.PropertyInfo.DeclaringType)));\n\t\t\tt.Set(\"type\", DynValue.NewString(this.PropertyInfo.PropertyType.FullName));\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/PropertyMemberDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1211590f59f1bda4099058ac9f2456e9\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/ValueTypeDefaultCtorMemberDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Member descriptor for the default constructor of value types.\n\t/// </summary>\n\tpublic class ValueTypeDefaultCtorMemberDescriptor : IOverloadableMemberDescriptor,\n\t\tIWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether the described method is static.\n\t\t/// </summary>\n\t\tpublic bool IsStatic { get { return true; } }\n\t\t/// <summary>\n\t\t/// Gets the name of the described method\n\t\t/// </summary>\n\t\tpublic string Name { get; private set; }\n\n\t\t/// <summary>\n\t\t/// This property is equal to the value type to be constructed.\n\t\t/// </summary>\n\t\tpublic Type ValueTypeDefaultCtor { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the type of the arguments of the underlying CLR function\n\t\t/// </summary>\n\t\tpublic ParameterDescriptor[] Parameters { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Gets the type which this extension method extends, null if this is not an extension method.\n\t\t/// </summary>\n\t\tpublic Type ExtensionMethodType\n\t\t{\n\t\t\tget { return null; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tpublic Type VarArgsArrayType\n\t\t{\n\t\t\tget { return null; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating the type of the elements of the ParamArray parameter of a var-args function. If the function is not var-args,\n\t\t/// null is returned.\n\t\t/// </summary>\n\t\tpublic Type VarArgsElementType\n\t\t{\n\t\t\tget { return null; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the\n\t\t/// <see cref=\"MethodMemberDescriptor\" /> class\n\t\t/// representing the default empty ctor for a value type.\n\t\t/// </summary>\n\t\t/// <param name=\"valueType\">Type of the value.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">valueType is not a value type</exception>\n\t\tpublic ValueTypeDefaultCtorMemberDescriptor(Type valueType)\n\t\t{\n\t\t\tif (!Framework.Do.IsValueType(valueType))\n\t\t\t\tthrow new ArgumentException(\"valueType is not a value type\");\n\n\t\t\tthis.Name = \"__new\";\n\t\t\tthis.Parameters = new ParameterDescriptor[0];\n\n\t\t\tValueTypeDefaultCtor = valueType;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Invokes the member from script.\n\t\t/// Implementors should raise exceptions if the value cannot be executed or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <param name=\"context\">The context.</param>\n\t\t/// <param name=\"args\">The arguments.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynValue Execute(Script script, object obj, ScriptExecutionContext context, CallbackArguments args)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\n\t\t\tobject vto = Activator.CreateInstance(ValueTypeDefaultCtor);\n\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, vto);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a sort discriminant to give consistent overload resolution matching in case of perfectly equal scores\n\t\t/// </summary>\n\t\tpublic string SortDiscriminant\n\t\t{\n\t\t\tget { return \"@.ctor\"; }\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the types of access supported by this member\n\t\t/// </summary>\n\t\tpublic MemberDescriptorAccess MemberAccess\n\t\t{\n\t\t\tget { return MemberDescriptorAccess.CanRead | MemberDescriptorAccess.CanExecute; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of this member as a \n\t\t/// <see cref=\"DynValue\" /> to be exposed to scripts.\n\t\t/// Implementors should raise exceptions if the value cannot be read or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <returns>\n\t\t/// The value of this member as a <see cref=\"DynValue\" />.\n\t\t/// </returns>\n\t\tpublic DynValue GetValue(Script script, object obj)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanRead, obj);\n\n\t\t\tobject vto = Activator.CreateInstance(ValueTypeDefaultCtor);\n\t\t\treturn ClrToScriptConversions.ObjectToDynValue(script, vto);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets the value of this member from a \n\t\t/// <see cref=\"DynValue\" />.\n\t\t/// Implementors should raise exceptions if the value cannot be read or if access to an\n\t\t/// instance member through a static userdata is attempted.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"obj\">The object owning this member, or null if static.</param>\n\t\t/// <param name=\"value\">The value to be set.</param>\n\t\tpublic void SetValue(Script script, object obj, DynValue value)\n\t\t{\n\t\t\tthis.CheckAccess(MemberDescriptorAccess.CanWrite, obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Prepares the descriptor for hard-wiring.\n\t\t/// The descriptor fills the passed table with all the needed data for hardwire generators to generate the appropriate code.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The table to be filled</param>\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\tt.Set(\"type\", DynValue.NewString(this.ValueTypeDefaultCtor.FullName));\n\t\t\tt.Set(\"name\", DynValue.NewString(this.Name));\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/ValueTypeDefaultCtorMemberDescriptor.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardEnumUserDataDescriptor.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Standard descriptor for Enum values\n\t/// </summary>\n\tpublic class StandardEnumUserDataDescriptor : DispatchingUserDataDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the underlying type of the enum.\n\t\t/// </summary>\n\t\tpublic Type UnderlyingType { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether underlying type of the enum is unsigned.\n\t\t/// </summary>\n\t\tpublic bool IsUnsigned { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance describes a flags enumeration.\n\t\t/// </summary>\n\t\tpublic bool IsFlags { get; private set; }\n\n\t\tFunc<object, ulong> m_EnumToULong = null;\n\t\tFunc<ulong, object> m_ULongToEnum = null;\n\t\tFunc<object, long> m_EnumToLong = null;\n\t\tFunc<long, object> m_LongToEnum = null;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"StandardEnumUserDataDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"enumType\">Type of the enum.</param>\n\t\t/// <param name=\"friendlyName\">Name of the friendly.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">enumType must be an enum!</exception>\n\t\tpublic StandardEnumUserDataDescriptor(Type enumType, string friendlyName = null,\n\t\t\tstring[] names = null, object[] values = null, Type underlyingType = null)\n\t\t\t: base(enumType, friendlyName)\n\t\t{\n\t\t\tif (!Framework.Do.IsEnum(enumType))\n\t\t\t\tthrow new ArgumentException(\"enumType must be an enum!\");\n\n\t\t\tUnderlyingType = underlyingType ?? Enum.GetUnderlyingType(enumType);\n\t\t\tIsUnsigned = ((UnderlyingType == typeof(byte)) || (UnderlyingType == typeof(ushort)) || (UnderlyingType == typeof(uint)) || (UnderlyingType == typeof(ulong)));\n\n\t\t\tnames = names ?? Enum.GetNames(this.Type);\n\t\t\tvalues = values ?? Enum.GetValues(this.Type).OfType<object>().ToArray();\n\n\t\t\tFillMemberList(names, values);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Fills the member list.\n\t\t/// </summary>\n\t\tprivate void FillMemberList(string[] names, object[] values)\n\t\t{\n\n\t\t\tfor (int i = 0; i < names.Length; i++)\n\t\t\t{\n\t\t\t\tstring name = names[i];\n\t\t\t\tobject value = values.GetValue(i);\n\t\t\t\tDynValue cvalue = UserData.Create(value, this);\n\n\t\t\t\tbase.AddDynValue(name, cvalue);\n\t\t\t}\n\n\t\t\tvar attrs = Framework.Do.GetCustomAttributes(this.Type, typeof(FlagsAttribute), true);\n\n\t\t\tif (attrs != null && attrs.Length > 0)\n\t\t\t{\n\t\t\t\tIsFlags = true;\n\n\t\t\t\tAddEnumMethod(\"flagsAnd\", DynValue.NewCallback(Callback_And));\n\t\t\t\tAddEnumMethod(\"flagsOr\", DynValue.NewCallback(Callback_Or));\n\t\t\t\tAddEnumMethod(\"flagsXor\", DynValue.NewCallback(Callback_Xor));\n\t\t\t\tAddEnumMethod(\"flagsNot\", DynValue.NewCallback(Callback_BwNot));\n\t\t\t\tAddEnumMethod(\"hasAll\", DynValue.NewCallback(Callback_HasAll));\n\t\t\t\tAddEnumMethod(\"hasAny\", DynValue.NewCallback(Callback_HasAny));\n\t\t\t}\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Adds an enum method to the object\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"dynValue\">The dyn value.</param>\n\t\tprivate void AddEnumMethod(string name, DynValue dynValue)\n\t\t{\n\t\t\tif (!HasMember(name))\n\t\t\t\tAddDynValue(name, dynValue);\n\n\t\t\tif (!HasMember(\"__\" + name))\n\t\t\t\tAddDynValue(\"__\" + name, dynValue);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the value of the enum as a long\n\t\t/// </summary>\n\t\tprivate long GetValueSigned(DynValue dv)\n\t\t{\n\t\t\tCreateSignedConversionFunctions();\n\n\t\t\tif (dv.Type == DataType.Number)\n\t\t\t\treturn (long)dv.Number;\n\n\t\t\tif ((dv.Type != DataType.UserData) || (dv.UserData.Descriptor != this) || (dv.UserData.Object == null))\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum userdata or number expected, or enum is not of the correct type.\");\n\n\t\t\treturn m_EnumToLong(dv.UserData.Object);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the value of the enum as a ulong\n\t\t/// </summary>\n\t\tprivate ulong GetValueUnsigned(DynValue dv)\n\t\t{\n\t\t\tCreateUnsignedConversionFunctions();\n\n\t\t\tif (dv.Type == DataType.Number)\n\t\t\t\treturn (ulong)dv.Number;\n\n\t\t\tif ((dv.Type != DataType.UserData) || (dv.UserData.Descriptor != this) || (dv.UserData.Object == null))\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum userdata or number expected, or enum is not of the correct type.\");\n\n\t\t\treturn m_EnumToULong(dv.UserData.Object);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates an enum value from a long\n\t\t/// </summary>\n\t\tprivate DynValue CreateValueSigned(long value)\n\t\t{\n\t\t\tCreateSignedConversionFunctions();\n\t\t\treturn UserData.Create(m_LongToEnum(value), this);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates an enum value from a ulong\n\t\t/// </summary>\n\t\tprivate DynValue CreateValueUnsigned(ulong value)\n\t\t{\n\t\t\tCreateUnsignedConversionFunctions();\n\t\t\treturn UserData.Create(m_ULongToEnum(value), this);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates conversion functions for signed enums\n\t\t/// </summary>\n\t\tprivate void CreateSignedConversionFunctions()\n\t\t{\n\t\t\tif (m_EnumToLong == null || m_LongToEnum == null)\n\t\t\t{\n\t\t\t\tif (UnderlyingType == typeof(sbyte))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToLong = o => (long)((sbyte)o);\n\t\t\t\t\tm_LongToEnum = o => (sbyte)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(short))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToLong = o => (long)((short)o);\n\t\t\t\t\tm_LongToEnum = o => (short)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(int))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToLong = o => (long)((int)o);\n\t\t\t\t\tm_LongToEnum = o => (int)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(long))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToLong = o => (long)(o);\n\t\t\t\t\tm_LongToEnum = o => (long)(o);\n\t\t\t\t}\n\t\t\t\telse throw new ScriptRuntimeException(\"Unexpected enum underlying type : {0}\", UnderlyingType.FullName);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates conversion functions for unsigned enums\n\t\t/// </summary>\n\t\tprivate void CreateUnsignedConversionFunctions()\n\t\t{\n\t\t\tif (m_EnumToULong == null || m_ULongToEnum == null)\n\t\t\t{\n\t\t\t\tif (UnderlyingType == typeof(byte))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToULong = o => (ulong)((byte)o);\n\t\t\t\t\tm_ULongToEnum = o => (byte)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(ushort))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToULong = o => (ulong)((ushort)o);\n\t\t\t\t\tm_ULongToEnum = o => (ushort)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(uint))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToULong = o => (ulong)((uint)o);\n\t\t\t\t\tm_ULongToEnum = o => (uint)(o);\n\t\t\t\t}\n\t\t\t\telse if (UnderlyingType == typeof(ulong))\n\t\t\t\t{\n\t\t\t\t\tm_EnumToULong = o => (ulong)(o);\n\t\t\t\t\tm_ULongToEnum = o => (ulong)(o);\n\t\t\t\t}\n\t\t\t\telse throw new ScriptRuntimeException(\"Unexpected enum underlying type : {0}\", UnderlyingType.FullName);\n\t\t\t}\n\t\t}\n\n\t\tprivate DynValue PerformBinaryOperationS(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<long, long, DynValue> operation)\n\t\t{\n\t\t\tif (args.Count != 2)\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum.{0} expects two arguments\", funcName);\n\n\t\t\tlong v1 = GetValueSigned(args[0]);\n\t\t\tlong v2 = GetValueSigned(args[1]);\n\t\t\treturn operation(v1, v2);\n\t\t}\n\n\t\tprivate DynValue PerformBinaryOperationU(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<ulong, ulong, DynValue> operation)\n\t\t{\n\t\t\tif (args.Count != 2)\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum.{0} expects two arguments\", funcName);\n\n\t\t\tulong v1 = GetValueUnsigned(args[0]);\n\t\t\tulong v2 = GetValueUnsigned(args[1]);\n\t\t\treturn operation(v1, v2);\n\t\t}\n\n\t\tprivate DynValue PerformBinaryOperationS(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<long, long, long> operation)\n\t\t{\n\t\t\treturn PerformBinaryOperationS(funcName, ctx, args, (v1, v2) => CreateValueSigned(operation(v1, v2)));\n\t\t}\n\n\t\tprivate DynValue PerformBinaryOperationU(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<ulong, ulong, ulong> operation)\n\t\t{\n\t\t\treturn PerformBinaryOperationU(funcName, ctx, args, (v1, v2) => CreateValueUnsigned(operation(v1, v2)));\n\t\t}\n\n\t\tprivate DynValue PerformUnaryOperationS(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<long, long> operation)\n\t\t{\n\t\t\tif (args.Count != 1)\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum.{0} expects one argument.\", funcName);\n\n\t\t\tlong v1 = GetValueSigned(args[0]);\n\t\t\tlong r = operation(v1);\n\t\t\treturn CreateValueSigned(r);\n\t\t}\n\n\t\tprivate DynValue PerformUnaryOperationU(string funcName, ScriptExecutionContext ctx, CallbackArguments args, Func<ulong, ulong> operation)\n\t\t{\n\t\t\tif (args.Count != 1)\n\t\t\t\tthrow new ScriptRuntimeException(\"Enum.{0} expects one argument.\", funcName);\n\n\t\t\tulong v1 = GetValueUnsigned(args[0]);\n\t\t\tulong r = operation(v1);\n\t\t\treturn CreateValueUnsigned(r);\n\t\t}\n\n\t\tinternal DynValue Callback_Or(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformBinaryOperationU(\"or\", ctx, args, (v1, v2) => v1 | v2);\n\t\t\telse\n\t\t\t\treturn PerformBinaryOperationS(\"or\", ctx, args, (v1, v2) => v1 | v2);\n\t\t}\n\n\t\tinternal DynValue Callback_And(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformBinaryOperationU(\"and\", ctx, args, (v1, v2) => v1 & v2);\n\t\t\telse\n\t\t\t\treturn PerformBinaryOperationS(\"and\", ctx, args, (v1, v2) => v1 & v2);\n\t\t}\n\n\t\tinternal DynValue Callback_Xor(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformBinaryOperationU(\"xor\", ctx, args, (v1, v2) => v1 ^ v2);\n\t\t\telse\n\t\t\t\treturn PerformBinaryOperationS(\"xor\", ctx, args, (v1, v2) => v1 ^ v2);\n\t\t}\n\n\t\tinternal DynValue Callback_BwNot(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformUnaryOperationU(\"not\", ctx, args, v1 => ~v1);\n\t\t\telse\n\t\t\t\treturn PerformUnaryOperationS(\"not\", ctx, args, v1 => ~v1);\n\t\t}\n\n\t\tinternal DynValue Callback_HasAll(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformBinaryOperationU(\"hasAll\", ctx, args, (v1, v2) => DynValue.NewBoolean((v1 & v2) == v2));\n\t\t\telse\n\t\t\t\treturn PerformBinaryOperationS(\"hasAll\", ctx, args, (v1, v2) => DynValue.NewBoolean((v1 & v2) == v2));\n\t\t}\n\n\t\tinternal DynValue Callback_HasAny(ScriptExecutionContext ctx, CallbackArguments args)\n\t\t{\n\t\t\tif (IsUnsigned)\n\t\t\t\treturn PerformBinaryOperationU(\"hasAny\", ctx, args, (v1, v2) => DynValue.NewBoolean((v1 & v2) != 0));\n\t\t\telse\n\t\t\t\treturn PerformBinaryOperationS(\"hasAny\", ctx, args, (v1, v2) => DynValue.NewBoolean((v1 & v2) != 0));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified object is compatible with the specified type.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"obj\">The object.</param>\n\t\t/// <returns></returns>\n\t\tpublic override bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\tif (obj != null)\n\t\t\t\treturn (Type == type);\n\n\t\t\treturn base.IsTypeCompatible(type, obj);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a \"meta\" operation on this userdata. \n\t\t/// In this specific case, only the concat operator is supported, only on flags enums and it implements the\n\t\t/// 'or' operator.\n\t\t/// </summary>\n\t\t/// <param name=\"script\"></param>\n\t\t/// <param name=\"obj\"></param>\n\t\t/// <param name=\"metaname\"></param>\n\t\t/// <returns></returns>\n\t\tpublic override DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\tif (metaname == \"__concat\" && IsFlags)\n\t\t\t\treturn DynValue.NewCallback(Callback_Or);\n\n\t\t\treturn null;\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardEnumUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 217a02e5d15913c47bc03e9e44b79fd8\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardGenericsUserDataDescriptor.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Standard user data descriptor used to instantiate generics.\n\t/// </summary>\n\tpublic class StandardGenericsUserDataDescriptor : IUserDataDescriptor, IGeneratorUserDataDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the interop access mode this descriptor uses for members access\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"StandardUserDataDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type this descriptor refers to.</param>\n\t\t/// <param name=\"accessMode\">The interop access mode this descriptor uses for members access</param>\n\t\tpublic StandardGenericsUserDataDescriptor(Type type, InteropAccessMode accessMode)\n\t\t{\n\t\t\tif (accessMode == InteropAccessMode.NoReflectionAllowed)\n\t\t\t\tthrow new ArgumentException(\"Can't create a StandardGenericsUserDataDescriptor under a NoReflectionAllowed access mode\");\n\n\t\t\tAccessMode = accessMode;\n\t\t\tthis.Type = type;\n\t\t\tthis.Name = \"@@\" + type.FullName;\n\t\t}\n\n\n\t\t/// <inheritdoc/>\n\t\tpublic string Name { get; private set; }\n\n\t\t/// <inheritdoc/>\n\t\tpublic Type Type { get; private set; }\n\n\t\t/// <inheritdoc/>\n\t\tpublic DynValue Index(Script script, object obj, DynValue index, bool isDirectIndexing)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <inheritdoc/>\n\t\tpublic bool SetIndex(Script script, object obj, DynValue index, DynValue value, bool isDirectIndexing)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\n\t\t/// <inheritdoc/>\n\t\tpublic virtual string AsString(object obj)\n\t\t{\n\t\t\treturn obj.ToString();\n\t\t}\n\n\t\t/// <inheritdoc/>\n\t\tpublic DynValue MetaIndex(Script script, object obj, string metaname)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <inheritdoc/>\n\t\tpublic bool IsTypeCompatible(Type type, object obj)\n\t\t{\n\t\t\treturn Framework.Do.IsInstanceOfType(type, obj);\n\t\t}\n\n\t\t/// <inheritdoc/>\n\t\tpublic IUserDataDescriptor Generate(Type type)\n\t\t{\n\t\t\tif (UserData.IsTypeRegistered(type))\n\t\t\t\treturn null;\n\n\t\t\tif (Framework.Do.IsGenericTypeDefinition(type))\n\t\t\t\treturn null;\n\n\t\t\treturn UserData.RegisterType(type, AccessMode);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardGenericsUserDataDescriptor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fd99cd5ca07c58a499cd906cf5b851ee\ntimeCreated: 1518177926\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardUserDataDescriptor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Standard descriptor for userdata types.\n\t/// </summary>\n\tpublic class StandardUserDataDescriptor : DispatchingUserDataDescriptor, IWireableDescriptor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the interop access mode this descriptor uses for members access\n\t\t/// </summary>\n\t\tpublic InteropAccessMode AccessMode { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"StandardUserDataDescriptor\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type this descriptor refers to.</param>\n\t\t/// <param name=\"accessMode\">The interop access mode this descriptor uses for members access</param>\n\t\t/// <param name=\"friendlyName\">A human readable friendly name of the descriptor.</param>\n\t\tpublic StandardUserDataDescriptor(Type type, InteropAccessMode accessMode, string friendlyName = null)\n\t\t\t: base(type, friendlyName)\n\t\t{\n\t\t\tif (accessMode == InteropAccessMode.NoReflectionAllowed)\n\t\t\t\tthrow new ArgumentException(\"Can't create a StandardUserDataDescriptor under a NoReflectionAllowed access mode\");\n\n\t\t\tif (Script.GlobalOptions.Platform.IsRunningOnAOT())\n\t\t\t\taccessMode = InteropAccessMode.Reflection;\n\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t\taccessMode = UserData.DefaultAccessMode;\n\n\t\t\tAccessMode = accessMode;\n\n\t\t\tFillMemberList();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Fills the member list.\n\t\t/// </summary>\n\t\tprivate void FillMemberList()\n\t\t{\n\t\t\tHashSet<string> membersToIgnore = new HashSet<string>(\n\t\t\t\tFramework.Do.GetCustomAttributes(this.Type, typeof(MoonSharpHideMemberAttribute), true)\n\t\t\t\t\t.OfType<MoonSharpHideMemberAttribute>()\n\t\t\t\t\t.Select(a => a.MemberName)\n\t\t\t\t);\n\n\t\t\tType type = this.Type;\n\n\t\t\tif (AccessMode == InteropAccessMode.HideMembers)\n\t\t\t\treturn;\n\n\t\t\tif (!type.IsDelegateType())\n\t\t\t{\n\t\t\t\t// add declared constructors\n\t\t\t\tforeach (ConstructorInfo ci in Framework.Do.GetConstructors(type))\n\t\t\t\t{\n\t\t\t\t\tif (membersToIgnore.Contains(\"__new\"))\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\tAddMember(\"__new\", MethodMemberDescriptor.TryCreateIfVisible(ci, this.AccessMode));\n\t\t\t\t}\n\n\t\t\t\t// valuetypes don't reflect their empty ctor.. actually empty ctors are a perversion, we don't care and implement ours\n\t\t\t\tif (Framework.Do.IsValueType(type) && !membersToIgnore.Contains(\"__new\"))\n\t\t\t\t\tAddMember(\"__new\", new ValueTypeDefaultCtorMemberDescriptor(type));\n\t\t\t}\n\n\n\t\t\t// add methods to method list and metamethods\n\t\t\tforeach (MethodInfo mi in Framework.Do.GetMethods(type))\n\t\t\t{\n\t\t\t\tif (membersToIgnore.Contains(mi.Name)) continue;\n\n\t\t\t\tMethodMemberDescriptor md = MethodMemberDescriptor.TryCreateIfVisible(mi, this.AccessMode);\n\n\t\t\t\tif (md != null)\n\t\t\t\t{\n\t\t\t\t\tif (!MethodMemberDescriptor.CheckMethodIsCompatible(mi, false))\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t// transform explicit/implicit conversions to a friendlier name.\n\t\t\t\t\tstring name = mi.Name;\n\t\t\t\t\tif (mi.IsSpecialName && (mi.Name == SPECIALNAME_CAST_EXPLICIT || mi.Name == SPECIALNAME_CAST_IMPLICIT))\n\t\t\t\t\t{\n\t\t\t\t\t\tname = mi.ReturnType.GetConversionMethodName();\n\t\t\t\t\t}\n\n\t\t\t\t\tAddMember(name, md);\n\n\t\t\t\t\tforeach (string metaname in mi.GetMetaNamesFromAttributes())\n\t\t\t\t\t{\n\t\t\t\t\t\tAddMetaMember(metaname, md);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// get properties\n\t\t\tforeach (PropertyInfo pi in Framework.Do.GetProperties(type))\n\t\t\t{\n\t\t\t\tif (pi.IsSpecialName || pi.GetIndexParameters().Any() || membersToIgnore.Contains(pi.Name))\n\t\t\t\t\tcontinue;\n\n\t\t\t\tAddMember(pi.Name, PropertyMemberDescriptor.TryCreateIfVisible(pi, this.AccessMode));\n\t\t\t}\n\n\t\t\t// get fields\n\t\t\tforeach (FieldInfo fi in Framework.Do.GetFields(type))\n\t\t\t{\n\t\t\t\tif (fi.IsSpecialName || membersToIgnore.Contains(fi.Name))\n\t\t\t\t\tcontinue;\n\n\t\t\t\tAddMember(fi.Name, FieldMemberDescriptor.TryCreateIfVisible(fi, this.AccessMode));\n\t\t\t}\n\n\t\t\t// get events\n\t\t\tforeach (EventInfo ei in Framework.Do.GetEvents(type))\n\t\t\t{\n\t\t\t\tif (ei.IsSpecialName || membersToIgnore.Contains(ei.Name))\n\t\t\t\t\tcontinue;\n\n\t\t\t\tAddMember(ei.Name, EventMemberDescriptor.TryCreateIfVisible(ei, this.AccessMode));\n\t\t\t}\n\n\t\t\t// get nested types and create statics\n\t\t\tforeach (Type nestedType in Framework.Do.GetNestedTypes(type))\n\t\t\t{\n\t\t\t\tif (membersToIgnore.Contains(nestedType.Name))\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (!Framework.Do.IsGenericTypeDefinition(nestedType))\n\t\t\t\t{\n\t\t\t\t\tif (Framework.Do.IsNestedPublic(nestedType) || Framework.Do.GetCustomAttributes(nestedType, typeof(MoonSharpUserDataAttribute), true).Length > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar descr = UserData.RegisterType(nestedType, this.AccessMode);\n\n\t\t\t\t\t\tif (descr != null)\n\t\t\t\t\t\t\tAddDynValue(nestedType.Name, UserData.CreateStatic(nestedType));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!membersToIgnore.Contains(\"[this]\"))\n\t\t\t{\n\t\t\t\tif (Type.IsArray)\n\t\t\t\t{\n\t\t\t\t\tint rank = Type.GetArrayRank();\n\n\t\t\t\t\tParameterDescriptor[] get_pars = new ParameterDescriptor[rank];\n\t\t\t\t\tParameterDescriptor[] set_pars = new ParameterDescriptor[rank + 1];\n\n\t\t\t\t\tfor (int i = 0; i < rank; i++)\n\t\t\t\t\t\tget_pars[i] = set_pars[i] = new ParameterDescriptor(\"idx\" + i.ToString(), typeof(int));\n\n\t\t\t\t\tset_pars[rank] = new ParameterDescriptor(\"value\", Type.GetElementType());\n\n\t\t\t\t\tAddMember(SPECIALNAME_INDEXER_SET, new ArrayMemberDescriptor(SPECIALNAME_INDEXER_SET, true, set_pars));\n\t\t\t\t\tAddMember(SPECIALNAME_INDEXER_GET, new ArrayMemberDescriptor(SPECIALNAME_INDEXER_GET, false, get_pars));\n\t\t\t\t}\n\t\t\t\telse if (Type == typeof(Array))\n\t\t\t\t{\n\t\t\t\t\tAddMember(SPECIALNAME_INDEXER_SET, new ArrayMemberDescriptor(SPECIALNAME_INDEXER_SET, true));\n\t\t\t\t\tAddMember(SPECIALNAME_INDEXER_GET, new ArrayMemberDescriptor(SPECIALNAME_INDEXER_GET, false));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\n\t\tpublic void PrepareForWiring(Table t)\n\t\t{\n\t\t\tif (AccessMode == InteropAccessMode.HideMembers || Framework.Do.GetAssembly(Type) == Framework.Do.GetAssembly(this.GetType()))\n\t\t\t{\n\t\t\t\tt.Set(\"skip\", DynValue.NewBoolean(true));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tt.Set(\"visibility\", DynValue.NewString(this.Type.GetClrVisibility()));\n\n\t\t\t\tt.Set(\"class\", DynValue.NewString(this.GetType().FullName));\n\t\t\t\tDynValue tm = DynValue.NewPrimeTable();\n\t\t\t\tt.Set(\"members\", tm);\n\t\t\t\tDynValue tmm = DynValue.NewPrimeTable();\n\t\t\t\tt.Set(\"metamembers\", tmm);\n\n\t\t\t\tSerialize(tm.Table, Members);\n\t\t\t\tSerialize(tmm.Table, MetaMembers);\n\t\t\t}\n\t\t}\n\n\t\tprivate void Serialize(Table t, IEnumerable<KeyValuePair<string, IMemberDescriptor>> members)\n\t\t{\n\t\t\tforeach (var pair in members)\n\t\t\t{\n\t\t\t\tIWireableDescriptor sd = pair.Value as IWireableDescriptor;\n\n\t\t\t\tif (sd != null)\n\t\t\t\t{\n\t\t\t\t\tDynValue mt = DynValue.NewPrimeTable();\n\t\t\t\t\tt.Set(pair.Key, mt);\n\t\t\t\t\tsd.PrepareForWiring(mt.Table);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tt.Set(pair.Key, DynValue.NewString(\"unsupported member type : \" + pair.Value.GetType().FullName));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/StandardUserDataDescriptor.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/UserDataMemberType.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\tpublic enum UserDataMemberType\n\t{\n\t\tConstructor,\n\t\tMethod,\n\t\tProperty,\n\t\tField,\n\t\tEvent\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/UserDataMemberType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d4b34799216db5e4e989a32f77a8cfe1\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/UserDataRegistries/ExtensionMethodsRegistry.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Runtime.CompilerServices;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.DataStructs;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\n\nnamespace MoonSharp.Interpreter.Interop.UserDataRegistries\n{\n\t/// <summary>\n\t/// Registry of all extension methods. Use UserData statics to access these.\n\t/// </summary>\n\tinternal class ExtensionMethodsRegistry\n\t{\n\t\tprivate static object s_Lock = new object();\n\t\tprivate static MultiDictionary<string, IOverloadableMemberDescriptor> s_Registry = new MultiDictionary<string, IOverloadableMemberDescriptor>();\n\t\tprivate static MultiDictionary<string, UnresolvedGenericMethod> s_UnresolvedGenericsRegistry = new MultiDictionary<string, UnresolvedGenericMethod>();\n\t\tprivate static int s_ExtensionMethodChangeVersion = 0;\n\n\t\tprivate class UnresolvedGenericMethod\n\t\t{\n\t\t\tpublic readonly MethodInfo Method;\n\t\t\tpublic readonly InteropAccessMode AccessMode;\n\t\t\tpublic readonly HashSet<Type> AlreadyAddedTypes = new HashSet<Type>();\n\n\t\t\tpublic UnresolvedGenericMethod(MethodInfo mi, InteropAccessMode mode)\n\t\t\t{\n\t\t\t\tAccessMode = mode;\n\t\t\t\tMethod = mi;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers an extension Type (that is a type containing extension methods)\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"mode\">The InteropAccessMode.</param>\n\t\tpublic static void RegisterExtensionType(Type type, InteropAccessMode mode = InteropAccessMode.Default)\n\t\t{\n\t\t\tlock (s_Lock)\n\t\t\t{\n\t\t\t\tbool changesDone = false;\n\n\t\t\t\tforeach (MethodInfo mi in Framework.Do.GetMethods(type).Where(_mi => _mi.IsStatic))\n\t\t\t\t{\n\t\t\t\t\tif (mi.GetCustomAttributes(typeof(ExtensionAttribute), false).Count() == 0)\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\tif (mi.ContainsGenericParameters)\n\t\t\t\t\t{\n\t\t\t\t\t\ts_UnresolvedGenericsRegistry.Add(mi.Name, new UnresolvedGenericMethod(mi, mode));\n\t\t\t\t\t\tchangesDone = true;\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (!MethodMemberDescriptor.CheckMethodIsCompatible(mi, false))\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\tvar desc = new MethodMemberDescriptor(mi, mode);\n\n\t\t\t\t\ts_Registry.Add(mi.Name, desc);\n\t\t\t\t\tchangesDone = true;\n\t\t\t\t}\n\n\t\t\t\tif (changesDone)\n\t\t\t\t\t++s_ExtensionMethodChangeVersion;\n\t\t\t}\n\t\t}\n\n\t\tprivate static object FrameworkGetMethods()\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets all the extension methods which can match a given name\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <returns></returns>\n\t\tpublic static IEnumerable<IOverloadableMemberDescriptor> GetExtensionMethodsByName(string name)\n\t\t{\n\t\t\tlock (s_Lock)\n\t\t\t\treturn new List<IOverloadableMemberDescriptor>(s_Registry.Find(name));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a number which gets incremented everytime the extension methods registry changes.\n\t\t/// Use this to invalidate caches based on extension methods\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic static int GetExtensionMethodsChangeVersion()\n\t\t{\n\t\t\treturn s_ExtensionMethodChangeVersion;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets all the extension methods which can match a given name and extending a given Type\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The name.</param>\n\t\t/// <param name=\"extendedType\">The extended type.</param>\n\t\t/// <returns></returns>\n\t\tpublic static List<IOverloadableMemberDescriptor> GetExtensionMethodsByNameAndType(string name, Type extendedType)\n\t\t{\n\t\t\tList<UnresolvedGenericMethod> unresolvedGenerics = null;\n\n\t\t\tlock (s_Lock)\n\t\t\t{\n\t\t\t\tunresolvedGenerics = s_UnresolvedGenericsRegistry.Find(name).ToList();\n\t\t\t}\n\n\t\t\tforeach (UnresolvedGenericMethod ugm in unresolvedGenerics)\n\t\t\t{\n\t\t\t\tParameterInfo[] args = ugm.Method.GetParameters();\n\t\t\t\tif (args.Length == 0) continue;\n\t\t\t\tType extensionType = args[0].ParameterType;\n\n\t\t\t\tType genericType = GetGenericMatch(extensionType, extendedType);\n\n\t\t\t\tif (ugm.AlreadyAddedTypes.Add(genericType))\n\t\t\t\t{\n\t\t\t\t\tif (genericType != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tMethodInfo mi = InstantiateMethodInfo(ugm.Method, extensionType, genericType, extendedType);\n\t\t\t\t\t\tif (mi != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (!MethodMemberDescriptor.CheckMethodIsCompatible(mi, false))\n\t\t\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t\t\tvar desc = new MethodMemberDescriptor(mi, ugm.AccessMode);\n\n\t\t\t\t\t\t\ts_Registry.Add(ugm.Method.Name, desc);\n\t\t\t\t\t\t\t++s_ExtensionMethodChangeVersion;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn s_Registry.Find(name)\n\t\t\t\t.Where(d => d.ExtensionMethodType != null && Framework.Do.IsAssignableFrom(d.ExtensionMethodType, extendedType))\n\t\t\t\t.ToList();\n\t\t}\n\n\t\tprivate static MethodInfo InstantiateMethodInfo(MethodInfo mi, Type extensionType, Type genericType, Type extendedType)\n\t\t{\n\t\t\tType[] defs = mi.GetGenericArguments();\n\t\t\tType[] tdefs = Framework.Do.GetGenericArguments(genericType);\n\n\t\t\tif (tdefs.Length == defs.Length)\n\t\t\t{\n\t\t\t\treturn mi.MakeGenericMethod(tdefs);\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\tprivate static Type GetGenericMatch(Type extensionType, Type extendedType)\n\t\t{\n\t\t\tif (!extensionType.IsGenericParameter)\n\t\t\t{\n\t\t\t\textensionType = extensionType.GetGenericTypeDefinition();\n\n\t\t\t\tforeach (Type t in extendedType.GetAllImplementedTypes())\n\t\t\t\t{\n\t\t\t\t\tif (Framework.Do.IsGenericType(t) && t.GetGenericTypeDefinition() == extensionType)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn t;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/UserDataRegistries/ExtensionMethodsRegistry.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ace6b4a70f5ea60468c9cce1ce41dfb3\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Interop/UserDataRegistries/TypeDescriptorRegistry.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Runtime.CompilerServices;\nusing System.Threading;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.BasicDescriptors;\nusing MoonSharp.Interpreter.Interop.RegistrationPolicies;\n\nnamespace MoonSharp.Interpreter.Interop.UserDataRegistries\n{\n\t/// <summary>\n\t/// Registry of all type descriptors. Use UserData statics to access these.\n\t/// </summary>\n\tinternal static class TypeDescriptorRegistry\n\t{\n\t\tprivate static object s_Lock = new object();\n\t\tprivate static Dictionary<Type, IUserDataDescriptor> s_TypeRegistry = new Dictionary<Type, IUserDataDescriptor>();\n\t\tprivate static Dictionary<Type, IUserDataDescriptor> s_TypeRegistryHistory = new Dictionary<Type, IUserDataDescriptor>();\n\t\tprivate static InteropAccessMode s_DefaultAccessMode;\n\n\t\t/// <summary>\n\t\t/// Registers all types marked with a MoonSharpUserDataAttribute that ar contained in an assembly.\n\t\t/// </summary>\n\t\t/// <param name=\"asm\">The assembly.</param>\n\t\t/// <param name=\"includeExtensionTypes\">if set to <c>true</c> extension types are registered to the appropriate registry.</param>\n\t\tinternal static void RegisterAssembly(Assembly asm = null, bool includeExtensionTypes = false)\n\t\t{\n\t\t\tif (asm == null)\n\t\t\t{\n\t\t\t\t#if NETFX_CORE || DOTNET_CORE\n\t\t\t\t\tthrow new NotSupportedException(\"Assembly.GetCallingAssembly is not supported on target framework.\");\n\t\t\t\t#else\n\t\t\t\t\tasm = Assembly.GetCallingAssembly();\n\t\t\t\t#endif\n\t\t\t}\n\n\t\t\tif (includeExtensionTypes)\n\t\t\t{\n\t\t\t\tvar extensionTypes = from t in asm.SafeGetTypes()\n\t\t\t\t\t\t\t\t\t let attributes = Framework.Do.GetCustomAttributes(t, typeof(ExtensionAttribute), true)\n\t\t\t\t\t\t\t\t\t where attributes != null && attributes.Length > 0\n\t\t\t\t\t\t\t\t\t select new { Attributes = attributes, DataType = t };\n\n\t\t\t\tforeach (var extType in extensionTypes)\n\t\t\t\t{\n\t\t\t\t\tUserData.RegisterExtensionType(extType.DataType);\n\t\t\t\t}\n\t\t\t}\n\n\n\t\t\tvar userDataTypes = from t in asm.SafeGetTypes()\n\t\t\t\t\t\t\t\tlet attributes = Framework.Do.GetCustomAttributes(t, typeof(MoonSharpUserDataAttribute), true)\n\t\t\t\t\t\t\t\twhere attributes != null && attributes.Length > 0\n\t\t\t\t\t\t\t\tselect new { Attributes = attributes, DataType = t };\n\n\t\t\tforeach (var userDataType in userDataTypes)\n\t\t\t{\n\t\t\t\tUserData.RegisterType(userDataType.DataType, userDataType.Attributes\n\t\t\t\t\t.OfType<MoonSharpUserDataAttribute>()\n\t\t\t\t\t.First()\n\t\t\t\t\t.AccessMode);\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified type is registered. Note that this should be used only to check if a descriptor\n\t\t/// has been registered EXACTLY. For many types a descriptor can still be created, for example through the descriptor\n\t\t/// of a base type or implemented interfaces.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type</param>\n\t\t/// <returns></returns>\n\t\tinternal static bool IsTypeRegistered(Type type)\n\t\t{\n\t\t\tlock (s_Lock)\n\t\t\t\treturn s_TypeRegistry.ContainsKey(type);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Unregisters a type.\n\t\t/// WARNING: unregistering types at runtime is a dangerous practice and may cause unwanted errors.\n\t\t/// Use this only for testing purposes or to re-register the same type in a slightly different way.\n\t\t/// Additionally, it's a good practice to discard all previous loaded scripts after calling this method.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The The type to be unregistered</param>\n\t\tinternal static void UnregisterType(Type t)\n\t\t{\n\t\t\tlock (s_Lock)\n\t\t\t{\n\t\t\t\tif (s_TypeRegistry.ContainsKey(t))\n\t\t\t\t{\n\t\t\t\t\tPerformRegistration(t, null, s_TypeRegistry[t]);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the default access mode to be used in the whole application\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The default access mode.\n\t\t/// </value>\n\t\t/// <exception cref=\"System.ArgumentException\">InteropAccessMode is InteropAccessMode.Default</exception>\n\t\tinternal static InteropAccessMode DefaultAccessMode\n\t\t{\n\t\t\tget { return s_DefaultAccessMode; }\n\t\t\tset\n\t\t\t{\n\t\t\t\tif (value == InteropAccessMode.Default)\n\t\t\t\t\tthrow new ArgumentException(\"InteropAccessMode is InteropAccessMode.Default\");\n\n\t\t\t\ts_DefaultAccessMode = value;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a proxy type.\n\t\t/// </summary>\n\t\t/// <param name=\"proxyFactory\">The proxy factory.</param>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <param name=\"friendlyName\">Name of the friendly.</param>\n\t\t/// <returns></returns>\n\t\tinternal static IUserDataDescriptor RegisterProxyType_Impl(IProxyFactory proxyFactory, InteropAccessMode accessMode, string friendlyName)\n\t\t{\n\t\t\tIUserDataDescriptor proxyDescriptor = RegisterType_Impl(proxyFactory.ProxyType, accessMode, friendlyName, null);\n\t\t\treturn RegisterType_Impl(proxyFactory.TargetType, accessMode, friendlyName, new ProxyUserDataDescriptor(proxyFactory, proxyDescriptor, friendlyName));\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Registers a type\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <param name=\"accessMode\">The access mode (used only if a default type descriptor is created).</param>\n\t\t/// <param name=\"friendlyName\">Friendly name of the descriptor.</param>\n\t\t/// <param name=\"descriptor\">The descriptor, or null to use a default one.</param>\n\t\t/// <returns></returns>\n\t\tinternal static IUserDataDescriptor RegisterType_Impl(Type type, InteropAccessMode accessMode, string friendlyName, IUserDataDescriptor descriptor)\n\t\t{\n\t\t\taccessMode = ResolveDefaultAccessModeForType(accessMode, type);\n\n\t\t\tlock (s_Lock)\n\t\t\t{\n\t\t\t\tIUserDataDescriptor oldDescriptor = null;\n\t\t\t\ts_TypeRegistry.TryGetValue(type, out oldDescriptor);\n\n\t\t\t\tif (descriptor == null)\n\t\t\t\t{\n\t\t\t\t\tif (IsTypeBlacklisted(type))\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\tif (Framework.Do.GetInterfaces(type).Any(ii => ii == typeof(IUserDataType)))\n\t\t\t\t\t{\n\t\t\t\t\t\tAutoDescribingUserDataDescriptor audd = new AutoDescribingUserDataDescriptor(type, friendlyName);\n\t\t\t\t\t\treturn PerformRegistration(type, audd, oldDescriptor);\n\t\t\t\t\t}\n\t\t\t\t\telse if (Framework.Do.IsGenericTypeDefinition(type))\n\t\t\t\t\t{\n\t\t\t\t\t\tStandardGenericsUserDataDescriptor typeGen = new StandardGenericsUserDataDescriptor(type, accessMode);\n\t\t\t\t\t\treturn PerformRegistration(type, typeGen, oldDescriptor);\n\t\t\t\t\t}\n\t\t\t\t\telse if (Framework.Do.IsEnum(type))\n\t\t\t\t\t{\n\t\t\t\t\t\tvar enumDescr = new StandardEnumUserDataDescriptor(type, friendlyName);\n\t\t\t\t\t\treturn PerformRegistration(type, enumDescr, oldDescriptor);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tStandardUserDataDescriptor udd = new StandardUserDataDescriptor(type, accessMode, friendlyName);\n\n\t\t\t\t\t\tif (accessMode == InteropAccessMode.BackgroundOptimized)\n\t\t\t\t\t\t{\n#if NETFX_CORE\n\t\t\t\t\t\t\tSystem.Threading.Tasks.Task.Run(() => ((IOptimizableDescriptor)udd).Optimize());\n#else\n\t\t\t\t\t\t\tThreadPool.QueueUserWorkItem(o => ((IOptimizableDescriptor)udd).Optimize());\n#endif\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\treturn PerformRegistration(type, udd, oldDescriptor);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tPerformRegistration(type, descriptor, oldDescriptor);\n\t\t\t\t\treturn descriptor;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate static IUserDataDescriptor PerformRegistration(Type type, IUserDataDescriptor newDescriptor, IUserDataDescriptor oldDescriptor)\n\t\t{\n\t\t\tIUserDataDescriptor result = RegistrationPolicy.HandleRegistration(newDescriptor, oldDescriptor);\n\n\t\t\tif (result != oldDescriptor)\n\t\t\t{\n\t\t\t\tif (result == null)\n\t\t\t\t{\n\t\t\t\t\ts_TypeRegistry.Remove(type);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ts_TypeRegistry[type] = result;\n\t\t\t\t\ts_TypeRegistryHistory[type] = result;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn result;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resolves the default type of the access mode for the given type\n\t\t/// </summary>\n\t\t/// <param name=\"accessMode\">The access mode.</param>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tinternal static InteropAccessMode ResolveDefaultAccessModeForType(InteropAccessMode accessMode, Type type)\n\t\t{\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t{\n\t\t\t\tMoonSharpUserDataAttribute attr = Framework.Do.GetCustomAttributes(type, true).OfType<MoonSharpUserDataAttribute>()\n\t\t\t\t\t.SingleOrDefault();\n\n\t\t\t\tif (attr != null)\n\t\t\t\t\taccessMode = attr.AccessMode;\n\t\t\t}\n\n\n\t\t\tif (accessMode == InteropAccessMode.Default)\n\t\t\t\taccessMode = s_DefaultAccessMode;\n\n\t\t\treturn accessMode;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Gets the best possible type descriptor for a specified CLR type.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The CLR type for which the descriptor is desired.</param>\n\t\t/// <param name=\"searchInterfaces\">if set to <c>true</c> interfaces are used in the search.</param>\n\t\t/// <returns></returns>\n\t\tinternal static IUserDataDescriptor GetDescriptorForType(Type type, bool searchInterfaces)\n\t\t{\n\t\t\tlock (s_Lock)\n\t\t\t{\n\t\t\t\tIUserDataDescriptor typeDescriptor = null;\n\n\t\t\t\t// if the type has been explicitly registered, return its descriptor as it's complete\n\t\t\t\tif (s_TypeRegistry.ContainsKey(type))\n\t\t\t\t\treturn s_TypeRegistry[type];\n\n\t\t\t\tif (RegistrationPolicy.AllowTypeAutoRegistration(type))\n\t\t\t\t{\n\t\t\t\t\t// no autoreg of delegates\n\t\t\t\t\tif (!Framework.Do.IsAssignableFrom((typeof(Delegate)), type))\n\t\t\t\t\t{\n\t\t\t\t\t\treturn RegisterType_Impl(type, DefaultAccessMode, type.FullName, null);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// search for the base object descriptors\n\t\t\t\tfor (Type t = type; t != null; t = Framework.Do.GetBaseType(t))\n\t\t\t\t{\n\t\t\t\t\tIUserDataDescriptor u;\n\n\t\t\t\t\tif (s_TypeRegistry.TryGetValue(t, out u))\n\t\t\t\t\t{\n\t\t\t\t\t\ttypeDescriptor = u;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\telse if (Framework.Do.IsGenericType(t))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (s_TypeRegistry.TryGetValue(t.GetGenericTypeDefinition(), out u))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttypeDescriptor = u;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (typeDescriptor is IGeneratorUserDataDescriptor)\n\t\t\t\t\ttypeDescriptor = ((IGeneratorUserDataDescriptor)typeDescriptor).Generate(type);\n\n\n\t\t\t\t// we should not search interfaces (for example, it's just for statics..), no need to look further\n\t\t\t\tif (!searchInterfaces)\n\t\t\t\t\treturn typeDescriptor;\n\n\t\t\t\tList<IUserDataDescriptor> descriptors = new List<IUserDataDescriptor>();\n\n\t\t\t\tif (typeDescriptor != null)\n\t\t\t\t\tdescriptors.Add(typeDescriptor);\n\n\n\t\t\t\tif (searchInterfaces)\n\t\t\t\t{\n\t\t\t\t\tforeach (Type interfaceType in Framework.Do.GetInterfaces(type))\n\t\t\t\t\t{\n\t\t\t\t\t\tIUserDataDescriptor interfaceDescriptor;\n\n\t\t\t\t\t\tif (s_TypeRegistry.TryGetValue(interfaceType, out interfaceDescriptor))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (interfaceDescriptor is IGeneratorUserDataDescriptor)\n\t\t\t\t\t\t\t\tinterfaceDescriptor = ((IGeneratorUserDataDescriptor)interfaceDescriptor).Generate(type);\n\n\t\t\t\t\t\t\tif (interfaceDescriptor != null)\n\t\t\t\t\t\t\t\tdescriptors.Add(interfaceDescriptor);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (Framework.Do.IsGenericType(interfaceType))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (s_TypeRegistry.TryGetValue(interfaceType.GetGenericTypeDefinition(), out interfaceDescriptor))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tif (interfaceDescriptor is IGeneratorUserDataDescriptor)\n\t\t\t\t\t\t\t\t\tinterfaceDescriptor = ((IGeneratorUserDataDescriptor)interfaceDescriptor).Generate(type);\n\n\t\t\t\t\t\t\t\tif (interfaceDescriptor != null)\n\t\t\t\t\t\t\t\t\tdescriptors.Add(interfaceDescriptor);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (descriptors.Count == 1)\n\t\t\t\t\treturn descriptors[0];\n\t\t\t\telse if (descriptors.Count == 0)\n\t\t\t\t\treturn null;\n\t\t\t\telse\n\t\t\t\t\treturn new CompositeUserDataDescriptor(descriptors, type);\n\t\t\t}\n\t\t}\n\n\t\tprivate static bool FrameworkIsAssignableFrom(Type type)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Determines whether the specified type is blacklisted.\n\t\t/// Blacklisted types CANNOT be registered using default descriptors but they can still be registered\n\t\t/// with custom descriptors. Forcing registration of blacklisted types in this way can introduce\n\t\t/// side effects.\n\t\t/// </summary>\n\t\t/// <param name=\"t\">The t.</param>\n\t\t/// <returns></returns>\n\t\tpublic static bool IsTypeBlacklisted(Type t)\n\t\t{\n\t\t\tif (Framework.Do.IsValueType(t) && Framework.Do.GetInterfaces(t).Contains(typeof(System.Collections.IEnumerator)))\n\t\t\t\treturn true;\n\n\t\t\treturn false;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the list of registered types.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The registered types.\n\t\t/// </value>\n\t\tpublic static IEnumerable<KeyValuePair<Type, IUserDataDescriptor>> RegisteredTypes\n\t\t{\n\t\t\tget { lock (s_Lock) return s_TypeRegistry.ToArray(); }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the list of registered types, including unregistered types.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The registered types.\n\t\t/// </value>\n\t\tpublic static IEnumerable<KeyValuePair<Type, IUserDataDescriptor>> RegisteredTypesHistory\n\t\t{\n\t\t\tget { lock (s_Lock) return s_TypeRegistryHistory.ToArray(); }\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets the registration policy.\n\t\t/// </summary>\n\t\tinternal static IRegistrationPolicy RegistrationPolicy { get; set; }\n\n\n\t}\n}\n"
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/LinqHelpers.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// LINQ helper methods\n\t/// </summary>\n\tpublic static class LinqHelpers\n\t{\n\t\t/// <summary>\n\t\t/// Converts the specified enumerable dynvalues of a given script type to objects of a given type\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The desired type</typeparam>\n\t\t/// <param name=\"enumerable\">The enumerable.</param>\n\t\t/// <param name=\"type\">The type.</param>\n\t\tpublic static IEnumerable<T> Convert<T>(this IEnumerable<DynValue> enumerable, DataType type)\n\t\t{\n\t\t\treturn enumerable.Where(v => v.Type == type).Select(v => v.ToObject<T>());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Filters an enumeration for items of the given script type\n\t\t/// </summary>\n\t\t/// <param name=\"enumerable\">The enumerable.</param>\n\t\t/// <param name=\"type\">The script type.</param>\n\t\tpublic static IEnumerable<DynValue> OfDataType(this IEnumerable<DynValue> enumerable, DataType type)\n\t\t{\n\t\t\treturn enumerable.Where(v => v.Type == type);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the elements to CLR objects\n\t\t/// </summary>\n\t\t/// <param name=\"enumerable\">The enumerable.</param>\n\t\tpublic static IEnumerable<object> AsObjects(this IEnumerable<DynValue> enumerable)\n\t\t{\n\t\t\treturn enumerable.Select(v => v.ToObject());\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts the elements to CLR objects of the desired type\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The desired type</typeparam>\n\t\t/// <param name=\"enumerable\">The enumerable.</param>\n\t\tpublic static IEnumerable<T> AsObjects<T>(this IEnumerable<DynValue> enumerable)\n\t\t{\n\t\t\treturn enumerable.Select(v => v.ToObject<T>());\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/LinqHelpers.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/EmbeddedResourcesScriptLoader.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// A script loader loading scripts from an assembly resources\n\t/// </summary>\n\tpublic class EmbeddedResourcesScriptLoader : ScriptLoaderBase\n\t{\n\t\tAssembly m_ResourceAssembly;\n\t\tHashSet<string> m_ResourceNames;\n\t\tstring m_Namespace;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"EmbeddedResourcesScriptLoader\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"resourceAssembly\">The assembly containing the scripts as embedded resources or null to use the calling assembly.</param>\n\t\tpublic EmbeddedResourcesScriptLoader(Assembly resourceAssembly = null)\n\t\t{\n\t\t\tif (resourceAssembly == null)\n\t\t\t{\n#if NETFX_CORE || DOTNET_CORE\n\t\t\t\tthrow new NotSupportedException(\"Assembly.GetCallingAssembly is not supported on target framework.\");\n#else\n\t\t\t\tresourceAssembly = Assembly.GetCallingAssembly();\n#endif\n\t\t\t}\n\n\t\t\tm_ResourceAssembly = resourceAssembly;\n\t\t\tm_Namespace = m_ResourceAssembly.FullName.Split(',').First();\n\t\t\tm_ResourceNames = new HashSet<string>(m_ResourceAssembly.GetManifestResourceNames());\n\t\t}\n\n\t\tprivate string FileNameToResource(string file)\n\t\t{\n\t\t\tfile = file.Replace('/', '.');\n\t\t\tfile = file.Replace('\\\\', '.');\n\t\t\treturn m_Namespace + \".\" + file;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a script file exists.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The script filename.</param>\n\t\t/// <returns></returns>\n\t\tpublic override bool ScriptFileExists(string name)\n\t\t{\n\t\t\tname = FileNameToResource(name);\n\t\t\treturn m_ResourceNames.Contains(name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Opens a file for reading the script code.\n\t\t/// It can return either a string, a byte[] or a Stream.\n\t\t/// If a byte[] is returned, the content is assumed to be a serialized (dumped) bytecode. If it's a string, it's\n\t\t/// assumed to be either a script or the output of a string.dump call. If a Stream, autodetection takes place.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns>\n\t\t/// A string, a byte[] or a Stream.\n\t\t/// </returns>\n\t\tpublic override object LoadFile(string file, Table globalContext)\n\t\t{\n\t\t\tfile = FileNameToResource(file);\n\t\t\treturn m_ResourceAssembly.GetManifestResourceStream(file);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/EmbeddedResourcesScriptLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1ca3071a883351740bba21838aeba04e\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/FileSystemScriptLoader.cs",
    "content": "﻿#if DOTNET_CORE || (!(PCL || ENABLE_DOTNET || NETFX_CORE))\nusing System.IO;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// A script loader loading scripts directly from the file system (does not go through platform object)\n\t/// </summary>\n\tpublic class FileSystemScriptLoader : ScriptLoaderBase\n\t{\n\t\t/// <summary>\n\t\t/// Checks if a script file exists.\n\t\t/// </summary>\n\t\t/// <param name=\"name\">The script filename.</param>\n\t\t/// <returns></returns>\n\t\tpublic override bool ScriptFileExists(string name)\n\t\t{\n\t\t\treturn File.Exists(name);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Opens a file for reading the script code.\n\t\t/// It can return either a string, a byte[] or a Stream.\n\t\t/// If a byte[] is returned, the content is assumed to be a serialized (dumped) bytecode. If it's a string, it's\n\t\t/// assumed to be either a script or the output of a string.dump call. If a Stream, autodetection takes place.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns>\n\t\t/// A string, a byte[] or a Stream.\n\t\t/// </returns>\n\t\tpublic override object LoadFile(string file, Table globalContext)\n\t\t{\n\t\t\treturn new FileStream(file, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);\n\t\t}\n\t}\n}\n#endif"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/FileSystemScriptLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9e2cc77be503dcd45962becfbe72d304\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/IScriptLoader.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// Class dictating how requests to read scripts from files are handled.\n\t/// \n\t/// It's recommended that no class implement IScriptLoader directly, and rather extend ScriptLoaderBase.\n\t/// </summary>\n\tpublic interface IScriptLoader \n\t{\n\t\t/// <summary>\n\t\t/// Opens a file for reading the script code.\n\t\t/// It can return either a string, a byte[] or a Stream.\n\t\t/// If a byte[] is returned, the content is assumed to be a serialized (dumped) bytecode. If it's a string, it's\n\t\t/// assumed to be either a script or the output of a string.dump call. If a Stream, autodetection takes place.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns>\n\t\t/// A string, a byte[] or a Stream.\n\t\t/// </returns>\n\t\tobject LoadFile(string file, Table globalContext);\n\t\t/// <summary>\n\t\t/// Resolves a filename [applying paths, etc.]\n\t\t/// </summary>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\t[Obsolete(\"This serves almost no purpose. Kept here just to preserve backward compatibility.\")]\n\t\tstring ResolveFileName(string filename, Table globalContext);\n\t\t/// <summary>\n\t\t/// Resolves the name of a module to a filename (which will later be passed to OpenScriptFile)\n\t\t/// </summary>\n\t\t/// <param name=\"modname\">The modname.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\tstring ResolveModuleName(string modname, Table globalContext);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/IScriptLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f58cf78df054a8f4e81083c11a161658\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/InvalidScriptLoader.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// A script loader used for platforms we cannot initialize in any better way..\n\t/// </summary>\n\tinternal class InvalidScriptLoader : IScriptLoader\n\t{\n\t\tstring m_Error;\n\n\t\tinternal InvalidScriptLoader(string frameworkname)\n\t\t{\n\t\t\tm_Error = string.Format(\n@\"Loading scripts from files is not automatically supported on {0}. \nPlease implement your own IScriptLoader (possibly, extending ScriptLoaderBase for easier implementation),\nuse a preexisting loader like EmbeddedResourcesScriptLoader or UnityAssetsScriptLoader or load scripts from strings.\", frameworkname);\n\t\t}\n\n\t\tpublic object LoadFile(string file, Table globalContext)\n\t\t{\n\t\t\tthrow new PlatformNotSupportedException(m_Error);\n\t\t}\n\n\t\tpublic string ResolveFileName(string filename, Table globalContext)\n\t\t{\n\t\t\treturn filename;\n\t\t}\n\n\t\tpublic string ResolveModuleName(string modname, Table globalContext)\n\t\t{\n\t\t\tthrow new PlatformNotSupportedException(m_Error);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/InvalidScriptLoader.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/ScriptLoaderBase.cs",
    "content": "﻿using System;\nusing System.Linq;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// A base implementation of IScriptLoader, offering resolution of module names.\n\t/// </summary>\n\tpublic abstract class ScriptLoaderBase : IScriptLoader\n\t{\n\t\t/// <summary>\n\t\t/// Checks if a script file exists. \n\t\t/// </summary>\n\t\t/// <param name=\"name\">The script filename.</param>\n\t\t/// <returns></returns>\n\t\tpublic abstract bool ScriptFileExists(string name);\n\n\t\t/// <summary>\n\t\t/// Opens a file for reading the script code.\n\t\t/// It can return either a string, a byte[] or a Stream.\n\t\t/// If a byte[] is returned, the content is assumed to be a serialized (dumped) bytecode. If it's a string, it's\n\t\t/// assumed to be either a script or the output of a string.dump call. If a Stream, autodetection takes place.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns>\n\t\t/// A string, a byte[] or a Stream.\n\t\t/// </returns>\n\t\tpublic abstract object LoadFile(string file, Table globalContext);\n\n\n\t\t/// <summary>\n\t\t/// Resolves the name of a module on a set of paths.\n\t\t/// </summary>\n\t\t/// <param name=\"modname\">The modname.</param>\n\t\t/// <param name=\"paths\">The paths.</param>\n\t\t/// <returns></returns>\n\t\tprotected virtual string ResolveModuleName(string modname, string[] paths)\n\t\t{\n\t\t\tif (paths == null) \n\t\t\t\treturn null;\n\n\t\t\tmodname = modname.Replace('.', '/');\n\n\t\t\tforeach (string path in paths)\n\t\t\t{\n\t\t\t\tstring file = path.Replace(\"?\", modname);\n\n\t\t\t\tif (ScriptFileExists(file))\n\t\t\t\t\treturn file;\n\t\t\t}\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resolves the name of a module to a filename (which will later be passed to OpenScriptFile).\n\t\t/// The resolution happens first on paths included in the LUA_PATH global variable (if and only if\n\t\t/// the IgnoreLuaPathGlobal is false), and - if the variable does not exist - by consulting the\n\t\t/// ScriptOptions.ModulesPaths array. Override to provide a different behaviour.\n\t\t/// </summary>\n\t\t/// <param name=\"modname\">The modname.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual string ResolveModuleName(string modname, Table globalContext)\n\t\t{\n\t\t\tif (!this.IgnoreLuaPathGlobal)\n\t\t\t{\n\t\t\t\tDynValue s = globalContext.RawGet(\"LUA_PATH\");\n\n\t\t\t\tif (s != null && s.Type == DataType.String)\n\t\t\t\t\treturn ResolveModuleName(modname, UnpackStringPaths(s.String));\n\t\t\t}\n\n\t\t\treturn ResolveModuleName(modname, this.ModulePaths);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the modules paths used by the \"require\" function. If null, the default paths are used (using\n\t\t/// environment variables etc.). \n\t\t/// </summary>\n\t\tpublic string[] ModulePaths { get; set; }\n\n\t\t/// <summary>\n\t\t/// Unpacks a string path in a form like \"?;?.lua\" to an array\n\t\t/// </summary>\n\t\tpublic static string[] UnpackStringPaths(string str)\n\t\t{\n\t\t\treturn str.Split(new char[] { ';' }, StringSplitOptions.RemoveEmptyEntries)\n\t\t\t\t.Select(s => s.Trim())\n\t\t\t\t.Where(s => !string.IsNullOrEmpty(s))\n\t\t\t\t.ToArray();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the default environment paths.\n\t\t/// </summary>\n\t\tpublic static string[] GetDefaultEnvironmentPaths()\n\t\t{\n\t\t\tstring[] modulePaths = null;\n\n\t\t\tif (modulePaths == null)\n\t\t\t{\n\t\t\t\tstring env = Script.GlobalOptions.Platform.GetEnvironmentVariable(\"MOONSHARP_PATH\");\n\t\t\t\tif (!string.IsNullOrEmpty(env)) modulePaths = UnpackStringPaths(env);\n\n\t\t\t\tif (modulePaths == null)\n\t\t\t\t{\n\t\t\t\t\tenv = Script.GlobalOptions.Platform.GetEnvironmentVariable(\"LUA_PATH\");\n\t\t\t\t\tif (!string.IsNullOrEmpty(env)) modulePaths = UnpackStringPaths(env);\n\t\t\t\t}\n\n\t\t\t\tif (modulePaths == null)\n\t\t\t\t\tmodulePaths = UnpackStringPaths(\"?;?.lua\");\n\t\t\t}\n\n\t\t\treturn modulePaths;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Resolves a filename [applying paths, etc.]\n\t\t/// </summary>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\tpublic virtual string ResolveFileName(string filename, Table globalContext)\n\t\t{\n\t\t\treturn filename;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether the LUA_PATH global is checked or not to get the path where modules are contained.\n\t\t/// If true, the LUA_PATH global is NOT checked.\n\t\t/// </summary>\n\t\tpublic bool IgnoreLuaPathGlobal { get; set; }\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/ScriptLoaderBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8109381cf4a3e8342a857495f80acc25\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/UnityAssetsScriptLoader.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// A script loader which can load scripts from assets in Unity3D.\n\t/// Scripts should be saved as .txt files in a subdirectory of Assets/Resources.\n\t/// \n\t/// When MoonSharp is activated on Unity3D and the default script loader is used,\n\t/// scripts should be saved as .txt files in Assets/Resources/MoonSharp/Scripts.\n\t/// </summary>\n\tpublic class UnityAssetsScriptLoader : ScriptLoaderBase\n\t{\n\t\tDictionary<string, string> m_Resources = new Dictionary<string, string>();\n\n\t\t/// <summary>\n\t\t/// The default path where scripts are meant to be stored (if not changed)\n\t\t/// </summary>\n\t\tpublic const string DEFAULT_PATH = \"MoonSharp/Scripts\";\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"UnityAssetsScriptLoader\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"assetsPath\">The path, relative to Assets/Resources. For example\n\t\t/// if your scripts are stored under Assets/Resources/Scripts, you should\n\t\t/// pass the value \"Scripts\". If null, \"MoonSharp/Scripts\" is used. </param>\n\t\tpublic UnityAssetsScriptLoader(string assetsPath = null)\n\t\t{\n\t\t\tassetsPath = assetsPath ?? DEFAULT_PATH;\n#if UNITY_5\n            LoadResourcesUnityNative(assetsPath);\n#else\n\t\t\tLoadResourcesWithReflection(assetsPath);\n#endif\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"UnityAssetsScriptLoader\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"scriptToCodeMap\">A dictionary mapping filenames to the proper Lua script code.</param>\n\t\tpublic UnityAssetsScriptLoader(Dictionary<string, string> scriptToCodeMap)\n\t\t{\n\t\t\tm_Resources = scriptToCodeMap;\n\t\t}\n\n#if UNITY_5\n        void LoadResourcesUnityNative(string assetsPath)\n        {\n            try\n            {\n                UnityEngine.Object[] array = UnityEngine.Resources.LoadAll(assetsPath, typeof(UnityEngine.TextAsset));\n\n                for (int i = 0; i < array.Length; i++)\n                {\n                    UnityEngine.TextAsset o = (UnityEngine.TextAsset)array[i];\n\n                    string name = o.name;\n                    string text = o.text;\n\n                    m_Resources.Add(name, text);\n                }\n            }\n            catch (Exception ex)\n            {\n                UnityEngine.Debug.LogErrorFormat(\"Error initializing UnityScriptLoader : {0}\", ex);\n            }\n        }\n\n#else\n\n\t\tvoid LoadResourcesWithReflection(string assetsPath)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tType resourcesType = Type.GetType(\"UnityEngine.Resources, UnityEngine\");\n\t\t\t\tType textAssetType = Type.GetType(\"UnityEngine.TextAsset, UnityEngine\");\n\n\t\t\t\tMethodInfo textAssetNameGet = Framework.Do.GetGetMethod(Framework.Do.GetProperty(textAssetType, \"name\"));\n\t\t\t\tMethodInfo textAssetTextGet = Framework.Do.GetGetMethod(Framework.Do.GetProperty(textAssetType, \"text\"));\n\n\t\t\t\tMethodInfo loadAll = Framework.Do.GetMethod(resourcesType, \"LoadAll\",\n\t\t\t\t\tnew Type[] { typeof(string), typeof(Type) });\n\n\t\t\t\tArray array = (Array)loadAll.Invoke(null, new object[] { assetsPath, textAssetType });\n\n\t\t\t\tfor (int i = 0; i < array.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tobject o = array.GetValue(i);\n\n\t\t\t\t\tstring name = textAssetNameGet.Invoke(o, null) as string;\n\t\t\t\t\tstring text = textAssetTextGet.Invoke(o, null) as string;\n\n\t\t\t\t\tm_Resources.Add(name, text);\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception ex)\n\t\t\t{\n#if !(PCL || ENABLE_DOTNET || NETFX_CORE)\n\t\t\t\tConsole.WriteLine(\"Error initializing UnityScriptLoader : {0}\", ex);\n#endif\n\t\t\t\tSystem.Diagnostics.Debug.WriteLine(string.Format(\"Error initializing UnityScriptLoader : {0}\", ex));\n\t\t\t}\n\t\t}\n#endif\n\n\t\tprivate string GetFileName(string filename)\n\t\t{\n\t\t\tint b = Math.Max(filename.LastIndexOf('\\\\'), filename.LastIndexOf('/'));\n\n\t\t\tif (b > 0)\n\t\t\t\tfilename = filename.Substring(b + 1);\n\n\t\t\treturn filename;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Opens a file for reading the script code.\n\t\t/// It can return either a string, a byte[] or a Stream.\n\t\t/// If a byte[] is returned, the content is assumed to be a serialized (dumped) bytecode. If it's a string, it's\n\t\t/// assumed to be either a script or the output of a string.dump call. If a Stream, autodetection takes place.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns>\n\t\t/// A string, a byte[] or a Stream.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.Exception\">UnityAssetsScriptLoader.LoadFile : Cannot load  + file</exception>\n\t\tpublic override object LoadFile(string file, Table globalContext)\n\t\t{\n\t\t\tfile = GetFileName(file);\n\n\t\t\tif (m_Resources.ContainsKey(file))\n\t\t\t\treturn m_Resources[file];\n\t\t\telse\n\t\t\t{\n\t\t\t\tvar error = string.Format(\n@\"Cannot load script '{0}'. By default, scripts should be .txt files placed under a Assets/Resources/{1} directory.\nIf you want scripts to be put in another directory or another way, use a custom instance of UnityAssetsScriptLoader or implement\nyour own IScriptLoader (possibly extending ScriptLoaderBase).\", file, DEFAULT_PATH);\n\n\t\t\t\tthrow new Exception(error);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a given file exists\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns></returns>\n\t\tpublic override bool ScriptFileExists(string file)\n\t\t{\n\t\t\tfile = GetFileName(file);\n\t\t\treturn m_Resources.ContainsKey(file);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the list of loaded scripts filenames (useful for debugging purposes).\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic string[] GetLoadedScripts()\n\t\t{\n\t\t\treturn m_Resources.Keys.ToArray();\n\t\t}\n\n\n\n\t}\n}\n\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Loaders/UnityAssetsScriptLoader.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/CoreModules.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Enumeration (combinable as flags) of all the standard library modules\n\t/// </summary>\n\t[Flags]\n\tpublic enum CoreModules\n\t{\n\t\t/// <summary>\n\t\t/// Value used to specify no modules to be loaded (equals 0).\n\t\t/// </summary>\n\t\tNone = 0,\n\n\t\t/// <summary>\n\t\t/// The basic methods. Includes \"assert\", \"collectgarbage\", \"error\", \"print\", \"select\", \"type\", \"tonumber\" and \"tostring\".\n\t\t/// </summary>\n\t\tBasic = 0x40,\n\t\t/// <summary>\n\t\t/// The global constants: \"_G\", \"_VERSION\" and \"_MOONSHARP\".\n\t\t/// </summary>\n\t\tGlobalConsts = 0x1,\n\t\t/// <summary>\n\t\t/// The table iterators: \"next\", \"ipairs\" and \"pairs\".\n\t\t/// </summary>\n\t\tTableIterators = 0x2,\n\t\t/// <summary>\n\t\t/// The metatable methods : \"setmetatable\", \"getmetatable\", \"rawset\", \"rawget\", \"rawequal\" and \"rawlen\".\n\t\t/// </summary>\n\t\tMetatables = 0x4,\n\t\t/// <summary>\n\t\t/// The string package\n\t\t/// </summary>\n\t\tString = 0x8,\n\t\t/// <summary>\n\t\t/// The load methods: \"load\", \"loadsafe\", \"loadfile\", \"loadfilesafe\", \"dofile\" and \"require\"\n\t\t/// </summary>\n\t\tLoadMethods = 0x10,\n\t\t/// <summary>\n\t\t/// The table package \n\t\t/// </summary>\n\t\tTable = 0x20,\n\t\t/// <summary>\n\t\t/// The error handling methods: \"pcall\" and \"xpcall\"\n\t\t/// </summary>\n\t\tErrorHandling = 0x80,\n\t\t/// <summary>\n\t\t/// The math package\n\t\t/// </summary>\n\t\tMath = 0x100,\n\t\t/// <summary>\n\t\t/// The coroutine package\n\t\t/// </summary>\n\t\tCoroutine = 0x200,\n\t\t/// <summary>\n\t\t/// The bit32 package\n\t\t/// </summary>\n\t\tBit32 = 0x400,\n\t\t/// <summary>\n\t\t/// The time methods of the \"os\" package: \"clock\", \"difftime\", \"date\" and \"time\"\n\t\t/// </summary>\n\t\tOS_Time = 0x800,\n\t\t/// <summary>\n\t\t/// The methods of \"os\" package excluding those listed for OS_Time. These are not supported under Unity.\n\t\t/// </summary>\n\t\tOS_System = 0x1000,\n\t\t/// <summary>\n\t\t/// The methods of \"io\" and \"file\" packages. These are not supported under Unity.\n\t\t/// </summary>\n\t\tIO = 0x2000,\n\t\t/// <summary>\n\t\t/// The \"debug\" package (it has limited support)\n\t\t/// </summary>\n\t\tDebug = 0x4000,\n\t\t/// <summary>\n\t\t/// The \"dynamic\" package (introduced by MoonSharp).\n\t\t/// </summary>\n\t\tDynamic = 0x8000,\n\t\t/// <summary>\n\t\t/// The \"json\" package (introduced by MoonSharp).\n\t\t/// </summary>\n\t\tJson = 0x10000,\n\n\n\t\t/// <summary>\n\t\t/// A sort of \"hard\" sandbox preset, including string, math, table, bit32 packages, constants and table iterators.\n\t\t/// </summary>\n\t\tPreset_HardSandbox = GlobalConsts | TableIterators | String | Table | Basic | Math | Bit32,\n\t\t/// <summary>\n\t\t/// A softer sandbox preset, adding metatables support, error handling, coroutine, time functions, json parsing and dynamic evaluations.\n\t\t/// </summary>\n\t\tPreset_SoftSandbox = Preset_HardSandbox | Metatables | ErrorHandling | Coroutine | OS_Time | Dynamic | Json,\n\t\t/// <summary>\n\t\t/// The default preset. Includes everything except \"debug\" as now.\n\t\t/// Beware that using this preset allows scripts unlimited access to the system.\n\t\t/// </summary>\n\t\tPreset_Default = Preset_SoftSandbox | LoadMethods | OS_System | IO,\n\t\t/// <summary>\n\t\t/// The complete package.\n\t\t/// Beware that using this preset allows scripts unlimited access to the system.\n\t\t/// </summary>\n\t\tPreset_Complete = Preset_Default | Debug,\n\n\t}\n\n\tinternal static class CoreModules_ExtensionMethods\n\t{\n\t\tpublic static bool Has(this CoreModules val, CoreModules flag)\n\t\t{\n\t\t\treturn (val & flag) == flag;\n\t\t}\n\t}\n\n\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/CoreModules.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 997bcc55eed04ab40b96d073c9ef7fd9\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/ModuleRegister.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.CoreLib;\nusing MoonSharp.Interpreter.Platforms;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class managing modules (mostly as extension methods)\n\t/// </summary>\n\tpublic static class ModuleRegister\n\t{\n\t\t/// <summary>\n\t\t/// Register the core modules to a table\n\t\t/// </summary>\n\t\t/// <param name=\"table\">The table.</param>\n\t\t/// <param name=\"modules\">The modules.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Table RegisterCoreModules(this Table table, CoreModules modules)\n\t\t{\n\t\t\tmodules = Script.GlobalOptions.Platform.FilterSupportedCoreModules(modules);\n\n\t\t\tif (modules.Has(CoreModules.GlobalConsts)) RegisterConstants(table);\n\t\t\tif (modules.Has(CoreModules.TableIterators)) RegisterModuleType<TableIteratorsModule>(table);\n\t\t\tif (modules.Has(CoreModules.Basic)) RegisterModuleType<BasicModule>(table);\n\t\t\tif (modules.Has(CoreModules.Metatables)) RegisterModuleType<MetaTableModule>(table);\n\t\t\tif (modules.Has(CoreModules.String)) RegisterModuleType<StringModule>(table);\n\t\t\tif (modules.Has(CoreModules.LoadMethods)) RegisterModuleType<LoadModule>(table);\n\t\t\tif (modules.Has(CoreModules.Table)) RegisterModuleType<TableModule>(table);\n\t\t\tif (modules.Has(CoreModules.Table)) RegisterModuleType<TableModule_Globals>(table);\n\t\t\tif (modules.Has(CoreModules.ErrorHandling)) RegisterModuleType<ErrorHandlingModule>(table);\n\t\t\tif (modules.Has(CoreModules.Math)) RegisterModuleType<MathModule>(table);\n\t\t\tif (modules.Has(CoreModules.Coroutine)) RegisterModuleType<CoroutineModule>(table);\n\t\t\tif (modules.Has(CoreModules.Bit32)) RegisterModuleType<Bit32Module>(table);\n\t\t\tif (modules.Has(CoreModules.Dynamic)) RegisterModuleType<DynamicModule>(table);\n\t\t\tif (modules.Has(CoreModules.OS_System)) RegisterModuleType<OsSystemModule>(table);\n\t\t\tif (modules.Has(CoreModules.OS_Time)) RegisterModuleType<OsTimeModule>(table);\n\t\t\tif (modules.Has(CoreModules.IO)) RegisterModuleType<IoModule>(table);\n\t\t\tif (modules.Has(CoreModules.Debug)) RegisterModuleType<DebugModule>(table);\n\t\t\tif (modules.Has(CoreModules.Json)) RegisterModuleType<JsonModule>(table);\n\n\t\t\treturn table;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Registers the standard constants (_G, _VERSION, _MOONSHARP) to a table\n\t\t/// </summary>\n\t\t/// <param name=\"table\">The table.</param>\n\t\t/// <returns></returns>\n\t\tpublic static Table RegisterConstants(this Table table)\n\t\t{\n\t\t\tDynValue moonsharp_table = DynValue.NewTable(table.OwnerScript);\n\t\t\tTable m = moonsharp_table.Table;\n\n\t\t\ttable.Set(\"_G\", DynValue.NewTable(table));\n\t\t\ttable.Set(\"_VERSION\", DynValue.NewString(string.Format(\"MoonSharp {0}\", Script.VERSION)));\n\t\t\ttable.Set(\"_MOONSHARP\", moonsharp_table);\n\n\t\t\tm.Set(\"version\", DynValue.NewString(Script.VERSION));\n\t\t\tm.Set(\"luacompat\", DynValue.NewString(Script.LUA_VERSION));\n\t\t\tm.Set(\"platform\", DynValue.NewString(Script.GlobalOptions.Platform.GetPlatformName()));\n\t\t\tm.Set(\"is_aot\", DynValue.NewBoolean(Script.GlobalOptions.Platform.IsRunningOnAOT()));\n\t\t\tm.Set(\"is_unity\", DynValue.NewBoolean(PlatformAutoDetector.IsRunningOnUnity));\n\t\t\tm.Set(\"is_mono\", DynValue.NewBoolean(PlatformAutoDetector.IsRunningOnMono));\n\t\t\tm.Set(\"is_clr4\", DynValue.NewBoolean(PlatformAutoDetector.IsRunningOnClr4));\n\t\t\tm.Set(\"is_pcl\", DynValue.NewBoolean(PlatformAutoDetector.IsPortableFramework));\n\t\t\tm.Set(\"banner\", DynValue.NewString(Script.GetBanner()));\n\n\t\t\treturn table;\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Registers a module type to the specified table\n\t\t/// </summary>\n\t\t/// <param name=\"gtable\">The table.</param>\n\t\t/// <param name=\"t\">The type</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">If the module contains some incompatibility</exception>\n\t\tpublic static Table RegisterModuleType(this Table gtable, Type t)\n\t\t{\n\t\t\tTable table = CreateModuleNamespace(gtable, t);\n\n\t\t\tforeach (MethodInfo mi in Framework.Do.GetMethods(t).Where(__mi => __mi.IsStatic))\n\t\t\t{\n\t\t\t\tif (mi.GetCustomAttributes(typeof(MoonSharpModuleMethodAttribute), false).ToArray().Length > 0)\n\t\t\t\t{\n\t\t\t\t\tMoonSharpModuleMethodAttribute attr = (MoonSharpModuleMethodAttribute)mi.GetCustomAttributes(typeof(MoonSharpModuleMethodAttribute), false).First();\n\n\t\t\t\t\tif (!CallbackFunction.CheckCallbackSignature(mi, true))\n\t\t\t\t\t\t\tthrow new ArgumentException(string.Format(\"Method {0} does not have the right signature.\", mi.Name));\n\n#if NETFX_CORE\n\t\t\t\t\tDelegate deleg = mi.CreateDelegate(typeof(Func<ScriptExecutionContext, CallbackArguments, DynValue>));\n#else\n\t\t\t\t\tDelegate deleg = Delegate.CreateDelegate(typeof(Func<ScriptExecutionContext, CallbackArguments, DynValue>), mi);\n#endif\n\n\t\t\t\t\tFunc<ScriptExecutionContext, CallbackArguments, DynValue> func =\n\t\t\t\t\t\t(Func<ScriptExecutionContext, CallbackArguments, DynValue>)deleg;\n\t\t\t\t\t\t\n\n\t\t\t\t\tstring name = (!string.IsNullOrEmpty(attr.Name)) ? attr.Name : mi.Name;\n\n\t\t\t\t\ttable.Set(name, DynValue.NewCallback(func, name));\n\t\t\t\t}\n\t\t\t\telse if (mi.Name == \"MoonSharpInit\")\n\t\t\t\t{\n\t\t\t\t\tobject[] args = new object[2] { gtable, table };\n\t\t\t\t\tmi.Invoke(null, args);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tforeach (FieldInfo fi in Framework.Do.GetFields(t).Where(_mi => _mi.IsStatic && _mi.GetCustomAttributes(typeof(MoonSharpModuleMethodAttribute), false).ToArray().Length > 0))\n\t\t\t{\n\t\t\t\tMoonSharpModuleMethodAttribute attr = (MoonSharpModuleMethodAttribute)fi.GetCustomAttributes(typeof(MoonSharpModuleMethodAttribute), false).First();\n\t\t\t\tstring name = (!string.IsNullOrEmpty(attr.Name)) ? attr.Name : fi.Name;\n\n\t\t\t\tRegisterScriptField(fi, null, table, t, name);\n\t\t\t}\n\n\t\t\tforeach (FieldInfo fi in Framework.Do.GetFields(t).Where(_mi => _mi.IsStatic && _mi.GetCustomAttributes(typeof(MoonSharpModuleConstantAttribute), false).ToArray().Length > 0))\n\t\t\t{\n\t\t\t\tMoonSharpModuleConstantAttribute attr = (MoonSharpModuleConstantAttribute)fi.GetCustomAttributes(typeof(MoonSharpModuleConstantAttribute), false).First();\n\t\t\t\tstring name = (!string.IsNullOrEmpty(attr.Name)) ? attr.Name : fi.Name;\n\n\t\t\t\tRegisterScriptFieldAsConst(fi, null, table, t, name);\n\t\t\t}\n\n\t\t\treturn gtable;\n\t\t}\n\n\t\tprivate static void RegisterScriptFieldAsConst(FieldInfo fi, object o, Table table, Type t, string name)\n\t\t{\n\t\t\tif (fi.FieldType == typeof(string))\n\t\t\t{\n\t\t\t\tstring val = fi.GetValue(o) as string;\n\t\t\t\ttable.Set(name, DynValue.NewString(val));\n\t\t\t}\n\t\t\telse if (fi.FieldType == typeof(double))\n\t\t\t{\n\t\t\t\tdouble val = (double)fi.GetValue(o);\n\t\t\t\ttable.Set(name, DynValue.NewNumber(val));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow new ArgumentException(string.Format(\"Field {0} does not have the right type - it must be string or double.\", name));\n\t\t\t}\n\t\t}\n\n\t\tprivate static void RegisterScriptField(FieldInfo fi, object o, Table table, Type t, string name)\n\t\t{\n\t\t\tif (fi.FieldType != typeof(string))\n\t\t\t{\n\t\t\t\tthrow new ArgumentException(string.Format(\"Field {0} does not have the right type - it must be string.\", name));\n\t\t\t}\n\n\t\t\tstring val = fi.GetValue(o) as string;\n\n\t\t\tDynValue fn = table.OwnerScript.LoadFunction(val, table, name);\n\n\t\t\ttable.Set(name, fn);\n\t\t}\n\n\n\t\tprivate static Table CreateModuleNamespace(Table gtable, Type t)\n\t\t{\n\t\t\tMoonSharpModuleAttribute attr = (MoonSharpModuleAttribute)(Framework.Do.GetCustomAttributes(t, typeof(MoonSharpModuleAttribute), false).First());\n\n\t\t\tif (string.IsNullOrEmpty(attr.Namespace))\n\t\t\t{\n\t\t\t\treturn gtable;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tTable table = null;\n\n\t\t\t\tDynValue found = gtable.Get(attr.Namespace);\n\n\t\t\t\tif (found.Type == DataType.Table)\n\t\t\t\t{\n\t\t\t\t\ttable = found.Table;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttable = new Table(gtable.OwnerScript);\n\t\t\t\t\tgtable.Set(attr.Namespace, DynValue.NewTable(table));\n\t\t\t\t}\n\n\n\t\t\t\tDynValue package = gtable.RawGet(\"package\");\n\n\t\t\t\tif (package == null || package.Type != DataType.Table)\n\t\t\t\t{\n\t\t\t\t\tgtable.Set(\"package\", package = DynValue.NewTable(gtable.OwnerScript));\n\t\t\t\t}\n\n\n\t\t\t\tDynValue loaded = package.Table.RawGet(\"loaded\");\n\n\t\t\t\tif (loaded == null || loaded.Type != DataType.Table)\n\t\t\t\t{\n\t\t\t\t\tpackage.Table.Set(\"loaded\", loaded = DynValue.NewTable(gtable.OwnerScript));\n\t\t\t\t}\n\n\t\t\t\tloaded.Table.Set(attr.Namespace, DynValue.NewTable(table));\n\n\t\t\t\treturn table;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Registers a module type to the specified table\n\t\t/// </summary>\n\t\t/// <typeparam name=\"T\">The module type</typeparam>\n\t\t/// <param name=\"table\">The table.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">If the module contains some incompatibility</exception>\n\t\tpublic static Table RegisterModuleType<T>(this Table table)\n\t\t{\n\t\t\treturn RegisterModuleType(table, typeof(T));\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/ModuleRegister.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b1f7a1f0010c26d4e9c15989e7807055\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Marks a CLR type to be a MoonSharp module.\n\t/// Modules are the fastest way to bring interop between scripts and CLR code, albeit at the cost of a very increased\n\t/// complexity in writing them. Modules is what's used for the standard library, for maximum efficiency.\n\t/// \n\t/// Modules are basically classes containing only static methods, with the callback function signature.\n\t/// \n\t/// See <see cref=\"Table\"/> and <see cref=\"ModuleRegister\"/> for (extension) methods used to register modules to a \n\t/// table.\n\t/// \n\t/// See <see cref=\"CallbackFunction\"/> for information regarding the standard callback signature along with easier ways\n\t/// to marshal methods.\n\t/// \n\t/// See <see cref=\"UserData\"/> for easier object marshalling.\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]\n\tpublic sealed class MoonSharpModuleAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// Gets or sets the namespace, that is the name of the table which will contain the defined functions.\n\t\t/// Can be null to be in the global table.\n\t\t/// </summary>\n\t\tpublic string Namespace { get; set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e70ca54e3787aae48894cea7884b8ac6\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleConstantAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// In a module type, mark fields with this attribute to have them exposed as a module constant.\n\t/// \n\t/// See <see cref=\"MoonSharpModuleAttribute\"/> for more information about modules.\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]\n\tpublic sealed class MoonSharpModuleConstantAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// Gets or sets the name of the constant - if different from the name of the field itself\n\t\t/// </summary>\n\t\tpublic string Name { get; set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleConstantAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3ee162adf87608f4c878365aa69658b1\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleMethodAttribute.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// In a module type, mark methods or fields with this attribute to have them exposed as module functions.\n\t/// Methods must have the signature \"public static DynValue ...(ScriptExecutionContextCallbackArguments)\".\n\t/// Fields must be static or const strings, with an anonymous Lua function inside.\n\t/// \n\t/// See <see cref=\"MoonSharpModuleAttribute\"/> for more information about modules.\n\t/// </summary>\n\t[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field, Inherited = false, AllowMultiple = false)]\n\tpublic sealed class MoonSharpModuleMethodAttribute : Attribute\n\t{\n\t\t/// <summary>\n\t\t/// Gets or sets the name of the function in the module (defaults to member name)\n\t\t/// </summary>\n\t\tpublic string Name { get; set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules/MoonSharpModuleMethodAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9c2d6f9be3f42f45b8dc8a65f4c383c\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Modules.meta",
    "content": "fileFormatVersion: 2\nguid: 24a694f8b5c8133498784527a2b1ecce\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/NameSpace_XmlHelp.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter \n{\n\t/// <summary>\n\t/// Namespace containing all the most commonly used classes for MoonSharp operation.\n\t/// When in doubt, refer to <see cref=\"Script\" /> and <see cref=\"DynValue\" /> classes as starting points.\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.CoreLib\n{\n\t/// <summary>\n\t/// Namespace containing the implementation of the Lua standard library, as MoonSharp modules.\n\t/// There's seldom the need to access these classes directly.\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.CoreLib.IO\n{\n\t/// <summary>\n\t/// Namespace containing userdata classes for the 'io' module\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.Debugging\n{\n\t/// <summary>\n\t/// Namespace containing classes used to support debuggers\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.Diagnostics\n{\n\t/// <summary>\n\t/// Namespace containing classes used to support self diagnostics (e.g. performance counters)\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.Interop\n{\n\t/// <summary>\n\t/// Namespace containing classes used to customize and support advanced interoperations between\n\t/// scripts and CLR code.\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.Interop.LuaStateInterop\n{\n\t/// <summary>\n\t/// Namespace containing classes used to provide a minimal support for porting code based on the classic\n\t/// \"LuaState\" model (e.g. code based on KopiLua, UniLua or Lua itself).\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\n\nnamespace MoonSharp.Interpreter.Loaders\n{\n\t/// <summary>\n\t/// Namespace containing classes used to customized how scripts are loaded from external files.\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Namespace containing classes used to customize how the interfacing with the operative system happens\n\t/// for the 'os' and 'io' modules, and for future modules/classes which may require OS access.\n\t/// See <see cref=\"IPlatformAccessor\"/> and <see cref=\"ScriptGlobalOptions.Platform\"/> .\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\nnamespace MoonSharp.Interpreter.REPL\n{\n\t/// <summary>\n\t/// Contains classes useful to implement REPL interpreters.\n\t/// See : <see href=\"http://en.wikipedia.org/wiki/Read%E2%80%93eval%E2%80%93print_loop\" />\n\t/// </summary>\n\tinternal static class NamespaceDoc { }\n}\n\n\n\n\n\n\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/NameSpace_XmlHelp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bdc42e5f3e3a1774ab93873ed3f0cce1\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Options/ColonOperatorBehaviour.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Defines behaviour of the colon ':' operator in CLR callbacks.\n\t/// Default behaviour is for ':' being treated the same as a '.' if the functions is implemented on the CLR side (e.g. in C#).\n\t/// </summary>\n\tpublic enum ColonOperatorBehaviour\n\t{\n\t\t/// <summary>\n\t\t/// The colon is treated the same as the dot ('.') operator.\n\t\t/// </summary>\n\t\tTreatAsDot,\n\t\t/// <summary>\n\t\t/// The colon is treated the same as the dot ('.') operator if the first argument is userdata, as a Lua colon operator otherwise.\n\t\t/// </summary>\n\t\tTreatAsDotOnUserData,\n\t\t/// <summary>\n\t\t/// The colon is treated in the same as the Lua colon operator works.\n\t\t/// </summary>\n\t\tTreatAsColon\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Options/ColonOperatorBehaviour.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 18845d9696a3e4740842fdefc3819a9e\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Options.meta",
    "content": "fileFormatVersion: 2\nguid: 7994bed9ad886d24e86a8c4adf085720\nfolderAsset: yes\ntimeCreated: 1518177911\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/DotNetCorePlatformAccessor.cs",
    "content": "﻿#if DOTNET_CORE\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing System.IO;\nusing System.Diagnostics;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Class providing the IPlatformAccessor interface for .NET Core builds\n\t/// </summary>\n\tpublic class DotNetCorePlatformAccessor : PlatformAccessorBase\n\t{\n\t\t/// <summary>\n\t\t/// Converts a Lua string access mode to a FileAccess enum\n\t\t/// </summary>\n\t\t/// <param name=\"mode\">The mode.</param>\n\t\t/// <returns></returns>\n\t\tpublic static FileAccess ParseFileAccess(string mode)\n\t\t{\n\t\t\tmode = mode.Replace(\"b\", \"\");\n\n\t\t\tif (mode == \"r\")\n\t\t\t\treturn FileAccess.Read;\n\t\t\telse if (mode == \"r+\")\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t\telse if (mode == \"w\")\n\t\t\t\treturn FileAccess.Write;\n\t\t\telse if (mode == \"w+\")\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t\telse\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a Lua string access mode to a ParseFileMode enum\n\t\t/// </summary>\n\t\t/// <param name=\"mode\">The mode.</param>\n\t\t/// <returns></returns>\n\t\tpublic static FileMode ParseFileMode(string mode)\n\t\t{\n\t\t\tmode = mode.Replace(\"b\", \"\");\n\n\t\t\tif (mode == \"r\")\n\t\t\t\treturn FileMode.Open;\n\t\t\telse if (mode == \"r+\")\n\t\t\t\treturn FileMode.OpenOrCreate;\n\t\t\telse if (mode == \"w\")\n\t\t\t\treturn FileMode.Create;\n\t\t\telse if (mode == \"w+\")\n\t\t\t\treturn FileMode.Truncate;\n\t\t\telse\n\t\t\t\treturn FileMode.Append;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// A function used to open files in the 'io' module. \n\t\t/// Can have an invalid implementation if 'io' module is filtered out.\n\t\t/// It should return a correctly initialized Stream for the given file and access\n\t\t/// </summary>\n\t\t/// <param name=\"script\"></param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"encoding\">The encoding.</param>\n\t\t/// <param name=\"mode\">The mode (as per Lua usage - e.g. 'w+', 'rb', etc.).</param>\n\t\t/// <returns></returns>\n\t\tpublic override Stream IO_OpenFile(Script script, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\treturn new FileStream(filename, ParseFileMode(mode), ParseFileAccess(mode), FileShare.ReadWrite | FileShare.Delete);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets an environment variable. Must be implemented, but an implementation is allowed\n\t\t/// to always return null if a more meaningful implementation cannot be achieved or is\n\t\t/// not desired.\n\t\t/// </summary>\n\t\t/// <param name=\"envvarname\">The envvarname.</param>\n\t\t/// <returns>\n\t\t/// The environment variable value, or null if not found\n\t\t/// </returns>\n\t\tpublic override string GetEnvironmentVariable(string envvarname)\n\t\t{\n\t\t\treturn Environment.GetEnvironmentVariable(envvarname);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a standard stream (stdin, stdout, stderr).\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">type</exception>\n\t\tpublic override Stream IO_GetStandardStream(StandardFileType type)\n\t\t{\n\t\t\tswitch (type)\n\t\t\t{\n\t\t\t\tcase StandardFileType.StdIn:\n\t\t\t\t\treturn Console.OpenStandardInput();\n\t\t\t\tcase StandardFileType.StdOut:\n\t\t\t\t\treturn Console.OpenStandardOutput();\n\t\t\t\tcase StandardFileType.StdErr:\n\t\t\t\t\treturn Console.OpenStandardError();\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new ArgumentException(\"type\");\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Default handler for 'print' calls. Can be customized in ScriptOptions\n\t\t/// </summary>\n\t\t/// <param name=\"content\">The content.</param>\n\t\tpublic override void DefaultPrint(string content)\n\t\t{\n\t\t\tConsole.WriteLine(content);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a temporary filename. Used in 'io' and 'os' modules.\n\t\t/// Can have an invalid implementation if 'io' and 'os' modules are filtered out.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic override string IO_OS_GetTempFilename()\n\t\t{\n\t\t\treturn Path.GetTempFileName();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Exits the process, returning the specified exit code.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"exitCode\">The exit code.</param>\n\t\tpublic override void OS_ExitFast(int exitCode)\n\t\t{\n\t\t\tEnvironment.Exit(exitCode);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns>\n\t\t/// True if the file exists, false otherwise.\n\t\t/// </returns>\n\t\tpublic override bool OS_FileExists(string file)\n\t\t{\n\t\t\treturn File.Exists(file);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Deletes the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\tpublic override void OS_FileDelete(string file)\n\t\t{\n\t\t\tFile.Delete(file);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Moves the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"dst\">The DST.</param>\n\t\tpublic override void OS_FileMove(string src, string dst)\n\t\t{\n#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\t\t\tFile.Move(src, dst);\n#endif\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Executes the specified command line, returning the child process exit code and blocking in the meantime.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"cmdline\">The cmdline.</param>\n\t\t/// <returns></returns>\n\t\tpublic override int OS_Execute(string cmdline)\n\t\t{\n\t\t\t// This is windows only!\n\t\t\tthrow new NotSupportedException(\"Not supported on .NET core\");\n\n\t\t\t//ProcessStartInfo psi = new ProcessStartInfo(\"cmd.exe\", string.Format(\"/C {0}\", cmdline));\n\t\t\t//psi.ErrorDialog = false;\n\n\t\t\t//Process proc = Process.Start(psi);\n\t\t\t//proc.WaitForExit();\n\t\t\t//return proc.ExitCode;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Filters the CoreModules enumeration to exclude non-supported operations\n\t\t/// </summary>\n\t\t/// <param name=\"module\">The requested modules.</param>\n\t\t/// <returns>\n\t\t/// The requested modules, with unsupported modules filtered out.\n\t\t/// </returns>\n\t\tpublic override CoreModules FilterSupportedCoreModules(CoreModules module)\n\t\t{\n\t\t\treturn module;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the platform name prefix\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic override string GetPlatformNamePrefix()\n\t\t{\n\t\t\treturn \"core\";\n\t\t}\n\t}\n}\n\n#endif\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/DotNetCorePlatformAccessor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6988801e07496d24f91e8571ec5f909a\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/IPlatformAccessor.cs",
    "content": "﻿using System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Interface to abstract all accesses made to the underlying platform (OS, framework) by the scripting engine.\n\t/// Can be used both to support \"non-standard\" platforms (i.e. non-posix, non-windows) and/or to sandbox the behaviour\n\t/// of the scripting engine.\n\t/// \n\t/// It's recommended that no class implement IPlatformAccessor directly, and rather extend <see cref=\"PlatformAccessorBase\"/>.\n\t/// </summary>\n\tpublic interface IPlatformAccessor\n\t{\n\t\t/// <summary>\n\t\t/// Filters the CoreModules enumeration to exclude non-supported operations\n\t\t/// </summary>\n\t\t/// <param name=\"module\">The requested modules.</param>\n\t\t/// <returns>\n\t\t/// The requested modules, with unsupported modules filtered out.\n\t\t/// </returns>\n\t\tCoreModules FilterSupportedCoreModules(CoreModules module);\n\n\t\t/// <summary>\n\t\t/// Gets an environment variable. Must be implemented, but an implementation is allowed\n\t\t/// to always return null if a more meaningful implementation cannot be achieved or is\n\t\t/// not desired.\n\t\t/// </summary>\n\t\t/// <param name=\"envvarname\">The envvarname.</param>\n\t\t/// <returns>\n\t\t/// The environment variable value, or null if not found\n\t\t/// </returns>\n\t\tstring GetEnvironmentVariable(string envvarname);\n\n\t\t/// <summary>\n\t\t/// Determines whether the application is running in AOT (ahead-of-time) mode\n\t\t/// </summary>\n\t\tbool IsRunningOnAOT();\n\n\t\t/// <summary>\n\t\t/// Gets the name of the platform (used for debug purposes).\n\t\t/// </summary>\n\t\t/// <returns>The name of the platform (used for debug purposes)</returns>\n\t\tstring GetPlatformName();\n\n\t\t/// <summary>\n\t\t/// Default handler for 'print' calls. Can be customized in ScriptOptions\n\t\t/// </summary>\n\t\t/// <param name=\"content\">The content.</param>\n\t\tvoid DefaultPrint(string content);\n\n\t\t/// <summary>\n\t\t/// Default handler for interactive line input calls. Can be customized in ScriptOptions.\n\t\t/// If a meaningful implementation cannot be provided, this method should return null.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tstring DefaultInput(string prompt);\n\n\t\t/// <summary>\n\t\t/// A function used to open files in the 'io' module.\n\t\t/// Can have an invalid implementation if 'io' module is filtered out.\n\t\t/// It should return a correctly initialized Stream for the given file and access\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"encoding\">The encoding.</param>\n\t\t/// <param name=\"mode\">The mode (as per Lua usage - e.g. 'w+', 'rb', etc.).</param>\n\t\t/// <returns></returns>\n\t\tStream IO_OpenFile(Script script, string filename, Encoding encoding, string mode);\n\n\t\t/// <summary>\n\t\t/// Gets a standard stream (stdin, stdout, stderr).\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tStream IO_GetStandardStream(StandardFileType type);\n\n\t\t/// <summary>\n\t\t/// Gets a temporary filename. Used in 'io' and 'os' modules.\n\t\t/// Can have an invalid implementation if 'io' and 'os' modules are filtered out.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tstring IO_OS_GetTempFilename();\n\n\t\t/// <summary>\n\t\t/// Exits the process, returning the specified exit code.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"exitCode\">The exit code.</param>\n\t\tvoid OS_ExitFast(int exitCode);\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns>True if the file exists, false otherwise.</returns>\n\t\tbool OS_FileExists(string file);\n\n\t\t/// <summary>\n\t\t/// Deletes the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\tvoid OS_FileDelete(string file);\n\n\t\t/// <summary>\n\t\t/// Moves the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"dst\">The DST.</param>\n\t\tvoid OS_FileMove(string src, string dst);\n\n\t\t/// <summary>\n\t\t/// Executes the specified command line, returning the child process exit code and blocking in the meantime.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"cmdline\">The cmdline.</param>\n\t\t/// <returns></returns>\n\t\tint OS_Execute(string cmdline);\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/IPlatformAccessor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ceb1da1a97ccb124cb121ff64df8d398\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/LimitedPlatformAccessor.cs",
    "content": "﻿using System;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// A class implementing all the bits needed to have a minimal support of a platform.\n\t/// This does not support the 'io'/'file' modules and has partial support of the 'os' module.\n\t/// </summary>\n\tpublic class LimitedPlatformAccessor : PlatformAccessorBase\n\t{\n\t\t/// <summary>\n\t\t/// Gets an environment variable. Must be implemented, but an implementation is allowed\n\t\t/// to always return null if a more meaningful implementation cannot be achieved or is\n\t\t/// not desired.\n\t\t/// </summary>\n\t\t/// <param name=\"envvarname\">The envvarname.</param>\n\t\t/// <returns>\n\t\t/// The environment variable value, or null if not found\n\t\t/// </returns>\n\t\tpublic override string GetEnvironmentVariable(string envvarname)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Filters the CoreModules enumeration to exclude non-supported operations\n\t\t/// </summary>\n\t\t/// <param name=\"module\">The requested modules.</param>\n\t\t/// <returns>\n\t\t/// The requested modules, with unsupported modules filtered out.\n\t\t/// </returns>\n\t\tpublic override CoreModules FilterSupportedCoreModules(CoreModules module)\n\t\t{\n\t\t\treturn module & (~(CoreModules.IO | CoreModules.OS_System));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// A function used to open files in the 'io' module. \n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"script\"></param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"encoding\">The encoding.</param>\n\t\t/// <param name=\"mode\">The mode (as per Lua usage - e.g. 'w+', 'rb', etc.).</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override System.IO.Stream IO_OpenFile(Script script, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a standard stream (stdin, stdout, stderr).\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override System.IO.Stream IO_GetStandardStream(StandardFileType type)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a temporary filename. Used in 'io' and 'os' modules.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override string IO_OS_GetTempFilename()\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Exits the process, returning the specified exit code.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"exitCode\">The exit code.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override void OS_ExitFast(int exitCode)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists. Used by the 'os' module.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns>\n\t\t/// True if the file exists, false otherwise.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override bool OS_FileExists(string file)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Deletes the specified file. Used by the 'os' module.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override void OS_FileDelete(string file)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Moves the specified file. Used by the 'os' module.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"dst\">The DST.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override void OS_FileMove(string src, string dst)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Executes the specified command line, returning the child process exit code and blocking in the meantime.\n\t\t/// LimitedPlatformAccessorBase does NOT offer a meaningful implementation of this method and\n\t\t/// thus does not support 'io' and 'os' modules.\n\t\t/// </summary>\n\t\t/// <param name=\"cmdline\">The cmdline.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\">The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.</exception>\n\t\tpublic override int OS_Execute(string cmdline)\n\t\t{\n\t\t\tthrow new NotImplementedException(\"The current platform accessor does not support 'io' and 'os' operations. Provide your own implementation of platform to work around this limitation, if needed.\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the platform name prefix\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic override string GetPlatformNamePrefix()\n\t\t{\n\t\t\treturn \"limited\";\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Default handler for 'print' calls. Can be customized in ScriptOptions\n\t\t/// </summary>\n\t\t/// <param name=\"content\">The content.</param>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic override void DefaultPrint(string content)\n\t\t{\n\t\t\tSystem.Diagnostics.Debug.WriteLine(content);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/LimitedPlatformAccessor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f451efc61d5047540b0c2fc979e7a4ce\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/PlatformAccessorBase.cs",
    "content": "﻿using System;\nusing System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// An abstract class which offers basic services on top of IPlatformAccessor to provide easier implementation of platforms.\n\t/// </summary>\n\tpublic abstract class PlatformAccessorBase : IPlatformAccessor\n\t{\n\t\t/// <summary>\n\t\t/// Gets the platform name prefix\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic abstract string GetPlatformNamePrefix();\n\n\t\t/// <summary>\n\t\t/// Gets the name of the platform (used for debug purposes).\n\t\t/// </summary>\n\t\t/// <returns>\n\t\t/// The name of the platform (used for debug purposes)\n\t\t/// </returns>\n\t\tpublic string GetPlatformName()\n\t\t{\n\t\t\tstring suffix = null;\n\n\t\t\tif (PlatformAutoDetector.IsRunningOnUnity)\n\t\t\t{\n\t\t\t\tif (PlatformAutoDetector.IsUnityNative)\n\t\t\t\t{\n\t\t\t\t\tsuffix = \"unity.\" + GetUnityPlatformName().ToLower() + \".\" + GetUnityRuntimeName();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (PlatformAutoDetector.IsRunningOnMono)\n\t\t\t\t\t\tsuffix = \"unity.dll.mono\";\n\t\t\t\t\telse\n\t\t\t\t\t\tsuffix = \"unity.dll.unknown\";\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (PlatformAutoDetector.IsRunningOnMono)\n\t\t\t\tsuffix = \"mono\";\n\t\t\telse\n\t\t\t\tsuffix = \"dotnet\";\n\n\t\t\tif (PlatformAutoDetector.IsPortableFramework)\n\t\t\t\tsuffix = suffix + \".portable\";\n\t\t\t\n\t\t\tif (PlatformAutoDetector.IsRunningOnClr4)\n\t\t\t\tsuffix = suffix + \".clr4\";\n\t\t\telse\n\t\t\t\tsuffix = suffix + \".clr2\";\n\n#if DOTNET_CORE\n\t\t\tsuffix += \".netcore\";\n#endif\n\n\t\t\tif (PlatformAutoDetector.IsRunningOnAOT)\n\t\t\t\tsuffix = suffix + \".aot\";\n\n\t\t\treturn GetPlatformNamePrefix() + \".\" + suffix;\n\t\t}\n\n\t\tprivate string GetUnityRuntimeName()\n\t\t{\n#if ENABLE_MONO\n\treturn \"mono\";\n#elif ENABLE_IL2CPP\n\treturn \"il2cpp\";\n#elif ENABLE_DOTNET\n\treturn \"dotnet\";\n#else\n\treturn \"unknown\";\n#endif\n\t\t}\n\n\t\tprivate string GetUnityPlatformName()\n\t\t{\n#if UNITY_STANDALONE_OSX\n\t\t\treturn \"OSX\";\n#elif UNITY_STANDALONE_WIN\n\t\t\treturn \"WIN\";\n#elif UNITY_STANDALONE_LINUX\n\t\t\treturn \"LINUX\";\n#elif UNITY_STANDALONE\n\t\t\treturn \"STANDALONE\";\n#elif UNITY_WII\n\t\t\treturn \"WII\";\n#elif UNITY_IOS\n\t\t\treturn \"IOS\";\n#elif UNITY_IPHONE\n\t\t\treturn \"IPHONE\";\n#elif UNITY_ANDROID\n\t\t\treturn \"ANDROID\";\n#elif UNITY_PS3\n\t\t\treturn \"PS3\";\n#elif UNITY_PS4\n\t\t\treturn \"PS4\";\n#elif UNITY_SAMSUNGTV\n\t\t\treturn \"SAMSUNGTV\";\n#elif UNITY_XBOX360\n\t\t\treturn \"XBOX360\";\n#elif UNITY_XBOXONE\n\t\t\treturn \"XBOXONE\";\n#elif UNITY_TIZEN\n\t\t\treturn \"TIZEN\";\n#elif UNITY_TVOS\n\t\t\treturn \"TVOS\";\n#elif UNITY_WP_8_1\n\t\t\treturn \"WP_8_1\";\n#elif UNITY_WSA_10_0\n\t\t\treturn \"WSA_10_0\";\n#elif UNITY_WSA_8_1\n\t\t\treturn \"WSA_8_1\";\n#elif UNITY_WSA\n\t\t\treturn \"WSA\";\n#elif UNITY_WINRT_10_0\n\t\t\treturn \"WINRT_10_0\";\n#elif UNITY_WINRT_8_1\n\t\t\treturn \"WINRT_8_1\";\n#elif UNITY_WINRT\n\t\t\treturn \"WINRT\";\n#elif UNITY_WEBGL\n\t\t\treturn \"WEBGL\";\n#else\n\t\t\treturn \"UNKNOWNHW\";\n#endif\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Default handler for 'print' calls. Can be customized in ScriptOptions\n\t\t/// </summary>\n\t\t/// <param name=\"content\">The content.</param>\n\t\tpublic abstract void DefaultPrint(string content);\n\n\t\t/// <summary>\n\t\t/// DEPRECATED.\n\t\t/// This is kept for backward compatibility, see the overload taking a prompt as an input parameter.\n\t\t/// \n\t\t/// Default handler for interactive line input calls. Can be customized in ScriptOptions.\n\t\t/// If an inheriting class whants to give a meaningful implementation, this method MUST be overridden.\n\t\t/// </summary>\n\t\t/// <returns>null</returns>\n\t\t[Obsolete(\"Replace with DefaultInput(string)\")]\n\t\tpublic virtual string DefaultInput()\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Default handler for interactive line input calls. Can be customized in ScriptOptions.\n\t\t/// If an inheriting class whants to give a meaningful implementation, this method MUST be overridden.\n\t\t/// </summary>\n\t\t/// <returns>null</returns>\n\t\tpublic virtual string DefaultInput(string prompt)\n\t\t{\n#pragma warning disable 618\n\t\t\treturn DefaultInput();\n#pragma warning restore 618\n\t\t}\n\n\t\t/// <summary>\n\t\t/// A function used to open files in the 'io' module. \n\t\t/// Can have an invalid implementation if 'io' module is filtered out.\n\t\t/// It should return a correctly initialized Stream for the given file and access\n\t\t/// </summary>\n\t\t/// <param name=\"script\"></param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"encoding\">The encoding.</param>\n\t\t/// <param name=\"mode\">The mode (as per Lua usage - e.g. 'w+', 'rb', etc.).</param>\n\t\t/// <returns></returns>\n\t\tpublic abstract Stream IO_OpenFile(Script script, string filename, Encoding encoding, string mode);\n\n\n\t\t/// <summary>\n\t\t/// Gets a standard stream (stdin, stdout, stderr).\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tpublic abstract Stream IO_GetStandardStream(StandardFileType type);\n\n\n\t\t/// <summary>\n\t\t/// Gets a temporary filename. Used in 'io' and 'os' modules.\n\t\t/// Can have an invalid implementation if 'io' and 'os' modules are filtered out.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic abstract string IO_OS_GetTempFilename();\n\n\n\t\t/// <summary>\n\t\t/// Exits the process, returning the specified exit code.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"exitCode\">The exit code.</param>\n\t\tpublic abstract void OS_ExitFast(int exitCode);\n\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns>\n\t\t/// True if the file exists, false otherwise.\n\t\t/// </returns>\n\t\tpublic abstract bool OS_FileExists(string file);\n\n\n\t\t/// <summary>\n\t\t/// Deletes the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\tpublic abstract void OS_FileDelete(string file);\n\n\n\t\t/// <summary>\n\t\t/// Moves the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"dst\">The DST.</param>\n\t\tpublic abstract void OS_FileMove(string src, string dst);\n\n\n\t\t/// <summary>\n\t\t/// Executes the specified command line, returning the child process exit code and blocking in the meantime.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"cmdline\">The cmdline.</param>\n\t\t/// <returns></returns>\n\t\tpublic abstract int OS_Execute(string cmdline);\n\n\n\t\t/// <summary>\n\t\t/// Filters the CoreModules enumeration to exclude non-supported operations\n\t\t/// </summary>\n\t\t/// <param name=\"module\">The requested modules.</param>\n\t\t/// <returns>\n\t\t/// The requested modules, with unsupported modules filtered out.\n\t\t/// </returns>\n\t\tpublic abstract CoreModules FilterSupportedCoreModules(CoreModules module);\n\n\t\t/// <summary>\n\t\t/// Gets an environment variable. Must be implemented, but an implementation is allowed\n\t\t/// to always return null if a more meaningful implementation cannot be achieved or is\n\t\t/// not desired.\n\t\t/// </summary>\n\t\t/// <param name=\"envvarname\">The envvarname.</param>\n\t\t/// <returns>\n\t\t/// The environment variable value, or null if not found\n\t\t/// </returns>\n\t\tpublic abstract string GetEnvironmentVariable(string envvarname);\n\n\t\t/// <summary>\n\t\t/// Determines whether the application is running in AOT (ahead-of-time) mode\n\t\t/// </summary>\n\t\tpublic virtual bool IsRunningOnAOT()\n\t\t{\n\t\t\treturn PlatformAutoDetector.IsRunningOnAOT;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/PlatformAccessorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a6816856b195b844ebc87869564ce464\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/PlatformAutoDetector.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing MoonSharp.Interpreter.Interop;\nusing MoonSharp.Interpreter.Loaders;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// A static class offering properties for autodetection of system/platform details\n\t/// </summary>\n\tpublic static class PlatformAutoDetector\n\t{\n\t\tprivate static bool? m_IsRunningOnAOT = null;\n\n\t\tprivate static bool m_AutoDetectionsDone = false;\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is running on mono.\n\t\t/// </summary>\n\t\tpublic static bool IsRunningOnMono { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is running on a CLR4 compatible implementation\n\t\t/// </summary>\n\t\tpublic static bool IsRunningOnClr4 { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is running on Unity-3D\n\t\t/// </summary>\n\t\tpublic static bool IsRunningOnUnity { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has been built as a Portable Class Library\n\t\t/// </summary>\n\t\tpublic static bool IsPortableFramework { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has been compiled natively in Unity (as opposite to importing a DLL).\n\t\t/// </summary>\n\t\tpublic static bool IsUnityNative { get; private set; }\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has been compiled natively in Unity AND is using IL2CPP\n\t\t/// </summary>\n\t\tpublic static bool IsUnityIL2CPP { get; private set; }\n\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance is running a system using Ahead-Of-Time compilation \n\t\t/// and not supporting JIT.\n\t\t/// </summary>\n\t\tpublic static bool IsRunningOnAOT\n\t\t{\n\t\t\t// We do a lazy eval here, so we can wire out this code by not calling it, if necessary..\n\t\t\tget\n\t\t\t{\n#if UNITY_WEBGL || UNITY_IOS || UNITY_TVOS || ENABLE_IL2CPP\n\t\t\t\treturn true;\n#else\n\n\t\t\t\tif (!m_IsRunningOnAOT.HasValue)\n\t\t\t\t{\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tSystem.Linq.Expressions.Expression e = System.Linq.Expressions.Expression.Constant(5, typeof(int));\n\t\t\t\t\t\tvar lambda = System.Linq.Expressions.Expression.Lambda<Func<int>>(e);\n\t\t\t\t\t\tlambda.Compile();\n\t\t\t\t\t\tm_IsRunningOnAOT = false;\n\t\t\t\t\t}\n\t\t\t\t\tcatch (Exception)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_IsRunningOnAOT = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn m_IsRunningOnAOT.Value;\n#endif\n\t\t\t}\n\t\t}\n\n\t\tprivate static void AutoDetectPlatformFlags()\n\t\t{\n\t\t\tif (m_AutoDetectionsDone)\n\t\t\t\treturn;\n#if PCL\n\t\t\tIsPortableFramework = true;\n#if ENABLE_DOTNET\n\t\t\tIsRunningOnUnity = true;\n\t\t\tIsUnityNative = true;\n#endif\n#else\n#if UNITY_5\n\t\t\tIsRunningOnUnity = true;\n\t\t\tIsUnityNative = true;\n\n\t#if ENABLE_IL2CPP\n\t\t\t\t\tIsUnityIL2CPP = true;\n\t#endif\n\t#elif !(NETFX_CORE)\n\t\t\tIsRunningOnUnity = AppDomain.CurrentDomain\n\t\t\t\t.GetAssemblies()\n\t\t\t\t.SelectMany(a => a.SafeGetTypes())\n\t\t\t\t.Any(t => t.FullName.StartsWith(\"UnityEngine.\"));\n\t#endif\n#endif\n\n\t\t\tIsRunningOnMono = (Type.GetType(\"Mono.Runtime\") != null);\n\n\t\t\tIsRunningOnClr4 = (Type.GetType(\"System.Lazy`1\") != null);\n\n\t\t\tm_AutoDetectionsDone = true;\n\t\t}\n\n\n\n\t\tinternal static IPlatformAccessor GetDefaultPlatform()\n\t\t{\n\t\t\tAutoDetectPlatformFlags();\n\n#if PCL || ENABLE_DOTNET\n\t\t\treturn new LimitedPlatformAccessor();\n#else\n\t\t\tif (IsRunningOnUnity)\n\t\t\t\treturn new LimitedPlatformAccessor();\n\n#if DOTNET_CORE\n\t\t\treturn new DotNetCorePlatformAccessor();\n#else\n\t\t\treturn new StandardPlatformAccessor();\n#endif\n#endif\n\t\t}\n\n\t\tinternal static IScriptLoader GetDefaultScriptLoader()\n\t\t{\n\t\t\tAutoDetectPlatformFlags();\n\n\t\t\tif (IsRunningOnUnity)\n\t\t\t\treturn new UnityAssetsScriptLoader();\n\t\t\telse\n\t\t\t{\n#if (DOTNET_CORE)\n\t\t\t\treturn new FileSystemScriptLoader();\n#elif (PCL || ENABLE_DOTNET || NETFX_CORE)\n\t\t\t\treturn new InvalidScriptLoader(\"Portable Framework\");\n#else\n\t\t\t\treturn new FileSystemScriptLoader();\n#endif\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/PlatformAutoDetector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0e7188f8227396a4eab4a29a10cc2a68\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/StandardFileType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Enumeration of standard file handles\n\t/// </summary>\n\tpublic enum StandardFileType\n\t{\n\t\t/// <summary>\n\t\t/// Standard Input\n\t\t/// </summary>\n\t\tStdIn,\n\t\t/// <summary>\n\t\t/// Standard Output\n\t\t/// </summary>\n\t\tStdOut,\n\t\t/// <summary>\n\t\t/// Standard Error Output\n\t\t/// </summary>\n\t\tStdErr\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/StandardFileType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1a0c224e8018b4c4c960d1c01ba6f3d7\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/StandardPlatformAccessor.cs",
    "content": "﻿#if (PCL) || (UNITY_5) || NETFX_CORE\n// Dummy implementation for PCL and Unity targets\nusing System;\nusing System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Class providing the IPlatformAccessor interface for standard full-feaured implementations.\n\t/// </summary>\n\tpublic class StandardPlatformAccessor : PlatformAccessorBase\n\t{\n\t\tpublic override void DefaultPrint(string content)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override CoreModules FilterSupportedCoreModules(CoreModules module)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override string GetEnvironmentVariable(string envvarname)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override string GetPlatformNamePrefix()\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override Stream IO_GetStandardStream(StandardFileType type)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override Stream IO_OpenFile(Script script, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override string IO_OS_GetTempFilename()\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override int OS_Execute(string cmdline)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override void OS_ExitFast(int exitCode)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override void OS_FileDelete(string file)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override bool OS_FileExists(string file)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\n\t\tpublic override void OS_FileMove(string src, string dst)\n\t\t{\n\t\t\tthrow new NotImplementedException();\n\t\t}\n\t}\n}\n#else\nusing System;\nusing System.Diagnostics;\nusing System.IO;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Platforms\n{\n\t/// <summary>\n\t/// Class providing the IPlatformAccessor interface for standard full-feaured implementations.\n\t/// </summary>\n\tpublic class StandardPlatformAccessor : PlatformAccessorBase\n\t{\n\t\t/// <summary>\n\t\t/// Converts a Lua string access mode to a FileAccess enum\n\t\t/// </summary>\n\t\t/// <param name=\"mode\">The mode.</param>\n\t\t/// <returns></returns>\n\t\tpublic static FileAccess ParseFileAccess(string mode)\n\t\t{\n\t\t\tmode = mode.Replace(\"b\", \"\");\n\n\t\t\tif (mode == \"r\")\n\t\t\t\treturn FileAccess.Read;\n\t\t\telse if (mode == \"r+\")\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t\telse if (mode == \"w\")\n\t\t\t\treturn FileAccess.Write;\n\t\t\telse if (mode == \"w+\")\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t\telse\n\t\t\t\treturn FileAccess.ReadWrite;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a Lua string access mode to a ParseFileMode enum\n\t\t/// </summary>\n\t\t/// <param name=\"mode\">The mode.</param>\n\t\t/// <returns></returns>\n\t\tpublic static FileMode ParseFileMode(string mode)\n\t\t{\n\t\t\tmode = mode.Replace(\"b\", \"\");\n\n\t\t\tif (mode == \"r\")\n\t\t\t\treturn FileMode.Open;\n\t\t\telse if (mode == \"r+\")\n\t\t\t\treturn FileMode.OpenOrCreate;\n\t\t\telse if (mode == \"w\")\n\t\t\t\treturn FileMode.Create;\n\t\t\telse if (mode == \"w+\")\n\t\t\t\treturn FileMode.Truncate;\n\t\t\telse\n\t\t\t\treturn FileMode.Append;\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// A function used to open files in the 'io' module. \n\t\t/// Can have an invalid implementation if 'io' module is filtered out.\n\t\t/// It should return a correctly initialized Stream for the given file and access\n\t\t/// </summary>\n\t\t/// <param name=\"script\"></param>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"encoding\">The encoding.</param>\n\t\t/// <param name=\"mode\">The mode (as per Lua usage - e.g. 'w+', 'rb', etc.).</param>\n\t\t/// <returns></returns>\n\t\tpublic override Stream IO_OpenFile(Script script, string filename, Encoding encoding, string mode)\n\t\t{\n\t\t\treturn new FileStream(filename, ParseFileMode(mode), ParseFileAccess(mode), FileShare.ReadWrite | FileShare.Delete);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets an environment variable. Must be implemented, but an implementation is allowed\n\t\t/// to always return null if a more meaningful implementation cannot be achieved or is\n\t\t/// not desired.\n\t\t/// </summary>\n\t\t/// <param name=\"envvarname\">The envvarname.</param>\n\t\t/// <returns>\n\t\t/// The environment variable value, or null if not found\n\t\t/// </returns>\n\t\tpublic override string GetEnvironmentVariable(string envvarname)\n\t\t{\n\t\t\treturn Environment.GetEnvironmentVariable(envvarname);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a standard stream (stdin, stdout, stderr).\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">type</exception>\n\t\tpublic override Stream IO_GetStandardStream(StandardFileType type)\n\t\t{\n\t\t\tswitch (type)\n\t\t\t{\n\t\t\t\tcase StandardFileType.StdIn:\n\t\t\t\t\treturn Console.OpenStandardInput();\n\t\t\t\tcase StandardFileType.StdOut:\n\t\t\t\t\treturn Console.OpenStandardOutput();\n\t\t\t\tcase StandardFileType.StdErr:\n\t\t\t\t\treturn Console.OpenStandardError();\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new ArgumentException(\"type\");\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Default handler for 'print' calls. Can be customized in ScriptOptions\n\t\t/// </summary>\n\t\t/// <param name=\"content\">The content.</param>\n\t\tpublic override void DefaultPrint(string content)\n\t\t{\n\t\t\tConsole.WriteLine(content);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a temporary filename. Used in 'io' and 'os' modules.\n\t\t/// Can have an invalid implementation if 'io' and 'os' modules are filtered out.\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\tpublic override string IO_OS_GetTempFilename()\n\t\t{\n\t\t\treturn Path.GetTempFileName();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Exits the process, returning the specified exit code.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"exitCode\">The exit code.</param>\n\t\tpublic override void OS_ExitFast(int exitCode)\n\t\t{\n\t\t\tEnvironment.Exit(exitCode);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Checks if a file exists. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\t/// <returns>\n\t\t/// True if the file exists, false otherwise.\n\t\t/// </returns>\n\t\tpublic override bool OS_FileExists(string file)\n\t\t{\n\t\t\treturn File.Exists(file);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Deletes the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"file\">The file.</param>\n\t\tpublic override void OS_FileDelete(string file)\n\t\t{\n\t\t\tFile.Delete(file);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Moves the specified file. Used by the 'os' module.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"src\">The source.</param>\n\t\t/// <param name=\"dst\">The DST.</param>\n\t\tpublic override void OS_FileMove(string src, string dst)\n\t\t{\n#if (!PCL) && ((!UNITY_5) || UNITY_STANDALONE)\n\t\t\t\tFile.Move(src, dst);\n#endif\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Executes the specified command line, returning the child process exit code and blocking in the meantime.\n\t\t/// Can have an invalid implementation if the 'os' module is filtered out.\n\t\t/// </summary>\n\t\t/// <param name=\"cmdline\">The cmdline.</param>\n\t\t/// <returns></returns>\n\t\tpublic override int OS_Execute(string cmdline)\n\t\t{\n\t\t\t// This is windows only!\n\t\t\tProcessStartInfo psi = new ProcessStartInfo(\"cmd.exe\", string.Format(\"/C {0}\", cmdline));\n\t\t\tpsi.ErrorDialog = false;\n\n\t\t\tProcess proc = Process.Start(psi);\n\t\t\tproc.WaitForExit();\n\t\t\treturn proc.ExitCode;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Filters the CoreModules enumeration to exclude non-supported operations\n\t\t/// </summary>\n\t\t/// <param name=\"module\">The requested modules.</param>\n\t\t/// <returns>\n\t\t/// The requested modules, with unsupported modules filtered out.\n\t\t/// </returns>\n\t\tpublic override CoreModules FilterSupportedCoreModules(CoreModules module)\n\t\t{\n\t\t\treturn module;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the platform name prefix\n\t\t/// </summary>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.NotImplementedException\"></exception>\n\t\tpublic override string GetPlatformNamePrefix()\n\t\t{\n\t\t\treturn \"std\";\n\t\t}\n\t}\n}\n#endif"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Platforms/StandardPlatformAccessor.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplHistoryNavigator.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.REPL\n{\n\t/// <summary>\n\t/// An implementation of <see cref=\"ReplInterpreter\"/> which supports a very basic history of recent input lines.\n\t/// </summary>\n\tpublic class ReplHistoryInterpreter : ReplInterpreter\n\t{\n\t\tstring[] m_History;\n\t\tint m_Last = -1;\n\t\tint m_Navi = -1;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ReplHistoryInterpreter\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\t/// <param name=\"historySize\">Size of the history.</param>\n\t\tpublic ReplHistoryInterpreter(Script script, int historySize)\n\t\t\t: base(script)\n\t\t{\n\t\t\tm_History = new string[historySize];\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Evaluate a REPL command.\n\t\t/// This method returns the result of the computation, or null if more input is needed for having valid code.\n\t\t/// In case of errors, exceptions are propagated to the caller.\n\t\t/// </summary>\n\t\t/// <param name=\"input\">The input.</param>\n\t\t/// <returns>\n\t\t/// This method returns the result of the computation, or null if more input is needed for a computation.\n\t\t/// </returns>\n\t\tpublic override DynValue Evaluate(string input)\n\t\t{\n\t\t\tm_Navi = -1;\n\t\t\tm_Last = (m_Last + 1) % m_History.Length;\n\t\t\tm_History[m_Last] = input;\n\t\t\treturn base.Evaluate(input);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the previous item in history, or null\n\t\t/// </summary>\n\t\tpublic string HistoryPrev()\n\t\t{\n\t\t\tif (m_Navi == -1)\n\t\t\t\tm_Navi = m_Last;\n\t\t\telse\n\t\t\t\tm_Navi = ((m_Navi - 1) + m_History.Length) % m_History.Length;\n\n\t\t\tif (m_Navi >= 0) return m_History[m_Navi];\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the next item in history, or null\n\t\t/// </summary>\n\t\tpublic string HistoryNext()\n\t\t{\n\t\t\tif (m_Navi == -1)\n\t\t\t\treturn null;\n\t\t\telse\n\t\t\t\tm_Navi = (m_Navi + 1) % m_History.Length;\n\n\t\t\tif (m_Navi >= 0) return m_History[m_Navi];\n\t\t\treturn null;\n\t\t}\n\n\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplHistoryNavigator.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplInterpreter.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.REPL\n{\n\t/// <summary>\n\t/// This class provides a simple REPL intepreter ready to be reused in a simple way.\n\t/// </summary>\n\tpublic class ReplInterpreter\n\t{\n\t\tScript m_Script;\n\t\tstring m_CurrentCommand = string.Empty;\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ReplInterpreter\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"script\">The script.</param>\n\t\tpublic ReplInterpreter(Script script)\n\t\t{\n\t\t\tthis.m_Script = script;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this instances handle inputs starting with a \"?\" as a \n\t\t/// dynamic expression to evaluate instead of script code (likely invalid)\n\t\t/// </summary>\n\t\tpublic bool HandleDynamicExprs { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether this instances handle inputs starting with a \"=\" as a \n\t\t/// non-dynamic expression to evaluate (just like the Lua interpreter does by default).\n\t\t/// </summary>\n\t\tpublic bool HandleClassicExprsSyntax { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets a value indicating whether this instance has a pending command \n\t\t/// </summary>\n\t\tpublic virtual bool HasPendingCommand { get { return m_CurrentCommand.Length > 0; } }\n\n\t\t/// <summary>\n\t\t/// Gets the current pending command.\n\t\t/// </summary>\n\t\tpublic virtual string CurrentPendingCommand { get { return m_CurrentCommand; } }\n\n\t\t/// <summary>\n\t\t/// Gets the classic prompt (\">\" or \">>\") given the current state of the interpreter\n\t\t/// </summary>\n\t\tpublic virtual string ClassicPrompt { get { return HasPendingCommand ? \">>\" : \">\"; } }\n\n\t\t/// <summary>\n\t\t/// Evaluate a REPL command.\n\t\t/// This method returns the result of the computation, or null if more input is needed for having valid code.\n\t\t/// In case of errors, exceptions are propagated to the caller.\n\t\t/// </summary>\n\t\t/// <param name=\"input\">The input.</param>\n\t\t/// <returns>This method returns the result of the computation, or null if more input is needed for a computation.</returns>\n\t\tpublic virtual DynValue Evaluate(string input)\n\t\t{\n\t\t\tbool isFirstLine = !HasPendingCommand;\n\n\t\t\tbool forced = (input == \"\");\n\n\t\t\tm_CurrentCommand += input;\n\n\t\t\tif (m_CurrentCommand.Length == 0)\n\t\t\t\treturn DynValue.Void;\n\n\t\t\tm_CurrentCommand += \"\\n\";\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tDynValue result = null;\n\n\t\t\t\tif (isFirstLine && HandleClassicExprsSyntax && m_CurrentCommand.StartsWith(\"=\"))\n\t\t\t\t{\n\t\t\t\t\tm_CurrentCommand = \"return \" + m_CurrentCommand.Substring(1); \n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tif (isFirstLine && HandleDynamicExprs && m_CurrentCommand.StartsWith(\"?\"))\n\t\t\t\t{\n\t\t\t\t\tvar code = m_CurrentCommand.Substring(1);\n\t\t\t\t\tvar exp = m_Script.CreateDynamicExpression(code);\n\t\t\t\t\tresult = exp.Evaluate();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tvar v = m_Script.LoadString(m_CurrentCommand, null, \"stdin\");\n\t\t\t\t\tresult = m_Script.Call(v);\n\t\t\t\t}\n\n\t\t\t\tm_CurrentCommand = \"\";\n\t\t\t\treturn result;\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tif (forced || !ex.IsPrematureStreamTermination)\n\t\t\t\t{\n\t\t\t\t\tm_CurrentCommand = \"\";\n\t\t\t\t\tex.Rethrow();\n\t\t\t\t\tthrow;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn null;\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (ScriptRuntimeException sre)\n\t\t\t{\n\t\t\t\tm_CurrentCommand = \"\";\n\t\t\t\tsre.Rethrow();\n\t\t\t\tthrow;\n\t\t\t}\n\t\t\tcatch (Exception)\n\t\t\t{\n\t\t\t\tm_CurrentCommand = \"\";\n\t\t\t\tthrow;\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplInterpreter.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplInterpreterScriptLoader.cs",
    "content": "﻿#if !(PCL || ENABLE_DOTNET || NETFX_CORE)\nusing System;\nusing MoonSharp.Interpreter.Loaders;\n\nnamespace MoonSharp.Interpreter.REPL\n{\n\t/// <summary>\n\t/// A script loader loading scripts directly from the file system (does not go through platform object)\n\t/// AND starts with module paths taken from environment variables (again, not going through the platform object).\n\t/// \n\t/// The paths are preconstructed using :\n\t///\t\t* The MOONSHARP_PATH environment variable if it exists\n\t///\t\t* The LUA_PATH_5_2 environment variable if MOONSHARP_PATH does not exists\n\t///\t\t* The LUA_PATH environment variable if LUA_PATH_5_2 and MOONSHARP_PATH do not exists\n\t///\t\t* The \"?;?.lua\" path if all the above fail\n\t///\t\t\n\t/// Also, everytime a module is require(d), the \"LUA_PATH\" global variable is checked. If it exists, those paths\n\t/// will be used to load the module instead of the global ones.\n\t/// </summary>\n\tpublic class ReplInterpreterScriptLoader : FileSystemScriptLoader\n\t{\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"ReplInterpreterScriptLoader\"/> class.\n\t\t/// </summary>\n\t\tpublic ReplInterpreterScriptLoader()\n\t\t{\n\t\t\tstring env = Environment.GetEnvironmentVariable(\"MOONSHARP_PATH\");\n\t\t\tif (!string.IsNullOrEmpty(env)) ModulePaths = UnpackStringPaths(env);\n\n\t\t\tif (ModulePaths == null)\n\t\t\t{\n\t\t\t\tenv = Environment.GetEnvironmentVariable(\"LUA_PATH_5_2\");\n\t\t\t\tif (!string.IsNullOrEmpty(env)) ModulePaths = UnpackStringPaths(env);\n\t\t\t}\n\n\t\t\tif (ModulePaths == null)\n\t\t\t{\n\t\t\t\tenv = Environment.GetEnvironmentVariable(\"LUA_PATH\");\n\t\t\t\tif (!string.IsNullOrEmpty(env)) ModulePaths = UnpackStringPaths(env);\n\t\t\t}\n\n\t\t\tif (ModulePaths == null)\n\t\t\t{\n\t\t\t\tModulePaths = UnpackStringPaths(\"?;?.lua\");\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Resolves the name of a module to a filename (which will later be passed to OpenScriptFile).\n\t\t/// The resolution happens first on paths included in the LUA_PATH global variable, and -\n\t\t/// if the variable does not exist - by consulting the\n\t\t/// ScriptOptions.ModulesPaths array. Override to provide a different behaviour.\n\t\t/// </summary>\n\t\t/// <param name=\"modname\">The modname.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\tpublic override string ResolveModuleName(string modname, Table globalContext)\n\t\t{\n\t\t\tDynValue s = globalContext.RawGet(\"LUA_PATH\");\n\n\t\t\tif (s != null && s.Type == DataType.String)\n\t\t\t\treturn ResolveModuleName(modname, UnpackStringPaths(s.String));\n\n\t\t\telse\n\t\t\t\treturn base.ResolveModuleName(modname, globalContext);\n\t\t}\n\t}\n}\n\n\n#endif"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/REPL/ReplInterpreterScriptLoader.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Script.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.CoreLib;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Diagnostics;\nusing MoonSharp.Interpreter.Execution.VM;\nusing MoonSharp.Interpreter.IO;\nusing MoonSharp.Interpreter.Platforms;\nusing MoonSharp.Interpreter.Tree.Expressions;\nusing MoonSharp.Interpreter.Tree.Fast_Interface;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class implements a MoonSharp scripting session. Multiple Script objects can coexist in the same program but cannot share\n\t/// data among themselves unless some mechanism is put in place.\n\t/// </summary>\n\tpublic class Script : IScriptPrivateResource\n\t{\n\t\t/// <summary>\n\t\t/// The version of the MoonSharp engine\n\t\t/// </summary>\n\t\tpublic const string VERSION = \"2.0.0.0\";\n\n\t\t/// <summary>\n\t\t/// The Lua version being supported\n\t\t/// </summary>\n\t\tpublic const string LUA_VERSION = \"5.2\";\n\n\t\tProcessor m_MainProcessor = null;\n\t\tByteCode m_ByteCode;\n\t\tList<SourceCode> m_Sources = new List<SourceCode>();\n\t\tTable m_GlobalTable;\n\t\tIDebugger m_Debugger;\n\t\tTable[] m_TypeMetatables = new Table[(int)LuaTypeExtensions.MaxMetaTypes];\n\n\t\t/// <summary>\n\t\t/// Initializes the <see cref=\"Script\"/> class.\n\t\t/// </summary>\n\t\tstatic Script()\n\t\t{\n\t\t\tGlobalOptions = new ScriptGlobalOptions();\n\n\t\t\tDefaultOptions = new ScriptOptions()\n\t\t\t{\n\t\t\t\tDebugPrint = s => { Script.GlobalOptions.Platform.DefaultPrint(s); },\n\t\t\t\tDebugInput = s => { return Script.GlobalOptions.Platform.DefaultInput(s); },\n\t\t\t\tCheckThreadAccess = true,\n\t\t\t\tScriptLoader = PlatformAutoDetector.GetDefaultScriptLoader(),\n\t\t\t\tTailCallOptimizationThreshold = 65536\n\t\t\t};\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Script\"/> clas.s\n\t\t/// </summary>\n\t\tpublic Script()\n\t\t\t: this(CoreModules.Preset_Default)\n\t\t{\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Initializes a new instance of the <see cref=\"Script\"/> class.\n\t\t/// </summary>\n\t\t/// <param name=\"coreModules\">The core modules to be pre-registered in the default global table.</param>\n\t\tpublic Script(CoreModules coreModules)\n\t\t{\n\t\t\tOptions = new ScriptOptions(DefaultOptions);\n\t\t\tPerformanceStats = new PerformanceStatistics();\n\t\t\tRegistry = new Table(this);\n\n\t\t\tm_ByteCode = new ByteCode(this);\n\t\t\tm_MainProcessor = new Processor(this, m_GlobalTable, m_ByteCode);\n\t\t\tm_GlobalTable = new Table(this).RegisterCoreModules(coreModules);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets or sets the script loader which will be used as the value of the\n\t\t/// ScriptLoader property for all newly created scripts.\n\t\t/// </summary>\n\t\tpublic static ScriptOptions DefaultOptions { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets access to the script options.\n\t\t/// </summary>\n\t\tpublic ScriptOptions Options { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the global options, that is options which cannot be customized per-script.\n\t\t/// </summary>\n\t\tpublic static ScriptGlobalOptions GlobalOptions { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets access to performance statistics.\n\t\t/// </summary>\n\t\tpublic PerformanceStatistics PerformanceStats { get; private set; }\n\n\t\t/// <summary>\n\t\t/// Gets the default global table for this script. Unless a different table is intentionally passed (or setfenv has been used)\n\t\t/// execution uses this table.\n\t\t/// </summary>\n\t\tpublic Table Globals\n\t\t{\n\t\t\tget { return m_GlobalTable; }\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Loads a string containing a Lua/MoonSharp function.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"funcFriendlyName\">Name of the function used to report errors, etc.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic DynValue LoadFunction(string code, Table globalTable = null, string funcFriendlyName = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(globalTable);\n\n\t\t\tstring chunkName = string.Format(\"libfunc_{0}\", funcFriendlyName ?? m_Sources.Count.ToString());\n\n\t\t\tSourceCode source = new SourceCode(chunkName, code, m_Sources.Count, this);\n\n\t\t\tm_Sources.Add(source);\n\n\t\t\tint address = Loader_Fast.LoadFunction(this, source, m_ByteCode, globalTable != null || m_GlobalTable != null);\n\n\t\t\tSignalSourceCodeChange(source);\n\t\t\tSignalByteCodeChange();\n\n\t\t\treturn MakeClosure(address, globalTable ?? m_GlobalTable);\n\t\t}\n\n\t\tprivate void SignalByteCodeChange()\n\t\t{\n\t\t\tif (m_Debugger != null)\n\t\t\t{\n\t\t\t\tm_Debugger.SetByteCode(m_ByteCode.Code.Select(s => s.ToString()).ToArray());\n\t\t\t}\n\t\t}\n\n\t\tprivate void SignalSourceCodeChange(SourceCode source)\n\t\t{\n\t\t\tif (m_Debugger != null)\n\t\t\t{\n\t\t\t\tm_Debugger.SetSourceCode(source);\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Loads a string containing a Lua/MoonSharp script.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic DynValue LoadString(string code, Table globalTable = null, string codeFriendlyName = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(globalTable);\n\n\t\t\tif (code.StartsWith(StringModule.BASE64_DUMP_HEADER))\n\t\t\t{\n\t\t\t\tcode = code.Substring(StringModule.BASE64_DUMP_HEADER.Length);\n\t\t\t\tbyte[] data = Convert.FromBase64String(code);\n\t\t\t\tusing (MemoryStream ms = new MemoryStream(data))\n\t\t\t\t\treturn LoadStream(ms, globalTable, codeFriendlyName);\n\t\t\t}\n\n\t\t\tstring chunkName = string.Format(\"{0}\", codeFriendlyName ?? \"chunk_\" + m_Sources.Count.ToString());\n\n\t\t\tSourceCode source = new SourceCode(codeFriendlyName ?? chunkName, code, m_Sources.Count, this);\n\n\t\t\tm_Sources.Add(source);\n\n\t\t\tint address = Loader_Fast.LoadChunk(this, source, m_ByteCode, m_MainProcessor);\n\n\t\t\tSignalSourceCodeChange(source);\n\t\t\tSignalByteCodeChange();\n\n\t\t\treturn MakeClosure(address, globalTable ?? m_GlobalTable);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Loads a Lua/MoonSharp script from a System.IO.Stream. NOTE: This will *NOT* close the stream!\n\t\t/// </summary>\n\t\t/// <param name=\"stream\">The stream containing code.</param>\n\t\t/// <param name=\"globalTable\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic DynValue LoadStream(Stream stream, Table globalTable = null, string codeFriendlyName = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(globalTable);\n\n\t\t\tStream codeStream = new UndisposableStream(stream);\n\n\t\t\tif (!Processor.IsDumpStream(codeStream))\n\t\t\t{\n\t\t\t\tusing (StreamReader sr = new StreamReader(codeStream))\n\t\t\t\t{\n\t\t\t\t\tstring scriptCode = sr.ReadToEnd();\n\t\t\t\t\treturn LoadString(scriptCode, globalTable, codeFriendlyName);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tstring chunkName = string.Format(\"{0}\", codeFriendlyName ?? \"dump_\" + m_Sources.Count.ToString());\n\n\t\t\t\tSourceCode source = new SourceCode(codeFriendlyName ?? chunkName,\n\t\t\t\t\tstring.Format(\"-- This script was decoded from a binary dump - dump_{0}\", m_Sources.Count),\n\t\t\t\t\tm_Sources.Count, this);\n\n\t\t\t\tm_Sources.Add(source);\n\n\t\t\t\tbool hasUpvalues;\n\t\t\t\tint address = m_MainProcessor.Undump(codeStream, m_Sources.Count - 1, globalTable ?? m_GlobalTable, out hasUpvalues);\n\n\t\t\t\tSignalSourceCodeChange(source);\n\t\t\t\tSignalByteCodeChange();\n\n\t\t\t\tif (hasUpvalues)\n\t\t\t\t\treturn MakeClosure(address, globalTable ?? m_GlobalTable);\n\t\t\t\telse\n\t\t\t\t\treturn MakeClosure(address);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Dumps on the specified stream.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <param name=\"stream\">The stream.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">\n\t\t/// function arg is not a function!\n\t\t/// or\n\t\t/// stream is readonly!\n\t\t/// or\n\t\t/// function arg has upvalues other than _ENV\n\t\t/// </exception>\n\t\tpublic void Dump(DynValue function, Stream stream)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(function);\n\n\t\t\tif (function.Type != DataType.Function)\n\t\t\t\tthrow new ArgumentException(\"function arg is not a function!\");\n\n\t\t\tif (!stream.CanWrite)\n\t\t\t\tthrow new ArgumentException(\"stream is readonly!\");\n\n\t\t\tClosure.UpvaluesType upvaluesType = function.Function.GetUpvaluesType();\n\n\t\t\tif (upvaluesType == Closure.UpvaluesType.Closure)\n\t\t\t\tthrow new ArgumentException(\"function arg has upvalues other than _ENV\");\n\n\t\t\tUndisposableStream outStream = new UndisposableStream(stream);\n\t\t\tm_MainProcessor.Dump(outStream, function.Function.EntryPointByteCodeLocation, upvaluesType == Closure.UpvaluesType.Environment);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Loads a string containing a Lua/MoonSharp script.\n\t\t/// </summary>\n\t\t/// <param name=\"filename\">The code.</param>\n\t\t/// <param name=\"globalContext\">The global table to bind to this chunk.</param>\n\t\t/// <param name=\"friendlyFilename\">The filename to be used in error messages.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing a function which will execute the loaded code.\n\t\t/// </returns>\n\t\tpublic DynValue LoadFile(string filename, Table globalContext = null, string friendlyFilename = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(globalContext);\n\n#pragma warning disable 618\n\t\t\tfilename = Options.ScriptLoader.ResolveFileName(filename, globalContext ?? m_GlobalTable);\n#pragma warning restore 618\n\n\t\t\tobject code = Options.ScriptLoader.LoadFile(filename, globalContext ?? m_GlobalTable);\n\n\t\t\tif (code is string)\n\t\t\t{\n\t\t\t\treturn LoadString((string)code, globalContext, friendlyFilename ?? filename);\n\t\t\t}\n\t\t\telse if (code is byte[])\n\t\t\t{\n\t\t\t\tusing (MemoryStream ms = new MemoryStream((byte[])code))\n\t\t\t\t\treturn LoadStream(ms, globalContext, friendlyFilename ?? filename);\n\t\t\t}\n\t\t\telse if (code is Stream)\n\t\t\t{\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\treturn LoadStream((Stream)code, globalContext, friendlyFilename ?? filename);\n\t\t\t\t}\n\t\t\t\tfinally\n\t\t\t\t{\n\t\t\t\t\t((Stream)code).Dispose();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (code == null)\n\t\t\t\t\tthrow new InvalidCastException(\"Unexpected null from IScriptLoader.LoadFile\");\n\t\t\t\telse\n\t\t\t\t\tthrow new InvalidCastException(string.Format(\"Unsupported return type from IScriptLoader.LoadFile : {0}\", code.GetType()));\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Loads and executes a string containing a Lua/MoonSharp script.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The code.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic DynValue DoString(string code, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\tDynValue func = LoadString(code, globalContext, codeFriendlyName);\n\t\t\treturn Call(func);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Loads and executes a stream containing a Lua/MoonSharp script.\n\t\t/// </summary>\n\t\t/// <param name=\"stream\">The stream.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic DynValue DoStream(Stream stream, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\tDynValue func = LoadStream(stream, globalContext, codeFriendlyName);\n\t\t\treturn Call(func);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Loads and executes a file containing a Lua/MoonSharp script.\n\t\t/// </summary>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <param name=\"codeFriendlyName\">Name of the code - used to report errors, etc. Also used by debuggers to locate the original source file.</param>\n\t\t/// <returns>\n\t\t/// A DynValue containing the result of the processing of the loaded chunk.\n\t\t/// </returns>\n\t\tpublic DynValue DoFile(string filename, Table globalContext = null, string codeFriendlyName = null)\n\t\t{\n\t\t\tDynValue func = LoadFile(filename, globalContext, codeFriendlyName);\n\t\t\treturn Call(func);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Runs the specified file with all possible defaults for quick experimenting.\n\t\t/// </summary>\n\t\t/// <param name=\"filename\">The filename.</param>\n\t\t/// A DynValue containing the result of the processing of the executed script.\n\t\tpublic static DynValue RunFile(string filename)\n\t\t{\n\t\t\tScript S = new Script();\n\t\t\treturn S.DoFile(filename);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Runs the specified code with all possible defaults for quick experimenting.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The Lua/MoonSharp code.</param>\n\t\t/// A DynValue containing the result of the processing of the executed script.\n\t\tpublic static DynValue RunString(string code)\n\t\t{\n\t\t\tScript S = new Script();\n\t\t\treturn S.DoString(code);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a closure from a bytecode address.\n\t\t/// </summary>\n\t\t/// <param name=\"address\">The address.</param>\n\t\t/// <param name=\"envTable\">The env table to create a 0-upvalue</param>\n\t\t/// <returns></returns>\n\t\tprivate DynValue MakeClosure(int address, Table envTable = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(envTable);\n\t\t\tClosure c;\n\n\t\t\tif (envTable == null)\n\t\t\t{\n\t\t\t\tInstruction meta = m_MainProcessor.FindMeta(ref address);\n\n\t\t\t\t// if we find the meta for a new chunk, we use the value in the meta for the _ENV upvalue\n\t\t\t\tif ((meta != null) && (meta.NumVal2 == (int)OpCodeMetadataType.ChunkEntrypoint))\n\t\t\t\t{\n\t\t\t\t\tc = new Closure(this, address,\n\t\t\t\t\t\tnew SymbolRef[] { SymbolRef.Upvalue(WellKnownSymbols.ENV, 0) },\n\t\t\t\t\t\tnew DynValue[] { meta.Value });\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tc = new Closure(this, address, new SymbolRef[0], new DynValue[0]);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tvar syms = new SymbolRef[] {\n\t\t\t\t\tnew SymbolRef() { i_Env = null, i_Index= 0, i_Name = WellKnownSymbols.ENV, i_Type =  SymbolRefType.DefaultEnv },\n\t\t\t\t};\n\n\t\t\t\tvar vals = new DynValue[] {\n\t\t\t\t\tDynValue.NewTable(envTable)\n\t\t\t\t};\n\n\t\t\t\tc = new Closure(this, address, syms, vals);\n\t\t\t}\n\n\t\t\treturn DynValue.NewClosure(c);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(DynValue function)\n\t\t{\n\t\t\treturn Call(function, new DynValue[0]);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(DynValue function, params DynValue[] args)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(function);\n\t\t\tthis.CheckScriptOwnership(args);\n\n\t\t\tif (function.Type != DataType.Function && function.Type != DataType.ClrFunction)\n\t\t\t{\n\t\t\t\tDynValue metafunction = m_MainProcessor.GetMetamethod(function, \"__call\");\n\n\t\t\t\tif (metafunction != null)\n\t\t\t\t{\n\t\t\t\t\tDynValue[] metaargs = new DynValue[args.Length + 1];\n\t\t\t\t\tmetaargs[0] = function;\n\t\t\t\t\tfor (int i = 0; i < args.Length; i++)\n\t\t\t\t\t\tmetaargs[i + 1] = args[i];\n\n\t\t\t\t\tfunction = metafunction;\n\t\t\t\t\targs = metaargs;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthrow new ArgumentException(\"function is not a function and has no __call metamethod.\");\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (function.Type == DataType.ClrFunction)\n\t\t\t{\n\t\t\t\treturn function.Callback.ClrCallback(this.CreateDynamicExecutionContext(function.Callback), new CallbackArguments(args, false));\n\t\t\t}\n\n\t\t\treturn m_MainProcessor.Call(function, args);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns>\n\t\t/// The return value(s) of the function call.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(DynValue function, params object[] args)\n\t\t{\n\t\t\tDynValue[] dargs = new DynValue[args.Length];\n\n\t\t\tfor (int i = 0; i < dargs.Length; i++)\n\t\t\t\tdargs[i] = DynValue.FromObject(this, args[i]);\n\n\t\t\treturn Call(function, dargs);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(object function)\n\t\t{\n\t\t\treturn Call(DynValue.FromObject(this, function));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Calls the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The Lua/MoonSharp function to be called </param>\n\t\t/// <param name=\"args\">The arguments to pass to the function.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function</exception>\n\t\tpublic DynValue Call(object function, params object[] args)\n\t\t{\n\t\t\treturn Call(DynValue.FromObject(this, function), args);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a coroutine pointing at the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <returns>\n\t\t/// The coroutine handle.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function or DataType.ClrFunction</exception>\n\t\tpublic DynValue CreateCoroutine(DynValue function)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(function);\n\n\t\t\tif (function.Type == DataType.Function)\n\t\t\t\treturn m_MainProcessor.Coroutine_Create(function.Function);\n\t\t\telse if (function.Type == DataType.ClrFunction)\n\t\t\t\treturn DynValue.NewCoroutine(new Coroutine(function.Callback));\n\t\t\telse\n\t\t\t\tthrow new ArgumentException(\"function is not of DataType.Function or DataType.ClrFunction\");\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a coroutine pointing at the specified function.\n\t\t/// </summary>\n\t\t/// <param name=\"function\">The function.</param>\n\t\t/// <returns>\n\t\t/// The coroutine handle.\n\t\t/// </returns>\n\t\t/// <exception cref=\"System.ArgumentException\">Thrown if function is not of DataType.Function or DataType.ClrFunction</exception>\n\t\tpublic DynValue CreateCoroutine(object function)\n\t\t{\n\t\t\treturn CreateCoroutine(DynValue.FromObject(this, function));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether the debugger is enabled.\n\t\t/// Note that unless a debugger attached, this property returns a\n\t\t/// value which might not reflect the real status of the debugger.\n\t\t/// Use this property if you want to disable the debugger for some\n\t\t/// executions.\n\t\t/// </summary>\n\t\tpublic bool DebuggerEnabled\n\t\t{\n\t\t\tget { return m_MainProcessor.DebuggerEnabled; }\n\t\t\tset { m_MainProcessor.DebuggerEnabled = value; }\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Attaches a debugger. This usually should be called by the debugger itself and not by user code.\n\t\t/// </summary>\n\t\t/// <param name=\"debugger\">The debugger object.</param>\n\t\tpublic void AttachDebugger(IDebugger debugger)\n\t\t{\n\t\t\tDebuggerEnabled = true;\n\t\t\tm_Debugger = debugger;\n\t\t\tm_MainProcessor.AttachDebugger(debugger);\n\n\t\t\tforeach (SourceCode src in m_Sources)\n\t\t\t\tSignalSourceCodeChange(src);\n\n\t\t\tSignalByteCodeChange();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets the source code.\n\t\t/// </summary>\n\t\t/// <param name=\"sourceCodeID\">The source code identifier.</param>\n\t\t/// <returns></returns>\n\t\tpublic SourceCode GetSourceCode(int sourceCodeID)\n\t\t{\n\t\t\treturn m_Sources[sourceCodeID];\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets the source code count.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The source code count.\n\t\t/// </value>\n\t\tpublic int SourceCodeCount\n\t\t{\n\t\t\tget { return m_Sources.Count; }\n\t\t}\n\n\n\n\t\t/// <summary>\n\t\t/// Loads a module as per the \"require\" Lua function. http://www.lua.org/pil/8.1.html\n\t\t/// </summary>\n\t\t/// <param name=\"modname\">The module name</param>\n\t\t/// <param name=\"globalContext\">The global context.</param>\n\t\t/// <returns></returns>\n\t\t/// <exception cref=\"ScriptRuntimeException\">Raised if module is not found</exception>\n\t\tpublic DynValue RequireModule(string modname, Table globalContext = null)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(globalContext);\n\n\t\t\tTable globals = globalContext ?? m_GlobalTable;\n\t\t\tstring filename = Options.ScriptLoader.ResolveModuleName(modname, globals);\n\n\t\t\tif (filename == null)\n\t\t\t\tthrow new ScriptRuntimeException(\"module '{0}' not found\", modname);\n\n\t\t\tDynValue func = LoadFile(filename, globalContext, filename);\n\t\t\treturn func;\n\t\t}\n\n\t\tpublic string ResolveModuleName(string modname, Table globalContext = null) {\n\t\t\tthis.CheckScriptOwnership(globalContext);\n\t\t\tTable  globals = globalContext ?? m_GlobalTable;\n\t\t\treturn Options.ScriptLoader.ResolveModuleName(modname, globals);\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Gets a type metatable.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type.</param>\n\t\t/// <returns></returns>\n\t\tpublic Table GetTypeMetatable(DataType type)\n\t\t{\n\t\t\tint t = (int)type;\n\n\t\t\tif (t >= 0 && t < m_TypeMetatables.Length)\n\t\t\t\treturn m_TypeMetatables[t];\n\n\t\t\treturn null;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Sets a type metatable.\n\t\t/// </summary>\n\t\t/// <param name=\"type\">The type. Must be Nil, Boolean, Number, String or Function</param>\n\t\t/// <param name=\"metatable\">The metatable.</param>\n\t\t/// <exception cref=\"System.ArgumentException\">Specified type not supported :  + type.ToString()</exception>\n\t\tpublic void SetTypeMetatable(DataType type, Table metatable)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(metatable);\n\n\t\t\tint t = (int)type;\n\n\t\t\tif (t >= 0 && t < m_TypeMetatables.Length)\n\t\t\t\tm_TypeMetatables[t] = metatable;\n\t\t\telse\n\t\t\t\tthrow new ArgumentException(\"Specified type not supported : \" + type.ToString());\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Warms up the parser/lexer structures so that MoonSharp operations start faster.\n\t\t/// </summary>\n\t\tpublic static void WarmUp()\n\t\t{\n\t\t\tScript s = new Script(CoreModules.Basic);\n\t\t\ts.LoadString(\"return 1;\");\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a new dynamic expression.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The code of the expression.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynamicExpression CreateDynamicExpression(string code)\n\t\t{\n\t\t\tDynamicExprExpression dee = Loader_Fast.LoadDynamicExpr(this, new SourceCode(\"__dynamic\", code, -1, this));\n\t\t\treturn new DynamicExpression(this, code, dee);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Creates a new dynamic expression which is actually quite static, returning always the same constant value.\n\t\t/// </summary>\n\t\t/// <param name=\"code\">The code of the not-so-dynamic expression.</param>\n\t\t/// <param name=\"constant\">The constant to return.</param>\n\t\t/// <returns></returns>\n\t\tpublic DynamicExpression CreateConstantDynamicExpression(string code, DynValue constant)\n\t\t{\n\t\t\tthis.CheckScriptOwnership(constant);\n\n\t\t\treturn new DynamicExpression(this, code, constant);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets an execution context exposing only partial functionality, which should be used for\n\t\t/// those cases where the execution engine is not really running - for example for dynamic expression\n\t\t/// or calls from CLR to CLR callbacks\n\t\t/// </summary>\n\t\tinternal ScriptExecutionContext CreateDynamicExecutionContext(CallbackFunction func = null)\n\t\t{\n\t\t\treturn new ScriptExecutionContext(m_MainProcessor, func, null, isDynamic: true);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// MoonSharp (like Lua itself) provides a registry, a predefined table that can be used by any CLR code to\n\t\t/// store whatever Lua values it needs to store.\n\t\t/// Any CLR code can store data into this table, but it should take care to choose keys\n\t\t/// that are different from those used by other libraries, to avoid collisions.\n\t\t/// Typically, you should use as key a string GUID, a string containing your library name, or a\n\t\t/// userdata with the address of a CLR object in your code.\n\t\t/// </summary>\n\t\tpublic Table Registry\n\t\t{\n\t\t\tget;\n\t\t\tprivate set;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets a banner string with copyright info, link to website, version, etc.\n\t\t/// </summary>\n\t\tpublic static string GetBanner(string subproduct = null)\n\t\t{\n\t\t\tsubproduct = (subproduct != null) ? (subproduct + \" \") : \"\";\n\n\t\t\tStringBuilder sb = new StringBuilder();\n\t\t\tsb.AppendLine(string.Format(\"MoonSharp {0}{1} [{2}]\", subproduct, Script.VERSION, Script.GlobalOptions.Platform.GetPlatformName()));\n\t\t\tsb.AppendLine(\"Copyright (C) 2014-2016 Marco Mastropaolo\");\n\t\t\tsb.AppendLine(\"http://www.moonsharp.org\");\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\tScript IScriptPrivateResource.OwnerScript\n\t\t{\n\t\t\tget { return this; }\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Script.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 553a657145d96f94884df191ab49cea6\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/ScriptGlobalOptions.cs",
    "content": "﻿using MoonSharp.Interpreter.Interop;\nusing MoonSharp.Interpreter.Platforms;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// Class containing script global options, that is options which cannot be customized per-script.\n\t/// <see cref=\"Script.GlobalOptions\"/>\n\t/// </summary>\n\tpublic class ScriptGlobalOptions\n\t{\n\t\tinternal ScriptGlobalOptions()\n\t\t{\n\t\t\tPlatform = PlatformAutoDetector.GetDefaultPlatform();\n\t\t\tCustomConverters = new CustomConvertersCollection();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the custom converters.\n\t\t/// </summary>\n\t\tpublic CustomConvertersCollection CustomConverters { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the platform abstraction to use.\n\t\t/// </summary>\n\t\t/// <value>\n\t\t/// The current platform abstraction.\n\t\t/// </value>\n\t\tpublic IPlatformAccessor Platform { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether interpreter exceptions should be \n\t\t/// re-thrown as nested exceptions.\n\t\t/// </summary>\n\t\tpublic bool RethrowExceptionNested { get; set; }\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/ScriptGlobalOptions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c4d5ace78c03af748845e0e6a48b2f54\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/ScriptOptions.cs",
    "content": "﻿using System;\nusing System.IO;\nusing MoonSharp.Interpreter.Loaders;\n\nnamespace MoonSharp.Interpreter\n{\n\t/// <summary>\n\t/// This class contains options to customize behaviour of Script objects.\n\t/// </summary>\n\tpublic class ScriptOptions\n\t{\n\t\tinternal ScriptOptions()\n\t\t{\n\t\t}\n\n\t\tinternal ScriptOptions(ScriptOptions defaults)\n\t\t{\n\t\t\tthis.DebugInput = defaults.DebugInput;\n\t\t\tthis.DebugPrint = defaults.DebugPrint;\n\n\t\t\tthis.UseLuaErrorLocations = defaults.UseLuaErrorLocations;\n\t\t\tthis.Stdin = defaults.Stdin;\n\t\t\tthis.Stdout = defaults.Stdout;\n\t\t\tthis.Stderr = defaults.Stderr;\n\t\t\tthis.TailCallOptimizationThreshold = defaults.TailCallOptimizationThreshold;\n\n\t\t\tthis.ScriptLoader = defaults.ScriptLoader;\n\n\t\t\tthis.CheckThreadAccess = defaults.CheckThreadAccess;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Gets or sets the current script-loader.\n\t\t/// </summary>\n\t\tpublic IScriptLoader ScriptLoader { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the debug print handler\n\t\t/// </summary>\n\t\tpublic Action<string> DebugPrint { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the debug input handler (takes a prompt as an input, for interactive interpreters, like debug.debug).\n\t\t/// </summary>\n\t\tpublic Func<string, string> DebugInput { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether error messages will use Lua error locations instead of MoonSharp \n\t\t/// improved ones. Use this for compatibility with legacy Lua code which parses error messages.\n\t\t/// </summary>\n\t\tpublic bool UseLuaErrorLocations { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value which dictates the behaviour of the colon (':') operator in callbacks to CLR code.\n\t\t/// </summary>\n\t\tpublic ColonOperatorBehaviour ColonOperatorClrCallbackBehaviour { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the stream used as stdin. If null, a default stream is used.\n\t\t/// </summary>\n\t\tpublic Stream Stdin { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the stream used as stdout. If null, a default stream is used.\n\t\t/// </summary>\n\t\tpublic Stream Stdout { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the stream used as stderr. If null, a default stream is used.\n\t\t/// </summary>\n\t\tpublic Stream Stderr { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets the stack depth threshold at which MoonSharp starts doing\n\t\t/// tail call optimizations.\n\t\t/// TCOs can provide the little benefit of avoiding stack overflows in corner case\n\t\t/// scenarios, at the expense of losing debug information and error stack traces \n\t\t/// in all other, more common scenarios. MoonSharp choice is to start performing\n\t\t/// TCOs only after a certain threshold of stack usage is reached - by default\n\t\t/// half the current stack depth (128K entries), thus 64K entries, on either\n\t\t/// the internal stacks.\n\t\t/// Set this to int.MaxValue to disable TCOs entirely, or to 0 to always have\n\t\t/// TCOs enabled.\n\t\t/// </summary>\n\t\tpublic int TailCallOptimizationThreshold { get; set; }\n\n\t\t/// <summary>\n\t\t/// Gets or sets a value indicating whether the thread check is enabled.\n\t\t/// A \"lazy\" thread check is performed everytime execution is entered to ensure that no two threads\n\t\t/// calls MoonSharp execution concurrently. However 1) the check is performed best effort (thus, it might\n\t\t/// not detect all issues) and 2) it might trigger in very odd legal situations (like, switching threads \n\t\t/// inside a CLR-callback without actually having concurrency.\n\t\t/// \n\t\t/// Disable this option if the thread check is giving problems in your scenario, but please check that\n\t\t/// you are not calling MoonSharp execution concurrently as it is not supported.\n\t\t/// </summary>\n\t\tpublic bool CheckThreadAccess { get; set; }\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/ScriptOptions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 08d948688e4aaf649b0a255fcf7a5f3c\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/Json/JsonNull.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Serialization.Json\n{\n\t/// <summary>\n\t/// UserData representing a null value in a table converted from Json\n\t/// </summary>\n\tpublic sealed class JsonNull\n\t{\n\t\tpublic static bool isNull() { return true; }\n\n\t\t[MoonSharpHidden]\n\t\tpublic static bool IsJsonNull(DynValue v)\n\t\t{\n\t\t\treturn v.Type == DataType.UserData &&\n\t\t\t\tv.UserData.Descriptor != null &&\n\t\t\t\tv.UserData.Descriptor.Type == typeof(JsonNull);\n\t\t}\n\n\t\t[MoonSharpHidden]\n\t\tpublic static DynValue Create()\n\t\t{\n\t\t\treturn UserData.CreateStatic<JsonNull>();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/Json/JsonNull.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8d9e71d79b44ad04aa940bbc57922541\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/Json/JsonTableConverter.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Tree;\n\nnamespace MoonSharp.Interpreter.Serialization.Json\n{\n\t/// <summary>\n\t/// Class performing conversions between Tables and Json.\n\t/// NOTE : the conversions are done respecting json syntax but using Lua constructs. This means mostly that:\n\t/// 1) Lua string escapes can be accepted while they are not technically valid JSON, and viceversa\n\t/// 2) Null values are represented using a static userdata of type JsonNull\n\t/// 3) Do not use it when input cannot be entirely trusted\n\t/// </summary>\n\tpublic static class JsonTableConverter\n\t{\n\t\t/// <summary>\n\t\t/// Converts a table to a json string\n\t\t/// </summary>\n\t\t/// <param name=\"table\">The table.</param>\n\t\t/// <returns></returns>\n\t\tpublic static string TableToJson(this Table table)\n\t\t{\n\t\t\tStringBuilder sb = new StringBuilder();\n\t\t\tTableToJson(sb, table);\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Tables to json.\n\t\t/// </summary>\n\t\t/// <param name=\"sb\">The sb.</param>\n\t\t/// <param name=\"table\">The table.</param>\n\t\tprivate static void TableToJson(StringBuilder sb, Table table)\n\t\t{\n\t\t\tbool first = true;\n\n\t\t\tif (table.Length == 0)\n\t\t\t{\n\t\t\t\tsb.Append(\"{\");\n\t\t\t\tforeach (TablePair pair in table.Pairs)\n\t\t\t\t{\n\t\t\t\t\tif (pair.Key.Type == DataType.String && IsValueJsonCompatible(pair.Value))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!first)\n\t\t\t\t\t\t\tsb.Append(',');\n\n\t\t\t\t\t\tValueToJson(sb, pair.Key);\n\t\t\t\t\t\tsb.Append(':');\n\t\t\t\t\t\tValueToJson(sb, pair.Value);\n\n\t\t\t\t\t\tfirst = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tsb.Append(\"}\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tsb.Append(\"[\");\n\t\t\t\tfor (int i = 1; i <= table.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tDynValue value = table.Get(i);\n\t\t\t\t\tif (IsValueJsonCompatible(value))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!first)\n\t\t\t\t\t\t\tsb.Append(',');\n\n\t\t\t\t\t\tValueToJson(sb, value);\n\n\t\t\t\t\t\tfirst = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tsb.Append(\"]\");\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a generic object to JSON\n\t\t/// </summary>\n\t\tpublic static string ObjectToJson(object obj)\n\t\t{\n\t\t\tDynValue v = ObjectValueConverter.SerializeObjectToDynValue(null, obj, JsonNull.Create());\n\t\t\treturn JsonTableConverter.TableToJson(v.Table);\n\t\t}\n\n\n\n\t\tprivate static void ValueToJson(StringBuilder sb, DynValue value)\n\t\t{\n\t\t\tswitch (value.Type)\n\t\t\t{\n\t\t\t\tcase DataType.Boolean:\n\t\t\t\t\tsb.Append(value.Boolean ? \"true\" : \"false\");\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Number:\n\t\t\t\t\tsb.Append(value.Number.ToString(\"r\"));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.String:\n\t\t\t\t\tsb.Append(EscapeString(value.String ?? \"\"));\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Table:\n\t\t\t\t\tTableToJson(sb, value.Table);\n\t\t\t\t\tbreak;\n\t\t\t\tcase DataType.Nil:\n\t\t\t\tcase DataType.Void:\n\t\t\t\tcase DataType.UserData:\n\t\t\t\tdefault:\n\t\t\t\t\tsb.Append(\"null\");\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tprivate static string EscapeString(string s)\n\t\t{\n\t\t\ts = s.Replace(@\"\\\", @\"\\\\\");\n\t\t\ts = s.Replace(@\"/\", @\"\\/\");\n\t\t\ts = s.Replace(\"\\\"\", \"\\\\\\\"\");\n\t\t\ts = s.Replace(\"\\f\", @\"\\f\");\n\t\t\ts = s.Replace(\"\\b\", @\"\\b\");\n\t\t\ts = s.Replace(\"\\n\", @\"\\n\");\n\t\t\ts = s.Replace(\"\\r\", @\"\\r\");\n\t\t\ts = s.Replace(\"\\t\", @\"\\t\");\n\t\t\treturn \"\\\"\" + s + \"\\\"\";\n\t\t}\n\n\t\tprivate static bool IsValueJsonCompatible(DynValue value)\n\t\t{\n\t\t\treturn value.Type == DataType.Boolean || value.IsNil() ||\n\t\t\t\tvalue.Type == DataType.Number || value.Type == DataType.String ||\n\t\t\t\tvalue.Type == DataType.Table ||\n\t\t\t\t(JsonNull.IsJsonNull(value));\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Converts a json string to a table\n\t\t/// </summary>\n\t\t/// <param name=\"json\">The json.</param>\n\t\t/// <param name=\"script\">The script to which the table is assigned (null for prime tables).</param>\n\t\t/// <returns>A table containing the representation of the given json.</returns>\n\t\tpublic static Table JsonToTable(string json, Script script = null)\n\t\t{\n\t\t\tLexer L = new Lexer(0, json, false);\n\n\t\t\tif (L.Current.Type == TokenType.Brk_Open_Curly)\n\t\t\t\treturn ParseJsonObject(L, script);\n\t\t\telse if (L.Current.Type == TokenType.Brk_Open_Square)\n\t\t\t\treturn ParseJsonArray(L, script);\n\t\t\telse\n\t\t\t\tthrow new SyntaxErrorException(L.Current, \"Unexpected token : '{0}'\", L.Current.Text);\n\t\t}\n\n\t\tprivate static void AssertToken(Lexer L, TokenType type)\n\t\t{\n\t\t\tif (L.Current.Type != type)\n\t\t\t\tthrow new SyntaxErrorException(L.Current, \"Unexpected token : '{0}'\", L.Current.Text);\n\t\t}\n\t\tprivate static Table ParseJsonArray(Lexer L, Script script)\n\t\t{\n\t\t\tTable t = new Table(script);\n\n\t\t\tL.Next();\n\n\t\t\twhile (L.Current.Type != TokenType.Brk_Close_Square)\n\t\t\t{\n\t\t\t\tDynValue v = ParseJsonValue(L, script);\n\t\t\t\tt.Append(v);\n\t\t\t\tL.Next();\n\n\t\t\t\tif (L.Current.Type == TokenType.Comma)\n\t\t\t\t\tL.Next();\n\t\t\t}\n\n\t\t\treturn t;\n\t\t}\n\n\t\tprivate static Table ParseJsonObject(Lexer L, Script script)\n\t\t{\n\t\t\tTable t = new Table(script);\n\n\t\t\tL.Next();\n\n\t\t\twhile (L.Current.Type != TokenType.Brk_Close_Curly)\n\t\t\t{\n\t\t\t\tAssertToken(L, TokenType.String);\n\t\t\t\tstring key = L.Current.Text;\n\t\t\t\tL.Next();\n\t\t\t\tAssertToken(L, TokenType.Colon);\n\t\t\t\tL.Next();\n\t\t\t\tDynValue v = ParseJsonValue(L, script);\n\t\t\t\tt.Set(key, v);\n\t\t\t\tL.Next();\n\n\t\t\t\tif (L.Current.Type == TokenType.Comma)\n\t\t\t\t\tL.Next();\n\t\t\t}\n\n\t\t\treturn t;\n\t\t}\n\n\t\tprivate static DynValue ParseJsonValue(Lexer L, Script script)\n\t\t{\n\t\t\tif (L.Current.Type == TokenType.Brk_Open_Curly)\n\t\t\t{\n\t\t\t\tTable t = ParseJsonObject(L, script);\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.Brk_Open_Square)\n\t\t\t{\n\t\t\t\tTable t = ParseJsonArray(L, script);\n\t\t\t\treturn DynValue.NewTable(t);\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.String)\n\t\t\t{\n\t\t\t\treturn DynValue.NewString(L.Current.Text);\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.Number)\n\t\t\t{\n\t\t\t\treturn DynValue.NewNumber(L.Current.GetNumberValue()).AsReadOnly();\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.True)\n\t\t\t{\n\t\t\t\treturn DynValue.True;\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.False)\n\t\t\t{\n\t\t\t\treturn DynValue.False;\n\t\t\t}\n\t\t\telse if (L.Current.Type == TokenType.Name && L.Current.Text == \"null\")\n\t\t\t{\n\t\t\t\treturn JsonNull.Create();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow new SyntaxErrorException(L.Current, \"Unexpected token : '{0}'\", L.Current.Text);\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/ObjectValueConverter.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing MoonSharp.Interpreter.Compatibility;\nusing MoonSharp.Interpreter.Interop.Converters;\n\nnamespace MoonSharp.Interpreter.Serialization\n{\n\tpublic static class ObjectValueConverter\n\t{\n\t\tpublic static DynValue SerializeObjectToDynValue(Script script, object o, DynValue valueForNulls = null)\n\t\t{\n\t\t\tif (o == null)\n\t\t\t\treturn valueForNulls ?? DynValue.Nil;\n\n\t\t\tDynValue v = ClrToScriptConversions.TryObjectToTrivialDynValue(script, o);\n\n\t\t\tif (v != null)\n\t\t\t\treturn v;\n\n\t\t\tif (o is Enum)\n\t\t\t\treturn DynValue.NewNumber(NumericConversions.TypeToDouble(Enum.GetUnderlyingType(o.GetType()), o));\n\n\t\t\tTable t = new Table(script);\n\n\t\t\tSystem.Collections.IEnumerable ienum = o as System.Collections.IEnumerable;\n\n\t\t\tif (ienum != null)\n\t\t\t{\n\t\t\t\tforeach (object obj in ienum)\n\t\t\t\t{\n\t\t\t\t\tt.Append(SerializeObjectToDynValue(script, obj, valueForNulls));\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tType type = o.GetType();\n\n\t\t\t\tforeach (PropertyInfo pi in Framework.Do.GetProperties(type))\n\t\t\t\t{\n\t\t\t\t\tvar getter = Framework.Do.GetGetMethod(pi);\n\t\t\t\t\tvar isStatic = getter.IsStatic;\n\t\t\t\t\tvar obj = getter.Invoke(isStatic ? null : o, null); // convoluted workaround for --full-aot Mono execution\n\n\t\t\t\t\tt.Set(pi.Name, SerializeObjectToDynValue(script, obj, valueForNulls));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn DynValue.NewTable(t);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/ObjectValueConverter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 763a4c0950130184c86ca9fea3fc7980\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/SerializationExtensions.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace MoonSharp.Interpreter.Serialization\n{\n\t/// <summary>\n\t/// \n\t/// </summary>\n\tpublic static class SerializationExtensions\n\t{\n\t\tstatic HashSet<string> LUAKEYWORDS = new HashSet<string>()\n\t\t{\n\t\t\t\"and\", \"break\", \"do\", \"else\", \"elseif\", \"end\", \"false\", \"for\", \"function\", \"goto\", \"if\", \"in\", \"local\", \"nil\", \"not\", \"or\", \"repeat\", \"return\", \"then\", \"true\", \"until\", \"while\"\n\t\t};\n\n\n\t\tpublic static string Serialize(this Table table, bool prefixReturn = false, int tabs = 0)\n\t\t{\n\t\t\tif (table.OwnerScript != null)\n\t\t\t\tthrow new ScriptRuntimeException(\"Table is not a prime table.\");\n\n\t\t\tstring tabstr = new string('\\t', tabs);\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\t//sb.Append(tabstr);\n\n\t\t\tif (prefixReturn)\n\t\t\t\tsb.Append(\"return \");\n\n\t\t\tif (!table.Values.Any())\n\t\t\t{\n\t\t\t\tsb.Append(\"${ }\");\n\t\t\t\treturn sb.ToString();\n\t\t\t}\n\n\t\t\tsb.AppendLine(\"${\");\n\n\t\t\tforeach (TablePair tp in table.Pairs)\n\t\t\t{\n\t\t\t\tsb.Append(tabstr);\n\n\t\t\t\tstring key = \n\t\t\t\t\tIsStringIdentifierValid(tp.Key) ? \n\t\t\t\t\ttp.Key.String : \"[\" + SerializeValue(tp.Key, tabs + 1) +\"]\";\n\n\t\t\t\tsb.AppendFormat(\"\\t{0} = {1},\\n\",\n\t\t\t\t\tkey, SerializeValue(tp.Value, tabs + 1));\n\t\t\t}\n\n\t\t\tsb.Append(tabstr);\n\t\t\tsb.Append(\"}\");\n\n\t\t\tif (tabs == 0)\n\t\t\t\tsb.AppendLine();\n\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\tprivate static bool IsStringIdentifierValid(DynValue dynValue)\n\t\t{\n\t\t\tif (dynValue.Type != DataType.String)\n\t\t\t\treturn false;\n\n\t\t\tif (dynValue.String.Length == 0)\n\t\t\t\treturn false;\n\n\t\t\tif (LUAKEYWORDS.Contains(dynValue.String))\n\t\t\t\treturn false;\n\n\t\t\tif (!char.IsLetter(dynValue.String[0]) && (dynValue.String[0] != '_'))\n\t\t\t\treturn false;\n\n\t\t\tforeach (char c in dynValue.String)\n\t\t\t{\n\t\t\t\tif (!char.IsLetterOrDigit(c) && c != '_')\n\t\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\treturn true;\n\t\t}\n\n\t\tpublic static string SerializeValue(this DynValue dynValue, int tabs = 0)\n\t\t{\n\t\t\tif (dynValue.Type == DataType.Nil || dynValue.Type == DataType.Void)\n\t\t\t\treturn \"nil\";\n\t\t\telse if (dynValue.Type == DataType.Tuple)\n\t\t\t\treturn (dynValue.Tuple.Any() ? SerializeValue(dynValue.Tuple[0], tabs) : \"nil\");\n\t\t\telse if (dynValue.Type == DataType.Number)\n\t\t\t\treturn dynValue.Number.ToString(\"r\");\n\t\t\telse if (dynValue.Type == DataType.Boolean)\n\t\t\t\treturn dynValue.Boolean ? \"true\" : \"false\";\n\t\t\telse if (dynValue.Type == DataType.String)\n\t\t\t\treturn EscapeString(dynValue.String ?? \"\");\n\t\t\telse if (dynValue.Type == DataType.Table && dynValue.Table.OwnerScript == null)\n\t\t\t\treturn Serialize(dynValue.Table, false, tabs);\n\t\t\telse\n\t\t\t\tthrow new ScriptRuntimeException(\"Value is not a primitive value or a prime table.\");\n\t\t}\n\n\t\tprivate static string EscapeString(string s)\n\t\t{\n\t\t\ts = s.Replace(@\"\\\", @\"\\\\\");\n\t\t\ts = s.Replace(\"\\n\", @\"\\n\");\n\t\t\ts = s.Replace(\"\\r\", @\"\\r\");\n\t\t\ts = s.Replace(\"\\t\", @\"\\t\");\n\t\t\ts = s.Replace(\"\\a\", @\"\\a\");\n\t\t\ts = s.Replace(\"\\f\", @\"\\f\");\n\t\t\ts = s.Replace(\"\\b\", @\"\\b\");\n\t\t\ts = s.Replace(\"\\v\", @\"\\v\");\n\t\t\ts = s.Replace(\"\\\"\", \"\\\\\\\"\");\n\t\t\ts = s.Replace(\"\\'\", @\"\\'\");\n\t\t\treturn \"\\\"\" + s + \"\\\"\";\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Serialization/SerializationExtensions.cs.meta",
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  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expression_.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tabstract class Expression : NodeBase\n\t{\n\t\tpublic Expression(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{ }\n\n\t\tpublic virtual string GetFriendlyDebugName()\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\tpublic abstract DynValue Eval(ScriptExecutionContext context);\n\n\t\tpublic virtual SymbolRef FindDynamic(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\n\t\tinternal static List<Expression> ExprListAfterFirstExpr(ScriptLoadingContext lcontext, Expression expr1)\n\t\t{\n\t\t\tList<Expression> exps = new List<Expression>();\n\n\t\t\texps.Add(expr1);\n\n\t\t\twhile ((lcontext.Lexer.Current.Type == TokenType.Comma))\n\t\t\t{\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\texps.Add(Expr(lcontext));\n\t\t\t}\n\n\t\t\treturn exps;\n\t\t}\n\n\n\t\tinternal static List<Expression> ExprList(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tList<Expression> exps = new List<Expression>();\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\texps.Add(Expr(lcontext));\n\n\t\t\t\tif (lcontext.Lexer.Current.Type != TokenType.Comma)\n\t\t\t\t\tbreak;\n\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t}\n\n\t\t\treturn exps; \n\t\t}\n\n\t\tinternal static Expression Expr(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\treturn SubExpr(lcontext, true);\n\t\t}\n\n\t\tinternal static Expression SubExpr(ScriptLoadingContext lcontext, bool isPrimary)\n\t\t{\n\t\t\tExpression e = null;\n\n\t\t\tToken T = lcontext.Lexer.Current;\n\n\t\t\tif (T.IsUnaryOperator())\n\t\t\t{\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\te = SubExpr(lcontext, false);\n\n\t\t\t\t// check for power operator -- it be damned forever and ever for being higher priority than unary ops\n\t\t\t\tToken unaryOp = T;\n\t\t\t\tT = lcontext.Lexer.Current;\n\n\t\t\t\tif (isPrimary && T.Type == TokenType.Op_Pwr)\n\t\t\t\t{\n\t\t\t\t\tList<Expression> powerChain = new List<Expression>();\n\t\t\t\t\tpowerChain.Add(e);\n\n\t\t\t\t\twhile (isPrimary && T.Type == TokenType.Op_Pwr)\n\t\t\t\t\t{\n\t\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\t\tpowerChain.Add(SubExpr(lcontext, false));\n\t\t\t\t\t\tT = lcontext.Lexer.Current;\n\t\t\t\t\t}\n\n\t\t\t\t\te = powerChain[powerChain.Count - 1];\n\n\t\t\t\t\tfor (int i = powerChain.Count - 2; i >= 0; i--)\n\t\t\t\t\t{\n\t\t\t\t\t\te = BinaryOperatorExpression.CreatePowerExpression(powerChain[i], e, lcontext);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\te = new UnaryOperatorExpression(lcontext, e, unaryOp);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\te = SimpleExp(lcontext);\n\t\t\t}\n\n\t\t\tT = lcontext.Lexer.Current;\n\n\t\t\tif (isPrimary && T.IsBinaryOperator())\n\t\t\t{\n\t\t\t\tobject chain = BinaryOperatorExpression.BeginOperatorChain();\n\n\t\t\t\tBinaryOperatorExpression.AddExpressionToChain(chain, e);\n\n\t\t\t\twhile (T.IsBinaryOperator())\n\t\t\t\t{\n\t\t\t\t\tBinaryOperatorExpression.AddOperatorToChain(chain, T);\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\tExpression right = SubExpr(lcontext, false);\n\t\t\t\t\tBinaryOperatorExpression.AddExpressionToChain(chain, right);\n\t\t\t\t\tT = lcontext.Lexer.Current;\n\t\t\t\t}\n\n\t\t\t\te = BinaryOperatorExpression.CommitOperatorChain(chain, lcontext);\n\t\t\t}\n\n\t\t\treturn e;\n\t\t}\n\n\t\tinternal static Expression SimpleExp(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\n\t\t\tswitch (t.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Number:\n\t\t\t\tcase TokenType.Number_Hex:\n\t\t\t\tcase TokenType.Number_HexFloat:\n\t\t\t\tcase TokenType.String:\n\t\t\t\tcase TokenType.String_Long:\n\t\t\t\tcase TokenType.Nil:\n\t\t\t\tcase TokenType.True:\n\t\t\t\tcase TokenType.False:\n\t\t\t\t\treturn new LiteralExpression(lcontext, t);\n\t\t\t\tcase TokenType.VarArgs:\n\t\t\t\t\treturn new SymbolRefExpression(t, lcontext);\n\t\t\t\tcase TokenType.Brk_Open_Curly:\n\t\t\t\tcase TokenType.Brk_Open_Curly_Shared:\n\t\t\t\t\treturn new TableConstructor(lcontext, t.Type == TokenType.Brk_Open_Curly_Shared);\n\t\t\t\tcase TokenType.Function:\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\treturn new FunctionDefinitionExpression(lcontext, false, false);\n\t\t\t\tcase TokenType.Lambda:\n\t\t\t\t\treturn new FunctionDefinitionExpression(lcontext, false, true);\n\t\t\t\tdefault:\n\t\t\t\t\treturn PrimaryExp(lcontext);\n\t\t\t}\n\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Primaries the exp.\n\t\t/// </summary>\n\t\t/// <param name=\"lcontext\">The lcontext.</param>\n\t\t/// <returns></returns>\n\t\tinternal static Expression PrimaryExp(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tExpression e = PrefixExp(lcontext);\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tToken T = lcontext.Lexer.Current;\n\t\t\t\tToken thisCallName = null;\n\n\t\t\t\tswitch (T.Type)\n\t\t\t\t{\n\t\t\t\t\tcase TokenType.Dot:\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\t\t\t\te = new IndexExpression(e, name.Text, lcontext);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase TokenType.Brk_Open_Square:\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tToken openBrk = lcontext.Lexer.Current;\n\t\t\t\t\t\t\tlcontext.Lexer.Next(); // skip bracket\n\t\t\t\t\t\t\tExpression index = Expr(lcontext);\n\n\t\t\t\t\t\t\t// support moonsharp multiple indexers for userdata\n\t\t\t\t\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Comma)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tvar explist = ExprListAfterFirstExpr(lcontext, index);\n\t\t\t\t\t\t\t\tindex = new ExprListExpression(explist, lcontext);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tCheckMatch(lcontext, openBrk, TokenType.Brk_Close_Square, \"]\");\n\t\t\t\t\t\t\te = new IndexExpression(e, index, lcontext);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase TokenType.Colon:\n\t\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\t\tthisCallName = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\t\t\tgoto case TokenType.Brk_Open_Round;\n\t\t\t\t\tcase TokenType.Brk_Open_Round:\n\t\t\t\t\tcase TokenType.String:\n\t\t\t\t\tcase TokenType.String_Long:\n\t\t\t\t\tcase TokenType.Brk_Open_Curly:\n\t\t\t\t\tcase TokenType.Brk_Open_Curly_Shared:\n\t\t\t\t\t\te = new FunctionCallExpression(lcontext, e, thisCallName);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\treturn e;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\t\tprivate static Expression PrefixExp(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tToken T = lcontext.Lexer.Current;\n\t\t\tswitch (T.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Brk_Open_Round:\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\tExpression e = Expr(lcontext);\n\t\t\t\t\te = new AdjustmentExpression(lcontext, e);\n\t\t\t\t\tCheckMatch(lcontext, T, TokenType.Brk_Close_Round, \")\");\n\t\t\t\t\treturn e;\n\t\t\t\tcase TokenType.Name:\n\t\t\t\t\treturn new SymbolRefExpression(T, lcontext);\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new SyntaxErrorException(T, \"unexpected symbol near '{0}'\", T.Text)\n\t\t\t\t\t{\n\t\t\t\t\t\tIsPrematureStreamTermination = (T.Type == TokenType.Eof)\n\t\t\t\t\t};\n\n\t\t\t}\n\t\t}\n\n\n\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expression_.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/AdjustmentExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\n\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass AdjustmentExpression : Expression \n\t{\n\t\tprivate Expression expression;\n\n\t\tpublic AdjustmentExpression(ScriptLoadingContext lcontext, Expression exp)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\texpression = exp;\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\texpression.Compile(bc);\n\t\t\tbc.Emit_Scalar();\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn expression.Eval(context).ToScalar();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/AdjustmentExpression.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/BinaryOperatorExpression.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\t/// <summary>\n\t/// \n\t/// </summary>\n\tclass BinaryOperatorExpression : Expression\n\t{\n\t\t[Flags]\n\t\tprivate enum Operator\n\t\t{\n\t\t\tNotAnOperator = 0, \n\t\t\t\n\t\t\tOr = 0x1, \n\t\t\tAnd = 0x2,\n\t\t\tLess = 0x4,\n\t\t\tGreater = 0x8,\n\t\t\tLessOrEqual = 0x10,\n\n\t\t\tGreaterOrEqual = 0x20,\n\t\t\tNotEqual = 0x40,\n\t\t\tEqual = 0x80,\n\t\t\tStrConcat = 0x100,\n\t\t\tAdd = 0x200,\n\t\t\tSub = 0x400,\n\t\t\tMul = 0x1000,\n\t\t\tDiv = 0x2000,\n\t\t\tMod = 0x4000,\n\t\t\tPower = 0x8000,\n\t\t}\n\n\n\t\tclass Node\n\t\t{\n\t\t\tpublic Expression Expr;\n\t\t\tpublic Operator Op;\n\t\t\tpublic Node Prev;\n\t\t\tpublic Node Next;\n\t\t}\n\n\t\tclass LinkedList\n\t\t{\n\t\t\tpublic Node Nodes;\n\t\t\tpublic Node Last;\n\t\t\tpublic Operator OperatorMask;\n\t\t}\n\n\t\tconst Operator POWER = Operator.Power;\n\t\tconst Operator MUL_DIV_MOD = Operator.Mul | Operator.Div | Operator.Mod;\n\t\tconst Operator ADD_SUB = Operator.Add | Operator.Sub;\n\t\tconst Operator STRCAT = Operator.StrConcat;\n\t\tconst Operator COMPARES = Operator.Less | Operator.Greater | Operator.GreaterOrEqual | Operator.LessOrEqual | Operator.Equal | Operator.NotEqual;\n\t\tconst Operator LOGIC_AND = Operator.And;\n\t\tconst Operator LOGIC_OR = Operator.Or;\n\n\n\t\tpublic static object BeginOperatorChain()\n\t\t{\n\t\t\treturn new LinkedList();\n\t\t}\n\n\t\tpublic static void AddExpressionToChain(object chain, Expression exp)\n\t\t{\n\t\t\tLinkedList list = (LinkedList)chain;\n\t\t\tNode node = new Node() { Expr = exp };\n\t\t\tAddNode(list, node);\n\t\t}\n\n\n\t\tpublic static void AddOperatorToChain(object chain, Token op)\n\t\t{\n\t\t\tLinkedList list = (LinkedList)chain;\n\t\t\tNode node = new Node() { Op = ParseBinaryOperator(op) };\n\t\t\tAddNode(list, node);\n\t\t}\n\n\t\tpublic static Expression CommitOperatorChain(object chain, ScriptLoadingContext lcontext)\n\t\t{\n\t\t\treturn CreateSubTree((LinkedList)chain, lcontext);\n\t\t}\n\n\t\tpublic static Expression CreatePowerExpression(Expression op1, Expression op2, ScriptLoadingContext lcontext)\n\t\t{\n\t\t\treturn new BinaryOperatorExpression(op1, op2, Operator.Power, lcontext);\n\t\t}\n\n\n\t\tprivate static void AddNode(LinkedList list, Node node)\n\t\t{\n\t\t\tlist.OperatorMask |= node.Op;\n\n\t\t\tif (list.Nodes == null)\n\t\t\t{\n\t\t\t\tlist.Nodes = list.Last = node;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tlist.Last.Next = node;\n\t\t\t\tnode.Prev = list.Last;\n\t\t\t\tlist.Last = node;\n\t\t\t}\n\t\t}\n\n\n\t\t/// <summary>\n\t\t/// Creates a sub tree of binary expressions\n\t\t/// </summary>\n\t\tprivate static Expression CreateSubTree(LinkedList list, ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tOperator opfound = list.OperatorMask;\n\n\t\t\tNode nodes = list.Nodes;\n\n\t\t\tif ((opfound & POWER) != 0)\n\t\t\t\tnodes = PrioritizeRightAssociative(nodes, lcontext, POWER);\n\n\t\t\tif ((opfound & MUL_DIV_MOD) != 0)\n\t\t\t\tnodes = PrioritizeLeftAssociative(nodes, lcontext, MUL_DIV_MOD);\n\n\t\t\tif ((opfound & ADD_SUB) != 0)\n\t\t\t\tnodes = PrioritizeLeftAssociative(nodes, lcontext, ADD_SUB);\n\n\t\t\tif ((opfound & STRCAT) != 0)\n\t\t\t\tnodes = PrioritizeRightAssociative(nodes, lcontext, STRCAT);\n\n\t\t\tif ((opfound & COMPARES) != 0)\n\t\t\t\tnodes = PrioritizeLeftAssociative(nodes, lcontext, COMPARES);\n\n\t\t\tif ((opfound & LOGIC_AND) != 0)\n\t\t\t\tnodes = PrioritizeLeftAssociative(nodes, lcontext, LOGIC_AND);\n\n\t\t\tif ((opfound & LOGIC_OR) != 0)\n\t\t\t\tnodes = PrioritizeLeftAssociative(nodes, lcontext, LOGIC_OR);\n\n\n\t\t\tif (nodes.Next != null || nodes.Prev != null)\n\t\t\t\tthrow new InternalErrorException(\"Expression reduction didn't work! - 1\");\n\t\t\tif (nodes.Expr == null)\n\t\t\t\tthrow new InternalErrorException(\"Expression reduction didn't work! - 2\");\n\t\t\t\n\t\t\treturn nodes.Expr;\n\t\t}\n\n\t\tprivate static Node PrioritizeLeftAssociative(Node nodes, ScriptLoadingContext lcontext, Operator operatorsToFind)\n\t\t{\n\t\t\tfor (Node N = nodes; N != null; N = N.Next)\n\t\t\t{\n\t\t\t\tOperator o = N.Op;\n\n\t\t\t\tif ((o & operatorsToFind) != 0)\n\t\t\t\t{\n\t\t\t\t\tN.Op = Operator.NotAnOperator;\n\t\t\t\t\tN.Expr = new BinaryOperatorExpression(N.Prev.Expr, N.Next.Expr, o, lcontext);\n\t\t\t\t\tN.Prev = N.Prev.Prev;\n\t\t\t\t\tN.Next = N.Next.Next;\n\n\t\t\t\t\tif (N.Next != null)\n\t\t\t\t\t\tN.Next.Prev = N;\n\n\t\t\t\t\tif (N.Prev != null)\n\t\t\t\t\t\tN.Prev.Next = N;\n\t\t\t\t\telse\n\t\t\t\t\t\tnodes = N;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn nodes;\n\t\t}\n\n\t\tprivate static Node PrioritizeRightAssociative(Node nodes, ScriptLoadingContext lcontext, Operator operatorsToFind)\n\t\t{\n\t\t\tNode last;\n\t\t\tfor (last = nodes; last.Next != null; last = last.Next)\n\t\t\t{\n\t\t\t}\n\n\t\t\tfor (Node N = last; N != null; N = N.Prev)\n\t\t\t{\n\t\t\t\tOperator o = N.Op;\n\n\t\t\t\tif ((o & operatorsToFind) != 0)\n\t\t\t\t{\n\t\t\t\t\tN.Op = Operator.NotAnOperator;\n\t\t\t\t\tN.Expr = new BinaryOperatorExpression(N.Prev.Expr, N.Next.Expr, o, lcontext);\n\t\t\t\t\tN.Prev = N.Prev.Prev;\n\t\t\t\t\tN.Next = N.Next.Next;\n\n\t\t\t\t\tif (N.Next != null)\n\t\t\t\t\t\tN.Next.Prev = N;\n\n\t\t\t\t\tif (N.Prev != null)\n\t\t\t\t\t\tN.Prev.Next = N;\n\t\t\t\t\telse\n\t\t\t\t\t\tnodes = N;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn nodes;\n\t\t}\n\n\n\t\tprivate static Operator ParseBinaryOperator(Token token)\n\t\t{\n\t\t\tswitch (token.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Or:\n\t\t\t\t\treturn Operator.Or;\n\t\t\t\tcase TokenType.And:\n\t\t\t\t\treturn Operator.And;\n\t\t\t\tcase TokenType.Op_LessThan:\n\t\t\t\t\treturn Operator.Less;\n\t\t\t\tcase TokenType.Op_GreaterThan:\n\t\t\t\t\treturn Operator.Greater;\n\t\t\t\tcase TokenType.Op_LessThanEqual:\n\t\t\t\t\treturn Operator.LessOrEqual;\n\t\t\t\tcase TokenType.Op_GreaterThanEqual:\n\t\t\t\t\treturn Operator.GreaterOrEqual;\n\t\t\t\tcase TokenType.Op_NotEqual:\n\t\t\t\t\treturn Operator.NotEqual;\n\t\t\t\tcase TokenType.Op_Equal:\n\t\t\t\t\treturn Operator.Equal;\n\t\t\t\tcase TokenType.Op_Concat:\n\t\t\t\t\treturn Operator.StrConcat;\n\t\t\t\tcase TokenType.Op_Add:\n\t\t\t\t\treturn Operator.Add;\n\t\t\t\tcase TokenType.Op_MinusOrSub:\n\t\t\t\t\treturn Operator.Sub;\n\t\t\t\tcase TokenType.Op_Mul:\n\t\t\t\t\treturn Operator.Mul;\n\t\t\t\tcase TokenType.Op_Div:\n\t\t\t\t\treturn Operator.Div;\n\t\t\t\tcase TokenType.Op_Mod:\n\t\t\t\t\treturn Operator.Mod;\n\t\t\t\tcase TokenType.Op_Pwr:\n\t\t\t\t\treturn Operator.Power;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected binary operator '{0}'\", token.Text);\n\t\t\t}\n\t\t}\n\n\n\n\n\t\tExpression m_Exp1, m_Exp2;\n\t\tOperator m_Operator;\n\n\n\n\t\tprivate BinaryOperatorExpression(Expression exp1, Expression exp2, Operator op, ScriptLoadingContext lcontext)\n\t\t\t: base (lcontext)\n\t\t{\n\t\t\tm_Exp1 = exp1;\n\t\t\tm_Exp2 = exp2;\n\t\t\tm_Operator = op;\n\t\t}\n\n\t\tprivate static bool ShouldInvertBoolean(Operator op)\n\t\t{\n\t\t\treturn (op == Operator.NotEqual)\n\t\t\t\t|| (op == Operator.GreaterOrEqual)\n\t\t\t\t|| (op == Operator.Greater);\n\t\t}\n\n\t\tprivate static OpCode OperatorToOpCode(Operator op)\n\t\t{\n\t\t\tswitch (op)\n\t\t\t{\n\t\t\t\tcase Operator.Less:\n\t\t\t\tcase Operator.GreaterOrEqual:\n\t\t\t\t\treturn OpCode.Less;\n\t\t\t\tcase Operator.LessOrEqual:\n\t\t\t\tcase Operator.Greater:\n\t\t\t\t\treturn OpCode.LessEq;\n\t\t\t\tcase Operator.Equal:\n\t\t\t\tcase Operator.NotEqual:\n\t\t\t\t\treturn OpCode.Eq;\n\t\t\t\tcase Operator.StrConcat:\n\t\t\t\t\treturn OpCode.Concat;\n\t\t\t\tcase Operator.Add:\n\t\t\t\t\treturn OpCode.Add;\n\t\t\t\tcase Operator.Sub:\n\t\t\t\t\treturn OpCode.Sub;\n\t\t\t\tcase Operator.Mul:\n\t\t\t\t\treturn OpCode.Mul;\n\t\t\t\tcase Operator.Div:\n\t\t\t\t\treturn OpCode.Div;\n\t\t\t\tcase Operator.Mod:\n\t\t\t\t\treturn OpCode.Mod;\n\t\t\t\tcase Operator.Power:\n\t\t\t\t\treturn OpCode.Power;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unsupported operator {0}\", op);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tm_Exp1.Compile(bc);\n\n\t\t\tif (m_Operator == Operator.Or)\n\t\t\t{\n\t\t\t\tInstruction i = bc.Emit_Jump(OpCode.JtOrPop, -1);\n\t\t\t\tm_Exp2.Compile(bc);\n\t\t\t\ti.NumVal = bc.GetJumpPointForNextInstruction();\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (m_Operator == Operator.And)\n\t\t\t{\n\t\t\t\tInstruction i = bc.Emit_Jump(OpCode.JfOrPop, -1);\n\t\t\t\tm_Exp2.Compile(bc);\n\t\t\t\ti.NumVal = bc.GetJumpPointForNextInstruction();\n\t\t\t\treturn;\n\t\t\t}\n\n\n\t\t\tif (m_Exp2 != null)\n\t\t\t{\n\t\t\t\tm_Exp2.Compile(bc);\n\t\t\t}\n\n\t\t\tbc.Emit_Operator(OperatorToOpCode(m_Operator));\n\n\t\t\tif (ShouldInvertBoolean(m_Operator))\n\t\t\t\tbc.Emit_Operator(OpCode.Not);\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tDynValue v1 = m_Exp1.Eval(context).ToScalar();\n\n\t\t\tif (m_Operator == Operator.Or)\n\t\t\t{\n\t\t\t\tif (v1.CastToBool())\n\t\t\t\t\treturn v1;\n\t\t\t\telse\n\t\t\t\t\treturn m_Exp2.Eval(context).ToScalar();\n\t\t\t}\n\n\t\t\tif (m_Operator == Operator.And)\n\t\t\t{\n\t\t\t\tif (!v1.CastToBool())\n\t\t\t\t\treturn v1;\n\t\t\t\telse\n\t\t\t\t\treturn m_Exp2.Eval(context).ToScalar();\n\t\t\t}\n\n\t\t\tDynValue v2 = m_Exp2.Eval(context).ToScalar();\n\n\t\t\tif ((m_Operator & COMPARES) != 0)\n\t\t\t{\n\t\t\t\treturn DynValue.NewBoolean(EvalComparison(v1, v2, m_Operator));\t\t\t\t\n\t\t\t}\n\t\t\telse if (m_Operator == Operator.StrConcat)\n\t\t\t{\n\t\t\t\tstring s1 = v1.CastToString();\n\t\t\t\tstring s2 = v2.CastToString();\n\n\t\t\t\tif (s1 == null || s2 == null)\n\t\t\t\t\tthrow new DynamicExpressionException(\"Attempt to perform concatenation on non-strings.\");\n\n\t\t\t\treturn DynValue.NewString(s1 + s2);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn DynValue.NewNumber(EvalArithmetic(v1, v2));\n\t\t\t}\n\t\t}\n\n\t\tprivate double EvalArithmetic(DynValue v1, DynValue v2)\n\t\t{\n\t\t\tdouble? nd1 = v1.CastToNumber();\n\t\t\tdouble? nd2 = v2.CastToNumber();\n\n\t\t\tif (nd1 == null || nd2 == null)\n\t\t\t\tthrow new DynamicExpressionException(\"Attempt to perform arithmetic on non-numbers.\");\n\n\t\t\tdouble d1 = nd1.Value;\n\t\t\tdouble d2 = nd2.Value;\n\n\t\t\tswitch (m_Operator)\n\t\t\t{\n\t\t\t\tcase Operator.Add:\n\t\t\t\t\treturn d1 + d2;\n\t\t\t\tcase Operator.Sub:\n\t\t\t\t\treturn d1 - d2;\n\t\t\t\tcase Operator.Mul:\n\t\t\t\t\treturn d1 * d2;\n\t\t\t\tcase Operator.Div:\n\t\t\t\t\treturn d1 / d2;\n\t\t\t\tcase Operator.Mod:\n\t\t\t\t\t{\n\t\t\t\t\t\tdouble mod = Math.IEEERemainder(d1, d2);\n\t\t\t\t\t\tif (mod < 0) mod += d2;\n\t\t\t\t\t\treturn mod;\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new DynamicExpressionException(\"Unsupported operator {0}\", m_Operator);\n\t\t\t}\n\t\t}\n\n\t\tprivate bool EvalComparison(DynValue l, DynValue r, Operator op)\n\t\t{\n\t\t\tswitch (op)\n\t\t\t{\n\t\t\t\tcase Operator.Less:\n\t\t\t\t\tif (l.Type == DataType.Number && r.Type == DataType.Number)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (l.Number < r.Number);\n\t\t\t\t\t}\n\t\t\t\t\telse if (l.Type == DataType.String && r.Type == DataType.String)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (l.String.CompareTo(r.String) < 0);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new DynamicExpressionException(\"Attempt to compare non-numbers, non-strings.\");\n\t\t\t\t\t}\n\t\t\t\tcase Operator.LessOrEqual:\n\t\t\t\t\tif (l.Type == DataType.Number && r.Type == DataType.Number)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (l.Number <= r.Number);\n\t\t\t\t\t}\n\t\t\t\t\telse if (l.Type == DataType.String && r.Type == DataType.String)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (l.String.CompareTo(r.String) <= 0);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new DynamicExpressionException(\"Attempt to compare non-numbers, non-strings.\");\n\t\t\t\t\t}\n\t\t\t\tcase Operator.Equal:\n\t\t\t\t\tif (object.ReferenceEquals(r, l))\n\t\t\t\t\t{\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t\telse if (r.Type != l.Type)\n\t\t\t\t\t{\n\t\t\t\t\t\tif ((l.Type == DataType.Nil && r.Type == DataType.Void)\n\t\t\t\t\t\t\t|| (l.Type == DataType.Void && r.Type == DataType.Nil))\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\treturn r.Equals(l);\n\t\t\t\t\t}\n\t\t\t\tcase Operator.Greater:\n\t\t\t\t\treturn !EvalComparison(l, r, Operator.LessOrEqual);\n\t\t\t\tcase Operator.GreaterOrEqual:\n\t\t\t\t\treturn !EvalComparison(l, r, Operator.Less);\n\t\t\t\tcase Operator.NotEqual:\n\t\t\t\t\treturn !EvalComparison(l, r, Operator.Equal);\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new DynamicExpressionException(\"Unsupported operator {0}\", op);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/BinaryOperatorExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f7bad066524180646a676d09f76e00ac\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/DynamicExprExpression.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass DynamicExprExpression : Expression\n\t{\n\t\tExpression m_Exp;\n\n\t\tpublic DynamicExprExpression(Expression exp, ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tlcontext.Anonymous = true;\n\t\t\tm_Exp = exp;\n\t\t}\n\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn m_Exp.Eval(context);\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tthrow new InvalidOperationException();\n\t\t}\n\n\t\tpublic override SymbolRef FindDynamic(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn m_Exp.FindDynamic(context);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/DynamicExprExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 24ca8bb70188fbf428d8158a1e88c9a9\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/ExprListExpression.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass ExprListExpression : Expression \n\t{\n\t\tList<Expression> expressions;\n\n\t\tpublic ExprListExpression(List<Expression> exps, ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\texpressions = exps;\n\t\t}\n\n\n\t\tpublic Expression[] GetExpressions()\n\t\t{\n\t\t\treturn expressions.ToArray();\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tforeach (var exp in expressions)\n\t\t\t\texp.Compile(bc);\n\n\t\t\tif (expressions.Count > 1)\n\t\t\t\tbc.Emit_MkTuple(expressions.Count);\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tif (expressions.Count >= 1)\n\t\t\t\treturn expressions[0].Eval(context);\n\n\t\t\treturn DynValue.Void;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/ExprListExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0d5f037df11668c45b1887be47f70e0d\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/FunctionCallExpression.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass FunctionCallExpression : Expression\n\t{\n\t\tList<Expression> m_Arguments;\n\t\tExpression m_Function;\n\t\tstring m_Name;\n\t\tstring m_DebugErr;\n\n\t\tinternal SourceRef SourceRef { get; private set; }\n\n\n\t\tpublic FunctionCallExpression(ScriptLoadingContext lcontext, Expression function, Token thisCallName)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tToken callToken = thisCallName ?? lcontext.Lexer.Current;\n\n\t\t\tm_Name = thisCallName != null ? thisCallName.Text : null;\n\t\t\tm_DebugErr = function.GetFriendlyDebugName();\n\t\t\tm_Function = function;\n\n\t\t\tswitch (lcontext.Lexer.Current.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Brk_Open_Round:\n\t\t\t\t\tToken openBrk = lcontext.Lexer.Current;\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\t\t\tif (t.Type == TokenType.Brk_Close_Round)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Arguments = new List<Expression>();\n\t\t\t\t\t\tSourceRef = callToken.GetSourceRef(t);\n\t\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Arguments = ExprList(lcontext);\n\t\t\t\t\t\tSourceRef = callToken.GetSourceRef(CheckMatch(lcontext, openBrk, TokenType.Brk_Close_Round, \")\"));\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.String:\n\t\t\t\tcase TokenType.String_Long:\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Arguments = new List<Expression>();\n\t\t\t\t\t\tExpression le = new LiteralExpression(lcontext, lcontext.Lexer.Current);\n\t\t\t\t\t\tm_Arguments.Add(le);\n\t\t\t\t\t\tSourceRef = callToken.GetSourceRef(lcontext.Lexer.Current);\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.Brk_Open_Curly:\n\t\t\t\tcase TokenType.Brk_Open_Curly_Shared:\n\t\t\t\t\t{\n\t\t\t\t\t\tm_Arguments = new List<Expression>();\n\t\t\t\t\t\tm_Arguments.Add(new TableConstructor(lcontext, lcontext.Lexer.Current.Type == TokenType.Brk_Open_Curly_Shared));\n\t\t\t\t\t\tSourceRef = callToken.GetSourceRefUpTo(lcontext.Lexer.Current);\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new SyntaxErrorException(lcontext.Lexer.Current, \"function arguments expected\")\n\t\t\t\t\t{\n\t\t\t\t\t\tIsPrematureStreamTermination = (lcontext.Lexer.Current.Type == TokenType.Eof)\n\t\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tm_Function.Compile(bc);\n\n\t\t\tint argslen = m_Arguments.Count;\n\n\t\t\tif (!string.IsNullOrEmpty(m_Name))\n\t\t\t{\n\t\t\t\tbc.Emit_Copy(0);\n\t\t\t\tbc.Emit_Index(DynValue.NewString(m_Name), true);\n\t\t\t\tbc.Emit_Swap(0, 1);\n\t\t\t\t++argslen;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < m_Arguments.Count; i++)\n\t\t\t\tm_Arguments[i].Compile(bc);\n\n\t\t\tif (!string.IsNullOrEmpty(m_Name))\n\t\t\t{\n\t\t\t\tbc.Emit_ThisCall(argslen, m_DebugErr);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tbc.Emit_Call(argslen, m_DebugErr);\n\t\t\t}\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tthrow new DynamicExpressionException(\"Dynamic Expressions cannot call functions.\");\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/FunctionCallExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11a774b2e6433074ea45b69464891891\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/FunctionDefinitionExpression.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nusing MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass FunctionDefinitionExpression : Expression, IClosureBuilder\n\t{\n\t\tSymbolRef[] m_ParamNames = null;\n\t\tStatement m_Statement;\n\t\tRuntimeScopeFrame m_StackFrame;\n\t\tList<SymbolRef> m_Closure = new List<SymbolRef>();\n\t\tbool m_HasVarArgs = false;\n\t\tInstruction m_ClosureInstruction = null;\n\n\t\tbool m_UsesGlobalEnv;\n\t\tSymbolRef m_Env;\n\n\t\tSourceRef m_Begin, m_End;\n\n\n\t\tpublic FunctionDefinitionExpression(ScriptLoadingContext lcontext, bool usesGlobalEnv)\n\t\t\t: this(lcontext, false, usesGlobalEnv, false)\n\t\t{ }\n\n\t\tpublic FunctionDefinitionExpression(ScriptLoadingContext lcontext, bool pushSelfParam, bool isLambda)\n\t\t\t: this(lcontext, pushSelfParam, false, isLambda)\n\t\t{ }\n\n\n\t\tprivate FunctionDefinitionExpression(ScriptLoadingContext lcontext, bool pushSelfParam, bool usesGlobalEnv, bool isLambda)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tif (m_UsesGlobalEnv = usesGlobalEnv)\n\t\t\t\tCheckTokenType(lcontext, TokenType.Function);\n\n\t\t\t// here lexer should be at the '(' or at the '|'\n\t\t\tToken openRound = CheckTokenType(lcontext, isLambda ? TokenType.Lambda : TokenType.Brk_Open_Round);\n\n\t\t\tList<string> paramnames = BuildParamList(lcontext, pushSelfParam, openRound, isLambda);\n\t\t\t// here lexer is at first token of body\n\n\t\t\tm_Begin = openRound.GetSourceRefUpTo(lcontext.Lexer.Current);\n\n\t\t\t// create scope\n\t\t\tlcontext.Scope.PushFunction(this, m_HasVarArgs);\n\n\t\t\tif (m_UsesGlobalEnv)\n\t\t\t{\n\t\t\t\tm_Env = lcontext.Scope.DefineLocal(WellKnownSymbols.ENV);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tlcontext.Scope.ForceEnvUpValue();\n\t\t\t}\n\n\t\t\tm_ParamNames = DefineArguments(paramnames, lcontext);\n\n\t\t\tif(isLambda)\n\t\t\t\tm_Statement = CreateLambdaBody(lcontext);\n\t\t\telse\n\t\t\t\tm_Statement = CreateBody(lcontext);\n\n\t\t\tm_StackFrame = lcontext.Scope.PopFunction();\n\n\t\t\tlcontext.Source.Refs.Add(m_Begin);\n\t\t\tlcontext.Source.Refs.Add(m_End);\n\n\t\t}\n\n\n\t\tprivate Statement CreateLambdaBody(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tToken start = lcontext.Lexer.Current;\n\t\t\tExpression e = Expression.Expr(lcontext);\n\t\t\tToken end = lcontext.Lexer.Current;\n\t\t\tSourceRef sref = start.GetSourceRefUpTo(end);\n\t\t\tStatement s = new ReturnStatement(lcontext, e, sref);\n\t\t\treturn s;\n\t\t}\n\n\n\t\tprivate Statement CreateBody(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tStatement s = new CompositeStatement(lcontext);\n\n\t\t\tif (lcontext.Lexer.Current.Type != TokenType.End)\n\t\t\t\tthrow new SyntaxErrorException(lcontext.Lexer.Current, \"'end' expected near '{0}'\", lcontext.Lexer.Current.Text)\n\t\t\t\t{\n\t\t\t\t\tIsPrematureStreamTermination = (lcontext.Lexer.Current.Type == TokenType.Eof)\n\t\t\t\t};\n\n\t\t\tm_End = lcontext.Lexer.Current.GetSourceRef();\n\n\t\t\tlcontext.Lexer.Next();\n\t\t\treturn s;\n\t\t}\n\n\t\tprivate List<string> BuildParamList(ScriptLoadingContext lcontext, bool pushSelfParam, Token openBracketToken, bool isLambda)\n\t\t{\n\t\t\tTokenType closeToken = isLambda ? TokenType.Lambda : TokenType.Brk_Close_Round;\n\n\t\t\tList<string> paramnames = new List<string>();\n\n\t\t\t// method decls with ':' must push an implicit 'self' param\n\t\t\tif (pushSelfParam)\n\t\t\t\tparamnames.Add(\"self\");\n\n\t\t\twhile (lcontext.Lexer.Current.Type != closeToken)\n\t\t\t{\n\t\t\t\tToken t = lcontext.Lexer.Current;\n\n\t\t\t\tif (t.Type == TokenType.Name)\n\t\t\t\t{\n\t\t\t\t\tparamnames.Add(t.Text);\n\t\t\t\t}\n\t\t\t\telse if (t.Type == TokenType.VarArgs)\n\t\t\t\t{\n\t\t\t\t\tm_HasVarArgs = true;\n\t\t\t\t\tparamnames.Add(WellKnownSymbols.VARARGS);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t\tUnexpectedTokenType(t);\n\n\t\t\t\tlcontext.Lexer.Next();\n\n\t\t\t\tt = lcontext.Lexer.Current;\n\n\t\t\t\tif (t.Type == TokenType.Comma)\n\t\t\t\t{\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tCheckMatch(lcontext, openBracketToken, closeToken, isLambda ? \"|\" : \")\");\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (lcontext.Lexer.Current.Type == closeToken)\n\t\t\t\tlcontext.Lexer.Next();\n\n\t\t\treturn paramnames;\n\t\t}\n\n\t\tprivate SymbolRef[] DefineArguments(List<string> paramnames, ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tHashSet<string> names = new HashSet<string>();\n\n\t\t\tSymbolRef[] ret = new SymbolRef[paramnames.Count];\n\n\t\t\tfor (int i = paramnames.Count - 1; i >= 0; i--)\n\t\t\t{\n\t\t\t\tif (!names.Add(paramnames[i]))\n\t\t\t\t\tparamnames[i] = paramnames[i] + \"@\" + i.ToString();\n\n\t\t\t\tret[i] = lcontext.Scope.DefineLocal(paramnames[i]);\n\t\t\t}\n\n\t\t\treturn ret;\n\t\t}\n\n\t\tpublic SymbolRef CreateUpvalue(BuildTimeScope scope, SymbolRef symbol)\n\t\t{\n\t\t\tfor (int i = 0; i < m_Closure.Count; i++)\n\t\t\t{\n\t\t\t\tif (m_Closure[i].i_Name == symbol.i_Name)\n\t\t\t\t{\n\t\t\t\t\treturn SymbolRef.Upvalue(symbol.i_Name, i);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tm_Closure.Add(symbol);\n\n\t\t\tif (m_ClosureInstruction != null)\n\t\t\t{\n\t\t\t\tm_ClosureInstruction.SymbolList = m_Closure.ToArray();\n\t\t\t}\n\n\t\t\treturn SymbolRef.Upvalue(symbol.i_Name, m_Closure.Count - 1);\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tthrow new DynamicExpressionException(\"Dynamic Expressions cannot define new functions.\");\n\t\t}\n\n\t\tpublic int CompileBody(ByteCode bc, string friendlyName)\n\t\t{\n\t\t\tstring funcName = friendlyName ?? (\"<\" + this.m_Begin.FormatLocation(bc.Script, true) + \">\");\n\n\t\t\tbc.PushSourceRef(m_Begin);\n\n\t\t\tInstruction I = bc.Emit_Jump(OpCode.Jump, -1);\n\n\t\t\tInstruction meta = bc.Emit_Meta(funcName, OpCodeMetadataType.FunctionEntrypoint);\n\t\t\tint metaip = bc.GetJumpPointForLastInstruction();\n\n\t\t\tbc.Emit_BeginFn(m_StackFrame);\n\n\t\t\tbc.LoopTracker.Loops.Push(new LoopBoundary());\n\n\t\t\tint entryPoint = bc.GetJumpPointForLastInstruction();\n\n\t\t\tif (m_UsesGlobalEnv)\n\t\t\t{\n\t\t\t\tbc.Emit_Load(SymbolRef.Upvalue(WellKnownSymbols.ENV, 0));\n\t\t\t\tbc.Emit_Store(m_Env, 0, 0);\n\t\t\t\tbc.Emit_Pop();\n\t\t\t}\n\n\t\t\tif (m_ParamNames.Length > 0)\n\t\t\t\tbc.Emit_Args(m_ParamNames);\n\n\t\t\tm_Statement.Compile(bc);\n\n\t\t\tbc.PopSourceRef();\n\t\t\tbc.PushSourceRef(m_End);\n\n\t\t\tbc.Emit_Ret(0);\n\n\t\t\tbc.LoopTracker.Loops.Pop();\n\n\t\t\tI.NumVal = bc.GetJumpPointForNextInstruction();\n\t\t\tmeta.NumVal = bc.GetJumpPointForLastInstruction() - metaip;\n\n\t\t\tbc.PopSourceRef();\n\n\t\t\treturn entryPoint;\n\t\t}\n\n\t\tpublic int Compile(ByteCode bc, Func<int> afterDecl, string friendlyName)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_Begin))\n\t\t\t{\n\t\t\t\tSymbolRef[] symbs = m_Closure\n\t\t\t\t\t//.Select((s, idx) => s.CloneLocalAndSetFrame(m_ClosureFrames[idx]))\n\t\t\t\t\t.ToArray();\n\n\t\t\t\tm_ClosureInstruction = bc.Emit_Closure(symbs, bc.GetJumpPointForNextInstruction());\n\t\t\t\tint ops = afterDecl();\n\n\t\t\t\tm_ClosureInstruction.NumVal += 2 + ops;\n\t\t\t}\n\n\t\t\treturn CompileBody(bc, friendlyName);\n\t\t}\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tCompile(bc, () => 0, null);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/FunctionDefinitionExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8ea73b6de58b94c43a508694a098694e\ntimeCreated: 1518177922\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/IndexExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass IndexExpression : Expression, IVariable\n\t{\n\t\tExpression m_BaseExp;\n\t\tExpression m_IndexExp;\n\t\tstring m_Name;\n\n\n\t\tpublic IndexExpression(Expression baseExp, Expression indexExp, ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_BaseExp = baseExp;\n\t\t\tm_IndexExp = indexExp;\n\t\t}\n\n\t\tpublic IndexExpression(Expression baseExp, string name, ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_BaseExp = baseExp;\n\t\t\tm_Name = name;\n\t\t}\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tm_BaseExp.Compile(bc);\n\n\t\t\tif (m_Name != null)\n\t\t\t{\n\t\t\t\tbc.Emit_Index(DynValue.NewString(m_Name), true);\n\t\t\t}\n\t\t\telse if (m_IndexExp is LiteralExpression)\n\t\t\t{\n\t\t\t\tLiteralExpression lit = (LiteralExpression)m_IndexExp;\n\t\t\t\tbc.Emit_Index(lit.Value);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_IndexExp.Compile(bc);\n\t\t\t\tbc.Emit_Index(isExpList: (m_IndexExp is ExprListExpression));\n\t\t\t}\n\t\t}\n\n\t\tpublic void CompileAssignment(ByteCode bc, int stackofs, int tupleidx)\n\t\t{\n\t\t\tm_BaseExp.Compile(bc);\n\n\t\t\tif (m_Name != null)\n\t\t\t{\n\t\t\t\tbc.Emit_IndexSet(stackofs, tupleidx, DynValue.NewString(m_Name), isNameIndex: true);\n\t\t\t}\n\t\t\telse if (m_IndexExp is LiteralExpression)\n\t\t\t{\n\t\t\t\tLiteralExpression lit = (LiteralExpression)m_IndexExp;\n\t\t\t\tbc.Emit_IndexSet(stackofs, tupleidx, lit.Value);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_IndexExp.Compile(bc);\n\t\t\t\tbc.Emit_IndexSet(stackofs, tupleidx, isExpList: (m_IndexExp is ExprListExpression));\n\t\t\t}\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tDynValue b = m_BaseExp.Eval(context).ToScalar();\n\t\t\tDynValue i = m_IndexExp != null ? m_IndexExp.Eval(context).ToScalar() : DynValue.NewString(m_Name);\n\n\t\t\tif (b.Type != DataType.Table) throw new DynamicExpressionException(\"Attempt to index non-table.\");\n\t\t\telse if (i.IsNilOrNan()) throw new DynamicExpressionException(\"Attempt to index with nil or nan key.\");\n\t\t\treturn b.Table.Get(i) ?? DynValue.Nil;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/IndexExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cbbef47cf36e7a34fb54392b896adc22\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/LiteralExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass LiteralExpression : Expression\n\t{\n\t\tDynValue m_Value;\n\n\t\tpublic DynValue Value\n\t\t{\n\t\t\tget { return m_Value; }\n\t\t}\n\n\n\t\tpublic LiteralExpression(ScriptLoadingContext lcontext, DynValue value)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Value = value;\n\t\t}\n\n\n\t\tpublic LiteralExpression(ScriptLoadingContext lcontext, Token t)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tswitch (t.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Number:\n\t\t\t\tcase TokenType.Number_Hex:\n\t\t\t\tcase TokenType.Number_HexFloat:\n\t\t\t\t\tm_Value = DynValue.NewNumber(t.GetNumberValue()).AsReadOnly();\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.String:\n\t\t\t\tcase TokenType.String_Long:\n\t\t\t\t\tm_Value = DynValue.NewString(t.Text).AsReadOnly();\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.True:\n\t\t\t\t\tm_Value = DynValue.True;\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.False:\n\t\t\t\t\tm_Value = DynValue.False;\n\t\t\t\t\tbreak;\n\t\t\t\tcase TokenType.Nil:\n\t\t\t\t\tm_Value = DynValue.Nil;\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"type mismatch\");\n\t\t\t}\n\n\t\t\tif (m_Value == null)\n\t\t\t\tthrow new SyntaxErrorException(t, \"unknown literal format near '{0}'\", t.Text);\n\n\t\t\tlcontext.Lexer.Next();\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tbc.Emit_Literal(m_Value);\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn m_Value;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/LiteralExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f583eb542416ee74a897e28ab3d2542f\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/SymbolRefExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass SymbolRefExpression : Expression, IVariable\n\t{\n\t\tSymbolRef m_Ref;\n\t\tstring m_VarName;\n\n\t\tpublic SymbolRefExpression(Token T, ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_VarName = T.Text;\n\n\t\t\tif (T.Type == TokenType.VarArgs)\n\t\t\t{\n\t\t\t\tm_Ref = lcontext.Scope.Find(WellKnownSymbols.VARARGS);\n\n\t\t\t\tif (!lcontext.Scope.CurrentFunctionHasVarArgs())\n\t\t\t\t\tthrow new SyntaxErrorException(T, \"cannot use '...' outside a vararg function\");\n\n\t\t\t\tif (lcontext.IsDynamicExpression)\n\t\t\t\t\tthrow new DynamicExpressionException(\"cannot use '...' in a dynamic expression.\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (!lcontext.IsDynamicExpression)\n\t\t\t\t\tm_Ref = lcontext.Scope.Find(m_VarName);\n\t\t\t}\n\n\t\t\tlcontext.Lexer.Next();\n\t\t}\n\n\t\tpublic SymbolRefExpression(ScriptLoadingContext lcontext, SymbolRef refr)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Ref = refr;\n\n\t\t\tif (lcontext.IsDynamicExpression)\n\t\t\t{\n\t\t\t\tthrow new DynamicExpressionException(\"Unsupported symbol reference expression detected.\");\n\t\t\t}\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tbc.Emit_Load(m_Ref);\n\t\t}\n\n\n\t\tpublic void CompileAssignment(Execution.VM.ByteCode bc, int stackofs, int tupleidx)\n\t\t{\n\t\t\tbc.Emit_Store(m_Ref, stackofs, tupleidx);\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn context.EvaluateSymbolByName(m_VarName);\n\t\t}\n\n\t\tpublic override SymbolRef FindDynamic(ScriptExecutionContext context)\n\t\t{\n\t\t\treturn context.FindSymbolByName(m_VarName);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/SymbolRefExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 26e354a1948bc2341b3ac308f45d990e\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/TableConstructor.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass TableConstructor : Expression \n\t{\n\t\tbool m_Shared = false;\n\t\tList<Expression> m_PositionalValues = new List<Expression>();\n\t\tList<KeyValuePair<Expression, Expression>> m_CtorArgs = new List<KeyValuePair<Expression, Expression>>();\n\n\t\tpublic TableConstructor(ScriptLoadingContext lcontext, bool shared)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Shared = shared;\n\n\t\t\t// here lexer is at the '{', go on\n\t\t\tCheckTokenType(lcontext, TokenType.Brk_Open_Curly, TokenType.Brk_Open_Curly_Shared);\n\n\t\t\twhile (lcontext.Lexer.Current.Type != TokenType.Brk_Close_Curly)\n\t\t\t{\n\t\t\t\tswitch (lcontext.Lexer.Current.Type)\n\t\t\t\t{\n\t\t\t\t\tcase TokenType.Name:\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tToken assign = lcontext.Lexer.PeekNext();\n\n\t\t\t\t\t\t\tif (assign.Type == TokenType.Op_Assignment)\n\t\t\t\t\t\t\t\tStructField(lcontext);\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tArrayField(lcontext);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase TokenType.Brk_Open_Square:\n\t\t\t\t\t\tMapField(lcontext);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tArrayField(lcontext);\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tToken curr = lcontext.Lexer.Current;\n\n\t\t\t\tif (curr.Type == TokenType.Comma || curr.Type == TokenType.SemiColon)\n\t\t\t\t{\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tCheckTokenType(lcontext, TokenType.Brk_Close_Curly);\n\t\t}\n\n\t\tprivate void MapField(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tlcontext.Lexer.Next(); // skip '['\n\n\t\t\tExpression key = Expr(lcontext);\n\n\t\t\tCheckTokenType(lcontext, TokenType.Brk_Close_Square);\n\n\t\t\tCheckTokenType(lcontext, TokenType.Op_Assignment);\n\n\t\t\tExpression value = Expr(lcontext);\n\n\t\t\tm_CtorArgs.Add(new KeyValuePair<Expression, Expression>(key, value));\n\t\t}\n\n\t\tprivate void StructField(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tExpression key = new LiteralExpression(lcontext, DynValue.NewString(lcontext.Lexer.Current.Text));\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\tCheckTokenType(lcontext, TokenType.Op_Assignment);\n\n\t\t\tExpression value = Expr(lcontext);\n\n\t\t\tm_CtorArgs.Add(new KeyValuePair<Expression, Expression>(key, value));\n\t\t}\n\n\n\t\tprivate void ArrayField(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tExpression e = Expr(lcontext);\n\t\t\tm_PositionalValues.Add(e);\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tbc.Emit_NewTable(m_Shared);\n\n\t\t\tforeach (var kvp in m_CtorArgs)\n\t\t\t{\n\t\t\t\tkvp.Key.Compile(bc);\n\t\t\t\tkvp.Value.Compile(bc);\n\t\t\t\tbc.Emit_TblInitN();\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < m_PositionalValues.Count; i++ )\n\t\t\t{\n\t\t\t\tm_PositionalValues[i].Compile(bc);\n\t\t\t\tbc.Emit_TblInitI(i == m_PositionalValues.Count - 1);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tif (!this.m_Shared)\n\t\t\t{\n\t\t\t\tthrow new DynamicExpressionException(\"Dynamic Expressions cannot define new non-prime tables.\");\n\t\t\t}\n\n\t\t\tDynValue tval = DynValue.NewPrimeTable();\n\t\t\tTable t = tval.Table;\n\n\t\t\tint idx = 0;\n\t\t\tforeach (Expression e in m_PositionalValues)\n\t\t\t{\n\t\t\t\tt.Set(++idx, e.Eval(context));\n\t\t\t}\n\n\t\t\tforeach (KeyValuePair<Expression, Expression> kvp in this.m_CtorArgs)\n\t\t\t{\n\t\t\t\tt.Set(kvp.Key.Eval(context), kvp.Value.Eval(context));\n\t\t\t}\n\n\t\t\treturn tval;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/TableConstructor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2a081888a2c61e0438a9883cc78e10f8\ntimeCreated: 1518177916\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/UnaryOperatorExpression.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree.Expressions\n{\n\tclass UnaryOperatorExpression : Expression\n\t{\n\t\tExpression m_Exp;\n\t\tstring m_OpText;\n\n\t\tpublic UnaryOperatorExpression(ScriptLoadingContext lcontext, Expression subExpression, Token unaryOpToken)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_OpText = unaryOpToken.Text;\n\t\t\tm_Exp = subExpression;\n\t\t}\n\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tm_Exp.Compile(bc);\n\n\t\t\tswitch (m_OpText)\n\t\t\t{\n\t\t\t\tcase \"not\":\n\t\t\t\t\tbc.Emit_Operator(OpCode.Not);\n\t\t\t\t\tbreak;\n\t\t\t\tcase \"#\":\n\t\t\t\t\tbc.Emit_Operator(OpCode.Len);\n\t\t\t\t\tbreak;\n\t\t\t\tcase \"-\":\n\t\t\t\t\tbc.Emit_Operator(OpCode.Neg);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new InternalErrorException(\"Unexpected unary operator '{0}'\", m_OpText);\n\t\t\t}\n\n\n\t\t}\n\n\t\tpublic override DynValue Eval(ScriptExecutionContext context)\n\t\t{\n\t\t\tDynValue v = m_Exp.Eval(context).ToScalar();\n\n\t\t\tswitch (m_OpText)\n\t\t\t{\n\t\t\t\tcase \"not\":\n\t\t\t\t\treturn DynValue.NewBoolean(!v.CastToBool());\n\t\t\t\tcase \"#\":\n\t\t\t\t\treturn v.GetLength();\n\t\t\t\tcase \"-\":\n\t\t\t\t\t{\n\t\t\t\t\t\tdouble? d = v.CastToNumber();\n\n\t\t\t\t\t\tif (d.HasValue)\n\t\t\t\t\t\t\treturn DynValue.NewNumber(-d.Value);\n\n\t\t\t\t\t\tthrow new DynamicExpressionException(\"Attempt to perform arithmetic on non-numbers.\");\n\t\t\t\t\t}\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new DynamicExpressionException(\"Unexpected unary operator '{0}'\", m_OpText);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions/UnaryOperatorExpression.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1f6987cc5b0af8449bf33449e5a3e95\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Expressions.meta",
    "content": "fileFormatVersion: 2\nguid: 57aacb2281f6e52498a4e8254d969cb0\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Fast_Interface/Loader_Fast.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\nusing MoonSharp.Interpreter.Tree.Expressions;\nusing MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Tree.Fast_Interface\n{\n\tinternal static class Loader_Fast\n\t{\n\t\tinternal static DynamicExprExpression LoadDynamicExpr(Script script, SourceCode source)\n\t\t{\n\t\t\tScriptLoadingContext lcontext = CreateLoadingContext(script, source);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tlcontext.IsDynamicExpression = true;\n\t\t\t\tlcontext.Anonymous = true;\n\n\t\t\t\tExpression exp;\n\t\t\t\tusing (script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.AstCreation))\n\t\t\t\t\texp = Expression.Expr(lcontext);\n\n\t\t\t\treturn new DynamicExprExpression(exp, lcontext);\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tex.DecorateMessage(script);\n\t\t\t\tex.Rethrow();\n\t\t\t\tthrow;\n\t\t\t}\n\t\t}\n\n\t\tprivate static ScriptLoadingContext CreateLoadingContext(Script script, SourceCode source)\n\t\t{\n\t\t\treturn new ScriptLoadingContext(script)\n\t\t\t{\n\t\t\t\tScope = new BuildTimeScope(),\n\t\t\t\tSource = source,\n\t\t\t\tLexer = new Lexer(source.SourceID, source.Code, true)\n\t\t\t};\n\t\t}\n\n\t\tinternal static int LoadChunk(Script script, SourceCode source, ByteCode bytecode, Processor processor)\n\t\t{\n\t\t\tScriptLoadingContext lcontext = CreateLoadingContext(script, source);\n\t\t\ttry\n\t\t\t{\n\t\t\t\tStatement stat;\n\n\t\t\t\tusing (script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.AstCreation))\n\t\t\t\t\tstat = new ChunkStatement(lcontext);\n\n\t\t\t\tint beginIp = -1;\n\n\t\t\t\t//var srcref = new SourceRef(source.SourceID);\n\n\t\t\t\tusing (script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.Compilation))\n\t\t\t\tusing (bytecode.EnterSource(null))\n\t\t\t\t{\n\t\t\t\t\tbytecode.Emit_Nop(string.Format(\"Begin chunk {0}\", source.Name));\n\t\t\t\t\tbeginIp = bytecode.GetJumpPointForLastInstruction();\n\t\t\t\t\tstat.Compile(bytecode);\n\t\t\t\t\tbytecode.Emit_Nop(string.Format(\"End chunk {0}\", source.Name));\n\t\t\t\t}\n\n\t\t\t\t//Debug_DumpByteCode(bytecode, source.SourceID);\n\n\t\t\t\treturn beginIp;\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n                Instruction i = new Instruction(lcontext.Lexer.Current.GetSourceRef()) { OpCode = OpCode.Nop, Name = \"none\" };\n\t\t\t\tprocessor.m_doFileRequireHack = i;\n\t\t\t\tex.DecorateMessage(script, lcontext.Lexer.Current.GetSourceRef());\n\t\t\t\tex.Rethrow();\n\t\t\t\tthrow;\n\t\t\t}\n\t\t}\n\n\t\tinternal static int LoadFunction(Script script, SourceCode source, ByteCode bytecode, bool usesGlobalEnv)\n\t\t{\n\t\t\tScriptLoadingContext lcontext = CreateLoadingContext(script, source);\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tFunctionDefinitionExpression fnx;\n\n\t\t\t\tusing (script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.AstCreation))\n\t\t\t\t\tfnx = new FunctionDefinitionExpression(lcontext, usesGlobalEnv);\n\n\t\t\t\tint beginIp = -1;\n\n\t\t\t\t//var srcref = new SourceRef(source.SourceID);\n\n\t\t\t\tusing (script.PerformanceStats.StartStopwatch(Diagnostics.PerformanceCounter.Compilation))\n\t\t\t\tusing (bytecode.EnterSource(null))\n\t\t\t\t{\n\t\t\t\t\tbytecode.Emit_Nop(string.Format(\"Begin function {0}\", source.Name));\n\t\t\t\t\tbeginIp = fnx.CompileBody(bytecode, source.Name);\n\t\t\t\t\tbytecode.Emit_Nop(string.Format(\"End function {0}\", source.Name));\n\t\t\t\t}\n\n\t\t\t\t//Debug_DumpByteCode(bytecode, source.SourceID);\n\n\t\t\t\treturn beginIp;\n\t\t\t}\n\t\t\tcatch (SyntaxErrorException ex)\n\t\t\t{\n\t\t\t\tex.DecorateMessage(script);\n\t\t\t\tex.Rethrow();\n\t\t\t\tthrow;\n\t\t\t}\n\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Fast_Interface/Loader_Fast.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dc044cffacd4d85419474fc5165be530\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Fast_Interface.meta",
    "content": "fileFormatVersion: 2\nguid: 1329136b956912c43b59012999a50a89\nfolderAsset: yes\ntimeCreated: 1518177912\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/IVariable.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Tree\n{\n\tinterface IVariable\n\t{\n\t\tvoid CompileAssignment(Execution.VM.ByteCode bc, int stackofs, int tupleidx);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/IVariable.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 41aa9e7d0a0c9fa4c92fe1b43ad5f9af\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/Lexer.cs",
    "content": "﻿using System.Text;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tclass Lexer\n\t{\n\t\tToken m_Current = null;\n\t\tstring m_Code;\n\t\tint m_PrevLineTo = 0;\n\t\tint m_PrevColTo = 1;\n\t\tint m_Cursor = 0;\n\t\tint m_Line = 1;\n\t\tint m_Col = 0;\n\t\tint m_SourceId;\n\t\tbool m_AutoSkipComments = false;\n\n\t\tpublic Lexer(int sourceID, string scriptContent, bool autoSkipComments)\n\t\t{\n\t\t\tm_Code = scriptContent;\n\t\t\tm_SourceId = sourceID;\n\n\t\t\t// remove unicode BOM if any\n\t\t\tif (m_Code.Length > 0 && m_Code[0] == 0xFEFF)\n\t\t\t\tm_Code = m_Code.Substring(1);\n\n\t\t\tm_AutoSkipComments = autoSkipComments;\n\t\t}\n\n\t\tpublic Token Current\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (m_Current == null)\n\t\t\t\t\tNext();\n\n\t\t\t\treturn m_Current;\n\t\t\t}\n\t\t}\n\n\t\tprivate Token FetchNewToken()\n\t\t{\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tToken T = ReadToken();\n\n\t\t\t\t//System.Diagnostics.Debug.WriteLine(\"LEXER : \" + T.ToString());\n\n\t\t\t\tif ((T.Type != TokenType.Comment && T.Type != TokenType.HashBang) || (!m_AutoSkipComments))\n\t\t\t\t\treturn T;\n\t\t\t}\n\t\t}\n\n\t\tpublic void Next()\n\t\t{\n\t\t\tm_Current = FetchNewToken();\n\t\t}\n\n\t\tpublic Token PeekNext()\n\t\t{\n\t\t\tint snapshot = m_Cursor;\n\t\t\tToken current = m_Current;\n\t\t\tint line = m_Line;\n\t\t\tint col = m_Col;\n\n\t\t\tNext();\n\t\t\tToken t = Current;\n\n\t\t\tm_Cursor = snapshot;\n\t\t\tm_Current = current;\n\t\t\tm_Line = line;\n\t\t\tm_Col = col;\n\n\t\t\treturn t;\n\t\t}\n\n\n\t\tprivate void CursorNext()\n\t\t{\n\t\t\tif (CursorNotEof())\n\t\t\t{\n\t\t\t\tif (CursorChar() == '\\n')\n\t\t\t\t{\n\t\t\t\t\tm_Col = 0;\n\t\t\t\t\tm_Line += 1;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tm_Col += 1;\n\t\t\t\t}\n\n\t\t\t\tm_Cursor += 1;\n\t\t\t}\n\t\t}\n\n\t\tprivate char CursorChar()\n\t\t{\n\t\t\tif (m_Cursor < m_Code.Length)\n\t\t\t\treturn m_Code[m_Cursor];\n\t\t\telse\n\t\t\t\treturn '\\0'; //  sentinel\n\t\t}\n\n\t\tprivate char CursorCharNext()\n\t\t{\n\t\t\tCursorNext();\n\t\t\treturn CursorChar();\n\t\t}\n\n\t\tprivate bool CursorMatches(string pattern)\n\t\t{\n\t\t\tfor (int i = 0; i < pattern.Length; i++)\n\t\t\t{\n\t\t\t\tint j = m_Cursor + i;\n\n\t\t\t\tif (j >= m_Code.Length)\n\t\t\t\t\treturn false;\n\t\t\t\tif (m_Code[j] != pattern[i])\n\t\t\t\t\treturn false;\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\n\t\tprivate bool CursorNotEof()\n\t\t{\n\t\t\treturn m_Cursor < m_Code.Length;\n\t\t}\n\n\t\tprivate bool IsWhiteSpace(char c)\n\t\t{\n\t\t\treturn char.IsWhiteSpace(c);\n\t\t}\n\n\t\tprivate void SkipWhiteSpace()\n\t\t{\n\t\t\tfor (; CursorNotEof() && IsWhiteSpace(CursorChar()); CursorNext())\n\t\t\t{\n\t\t\t}\n\t\t}\n\n\n\t\tprivate Token ReadToken()\n\t\t{\n\t\t\tSkipWhiteSpace();\n\n\t\t\tint fromLine = m_Line;\n\t\t\tint fromCol = m_Col;\n\n\t\t\tif (!CursorNotEof())\n\t\t\t\treturn CreateToken(TokenType.Eof, fromLine, fromCol, \"<eof>\");\n\n\t\t\tchar c = CursorChar();\n\n\t\t\tswitch (c)\n\t\t\t{\n\t\t\t\tcase '|':\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\treturn CreateToken(TokenType.Lambda, fromLine, fromCol, \"|\");\n\t\t\t\tcase ';':\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\treturn CreateToken(TokenType.SemiColon, fromLine, fromCol, \";\");\n\t\t\t\tcase '=':\n\t\t\t\t\treturn PotentiallyDoubleCharOperator('=', TokenType.Op_Assignment, TokenType.Op_Equal, fromLine, fromCol);\n\t\t\t\tcase '<':\n\t\t\t\t\treturn PotentiallyDoubleCharOperator('=', TokenType.Op_LessThan, TokenType.Op_LessThanEqual, fromLine, fromCol);\n\t\t\t\tcase '>':\n\t\t\t\t\treturn PotentiallyDoubleCharOperator('=', TokenType.Op_GreaterThan, TokenType.Op_GreaterThanEqual, fromLine, fromCol);\n\t\t\t\tcase '~':\n\t\t\t\tcase '!':\n\t\t\t\t\tif (CursorCharNext() != '=')\n\t\t\t\t\t\tthrow new SyntaxErrorException(CreateToken(TokenType.Invalid, fromLine, fromCol), \"unexpected symbol near '{0}'\", c);\n\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\treturn CreateToken(TokenType.Op_NotEqual, fromLine, fromCol, \"~=\");\n\t\t\t\tcase '.':\n\t\t\t\t\t{\n\t\t\t\t\t\tchar next = CursorCharNext();\n\t\t\t\t\t\tif (next == '.')\n\t\t\t\t\t\t\treturn PotentiallyDoubleCharOperator('.', TokenType.Op_Concat, TokenType.VarArgs, fromLine, fromCol);\n\t\t\t\t\t\telse if (LexerUtils.CharIsDigit(next))\n\t\t\t\t\t\t\treturn ReadNumberToken(fromLine, fromCol, true);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn CreateToken(TokenType.Dot, fromLine, fromCol, \".\");\n\t\t\t\t\t}\n\t\t\t\tcase '+':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Add, fromLine, fromCol);\n\t\t\t\tcase '-':\n\t\t\t\t\t{\n\t\t\t\t\t\tchar next = CursorCharNext();\n\t\t\t\t\t\tif (next == '-')\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\treturn ReadComment(fromLine, fromCol);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\treturn CreateToken(TokenType.Op_MinusOrSub, fromLine, fromCol, \"-\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\tcase '*':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Mul, fromLine, fromCol);\n\t\t\t\tcase '/':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Div, fromLine, fromCol);\n\t\t\t\tcase '%':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Mod, fromLine, fromCol);\n\t\t\t\tcase '^':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Pwr, fromLine, fromCol);\n\t\t\t\tcase '$':\n\t\t\t\t\treturn PotentiallyDoubleCharOperator('{', TokenType.Op_Dollar, TokenType.Brk_Open_Curly_Shared, fromLine, fromCol);\n\t\t\t\tcase '#':\n\t\t\t\t\tif (m_Cursor == 0 && m_Code.Length > 1 && m_Code[1] == '!')\n\t\t\t\t\t\treturn ReadHashBang(fromLine, fromCol);\n\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Op_Len, fromLine, fromCol);\n\t\t\t\tcase '[':\n\t\t\t\t\t{\n\t\t\t\t\t\tchar next = CursorCharNext();\n\t\t\t\t\t\tif (next == '=' || next == '[')\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring str = ReadLongString(fromLine, fromCol, null, \"string\");\n\t\t\t\t\t\t\treturn CreateToken(TokenType.String_Long, fromLine, fromCol, str);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn CreateToken(TokenType.Brk_Open_Square, fromLine, fromCol, \"[\");\n\t\t\t\t\t}\n\t\t\t\tcase ']':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Brk_Close_Square, fromLine, fromCol);\n\t\t\t\tcase '(':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Brk_Open_Round, fromLine, fromCol);\n\t\t\t\tcase ')':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Brk_Close_Round, fromLine, fromCol);\n\t\t\t\tcase '{':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Brk_Open_Curly, fromLine, fromCol);\n\t\t\t\tcase '}':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Brk_Close_Curly, fromLine, fromCol);\n\t\t\t\tcase ',':\n\t\t\t\t\treturn CreateSingleCharToken(TokenType.Comma, fromLine, fromCol);\n\t\t\t\tcase ':':\n\t\t\t\t\treturn PotentiallyDoubleCharOperator(':', TokenType.Colon, TokenType.DoubleColon, fromLine, fromCol);\n\t\t\t\tcase '\"':\n\t\t\t\tcase '\\'':\n\t\t\t\t\treturn ReadSimpleStringToken(fromLine, fromCol);\n\t\t\t\tcase '\\0':\n\t\t\t\t\tthrow new SyntaxErrorException(CreateToken(TokenType.Invalid, fromLine, fromCol), \"unexpected symbol near '{0}'\", CursorChar())\n\t\t\t\t\t{\n\t\t\t\t\t\tIsPrematureStreamTermination = true\n\t\t\t\t\t};\n\t\t\t\tdefault:\n\t\t\t\t\t{\n\t\t\t\t\t\tif (char.IsLetter(c) || c == '_')\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring name = ReadNameToken();\n\t\t\t\t\t\t\treturn CreateNameToken(name, fromLine, fromCol);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (LexerUtils.CharIsDigit(c))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\treturn ReadNumberToken(fromLine, fromCol, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tthrow new SyntaxErrorException(CreateToken(TokenType.Invalid, fromLine, fromCol), \"unexpected symbol near '{0}'\", CursorChar());\n\t\t\t}\n\t\t}\n\n\t\tprivate string ReadLongString(int fromLine, int fromCol, string startpattern, string subtypeforerrors)\n\t\t{\n\t\t\t// here we are at the first '=' or second '['\n\t\t\tStringBuilder text = new StringBuilder(1024);\n\t\t\tstring end_pattern = \"]\";\n\n\t\t\tif (startpattern == null)\n\t\t\t{\n\t\t\t\tfor (char c = CursorChar(); ; c = CursorCharNext())\n\t\t\t\t{\n\t\t\t\t\tif (c == '\\0' || !CursorNotEof())\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new SyntaxErrorException(\n\t\t\t\t\t\t\tCreateToken(TokenType.Invalid, fromLine, fromCol),\n\t\t\t\t\t\t\t\"unfinished long {0} near '<eof>'\", subtypeforerrors) { IsPrematureStreamTermination = true };\n\t\t\t\t\t}\n\t\t\t\t\telse if (c == '=')\n\t\t\t\t\t{\n\t\t\t\t\t\tend_pattern += \"=\";\n\t\t\t\t\t}\n\t\t\t\t\telse if (c == '[')\n\t\t\t\t\t{\n\t\t\t\t\t\tend_pattern += \"]\";\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tthrow new SyntaxErrorException(\n\t\t\t\t\t\t\tCreateToken(TokenType.Invalid, fromLine, fromCol),\n\t\t\t\t\t\t\t\"invalid long {0} delimiter near '{1}'\", subtypeforerrors, c) { IsPrematureStreamTermination = true };\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tend_pattern = startpattern.Replace('[', ']');\n\t\t\t}\n\n\n\t\t\tfor (char c = CursorCharNext(); ; c = CursorCharNext())\n\t\t\t{\n\t\t\t\tif (c == '\\r') // XXI century and we still debate on how a newline is made. throw new DeveloperExtremelyAngryException.\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (c == '\\0' || !CursorNotEof())\n\t\t\t\t{\n\t\t\t\t\tthrow new SyntaxErrorException(\n\t\t\t\t\t\t\tCreateToken(TokenType.Invalid, fromLine, fromCol),\n\t\t\t\t\t\t\t\"unfinished long {0} near '{1}'\", subtypeforerrors, text.ToString()) { IsPrematureStreamTermination = true };\n\t\t\t\t}\n\t\t\t\telse if (c == ']' && CursorMatches(end_pattern))\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < end_pattern.Length; i++)\n\t\t\t\t\t\tCursorCharNext();\n\n\t\t\t\t\treturn LexerUtils.AdjustLuaLongString(text.ToString());\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate Token ReadNumberToken(int fromLine, int fromCol, bool leadingDot)\n\t\t{\n\t\t\tStringBuilder text = new StringBuilder(32);\n\n\t\t\t//INT : Digit+\n\t\t\t//HEX : '0' [xX] HexDigit+\n\t\t\t//FLOAT : Digit+ '.' Digit* ExponentPart?\n\t\t\t//\t\t| '.' Digit+ ExponentPart?\n\t\t\t//\t\t| Digit+ ExponentPart\n\t\t\t//HEX_FLOAT : '0' [xX] HexDigit+ '.' HexDigit* HexExponentPart?\n\t\t\t//\t\t\t| '0' [xX] '.' HexDigit+ HexExponentPart?\n\t\t\t//\t\t\t| '0' [xX] HexDigit+ HexExponentPart\n\t\t\t//\n\t\t\t// ExponentPart : [eE] [+-]? Digit+\n\t\t\t// HexExponentPart : [pP] [+-]? Digit+\n\n\t\t\tbool isHex = false;\n\t\t\tbool dotAdded = false;\n\t\t\tbool exponentPart = false;\n\t\t\tbool exponentSignAllowed = false;\n\n\t\t\tif (leadingDot)\n\t\t\t{\n\t\t\t\ttext.Append(\"0.\");\n\t\t\t}\n\t\t\telse if (CursorChar() == '0')\n\t\t\t{\n\t\t\t\ttext.Append(CursorChar());\n\t\t\t\tchar secondChar = CursorCharNext();\n\n\t\t\t\tif (secondChar == 'x' || secondChar == 'X')\n\t\t\t\t{\n\t\t\t\t\tisHex = true;\n\t\t\t\t\ttext.Append(CursorChar());\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfor (char c = CursorChar(); CursorNotEof(); c = CursorCharNext())\n\t\t\t{\n\t\t\t\tif (exponentSignAllowed && (c == '+' || c == '-'))\n\t\t\t\t{\n\t\t\t\t\texponentSignAllowed = false;\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t\telse if (LexerUtils.CharIsDigit(c))\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t\telse if (c == '.' && !dotAdded)\n\t\t\t\t{\n\t\t\t\t\tdotAdded = true;\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t\telse if (LexerUtils.CharIsHexDigit(c) && isHex && !exponentPart)\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t\telse if (c == 'e' || c == 'E' || (isHex && (c == 'p' || c == 'P')))\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t\texponentPart = true;\n\t\t\t\t\texponentSignAllowed = true;\n\t\t\t\t\tdotAdded = true;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tTokenType numberType = TokenType.Number;\n\n\t\t\tif (isHex && (dotAdded || exponentPart))\n\t\t\t\tnumberType = TokenType.Number_HexFloat;\n\t\t\telse if (isHex)\n\t\t\t\tnumberType = TokenType.Number_Hex;\n\n\t\t\tstring tokenStr = text.ToString();\n\t\t\treturn CreateToken(numberType, fromLine, fromCol, tokenStr);\n\t\t}\n\n\t\tprivate Token CreateSingleCharToken(TokenType tokenType, int fromLine, int fromCol)\n\t\t{\n\t\t\tchar c = CursorChar();\n\t\t\tCursorCharNext();\n\t\t\treturn CreateToken(tokenType, fromLine, fromCol, c.ToString());\n\t\t}\n\n\t\tprivate Token ReadHashBang(int fromLine, int fromCol)\n\t\t{\n\t\t\tStringBuilder text = new StringBuilder(32);\n\n\t\t\tfor (char c = CursorChar(); CursorNotEof(); c = CursorCharNext())\n\t\t\t{\n\t\t\t\tif (c == '\\n')\n\t\t\t\t{\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\treturn CreateToken(TokenType.HashBang, fromLine, fromCol, text.ToString());\n\t\t\t\t}\n\t\t\t\telse if (c != '\\r')\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn CreateToken(TokenType.HashBang, fromLine, fromCol, text.ToString());\n\t\t}\n\n\n\t\tprivate Token ReadComment(int fromLine, int fromCol)\n\t\t{\n\t\t\tStringBuilder text = new StringBuilder(32);\n\n\t\t\tbool extraneousFound = false;\n\n\t\t\tfor (char c = CursorCharNext(); CursorNotEof(); c = CursorCharNext())\n\t\t\t{\n\t\t\t\tif (c == '[' && !extraneousFound && text.Length > 0)\n\t\t\t\t{\n\t\t\t\t\ttext.Append('[');\n\t\t\t\t\t//CursorCharNext();\n\t\t\t\t\tstring comment = ReadLongString(fromLine, fromCol, text.ToString(), \"comment\");\n\t\t\t\t\treturn CreateToken(TokenType.Comment, fromLine, fromCol, comment);\n\t\t\t\t}\n\t\t\t\telse if (c == '\\n')\n\t\t\t\t{\n\t\t\t\t\textraneousFound = true;\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\treturn CreateToken(TokenType.Comment, fromLine, fromCol, text.ToString());\n\t\t\t\t}\n\t\t\t\telse if (c != '\\r')\n\t\t\t\t{\n\t\t\t\t\tif (c != '[' && c != '=')\n\t\t\t\t\t\textraneousFound = true;\n\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn CreateToken(TokenType.Comment, fromLine, fromCol, text.ToString());\n\t\t}\n\n\t\tprivate Token ReadSimpleStringToken(int fromLine, int fromCol)\n\t\t{\n\t\t\tStringBuilder text = new StringBuilder(32);\n\t\t\tchar separator = CursorChar();\n\n\t\t\tfor (char c = CursorCharNext(); CursorNotEof(); c = CursorCharNext())\n\t\t\t{\n\t\t\tredo_Loop:\n\n\t\t\t\tif (c == '\\\\')\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t\tc = CursorCharNext();\n\t\t\t\t\ttext.Append(c);\n\n\t\t\t\t\tif (c == '\\r')\n\t\t\t\t\t{\n\t\t\t\t\t\tc = CursorCharNext();\n\t\t\t\t\t\tif (c == '\\n')\n\t\t\t\t\t\t\ttext.Append(c);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tgoto redo_Loop;\n\t\t\t\t\t}\n\t\t\t\t\telse if (c == 'z')\n\t\t\t\t\t{\n\t\t\t\t\t\tc = CursorCharNext();\n\n\t\t\t\t\t\tif (char.IsWhiteSpace(c))\n\t\t\t\t\t\t\tSkipWhiteSpace();\n\n\t\t\t\t\t\tc = CursorChar();\n\n\t\t\t\t\t\tgoto redo_Loop;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (c == '\\n' || c == '\\r')\n\t\t\t\t{\n\t\t\t\t\tthrow new SyntaxErrorException(\n\t\t\t\t\t\tCreateToken(TokenType.Invalid, fromLine, fromCol),\n\t\t\t\t\t\t\"unfinished string near '{0}'\", text.ToString());\n\t\t\t\t}\n\t\t\t\telse if (c == separator)\n\t\t\t\t{\n\t\t\t\t\tCursorCharNext();\n\t\t\t\t\tToken t = CreateToken(TokenType.String, fromLine, fromCol);\n\t\t\t\t\tt.Text = LexerUtils.UnescapeLuaString(t, text.ToString());\n\t\t\t\t\treturn t;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttext.Append(c);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tthrow new SyntaxErrorException(\n\t\t\t\tCreateToken(TokenType.Invalid, fromLine, fromCol),\n\t\t\t\t\"unfinished string near '{0}'\", text.ToString()) { IsPrematureStreamTermination = true };\n\t\t}\n\n\n\t\tprivate Token PotentiallyDoubleCharOperator(char expectedSecondChar, TokenType singleCharToken, TokenType doubleCharToken, int fromLine, int fromCol)\n\t\t{\n\t\t\tstring op = CursorChar().ToString();\n\n\t\t\tCursorCharNext();\n\n\t\t\tif (CursorChar() == expectedSecondChar)\n\t\t\t{\n\t\t\t\tCursorCharNext();\n\t\t\t\treturn CreateToken(doubleCharToken, fromLine, fromCol, op + expectedSecondChar);\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn CreateToken(singleCharToken, fromLine, fromCol, op);\n\t\t}\n\n\n\n\t\tprivate Token CreateNameToken(string name, int fromLine, int fromCol)\n\t\t{\n\t\t\tTokenType? reservedType = Token.GetReservedTokenType(name);\n\n\t\t\tif (reservedType.HasValue)\n\t\t\t{\n\t\t\t\treturn CreateToken(reservedType.Value, fromLine, fromCol, name);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn CreateToken(TokenType.Name, fromLine, fromCol, name);\n\t\t\t}\n\t\t}\n\n\n\t\tprivate Token CreateToken(TokenType tokenType, int fromLine, int fromCol, string text = null)\n\t\t{\n\t\t\tToken t = new Token(tokenType, m_SourceId, fromLine, fromCol, m_Line, m_Col, m_PrevLineTo, m_PrevColTo)\n\t\t\t{\n\t\t\t\tText = text\n\t\t\t};\n\t\t\tm_PrevLineTo = m_Line;\n\t\t\tm_PrevColTo = m_Col;\n\t\t\treturn t;\n\t\t}\n\n\t\tprivate string ReadNameToken()\n\t\t{\n\t\t\tStringBuilder name = new StringBuilder(32);\n\n\t\t\tfor (char c = CursorChar(); CursorNotEof(); c = CursorCharNext())\n\t\t\t{\n\t\t\t\tif (char.IsLetterOrDigit(c) || c == '_')\n\t\t\t\t\tname.Append(c);\n\t\t\t\telse\n\t\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\treturn name.ToString();\n\t\t}\n\n\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/Lexer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 402f2553e615aee47a0c71c92d1774de\ntimeCreated: 1518177917\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/LexerUtils.cs",
    "content": "﻿using System;\nusing System.Globalization;\nusing System.Linq;\nusing System.Text;\nusing MoonSharp.Interpreter.Compatibility;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tinternal static class LexerUtils\n\t{\n\t\tpublic static double ParseNumber(Token T)\n\t\t{\n\t\t\tstring txt = T.Text;\n\t\t\tdouble res;\n\t\t\tif (!double.TryParse(txt, NumberStyles.Float, CultureInfo.InvariantCulture, out res))\n\t\t\t\tthrow new SyntaxErrorException(T, \"malformed number near '{0}'\", txt);\n\n\t\t\treturn res;\n\t\t}\n\n\t\tpublic static double ParseHexInteger(Token T)\n\t\t{\n\t\t\tstring txt = T.Text;\n\t\t\tif ((txt.Length < 2) || (txt[0] != '0' && (char.ToUpper(txt[1]) != 'X')))\n\t\t\t\tthrow new InternalErrorException(\"hex numbers must start with '0x' near '{0}'.\", txt);\n\n\t\t\tulong res;\n\n\t\t\tif (!ulong.TryParse(txt.Substring(2), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out res))\n\t\t\t\tthrow new SyntaxErrorException(T, \"malformed number near '{0}'\", txt);\n\n\t\t\treturn (double)res;\n\t\t}\n\n\t\tpublic static string ReadHexProgressive(string s, ref double d, out int digits)\n\t\t{\n\t\t\tdigits = 0;\n\n\t\t\tfor (int i = 0; i < s.Length; i++)\n\t\t\t{\n\t\t\t\tchar c = s[i];\n\n\t\t\t\tif (LexerUtils.CharIsHexDigit(c))\n\t\t\t\t{\n\t\t\t\t\tint v = LexerUtils.HexDigit2Value(c);\n\t\t\t\t\td *= 16.0;\n\t\t\t\t\td += v;\n\t\t\t\t\t++digits;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\treturn s.Substring(i);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn string.Empty;\n\t\t}\n\n\t\tpublic static double ParseHexFloat(Token T)\n\t\t{\n\t\t\tstring s = T.Text;\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif ((s.Length < 2) || (s[0] != '0' && (char.ToUpper(s[1]) != 'X')))\n\t\t\t\t\tthrow new InternalErrorException(\"hex float must start with '0x' near '{0}'\", s);\n\n\t\t\t\ts = s.Substring(2);\n\n\t\t\t\tdouble value = 0.0;\n\t\t\t\tint dummy, exp = 0;\n\n\t\t\t\ts = ReadHexProgressive(s, ref value, out dummy);\n\n\t\t\t\tif (s.Length > 0 && s[0] == '.')\n\t\t\t\t{\n\t\t\t\t\ts = s.Substring(1);\n\t\t\t\t\ts = ReadHexProgressive(s, ref value, out exp);\n\t\t\t\t}\n\n\t\t\t\texp *= -4;\n\n\t\t\t\tif (s.Length > 0 && char.ToUpper(s[0]) == 'P')\n\t\t\t\t{\n\t\t\t\t\tif (s.Length == 1)\n\t\t\t\t\t\tthrow new SyntaxErrorException(T, \"invalid hex float format near '{0}'\", s);\n\n\t\t\t\t\ts = s.Substring(s[1] == '+' ? 2 : 1);\n\n\t\t\t\t\tint exp1 = int.Parse(s, CultureInfo.InvariantCulture);\n\n\t\t\t\t\texp += exp1;\n\t\t\t\t}\n\n\t\t\t\tdouble result = value * Math.Pow(2, exp);\n\t\t\t\treturn result;\n\t\t\t}\n\t\t\tcatch (FormatException)\n\t\t\t{\n\t\t\t\tthrow new SyntaxErrorException(T, \"malformed number near '{0}'\", s);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic static int HexDigit2Value(char c)\n\t\t{\n\t\t\tif (c >= '0' && c <= '9')\n\t\t\t\treturn c - '0';\n\t\t\telse if (c >= 'A' && c <= 'F')\n\t\t\t\treturn 10 + (c - 'A');\n\t\t\telse if (c >= 'a' && c <= 'f')\n\t\t\t\treturn 10 + (c - 'a');\n\t\t\telse\n\t\t\t\tthrow new InternalErrorException(\"invalid hex digit near '{0}'\", c);\n\t\t}\n\n\t\tpublic static bool CharIsDigit(char c)\n\t\t{\n\t\t\treturn c >= '0' && c <= '9';\n\t\t}\n\n\t\tpublic static bool CharIsHexDigit(char c)\n\t\t{\n\t\t\treturn CharIsDigit(c) ||\n\t\t\t\tc == 'a' || c == 'b' || c == 'c' || c == 'd' || c == 'e' || c == 'f' ||\n\t\t\t\tc == 'A' || c == 'B' || c == 'C' || c == 'D' || c == 'E' || c == 'F';\n\t\t}\n\n\t\tpublic static string AdjustLuaLongString(string str)\n\t\t{\n\t\t\tif (str.StartsWith(\"\\r\\n\"))\n\t\t\t\tstr = str.Substring(2);\n\t\t\telse if (str.StartsWith(\"\\n\"))\n\t\t\t\tstr = str.Substring(1);\n\n\t\t\treturn str;\n\t\t}\n\n\t\tpublic static string UnescapeLuaString(Token token, string str)\n\t\t{\n\t\t\tif (!Framework.Do.StringContainsChar(str, '\\\\'))\n\t\t\t\treturn str;\n\n\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\tbool escape = false;\n\t\t\tbool hex = false;\n\t\t\tint unicode_state = 0;\n\t\t\tstring hexprefix = \"\";\n\t\t\tstring val = \"\";\n\t\t\tbool zmode = false;\n\n\t\t\tforeach (char c in str)\n\t\t\t{\n\t\t\tredo:\n\t\t\t\tif (escape)\n\t\t\t\t{\n\t\t\t\t\tif (val.Length == 0 && !hex && unicode_state == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (c == 'a') { sb.Append('\\a'); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == '\\r') { }  // this makes \\\\r\\n -> \\\\n\n\t\t\t\t\t\telse if (c == '\\n') { sb.Append('\\n'); escape = false; }\n\t\t\t\t\t\telse if (c == 'b') { sb.Append('\\b'); escape = false; }\n\t\t\t\t\t\telse if (c == 'f') { sb.Append('\\f'); escape = false; }\n\t\t\t\t\t\telse if (c == 'n') { sb.Append('\\n'); escape = false; }\n\t\t\t\t\t\telse if (c == 'r') { sb.Append('\\r'); escape = false; }\n\t\t\t\t\t\telse if (c == 't') { sb.Append('\\t'); escape = false; }\n\t\t\t\t\t\telse if (c == 'v') { sb.Append('\\v'); escape = false; }\n\t\t\t\t\t\telse if (c == '\\\\') { sb.Append('\\\\'); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == '\"') { sb.Append('\\\"'); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == '\\'') { sb.Append('\\''); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == '[') { sb.Append('['); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == ']') { sb.Append(']'); escape = false; zmode = false; }\n\t\t\t\t\t\telse if (c == 'x') { hex = true; }\n\t\t\t\t\t\telse if (c == 'u') { unicode_state = 1; }\n\t\t\t\t\t\telse if (c == 'z') { zmode = true; escape = false; }\n\t\t\t\t\t\telse if (CharIsDigit(c)) { val = val + c; }\n\t\t\t\t\t\telse throw new SyntaxErrorException(token, \"invalid escape sequence near '\\\\{0}'\", c);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif (unicode_state == 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (c != '{')\n\t\t\t\t\t\t\t\tthrow new SyntaxErrorException(token, \"'{' expected near '\\\\u'\");\n\n\t\t\t\t\t\t\tunicode_state = 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (unicode_state == 2)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (c == '}')\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tint i = int.Parse(val, NumberStyles.HexNumber, CultureInfo.InvariantCulture);\n\t\t\t\t\t\t\t\tsb.Append(ConvertUtf32ToChar(i));\n\t\t\t\t\t\t\t\tunicode_state = 0;\n\t\t\t\t\t\t\t\tval = string.Empty;\n\t\t\t\t\t\t\t\tescape = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (val.Length >= 8)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tthrow new SyntaxErrorException(token, \"'}' missing, or unicode code point too large after '\\\\u'\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tval += c;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (hex)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (CharIsHexDigit(c))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tval += c;\n\t\t\t\t\t\t\t\tif (val.Length == 2)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tint i = int.Parse(val, NumberStyles.HexNumber, CultureInfo.InvariantCulture);\n\t\t\t\t\t\t\t\t\tsb.Append(ConvertUtf32ToChar(i));\n\t\t\t\t\t\t\t\t\tzmode = false;\n\t\t\t\t\t\t\t\t\tescape = false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tthrow new SyntaxErrorException(token, \"hexadecimal digit expected near '\\\\{0}{1}{2}'\", hexprefix, val, c);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (val.Length > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (CharIsDigit(c))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tval = val + c;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (val.Length == 3 || !CharIsDigit(c))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tint i = int.Parse(val, CultureInfo.InvariantCulture);\n\n\t\t\t\t\t\t\t\tif (i > 255)\n\t\t\t\t\t\t\t\t\tthrow new SyntaxErrorException(token, \"decimal escape too large near '\\\\{0}'\", val);\n\n\t\t\t\t\t\t\t\tsb.Append(ConvertUtf32ToChar(i));\n\n\t\t\t\t\t\t\t\tzmode = false;\n\t\t\t\t\t\t\t\tescape = false;\n\n\t\t\t\t\t\t\t\tif (!CharIsDigit(c))\n\t\t\t\t\t\t\t\t\tgoto redo;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (c == '\\\\')\n\t\t\t\t\t{\n\t\t\t\t\t\tescape = true;\n\t\t\t\t\t\thex = false;\n\t\t\t\t\t\tval = \"\";\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!zmode || !char.IsWhiteSpace(c))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb.Append(c);\n\t\t\t\t\t\t\tzmode = false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (escape && !hex && val.Length > 0)\n\t\t\t{\n\t\t\t\tint i = int.Parse(val, CultureInfo.InvariantCulture);\n\t\t\t\tsb.Append(ConvertUtf32ToChar(i));\n\t\t\t\tescape = false;\n\t\t\t}\n\n\t\t\tif (escape)\n\t\t\t{\n\t\t\t\tthrow new SyntaxErrorException(token, \"unfinished string near '\\\"{0}\\\"'\", sb.ToString());\n\t\t\t}\n\n\t\t\treturn sb.ToString();\n\t\t}\n\n\t\tprivate static string ConvertUtf32ToChar(int i)\n\t\t{\n#if PCL || ENABLE_DOTNET\n\t\t\treturn ((char)i).ToString();\n#else\n\t\t\treturn char.ConvertFromUtf32(i);\n#endif\n\t\t}\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/LexerUtils.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/Token.cs",
    "content": "﻿using System;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tclass Token\n\t{\n\t\tpublic readonly int SourceId;\n\t\tpublic readonly int FromCol, ToCol, FromLine, ToLine, PrevCol, PrevLine;\n\t\tpublic readonly TokenType Type;\n\n\t\tpublic string Text { get; set; }\n\n\t\tpublic Token(TokenType type, int sourceId, int fromLine, int fromCol, int toLine, int toCol, int prevLine, int prevCol)\n\t\t{\n\t\t\tType = type;\n\n\t\t\tSourceId = sourceId;\n\t\t\tFromLine = fromLine;\n\t\t\tFromCol = fromCol;\n\t\t\tToCol = toCol;\n\t\t\tToLine = toLine;\n\t\t\tPrevCol = prevCol;\n\t\t\tPrevLine = prevLine;\n\t\t}\n\n\n\t\tpublic override string ToString()\n\t\t{\n\t\t\tstring tokenTypeString = (Type.ToString() + \"                                                      \").Substring(0, 16);\n\n\t\t\tstring location = string.Format(\"{0}:{1}-{2}:{3}\", FromLine, FromCol, ToLine, ToCol);\n\n\t\t\tlocation = (location + \"                                                      \").Substring(0, 10);\n\n\t\t\treturn string.Format(\"{0}  - {1} - '{2}'\", tokenTypeString, location, this.Text ?? \"\");\n\t\t}\n\n\t\tpublic static TokenType? GetReservedTokenType(string reservedWord)\n\t\t{\n\t\t\tswitch (reservedWord)\n\t\t\t{\n\t\t\t\tcase \"and\":\n\t\t\t\t\treturn TokenType.And;\n\t\t\t\tcase \"break\":\n\t\t\t\t\treturn TokenType.Break;\n\t\t\t\tcase \"do\":\n\t\t\t\t\treturn TokenType.Do;\n\t\t\t\tcase \"else\":\n\t\t\t\t\treturn TokenType.Else;\n\t\t\t\tcase \"elseif\":\n\t\t\t\t\treturn TokenType.ElseIf;\n\t\t\t\tcase \"end\":\n\t\t\t\t\treturn TokenType.End;\n\t\t\t\tcase \"false\":\n\t\t\t\t\treturn TokenType.False;\n\t\t\t\tcase \"for\":\n\t\t\t\t\treturn TokenType.For;\n\t\t\t\tcase \"function\":\n\t\t\t\t\treturn TokenType.Function;\n\t\t\t\tcase \"goto\":\n\t\t\t\t\treturn TokenType.Goto;\n\t\t\t\tcase \"if\":\n\t\t\t\t\treturn TokenType.If;\n\t\t\t\tcase \"in\":\n\t\t\t\t\treturn TokenType.In;\n\t\t\t\tcase \"local\":\n\t\t\t\t\treturn TokenType.Local;\n\t\t\t\tcase \"nil\":\n\t\t\t\t\treturn TokenType.Nil;\n\t\t\t\tcase \"not\":\n\t\t\t\t\treturn TokenType.Not;\n\t\t\t\tcase \"or\":\n\t\t\t\t\treturn TokenType.Or;\n\t\t\t\tcase \"repeat\":\n\t\t\t\t\treturn TokenType.Repeat;\n\t\t\t\tcase \"return\":\n\t\t\t\t\treturn TokenType.Return;\n\t\t\t\tcase \"then\":\n\t\t\t\t\treturn TokenType.Then;\n\t\t\t\tcase \"true\":\n\t\t\t\t\treturn TokenType.True;\n\t\t\t\tcase \"until\":\n\t\t\t\t\treturn TokenType.Until;\n\t\t\t\tcase \"while\":\n\t\t\t\t\treturn TokenType.While;\n\t\t\t\tdefault:\n\t\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\n\t\tpublic double GetNumberValue()\n\t\t{\n\t\t\tif (this.Type == TokenType.Number)\n\t\t\t\treturn LexerUtils.ParseNumber(this);\n\t\t\telse if (this.Type == TokenType.Number_Hex)\n\t\t\t\treturn LexerUtils.ParseHexInteger(this);\n\t\t\telse if (this.Type == TokenType.Number_HexFloat)\n\t\t\t\treturn LexerUtils.ParseHexFloat(this);\n\t\t\telse\n\t\t\t\tthrow new NotSupportedException(\"GetNumberValue is supported only on numeric tokens\");\n\t\t}\n\n\n\t\tpublic bool IsEndOfBlock()\n\t\t{\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase TokenType.Else:\n\t\t\t\tcase TokenType.ElseIf:\n\t\t\t\tcase TokenType.End:\n\t\t\t\tcase TokenType.Until:\n\t\t\t\tcase TokenType.Eof:\n\t\t\t\t\treturn true;\n\t\t\t\tdefault:\n\t\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\tpublic bool IsUnaryOperator()\n\t\t{\n\t\t\treturn Type == TokenType.Op_MinusOrSub || Type == TokenType.Not || Type == TokenType.Op_Len;\n\t\t}\n\n\t\tpublic bool IsBinaryOperator()\n\t\t{\n\t\t\tswitch (Type)\n\t\t\t{\n\t\t\t\tcase TokenType.And:\n\t\t\t\tcase TokenType.Or:\n\t\t\t\tcase TokenType.Op_Equal:\n\t\t\t\tcase TokenType.Op_LessThan:\n\t\t\t\tcase TokenType.Op_LessThanEqual:\n\t\t\t\tcase TokenType.Op_GreaterThanEqual:\n\t\t\t\tcase TokenType.Op_GreaterThan:\n\t\t\t\tcase TokenType.Op_NotEqual:\n\t\t\t\tcase TokenType.Op_Concat:\n\t\t\t\tcase TokenType.Op_Pwr:\n\t\t\t\tcase TokenType.Op_Mod:\n\t\t\t\tcase TokenType.Op_Div:\n\t\t\t\tcase TokenType.Op_Mul:\n\t\t\t\tcase TokenType.Op_MinusOrSub:\n\t\t\t\tcase TokenType.Op_Add:\n\t\t\t\t\treturn true;\n\t\t\t\tdefault:\n\t\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\n\t\tinternal Debugging.SourceRef GetSourceRef(bool isStepStop = true)\n\t\t{\n\t\t\treturn new Debugging.SourceRef(this.SourceId, this.FromCol, this.ToCol, this.FromLine, this.ToLine, isStepStop);\n\t\t}\n\n\t\tinternal Debugging.SourceRef GetSourceRef(Token to, bool isStepStop = true)\n\t\t{\n\t\t\treturn new Debugging.SourceRef(this.SourceId, this.FromCol, to.ToCol, this.FromLine, to.ToLine, isStepStop);\n\t\t}\n\n\t\tinternal Debugging.SourceRef GetSourceRefUpTo(Token to, bool isStepStop = true)\n\t\t{\n\t\t\treturn new Debugging.SourceRef(this.SourceId, this.FromCol, to.PrevCol, this.FromLine, to.PrevLine, isStepStop);\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer/TokenType.cs",
    "content": "﻿\nnamespace MoonSharp.Interpreter.Tree\n{\n\tenum TokenType\n\t{\n\t\tEof,\n\t\tHashBang,\n\t\tName,\n\t\tAnd,\n\t\tBreak,\n\t\tDo,\n\t\tElse,\n\t\tElseIf,\n\t\tEnd,\n\t\tFalse,\n\t\tFor,\n\t\tFunction,\n\t\tLambda,\n\t\tGoto,\n\t\tIf,\n\t\tIn,\n\t\tLocal,\n\t\tNil,\n\t\tNot,\n\t\tOr,\n\t\tRepeat,\n\t\tReturn,\n\t\tThen,\n\t\tTrue,\n\t\tUntil,\n\t\tWhile,\n\t\tOp_Equal,\n\t\tOp_Assignment,\n\t\tOp_LessThan,\n\t\tOp_LessThanEqual,\n\t\tOp_GreaterThanEqual,\n\t\tOp_GreaterThan,\n\t\tOp_NotEqual,\n\t\tOp_Concat,\n\t\tVarArgs,\n\t\tDot,\n\t\tColon,\n\t\tDoubleColon,\n\t\tComma,\n\t\tBrk_Close_Curly,\n\t\tBrk_Open_Curly,\n\t\tBrk_Close_Round,\n\t\tBrk_Open_Round,\n\t\tBrk_Close_Square,\n\t\tBrk_Open_Square,\n\t\tOp_Len,\n\t\tOp_Pwr,\n\t\tOp_Mod,\n\t\tOp_Div,\n\t\tOp_Mul,\n\t\tOp_MinusOrSub,\n\t\tOp_Add,\n\t\tComment,\n\n\t\tString,\n\t\tString_Long,\n\n\t\tNumber,\n\t\tNumber_HexFloat,\n\t\tNumber_Hex,\n\t\tSemiColon,\n\t\tInvalid,\n\n\t\tBrk_Open_Curly_Shared,\n\t\tOp_Dollar,\n\t}\n\n\n\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Lexer.meta",
    "content": "fileFormatVersion: 2\nguid: cd6c96fb88d56e347a80475938740d16\nfolderAsset: yes\ntimeCreated: 1518177913\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Loop.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tinternal class Loop : ILoop\n\t{\n\t\tpublic RuntimeScopeBlock Scope;\n\t\tpublic List<Instruction> BreakJumps = new List<Instruction>();\n\n\t\tpublic void CompileBreak(ByteCode bc)\n\t\t{\n\t\t\tbc.Emit_Exit(Scope);\n\t\t\tBreakJumps.Add(bc.Emit_Jump(OpCode.Jump, -1));\n\t\t}\n\n\t\tpublic bool IsBoundary()\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tinternal class LoopBoundary : ILoop\n\t{\n\t\tpublic void CompileBreak(ByteCode bc)\n\t\t{\n\t\t\tthrow new InternalErrorException(\"CompileBreak called on LoopBoundary\");\n\t\t}\n\n\t\tpublic bool IsBoundary()\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t}\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Loop.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5037947a517c0645994d70626d72fb3\ntimeCreated: 1518177923\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/NodeBase.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tabstract class NodeBase\n\t{\n\t\tpublic Script Script { get; private set; }\n\t\tprotected ScriptLoadingContext LoadingContext { get; private set; }\n\n\t\tpublic NodeBase(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tScript = lcontext.Script;\n\t\t}\n\n\n\t\tpublic abstract void Compile(ByteCode bc);\n\n\n\t\tprotected static Token UnexpectedTokenType(Token t)\n\t\t{\n\t\t\tthrow new SyntaxErrorException(t, \"unexpected symbol near '{0}'\", t.Text)\n\t\t\t{\n\t\t\t\tIsPrematureStreamTermination = (t.Type == TokenType.Eof)\n\t\t\t};\n\t\t}\n\n\t\tprotected static Token CheckTokenType(ScriptLoadingContext lcontext, TokenType tokenType)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\tif (t.Type != tokenType)\n\t\t\t\treturn UnexpectedTokenType(t);\n\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\treturn t;\n\t\t}\n\n\n\n\t\tprotected static Token CheckTokenType(ScriptLoadingContext lcontext, TokenType tokenType1, TokenType tokenType2)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\tif (t.Type != tokenType1 && t.Type != tokenType2)\n\t\t\t\treturn UnexpectedTokenType(t);\n\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\treturn t;\n\t\t}\n\t\tprotected static Token CheckTokenType(ScriptLoadingContext lcontext, TokenType tokenType1, TokenType tokenType2, TokenType tokenType3)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\tif (t.Type != tokenType1 && t.Type != tokenType2 && t.Type != tokenType3)\n\t\t\t\treturn UnexpectedTokenType(t);\n\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\treturn t;\n\t\t}\n\n\t\tprotected static void CheckTokenTypeNotNext(ScriptLoadingContext lcontext, TokenType tokenType)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\tif (t.Type != tokenType)\n\t\t\t\tUnexpectedTokenType(t);\n\t\t}\n\n\t\tprotected static Token CheckMatch(ScriptLoadingContext lcontext, Token originalToken, TokenType expectedTokenType, string expectedTokenText)\n\t\t{\n\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\tif (t.Type != expectedTokenType)\n\t\t\t{\n\t\t\t\tthrow new SyntaxErrorException(lcontext.Lexer.Current,\n\t\t\t\t\t\"'{0}' expected (to close '{1}' at line {2}) near '{3}'\",\n\t\t\t\t\texpectedTokenText, originalToken.Text, originalToken.FromLine, t.Text)\n\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\tIsPrematureStreamTermination = (t.Type == TokenType.Eof)\n\t\t\t\t\t\t\t\t\t\t};\n\t\t\t}\n\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\treturn t;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/NodeBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4abb6e0d6933a504c8b47bd78f508c33\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statement.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Tree.Expressions;\nusing MoonSharp.Interpreter.Tree.Statements;\n\nnamespace MoonSharp.Interpreter.Tree\n{\n\tabstract class Statement : NodeBase\n\t{\n\t\tpublic Statement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{ }\n\n\n\t\tprotected static Statement CreateStatement(ScriptLoadingContext lcontext, out bool forceLast)\n\t\t{\n\t\t\tToken tkn = lcontext.Lexer.Current;\n\n\t\t\tforceLast = false;\n\n\t\t\tswitch (tkn.Type)\n\t\t\t{\n\t\t\t\tcase TokenType.DoubleColon:\n\t\t\t\t\treturn new LabelStatement(lcontext);\n\t\t\t\tcase TokenType.Goto:\n\t\t\t\t\treturn new GotoStatement(lcontext);\n\t\t\t\tcase TokenType.SemiColon:\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\treturn new EmptyStatement(lcontext);\n\t\t\t\tcase TokenType.If:\n\t\t\t\t\treturn new IfStatement(lcontext);\n\t\t\t\tcase TokenType.While:\n\t\t\t\t\treturn new WhileStatement(lcontext);\n\t\t\t\tcase TokenType.Do:\n\t\t\t\t\treturn new ScopeBlockStatement(lcontext);\n\t\t\t\tcase TokenType.For:\n\t\t\t\t\treturn DispatchForLoopStatement(lcontext);\n\t\t\t\tcase TokenType.Repeat:\n\t\t\t\t\treturn new RepeatStatement(lcontext);\n\t\t\t\tcase TokenType.Function:\n\t\t\t\t\treturn new FunctionDefinitionStatement(lcontext, false, null);\n\t\t\t\tcase TokenType.Local:\n\t\t\t\t\tToken localToken = lcontext.Lexer.Current;\n\t\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Function)\n\t\t\t\t\t\treturn new FunctionDefinitionStatement(lcontext, true, localToken);\n\t\t\t\t\telse\n\t\t\t\t\t\treturn new AssignmentStatement(lcontext, localToken);\n\t\t\t\tcase TokenType.Return:\n\t\t\t\t\tforceLast = true;\n\t\t\t\t\treturn new ReturnStatement(lcontext);\n\t\t\t\tcase TokenType.Break:\n\t\t\t\t\treturn new BreakStatement(lcontext);\n\t\t\t\tdefault:\n\t\t\t\t\t{\n\t\t\t\t\t\tToken l = lcontext.Lexer.Current;\n\t\t\t\t\t\tExpression exp = Expression.PrimaryExp(lcontext);\n\t\t\t\t\t\tFunctionCallExpression fnexp = exp as FunctionCallExpression;\n\n\t\t\t\t\t\tif (fnexp != null)\n\t\t\t\t\t\t\treturn new FunctionCallStatement(lcontext, fnexp);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn new AssignmentStatement(lcontext, exp, l);\n\t\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate static Statement DispatchForLoopStatement(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\t//\tfor Name ‘=’ exp ‘,’ exp [‘,’ exp] do block end | \n\t\t\t//\tfor namelist in explist do block end | \t\t\n\n\t\t\tToken forTkn = CheckTokenType(lcontext, TokenType.For);\n\n\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\n\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Op_Assignment)\n\t\t\t\treturn new ForLoopStatement(lcontext, name, forTkn);\n\t\t\telse\n\t\t\t\treturn new ForEachLoopStatement(lcontext, name, forTkn);\n\t\t}\n\n\n\n\n\t}\n\n\n\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f83fcdbefde50b44b5ebe11dc6a9a4a\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/AssignmentStatement.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass AssignmentStatement : Statement\n\t{\n\t\tList<IVariable> m_LValues = new List<IVariable>();\n\t\tList<Expression> m_RValues;\n\t\tSourceRef m_Ref;\n\n\n\t\tpublic AssignmentStatement(ScriptLoadingContext lcontext, Token startToken)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tList<string> names = new List<string>();\n\n\t\t\tToken first = startToken;\n\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\tnames.Add(name.Text);\n\n\t\t\t\tif (lcontext.Lexer.Current.Type != TokenType.Comma)\n\t\t\t\t\tbreak;\n\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t}\n\n\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Op_Assignment)\n\t\t\t{\n\t\t\t\tCheckTokenType(lcontext, TokenType.Op_Assignment);\n\t\t\t\tm_RValues = Expression.ExprList(lcontext);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_RValues = new List<Expression>();\n\t\t\t}\n\n\t\t\tforeach (string name in names)\n\t\t\t{\n\t\t\t\tvar localVar = lcontext.Scope.TryDefineLocal(name);\n\t\t\t\tvar symbol = new SymbolRefExpression(lcontext, localVar);\n\t\t\t\tm_LValues.Add(symbol);\n\t\t\t}\n\n\t\t\tToken last = lcontext.Lexer.Current;\n\t\t\tm_Ref = first.GetSourceRefUpTo(last);\n\t\t\tlcontext.Source.Refs.Add(m_Ref);\n\n\t\t}\n\n\n\t\tpublic AssignmentStatement(ScriptLoadingContext lcontext, Expression firstExpression, Token first)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_LValues.Add(CheckVar(lcontext, firstExpression));\n\n\t\t\twhile (lcontext.Lexer.Current.Type == TokenType.Comma)\n\t\t\t{\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\tExpression e = Expression.PrimaryExp(lcontext);\n\t\t\t\tm_LValues.Add(CheckVar(lcontext, e));\n\t\t\t}\n\n\t\t\tCheckTokenType(lcontext, TokenType.Op_Assignment);\n\n\t\t\tm_RValues = Expression.ExprList(lcontext);\n\n\t\t\tToken last = lcontext.Lexer.Current;\n\t\t\tm_Ref = first.GetSourceRefUpTo(last);\n\t\t\tlcontext.Source.Refs.Add(m_Ref);\n\n\t\t}\n\n\t\tprivate IVariable CheckVar(ScriptLoadingContext lcontext, Expression firstExpression)\n\t\t{\n\t\t\tIVariable v = firstExpression as IVariable;\n\n\t\t\tif (v == null)\n\t\t\t\tthrow new SyntaxErrorException(lcontext.Lexer.Current, \"unexpected symbol near '{0}' - not a l-value\", lcontext.Lexer.Current);\n\n\t\t\treturn v;\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_Ref))\n\t\t\t{\n\t\t\t\tforeach (var exp in m_RValues)\n\t\t\t\t{\n\t\t\t\t\texp.Compile(bc);\n\t\t\t\t}\n\n\t\t\t\tfor (int i = 0; i < m_LValues.Count; i++)\n\t\t\t\t\tm_LValues[i].CompileAssignment(bc,\n\t\t\t\t\t\t\tMath.Max(m_RValues.Count - 1 - i, 0), // index of r-value\n\t\t\t\t\t\t\ti - Math.Min(i, m_RValues.Count - 1)); // index in last tuple\n\n\t\t\t\tbc.Emit_Pop(m_RValues.Count);\n\t\t\t}\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/AssignmentStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11753807e40bfe54b94fdd951cd894a1\ntimeCreated: 1518177914\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/BreakStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass BreakStatement : Statement\n\t{\n\t\tSourceRef m_Ref;\n\n\t\tpublic BreakStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Ref = CheckTokenType(lcontext, TokenType.Break).GetSourceRef();\n\t\t\tlcontext.Source.Refs.Add(m_Ref);\n\t\t}\n\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_Ref))\n\t\t\t{\n\t\t\t\tif (bc.LoopTracker.Loops.Count == 0)\n\t\t\t\t\tthrow new SyntaxErrorException(this.Script, m_Ref, \"<break> at line {0} not inside a loop\", m_Ref.FromLine);\n\n\t\t\t\tILoop loop = bc.LoopTracker.Loops.Peek();\n\n\t\t\t\tif (loop.IsBoundary())\n\t\t\t\t\tthrow new SyntaxErrorException(this.Script, m_Ref, \"<break> at line {0} not inside a loop\", m_Ref.FromLine);\n\n\t\t\t\tloop.CompileBreak(bc);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/BreakStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7dac0781a08563042b578233162e952a\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ChunkStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass ChunkStatement : Statement, IClosureBuilder\n\t{\n\t\tStatement m_Block;\n\t\tRuntimeScopeFrame m_StackFrame;\n\t\tSymbolRef m_Env;\n\t\tSymbolRef m_VarArgs;\n\n\t\tpublic ChunkStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tlcontext.Scope.PushFunction(this, true);\n\t\t\tm_Env = lcontext.Scope.DefineLocal(WellKnownSymbols.ENV);\n\t\t\tm_VarArgs = lcontext.Scope.DefineLocal(WellKnownSymbols.VARARGS);\n\n\t\t\tm_Block = new CompositeStatement(lcontext);\n\n\t\t\tif (lcontext.Lexer.Current.Type != TokenType.Eof)\n\t\t\t\tthrow new SyntaxErrorException(lcontext.Lexer.Current, \"<eof> expected near '{0}'\", lcontext.Lexer.Current.Text);\n\n\t\t\tm_StackFrame = lcontext.Scope.PopFunction();\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tInstruction meta = bc.Emit_Meta(\"<chunk-root>\", OpCodeMetadataType.ChunkEntrypoint);\n\t\t\tint metaip = bc.GetJumpPointForLastInstruction();\n\n\t\t\tbc.Emit_BeginFn(m_StackFrame);\n\t\t\tbc.Emit_Args(m_VarArgs);\n\n\t\t\tbc.Emit_Load(SymbolRef.Upvalue(WellKnownSymbols.ENV, 0));\n\t\t\tbc.Emit_Store(m_Env, 0, 0);\n\t\t\tbc.Emit_Pop();\n\n\t\t\tm_Block.Compile(bc);\n\t\t\tbc.Emit_Ret(0);\n\n\t\t\tmeta.NumVal = bc.GetJumpPointForLastInstruction() - metaip;\n\t\t}\n\n\t\tpublic SymbolRef CreateUpvalue(BuildTimeScope scope, SymbolRef symbol)\n\t\t{\n\t\t\treturn null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ChunkStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1704c7710cac7584e8bc2ea786cfddf4\ntimeCreated: 1518177915\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/CompositeStatement.cs",
    "content": "﻿using System.Collections.Generic;\n\nusing MoonSharp.Interpreter.Execution;\n\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass CompositeStatement : Statement \n\t{\n\t\tList<Statement> m_Statements = new List<Statement>();\n\n\t\tpublic CompositeStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\twhile (true)\n\t\t\t{\n\t\t\t\tToken t = lcontext.Lexer.Current;\n\t\t\t\tif (t.IsEndOfBlock()) break;\n\n\t\t\t\tbool forceLast;\n\t\t\t\t\n\t\t\t\tStatement s = Statement.CreateStatement(lcontext, out forceLast);\n\t\t\t\tm_Statements.Add(s);\n\n\t\t\t\tif (forceLast) break;\n\t\t\t}\n\n\t\t\t// eat away all superfluos ';'s\n\t\t\twhile (lcontext.Lexer.Current.Type == TokenType.SemiColon)\n\t\t\t\tlcontext.Lexer.Next();\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tif (m_Statements != null)\n\t\t\t{\n\t\t\t\tforeach (Statement s in m_Statements)\n\t\t\t\t{\n\t\t\t\t\ts.Compile(bc);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/CompositeStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5ec2e5416da52804282fcb1a4d9470d2\ntimeCreated: 1518177919\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/EmptyStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass EmptyStatement : Statement\n\t{\n\t\tpublic EmptyStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/EmptyStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ce247f07b5fff714dbaee172f9df7586\ntimeCreated: 1518177924\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ForEachLoopStatement.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass ForEachLoopStatement : Statement\n\t{\n\t\tRuntimeScopeBlock m_StackFrame;\n\t\tSymbolRef[] m_Names;\n\t\tIVariable[] m_NameExps;\n\t\tExpression m_RValues;\n\t\tStatement m_Block;\n\t\tSourceRef m_RefFor, m_RefEnd;\n\n\t\tpublic ForEachLoopStatement(ScriptLoadingContext lcontext, Token firstNameToken, Token forToken)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\t//\tfor namelist in explist do block end | \t\t\n\n\t\t\tList<string> names = new List<string>();\n\t\t\tnames.Add(firstNameToken.Text);\n\n\t\t\twhile (lcontext.Lexer.Current.Type == TokenType.Comma)\n\t\t\t{\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\tnames.Add(name.Text);\n\t\t\t}\n\n\t\t\tCheckTokenType(lcontext, TokenType.In);\n\n\t\t\tm_RValues = new ExprListExpression(Expression.ExprList(lcontext), lcontext);\n\n\t\t\tlcontext.Scope.PushBlock();\n\n\t\t\tm_Names = names\n\t\t\t\t.Select(n => lcontext.Scope.TryDefineLocal(n))\n\t\t\t\t.ToArray();\n\n\t\t\tm_NameExps = m_Names\n\t\t\t\t.Select(s => new SymbolRefExpression(lcontext, s))\n\t\t\t\t.Cast<IVariable>()\n\t\t\t\t.ToArray();\n\n\t\t\tm_RefFor = forToken.GetSourceRef(CheckTokenType(lcontext, TokenType.Do));\n\n\t\t\tm_Block = new CompositeStatement(lcontext);\n\n\t\t\tm_RefEnd = CheckTokenType(lcontext, TokenType.End).GetSourceRef();\n\n\t\t\tm_StackFrame = lcontext.Scope.PopBlock();\n\n\t\t\tlcontext.Source.Refs.Add(m_RefFor);\n\t\t\tlcontext.Source.Refs.Add(m_RefEnd);\n\t\t}\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\t//for var_1, ···, var_n in explist do block end\n\n\t\t\tbc.PushSourceRef(m_RefFor);\n\n\t\t\tLoop L = new Loop()\n\t\t\t{\n\t\t\t\tScope = m_StackFrame\n\t\t\t};\n\t\t\tbc.LoopTracker.Loops.Push(L);\n\n\t\t\t// get iterator tuple\n\t\t\tm_RValues.Compile(bc);\n\n\t\t\t// prepares iterator tuple - stack : iterator-tuple\n\t\t\tbc.Emit_IterPrep();\n\n\t\t\t// loop start - stack : iterator-tuple\n\t\t\tint start = bc.GetJumpPointForNextInstruction();\n\t\t\tbc.Emit_Enter(m_StackFrame);\n\n\t\t\t// expand the tuple - stack : iterator-tuple, f, var, s\n\t\t\tbc.Emit_ExpTuple(0);\n\n\t\t\t// calls f(s, var) - stack : iterator-tuple, iteration result\n\t\t\tbc.Emit_Call(2, \"for..in\");\n\n\t\t\t// perform assignment of iteration result- stack : iterator-tuple, iteration result\n\t\t\tfor (int i = 0; i < m_NameExps.Length; i++)\n\t\t\t\tm_NameExps[i].CompileAssignment(bc, 0, i);\n\n\t\t\t// pops  - stack : iterator-tuple\n\t\t\tbc.Emit_Pop();\n\n\t\t\t// repushes the main iterator var - stack : iterator-tuple, main-iterator-var\n\t\t\tbc.Emit_Load(m_Names[0]);\n\n\t\t\t// updates the iterator tuple - stack : iterator-tuple, main-iterator-var\n\t\t\tbc.Emit_IterUpd();\n\n\t\t\t// checks head, jumps if nil - stack : iterator-tuple, main-iterator-var\n\t\t\tvar endjump = bc.Emit_Jump(OpCode.JNil, -1);\n\n\t\t\t// executes the stuff - stack : iterator-tuple\n\t\t\tm_Block.Compile(bc);\n\n\t\t\tbc.PopSourceRef();\n\t\t\tbc.PushSourceRef(m_RefEnd);\n\n\t\t\t// loop back again - stack : iterator-tuple\n\t\t\tbc.Emit_Leave(m_StackFrame);\n\t\t\tbc.Emit_Jump(OpCode.Jump, start);\n\n\t\t\tbc.LoopTracker.Loops.Pop();\n\n\t\t\tint exitpointLoopExit = bc.GetJumpPointForNextInstruction();\n\t\t\tbc.Emit_Leave(m_StackFrame);\n\n\t\t\tint exitpointBreaks = bc.GetJumpPointForNextInstruction();\n\n\t\t\tbc.Emit_Pop();\n\n\t\t\tforeach (Instruction i in L.BreakJumps)\n\t\t\t\ti.NumVal = exitpointBreaks;\n\n\t\t\tendjump.NumVal = exitpointLoopExit;\n\n\t\t\tbc.PopSourceRef();\n\t\t}\n\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ForEachLoopStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e490623fe056a8245b16de1b40b8795e\ntimeCreated: 1518177925\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ForLoopStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass ForLoopStatement : Statement\n\t{\n\t\t//for' NAME '=' exp ',' exp (',' exp)? 'do' block 'end'\n\t\tRuntimeScopeBlock m_StackFrame;\n\t\tStatement m_InnerBlock;\n\t\tSymbolRef m_VarName;\n\t\tExpression m_Start, m_End, m_Step;\n\t\tSourceRef m_RefFor, m_RefEnd;\n\n\t\tpublic ForLoopStatement(ScriptLoadingContext lcontext, Token nameToken, Token forToken)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\t//\tfor Name ‘=’ exp ‘,’ exp [‘,’ exp] do block end | \n\n\t\t\t// lexer already at the '=' ! [due to dispatching vs for-each]\n\t\t\tCheckTokenType(lcontext, TokenType.Op_Assignment);\n\n\t\t\tm_Start = Expression.Expr(lcontext);\n\t\t\tCheckTokenType(lcontext, TokenType.Comma);\n\t\t\tm_End = Expression.Expr(lcontext);\n\n\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Comma)\n\t\t\t{\n\t\t\t\tlcontext.Lexer.Next();\n\t\t\t\tm_Step = Expression.Expr(lcontext);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_Step = new LiteralExpression(lcontext, DynValue.NewNumber(1));\n\t\t\t}\n\n\t\t\tlcontext.Scope.PushBlock();\n\t\t\tm_VarName = lcontext.Scope.DefineLocal(nameToken.Text);\n\t\t\tm_RefFor = forToken.GetSourceRef(CheckTokenType(lcontext, TokenType.Do));\n\t\t\tm_InnerBlock = new CompositeStatement(lcontext);\n\t\t\tm_RefEnd = CheckTokenType(lcontext, TokenType.End).GetSourceRef();\n\t\t\tm_StackFrame = lcontext.Scope.PopBlock();\n\n\t\t\tlcontext.Source.Refs.Add(m_RefFor);\n\t\t\tlcontext.Source.Refs.Add(m_RefEnd);\n\t\t}\t\t\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tbc.PushSourceRef(m_RefFor);\n\n\t\t\tLoop L = new Loop()\n\t\t\t{\n\t\t\t\tScope = m_StackFrame\n\t\t\t};\n\n\t\t\tbc.LoopTracker.Loops.Push(L);\n\n\t\t\tm_End.Compile(bc);\n\t\t\tbc.Emit_ToNum(3);\n\t\t\tm_Step.Compile(bc);\n\t\t\tbc.Emit_ToNum(2);\n\t\t\tm_Start.Compile(bc);\n\t\t\tbc.Emit_ToNum(1);\n\n\t\t\tint start = bc.GetJumpPointForNextInstruction();\n\t\t\tvar jumpend = bc.Emit_Jump(OpCode.JFor, -1);\n\t\t\tbc.Emit_Enter(m_StackFrame);\n\t\t\t//bc.Emit_SymStorN(m_VarName);\n\n\t\t\tbc.Emit_Store(m_VarName, 0, 0);\n\n\t\t\tm_InnerBlock.Compile(bc);\n\n\t\t\tbc.PopSourceRef();\n\t\t\tbc.PushSourceRef(m_RefEnd);\n\n\t\t\tbc.Emit_Debug(\"..end\");\n\t\t\tbc.Emit_Leave(m_StackFrame);\n\t\t\tbc.Emit_Incr(1);\n\t\t\tbc.Emit_Jump(OpCode.Jump, start);\n\n\t\t\tbc.LoopTracker.Loops.Pop();\n\n\t\t\tint exitpoint = bc.GetJumpPointForNextInstruction();\n\n\t\t\tforeach (Instruction i in L.BreakJumps)\n\t\t\t\ti.NumVal = exitpoint;\n\n\t\t\tjumpend.NumVal = exitpoint;\n\t\t\tbc.Emit_Pop(3);\n\n\t\t\tbc.PopSourceRef();\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ForLoopStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e9c6478ece097649923238a938c183d\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/FunctionCallStatement.cs",
    "content": "﻿using System;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass FunctionCallStatement : Statement\n\t{\n\t\tFunctionCallExpression m_FunctionCallExpression;\n\n\t\tpublic FunctionCallStatement(ScriptLoadingContext lcontext, FunctionCallExpression functionCallExpression)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_FunctionCallExpression = functionCallExpression;\n\t\t\tlcontext.Source.Refs.Add(m_FunctionCallExpression.SourceRef);\n\t\t}\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_FunctionCallExpression.SourceRef))\n\t\t\t{\n\t\t\t\tm_FunctionCallExpression.Compile(bc);\n\t\t\t\tRemoveBreakpointStop(bc.Emit_Pop());\n\t\t\t}\n\t\t}\n\n\t\tprivate void RemoveBreakpointStop(Instruction instruction)\n\t\t{\n\t\t\tinstruction.SourceCodeRef = null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/FunctionCallStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4c5bdcd94d3df3e4a8619e922b075cd7\ntimeCreated: 1518177918\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/FunctionDefinitionStatement.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass FunctionDefinitionStatement : Statement\n\t{\n\t\tSymbolRef m_FuncSymbol;\n\t\tSourceRef m_SourceRef;\n\n\t\tbool m_Local = false;\n\t\tbool m_IsMethodCallingConvention = false;\n\t\tstring m_MethodName = null;\n\n\t\tstring m_FriendlyName;\n\t\tList<string> m_TableAccessors;\n\t\tFunctionDefinitionExpression m_FuncDef;\n\n\t\tpublic FunctionDefinitionStatement(ScriptLoadingContext lcontext, bool local, Token localToken)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\t// here lexer must be at the 'function' keyword\n\t\t\tToken funcKeyword = CheckTokenType(lcontext, TokenType.Function);\n\t\t\tfuncKeyword = localToken ?? funcKeyword; // for debugger purposes\n\t\t\t\n\t\t\tm_Local = local;\n\n\t\t\tif (m_Local)\n\t\t\t{\n\t\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\tm_FuncSymbol = lcontext.Scope.TryDefineLocal(name.Text);\n\t\t\t\tm_FriendlyName = string.Format(\"{0} (local)\", name.Text);\n\t\t\t\tm_SourceRef = funcKeyword.GetSourceRef(name);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\t\t\t\tstring firstName = name.Text;\n\n\t\t\t\tm_SourceRef = funcKeyword.GetSourceRef(name);\n\n\t\t\t\tm_FuncSymbol = lcontext.Scope.Find(firstName);\n\t\t\t\tm_FriendlyName = firstName;\n\n\t\t\t\tif (lcontext.Lexer.Current.Type != TokenType.Brk_Open_Round)\n\t\t\t\t{\n\t\t\t\t\tm_TableAccessors = new List<string>();\n\n\t\t\t\t\twhile (lcontext.Lexer.Current.Type != TokenType.Brk_Open_Round)\n\t\t\t\t\t{\n\t\t\t\t\t\tToken separator = lcontext.Lexer.Current;\n\n\t\t\t\t\t\tif (separator.Type != TokenType.Colon && separator.Type != TokenType.Dot)\n\t\t\t\t\t\t\tUnexpectedTokenType(separator);\n\t\t\t\t\t\t\n\t\t\t\t\t\tlcontext.Lexer.Next();\n\n\t\t\t\t\t\tToken field = CheckTokenType(lcontext, TokenType.Name);\n\n\t\t\t\t\t\tm_FriendlyName += separator.Text + field.Text;\n\t\t\t\t\t\tm_SourceRef = funcKeyword.GetSourceRef(field);\n\n\t\t\t\t\t\tif (separator.Type == TokenType.Colon)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tm_MethodName = field.Text;\n\t\t\t\t\t\t\tm_IsMethodCallingConvention = true;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tm_TableAccessors.Add(field.Text);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (m_MethodName == null && m_TableAccessors.Count > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tm_MethodName = m_TableAccessors[m_TableAccessors.Count - 1];\n\t\t\t\t\t\tm_TableAccessors.RemoveAt(m_TableAccessors.Count - 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tm_FuncDef = new FunctionDefinitionExpression(lcontext, m_IsMethodCallingConvention, false);\n\t\t\tlcontext.Source.Refs.Add(m_SourceRef);\n\t\t}\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_SourceRef))\n\t\t\t{\n\t\t\t\tif (m_Local)\n\t\t\t\t{\n\t\t\t\t\tbc.Emit_Literal(DynValue.Nil);\n\t\t\t\t\tbc.Emit_Store(m_FuncSymbol, 0, 0);\n\t\t\t\t\tm_FuncDef.Compile(bc, () => SetFunction(bc, 2), m_FriendlyName);\n\t\t\t\t}\n\t\t\t\telse if (m_MethodName == null)\n\t\t\t\t{\n\t\t\t\t\tm_FuncDef.Compile(bc, () => SetFunction(bc, 1), m_FriendlyName);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tm_FuncDef.Compile(bc, () => SetMethod(bc), m_FriendlyName);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tprivate int SetMethod(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tint cnt = 0;\n\n\t\t\tcnt += bc.Emit_Load(m_FuncSymbol);\n\n\t\t\tforeach (string str in m_TableAccessors)\n\t\t\t{\n\t\t\t\tbc.Emit_Index(DynValue.NewString(str), true);\n\t\t\t\tcnt += 1;\n\t\t\t}\n\n\t\t\tbc.Emit_IndexSet(0, 0, DynValue.NewString(m_MethodName), true);\n\n\t\t\treturn 1 + cnt;\n\t\t}\n\n\t\tprivate int SetFunction(Execution.VM.ByteCode bc, int numPop)\n\t\t{\n\t\t\tint num = bc.Emit_Store(m_FuncSymbol, 0, 0);\n\t\t\tbc.Emit_Pop(numPop);\n\t\t\treturn num + 1;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/FunctionDefinitionStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 72b498f4983605145bedc2705b6d0ec2\ntimeCreated: 1518177920\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/GotoStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass GotoStatement : Statement\n\t{\n\t\tinternal SourceRef SourceRef { get; private set; }\n\t\tinternal Token GotoToken { get; private set; }\n\t\tpublic string Label { get; private set; }\n\n\t\tinternal int DefinedVarsCount { get; private set; }\n\t\tinternal string LastDefinedVarName { get; private set; }\n\n\t\tInstruction m_Jump;\n\t\tint m_LabelAddress = -1;\n\n\t\tpublic GotoStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tGotoToken = CheckTokenType(lcontext, TokenType.Goto);\n\t\t\tToken name = CheckTokenType(lcontext, TokenType.Name);\n\n\t\t\tSourceRef = GotoToken.GetSourceRef(name);\n\n\t\t\tLabel = name.Text;\n\n\t\t\tlcontext.Scope.RegisterGoto(this);\n\t\t}\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tm_Jump = bc.Emit_Jump(OpCode.Jump, m_LabelAddress);\n\t\t}\n\n\t\tinternal void SetDefinedVars(int definedVarsCount, string lastDefinedVarsName)\n\t\t{\n\t\t\tDefinedVarsCount = definedVarsCount;\n\t\t\tLastDefinedVarName = lastDefinedVarsName;\n\t\t}\n\n\n\t\tinternal void SetAddress(int labelAddress)\n\t\t{\n\t\t\tm_LabelAddress = labelAddress;\n\n\t\t\tif (m_Jump != null)\n\t\t\t\tm_Jump.NumVal = labelAddress;\n\t\t}\n\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/GotoStatement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e255fefb6b8165488a953784f97c738\ntimeCreated: 1518177921\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/IfStatement.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass IfStatement : Statement\n\t{\n\t\tprivate class IfBlock\n\t\t{\n\t\t\tpublic Expression Exp;\n\t\t\tpublic Statement Block;\n\t\t\tpublic RuntimeScopeBlock StackFrame;\n\t\t\tpublic SourceRef Source;\n\t\t}\n\n\t\tList<IfBlock> m_Ifs = new List<IfBlock>();\n\t\tIfBlock m_Else = null;\n\t\tSourceRef m_End;\n\n\t\tpublic IfStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\twhile (lcontext.Lexer.Current.Type != TokenType.Else && lcontext.Lexer.Current.Type != TokenType.End)\n\t\t\t{\n\t\t\t\tm_Ifs.Add(CreateIfBlock(lcontext));\n\t\t\t}\n\n\t\t\tif (lcontext.Lexer.Current.Type == TokenType.Else)\n\t\t\t{\n\t\t\t\tm_Else = CreateElseBlock(lcontext);\n\t\t\t}\n\n\t\t\tm_End = CheckTokenType(lcontext, TokenType.End).GetSourceRef();\n\t\t\tlcontext.Source.Refs.Add(m_End);\n\t\t}\n\n\t\tIfBlock CreateIfBlock(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tToken type = CheckTokenType(lcontext, TokenType.If, TokenType.ElseIf);\n\n\t\t\tlcontext.Scope.PushBlock();\n\n\t\t\tvar ifblock = new IfBlock();\n\n\t\t\tifblock.Exp = Expression.Expr(lcontext);\n\t\t\tifblock.Source = type.GetSourceRef(CheckTokenType(lcontext, TokenType.Then));\n\t\t\tifblock.Block = new CompositeStatement(lcontext);\n\t\t\tifblock.StackFrame = lcontext.Scope.PopBlock();\n\t\t\tlcontext.Source.Refs.Add(ifblock.Source);\n\n\n\t\t\treturn ifblock;\n\t\t}\n\n\t\tIfBlock CreateElseBlock(ScriptLoadingContext lcontext)\n\t\t{\n\t\t\tToken type = CheckTokenType(lcontext, TokenType.Else);\n\n\t\t\tlcontext.Scope.PushBlock();\n\n\t\t\tvar ifblock = new IfBlock();\n\t\t\tifblock.Block = new CompositeStatement(lcontext);\n\t\t\tifblock.StackFrame = lcontext.Scope.PopBlock();\n\t\t\tifblock.Source = type.GetSourceRef();\n\t\t\tlcontext.Source.Refs.Add(ifblock.Source);\n\t\t\treturn ifblock;\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tList<Instruction> endJumps = new List<Instruction>();\n\n\t\t\tInstruction lastIfJmp = null;\n\n\t\t\tforeach (var ifblock in m_Ifs)\n\t\t\t{\n\t\t\t\tusing (bc.EnterSource(ifblock.Source))\n\t\t\t\t{\n\t\t\t\t\tif (lastIfJmp != null)\n\t\t\t\t\t\tlastIfJmp.NumVal = bc.GetJumpPointForNextInstruction();\n\n\t\t\t\t\tifblock.Exp.Compile(bc);\n\t\t\t\t\tlastIfJmp = bc.Emit_Jump(OpCode.Jf, -1);\n\t\t\t\t\tbc.Emit_Enter(ifblock.StackFrame);\n\t\t\t\t\tifblock.Block.Compile(bc);\n\t\t\t\t}\n\n\t\t\t\tusing (bc.EnterSource(m_End))\n\t\t\t\t\tbc.Emit_Leave(ifblock.StackFrame);\n\n\t\t\t\tendJumps.Add(bc.Emit_Jump(OpCode.Jump, -1));\n\t\t\t}\n\n\t\t\tlastIfJmp.NumVal = bc.GetJumpPointForNextInstruction();\n\n\t\t\tif (m_Else != null)\n\t\t\t{\n\t\t\t\tusing (bc.EnterSource(m_Else.Source))\n\t\t\t\t{\n\t\t\t\t\tbc.Emit_Enter(m_Else.StackFrame);\n\t\t\t\t\tm_Else.Block.Compile(bc);\n\t\t\t\t}\n\n\t\t\t\tusing (bc.EnterSource(m_End))\n\t\t\t\t\tbc.Emit_Leave(m_Else.StackFrame);\n\t\t\t}\n\n\t\t\tforeach(var endjmp in endJumps)\n\t\t\t\tendjmp.NumVal = bc.GetJumpPointForNextInstruction();\n\t\t}\n\n\n\n\t}\n}\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/IfStatement.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/LabelStatement.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass LabelStatement : Statement\n\t{\n\t\tpublic string Label { get; private set; }\n\t\tpublic int Address { get; private set; }\n\t\tpublic SourceRef SourceRef { get; private set; }\n\t\tpublic Token NameToken { get; private set; }\n\n\t\tinternal int DefinedVarsCount { get; private set; }\n\t\tinternal string LastDefinedVarName { get; private set; }\n\n\t\tList<GotoStatement> m_Gotos = new List<GotoStatement>();\n\t\tRuntimeScopeBlock m_StackFrame;\n\n\n\t\tpublic LabelStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tCheckTokenType(lcontext, TokenType.DoubleColon);\n\t\t\tNameToken = CheckTokenType(lcontext, TokenType.Name);\n\t\t\tCheckTokenType(lcontext, TokenType.DoubleColon);\n\n\t\t\tSourceRef = NameToken.GetSourceRef();\n\t\t\tLabel = NameToken.Text;\n\n\t\t\tlcontext.Scope.DefineLabel(this);\n\t\t}\n\n\t\tinternal void SetDefinedVars(int definedVarsCount, string lastDefinedVarsName)\n\t\t{\n\t\t\tDefinedVarsCount = definedVarsCount;\n\t\t\tLastDefinedVarName = lastDefinedVarsName;\n\t\t}\n\n\t\tinternal void RegisterGoto(GotoStatement gotostat)\n\t\t{\n\t\t\tm_Gotos.Add(gotostat);\n\t\t}\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tbc.Emit_Clean(m_StackFrame);\n\n\t\t\tAddress = bc.GetJumpPointForLastInstruction();\n\n\t\t\tforeach (var gotostat in m_Gotos)\n\t\t\t\tgotostat.SetAddress(this.Address);\n\t\t}\n\n\t\tinternal void SetScope(RuntimeScopeBlock runtimeScopeBlock)\n\t\t{\n\t\t\tm_StackFrame = runtimeScopeBlock;\n\t\t}\n\t}\n}\n\n"
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/LabelStatement.cs.meta",
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/RepeatStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass RepeatStatement : Statement\n\t{\n\t\tExpression m_Condition;\n\t\tStatement m_Block;\n\t\tRuntimeScopeBlock m_StackFrame;\n\t\tSourceRef m_Repeat, m_Until;\n\n\t\tpublic RepeatStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Repeat = CheckTokenType(lcontext, TokenType.Repeat).GetSourceRef();\n\n\t\t\tlcontext.Scope.PushBlock();\n\t\t\tm_Block = new CompositeStatement(lcontext);\n\n\t\t\tToken until = CheckTokenType(lcontext, TokenType.Until);\n\n\t\t\tm_Condition = Expression.Expr(lcontext);\n\n\t\t\tm_Until = until.GetSourceRefUpTo(lcontext.Lexer.Current);\n\n\t\t\tm_StackFrame = lcontext.Scope.PopBlock();\n\t\t\tlcontext.Source.Refs.Add(m_Repeat);\n\t\t\tlcontext.Source.Refs.Add(m_Until);\n\t\t}\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tLoop L = new Loop()\n\t\t\t{\n\t\t\t\tScope = m_StackFrame\n\t\t\t};\n\n\t\t\tbc.PushSourceRef(m_Repeat);\n\n\t\t\tbc.LoopTracker.Loops.Push(L);\n\n\t\t\tint start = bc.GetJumpPointForNextInstruction();\n\n\t\t\tbc.Emit_Enter(m_StackFrame);\n\t\t\tm_Block.Compile(bc);\n\n\t\t\tbc.PopSourceRef();\n\t\t\tbc.PushSourceRef(m_Until);\n\t\t\tbc.Emit_Debug(\"..end\");\n\n\t\t\tm_Condition.Compile(bc);\n\t\t\tbc.Emit_Leave(m_StackFrame);\n\t\t\tbc.Emit_Jump(OpCode.Jf, start);\n\n\t\t\tbc.LoopTracker.Loops.Pop();\n\n\t\t\tint exitpoint = bc.GetJumpPointForNextInstruction();\n\n\t\t\tforeach (Instruction i in L.BreakJumps)\n\t\t\t\ti.NumVal = exitpoint;\n\n\t\t\tbc.PopSourceRef();\n\t\t}\n\n\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/RepeatStatement.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ReturnStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nusing MoonSharp.Interpreter.Tree.Expressions;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass ReturnStatement: Statement\n\t{\n\t\tExpression m_Expression = null;\n\t\tSourceRef m_Ref;\n\n\t\tpublic ReturnStatement(ScriptLoadingContext lcontext, Expression e, SourceRef sref)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tm_Expression = e;\n\t\t\tm_Ref = sref;\n\t\t\tlcontext.Source.Refs.Add(sref);\n\t\t}\n\n\n\n\n\t\tpublic ReturnStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tToken ret = lcontext.Lexer.Current;\n\n\t\t\tlcontext.Lexer.Next();\n\n\t\t\tToken cur = lcontext.Lexer.Current;\n\n\t\t\tif (cur.IsEndOfBlock() || cur.Type == TokenType.SemiColon)\n\t\t\t{\n\t\t\t\tm_Expression = null;\n\t\t\t\tm_Ref = ret.GetSourceRef();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tm_Expression = new ExprListExpression(Expression.ExprList(lcontext), lcontext);\n\t\t\t\tm_Ref = ret.GetSourceRefUpTo(lcontext.Lexer.Current);\n\t\t\t}\n\t\t\tlcontext.Source.Refs.Add(m_Ref);\n\t\t}\n\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tusing (bc.EnterSource(m_Ref))\n\t\t\t{\n\t\t\t\tif (m_Expression != null)\n\t\t\t\t{\n\t\t\t\t\tm_Expression.Compile(bc);\n\t\t\t\t\tbc.Emit_Ret(1);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbc.Emit_Ret(0);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ReturnStatement.cs.meta",
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    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/ScopeBlockStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass ScopeBlockStatement : Statement\n\t{\n\t\tStatement m_Block;\n\t\tRuntimeScopeBlock m_StackFrame;\n\t\tSourceRef m_Do, m_End;\n\n\t\tpublic ScopeBlockStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tlcontext.Scope.PushBlock();\n\n\t\t\tm_Do = CheckTokenType(lcontext, TokenType.Do).GetSourceRef();\n\n\t\t\tm_Block = new CompositeStatement(lcontext);\n\n\t\t\tm_End = CheckTokenType(lcontext, TokenType.End).GetSourceRef();\n\n\t\t\tm_StackFrame = lcontext.Scope.PopBlock();\n\t\t\tlcontext.Source.Refs.Add(m_Do);\n\t\t\tlcontext.Source.Refs.Add(m_End);\n\t\t}\n\n\n\n\t\tpublic override void Compile(Execution.VM.ByteCode bc)\n\t\t{\n\t\t\tusing(bc.EnterSource(m_Do))\n\t\t\t\tbc.Emit_Enter(m_StackFrame);\n\n\t\t\tm_Block.Compile(bc);\n\n\t\t\tusing (bc.EnterSource(m_End))\n\t\t\t\tbc.Emit_Leave(m_StackFrame);\n\t\t}\n\n\t}\n}\n"
  },
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  {
    "path": "Assets/Plugins/MoonSharp/Interpreter/Tree/Statements/WhileStatement.cs",
    "content": "﻿using MoonSharp.Interpreter.Debugging;\nusing MoonSharp.Interpreter.Execution;\nusing MoonSharp.Interpreter.Execution.VM;\n\n\nnamespace MoonSharp.Interpreter.Tree.Statements\n{\n\tclass WhileStatement : Statement\n\t{\n\t\tExpression m_Condition;\n\t\tStatement m_Block;\n\t\tRuntimeScopeBlock m_StackFrame;\n\t\tSourceRef m_Start, m_End;\n\n\t\tpublic WhileStatement(ScriptLoadingContext lcontext)\n\t\t\t: base(lcontext)\n\t\t{\n\t\t\tToken whileTk = CheckTokenType(lcontext, TokenType.While);\n\n\t\t\tm_Condition = Expression.Expr(lcontext);\n\n\t\t\tm_Start = whileTk.GetSourceRefUpTo(lcontext.Lexer.Current);\n\n\t\t\t//m_Start = BuildSourceRef(context.Start, exp.Stop);\n\t\t\t//m_End = BuildSourceRef(context.Stop, context.END());\n\n\t\t\tlcontext.Scope.PushBlock();\n\t\t\tCheckTokenType(lcontext, TokenType.Do);\n\t\t\tm_Block = new CompositeStatement(lcontext);\n\t\t\tm_End = CheckTokenType(lcontext, TokenType.End).GetSourceRef();\n\t\t\tm_StackFrame = lcontext.Scope.PopBlock();\n\n\t\t\tlcontext.Source.Refs.Add(m_Start);\n\t\t\tlcontext.Source.Refs.Add(m_End);\n\t\t}\n\n\n\t\tpublic override void Compile(ByteCode bc)\n\t\t{\n\t\t\tLoop L = new Loop()\n\t\t\t{\n\t\t\t\tScope = m_StackFrame\n\t\t\t};\n\n\n\t\t\tbc.LoopTracker.Loops.Push(L);\n\n\t\t\tbc.PushSourceRef(m_Start);\n\n\t\t\tint start = bc.GetJumpPointForNextInstruction();\n\n\t\t\tm_Condition.Compile(bc);\n\t\t\tvar jumpend = bc.Emit_Jump(OpCode.Jf, -1);\n\n\t\t\tbc.Emit_Enter(m_StackFrame);\n\n\t\t\tm_Block.Compile(bc);\n\n\t\t\tbc.PopSourceRef();\n\t\t\tbc.Emit_Debug(\"..end\");\n\t\t\tbc.PushSourceRef(m_End);\n\t\n\t\t\tbc.Emit_Leave(m_StackFrame);\n\t\t\tbc.Emit_Jump(OpCode.Jump, start);\n\t\t\t\n\t\t\tbc.LoopTracker.Loops.Pop();\n\n\t\t\tint exitpoint = bc.GetJumpPointForNextInstruction();\n\n\t\t\tforeach (Instruction i in L.BreakJumps)\n\t\t\t\ti.NumVal = exitpoint;\n\n\t\t\tjumpend.NumVal = exitpoint;\n\n\t\t\tbc.PopSourceRef();\n\t\t}\n\n\t}\n}\n"
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    "path": "Assets/Scripts/Battle/ArenaManager.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Behaviour attached to the arena used to resize it.\n/// </summary>\npublic class ArenaManager : MonoBehaviour {\n    public const int UIWidth = 565; // width of the inner Undertale UI box\n    public const int UIHeight = 130; // height of the inner Undertale UI box\n    public Vector2 basisCoordinates;\n    public static ArenaManager instance; // Static instance of this class for referencing purposes.\n    [HideInInspector]\n    public static Rect arenaAbs; // arena hitbox\n    [HideInInspector]\n    public static Vector2 arenaCenter; // arena center, updated here to save computation time on doing it per frame\n    [HideInInspector]\n    public static LuaArenaStatus luaStatus { get; private set; } // The Lua Arena object on the C# side\n    public LuaSpriteController innerSprite; // inner part's sprite\n    public LuaSpriteController outerSprite; // outer part's sprite\n\n    private RectTransform outer; // RectTransform of the slightly larger white box under the arena (it's the border).\n    private RectTransform inner; // RectTransform of the inner part of the arena.\n    private const int pxPerSecond = 100 * 10; // How many pixels per second the arena should resize and move\n\n    public float currentWidth; // Current width of the arena as it is resizing\n    public float currentHeight; // Current height of the arena as it is resizing\n    public float currentX; // Current X of the arena as it is moving\n    public float currentY; // Current Y of the arena as it is moving\n    public float desiredWidth; // Desired width of the arena; internal so the Lua Arena object may refer to it (lazy)\n    public float desiredHeight; // Desired height of the arena; internal so the Lua Arena object may refer to it (lazy)\n    public float desiredX; // Desired x of the arena; internal so the Lua Arena object may refer to it (lazy)\n    public float desiredY; // Desired y of the arena; internal so the Lua Arena object may refer to it (lazy)\n    public bool showWhenWaveEnds = false; // Used to know if we need to run Arena.Show() at the end of a wave\n    private bool movePlayer;\n\n    /// <summary>\n    /// Initialization.\n    /// </summary>\n    private void Awake() {\n        // unlike the player we really dont want this on two components at the same time\n        if (instance != null)\n            throw new CYFException(\"Currently, the ArenaManager may only be attached to one object.\");\n\n        outer = GetComponent<RectTransform>();\n        inner = outer.GetChild(outer.childCount - 1).GetComponent<RectTransform>();\n        innerSprite = LuaSpriteController.GetOrCreate(GameObject.Find(\"arena\"));\n        outerSprite = LuaSpriteController.GetOrCreate(GameObject.Find(\"arena_border_outer\"));\n        desiredX = outer.position.x;\n        desiredY = outer.position.y;\n        desiredWidth = currentWidth;\n        desiredHeight = currentHeight;\n        instance = this;\n        luaStatus = new LuaArenaStatus();\n    }\n\n    private void Start() {\n        if (inner == null || outer == null) {\n            inner = GameObject.Find(\"arena\").GetComponent<RectTransform>();\n            outer = inner.parent.GetComponent<RectTransform>();\n        }\n        arenaAbs = new Rect(inner.position.x - inner.sizeDelta.x / 2, inner.position.y - inner.sizeDelta.y / 2, inner.rect.width, inner.rect.height);\n        arenaCenter = RTUtil.AbsCenterOf(inner);\n        desiredX = currentX = 320;\n        desiredY = currentY = 90;\n        currentWidth = inner.rect.width;\n        currentHeight = inner.rect.height;\n        basisCoordinates = arenaCenter;\n    }\n\n    /// <summary>\n    /// Set the desired size of this arena, after which it will keep resizing until it reaches the desired size.\n    /// </summary>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    public void Resize(float newWidth, float newHeight) {\n        desiredWidth = newWidth;\n        desiredHeight = newHeight;\n    }\n\n    /// <summary>\n    /// Move the arena, after which it will keep moving until it reaches the desired position.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void Move(float newX, float newY, bool newMovePlayer = true) {\n        desiredX += newX;\n        desiredY += newY;\n        movePlayer = newMovePlayer;\n    }\n\n    /// <summary>\n    /// Set the desired position of this arena, after which it will keep moving until it reaches the desired position.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveTo(float newX, float newY, bool newMovePlayer = true) {\n        desiredX = newX;\n        desiredY = newY;\n        movePlayer = newMovePlayer;\n    }\n\n    /// <summary>\n    /// Set the desired position and size of this arena, after which it will keep moving and resizing until it reaches the desired size and position.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveAndResize(float newX, float newY, float newWidth, float newHeight, bool newMovePlayer = true) {\n        desiredX += newX;\n        desiredY += newY;\n        desiredWidth = newWidth;\n        desiredHeight = newHeight;\n        movePlayer = newMovePlayer;\n    }\n\n    /// <summary>\n    /// Set the desired position and size of this arena, after which it will keep moving and resizing until it reaches the desired size and position.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveToAndResize(float newX, float newY, float newWidth, float newHeight, bool newMovePlayer = true) {\n        desiredX = newX;\n        desiredY = newY;\n        desiredWidth = newWidth;\n        desiredHeight = newHeight;\n        movePlayer = newMovePlayer;\n    }\n\n    /// <summary>\n    /// Set the desired size of this arena immediately, without the animation.\n    /// </summary>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    public void ResizeImmediate(float newWidth, float newHeight) {\n        Resize(newWidth, newHeight);\n        currentWidth = desiredWidth;\n        currentHeight = desiredHeight;\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n    }\n\n    /// <summary>\n    /// Set the desired position of this arena immediately, without the animation.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveImmediate(float newX, float newY, bool newMovePlayer = true) {\n        Move(newX, newY, newMovePlayer);\n        currentX = desiredX;\n        currentY = desiredY;\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n    }\n\n    /// <summary>\n    /// Set the desired position of this arena immediately, without the animation.\n    /// </summary>\n    /// <param name=\"newX\">Desired x of the arena</param>\n    /// <param name=\"newY\">Desired y of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveToImmediate(float newX, float newY, bool newMovePlayer = true) {\n        MoveTo(newX, newY, newMovePlayer);\n        currentX = desiredX;\n        currentY = desiredY;\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n    }\n\n    /// <summary>\n    /// Set the desired position and size of this arena immediately, without the animation.\n    /// </summary>\n    /// <param name=\"newX\">Desired width of the arena</param>\n    /// <param name=\"newY\">Desired height of the arena</param>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveAndResizeImmediate(float newX, float newY, float newWidth, float newHeight, bool newMovePlayer = true) {\n        MoveAndResize(newX, newY, newWidth, newHeight, newMovePlayer);\n        currentX = desiredX;\n        currentY = desiredY;\n        currentWidth = desiredWidth;\n        currentHeight = desiredHeight;\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n    }\n\n    /// <summary>\n    /// Set the desired position and size of this arena immediately, without the animation.\n    /// </summary>\n    /// <param name=\"newX\">Desired width of the arena</param>\n    /// <param name=\"newY\">Desired height of the arena</param>\n    /// <param name=\"newWidth\">Desired width of the arena</param>\n    /// <param name=\"newHeight\">Desired height of the arena</param>\n    /// <param name=\"newMovePlayer\"></param>\n    public void MoveToAndResizeImmediate(float newX, float newY, float newWidth, float newHeight, bool newMovePlayer = true) {\n        MoveToAndResize(newX, newY, newWidth, newHeight, newMovePlayer);\n        currentX = desiredX;\n        currentY = desiredY;\n        currentWidth = desiredWidth;\n        currentHeight = desiredHeight;\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n    }\n\n    /// <summary>\n    /// Makes the arena invisible, but it will stay active.\n    /// </summary>\n    public void Hide() {\n        inner.GetComponent<Image>().enabled = false;\n        outer.GetComponent<Image>().enabled = false;\n    }\n\n    /// <summary>\n    /// Makes the arena visible, if it was previously set invisible with Hide().\n    /// </summary>\n    public void Show() {\n        inner.GetComponent<Image>().enabled = true;\n        outer.GetComponent<Image>().enabled = true;\n    }\n\n    /// <summary>\n    /// Gets how far along this arena is with changes. Does this by returning the lowest of ratios of desired width/height/x/y to intended width/height/x/y.\n    /// </summary>\n    /// <returns>0.0 if the changes has just started, 1.0 if it has finished.</returns>\n    public float getProgress() {\n        // depending on whether arena gets larger or smaller or its movement, adjust division order\n        float widthFrac = desiredWidth > currentWidth ? currentWidth / desiredWidth : desiredWidth / currentWidth;\n        float heightFrac = desiredHeight > currentHeight ? currentHeight / desiredHeight : desiredHeight / currentHeight;\n        float xFrac = desiredX > currentX ? currentX / desiredX : desiredX / currentX;\n        float yFrac = desiredY > currentY ? currentY / desiredY : desiredY / currentY;\n        return Mathf.Min(widthFrac, heightFrac, xFrac, yFrac);\n    }\n\n    /// <summary>\n    /// Used to check if the arena is currently in the process of resizing.\n    /// </summary>\n    /// <returns>true if it hasn't reached the intended size yet, false otherwise</returns>\n    public bool isResizeInProgress() {\n        return currentWidth != desiredWidth || currentHeight != desiredHeight;\n    }\n\n    public bool isMoveInProgress() {\n        return currentX != desiredX || currentX != desiredX;\n    }\n\n    /// <summary>\n    /// Resizes the arena if the desired size is different from the current size.\n    /// </summary>\n    private void Update() {\n        // do not resize the arena if the state is frozen with PAUSE\n        if (!UIController.instance || UIController.instance.frozenState != \"PAUSE\")\n            return;\n\n        if (currentWidth != desiredWidth) {\n            float sign = Mathf.Sign(desiredWidth - currentWidth);\n            currentWidth += sign * pxPerSecond * Time.deltaTime;\n            if (Mathf.Sign(desiredWidth - currentWidth) != sign)\n                currentWidth = desiredWidth;\n        }\n        if (currentHeight != desiredHeight) {\n            float sign = Mathf.Sign(desiredHeight - currentHeight);\n            currentHeight += sign * pxPerSecond * Time.deltaTime;\n            if (Mathf.Sign(desiredHeight - currentHeight) != sign)\n                currentHeight = desiredHeight;\n        }\n\n        if (currentX != desiredX) {\n            float sign = Mathf.Sign(desiredX - currentX);\n            currentX += sign * pxPerSecond * Time.deltaTime / 2;\n            if (Mathf.Sign(desiredX - currentX) != sign)\n                currentX = desiredX;\n        }\n        if (currentY != desiredY) {\n            float sign = Mathf.Sign(desiredY - currentY);\n            currentY += sign * pxPerSecond * Time.deltaTime / 2;\n            if (Mathf.Sign(desiredY - currentY) != sign)\n                currentY = desiredY;\n        }\n\n        ApplyChanges(currentX, currentY, currentWidth, currentHeight);\n        if (outer.position == new Vector3(0, 0, outer.position.z))\n            outer.position = new Vector3(320, 90, outer.position.z);\n    }\n\n    /// <summary>\n    /// Takes care of actually applying the resize and updating the arena's rectangle.\n    /// </summary>\n    /// <param name=\"arenaX\"></param>\n    /// <param name=\"arenaY\"></param>\n    /// <param name=\"arenaWidth\">New width</param>\n    /// <param name=\"arenaHeight\">New height</param>\n    private void ApplyChanges(float arenaX, float arenaY, float arenaWidth, float arenaHeight) {\n        inner.sizeDelta = new Vector2(arenaWidth, arenaHeight);\n        outer.sizeDelta = new Vector2(arenaWidth + 10, arenaHeight + 10);\n        if (movePlayer && UIController.instance.state != \"ACTIONSELECT\")\n            PlayerController.instance.MoveDirect(new Vector2(arenaX - outer.position.x, arenaY - outer.position.y));\n        outer.position = new Vector2(arenaX, arenaY);\n        outer.localPosition = new Vector3(outer.localPosition.x, outer.localPosition.y, 0);\n        arenaAbs.x = inner.position.x - inner.sizeDelta.x / 2;\n        arenaAbs.y = inner.position.y - inner.sizeDelta.y / 2;\n        arenaAbs.width = inner.rect.width;\n        arenaAbs.height = inner.rect.height;\n        arenaCenter = new Vector2(inner.transform.position.x, inner.transform.position.y);\n    }\n\n    public void ResetArena() {\n        MoveToImmediate(320, 90, false);\n        Resize(UIWidth, UIHeight);\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Battle/ArenaManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a91ef8095a607e34b90bda1f89e683c0\ntimeCreated: 1446650222\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/BackgroundLoader.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Extremely lazy background loader which is only slightly better than not having a background.\n/// Currently attempts to load the 'bg' file from the Sprites folder, otherwise does nothing.\n/// Attached to the Background object in the Battle scene.\n/// </summary>\npublic class BackgroundLoader : MonoBehaviour {\n    // Use this for initialization\n    private void Start() {\n        LuaSpriteController sprite = LuaSpriteController.GetOrCreate(gameObject);\n        try {\n            sprite.Set(\"bg\");\n            sprite.color = new float[4] { 1, 1, 1, 1 };\n        } catch (CYFException) {\n            // Background failed loading, no need to do anything.\n            UnitaleUtil.Warn(\"No background file found. Using empty background.\");\n        }\n        sprite.Scale(640 / sprite.width, 480 / sprite.height);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/BackgroundLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8da84050e7192c3478c338bc5a5df523\ntimeCreated: 1448024906\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/BulletPool.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// The bullet pool where Projectiles are drawn from for performance reasons.\n/// </summary>\npublic class BulletPool : MonoBehaviour {\n    public static BulletPool instance;\n    public static int POOLSIZE = 100;\n    private static readonly Queue<Projectile> pool = new Queue<Projectile>();\n    private static Projectile bPrefab; // bullet prefab\n    //private static int currentProjectile = 0;\n\n    /// <summary>\n    /// Initialize the pool with POOLSIZE Projectiles ready to go.\n    /// </summary>\n    private void Start() {\n        instance = this;\n        bPrefab = Resources.Load<LuaProjectile>(\"Prefabs/LUAProjectile\");\n\n        pool.Clear();\n        for (int i = 0; i < POOLSIZE; i++)\n            createPooledBullet();\n    }\n\n    /// <summary>\n    /// Creates a new Projectile and adds it to the pool. Used during instantion and when the pool is empty.\n    /// </summary>\n    private void createPooledBullet() {\n        Projectile lp = Instantiate(bPrefab);\n        lp.transform.SetParent(transform);\n        lp.GetComponent<RectTransform>().position = new Vector2(-999, -999); // Move offscreen to be safe, but shouldn't be necessary.\n        pool.Enqueue(lp);\n        lp.gameObject.SetActive(false);\n    }\n\n    /// <summary>\n    /// Retrieve a Projectile from the pool, or create a new one if it's empty.\n    /// </summary>\n    /// <returns>A Projectile object for further modification.</returns>\n    public Projectile Retrieve() {\n        if (pool.Count == 0)\n            createPooledBullet();\n        Projectile dq = pool.Dequeue(); // had some other stuff going on\n        dq.renewController();\n        return dq;\n    }\n\n    /// <summary>\n    /// Return a projectile to the pool.\n    /// </summary>\n    /// <param name=\"p\">Projectile to return</param>\n    public void Requeue(Projectile p) {\n        if (p.transform.parent != gameObject.transform)\n            p.transform.SetParent(gameObject.transform);\n        p.GetComponent<RectTransform>().position = new Vector2(-999, -999);\n        p.gameObject.SetActive(false);\n        pool.Enqueue(p);\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Battle/BulletPool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 637c0b0085a6c1d4fb27b6adf117252e\ntimeCreated: 1447534484\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/EnemyController.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing Random = UnityEngine.Random;\n\npublic class EnemyController : MonoBehaviour {\n    public GameObject bubbleObject;\n\n    protected UIController ui;\n\n    public enum BubbleSideEnum { LEFT, RIGHT, UP, DOWN, NONE }\n    public BubbleSideEnum GetReverseBubbleSide(BubbleSideEnum val) {\n        switch (val) {\n            case BubbleSideEnum.LEFT:\n                return BubbleSideEnum.RIGHT;\n            case BubbleSideEnum.RIGHT:\n                return BubbleSideEnum.LEFT;\n            case BubbleSideEnum.UP:\n                return BubbleSideEnum.DOWN;\n            case BubbleSideEnum.DOWN:\n                return BubbleSideEnum.UP;\n            default:\n                return val;\n        }\n    }\n\n    public void Handle(string command) {\n        string cmd = command.ToUpper().Trim();\n        if (CanCheck && cmd.Equals(\"CHECK\"))  HandleCheck();\n        else                                  HandleCustomCommand(cmd);\n    }\n\n    public virtual void HandleCheck() { ui.ActionDialogResult(new RegularMessage(Name.ToUpper() + \" \" + Attack + \" ATK \" + Defense + \" DEF\\n\" + CheckData)); }\n\n    public void doDamage(int damage) {\n        int newHP = HP - damage;\n        HP = newHP;\n    }\n\n    private int realPresetDmg = FightUIController.DAMAGE_NOT_SET;\n    public int presetDmg {\n        set { realPresetDmg = value == FightUIController.DAMAGE_NOT_SET ? realPresetDmg : value; }\n        get { return realPresetDmg; }\n    }\n\n    internal string scriptName;\n    internal ScriptWrapper script;\n    internal bool inFight = true; // if false, enemy will no longer be considered as an option in menus and such\n    private string lastBubbleName;\n    public float xFightAnimShift = 0;\n    public LuaSpriteController sprite;\n    public float bubbleWidth = 0;\n    public int index = -1;\n    public Vector2[] offsets = { new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0) };\n                               //SliceAnimOffset    BubbleOffset       DamageUIOffset\n\n    internal bool spared;\n    internal bool killed;\n\n    public string Name {\n        get { return script.GetVar(\"name\").String; }\n        set { script.SetVar(\"name\", DynValue.NewString(value)); }\n    }\n\n    public string[] ActCommands {\n        get {\n            DynValue actCmds = script.GetVar(\"commands\");\n            string[] tempActCmds;\n            int add = 0;\n            if (!CanCheck)\n                tempActCmds = new string[actCmds.Table.Length];\n            else {\n                tempActCmds = new string[actCmds.Table.Length + 1];\n                tempActCmds[0] = \"Check\"; // HACK: remove hardcoding of Check, but otherwise gets converted to Tuple? idk\n                add = 1;\n            }\n            for (int i = add; i < actCmds.Table.Length + add; i++)\n                tempActCmds[i] = actCmds.Table.Get(i - add + 1).String;\n            return tempActCmds;\n        }\n        set {\n            DynValue[] values = new DynValue[value.Length];\n            for (int i = 0; i < value.Length; i++)\n                values[i] = DynValue.NewString(value[i]);\n            script.SetVar(\"commands\", DynValue.NewTuple(values));\n        }\n    }\n\n    public string[] Comments {\n        get {\n            DynValue comments = script.GetVar(\"comments\");\n            string[] tempComments = new string[comments.Table.Length];\n            for (int i = 0; i < comments.Table.Length; i++)\n                tempComments[i] = comments.Table.Get(i + 1).String;\n            return tempComments;\n        }\n        set {\n            DynValue[] values = new DynValue[value.Length];\n            for (int i = 0; i < value.Length; i++)\n                values[i] = DynValue.NewString(value[i]);\n            script.SetVar(\"comments\", DynValue.NewTuple(values));\n        }\n    }\n\n    public string[] Dialogue {\n        get {\n            DynValue randDialogue = script.GetVar(\"randomdialogue\");\n            if (randDialogue == null || randDialogue.Table == null)\n                return null;\n            string[] tempDialogue = new string[randDialogue.Table.Length];\n            for (int i = 0; i < randDialogue.Table.Length; i++)\n                tempDialogue[i] = randDialogue.Table.Get(i + 1).String;\n            return tempDialogue;\n        }\n        set {\n            DynValue[] values = new DynValue[value.Length];\n            for (int i = 0; i < value.Length; i++)\n                values[i] = DynValue.NewString(value[i]);\n            script.SetVar(\"randomdialogue\", DynValue.NewTuple(values));\n        }\n    }\n\n    public string CheckData {\n        get { return script.GetVar(\"check\").String; }\n        set { script.SetVar(\"check\", DynValue.NewString(value)); }\n    }\n\n    public int HP {\n        get {\n            if (GlobalControls.retroMode && (int)script.GetVar(\"hp\").Number > MaxHP)\n                MaxHP = (int)script.GetVar(\"hp\").Number;\n            return (int)script.GetVar(\"hp\").Number;\n        }\n        set { script.SetVar(\"hp\", DynValue.NewNumber(value)); }\n    }\n\n    public int MaxHP {\n        get { return (int)script.GetVar(\"maxhp\").Number; }\n        set { script.SetVar(\"maxhp\", DynValue.NewNumber(value)); }\n    }\n\n    public int Attack {\n        get { return (int)script.GetVar(\"atk\").Number; }\n        set { script.SetVar(\"atk\", DynValue.NewNumber(value)); }\n    }\n\n    public int Defense {\n        get { return (int)script.GetVar(\"def\").Number; }\n        set { script.SetVar(\"def\", DynValue.NewNumber(value)); }\n    }\n\n    public int XP {\n        get { return (int)script.GetVar(\"xp\").Number; }\n        set { script.SetVar(\"xp\", DynValue.NewNumber(value)); }\n    }\n\n    public int Gold {\n        get { return (int)script.GetVar(\"gold\").Number; }\n        set { script.SetVar(\"gold\", DynValue.NewNumber(value)); }\n    }\n\n    public bool CanSpare {\n        get {\n            DynValue spareVal = script.GetVar(\"canspare\");\n            if (spareVal == null)\n                return false;\n            return spareVal.Boolean;\n        }\n        set { script.SetVar(\"canspare\", DynValue.NewBoolean(value)); }\n    }\n\n    public bool CanCheck {\n        get {\n            DynValue checkVal = script.GetVar(\"cancheck\");\n            if (checkVal == null)\n                return true;\n            return checkVal.Boolean;\n        }\n        set { script.SetVar(\"cancheck\", DynValue.NewBoolean(value)); }\n    }\n\n    public bool Unkillable {\n        get {\n            DynValue checkVal = script.GetVar(\"unkillable\");\n            if (checkVal == null)\n                return false;\n            return checkVal.Boolean;\n        }\n        set { script.SetVar(\"unkillable\", DynValue.NewBoolean(value)); }\n    }\n\n    public string DialogBubble {\n        get {\n            if (script.GetVar(\"dialogbubble\") == null)\n                return \"UI/SpeechBubbles/right\";\n\n            return \"UI/SpeechBubbles/\" + script.GetVar(\"dialogbubble\").String;\n        }\n    }\n\n    public string DialoguePrefix {\n        get {\n            DynValue dialoguePrefix = script.GetVar(\"dialogueprefix\");\n            if (dialoguePrefix == null || dialoguePrefix.Type == DataType.Nil)\n                return \"[effect:rotate]\";\n            return dialoguePrefix.String;\n        }\n        set { script.SetVar(\"dialogueprefix\", DynValue.NewString(value)); }\n    }\n\n    public string Font {\n        get {\n            DynValue fontVal = script.GetVar(\"font\");\n            if (fontVal == null || fontVal.Type == DataType.Nil)\n                return SpriteFontRegistry.UI_MONSTERTEXT_NAME;\n            return fontVal.String;\n        }\n        set { script.SetVar(\"font\", DynValue.NewString(value)); }\n    }\n\n    public string Voice {\n        get {\n            DynValue voiceVal = script.GetVar(\"voice\");\n            if (voiceVal == null || voiceVal.Type == DataType.Nil)\n                return \"\";\n            return voiceVal.String;\n        }\n        set { script.SetVar(\"voice\", DynValue.NewString(value)); }\n    }\n\n    public string DefenseMissText {\n        get { return script.GetVar(\"defensemisstext\").String; }\n        set { script.SetVar(\"defensemisstext\", DynValue.NewString(value)); }\n    }\n\n    public string NoAttackMissText {\n        get { return script.GetVar(\"noattackmisstext\").String; }\n        set { script.SetVar(\"noattackmisstext\", DynValue.NewString(value)); }\n    }\n\n    public Color SpareColor {\n        get {\n            DynValue spareColor = script.GetVar(\"sparecolor\");\n            DynValue spareColor32 = script.GetVar(\"sparecolor32\");\n            DynValue val = spareColor.IsNotNil() ? spareColor : spareColor32;\n            if (val.IsNil())\n                return new Color(1, 1, 0, 1);\n\n            if (val.Type != DataType.Table)\n                throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: type is \" + val.Type.ToString() + \".\");\n\n            Table tab = val.Table;\n            if (tab.Length < 3 || tab.Length > 4)\n                throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table has \" + tab.Length + \" elements.\");\n\n            foreach (TablePair p in tab.Pairs) {\n                if (p.Key.Type != DataType.Number)\n                    throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table's \" + p.Key.ToString() + \" value doesn't have a numbered key.\");\n                if (p.Value.Type != DataType.Number)\n                    throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table's \" + p.Key.ToString() + \" value is of type \" + p.Value.Type.ToString() + \".\");\n            }\n\n            bool is32 = spareColor.IsNil();\n            return new Color(\n                Mathf.Clamp01((float)tab.Get(1).Number / (is32 ? 255 : 1)),\n                Mathf.Clamp01((float)tab.Get(2).Number / (is32 ? 255 : 1)),\n                Mathf.Clamp01((float)tab.Get(3).Number / (is32 ? 255 : 1)),\n                tab.Get(4).Type == DataType.Nil ? 1 : Mathf.Clamp01((float)tab.Get(4).Number / (is32 ? 255 : 1))\n            );\n        }\n    }\n\n    public float PosX {\n        get { return GetComponent<RectTransform>().position.x; }\n    }\n\n    public float PosY {\n        get { return GetComponent<RectTransform>().position.y; }\n    }\n\n    public Vector2 DialogBubblePosition {\n        get {\n            RectTransform t = GetComponent<RectTransform>();\n            Vector2 spr = new Vector2(Mathf.Abs(t.rect.width), t.rect.height);\n            Vector2 bubSize;\n            if (DialogBubble == \"UI/SpeechBubbles/\") {\n                LuaTextManager text = GetComponentInChildren<LuaTextManager>();\n                bubSize = text.GetBubbleSize();\n                Vector2 bubbleShift = text.GetBubbleShift();\n                Vector2 res;\n                switch (BubbleSide) {\n                    case BubbleSideEnum.LEFT:  res = new Vector2(-spr.x / 2 - bubSize.x - 25, bubSize.y / 2);              break;\n                    case BubbleSideEnum.UP:    res = new Vector2(-bubSize.x / 2,              spr.y / 2 + bubSize.y + 25); break;\n                    case BubbleSideEnum.DOWN:  res = new Vector2(-bubSize.x / 2,              -spr.y / 2 - 25);            break;\n                    default:                   res = new Vector2(spr.x / 2 + 25,              bubSize.y / 2);              break; // rightside default\n                }\n                return res - bubbleShift;\n            }\n            Sprite diagBubbleSpr = SpriteRegistry.Get(DialogBubble);\n            bubSize = new Vector2(diagBubbleSpr.rect.width, diagBubbleSpr.rect.height);\n            if (diagBubbleSpr.name.StartsWith(\"left\"))   return new Vector2(-spr.x / 2 - bubSize.x - 5, bubSize.y / 2);\n            if (diagBubbleSpr.name.StartsWith(\"top\"))    return new Vector2(-bubSize.x / 2,             spr.y / 2 + bubSize.y + 5);\n            if (diagBubbleSpr.name.StartsWith(\"bottom\")) return new Vector2(-bubSize.x / 2,             -spr.y / 2 - 5);\n                                                         return new Vector2(spr.x / 2 + 5,              bubSize.y / 2); // rightside default\n        }\n    }\n\n    public BubbleSideEnum BubbleSide {\n        get {\n            if (script.GetVar(\"bubbleside\").Type == DataType.Nil)\n                throw new CYFException(\"You need to set the value of the variable bubbleside if you want the engine to create a text bubble automatically.\\nIts possible values are \\\"LEFT\\\", \\\"RIGHT\\\", \\\"UP\\\", \\\"DOWN\\\" or \\\"NONE\\\".\");\n            if (script.GetVar(\"bubbleside\").Type != DataType.String)\n                throw new CYFException(\"The bubbleside value can only be \\\"LEFT\\\", \\\"RIGHT\\\", \\\"UP\\\", \\\"DOWN\\\" or \\\"NONE\\\", but its value isn't a string.\");\n            string s = script.GetVar(\"bubbleside\").String.ToUpper();\n            try {\n                return (BubbleSideEnum)Enum.Parse(typeof(BubbleSideEnum), s);\n            } catch { throw new CYFException(\"The bubbleside value can only be \\\"LEFT\\\", \\\"RIGHT\\\", \\\"UP\\\", \\\"DOWN\\\" or \\\"NONE\\\", but its value is \\\"\" + s.ToUpper() + \"\\\".\"); }\n        }\n        set {\n            script.SetVar(\"bubbleside\", DynValue.NewString(value.ToString()));\n        }\n    }\n\n    public double BubbleWidth {\n        get {\n            if (script.GetVar(\"bubblewidth\").Type != DataType.Number)\n                throw new CYFException(\"The bubblewidth value of the monster \" + Name + \" isn't a number.\\nIt must be a number above or equal to 16.\");\n            double val = script.GetVar(\"bubblewidth\").Number;\n            if (val < 16)\n                throw new CYFException(\"The bubblewidth value of the monster \" + Name + \" is too low (\" + val + \").\\nIt must be a number above or equal to 16.\");\n            return val;\n        }\n        set { script.SetVar(\"bubblewidth\", DynValue.NewNumber(value)); }\n    }\n\n    public void InitializeEnemy() {\n        try {\n            string scriptText = FileLoader.GetScript(\"Monsters/\" + scriptName, StaticInits.ENCOUNTER, \"monster\");\n            script.scriptname = scriptName;\n            script.Bind(\"SetSprite\", (Action<string>)SetSprite);\n            script.Bind(\"SetActive\", (Action<bool>)SetActive);\n            script.Bind(\"isactive\", DynValue.NewBoolean(true));\n            script.Bind(\"Kill\", (Action<bool>)DoKill);\n            script.Bind(\"Spare\", (Action<bool>)DoSpare);\n            script.Bind(\"Move\", (Action<float, float>)Move);\n            script.Bind(\"MoveTo\", (Action<float, float>)MoveTo);\n            script.Bind(\"BindToArena\", (Action<bool, bool>)BindToArena);\n            script.Bind(\"SetDamage\", (Action<int>)SetDamage);\n            script.Bind(\"SetBubbleOffset\", (Action<int, int>)SetBubbleOffset);\n            script.Bind(\"SetDamageUIOffset\", (Action<int, int>)SetDamageUIOffset);\n            script.Bind(\"SetSliceAnimOffset\", (Action<int, int>)SetSliceAnimOffset);\n            script.Bind(\"State\", (Action<string>)UIController.SwitchStateOnString);\n            script.Bind(\"Remove\", (Action)Remove);\n            script.SetVar(\"canmove\", DynValue.NewBoolean(true));\n            sprite = LuaSpriteController.GetOrCreate(gameObject);\n            script.SetVar(\"monstersprite\", UserData.Create(sprite, LuaSpriteController.data));\n            script.SetVar(\"bubblesprite\", UserData.Create(LuaSpriteController.GetOrCreate(bubbleObject)));\n            script.SetVar(\"textobject\", UserData.Create(bubbleObject.GetComponentInChildren<LuaTextManager>()));\n            script.DoString(scriptText);\n\n            string spriteFile = script.GetVar(\"sprite\").String;\n            if (spriteFile != null)\n                SetSprite(spriteFile);\n            else\n                throw new CYFException(\"The monster script \" + scriptName + \".lua's sprite value is not a string.\");\n\n            ui = FindObjectOfType<UIController>();\n            if (MaxHP == 0)\n                MaxHP = HP;\n\n            /*if (script.GetVar(\"canspare\") == null) CanSpare = false;\n            if (script.GetVar(\"cancheck\") == null) CanCheck = true;*/\n        }\n        catch (InterpreterException ex) { UnitaleUtil.DisplayLuaError(scriptName, ex.DecoratedMessage != null ? UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message : ex.Message); }\n        catch (Exception ex)            { UnitaleUtil.DisplayLuaError(scriptName, \"Unknown error. Usually means you're missing a sprite.\\nSee documentation for details.\\nStacktrace below in case you wanna notify a dev.\\n\\nError: \" + ex.Message + \"\\n\\n\" + ex.StackTrace); }\n    }\n\n    public void HandleAttack(int hitStatus) { UnitaleUtil.TryCall(script, \"HandleAttack\", new[] { DynValue.NewNumber(hitStatus) }); }\n\n    public string[] GetDefenseDialog() {\n        DynValue dialogues = script.GetVar(\"currentdialogue\");\n        if (dialogues.Table == null)\n            if (dialogues.String != null)  return new[] { dialogues.String };\n            else if (Dialogue == null)     return null;\n            else                           return new[] { Dialogue[Random.Range(0, Dialogue.Length)] };\n\n        string[] dialogueStrings = new string[dialogues.Table.Length];\n        for (int i = 0; i < dialogues.Table.Length; i++)\n            dialogueStrings[i] = dialogues.Table.Get(i + 1).String;\n        script.SetVar(\"currentdialogue\", DynValue.NewNil());\n        return dialogueStrings;\n    }\n\n    protected void HandleCustomCommand(string command) {\n        UnitaleUtil.TryCall(script, \"HandleCustomCommand\", new[] { DynValue.NewString(command) });\n    }\n\n    public void CreateBubble() {\n        GameObject speechBub = Instantiate(SpriteFontRegistry.BUBBLE_OBJECT);\n        speechBub.transform.SetParent(transform);\n\n        LuaTextManager sbTextMan = speechBub.GetComponentInChildren<LuaTextManager>();\n        sbTextMan.SetCaller(script);\n        sbTextMan.HideBubble();\n        sbTextMan.SetText(DynValue.NewString(\"\"));\n        sbTextMan.GetComponent<RectTransform>().pivot = new Vector2(0, 1);\n        sbTextMan.adjustTextDisplay = true;\n\n        bubbleObject = speechBub;\n    }\n\n    public void UpdateBubble(int enemyID) {\n        LuaTextManager sbTextMan = bubbleObject.GetComponentInChildren<LuaTextManager>();\n\n        bool usingAutoBubble = DialogBubble == \"UI/SpeechBubbles/\";\n        Image speechBubImg = bubbleObject.GetComponent<Image>();\n        speechBubImg.enabled = !usingAutoBubble;\n\n        // Bubble management: can be a normal bubble OR an auto bubble from text objects\n        if (!usingAutoBubble) {\n            try { SpriteUtil.SwapSpriteFromFile(speechBubImg, DialogBubble, enemyID); }\n            catch (Exception e) {\n                UnitaleUtil.DisplayLuaError(scriptName + \": Creating a dialogue bubble\", \"An error was encountered. It's highly possible the dialogue bubble \" + script.GetVar(\"dialogbubble\") + \" doesn't exist.\\n\\nError: \" + e.Message);\n                return;\n            }\n            Sprite speechBubSpr = speechBubImg.sprite;\n\n            float xMov = speechBubSpr.border.x;\n            float yMov = -speechBubSpr.border.w - sbTextMan.font.LineSpacing;\n            float angle = sbTextMan.rotation * Mathf.Deg2Rad;\n            sbTextMan.MoveTo((int)(Mathf.Cos(angle) * xMov - Mathf.Sin(angle) * yMov), (int)(Mathf.Sin(angle) * xMov + Mathf.Cos(angle) * yMov));\n            speechBubImg.color = new Color(speechBubImg.color.r, speechBubImg.color.g, speechBubImg.color.b, sbTextMan.letters.Count == 0 ? 0 : 1);\n\n            if (bubbleWidth == 0)\n                bubbleWidth = speechBubSpr.textureRect.width - speechBubSpr.border.x - speechBubSpr.border.z;\n\n            sbTextMan.HideBubble();\n        } else {\n            try { bubbleWidth = (float)BubbleWidth; }\n            catch (Exception e) {\n                UnitaleUtil.DisplayLuaError(scriptName + \": Creating a dialogue bubble\", e.Message);\n                return;\n            }\n\n            if (sbTextMan.letters.Count > 0) sbTextMan.ShowBubble(GetReverseBubbleSide(BubbleSide).ToString(), DynValue.NewString(\"50%\"));\n            else                             sbTextMan.HideBubble();\n            sbTextMan.MoveTo(0, 0);\n        }\n\n        sbTextMan._textMaxWidth = (int)bubbleWidth;\n        speechBubImg.transform.SetAsLastSibling();\n\n        bubbleObject.GetComponent<RectTransform>().anchoredPosition = DialogBubblePosition + offsets[1];\n        sbTextMan.Move(0, 0); // Used to even out the text object's position so it's only using integers\n\n        if (Voice != \"\")\n            sbTextMan.fontVoice = Voice;\n    }\n\n    public void HideBubble() {\n        bubbleObject.GetComponent<Image>().enabled = false;\n        bubbleObject.GetComponentInChildren<LuaTextManager>().HideBubble();\n    }\n\n    public void Remove() {\n        try {\n            UIController.instance.encounter.enemies.Remove(this);\n            script.Remove();\n            Destroy(gameObject);\n        } catch (MissingReferenceException) {\n            throw new CYFException(\"Attempt to remove a removed enemy.\");\n        }\n    }\n\n    public void SetSprite(string filename) {\n        sprite.Set(filename);\n    }\n\n    /// <summary>\n    /// Call function to grey out enemy and pop the smoke particles, and mark it as spared.\n    /// </summary>\n    public void DoSpare(bool playSound = true) {\n        if (!inFight)\n            return;\n        UIController.instance.gold += Gold;\n        // We have to code the particles separately because they don't work well in UI screenspace. Great stuff.\n        ParticleSystem spareSmoke = Instantiate(Resources.Load<ParticleSystem>(\"Prefabs/MonsterSpareParticleSys\"));\n        spareSmoke.Emit(10);\n        ParticleSystem.Particle[] particles = new ParticleSystem.Particle[10];\n        spareSmoke.GetParticles(particles);\n        Vector3 particlePos = RTUtil.AbsCenterOf(GetComponent<RectTransform>());\n        particlePos.z = 5;\n        for (int i = 0; i < particles.Length; i++)\n            particles[i].position = particlePos + particles[i].velocity.normalized * 5;\n        spareSmoke.SetParticles(particles, particles.Length);\n        spareSmoke.gameObject.transform.SetParent(UIController.instance.psContainer.transform);\n\n        // The actually relevant part of sparing code.\n        GetComponent<Image>().color = new Color(1.0f, 1.0f, 1.0f, 0.4f);\n        if (playSound) UIController.PlaySoundSeparate(\"enemydust\");\n        SetActive(false);\n        spared = true;\n        FightUIController.instance.DestroyAllAttackInstances(this);\n\n        UIController.instance.CheckAndTriggerVictory();\n    }\n\n    /// <summary>\n    /// Call function to turn enemy to dust and mark it as killed.\n    /// </summary>\n    public void DoKill(bool playSound = true) {\n        if (!inFight)\n            return;\n        UIController.instance.gold += Gold;\n        UIController.instance.exp += XP;\n        UnitaleUtil.Dust(gameObject, sprite);\n        SetActive(false);\n        killed = true;\n        if (playSound) UIController.PlaySoundSeparate(\"enemydust\");\n        FightUIController.instance.DestroyAllAttackInstances(this);\n\n        UIController.instance.CheckAndTriggerVictory();\n    }\n\n    /// <summary>\n    /// Set if we should consider this monster for menus e.g.\n    /// </summary>\n    /// <param name=\"active\"></param>\n    public void SetActive(bool active) {\n        inFight = active;\n        script.SetVar(\"isactive\", DynValue.NewBoolean(active));\n    }\n\n    public void Move(float x, float y) {\n        GetComponent<RectTransform>().position = new Vector2(GetComponent<RectTransform>().position.x + x, GetComponent<RectTransform>().position.y + y);\n    }\n\n    public void MoveTo(float x, float y) {\n        GetComponent<RectTransform>().position = new Vector2(x, y);\n    }\n\n    public void BindToArena(bool bind, bool isUnderArena = false) {\n        int count = 0;\n        if (bind) {\n            count += FindObjectsOfType<EnemyController>().Count(luaec => luaec.transform.parent.name == \"LuaEnemyEncounterGO\" && luaec.index < index);\n            transform.SetParent(GameObject.Find(\"LuaEnemyEncounterGO\").transform, true);\n        } else {\n            count += FindObjectsOfType<EnemyController>().Count(luaec => luaec.transform.parent.name == \"arena_container\" && luaec.index <= index &&\n                                                                            (isUnderArena && luaec.transform.GetSiblingIndex() < GameObject.Find(\"arena_border_outer\").transform.GetSiblingIndex() || !isUnderArena));\n            if (!isUnderArena) count++;\n            transform.SetParent(GameObject.Find(\"arena_container\").transform, true);\n        }\n        transform.SetSiblingIndex(count);\n    }\n\n    public void SetDamage(int dmg) { presetDmg = dmg; }\n\n    public void Update() {\n        try {\n            script.SetVar(\"posx\", DynValue.NewNumber(GetComponent<RectTransform>().position.x));\n            script.SetVar(\"posy\", DynValue.NewNumber(GetComponent<RectTransform>().position.y));\n        } catch { /* ignored */ }\n    }\n\n    public void SetSliceAnimOffset(int x, int y) { offsets[0] = new Vector2(x, y); }\n\n    public void SetBubbleOffset(int x, int y) { offsets[1] = new Vector2(x, y); }\n\n    public void SetDamageUIOffset(int x, int y) { offsets[2] = new Vector2(x, y); }\n\n    public void ResetPresetDamage() { realPresetDmg = FightUIController.DAMAGE_NOT_SET; }\n}"
  },
  {
    "path": "Assets/Scripts/Battle/EnemyController.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4ccc4510dd1610c46be8204aaf9c3a93\ntimeCreated: 1447536519\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 180\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/EnemyEncounter.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing Random = UnityEngine.Random;\n\npublic class EnemyEncounter : MonoBehaviour {\n    public List<EnemyController> enemies;\n    public Vector2[] enemyPositions;\n    internal float waveTimer;\n    public int turnCount;\n\n    public string EncounterText { get; set; }\n    public bool CanRun = true;\n\n    public static ScriptWrapper script;\n    public float waveBeginTime;\n    private ScriptWrapper[] waves;\n    private string[] waveNames;\n    public bool gameOverStance;\n    public static bool doNotGivePreviousEncounterToSelf;\n\n    private delegate TResult Func<T1, T2, T3, T4, T5, TResult>(T1 arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5);\n\n    public void Awake() {\n        InitScript();\n    }\n\n    public void OnDestroy() {\n        ScriptWrapper.instances.Clear();\n    }\n\n    /// <summary>\n    /// Attempts to initialize the encounter's script file and bind encounter-specific functions to it.\n    /// </summary>\n    /// <returns>True if initialization succeeded, false if there was an error.</returns>\n    public void InitScript() {\n        doNotGivePreviousEncounterToSelf = true;\n        script = new ScriptWrapper { scriptname = StaticInits.ENCOUNTER };\n\n        script.DoString(FileLoader.GetScript(\"Encounters/\" + StaticInits.ENCOUNTER, StaticInits.ENCOUNTER, \"encounter\"));\n        script.Bind(\"State\", (Action<string>)UIController.SwitchStateOnString);\n        script.Bind(\"RandomEncounterText\", (Func<string>)RandomEncounterText);\n        script.Bind(\"CreateProjectile\", (Func<Script, string, float, float, string, DynValue>)CreateProjectile);\n        script.Bind(\"CreateProjectileAbs\", (Func<Script, string, float, float, string, DynValue>)CreateProjectileAbs);\n        script.Bind(\"SetButtonLayer\", (Action<string>)LuaScriptBinder.SetButtonLayer);\n        script.Bind(\"CreateEnemy\", (Func<string, float, float, DynValue>)CreateEnemy);\n        script.Bind(\"Flee\", (Action)Flee);\n\n        LoadEnemiesAndPositions();\n    }\n\n    public DynValue CreateEnemy(string enemyScript, float x, float y) {\n        GameObject enemyObject = Instantiate(Resources.Load<GameObject>(\"Prefabs/LUAEnemy\"));\n\n        enemyObject.transform.SetParent(gameObject.transform);\n        enemyObject.transform.localScale = new Vector3(1, 1, 1); // apparently this was suddenly required or the scale would be (0,0,0)\n\n        EnemyController enemyController = enemyObject.GetComponent<EnemyController>();\n        enemyController.scriptName = enemyScript;\n        enemyController.index = enemies.Count - 1;\n        enemyController.GetComponent<RectTransform>().anchoredPosition = new Vector2(x, y);\n        enemyController.script = new ScriptWrapper();\n        enemies.Add(enemyController);\n        enemyController.CreateBubble();\n        enemyController.InitializeEnemy();\n\n        return UserData.Create(enemyController.script);\n    }\n\n    public void Flee() {\n        StartCoroutine(UIController.instance.ISuperFlee());\n    }\n\n    public bool CallOnSelfOrChildren(string func, DynValue[] param = null) {\n        // TODO: Don't stop execution if the function has been run in the Encounter script\n        if (UnitaleUtil.TryCall(script, func, param)) return true;\n\n        bool calledOne = false;\n        foreach (EnemyController enemy in enemies)\n            if (UnitaleUtil.TryCall(enemy.script, func, param))\n                calledOne = true;\n        return calledOne;\n    }\n\n    public EnemyController[] EnabledEnemies {\n        get { return enemies.Where(x => x.inFight).ToArray(); }\n    }\n\n    public Vector2 ArenaSize {\n        get {\n            if (script.GetVar(\"arenasize\") == null) return new Vector2(155, 130);\n            Table size = script.GetVar(\"arenasize\").Table;\n            if (size == null)\n                return new Vector2(155, 130);\n            if (size.Get(1).Number < 16 || size.Get(2).Number < 16) // TODO remove hardcoding (but player never changes size so nobody cares)\n                return new Vector2(size.Get(1).Number > 16 ? (int)size.Get(1).Number : 16, size.Get(2).Number > 16 ? (int)size.Get(2).Number : 16);\n            return new Vector2((int)size.Get(1).Number, (int)size.Get(2).Number);\n        }\n    }\n\n    public Color SpareColor {\n        get {\n            DynValue spareColor = script.GetVar(\"sparecolor\");\n            DynValue spareColor32 = script.GetVar(\"sparecolor32\");\n            DynValue val = spareColor.IsNotNil() ? spareColor : spareColor32;\n            if (val.IsNil())\n                return new Color(1, 1, 0, 1);\n\n            if (val.Type != DataType.Table)\n                throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: type is \" + val.Type.ToString() + \".\");\n\n            Table tab = val.Table;\n            if (tab.Length < 3 || tab.Length > 4)\n                throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table has \" + tab.Length + \" elements.\");\n\n            foreach (TablePair p in tab.Pairs) {\n                if (p.Key.Type != DataType.Number)\n                    throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table's \" + p.Key.ToString() + \" value doesn't have a numbered key.\");\n                if (p.Value.Type != DataType.Number)\n                    throw new CYFException(\"An enemy's spare color must be a table with 3 or 4 numbers: the table's \" + p.Key.ToString() + \" value is of type \" + p.Value.Type.ToString() + \".\");\n            }\n\n            bool is32 = spareColor.IsNil();\n            return new Color(\n                Mathf.Clamp01((float)tab.Get(1).Number / (is32 ? 255 : 1)),\n                Mathf.Clamp01((float)tab.Get(2).Number / (is32 ? 255 : 1)),\n                Mathf.Clamp01((float)tab.Get(3).Number / (is32 ? 255 : 1)),\n                tab.Get(4).Type == DataType.Nil ? 1 : Mathf.Clamp01((float)tab.Get(4).Number / (is32 ? 255 : 1))\n            );\n        }\n    }\n\n    protected void LoadEnemiesAndPositions() {\n        AudioSource musicSource = GameObject.Find(\"Main Camera\").GetComponent<AudioSource>();\n        EncounterText = script.GetVar(\"encountertext\").String;\n        DynValue enemyScriptsLua = script.GetVar(\"enemies\");\n        DynValue enemyPositionsLua = script.GetVar(\"enemypositions\");\n        string musicFile = script.GetVar(\"music\").String;\n\n        if (enemyScriptsLua.Table == null) {\n            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"There has to be an enemies table in your encounter's file.\");\n            return;\n        }\n\n        int enemyCount = enemyScriptsLua.Table.Length;\n\n        if (enemyPositionsLua != null && enemyPositionsLua.Table != null) {\n            enemyPositions = new Vector2[enemyPositionsLua.Table.Length];\n            for (int i = 0; i < enemyPositionsLua.Table.Length; i++) {\n                Table posTable = enemyPositionsLua.Table.Get(i + 1).Table;\n                if (i >= enemyCount)\n                    break;\n\n                enemyPositions[i] = new Vector2((float)posTable.Get(1).Number, (float)posTable.Get(2).Number);\n            }\n        }\n\n        if (MusicManager.IsStoppedOrNull(PlayerOverworld.audioKept)) {\n            if (musicFile != null) {\n                try {\n                    AudioClip music = AudioClipRegistry.GetMusic(musicFile);\n                    musicSource.clip = music;\n                    MusicManager.filename = \"music:\" + musicFile.ToLower();\n                } catch (Exception) { UnitaleUtil.Warn(\"Loading custom music failed.\"); }\n            } else {\n                musicSource.clip = AudioClipRegistry.GetMusic(\"mus_battle1\");\n                musicSource.volume = .6f;\n                MusicManager.filename = \"music:mus_battle1\";\n            }\n            NewMusicManager.audioname[\"src\"] = MusicManager.filename;\n        }\n        // Instantiate all the enemy objects\n        if (enemyCount > enemyPositions.Length) {\n            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"All enemies in an encounter must have a screen position defined. Either your enemypositions table is missing, \"\n                + \"or there are more enemies than available positions. Refer to the documentation's Basic Setup section on how to do this.\");\n            return;\n        }\n\n        Table luaEnemyTable = script.GetVar(\"enemies\").Table;\n\n        enemies = new List<EnemyController>();\n        for (int i = 0; i < enemyCount; i++)\n            luaEnemyTable.Set(i + 1, CreateEnemy(enemyScriptsLua.Table.Get(i + 1).String, enemyPositions[i].x, enemyPositions[i].y));\n\n        script.SetVar(\"enemies\", DynValue.NewTable(luaEnemyTable));\n        Table luaWaveTable = new Table(null);\n        script.SetVar(\"Wave\", DynValue.NewTable(luaWaveTable));\n\n        //if (MusicManager.isStoppedOrNull(PlayerOverworld.audioKept))\n        //    musicSource.Play(); // play that funky music\n    }\n\n    protected string RandomEncounterText() {\n        if (EnabledEnemies.Length <= 0)\n            return \"\";\n        int randomEnemy = Random.Range(0, EnabledEnemies.Length);\n        string[] comments;\n        try { comments = EnabledEnemies[randomEnemy].Comments; }\n        catch { throw new CYFException(\"RandomEncounterText: Can not read the \\\"comments\\\" table of enemy #\" + (randomEnemy + 1) + \".\\nAre you sure it's set?\"); }\n        if (comments.Length <= 0)\n            return \"\";\n        int randomComment = Random.Range(0, comments.Length);\n        return comments[randomComment];\n    }\n\n    public static void BattleDialog(Script scr, DynValue arg) {\n        if (UIController.instance == null)\n            UnitaleUtil.Warn(\"BattleDialog can only be used as early as EncounterStarting.\");\n        else {\n            UIController.instance.battleDialogueStarted = true;\n            EnemyController enemy = UIController.instance.encounter.enemies.Find(e => e.script.script == scr);\n            if (enemy)\n                UIController.instance.mainTextManager.SetCaller(enemy.script);\n            TextMessage[] msgs = null;\n            if (arg.Type == DataType.String)\n                msgs = new TextMessage[]{new RegularMessage(arg.String)};\n            else if (arg.Type == DataType.Table && (GlobalControls.retroMode || arg.Table.Length > 0)) {\n                // Check if the data is right\n                for (int i = 0; i < arg.Table.Length; i++)\n                    if (arg.Table.Get(i + 1).Type != DataType.String)\n                        throw new CYFException(\"BattleDialog: You need to input a non-empty array or a string here.\" +\n                                               \"\\n\\nIf you're sure that you've entered what's needed, you may contact the dev.\");\n\n                msgs = new TextMessage[arg.Table.Length];\n                for (int i = 0; i < arg.Table.Length; i++)\n                    msgs[i] = new RegularMessage(arg.Table.Get(i + 1).String);\n            } else if (!GlobalControls.retroMode)\n                throw new CYFException(\"BattleDialog: You need to input a non-empty array or a string here.\" +\n                                       \"\\n\\nIf you're sure that you've entered what's needed, you may contact the dev.\");\n            if (!GlobalControls.retroMode)\n                UIController.instance.mainTextManager.SetEffect(new TwitchEffect(UIController.instance.mainTextManager));\n\n            UIController.instance.ActionDialogResult(msgs);\n        }\n    }\n\n    public void HandleItem(int ID) { Inventory.UseItem(ID); }\n\n    // <summary>\n    // Overrideable item handler on a per-encounter basis. Should return true if a custom action is executed for the given item.\n    // </summary>\n    // <param name=\"item\">Item to be checked for custom action</param>\n    // <returns>true if a custom action should be executed for given item, false if the default action should happen</returns>\n    /*public virtual bool CustomItemHandler(UnderItem item) {\n        UIController.instance.encounter.CallOnSelfOrChildren(\"HandleItem\", new MoonSharp.Interpreter.DynValue[] { MoonSharp.Interpreter.DynValue.NewString(item.Name) });\n        return false;*/\n        // the following was test code that allowed you to activate dogs in order 2-3-1 to replace all bullets with dogs\n        /*if (dogTest[0] && dogTest[1] && dogTest[2])\n        {\n            UIController.instance.ActionDialogResult(new RegularMessage[]{\n                new RegularMessage(\"After unlocking the\\r[color:ffff00]Secret of Dog[color:ffffff],\\ryou don't feel like using dog \" + item.ID[7] + \".\"),\n                new RegularMessage(\"So you released it.\\nFarewell, dog!\")\n            }, UIController.UIState.ENEMYDIALOGUE);\n            Inventory.container.Remove(item);\n            return true;\n        }\n\n        if (item.ID == \"DOGTEST2\")\n        {\n            UIController.instance.ActionDialogResult(new RegularMessage(\"Selected dog 2.\\nMight be part of a pattern.\"), UIController.UIState.ENEMYDIALOGUE);\n            dogTest[0] = true;\n            return true;\n        }\n\n        if (item.ID == \"DOGTEST3\" && dogTest[0])\n        {\n            UIController.instance.ActionDialogResult(new RegularMessage(\"Selected dog 3.\\nThis seems about right...\"), UIController.UIState.ENEMYDIALOGUE);\n            dogTest[1] = true;\n            return true;\n        }\n\n        if (item.ID == \"DOGTEST1\" && dogTest[1])\n        {\n            AudioClip yay = Resources.Load<AudioClip>(\"Sounds/dogsecret\");\n            AudioSource.PlayClipAtPoint(yay, Camera.main.transform.position);\n            UIController.instance.ActionDialogResult(new RegularMessage[]{\n                new RegularMessage(\"You have unlocked the\\r[color:ffff00]Secret of Dog[color:ffffff].\\nYou are overcome with happiness.\"),\n                new RegularMessage(\"And spiders, too.\")\n            }, UIController.UIState.ENEMYDIALOGUE);\n            dogTest[2] = true;\n            return true;\n        }\n\n        if (dogTest[0] || dogTest[1] || dogTest[2])\n            UIController.instance.ActionDialogResult(new RegularMessage(\"Selected dog \" + item.ID[7] + \".\\nNo... that's not it.\"), UIController.UIState.ENEMYDIALOGUE);\n        else\n            UIController.instance.ActionDialogResult(new RegularMessage(\"Selected dog \" + item.ID[7] + \".\\nIt feels off.\"), UIController.UIState.ENEMYDIALOGUE);\n\n        dogTest[0] = false;\n        dogTest[1] = false;\n        dogTest[2] = false;\n        return true;*/\n    //}\n\n    public void HandleSpare() {\n        //bool sparedAny = false;\n        foreach (EnemyController enemy in enemies)\n            if (enemy.CanSpare)\n                enemy.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.2f);\n    }\n\n    [HideInInspector] public DynValue CreateProjectileAbs(Script s, string sprite, float xpos, float ypos, string layerName = \"\") {\n        LuaProjectile projectile = (LuaProjectile)BulletPool.instance.Retrieve();\n        if (sprite == null)\n            throw new CYFException(\"You can't create a projectile with a nil sprite!\");\n        SpriteUtil.SwapSpriteFromFile(projectile, sprite);\n        // TODO: Restore in 0.7\n        //projectile.name = sprite;\n        projectile.GetComponent<CYFSprite>().ctrl.spritename = sprite;\n        projectile.owner = s;\n        projectile.gameObject.SetActive(true);\n        projectile.ctrl.MoveToAbs(xpos, ypos);\n        //projectile.ctrl.z = Projectile.Z_INDEX_NEXT; //doesn't work yet, thanks unity UI\n        projectile.transform.SetAsLastSibling();\n        //projectile.ctrl.UpdatePosition();\n        projectile.ctrl.sprite.Set(sprite);\n        if (layerName != \"\")\n            try { projectile.transform.SetParent(GameObject.Find(layerName + \"Bullet\").transform); }\n            catch {\n                try { projectile.transform.SetParent(GameObject.Find(layerName + \"Layer\").transform); }\n                catch { /* ignored */ }\n            }\n        DynValue projectileController = UserData.Create(projectile.ctrl);\n        //Texture2D tex = (Texture2D)projectile.GetComponent<Image>().mainTexture;\n        //projectile.selfAbs = UnitaleUtil.GetFurthestCoordinates(tex.GetPixels32(), tex.height, projectile.self);\n\n        return projectileController;\n    }\n\n    private DynValue CreateProjectile(Script s, string sprite, float xpos, float ypos, string layerName = \"\") {\n        return CreateProjectileAbs(s, sprite, ArenaManager.arenaCenter.x + xpos, ArenaManager.arenaCenter.y + ypos, layerName);\n    }\n\n    public void UpdateWave() {\n        string currentScript = \"\";\n        try {\n            for (int i = 0; i < waves.Length; i++) {\n                currentScript = waveNames[i];\n                try { waves[i].Call(\"Update\"); }\n                catch (InterpreterException ex) {\n                    UnitaleUtil.DisplayLuaError(currentScript, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n                    return;\n                } catch (Exception ex) {\n                    if (GlobalControls.retroMode) return;\n                    if (waves[i].script.Globals[\"Update\"] == null) UnitaleUtil.DisplayLuaError(currentScript, \"All the wave scripts need an Update() function!\");\n                    else                                           UnitaleUtil.DisplayLuaError(currentScript, \"This error is a \" + ex.GetType() + \" error.\\nPlease send this error to the main dev.\\n\\n\" + ex.Message + \"\\n\\n\" + ex.StackTrace);\n                    return;\n                }\n            }\n        } catch (InterpreterException ex) {\n            UnitaleUtil.DisplayLuaError(currentScript, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n        }\n    }\n\n    private void PrepareWave() {\n        DynValue nextWaves = script.GetVar(\"nextwaves\");\n        if (nextWaves.Type != DataType.Table) {\n            if (nextWaves.Type == DataType.Nil)\n                UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"nextwaves is not defined in your script.\");\n            else\n                UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"nextwaves is a \" + nextWaves.Type + \", but should be a table.\");\n            return;\n        }\n\n        if (waves != null)\n            foreach (ScriptWrapper wrap in waves)\n                wrap.Remove();\n\n        waves = new ScriptWrapper[nextWaves.Table.Length];\n        waveNames = new string[waves.Length];\n        int currentWaveScript = 0;\n        try {\n            List<int> indexes = new List<int>();\n            for (int i = 0; i < waves.Length; i++) {\n                currentWaveScript = i;\n                waves[i] = new ScriptWrapper { scriptname = nextWaves.Table.Get(i + 1).String };\n                waves[i].script.Globals[\"EndWave\"] = (Action)EndWaveTimer;\n                waves[i].script.Globals[\"State\"] = (Action<string>)UIController.SwitchStateOnString;\n                waves[i].script.Globals[\"CreateProjectile\"] = (Func<Script, string, float, float, string, DynValue>)CreateProjectile;\n                waves[i].script.Globals[\"CreateProjectileAbs\"] = (Func<Script, string, float, float, string, DynValue>)CreateProjectileAbs;\n                if (nextWaves.Table.Get(i + 1).Type != DataType.String){\n                    UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"Non-string value encountered in nextwaves table\");\n                    return;\n                }\n                waveNames[i] = nextWaves.Table.Get(i + 1).String;\n                waves[i].script.Globals[\"wavename\"] = nextWaves.Table.Get(i + 1).String;\n                try {\n                    waves[i].DoString(FileLoader.GetScript(\"Waves/\" + nextWaves.Table.Get(i + 1).String, nextWaves.Table.Get(i + 1).String + \".lua\", \"wave\"));\n                    indexes.Add(i);\n                } catch (InterpreterException ex) { UnitaleUtil.DisplayLuaError(nextWaves.Table.Get(i + 1).String + \".lua\", UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n                } catch (Exception ex) { UnitaleUtil.DisplayLuaError(\"<UNKNOWN LOCATION>\", ex.Message + \"\\n\\n\" + ex.StackTrace); }\n            }\n            Table luaWaveTable = new Table(null);\n            for (int i = 0; i < indexes.Count; i++)\n                luaWaveTable.Set(i + 1, UserData.Create(waves[indexes[i]]));\n            script.SetVar(\"Wave\", DynValue.NewTable(luaWaveTable));\n        } catch (InterpreterException ex) { UnitaleUtil.DisplayLuaError(nextWaves.Table.Get(currentWaveScript + 1).String + \".lua\", UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message); }\n    }\n\n    public void NextWave() {\n        waveBeginTime = Time.time;\n        turnCount++;\n        PrepareWave();\n        if (script.GetVar(\"wavetimer\") != null) waveTimer = Time.time + (float)script.GetVar(\"wavetimer\").Number;\n        else                                       waveTimer = Time.time + 4.0f;\n    }\n\n    public void EndWave(bool death = false) {\n        Table t = script[\"Wave\"].Table;\n        if (!death)\n            foreach (DynValue obj in t.Keys) {\n                try {\n                    (t[obj] as ScriptWrapper).Call(\"EndingWave\");\n                    ScriptWrapper.instances.Remove((ScriptWrapper)t[obj]);\n                } catch { UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"You shouldn't override Wave, now you get an error :P\"); }\n            }\n        if (!GlobalControls.retroMode)\n            foreach (LuaProjectile p in FindObjectsOfType<LuaProjectile>())\n                if (!p.ctrl.isPersistent)\n                    p.ctrl.Remove();\n        if (ArenaManager.instance.showWhenWaveEnds)\n            ArenaManager.instance.Show();\n        if (!death)\n            CallOnSelfOrChildren(\"DefenseEnding\");\n        if (GlobalControls.retroMode)\n            EncounterText = script.GetVar(\"encountertext\").String;\n        script.SetVar(\"Wave\", DynValue.NewTable(new Table(null)));\n        // Projectile.Z_INDEX_NEXT = Projectile.Z_INDEX_INITIAL; // doesn't work yet\n    }\n\n    public void EndWaveTimer() { waveTimer = Time.time; }\n\n    public bool WaveInProgress() { return Time.time < waveTimer; }\n}"
  },
  {
    "path": "Assets/Scripts/Battle/EnemyEncounter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5a65416e168c49b428ba746d73f328f3\ntimeCreated: 1447799141\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 120\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/FightUI.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class FightUI : MonoBehaviour {\n    public LuaSpriteController slice;\n    public LifeBarController lifeBar;\n    public TextManager damageText;\n\n    public bool shakeInProgress;\n    private int[] shakeX = { 12, -12, 7, -7, 3, -3, 1, -1, 0 };\n    //private int[] shakeX = new int[] { 24, 0, 0, 0, 0, -48, 0, 0, 0, 0, 38, 0, 0, 0, 0, -28, 0, 0, 0, 0, 20, 0, 0, 0, 0, -12, 0, 0, 0, 0, 8, 0, 0, 0, 0, -2, 0, 0, 0, 0};\n    private int shakeIndex = -1;\n    private int Damage = FightUIController.DAMAGE_NOT_SET;\n    private int enemyIndex = 1;\n    private float shakeTimer;\n    private float totalShakeTime = 1.5f;\n    public float sliceAnimFrequency = 1 / 6f;\n    public EnemyController enemy;\n    public Vector2 eneSize;\n    private string[] sliceAnim = {\n        \"UI/Battle/spr_slice_o_0\",\n        \"UI/Battle/spr_slice_o_1\",\n        \"UI/Battle/spr_slice_o_2\",\n        \"UI/Battle/spr_slice_o_3\",\n        \"UI/Battle/spr_slice_o_4\",\n        \"UI/Battle/spr_slice_o_5\"\n    };\n    private bool wait1frame; //Hacky way to wait one frame before launching the lifebars anim\n    private bool needAgain;\n    private bool showedup;\n    public bool stopped;\n    public bool waitingToFade;\n\n    public bool isInit;\n\n    public void Setup() {\n        if (isInit) return;\n        lifeBar = transform.GetComponentInChildren<LifeBarController>();\n        lifeBar.Start();\n        lifeBar.AddOutline(1);\n        lifeBar.outline.SetPivot(0.5f, 0.5f);\n        lifeBar.outline.SetAnchor(0.5f, 1);\n        lifeBar.SetVisible(false);\n\n        damageText = transform.GetComponentInChildren<TextManager>();\n        damageText.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_DAMAGETEXT_NAME));\n        damageText.SetMute(true);\n\n        slice = LuaSpriteController.GetOrCreate(transform.GetComponentInChildren<Image>().gameObject);\n        sliceAnim = UIController.instance.fightUI.sliceAnim;\n        sliceAnimFrequency = UIController.instance.fightUI.sliceAnimFrequency;\n        shakeX = UIController.instance.fightUI.shakeX;\n\n        if (enemy == null)\n            enemy = UIController.instance.encounter.EnabledEnemies[enemyIndex];\n        transform.SetParent(enemy.transform);\n        transform.localEulerAngles = Vector3.zero;\n        GetComponent<RectTransform>().anchoredPosition = Vector3.zero;\n\n        isInit = true;\n    }\n\n    public void Init(int eIndex) {\n        enemyIndex = eIndex;\n        Setup();\n    }\n\n    public void QuickInit(int enemyIndex, EnemyController target, int damage) {\n        Init(enemyIndex);\n        enemy = target;\n\n        if (damage != FightUIController.DAMAGE_NOT_SET)\n            Damage = damage;\n    }\n\n    public bool Finished() {\n        if (shakeTimer > 0)\n            return shakeTimer >= totalShakeTime;\n        return false;\n    }\n\n    public void ChangeTarget(EnemyController target) {\n        enemy = target;\n        if (Damage != FightUIController.DAMAGE_NOT_SET)\n            Damage = 0;\n        Damage = FightUIController.instance.GetDamage(enemy, PlayerController.instance.lastHitMult);\n        transform.SetParent(enemy.transform);\n    }\n\n    public void StopAction(float atkMult) {\n        PlayerController.instance.lastHitMult = FightUIController.instance.GetAtkMult();\n        bool damagePredefined = Damage != FightUIController.DAMAGE_NOT_SET;\n        stopped = true;\n        UnitaleUtil.TryCall(enemy.script, \"BeforeDamageCalculation\");\n        if (!damagePredefined)\n            Damage = FightUIController.instance.GetDamage(enemy, atkMult);\n        //slice.StopAnimation();\n        slice.SetAnimation(sliceAnim, sliceAnimFrequency);\n        slice.loopmode = \"ONESHOT\";\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        // do not update the attack UI if the ATTACKING state is frozen\n        if (UIController.instance.frozenState != \"PAUSE\" || !isInit)\n            return;\n\n        eneSize = enemy.GetComponent<RectTransform>().sizeDelta;\n\n        if (shakeInProgress) {\n            int shakeidx = (int)Mathf.Floor(shakeTimer * shakeX.Length / totalShakeTime);\n            if (Damage > 0 && shakeIndex != shakeidx) {\n                if (shakeIndex != shakeidx && shakeIndex >= shakeX.Length)\n                    shakeIndex = shakeX.Length - 1;\n                shakeIndex = shakeidx;\n                Vector2 localEnePos = enemy.GetComponent<RectTransform>().anchoredPosition; // get local position to do the shake\n                enemy.GetComponent<RectTransform>().anchoredPosition = new Vector2(localEnePos.x + shakeX[shakeIndex], localEnePos.y);\n            }\n            if (shakeTimer < 1.5f)\n                damageText.transform.localPosition = new Vector2(-UnitaleUtil.PredictTextWidth(damageText) / 2 + enemy.offsets[2].x,\n                                                                 -eneSize.y / 2 + enemy.offsets[2].y + 40 * (2 + Mathf.Sin(shakeTimer * Mathf.PI * 0.75f)));\n            shakeTimer += Time.deltaTime;\n            if (shakeTimer >= totalShakeTime)\n                shakeInProgress = false;\n        } else if (((!slice.isactive || slice.animcomplete && !slice.img.GetComponent<KeyframeCollection>().enabled) && stopped &&!showedup) || needAgain) {\n            needAgain = true;\n            if (!wait1frame) {\n                wait1frame = true;\n                slice.StopAnimation();\n                slice.Set(\"empty\");\n                UnitaleUtil.TryCall(enemy.script, \"BeforeDamageValues\", new[] { DynValue.NewNumber(Damage) });\n                if (Damage > 0) {\n                    AudioSource aSrc = GetComponent<AudioSource>();\n                    aSrc.clip = AudioClipRegistry.GetSound(\"hitsound\");\n                    aSrc.Play();\n                }\n                // set damage numbers and positioning\n                string damageTextStr;\n                if (Damage == 0) {\n                    if (enemy.DefenseMissText == null) damageTextStr = \"[color:c0c0c0]MISS\";\n                    else                               damageTextStr = \"[color:c0c0c0]\" + enemy.DefenseMissText;\n                } else if (Damage > 0)                 damageTextStr = \"[color:ff0000]\" + Damage;\n                else                                   damageTextStr = \"[color:00ff00]\" + Damage;\n                damageText.SetText(new TextMessage(damageTextStr, false, true));\n                damageText.transform.localPosition = new Vector2(-UnitaleUtil.PredictTextWidth(damageText) / 2 + enemy.offsets[2].x, -eneSize.y / 2 + enemy.offsets[2].y + 40);\n\n                // initiate lifebar and set lerp to its new health value\n                if (Damage != 0) {\n                    int newHP = enemy.HP - Damage;\n                    lifeBar.outline.img.transform.localPosition = new Vector2(enemy.offsets[2].x - 1, -eneSize.y / 2 + 20 + enemy.offsets[2].y - 1);\n                    lifeBar.Resize(enemy.GetComponent<RectTransform>().rect.width, 13);\n                    lifeBar.SetLerpFull(enemy.HP / (float)enemy.MaxHP, newHP / (float)enemy.MaxHP);\n                    lifeBar.SetVisible(true);\n                    enemy.doDamage(Damage);\n                }\n                enemy.HandleAttack(Damage);\n            } else {\n                // finally, damage enemy and call its attack handler in case you wanna stop music on death or something\n                shakeInProgress = true;\n                waitingToFade = true;\n                needAgain = false;\n                totalShakeTime = shakeX.Length * (1.5f / 8.0f);\n                showedup = true;\n            }\n        } else if (slice.isactive && !slice.animcomplete) {\n            slice.img.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(slice.img.GetComponent<Image>().sprite.rect.width, slice.img.GetComponent<Image>().sprite.rect.height);\n            slice.img.transform.localPosition = new Vector2(enemy.offsets[0].x, enemy.offsets[0].y);\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/FightUI.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 90650b334312c0e46a40ee76ae7ce652\ntimeCreated: 1482980917\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/FightUIController.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class FightUIController : MonoBehaviour {\n    public static FightUIController instance;\n    public List<FightUI> boundFightUiInstances = new List<FightUI>();\n    public List<FightUI> allFightUiInstances = new List<FightUI>();\n\n    public const int DAMAGE_NOT_SET = -478294;\n\n    public RectTransform targetRt;\n    public LuaSpriteController line;\n    private float borderX;\n    private const float xSpeed = -450.0f;\n    public int[] shakeX; //Modify it in the Editor if needed\n    //private int[] shakeX = new int[] { 24, 0, 0, 0, 0, -48, 0, 0, 0, 0, 38, 0, 0, 0, 0, -28, 0, 0, 0, 0, 20, 0, 0, 0, 0, -12, 0, 0, 0, 0, 8, 0, 0, 0, 0, -2, 0, 0, 0, 0};\n    private readonly string[] lineAnim = { \"UI/Battle/spr_targetchoice_0\", \"UI/Battle/spr_targetchoice_1\" };\n    public string[] sliceAnim; //Modify it in the Editor if needed\n    public float sliceAnimFrequency = 1 / 6f;\n    public int targetNumber = 1;\n    public int[] targetIDs = { };\n    public bool multiHit;\n    public bool stopped;\n    private bool finishingFade;\n\n    private void LaunchInstance(bool bind = false) {\n        GameObject go = Instantiate(Resources.Load<GameObject>(\"Prefabs/FightInstance\"));\n        go.transform.SetParent(transform);\n        if (bind)\n            boundFightUiInstances.Add(go.GetComponent<FightUI>());\n        allFightUiInstances.Add(go.GetComponent<FightUI>());\n    }\n\n    private void Awake() {\n        line = LuaSpriteController.GetOrCreate(targetRt.gameObject);\n        instance = this;\n    }\n\n    public void ChangeTarget(EnemyController target) {\n        while (boundFightUiInstances.Count > 1) {\n            allFightUiInstances.Remove(boundFightUiInstances[1]);\n            Destroy(boundFightUiInstances[1].gameObject);\n            boundFightUiInstances.RemoveAt(1);\n        }\n        boundFightUiInstances[0].ChangeTarget(target);\n    }\n\n    public void SetAlpha(float a) {\n        Color c = Color.white;\n        c.a = a;\n        GetComponent<Image>().color = c;\n    }\n\n    public void Init() {\n        CommonInit();\n        gameObject.GetComponent<Image>().enabled = true;\n        borderX = -GetComponent<RectTransform>().rect.width / 2;\n        finishingFade = false;\n        stopped = false;\n        targetRt.anchoredPosition = new Vector2(GetComponent<RectTransform>().rect.width / 2, 0);\n        targetRt.GetComponent<Image>().enabled = true;\n        line.StopAnimation();\n        line.Set(\"UI/Battle/spr_targetchoice_0\");\n        for (int i = 0; i < targetNumber; i++) {\n            LaunchInstance(true);\n            boundFightUiInstances[boundFightUiInstances.Count - 1].Init(targetIDs[i]);\n        }\n        SetAlpha(1.0f);\n    }\n\n    public void CommonInit() {\n        gameObject.SetActive(true);\n    }\n\n    public void QuickInit(int damage) { QuickInit(new[] { damage }); }\n    public void QuickInit(int[] damage) {\n        CommonInit();\n        if (UIController.instance.state == \"ATTACKING\") return;\n\n        for (int i = 0; i < targetNumber; i++) {\n            LaunchInstance();\n            allFightUiInstances[allFightUiInstances.Count - 1].QuickInit(targetIDs[i], UIController.instance.encounter.EnabledEnemies[targetIDs[i]], damage[i]);\n        }\n\n        if (boundFightUiInstances.Count == 0)\n            HideAttackingUI();\n\n        UIController.PlaySoundSeparate(\"slice\");\n        for (int i = 0; i < targetIDs.Length; i++)\n            allFightUiInstances[allFightUiInstances.Count - 1 - (targetIDs.Length - 1 - i)].StopAction(2.2f);\n    }\n\n    public void StopAction(float atkMult = -2) {\n        if (stopped)\n            return;\n        stopped = true;\n        foreach (FightUI fight in boundFightUiInstances)\n            fight.StopAction(atkMult);\n        line.SetAnimation(lineAnim, 1 / 12f);\n        UIController.PlaySoundSeparate(\"slice\");\n    }\n\n    public int GetDamage(EnemyController enemy, float atkMult) {\n        if (enemy.presetDmg != DAMAGE_NOT_SET) {\n            int dmg = enemy.presetDmg;\n            enemy.ResetPresetDamage();\n            return dmg;\n        }\n        if (atkMult == -2)\n            atkMult = GetAtkMult();\n        if (atkMult < 0)\n            return -1;\n        int damage = (int)Mathf.Round(((PlayerCharacter.instance.WeaponATK + PlayerCharacter.instance.ATK - enemy.Defense) + Random.value * 2) * atkMult);\n        if (damage < 0)\n            return 0;\n        if (GlobalControls.crate)\n            damage = -damage;\n        return damage;\n    }\n\n    public float GetAtkMult() {\n        if (!stopped) return -1.0f;\n        if (Mathf.Abs(targetRt.anchoredPosition.x) <= 12)\n            return 2.2f;\n        float mult = 2.0f - 2.0f * Mathf.Abs(targetRt.anchoredPosition.x * 2.0f / GetComponent<RectTransform>().rect.width);\n        if (mult < 0)\n            mult = 0;\n        return mult;\n    }\n\n    public bool Finished() {\n        if (!stopped)\n            return targetRt.anchoredPosition.x < borderX;\n        return boundFightUiInstances.Count == 0 || boundFightUiInstances.All(fight => fight.Finished());\n    }\n\n    public void InitFade() {\n        if (finishingFade) return;\n        finishingFade = true;\n        multiHit = false;\n        targetRt.GetComponent<Image>().enabled = false;\n    }\n\n    public void HideAttackingUI() {\n        if (allFightUiInstances.Count == 0)\n            gameObject.SetActive(false);\n        else {\n            gameObject.GetComponent<Image>().enabled = false;\n            targetRt.GetComponent<Image>().enabled = false;\n        }\n    }\n\n    public void DestroyAllAttackInstances(EnemyController enemy) {\n        for (int i = allFightUiInstances.Count - 1; i >= 0; i--) {\n            FightUI f = allFightUiInstances[i];\n            if (f.enemy != enemy) continue;\n            int boundID = boundFightUiInstances.IndexOf(f);\n            if (boundID != -1) boundFightUiInstances.Remove(f);\n            allFightUiInstances.Remove(f);\n            Destroy(f.gameObject);\n        }\n\n        if (boundFightUiInstances.Count == 0)\n            HideAttackingUI();\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        // do not update the attack UI if the ATTACKING state is frozen\n        if (UIController.instance.frozenState != \"PAUSE\")\n            return;\n\n        for (int i = 0; i < allFightUiInstances.Count; i++)\n            if (!boundFightUiInstances.Contains(allFightUiInstances[i]))\n                if (allFightUiInstances[i].Finished()) {\n                    Destroy(allFightUiInstances[i].gameObject);\n                    allFightUiInstances.RemoveAt(i);\n                    i--;\n\n                    if (boundFightUiInstances.Count == 0)\n                        HideAttackingUI();\n                }\n\n        if (finishingFade) {\n            float resizeProg = 1.0f - ArenaManager.instance.getProgress();\n            SetAlpha(resizeProg);\n            if (resizeProg != 0.0f) return;\n            while (boundFightUiInstances.Count != 0) {\n                allFightUiInstances.Remove(boundFightUiInstances[boundFightUiInstances.Count - 1]);\n                Destroy(boundFightUiInstances[boundFightUiInstances.Count - 1].gameObject);\n                boundFightUiInstances.RemoveAt(boundFightUiInstances.Count - 1);\n            }\n            gameObject.GetComponent<Image>().enabled = true;\n            finishingFade                            = false;\n            gameObject.SetActive(false);\n            return;\n        }\n        if (boundFightUiInstances.Count != 0) {\n            bool pass = boundFightUiInstances.All(t => t.slice.animcomplete && !t.slice.keyframes.enabled && stopped && t.waitingToFade);\n            if (pass && boundFightUiInstances.All(fightUi => !fightUi.shakeInProgress))\n                InitFade();\n        }\n\n        if (stopped || UIController.instance.state != \"ATTACKING\")\n            return;\n\n        float mv = xSpeed * Time.deltaTime;\n        targetRt.anchoredPosition = new Vector2(targetRt.anchoredPosition.x + mv, 0);\n        if (!Finished() || boundFightUiInstances.Count == 0) return;\n        stopped = true;\n        StationaryMissScript smc = Resources.Load<StationaryMissScript>(\"Prefabs/StationaryMiss\");\n        foreach (FightUI fightUi in boundFightUiInstances) {\n            fightUi.enemy.HandleAttack(-1);\n            StationaryMissScript smc2 = Instantiate(smc);\n            if (fightUi.enemy.NoAttackMissText != null)\n                smc2.SetText(fightUi.enemy.NoAttackMissText);\n            smc2.transform.SetParent(GameObject.Find(\"Canvas\").transform);\n            smc2.setPosition(fightUi.transform.position.x, fightUi.transform.position.y + fightUi.eneSize.y / 2 + 40);\n        }\n        InitFade();\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Battle/FightUIController.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a1cd8741235a5cb47a23270c049ef764\ntimeCreated: 1447737062\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 190\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/GameOverBehavior.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\n\n/// <summary>\n/// The fairly hacky and somewhat unmaintainable Game Over behaviour class. Written in a hurry as it probably wasn't going to get replaced anytime soon.\n/// This script is attached to the Player object to make it persist on scene switch, and immediately switches to the Game Over scene upon attachment.\n/// There, the GameOverInit behaviour takes care of calling StartDeath() on this behaviour.\n/// </summary>\npublic class GameOverBehavior : MonoBehaviour {\n    private GameObject brokenHeartPrefab;\n    private GameObject utHeart;\n    private Transform playerParent;\n    public static GameObject battleCamera;\n    public static GameObject battleContainer;\n    public static GameObject gameOverContainer;\n    public static GameObject gameOverContainerOw;\n    private GameObject canvasOW;\n    private GameObject canvasTwo;\n    private readonly string[] heartShardAnim = { \"UI/Battle/heartshard_0\", \"UI/Battle/heartshard_1\", \"UI/Battle/heartshard_2\", \"UI/Battle/heartshard_3\" };\n    private TextManager gameOverTxt;\n    private TextManager reviveText;\n    private Image gameOverImage;\n    private Image reviveFade;\n    private Image reviveFade2;\n    private RectTransform[] heartShardInstances = new RectTransform[0];\n    private Vector2[] heartShardRelocs;\n    private LuaSpriteController[] heartShardCtrl;\n\n    private AudioSource gameOverMusic;\n\n    private float breakHeartAfter = 1.0f;\n    private bool  breakHeartReviveAfter;\n    private float explodeHeartAfter = 2.5f;\n    private float gameOverAfter = 4.5f;\n    private float fluffybunsAfter = 6.5f;\n    private float internalTimer;\n    private float internalTimerRevive;\n    private float gameOverFadeTimer;\n    private bool started;\n    private bool done;\n    private bool exiting;\n    private bool once;\n\n    private Vector3 heartPos;\n    private Color heartColor;\n\n    //private bool overworld = false;\n    private string deathMusic;\n    private string[] deathText;\n\n    public int playerIndex = -1;\n    public float playerZ = -1;\n    public bool autolinebreakstate;\n    public bool revived;\n    public bool hasRevived;\n    public bool reviveTextSet;\n    public AudioSource musicBefore = null;\n    public AudioClip music = null;\n\n    public void ResetGameOver() {\n        // Delete instantiated objects\n        Destroy(utHeart);\n        utHeart = null;\n        Destroy(brokenHeartPrefab);\n        brokenHeartPrefab = null;\n        for (int i = 0; i < heartShardInstances.Length; i++) {\n            Destroy(heartShardInstances[i].gameObject);\n            heartShardCtrl[i].Remove();\n            heartShardCtrl[i] = null;\n        }\n        if (reviveFade2 != null)\n            Destroy(reviveFade2.gameObject);\n\n        if (!UnitaleUtil.IsOverworld) {\n            UIController.instance.encounter.gameOverStance = false;\n            EnemyEncounter.script.SetVar(\"autolinebreak\", DynValue.NewBoolean(autolinebreakstate));\n        }\n        heartShardInstances = new RectTransform[0];\n        breakHeartAfter = 1.0f;\n        breakHeartReviveAfter = false;\n        explodeHeartAfter = 2.5f;\n        gameOverAfter = 4.5f;\n        gameOverMusic.volume = 1;\n        fluffybunsAfter = 6.5f;\n        internalTimer = 0.0f;\n        internalTimerRevive = 0.0f;\n        gameOverFadeTimer = 0.0f;\n        gameOverTxt.HideTextObject();\n        started = false;\n        done = false;\n        exiting = false;\n        once = false;\n        //overworld = false;\n        playerIndex = -1;\n        playerZ = -1;\n        autolinebreakstate = false;\n        revived = false;\n        reviveTextSet = false;\n    }\n\n    public void Revive() { revived = true; }\n\n    public void StartDeath(string[] newDeathText = null, string newDeathMusic = null) {\n        PlayerOverworld.audioCurrTime = 0;\n        if (!UnitaleUtil.IsOverworld) {\n            UIController.instance.encounter.EndWave(true);\n            autolinebreakstate = EnemyEncounter.script.GetVar(\"autolinebreak\").Boolean;\n            EnemyEncounter.script.SetVar(\"autolinebreak\", DynValue.NewBoolean(true));\n            transform.position = new Vector3(transform.position.x - Misc.cameraX, transform.position.y - Misc.cameraY, transform.position.z);\n        } else\n            autolinebreakstate = true;\n\n        deathText = newDeathText;\n        deathMusic = newDeathMusic;\n\n        //Reset the camera's position\n        Misc.MoveCameraTo(0, 0);\n\n        playerZ = 130;\n        if (UnitaleUtil.IsOverworld) {\n            playerParent = transform.parent.parent;\n            playerIndex = transform.parent.GetSiblingIndex();\n            // transform.parent.SetParent(null);\n        } else {\n            playerParent = transform.parent;\n            playerIndex = transform.GetSiblingIndex();\n            transform.SetParent(null);\n        }\n\n        if (UnitaleUtil.IsOverworld) {\n\n            /* transform.parent.position = new Vector3(transform.parent.position.x - GameObject.Find(\"Main Camera OW\").transform.position.x - 320,\n                                                    transform.parent.position.y - GameObject.Find(\"Main Camera OW\").transform.position.y - 240, transform.parent.position.z); */\n            battleCamera = GameObject.Find(\"Main Camera OW\");\n            battleCamera.SetActive(false);\n            GetComponent<SpriteRenderer>().enabled = true; // stop showing the player\n        } else {\n            UIController.instance.encounter.gameOverStance = true;\n            GetComponent<PlayerController>().invulTimer = 0;\n            GetComponent<Image>().enabled = true; // abort the blink animation if it was playing\n            battleCamera = GameObject.Find(\"Main Camera\");\n            battleCamera.SetActive(false);\n\n            battleContainer = GameObject.Find(\"Canvas\");\n            battleContainer.GetComponent<Canvas>().enabled = false;\n        }\n\n        // remove all bullets if in retrocompatibility mode\n        if (GlobalControls.retroMode) {\n            foreach (LuaProjectile p in FindObjectsOfType<LuaProjectile>())\n                BulletPool.instance.Requeue(p);\n        }\n\n        /*battleContainer = new GameObject(\"BattleContainer\");\n        foreach (Transform go in UnitaleUtil.GetFirstChildren(null, false))\n            if (go.name != battleContainer.name &&!go.GetComponent<LuaEnemyEncounter>() && go.name != Player.name &&!go.name.Contains(\"AudioChannel\"))\n                go.SetParent(battleContainer.transform);\n        battleContainer.SetActive(false);*/\n\n        if (UnitaleUtil.IsOverworld) gameOverContainerOw.SetActive(true);\n        else                         gameOverContainer.SetActive(true);\n\n        Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_gameover\");\n        GameObject.Find(\"GameOver\").GetComponent<Image>().sprite = SpriteRegistry.Get(\"UI/spr_gameoverbg_0\");\n\n        if (UnitaleUtil.IsOverworld) {\n            utHeart = Instantiate(GameObject.Find(\"utHeart\"));\n            heartColor = utHeart.GetComponent<Image>().color;\n            heartColor.a = 1;\n        } else {\n            heartColor = gameObject.GetComponent<Image>().color;\n            gameObject.transform.SetParent(GameObject.Find(\"Canvas GameOver\").transform);\n        }\n\n        //if (overworld)\n        //    gameObject.transform.SetParent(GameObject.Find(\"Canvas OW\").transform);\n        //else\n        PlayerCharacter.instance.HP = PlayerCharacter.instance.MaxHP;\n        if (UnitaleUtil.IsOverworld)\n            gameObject.transform.GetComponent<SpriteRenderer>().enabled = false;// gameObject.transform.parent.SetParent(GameObject.Find(\"Canvas GameOver\").transform);\n        else {\n            gameObject.transform.SetParent(GameObject.Find(\"Canvas GameOver\").transform);\n            UIStats.instance.setHP(PlayerCharacter.instance.MaxHP);\n        }\n        brokenHeartPrefab = Resources.Load<GameObject>(\"Prefabs/heart_broken\");\n        reviveText = GameObject.Find(\"ReviveText\").GetComponent<TextManager>();\n        reviveText.SetCaller(EnemyEncounter.script);\n        reviveFade = GameObject.Find(\"ReviveFade\").GetComponent<Image>();\n        reviveFade.transform.SetAsLastSibling();\n        gameOverTxt = GameObject.Find(\"TextParent\").GetComponent<TextManager>();\n        gameOverTxt.SetCaller(EnemyEncounter.script);\n        gameOverImage = GameObject.Find(\"GameOver\").GetComponent<Image>();\n        if (UnitaleUtil.IsOverworld) {\n            /*\n            heartPos = new Vector3(GetComponent<RectTransform>().position.x - transform.parent.position.x,\n                                   GetComponent<RectTransform>().position.y + (GetComponent<RectTransform>().sizeDelta.y / 2) - transform.parent.position.y,\n                                   GetComponent<RectTransform>().position.z + 100010);\n            */\n            heartPos = new Vector3((transform.parent.position.x - GameObject.Find(\"Canvas OW\").transform.position.x) + 320,\n                                  ((transform.parent.position.y + (GetComponent<RectTransform>().sizeDelta.y / 2)) - GameObject.Find(\"Canvas OW\").transform.position.y) + 240,\n                                   GetComponent<RectTransform>().position.z + 100010);\n        } else\n            heartPos = gameObject.GetComponent<RectTransform>().position;\n        gameOverMusic = Camera.main.GetComponent<AudioSource>();\n        started = true;\n    }\n\n    // Update is called once per frame\n    private void Update () {\n        if (hasRevived && reviveFade2) {\n            reviveFade2.transform.localPosition = new Vector3(0, 0, 0);\n            if (reviveFade2.color.a > 0.0f)  reviveFade2.color = new Color(1, 1, 1, reviveFade2.color.a - Time.deltaTime / 2);\n            else                             Destroy(reviveFade2.gameObject);\n        }\n        if (!started)\n            return;\n        if (!revived) {\n            if (!once && UnitaleUtil.IsOverworld) {\n                once = true;\n                utHeart.transform.SetParent(GameObject.Find(\"Canvas GameOver\").transform);\n                utHeart.transform.position = heartPos;\n                utHeart.GetComponent<Image>().color = heartColor;\n                canvasOW = GameObject.Find(\"Canvas OW\");\n                canvasOW.SetActive(false);\n                canvasTwo = GameObject.Find(\"Canvas Two\");\n                canvasTwo.SetActive(false);\n            } else if (!once) {\n                once = true;\n                gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(16, 16);\n                gameObject.GetComponent<Image>().enabled = true; // abort the blink animation if it was playing\n            }\n\n            if (internalTimer > breakHeartAfter) {\n                AudioSource.PlayClipAtPoint(AudioClipRegistry.GetSound(\"heartbeatbreaker\"), Camera.main.transform.position, 0.75f);\n                brokenHeartPrefab = Instantiate(brokenHeartPrefab);\n                brokenHeartPrefab.transform.SetParent(UnitaleUtil.IsOverworld ? GameObject.Find(\"Canvas GameOver\").transform : gameObject.transform);\n                brokenHeartPrefab.GetComponent<RectTransform>().position = heartPos;\n                brokenHeartPrefab.GetComponent<Image>().color = heartColor;\n                brokenHeartPrefab.GetComponent<Image>().enabled = true;\n                if (UnitaleUtil.IsOverworld)\n                    utHeart.GetComponent<Image>().enabled = false;\n                else {\n                    Color color = gameObject.GetComponent<Image>().color;\n                    gameObject.GetComponent<Image>().color = new Color(color.r, color.g, color.b, 0);\n                    if (EnemyEncounter.script.GetVar(\"revive\").Boolean)\n                        Revive();\n                }\n                breakHeartAfter = 999.0f;\n            }\n\n            if (internalTimer > explodeHeartAfter) {\n                AudioSource.PlayClipAtPoint(AudioClipRegistry.GetSound(\"heartsplosion\"), Camera.main.transform.position, 0.75f);\n                brokenHeartPrefab.GetComponent<Image>().enabled = false;\n                heartShardInstances = new RectTransform[6];\n                heartShardRelocs = new Vector2[6];\n                heartShardCtrl = new LuaSpriteController[6];\n                for (int i = 0; i < heartShardInstances.Length; i++) {\n                    heartShardInstances[i] = Instantiate(SpriteRegistry.GENERIC_SPRITE_PREFAB.gameObject).GetComponent<RectTransform>();\n                    heartShardCtrl[i] = LuaSpriteController.GetOrCreate(heartShardInstances[i].gameObject);\n                    heartShardInstances[i].transform.SetParent(UnitaleUtil.IsOverworld ? GameObject.Find(\"Canvas GameOver\").transform : gameObject.transform);\n                    heartShardInstances[i].GetComponent<RectTransform>().position = heartPos;\n                    heartShardInstances[i].GetComponent<Image>().color = heartColor;\n                    heartShardRelocs[i] = Random.insideUnitCircle * 100.0f;\n                    heartShardCtrl[i].Set(heartShardAnim[0]);\n                    heartShardCtrl[i].SetAnimation(heartShardAnim, 1 / 5f);\n                }\n                explodeHeartAfter = 999.0f;\n            }\n\n            if (internalTimer > gameOverAfter) {\n                AudioClip originMusic = gameOverMusic.clip;\n                if (deathMusic != null) {\n                    try { gameOverMusic.clip = AudioClipRegistry.GetMusic(deathMusic); }\n                    catch { UnitaleUtil.DisplayLuaError(\"game over screen\", \"The specified death music doesn't exist. (\\\"\" + deathMusic + \"\\\")\"); }\n                    if (gameOverMusic.clip == null)\n                        gameOverMusic.clip = originMusic;\n                }\n                gameOverMusic.Play();\n                gameOverAfter = 999.0f;\n            }\n\n            if (internalTimer > fluffybunsAfter) {\n                if (deathText != null) {\n                    List<TextMessage> text = deathText.Select(str => new TextMessage(str, false, false)).ToList();\n                    TextMessage[] text2 = new TextMessage[text.Count + 1];\n                    for (int i = 0; i < text.Count; i++)\n                        text2[i] = text[i];\n                    text2[text.Count] = new TextMessage(\"\", false, false);\n                    if (Random.Range(0, 400) == 44)\n                        gameOverTxt.SetTextQueue(new[]{\n                            new TextMessage(\"[color:ffffff][voice:v_fluffybuns][waitall:2]4\", false, false),\n                            new TextMessage(\"[color:ffffff][voice:v_fluffybuns][waitall:2]\" + PlayerCharacter.instance.Name + \"!\\n[w:15]Stay determined...\", false, false),\n                            new TextMessage(\"\", false, false) });\n                    else\n                        gameOverTxt.SetTextQueue(text2);\n                } else {\n                    // This \"4\" made us laugh so hard that I kept it :P\n                    int fourChance = Random.Range(0, 80);\n\n                    string[] possibleDeathTexts = { \"You cannot give up\\njust yet...\", \"It cannot end\\nnow...\", \"Our fate rests upon\\nyou...\",\n                                                                 \"Don't lose hope...\", \"You're going to\\nbe alright!\"};\n                    if (fourChance == 44)\n                        possibleDeathTexts[4] = \"4\";\n\n                    gameOverTxt.SetTextQueue(new[]{\n                        new TextMessage(\"[color:ffffff][voice:v_fluffybuns][waitall:2]\" + possibleDeathTexts[Math.RandomRange(0, possibleDeathTexts.Length)], false, false),\n                        new TextMessage(\"[color:ffffff][voice:v_fluffybuns][waitall:2]\" + PlayerCharacter.instance.Name + \"!\\n[w:15]Stay determined...\", false, false),\n                        new TextMessage(\"\", false, false) });                        }\n\n                fluffybunsAfter = 999.0f;\n            }\n\n            if (!done) {\n                gameOverImage.color = new Color(1, 1, 1, gameOverFadeTimer);\n                if (gameOverAfter >= 999.0f && gameOverFadeTimer < 1.0f) {\n                    gameOverFadeTimer += Time.deltaTime / 2;\n                    if (gameOverFadeTimer >= 1.0f) {\n                        gameOverFadeTimer = 1.0f;\n                        done = true;\n                    }\n                }\n                internalTimer += Time.deltaTime; // This is actually dangerous because done can be true before everything's done if timers are modified\n            } else if (!exiting &&!gameOverTxt.AllLinesComplete())\n                // Note: [noskip] only affects the UI controller's ability to skip, so we have to redo that here.\n                if (InputUtil.Pressed(GlobalControls.input.Confirm) && gameOverTxt.LineComplete())\n                    gameOverTxt.NextLineText();\n        } else {\n            if (reviveTextSet && !reviveText.AllLinesComplete()) {\n                // Note: [noskip] only affects the UI controller's ability to skip, so we have to redo that here.\n                if (InputUtil.Pressed(GlobalControls.input.Confirm) && reviveText.LineComplete())\n                    reviveText.NextLineText();\n            } else if (reviveTextSet && !exiting) {\n                exiting = true;\n            } else if (internalTimerRevive >= 5.0f && !reviveTextSet && breakHeartReviveAfter) {\n                if (deathText != null) {\n                    List<TextMessage> text = new List<TextMessage>();\n                    foreach (string str in deathText)\n                        text.Add(new TextMessage(str, false, false));\n                    TextMessage[] text2 = new TextMessage[text.Count + 1];\n                    for (int i = 0; i < text.Count; i++)\n                        text2[i] = text[i];\n                    text2[text.Count] = new TextMessage(\"\", false, false);\n                    reviveText.SetTextQueue(text2);\n                }\n                reviveTextSet = true;\n            } else if (internalTimerRevive > 2.5f && internalTimerRevive < 4.0f) {\n                brokenHeartPrefab.transform.localPosition = new Vector2(Random.Range(-3, 2), Random.Range(-3, 2));\n            } else if (!breakHeartReviveAfter && internalTimerRevive > 2.5f) {\n                breakHeartReviveAfter = true;\n                AudioSource.PlayClipAtPoint(AudioClipRegistry.GetSound(\"heartbeatbreaker\"), Camera.main.transform.position, 0.75f);\n                if (UnitaleUtil.IsOverworld)\n                    utHeart.GetComponent<Image>().enabled = true;\n                else {\n                    Color color = gameObject.GetComponent<Image>().color;\n                    gameObject.GetComponent<Image>().color = new Color(color.r, color.g, color.b, 1);\n                }\n                Destroy(brokenHeartPrefab);\n            }\n\n            if (!reviveTextSet) internalTimerRevive += Time.deltaTime;\n\n            if (exiting && reviveFade.color.a < 1.0f && reviveFade.isActiveAndEnabled)\n                reviveFade.color = new Color(1, 1, 1, reviveFade.color.a + Time.deltaTime / 2);\n            else if (exiting) {\n                // repurposing the timer as a reset delay\n                gameOverFadeTimer -= Time.deltaTime;\n                if (gameOverMusic.volume - Time.deltaTime > 0.0f) gameOverMusic.volume -= Time.deltaTime;\n                else gameOverMusic.volume = 0.0f;\n                if (gameOverFadeTimer < -1.0f) {\n                    reviveFade2 = Instantiate(reviveFade.gameObject).GetComponent<Image>();\n                    reviveFade2.transform.SetParent(playerParent);\n                    reviveFade2.transform.SetAsLastSibling();\n                    reviveFade2.transform.localPosition = new Vector3(0, 0, 0);\n                    reviveFade.color = new Color(1, 1, 1, 0);\n                    EndGameOverRevive();\n                    if (musicBefore != null) {\n                        musicBefore.clip = music;\n                        musicBefore.Play();\n                    }\n                    hasRevived = true;\n                }\n            }\n        }\n\n        for (int i = 0; i < heartShardInstances.Length; i++) {\n            heartShardInstances[i].position += (Vector3)heartShardRelocs[i]*Time.deltaTime;\n            heartShardRelocs[i].y -= 100f * Time.deltaTime;\n        }\n\n        if (!gameOverTxt.isactive) return;\n        if (!exiting && gameOverTxt.AllLinesComplete() && gameOverTxt.LineCount() != 0) {\n            exiting = true;\n            gameOverFadeTimer = 1.0f;\n        } else if (exiting && gameOverFadeTimer > 0.0f) {\n            gameOverImage.color = new Color(1, 1, 1, gameOverFadeTimer);\n            if (!(gameOverFadeTimer > 0.0f)) return;\n            gameOverFadeTimer -= Time.deltaTime / 2;\n            if (gameOverFadeTimer <= 0.0f)\n                gameOverFadeTimer = 0.0f;\n        }\n        else if (exiting) {\n            // repurposing the timer as a reset delay\n            gameOverFadeTimer -= Time.deltaTime;\n            if (gameOverMusic.volume - Time.deltaTime > 0.0f)\n                gameOverMusic.volume -= Time.deltaTime;\n            else\n                gameOverMusic.volume = 0.0f;\n            if (gameOverFadeTimer < -1.0f) {\n                //StaticInits.Reset();\n                EndGameOver();\n            }\n        }\n    }\n\n    public void EndGameOver() {\n        if (!GlobalControls.modDev)\n            SaveLoad.Load(false);\n        if (!UnitaleUtil.IsOverworld) {\n            UIController.EndBattle(true);\n            Destroy(gameObject);\n            if (GlobalControls.modDev) {\n                // Discord Rich Presence\n                DiscordControls.StartModSelect();\n                SceneManager.LoadScene(\"ModSelect\");\n            } else {\n                foreach (string str in NewMusicManager.audioname.Keys)\n                    if (str == \"StaticKeptAudio\") {\n                        NewMusicManager.Stop(str);\n                        ((AudioSource)NewMusicManager.audiolist[str]).clip = null;\n                        ((AudioSource)NewMusicManager.audiolist[str]).time = 0;\n                    }\n            }\n        } else\n            EndGameOverRevive();\n\n        if (GlobalControls.modDev) return;\n        TPHandler tp = Instantiate(Resources.Load<TPHandler>(\"Prefabs/TP On-the-fly\"));\n        tp.sceneName = LuaScriptBinder.GetSessionGlobal(\"PlayerMap\").String;\n\n        if (UnitaleUtil.MapCorrespondanceList.ContainsValue(tp.sceneName)) {\n            foreach (KeyValuePair<string, string> entry in UnitaleUtil.MapCorrespondanceList) {\n                if (entry.Value != tp.sceneName) continue;\n                tp.sceneName = entry.Key;\n                break;\n            }\n        }\n\n        tp.position  = new Vector3((float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosX\").Number, (float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosY\").Number, LuaScriptBinder.GetSessionGlobal(\"PlayerPosZ\") == null ? 0 : (float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosZ\").Number);\n        tp.direction = 2;\n        tp.noFadeIn  = true;\n        tp.noFadeOut = false;\n        DontDestroyOnLoad(tp);\n        tp.LaunchTPInternal();\n    }\n\n    public void EndGameOverRevive() {\n        if (!UnitaleUtil.IsOverworld) {\n            transform.SetParent(playerParent);\n            transform.SetSiblingIndex(playerIndex);\n            transform.position = new Vector3(transform.position.x, transform.position.y, playerZ);\n        } else {\n            transform.parent.SetParent(playerParent);\n            transform.parent.SetSiblingIndex(playerIndex);\n        }\n        battleCamera.SetActive(true);\n\n        if (!UnitaleUtil.IsOverworld)\n            battleContainer.GetComponent<Canvas>().enabled = true;\n\n        if (UnitaleUtil.IsOverworld) {\n            canvasOW.SetActive(true);\n            canvasTwo.SetActive(true);\n            PlayerOverworld.instance.enabled = true;\n            PlayerOverworld.instance.RestartMusic();\n            GetComponent<SpriteRenderer>().enabled = true;\n        }\n        ResetGameOver();\n\n        if (!UnitaleUtil.IsOverworld) {\n            ArenaManager.instance.ResizeImmediate(ArenaManager.UIWidth, ArenaManager.UIHeight);\n            UIController.instance.SwitchState(\"ACTIONSELECT\");\n            gameOverContainer.SetActive(false);\n        } else\n            gameOverContainerOw.SetActive(false);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/GameOverBehavior.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 748e7f2c60fd0194f942eef4ac4f63d3\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/GameOverInit.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Initiates the death sequence. Used in the Game Over scene to make sure the player doesn't go looking for objects before the Game Over scene has loaded.\n/// </summary>\npublic static class GameOverInit {\n    public static void Launch() {\n        //GameObject.Find(\"player\").GetComponent<Image>().sprite = null;\n        Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_gameover\");\n        GameObject.Find(\"GameOver\").GetComponent<Image>().sprite = SpriteRegistry.Get(\"UI/spr_gameoverbg_0\");\n        Object.FindObjectOfType<GameOverBehavior>().StartDeath();\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/GameOverInit.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bead292e429bf7d4c88fb8f5ade53c50\ntimeCreated: 1449513303\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/LifeBarController.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Controller for all the lifebars in the game. To be used with the HPBar prefab.\n/// Contains a background sprite, a mask sprite, and a fill sprite, parented in that order.\n/// Sprites can be used instead of the standard \"px\" sprite, however the sprites for the\n/// background and fill must have the same size.\n/// </summary>\npublic class LifeBarController : MonoBehaviour {\n    public LuaSpriteController background, mask, fill, outline;\n    [MoonSharpHidden] public RectTransform backgroundRt, maskRt, fillRt, outlineRt;\n\n    public float currentFill { get; private set; }\n    private float oldFill = 1.0f;\n    private float desiredFill = 1.0f;\n    private float fillLinearTime = 1.0f; // how many seconds does it take to go from current healthbar position to new healthbar position\n    private float fillTimer;\n    private bool init;\n    private bool needInstant;\n\n    public bool inLerp { get; private set; }\n\n    public bool hasOutline {\n        get { return outline != null; }\n    }\n\n    private int _outlineThickness;\n    public int outlineThickness {\n        get { return _outlineThickness; }\n        set {\n            if (outline == null)\n                return;\n            _outlineThickness = value;\n            Resize(background.xscale, background.yscale);\n        }\n    }\n\n    public bool isactive {\n        get { return background.isactive; }\n    }\n\n    /// <summary>\n    /// Creates a bar object using its position and size.\n    /// </summary>\n    /// <param name=\"x\">Absolute X position of the bottom left corner of the bar.</param>\n    /// <param name=\"y\">Absolute Y position of the bottom left corner of the bar.</param>\n    /// <param name=\"width\">Width of the bar object, in pixels.</param>\n    /// <param name=\"height\">Height of the bar object, in pixels.</param>\n    /// <returns></returns>\n    public static LifeBarController Create(float x, float y, float width, float height = 20) {\n        LifeBarController lifebar = Instantiate(Resources.Load<LifeBarController>(\"Prefabs/HPBar\"));\n        lifebar.Start();\n        lifebar.background.MoveToAbs(x, y);\n        lifebar.Resize(width, height);\n        return lifebar;\n    }\n    /// <summary>\n    /// Creates a bar object using its position and either one sprite applied to both sprite objects, or one sprite for each sprite object.\n    /// </summary>\n    /// <param name=\"x\">Absolute X position of the bottom left corner of the bar.</param>\n    /// <param name=\"y\">Absolute Y position of the bottom left corner of the bar.</param>\n    /// <param name=\"backgroundSprite\">Path to the sprite used for the bar object's background.</param>\n    /// <param name=\"fillSprite\">Path to the sprite used for the bar object's fill. Will use backgroundsprite if not given.</param>\n    /// <returns></returns>\n    public static LifeBarController Create(float x, float y, string backgroundSprite, string fillSprite = null) {\n        LifeBarController lifebar = Instantiate(Resources.Load<LifeBarController>(\"Prefabs/HPBar\"));\n        lifebar.Start();\n        lifebar.background.MoveToAbs(x, y);\n        lifebar.SetSprites(backgroundSprite, fillSprite);\n\n        lifebar.background.color = lifebar.fill.color = new float[] { 1, 1, 1 };\n        if (lifebar.outlineRt)\n            lifebar.outline.color = lifebar.background.color;\n\n        return lifebar;\n    }\n\n    /// <summary>\n    /// Initializes needed variables as well as the bar object's size.\n    /// </summary>\n    [MoonSharpHidden] public void Start() {\n        if (init) return;\n        backgroundRt = GetComponent<RectTransform>();\n        maskRt = backgroundRt.GetChild(0).GetComponent<RectTransform>();\n        fillRt = maskRt.GetChild(0).GetComponent<RectTransform>();\n        background = LuaSpriteController.GetOrCreate(gameObject);\n        mask = LuaSpriteController.GetOrCreate(maskRt.gameObject);\n        fill = LuaSpriteController.GetOrCreate(fillRt.gameObject);\n\n        if (!backgroundRt.parent)\n            background.layer = \"BelowArena\";\n\n        float width = backgroundRt.sizeDelta.x, height = backgroundRt.sizeDelta.y;\n        background.Set(\"bar-px\");\n        mask.Set(\"bar-px\");\n        fill.Set(\"bar-px\");\n        Resize(width, height);\n\n        mask.Mask(\"stencil\");\n\n        currentFill = 1;\n\n        init = true;\n    }\n\n    /// <summary>\n    /// Set the healthbar's fill to this value on the same frame.\n    /// </summary>\n    /// <param name=\"fillValue\">Healthbar fill in range of [0.0, 1.0].</param>\n    /// <param name=\"allowNonClamped\">True if the value can go outside of bounds.</param>\n    public void SetInstant(float fillValue, bool allowNonClamped = false) {\n        if (!allowNonClamped) fillValue = Mathf.Clamp01(fillValue);\n        desiredFill = fillValue;\n        fillTimer = fillLinearTime;\n        inLerp = false;\n        needInstant = true;\n    }\n\n    /// <summary>\n    /// Start a linear-time transition from first value to second value.\n    /// </summary>\n    /// <param name=\"originalValue\">Value to start the healthbar at, in range of [0.0, 1.0].</param>\n    /// <param name=\"fillValue\">Value the healthbar should be at when finished, in range of [0.0, 1.0].</param>\n    /// <param name=\"time\">Time for the healthbar to reach its destination in frames.</param>\n    /// <param name=\"allowNonClamped\">True if values outside of the range [0.0, 1.0] should be kept.</param>\n    public void SetLerpFull(float originalValue, float fillValue, int time = 60, bool allowNonClamped = false) {\n        fillLinearTime = time / 60f;\n\n        if (!allowNonClamped) {\n            fillValue = Mathf.Clamp01(fillValue);\n            originalValue = Mathf.Clamp01(originalValue);\n        }\n        SetInstant(originalValue);\n        currentFill = originalValue;\n        oldFill = currentFill;\n        desiredFill = fillValue;\n        fillTimer = 0.0f;\n\n        inLerp = true;\n    }\n\n    /// <summary>\n    /// Start a linear-time transition from the current value to a given value.\n    /// </summary>\n    /// <param name=\"fillValue\">Value the healthbar should be at when finished, in range of [0.0, 1.0].</param>\n    /// <param name=\"time\">Time for the healthbar to reach its destination in frames.</param>\n    /// <param name=\"allowNonClamped\">True if values outside of the range [0.0, 1.0] should be kept.</param>\n    public void SetLerp(float fillValue, int time = 60, bool allowNonClamped = false) {\n        SetLerpFull(currentFill, fillValue, time, allowNonClamped);\n    }\n\n    /// <summary>\n    /// Adds an outline with a given color to the bar object.\n    /// Don't forget to move the outline from now on, not the background!\n    /// </summary>\n    /// <param name=\"thickness\">Thickness of the outline, in pixels.</param>\n    /// <param name=\"r\">Red color of the outline.</param>\n    /// <param name=\"g\">Green color of the outline.</param>\n    /// <param name=\"b\">Blue color of the outline.</param>\n    public void AddOutline(int thickness, float r = 0, float g = 0, float b = 0) {\n        if (!isactive) return;\n        if (outlineRt) RemoveOutline();\n\n        outline = (LuaSpriteController)SpriteUtil.MakeIngameSprite(\"bar-px\", -1).UserData.Object;\n        outlineRt = outline.spr.GetComponent<RectTransform>();\n        outlineRt.gameObject.name = \"HPBarOutline\";\n\n        outline.Scale(backgroundRt.sizeDelta.x + 2 * thickness, backgroundRt.sizeDelta.y + 2 * thickness);\n        outline.SetPivot(0, 0);\n        outline.SetAnchor(0, 0);\n        outline.MoveToAbs(background.absx - thickness, background.absy - thickness);\n        outline.color = new[] { r, g, b };\n\n        outlineRt.SetParent(backgroundRt.parent);\n        outlineRt.SetSiblingIndex(outlineRt.GetSiblingIndex());\n        background.SetParent(outline);\n\n        outlineThickness = thickness;\n    }\n\n    /// <summary>\n    /// Removes the bar object's outline if it has one.\n    /// </summary>\n    public void RemoveOutline() {\n        if (!isactive) return;\n        if (!outlineRt) return;\n        backgroundRt.SetParent(outlineRt.parent);\n        backgroundRt.SetSiblingIndex(outlineRt.GetSiblingIndex());\n        Destroy(outlineRt.gameObject);\n        outline = null;\n        outlineRt = null;\n        outlineThickness = 0;\n    }\n\n    /// <summary>\n    /// Scales all elements of the bar using the given x and y scale.\n    /// </summary>\n    /// <param name=\"width\">New x scale of the bar object.</param>\n    /// <param name=\"height\">New y scale of the bar object.</param>\n    /// <param name=\"updateOutline\">True of the outline should be resized as well.</param>\n    public void Resize(float width, float height, bool updateOutline = true) {\n        if (!isactive) return;\n        // Update the position and size of the outline\n        if (outlineRt && updateOutline) {\n            outline.Scale((width + outlineThickness * 2) * background.width / outline.width, (height + outlineThickness * 2) * background.height / outline.height);\n            Vector2 oldPos = new Vector2(background.absx, background.absy);\n            background.MoveTo(outlineThickness, outlineThickness);\n            outline.Move(oldPos.x - background.absx, oldPos.y - background.absy);\n        }\n        background.Scale(width, height);\n        mask.Scale(currentFill * width * background.width / mask.width, height * background.height / mask.height);\n        fill.Scale(width, height);\n        if (!inLerp)\n            SetInstant(currentFill, true);\n    }\n\n    /// <summary>\n    /// Sets the sprites for all elements of the bar object, and resizes all elemetns accordingly.\n    /// </summary>\n    /// <param name=\"bgSprite\">New sprite for the bar object's background.</param>\n    /// <param name=\"fSprite\">New sprite for the bar object's fill. Will copy bgSprite if null or empty.</param>\n    /// <param name=\"mSprite\">New sprite for the bar object's mask. Will do nothing if null or empty.</param>\n    /// <param name=\"oSprite\">New sprite for the bar object's background. Will do nothing if there's no outline, or if null or empty.</param>\n    public void SetSprites(string bgSprite, string fSprite = null, string mSprite = null, string oSprite = null) {\n        if (!isactive) return;\n        background.Set(bgSprite);\n        fill.Set(string.IsNullOrEmpty(fSprite) ? bgSprite : fSprite);\n        if (!string.IsNullOrEmpty(mSprite)) mask.Set(mSprite);\n        if (hasOutline && !string.IsNullOrEmpty(oSprite)) outline.Set(oSprite);\n        Resize(1, 1);\n    }\n\n    /// <summary>\n    /// Set the fill color of this healthbar.\n    /// </summary>\n    /// <param name=\"c\">Color for present health.</param>\n    [MoonSharpHidden] public void SetFillColor(Color c) {\n        if (!isactive) return;\n        fill.color = new[] { c.r, c.g, c.b, c.a };\n    }\n\n    /// <summary>\n    /// Set the background color of this healthbar.\n    /// </summary>\n    /// <param name=\"c\">Color for missing health.</param>\n    [MoonSharpHidden] public void SetBackgroundColor(Color c) {\n        if (!isactive) return;\n        background.color = new[] { c.r, c.g, c.b, c.a };\n    }\n\n    /// <summary>\n    /// Sets visibility for the image components of the healthbar.\n    /// </summary>\n    /// <param name=\"visible\">True for visible, false for hidden.</param>\n    public void SetVisible(bool visible) {\n        if (!isactive) return;\n        foreach (Image img in (outlineRt ?? backgroundRt).GetComponentsInChildren<Image>())\n            img.enabled = visible;\n    }\n\n    /// <summary>\n    /// Destroys this bar object's instance.\n    /// </summary>\n    public void Remove() {\n        if (!isactive) return;\n        if (this == UIStats.instance.lifebar) throw new CYFException(\"You can't remove the player's lifebar!\");\n        if (hasOutline) outline.Remove();\n        background.Remove();\n    }\n\n    /// <summary>\n    /// Takes care of moving the healthbar to its intended position.\n    /// </summary>\n    private void Update() {\n        if (!isactive) return;\n        if (!needInstant) {\n            if (!inLerp)\n                return;\n            if (Mathf.Abs(currentFill - desiredFill) < 0.0001f || UIController.instance.frozenState != \"PAUSE\") {\n                inLerp = false;\n                return;\n            }\n        }\n\n        currentFill = Mathf.Lerp(oldFill, desiredFill, fillTimer / fillLinearTime);\n        mask.Scale(currentFill * backgroundRt.sizeDelta.x, backgroundRt.sizeDelta.y);\n        if (background.spritename == \"bar-px\" && mask.spritename == \"bar-px\" && fill.spritename == \"bar-px\") {\n            if (currentFill < 0 || currentFill > 1) fill.Scale(currentFill * backgroundRt.sizeDelta.x, backgroundRt.sizeDelta.y);\n            else                                    fill.Scale(backgroundRt.sizeDelta.x, backgroundRt.sizeDelta.y);\n        }\n\n        fillTimer += Time.deltaTime;\n\n        needInstant = false;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/LifeBarController.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 027295703e2bc8b43957a76a2f9357ff\ntimeCreated: 1447699606\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/StationaryMissScript.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// Fairly hacky way for the static MISS to appear over enemies if you don't press the attack button.\n/// </summary>\npublic class StationaryMissScript : MonoBehaviour {\n    private TextManager mgr;\n    private const float secondsToDespawn = 1.5f;\n    private float despawnTimer;\n    public string text = \"MISS\";\n\n    public void setPosition(float xPos, float yPos) {\n        mgr.transform.position = new Vector2(xPos - UnitaleUtil.PredictTextWidth(mgr) / 2, Mathf.Min(yPos, 430));\n    }\n\n    public void SetText(string _text) { text = _text; }\n\n    private void Awake() {\n        mgr = GetComponent<TextManager>();\n        mgr.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_DAMAGETEXT_NAME));\n        mgr.SetText(new TextMessage(\"[color:c0c0c0]\" + text, false, true));\n    }\n\n    private void Update(){\n        if (UIController.instance.frozenState != \"PAUSE\")\n            return;\n\n        despawnTimer += Time.deltaTime;\n        if (despawnTimer > secondsToDespawn)\n            Destroy(gameObject);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Battle/StationaryMissScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 35a9599780d5954468ee106320acb996\ntimeCreated: 1450722569\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Battle/UIController.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\n\n/// <summary>\n/// The class responsible for making some people lose faith in the project. In very dire need of refactoring,\n/// but hard to do until functionality can be split into battle and overworld functions.\n///\n/// As it stands this class is a messy finite state machine that takes care of controlling not only the battle,\n/// but also a lot of things it shouldn't (text manager, enemy dialogue, keyboard controls etc.)\n/// If you're familiar with the term cyclomatic complexity, you probably wouldn't want to hire me at this point.\n///\n/// The eventual redesign of the UI controller will try to change over as much of the functionality to Lua.\n/// As we're missing some key functionality to accomplish this, refactoring has been put off for now.\n/// </summary>\npublic class UIController : MonoBehaviour {\n    public static UIController instance;    // The instance of this class, only one UIController should exist at all times\n    public LuaTextManager mainTextManager;  // Main text manager in the arena\n\n    public static Sprite fightButtonSprite, actButtonSprite, itemButtonSprite, mercyButtonSprite;   // UI button sprites when the soul is selecting them\n    public Image fightButton, actButton, itemButton, mercyButton;                                   // UI button objects in the scene\n\n    public Actions action = Actions.FIGHT;      // Current action chosen when entering the state ENEMYSELECT\n    public Actions forcedAction = Actions.NONE; // Action forced by the user previously for the next time we enter the state ENEMYSELECT\n\n    public GameObject arenaParent;  // Arena's parent, which will be used to manipulate it\n    public GameObject psContainer;  // Container for any particle effect used when using sprite.Dust() and when sparing or killing an enemy\n    private AudioSource uiAudio;    // AudioSource only used to play the sound menumove when the Player moves in menus\n\n    internal EnemyEncounter encounter;                  // Main encounter script\n    [HideInInspector] public FightUIController fightUI; // Main Player attack handler\n\n    private readonly Vector2 initialHealthPos = new Vector2(250, -2); // Initial health bar position for target selection\n\n    public LuaTextManager[] monsterDialogues = new LuaTextManager[0]; // Enemies' dialogue bubbles' text objects appearing in the state ENEMYDIALOGUE\n    public EnemyController[] monsterDialogueEnemy;                     // Stores the enemies associated with the dialogue bubbles\n\n    private bool musicPausedFromRunning;    // Used to pause the BGM when trying to flee in retromode for a comedic effect\n    private int runAwayAttempts;            // Amount of times the Player tried to flee unsuccessfully in this encounter\n\n    private int selectedAction; // Act option chosen by the Player\n    private int selectedEnemy;  // Enemy chosen by the Player\n    private int selectedItem;   // Item chosen by the Player\n    private int selectedMercy;  // Mercy option chosen by the Player\n\n    private bool[] disabledActions = { false, false, false, false }; // Actions disabled by the player\n    public Vector2[] playerOffsets = { new Vector2(16, 19), new Vector2(16, 19), new Vector2(16, 19), new Vector2(16, 19) }; // Player can customize its position on the button.\n\n    private int meCry;  // Used to display which dialogue should be displayed if the MECRY button has been selected, in CrateYourFrisk mode\n\n    public int exp = 0;     // Amount of EXP earned by the Player at the end of the encounter\n    public int gold = 0;    // Amount of Gold earned by the Player at the end of the encounter\n\n    internal string state = \"ACTIONSELECT\";              // Current state of the battle\n    private string stateAfterDialogs = \"DEFENDING\";      // State to enter after the current arena dialogue is done. Only used after a proper call to BattleDialog()\n    private string lastNewState = \"UNUSED\";              // Allows the detection of state changes during an OnDeath() call so the engine can switch to it properly\n\n    private bool parentStateCall = true;                            // Used to stop the execution of a previous State() call if a new call has been done and to prevent infinite EnteringState() loops\n    private bool childStateCalled;                                  // Used to stop the execution of a previous State() call if a new call has been done and to prevent infinite EnteringState() loops\n    private bool fleeSwitch;                                        // True if the Player fled, and the encounter can be ended\n    public List<string[]> messages = new List<string[]>();          // Stores the messages enemies will say in the state ENEMYDIALOGUE\n    public bool[] readyToNextLine;                                  // Used to know which enemy bubbles are done displaying their text\n    public bool checkDeathCall;                                     // Used to force the check on whether the enemies are dead or not\n    private bool onDeathSwitch;                                     // Allows to switch to a given state if State() was used in OnDeath()\n    public bool stateSwitched;                                      // True if the state has been changed this frame, false otherwise\n    public bool battleDialogueStarted;                              // True if the battle dialog is being displayed, false otherwise. Only used for the state ITEMMENU, and not updated outside of it\n\n    public enum Actions { FIGHT, ACT, ITEM, MERCY, NONE }   // Action enumeration used to know which main UI button we're selecting or we chose\n    // Dictionaries used to link values gracefully\n    public Dictionary<string, Image> buttonDictionary = new Dictionary<string, Image>();\n    public Dictionary<string, Sprite> buttonSpriteDictionary = new Dictionary<string, Sprite>();\n    public Dictionary<string, Vector2> buttonBasePositions = new Dictionary<string, Vector2>();\n    public Dictionary<string, Vector2> buttonBasePlayerPositions = new Dictionary<string, Vector2>();\n\n    /*\n    public enum UIState {\n        NONE,           // Initial state. Used to see if a modder has changed the state before the UI controller wants to\n        ACTIONSELECT,   // Selecting an action (FIGHT/ACT/ITEM/MERCY)\n        ATTACKING,      // Player attack screen\n        DEFENDING,      // Enemy attack phase, bullet waves appear here\n        ENEMYSELECT,    // Selecting an enemy target for FIGHT or ACT\n        ACTMENU,        // Open up the act menu\n        ITEMMENU,       // Open up the item menu\n        MERCYMENU,      // Open up the mercy menu\n        ENEMYDIALOGUE,  // The Player is visible and the arena is resizing, but the enemy still has own dialogue\n        DIALOGRESULT,   // Transition state leading to either UIState.ENEMYDIALOGUE or UIState.DEFENDING\n        DONE,           // Finished state of battle. Returns the Player to the mod selection screen or the overworld\n        UNUSED,         // Used for OnDeath(). Keep this state secret, please\n        PAUSE           // Used exclusively for State(\"PAUSE\"). Not a real state, but it needs to be listed to allow users to call State(\"PAUSE\")\n    }*/\n\n    public List<string> UIStates = new List<string>() {\"NONE\", \"ACTIONSELECT\", \"ATTACKING\", \"DEFENDING\", \"ENEMYSELECT\", \"ACTMENU\", \"ITEMMENU\", \"MERCYMENU\", \"ENEMYDIALOGUE\", \"DIALOGRESULT\", \"DONE\", \"UNUSED\", \"PAUSE\"};\n\n    // Variables for PAUSE's \"encounter freezing\" behavior\n    public string frozenState = \"PAUSE\"; // Used to keep track of what state was frozen\n    public float frozenTimestamp;               // Used for DEFENDING's wavetimer\n    private bool frozenControlOverride = true;  // Used for the Player's control override\n    private bool frozenPlayerVisibility = true; // Used for the Player's invincibility timer when hurt\n\n    public delegate void Message();\n    public static event Message SendToStaticInit;\n\n    public void ActionDialogResult(TextMessage msg, string afterDialogState = \"ENEMYDIALOGUE\") {\n        ActionDialogResult(new[] { msg }, afterDialogState);\n    }\n\n    public void ActionDialogResult(TextMessage[] msg, string afterDialogState = \"ENEMYDIALOGUE\") {\n        stateAfterDialogs = afterDialogState;\n        SwitchState(\"DIALOGRESULT\");\n        mainTextManager.SetTextQueue(msg);\n    }\n\n    public static void EndBattle(bool fromGameOver = false) {\n        MusicManager.SetSoundDictionary(\"RESETDICTIONARY\", \"\");\n        LuaSpriteController spr = (LuaSpriteController)SpriteUtil.MakeIngameSprite(\"black\", -1).UserData.Object;\n        if (GameObject.Find(\"TopLayer\"))\n            spr.layer = \"Top\";\n        spr.Scale(640, 480);\n        if (GlobalControls.modDev) //Empty the inventory if not in the overworld\n            Inventory.inventory.Clear();\n        Inventory.RemoveAddedItems();\n        KeyboardInput.ResetEncounterInputs();\n        if (GlobalControls.modDev)\n            PlayerCharacter.instance.MaxHPShift = 0;\n        PlayerCharacter.instance.ATK = 8 + 2 * PlayerCharacter.instance.LV;\n        PlayerCharacter.instance.DEF = 10 + (int)Mathf.Floor((PlayerCharacter.instance.LV - 1) / 4f);\n        #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n            Misc.WindowName = GlobalControls.crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName;\n        #endif\n        if (instance && instance.psContainer != null)\n            instance.psContainer.SetActive(false);\n\n        //Stop encounter storage for good!\n        if (GlobalControls.modDev) {\n            ScriptWrapper.instances.Clear();\n        } else {\n            foreach (EnemyController enemy in instance.encounter.enemies)\n                ScriptWrapper.instances.Remove(enemy.script);\n            Table t = EnemyEncounter.script[\"Wave\"].Table;\n            foreach (DynValue obj in t.Keys) {\n                try {\n                    ScriptWrapper.instances.Remove(((ScriptWrapper)t[obj]));\n                } catch { /* ignored */ }\n            }\n            ScriptWrapper.instances.Remove(EnemyEncounter.script);\n        }\n\n        //Properly set \"isInFight\" to false, as it shouldn't be true anymore\n        GlobalControls.isInFight = false;\n\n        LuaScriptBinder.ClearBattleGlobals();\n        GlobalControls.stopScreenShake = true;\n        Cursor.visible = true;\n        MusicManager.hiddenDictionary.Clear();\n        if (GlobalControls.modDev) {\n            List<string> toDelete = NewMusicManager.audioname.Keys.Where(str => str != \"src\").ToList();\n            foreach (string str in toDelete)\n                NewMusicManager.DestroyChannel(str);\n            PlayerCharacter.instance.Reset();\n            // Discord Rich Presence\n            DiscordControls.StartModSelect();\n            SceneManager.LoadScene(\"ModSelect\");\n        } else {\n            foreach (string str in NewMusicManager.audioname.Keys.Where(str => str != \"StaticKeptAudio\"))\n                NewMusicManager.Stop(str);\n            SceneManager.UnloadSceneAsync(\"Battle\");\n            PlayerOverworld.ShowOverworld(\"Battle\");\n        }\n\n        //Reset to 4:3\n        ScreenResolution.ResetAfterBattle();\n        Time.timeScale = 1;\n    }\n\n    public void SwitchState(string newState, bool first = false) {\n        stateSwitched = true;\n        if (onDeathSwitch) {\n            lastNewState = newState;\n            return;\n        }\n        //Pre-state\n        if (fleeSwitch && newState != \"DONE\")\n            return;\n        if (parentStateCall) {\n            parentStateCall = false;\n            try {\n                EnemyEncounter.script.Call(\"EnteringState\", new[] { DynValue.NewString(newState), DynValue.NewString(state) });\n            } catch (InterpreterException ex) {\n                UnitaleUtil.DisplayLuaError(EnemyEncounter.script.scriptname, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n            }\n            parentStateCall = true;\n\n            if (childStateCalled) {\n                childStateCalled = false;\n                return;\n            }\n        } else {\n            childStateCalled = true;\n        }\n\n        // Quick and dirty addition to add some humor to the Run away command.\n        if (musicPausedFromRunning) {\n            Camera.main.GetComponent<AudioSource>().UnPause();\n            musicPausedFromRunning = false;\n        }\n        // END DEBUG\n        // below: actions based on ending a previous state, or actions that affect multiple states\n\n        // PAUSE can freeze states\n        if (newState == \"PAUSE\" && frozenState != \"PAUSE\") return;\n        if (newState == \"PAUSE\" && frozenState == \"PAUSE\") {\n            frozenState = state;\n\n            // execute extra code based on the state that is being frozen\n            switch(frozenState) {\n                case \"ACTIONSELECT\":\n                case \"DIALOGRESULT\":\n                    mainTextManager.SetPause(true);\n                    break;\n                case \"DEFENDING\":\n                    frozenControlOverride = PlayerController.instance.overrideControl;\n                    PlayerController.instance.setControlOverride(true);\n\n                    frozenTimestamp = Time.time;\n                    break;\n                case \"ENEMYDIALOGUE\":\n                    TextManager[] textManagers = FindObjectsOfType<TextManager>();\n                    foreach (TextManager textManager in textManagers)\n                        if (textManager.gameObject.name.StartsWith(\"DialogBubble\")) // game object name is hardcoded as it won't change\n                            textManager.SetPause(true);\n                    break;\n                case \"ATTACKING\":\n                    FightUI fui = fightUI.boundFightUiInstances[0];\n                    if (fui.slice != null && fui.slice.keyframes != null)\n                        fui.slice.keyframes.paused = true;\n\n                    if (fightUI.line != null && fightUI.line.keyframes != null)\n                        fightUI.line.keyframes.paused = true;\n                    break;\n            }\n\n            frozenPlayerVisibility                    = PlayerController.instance.selfImg.enabled;\n            PlayerController.instance.selfImg.enabled = true;\n\n            return;\n        }\n        if (newState == frozenState && frozenState != \"PAUSE\") {\n            // execute extra code based on the state that is being un-frozen\n            switch(frozenState) {\n                case \"ACTIONSELECT\":\n                case \"DIALOGRESULT\":\n                    mainTextManager.SetPause(true);\n                    break;\n                case \"DEFENDING\":\n                    PlayerController.instance.setControlOverride(frozenControlOverride);\n\n                    frozenTimestamp     =  Time.time - frozenTimestamp;\n                    encounter.waveTimer += frozenTimestamp;\n                    break;\n                case \"ENEMYDIALOGUE\":\n                    TextManager[] textManagers = FindObjectsOfType<TextManager>();\n                    foreach (TextManager textManager in textManagers)\n                        if (textManager.gameObject.name.StartsWith(\"DialogBubble\")) // game object name is hardcoded as it won't change\n                            textManager.SetPause(false);\n                    break;\n                case \"ATTACKING\":\n                    FightUI fui = fightUI.boundFightUiInstances[0];\n                    if (fui.slice != null && fui.slice.keyframes != null)\n                        fui.slice.keyframes.paused = false;\n\n                    if (fightUI.line != null && fightUI.line.keyframes != null)\n                        fightUI.line.keyframes.paused = false;\n                    break;\n            }\n\n            PlayerController.instance.selfImg.enabled = frozenPlayerVisibility;\n\n            frozenState = \"PAUSE\";\n\n            return;\n        }\n        frozenState = \"PAUSE\";\n\n        frozenTimestamp  = 0.0f;\n\n        if (newState == \"DEFENDING\" || newState == \"ENEMYDIALOGUE\") {\n            PlayerController.instance.setControlOverride(newState != \"DEFENDING\");\n            mainTextManager.SetText(DynValue.NewString(\"\"));\n            PlayerController.instance.SetPosition(ArenaManager.instance.currentX, ArenaManager.instance.currentY + 70, true);\n            PlayerController.instance.GetComponent<Image>().enabled = true;\n            mainTextManager.SetPause(true);\n        } else if ((state == \"DEFENDING\" || state == \"ENEMYDIALOGUE\") && newState != \"DEFENDING\" && newState != \"ENEMYDIALOGUE\") {\n            ArenaManager.instance.ResetArena();\n            PlayerController.instance.invulTimer = 0.0f;\n            PlayerController.instance.setControlOverride(true);\n        }\n\n        if (state == \"ENEMYSELECT\" && forcedAction == Actions.FIGHT)\n            foreach (LifeBarController lbc in arenaParent.GetComponentsInChildren<LifeBarController>())\n                Destroy(lbc.gameObject);\n        else if (state == \"ENEMYDIALOGUE\") {\n            foreach (EnemyController enemy in encounter.enemies) {\n                enemy.HideBubble();\n                if (!enemy.bubbleObject)\n                    continue;\n                LuaTextManager sbTextMan = enemy.bubbleObject.GetComponentInChildren<LuaTextManager>();\n                if (!sbTextMan)\n                    continue;\n                sbTextMan.HideTextObject();\n            }\n        } else if (state == \"ATTACKING\")\n            FightUIController.instance.HideAttackingUI();\n        else if (state == \"DIALOGRESULT\")\n            mainTextManager.SetCaller(EnemyEncounter.script);\n\n        string oldState = state;\n        state = newState;\n        //encounter.CallOnSelfOrChildren(\"Entered\" + Enum.GetName(typeof(UIState), state).Substring(0, 1)\n        //                                         + Enum.GetName(typeof(UIState), state).Substring(1, Enum.GetName(typeof(UIState), state).Length - 1).ToLower());\n        if (oldState == \"DEFENDING\" && state != \"DEFENDING\") {\n            string current = state;\n            encounter.EndWave();\n            if (state != current && !GlobalControls.retroMode)\n                return;\n        }\n\n        mainTextManager.SetMugshot(DynValue.NewNil());\n        SetPlayerOnAction(action);\n\n        switch (state) {\n            case \"ATTACKING\":\n                // Error for no active enemies\n                if (encounter.EnabledEnemies.Length == 0)\n                    throw new CYFException(\"Cannot enter state ATTACKING with no active enemies.\");\n\n                // Disable all current attack instances otherwise they break\n                // TODO: Find the exact reason why they break\n                foreach (EnemyController enemy in encounter.EnabledEnemies)\n                    FightUIController.instance.DestroyAllAttackInstances(enemy);\n\n                mainTextManager.SetText(DynValue.NewString(\"\"));\n                PlayerController.instance.GetComponent<Image>().enabled = false;\n                if (!fightUI.multiHit) {\n                    fightUI.targetIDs = new[] { selectedEnemy };\n                    fightUI.targetNumber = 1;\n                }\n\n                fightUI.Init();\n                break;\n\n            case \"ACTIONSELECT\":\n                forcedAction = Actions.NONE;\n                PlayerController.instance.setControlOverride(true);\n                PlayerController.instance.GetComponent<Image>().enabled = true;\n                mainTextManager.SetPause(ArenaManager.instance.isResizeInProgress());\n                if (!GlobalControls.retroMode) {\n                    mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n                    encounter.EncounterText = EnemyEncounter.script.GetVar (\"encountertext\").String;\n                }\n                if (encounter.EncounterText == null) {\n                    encounter.EncounterText = \"\";\n                    UnitaleUtil.Warn(\"There is no encounter text!\");\n                }\n                mainTextManager.SetText(new RegularMessage(encounter.EncounterText));\n                break;\n\n            case \"ACTMENU\":\n                string[] actions = new string[encounter.EnabledEnemies[selectedEnemy].ActCommands.Length];\n                if (actions.Length == 0)\n                    throw new CYFException(\"Cannot enter state ACTMENU without commands.\");\n                for (int i = 0; i < actions.Length; i++)\n                    actions[i] = encounter.EnabledEnemies[selectedEnemy].ActCommands[i];\n\n                selectedAction = 0;\n                SetPlayerOnSelection(selectedAction);\n                if (!GlobalControls.retroMode)\n                    mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n                mainTextManager.SetText(new SelectMessage(GetActPage(actions, 0, mainTextManager.columnNumber), false, mainTextManager.columnNumber));\n                break;\n\n            case \"ITEMMENU\":\n                battleDialogueStarted = false;\n                // Error for empty inventory\n                if (Inventory.inventory.Count == 0)\n                    throw new CYFException(\"Cannot enter state ITEMMENU with empty inventory.\");\n                else {\n                    string[] items = GetInventoryPage(0, mainTextManager.columnNumber);\n                    selectedItem = 0;\n                    if (!GlobalControls.retroMode)\n                        mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n                    mainTextManager.SetText(new SelectMessage(items, false, mainTextManager.columnNumber));\n                    SetPlayerOnSelection(0);\n                    /*ActionDialogResult(new TextMessage[] {\n                        new TextMessage(\"Can't open inventory.\\nClogged with pasta residue.\", true, false),\n                        new TextMessage(\"Might also be a dog.\\nIt's ambiguous.\",true,false)\n                    }, UIState.ENEMYDIALOGUE);*/\n                }\n                break;\n\n            case \"MERCYMENU\":\n                if (LuaScriptBinder.GetSessionGlobal(\"ForceNoFlee\") != null) {\n                    EnemyEncounter.script.SetVar(\"flee\", DynValue.NewBoolean(false));\n                    LuaScriptBinder.RemoveSessionGlobal(\"ForceNoFlee\");\n                }\n                if (!EnemyEncounter.script.GetVar(\"flee\").Boolean && EnemyEncounter.script.GetVar(\"flee\").Type != DataType.Nil)\n                    encounter.CanRun = false;\n                else\n                    encounter.CanRun = true;\n                selectedMercy = 0;\n                string[] mercyOptions = new string[1 + (encounter.CanRun ? 1 : 0)];\n                mercyOptions[0] = \"Spare\";\n                if (encounter.EnabledEnemies.Any(enemy => enemy.CanSpare)) {\n                    string hexColor = ParseUtil.GetBytesFromColor(encounter.SpareColor, true);\n                    mercyOptions[0] = \"[alpha:\" + hexColor.Substring(6) + \"][starcolor:\" + hexColor.Substring(0, 6) + \"][color:\" + hexColor.Substring(0, 6) + \"]\" + mercyOptions[0] + \"[color:ffffff]\";\n                }\n                if (encounter.CanRun)\n                    mercyOptions[1] = \"Flee\";\n                if (!GlobalControls.retroMode)\n                    mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n                mainTextManager.SetText(new SelectMessage(mercyOptions, true, mainTextManager.columnNumber));\n                SetPlayerOnSelection(0);\n                break;\n\n            case \"ENEMYSELECT\":\n                // Error for no active enemies\n                if (encounter.EnabledEnemies.Length == 0)\n                    throw new CYFException(\"Cannot enter state ENEMYSELECT with no active enemies.\");\n\n                if (!GlobalControls.retroMode)\n                    mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n\n                int enemyPage = encounter.EnabledEnemies.Length <= 3 ? 0 : selectedEnemy / 2;\n                string[] colors;\n                string[] textTemp = GetEnemyPage(enemyPage, mainTextManager.columnNumber, out colors);\n                mainTextManager.SetText(new SelectMessage(textTemp, false, mainTextManager.columnNumber, colors));\n                if (forcedAction != Actions.FIGHT && forcedAction != Actions.ACT)\n                    forcedAction = action;\n                if (forcedAction == Actions.FIGHT) {\n                    int maxWidth = (int)initialHealthPos.x, count = 0;\n\n                    for (int i = 0; i < encounter.EnabledEnemies.Length; i++) {\n                        if (encounter.EnabledEnemies.Length > 3)\n                            if (i > 1)\n                                break;\n                        //int mNameWidth = UnitaleUtil.fontStringWidth(mainTextManager.Charset, \"* \" + encounter.enabledEnemies[i].Name) + 50;\n                        for (int j = count; j < mainTextManager.textQueue[mainTextManager.currentLine].Text.Length; j++)\n                            if (mainTextManager.textQueue[mainTextManager.currentLine].Text[j] == '\\n' || mainTextManager.textQueue[mainTextManager.currentLine].Text[j] == '\\r')\n                                break;\n                        count++;\n                        //int mNameWidth = (int)UnitaleUtil.calcTotalLength(mainTextManager, lastCount, count);\n                        for (int j = 0; j <= 1 && j < encounter.EnabledEnemies.Length; j++) {\n                            int mNameWidth = (int)UnitaleUtil.PredictTextWidth(mainTextManager) + 50;\n                            if (mNameWidth > maxWidth)\n                                maxWidth = mNameWidth;\n                        }\n                    }\n                    for (int i = 0; i < encounter.EnabledEnemies.Length; i++) {\n                        if (encounter.EnabledEnemies.Length > 3)\n                            if (i > 1)\n                                break;\n                        RenewLifeBars(encounter.EnabledEnemies.Length > 3 ? selectedEnemy / 2 : 0);\n                    }\n                }\n\n                if (selectedEnemy >= encounter.EnabledEnemies.Length)\n                    selectedEnemy = 0;\n                SetPlayerOnSelection((encounter.EnabledEnemies.Length > 3 ? selectedEnemy % 2 : selectedEnemy) * mainTextManager.columnNumber); // single list so skip right row by multiplying x2\n                break;\n\n            case \"DEFENDING\":\n                ArenaManager.instance.Resize((int)encounter.ArenaSize.x, (int)encounter.ArenaSize.y);\n                PlayerController.instance.setControlOverride(false);\n                encounter.NextWave();\n                // ActionDialogResult(new TextMessage(\"This is where you'd\\rdefend yourself.\\nBut the code was spaghetti.\", true, false), UIState.ACTIONSELECT);\n                break;\n\n            case \"DIALOGRESULT\":\n                PlayerController.instance.GetComponent<Image>().enabled = false;\n                break;\n\n            case \"ENEMYDIALOGUE\":\n                PlayerController.instance.GetComponent<Image>().enabled = true;\n                if (!GlobalControls.retroMode)\n                    ArenaManager.instance.Resize((int)encounter.ArenaSize.x, (int)encounter.ArenaSize.y);\n                else\n                    ArenaManager.instance.Resize(155, 130);\n                encounter.CallOnSelfOrChildren(\"EnemyDialogueStarting\");\n                if (state != \"ENEMYDIALOGUE\")\n                    return;\n                monsterDialogues = new LuaTextManager[encounter.EnabledEnemies.Length];\n                monsterDialogueEnemy = new EnemyController[encounter.EnabledEnemies.Length];\n                messages.Clear();\n                for (int i = 0; i < encounter.EnabledEnemies.Length; i++) {\n                    messages.Add(encounter.EnabledEnemies[i].GetDefenseDialog());\n                    string[] message = messages[i];\n                    if (message == null) {\n                        UnitaleUtil.Warn(\"Entered ENEMYDIALOGUE, but no current/random dialogue was set for \" + encounter.EnabledEnemies[i].Name);\n                        SwitchState(\"DEFENDING\");\n                        break;\n                    }\n\n                    GameObject speechBub = encounter.EnabledEnemies[i].bubbleObject;\n                    LuaTextManager sbTextMan = speechBub.GetComponentInChildren<LuaTextManager>();\n                    monsterDialogues[i] = sbTextMan;\n                    monsterDialogueEnemy[i] = encounter.EnabledEnemies[i];\n\n                    UnderFont enemyFont = SpriteFontRegistry.Get(encounter.EnabledEnemies[i].Font ?? string.Empty) ?? SpriteFontRegistry.Get(SpriteFontRegistry.UI_MONSTERTEXT_NAME);\n                    sbTextMan.SetFont(enemyFont);\n\n                    TextMessage[] monsterMessages = new TextMessage[message.Length];\n                    for (int j = 0; j < monsterMessages.Length; j++)\n                        monsterMessages[j] = new MonsterMessage(encounter.EnabledEnemies[i].DialoguePrefix + message[j]);\n\n                    // UpdateBubble run twice: once to feed the bubble's width to spawn the text properly,\n                    // once to update the bubble's visibility after the text has been spawned\n                    encounter.EnabledEnemies[i].UpdateBubble(i);\n                    sbTextMan.SetTextQueue(monsterMessages);\n                    encounter.EnabledEnemies[i].UpdateBubble(i);\n                }\n                readyToNextLine = encounter.enemies.Select(e => !monsterDialogueEnemy.Contains(e)).ToArray();\n                break;\n\n            case \"DONE\":\n                //StaticInits.Reset();\n                //LuaEnemyEncounter.script.SetVar(\"unescape\", DynValue.NewBoolean(false));\n                EndBattle();\n                break;\n        }\n    }\n\n    public static void SwitchStateOnString(string state) {\n        if (state == null)\n            throw new CYFException(\"State: Argument cannot be nil.\");\n        state = state.ToUpper();\n        if (instance.encounter.gameOverStance) return;\n        if (!instance.UIStates.Contains(state))\n            throw new CYFException(\"The state \\\"\" + state + \"\\\" is not a valid state. Are you sure it exists?\\n\\nPlease double-check in the Misc. Functions section of the docs for a list of every default valid state.\");\n\n        try {\n            instance.SwitchState(state);\n        } catch (Exception ex) {\n            // a different error has occurred\n            throw new CYFException(\"An error occurred while trying to enter the state \\\"\" + state + \"\\\":\\n\\n\" + ex.Message + \"\\n\\nTraceback (for devs):\\n\" + ex);\n        }\n    }\n\n    public static void CreateNewUIState(string name) {\n        if (instance.UIStates.Contains(name))\n            throw new CYFException(\"The state \\\"\" + name + \"\\\" already exists.\");\n\n        instance.UIStates.Add(name);\n    }\n\n    private void Awake() {\n        if (GlobalControls.crate) {\n            fightButtonSprite = SpriteRegistry.Get(\"UI/Buttons/gifhtbt_1\");\n            actButtonSprite = SpriteRegistry.Get(\"UI/Buttons/catbt_1\");\n            itemButtonSprite = SpriteRegistry.Get(\"UI/Buttons/tembt_1\");\n            mercyButtonSprite = SpriteRegistry.Get(\"UI/Buttons/mecrybt_1\");\n        } else {\n            fightButtonSprite = SpriteRegistry.Get(\"UI/Buttons/fightbt_1\");\n            actButtonSprite = SpriteRegistry.Get(\"UI/Buttons/actbt_1\");\n            itemButtonSprite = SpriteRegistry.Get(\"UI/Buttons/itembt_1\");\n            mercyButtonSprite = SpriteRegistry.Get(\"UI/Buttons/mercybt_1\");\n        }\n\n        //canvasParent = GameObject.Find(\"Canvas\");\n        uiAudio = GetComponent<AudioSource>();\n        uiAudio.clip = AudioClipRegistry.GetSound(\"menumove\");\n\n        instance = this;\n    }\n\n    private void UpdateMonsterDialogue() {\n        for (int i = 0; i < monsterDialogues.Length; i++) {\n            int enemyIndex = encounter.enemies.IndexOf(monsterDialogueEnemy[i]);\n            if (monsterDialogues[i] == null || !monsterDialogues[i].isactive) {\n                readyToNextLine[enemyIndex] = true;\n                continue;\n            }\n\n            if (monsterDialogues[i].CanAutoSkipAll()) {\n                DoNextMonsterDialogue();\n                return;\n            }\n            if (monsterDialogues[i].CanAutoSkip()) {\n                DoNextMonsterDialogue(i);\n                continue;\n            }\n\n            if (readyToNextLine[enemyIndex])\n                continue;\n\n            if (monsterDialogues[i] == null || monsterDialogues[i].CanSkipToNextLine() || monsterDialogues[i].LineComplete())\n                readyToNextLine[enemyIndex] = true;\n        }\n    }\n\n    public void DoNextMonsterDialogue(int index = -1) {\n        bool someTextsHaveLinesLeft = false;\n        if (index != -1) {\n            // Forcefully skips only one monster text object\n            if (!monsterDialogues[index])\n                return;\n\n            if (monsterDialogues[index].HasNext()) {\n                monsterDialogueEnemy[index].UpdateBubble(index);\n                monsterDialogues[index].NextLineText();\n                monsterDialogueEnemy[index].UpdateBubble(index);\n            } else {\n                monsterDialogues[index].HideTextObject();\n                monsterDialogueEnemy[index].HideBubble();\n                readyToNextLine[index] = true;\n            }\n\n            foreach (LuaTextManager mgr in monsterDialogues)\n                if (mgr != null && mgr.isactive && mgr.HasNext())\n                    someTextsHaveLinesLeft = true;\n        } else {\n            for (int i = 0; i < monsterDialogues.Length; i++) {\n                EnemyController enemy = monsterDialogueEnemy[i];\n                if (!enemy.bubbleObject)\n                    continue;\n                LuaTextManager sbTextMan = enemy.bubbleObject.GetComponentInChildren<LuaTextManager>();\n                if (!sbTextMan)\n                    continue;\n\n                if (sbTextMan.HasNext()) {\n                    enemy.UpdateBubble(i);\n                    sbTextMan.NextLineText();\n                    enemy.UpdateBubble(i);\n                    someTextsHaveLinesLeft = true;\n                } else {\n                    sbTextMan.HideTextObject();\n                    enemy.HideBubble();\n                }\n            }\n        }\n\n        if (someTextsHaveLinesLeft) {\n            for (int i = 0; i < monsterDialogues.Length; i++)\n                readyToNextLine[encounter.enemies.IndexOf(monsterDialogueEnemy[i])] = monsterDialogues[i] == null || monsterDialogues[i].LineComplete();\n            return;\n        }\n\n        if (encounter.EnabledEnemies.Length <= 0) return;\n        encounter.CallOnSelfOrChildren(\"EnemyDialogueEnding\");\n        if (state == \"ENEMYDIALOGUE\")\n            SwitchState(\"DEFENDING\");\n    }\n\n    private string[] GetActPage(string[] acts, int page, int columns) {\n        string[] items = new string[3 * columns];\n\n        int actsPerPage = 3 * columns;\n        int maxPages = Mathf.CeilToInt(acts.Length / (float)actsPerPage);\n        // Add the page number text if too many acts\n        if (maxPages > 1) {\n            actsPerPage -= columns;\n            maxPages = Mathf.CeilToInt(acts.Length / (float)actsPerPage);\n        }\n        int pageActNumber = Mathf.Min(acts.Length - (actsPerPage * page), actsPerPage);\n\n        for (int i = 0; i < pageActNumber; i++)\n            items[i] = acts[i + page * actsPerPage];\n        if (maxPages > 1)\n            items[3 * columns - 1] = \"PAGE \" + (page + 1);\n        return items;\n    }\n\n    private string[] GetInventoryPage(int page, int columns) {\n        int itemsPerPage = 2 * columns;\n        int pageItemNumber = Mathf.Min(Inventory.inventory.Count - (itemsPerPage * page), 2 * columns);\n        int maxPages = Mathf.CeilToInt(Inventory.inventory.Count / (float)itemsPerPage);\n        if (pageItemNumber == 0) return null;\n\n        string[] items = new string[3 * columns];\n        for (int i = 0; i < pageItemNumber; i++)\n            items[i] = Inventory.inventory[i + page * itemsPerPage].ShortName;\n        if (maxPages > 1)\n            items[3 * columns - 1] = \"PAGE \" + (page + 1);\n        return items;\n    }\n\n    private string[] GetEnemyPage(int page, int columns, out string[] colors) {\n        colors = new string[columns * 3];\n\n        int enemyCount = encounter.EnabledEnemies.Length <= 3 ? encounter.EnabledEnemies.Length : Mathf.RoundToInt(Mathf.Clamp(encounter.EnabledEnemies.Length - page * 2, 0, 2));\n        int maxPages = encounter.EnabledEnemies.Length <= 3 ? 1 : Mathf.CeilToInt(encounter.EnabledEnemies.Length / 2f);\n        string[] enemies = new string[columns * 3];\n        for (int i = 0; i < enemyCount; i++) {\n            enemies[columns * i] = encounter.EnabledEnemies[page * 2 + i].Name;\n        }\n        for (int i = page * 2; i < encounter.EnabledEnemies.Length && enemyCount > 0; i++) {\n            if (encounter.EnabledEnemies[i].CanSpare) {\n                string hexColor = ParseUtil.GetBytesFromColor(encounter.EnabledEnemies[i].SpareColor, true);\n                colors[(i - page * 2) * columns] = \"[color:\" + hexColor.Substring(0, 6) + \"][alpha:\" + hexColor.Substring(6) + \"]\";\n            }\n            enemyCount--;\n        }\n        if (maxPages > 1)\n            enemies[columns * 3 - 1] = \"PAGE \" + (page + 1);\n        return enemies;\n    }\n\n    private void RenewLifeBars(int page) {\n        int maxWidth = (int)initialHealthPos.x;\n        foreach (LifeBarController lbc in arenaParent.GetComponentsInChildren<LifeBarController>())\n            Destroy(lbc.gameObject);\n        int mNameWidth = (int)UnitaleUtil.PredictTextWidth(mainTextManager) + 50;\n        if (mNameWidth > maxWidth)\n            maxWidth = mNameWidth;\n        int enemiesToShow = encounter.EnabledEnemies.Length <= 3 ? 3 : 2;\n        for (int i = page * 2; i <= page * 2 + enemiesToShow - 1 && i < encounter.EnabledEnemies.Length; i++) {\n            LifeBarController lifeBar = LifeBarController.Create(0, 0, 90);\n            lifeBar.transform.SetParent(mainTextManager.transform);\n            lifeBar.transform.SetAsFirstSibling();\n            lifeBar.background.SetAnchor(0.5f, 0.5f);\n            lifeBar.background.MoveTo(maxWidth, initialHealthPos.y - (i - page * 2) * mainTextManager.font.LineSpacing);\n            lifeBar.fill.rotation = lifeBar.mask.rotation = lifeBar.background.rotation = mainTextManager.rotation;\n            lifeBar.SetFillColor(Color.green);\n            float hpDivide = encounter.EnabledEnemies[i].HP / (float)encounter.EnabledEnemies[i].MaxHP;\n            lifeBar.SetInstant(hpDivide, encounter.EnabledEnemies[i].HP < 0);\n        }\n    }\n\n    public string GetState() { return state; }\n\n    private void HandleAction() {\n        if (!stateSwitched || state == \"ATTACKING\")\n            switch (state) {\n                case \"ATTACKING\":\n                    fightUI.StopAction();\n                    break;\n\n                case \"DIALOGRESULT\":\n                    if (!mainTextManager.LineComplete())\n                        break;\n\n                    if (!mainTextManager.AllLinesComplete() && mainTextManager.LineComplete())\n                        mainTextManager.NextLineText();\n                    else if (mainTextManager.AllLinesComplete() && mainTextManager.LineCount() != 0)\n                        SwitchState(stateAfterDialogs);\n                    break;\n\n                case \"ACTIONSELECT\":\n                    switch (action) {\n                        case Actions.FIGHT:\n                            if (encounter.EnabledEnemies.Length > 0)\n                                SwitchState(\"ENEMYSELECT\");\n                            break;\n\n                        case Actions.ACT:\n                            if (GlobalControls.crate)\n                                if (ControlPanel.instance.Safe) UnitaleUtil.PlaySound(\"MEOW\", \"sounds/meow\" + Math.RandomRange(1, 8));\n                                else                            UnitaleUtil.PlaySound(\"MEOW\", \"sounds/meow\" + Math.RandomRange(1, 9));\n                            else if (encounter.EnabledEnemies.Length > 0)\n                                SwitchState(\"ENEMYSELECT\");\n                            break;\n\n                        case Actions.ITEM:\n                            if (GlobalControls.crate) {\n                                const string strBasis = \"TEM WANT FLAKES!!!1!1\";\n                                string strModified = strBasis;\n                                for (int i = strBasis.Length - 2; i >= 0; i--)\n                                    strModified = strModified.Substring(0, i) + \"[voice:tem\" + Math.RandomRange(1, 7) + \"]\" + strModified.Substring(i, strModified.Length - i);\n                                ActionDialogResult(new TextMessage(strModified, true, false));\n\n                            } else {\n                                if (Inventory.inventory.Count == 0) {\n                                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                                    return;\n                                }\n                                SwitchState(\"ITEMMENU\");\n                            }\n                            break;\n\n                        case Actions.MERCY:\n                            if (GlobalControls.crate) {\n                                string[] texts = {\n                                    \"You know...\\rSeeing the engine like this...\\rIt makes me want to cry.\",\n                                    \"All these typos...\\rCrate Your Frisk is bad.\\nWe must destroy it.\",\n                                    \"We have two solutions here:\\nDestroy the engine's data...\",\n                                    \"...Or another way. Though, I'll\\rneed some time to find out\\rhow to do this...\",\n                                    \"*sniffles* I can barely stand\\rthe view... This is so\\rdisgusting...\",\n                                    \"I feel like I'm getting there,\\rkeep up the good work!\",\n                                    \"Here, just a bit more...\",\n                                    \"...No, I don't have it.\\nStupid dog!\\nPlease give me more time!\",\n                                    \"I want to puke...\\nEven the engine is a\\rplace of shitposts and memes.\",\n                                    \"Will there one day be a place\\rwhere shitposts and memes\\rwill not appear?\",\n                                    \"I hope so...\\rMy eyes are bleeding.\",\n                                    \"Hm? Oh! Look! I have it!\",\n                                    \"Let me read:\",\n                                    \"\\\"To remove the big engine\\rtypo bug...\\\"\"\n                                };\n\n                                if (meCry < 14)\n                                    ActionDialogResult(new TextMessage(texts[meCry], true, false));\n                                else if (meCry == 14)\n                                    ActionDialogResult(new TextMessage[] {\n                                        new RegularMessage(\"\\\"...click the BAD SPELING button\\rin CYF's options menu.\\\"\"),\n                                        new RegularMessage(\"Is that all? Come on, all\\rthis time lost for such\\ran easy response...\"),\n                                        new RegularMessage(\"...Sorry for the wait.\\nDo whatever you want now! :D\"),\n                                        new RegularMessage(\"But please...\"),\n                                        new RegularMessage(\"For the love of all that\\ris good...\"),\n                                        new RegularMessage(\"Remove Crate Your Frisk.\"),\n                                        new RegularMessage(\"Now I'll wash my eyes with\\rsome bleach.\"),\n                                        new RegularMessage(\"Cya!\")\n                                    });\n                                else\n                                    ActionDialogResult(new TextMessage(\"But the dev is long gone\\r(and blind).\", true, false));\n                                meCry++;\n                            } else\n                                SwitchState(\"MERCYMENU\");\n                            break;\n                    }\n                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    break;\n\n                case \"ENEMYSELECT\":\n                    switch (forcedAction) {\n                        case Actions.FIGHT:\n                            // encounter.enemies[selectedEnemy].HandleAttack(-1);\n                            PlayerController.instance.lastEnemyChosen = selectedEnemy + 1;\n                            SwitchState(\"ATTACKING\");\n                            break;\n\n                        case Actions.ACT:\n                            if (encounter.EnabledEnemies[selectedEnemy].ActCommands.Length != 0)\n                                SwitchState(\"ACTMENU\");\n                            break;\n                    }\n                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    break;\n\n                case \"ACTMENU\":\n                    PlayerController.instance.lastEnemyChosen = selectedEnemy + 1;\n                    encounter.EnabledEnemies[selectedEnemy].Handle(encounter.EnabledEnemies[selectedEnemy].ActCommands[selectedAction]);\n                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    break;\n\n                case \"ITEMMENU\":\n                    //encounter.HandleItem(Inventory.container[selectedItem]);\n                    encounter.HandleItem(selectedItem);\n                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    break;\n\n                case \"MERCYMENU\":\n                    switch (selectedMercy) {\n                        case 0: {\n                            bool[] canSpare = new bool[encounter.enemies.Count];\n                            int    count    = encounter.enemies.Count;\n                            for (int i = 0; i < count; i++)\n                                canSpare[i] = encounter.enemies[i].CanSpare;\n                            EnemyController[] enabledEnTemp = encounter.EnabledEnemies;\n                            bool playSound = true;\n                            for (int i = 0; i < count; i++) {\n                                if (!enabledEnTemp.Contains(encounter.enemies[i])) continue;\n                                if (!canSpare[i]) continue;\n                                if (UnitaleUtil.TryCall(encounter.enemies[i].script, \"OnSpare\")) continue;\n                                encounter.enemies[i].DoSpare(playSound);\n                                playSound = false;\n                            }\n                            if (encounter.EnabledEnemies.Length > 0)\n                                encounter.CallOnSelfOrChildren(\"HandleSpare\");\n                            break;\n                        }\n                        case 1: {\n                            if (!GlobalControls.retroMode) {\n                                bool fleeSuccess = EnemyEncounter.script.GetVar(\"fleesuccess\").Boolean || EnemyEncounter.script.GetVar(\"fleesuccess\").Type != DataType.Boolean && Math.RandomRange(0, 9) + encounter.turnCount > 4;\n\n                                if (encounter.CallOnSelfOrChildren(\"HandleFlee\", new[] { DynValue.NewBoolean(fleeSuccess) }))\n                                    break;\n\n                                if (fleeSuccess) StartCoroutine(ISuperFlee());\n                                else             SwitchState(\"ENEMYDIALOGUE\");\n                            } else {\n                                PlayerController.instance.GetComponent<Image>().enabled = false;\n                                AudioClip yay = AudioClipRegistry.GetSound(\"runaway\");\n                                AudioSource.PlayClipAtPoint(yay, Camera.main.transform.position);\n                                string fittingLine;\n                                switch (runAwayAttempts) {\n                                    case 0:  fittingLine = \"...[w:15]But you realized\\rthe overworld was missing.\";                               break;\n                                    case 1:  fittingLine = \"...[w:15]But the overworld was\\rstill missing.\";                                      break;\n                                    case 2:  fittingLine = \"You walked off as if there\\rwere an overworld, but you\\rran into an invisible wall.\"; break;\n                                    case 3:  fittingLine = \"...[w:15]On second thought, the\\rembarrassment just now\\rwas too much.\";              break;\n                                    case 4:  fittingLine = \"But you became aware\\rof the skeleton inside your\\rbody, and forgot to run.\";         break;\n                                    case 5:  fittingLine = \"But you needed a moment\\rto forget about your\\rscary skeleton.\";                      break;\n                                    case 6:  fittingLine = \"...[w:15]You feel as if you\\rtried this before.\";                                     break;\n                                    case 7:  fittingLine = \"...[w:15]Maybe if you keep\\rsaying that, the\\roverworld will appear.\";                break;\n                                    case 8:  fittingLine = \"...[w:15]Or not.\";                                                                    break;\n                                    default: fittingLine = \"...[w:15]But you decided to\\rstay anyway.\";                                           break;\n                                }\n\n                                ActionDialogResult(new TextMessage[] { new RegularMessage(\"I'm outta here.\"), new RegularMessage(fittingLine) });\n                                Camera.main.GetComponent<AudioSource>().Pause();\n                                musicPausedFromRunning = true;\n                                runAwayAttempts++;\n                            }\n\n                            break;\n                        }\n                    }\n                    PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    break;\n\n                case \"ENEMYDIALOGUE\":\n                    bool skippableSingleLine = monsterDialogues.Where(mgr => mgr != null && mgr.isactive).All(mgr => mgr.LineCount() <= 1 && mgr.CanSkip());\n                    if (skippableSingleLine || readyToNextLine.All(b => b)) {\n                        foreach (LuaTextManager mgr in monsterDialogues)\n                            if (mgr != null && mgr.isactive)\n                                mgr.DoSkipFromPlayer();\n                        DoNextMonsterDialogue();\n                    }\n                    break;\n            }\n        else\n            PlaySound(AudioClipRegistry.GetSound(\"menuconfirm\"));\n    }\n\n    public static void DisableButton(string btn) {\n        Actions act;\n        try {\n            act = (Actions)Enum.Parse(typeof(Actions), btn);\n            if (act == Actions.NONE)\n                throw new CYFException(\"DisableButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n        catch { throw new CYFException(\"DisableButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\"); }\n\n        instance.disabledActions[(int)act] = true;\n    }\n\n    public static void EnableButton(string btn) {\n        Actions act;\n        try {\n            act = (Actions)Enum.Parse(typeof(Actions), btn);\n            if (act == Actions.NONE)\n                throw new CYFException(\"DisableButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n        catch { throw new CYFException(\"DisableButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\"); }\n\n        instance.disabledActions[(int)act] = false;\n    }\n\n    public Actions FindAvailableAction(int change) {\n        // All buttons are disabled: nothing is done\n        if (disabledActions.Count(x => !x) == 0)\n            return action;\n\n        int actionIndex = Math.Mod((int)action + change, 4);\n        if (!disabledActions[actionIndex]) return (Actions) actionIndex;\n\n        int nextChange = change >= 0 ? 1 : -1;\n        do { actionIndex = Math.Mod(actionIndex + nextChange, 4); }\n        while (disabledActions[actionIndex]);\n\n        return (Actions)actionIndex;\n    }\n\n    private void HandleArrows() {\n        bool left = InputUtil.Pressed(GlobalControls.input.Left);\n        bool right = InputUtil.Pressed(GlobalControls.input.Right);\n        bool up = InputUtil.Pressed(GlobalControls.input.Up);\n        bool down = InputUtil.Pressed(GlobalControls.input.Down);\n\n        int xMov = left ? -1 : right ? 1 : 0;\n        int yMov = up ? -1 : down ? 1 : 0;\n        int columns = mainTextManager.columnNumber;\n\n        switch (state) {\n            case \"ACTIONSELECT\":\n                if (xMov == 0)\n                    break;\n\n                action = FindAvailableAction(left ? -1 : 1);\n                SetPlayerOnAction(action);\n\n                PlaySound(AudioClipRegistry.GetSound(\"menumove\"));\n                break;\n\n            case \"ENEMYSELECT\":\n                if (xMov == 0 && yMov == 0)\n                    return;\n\n                selectedEnemy = UnitaleUtil.SelectionChoice(encounter.EnabledEnemies.Length, selectedEnemy, xMov, yMov, encounter.EnabledEnemies.Length <= 3 ? 3 : 2, 1);\n                int enemyPage = encounter.EnabledEnemies.Length <= 3 ? 0 : selectedEnemy / 2;\n\n                if (xMov != 0) {\n                    string[] colors;\n                    mainTextManager.SetText(new SelectMessage(GetEnemyPage(enemyPage, columns, out colors), false, columns, colors));\n                    if (forcedAction == Actions.FIGHT)\n                        RenewLifeBars(enemyPage);\n                }\n                SetPlayerOnSelection(Math.Mod(selectedEnemy, encounter.EnabledEnemies.Length <= 3 ? 3 : 2) * 2);\n                break;\n\n            case \"ACTMENU\":\n                if (xMov == 0 && yMov == 0)\n                    return;\n\n                string[] acts = encounter.EnabledEnemies[selectedEnemy].ActCommands;\n                bool onePage = acts.Length <= 3 * columns;\n                selectedAction = UnitaleUtil.SelectionChoice(acts.Length, selectedAction, xMov, yMov, onePage ? 3 : 2, columns);\n                SetPlayerOnSelection(selectedAction % ((onePage ? 3 : 2) * columns));\n                int actPage = onePage ? 0 : Mathf.FloorToInt((float)selectedAction / (2 * columns));\n                mainTextManager.SetText(new SelectMessage(GetActPage(acts, actPage, columns), false, columns));\n                break;\n\n            case \"ITEMMENU\":\n                if (xMov == 0 && yMov == 0)\n                    return;\n\n                selectedItem = UnitaleUtil.SelectionChoice(Inventory.inventory.Count, selectedItem, xMov, yMov, 2, columns);\n                SetPlayerOnSelection(Math.Mod(selectedItem, 2 * columns));\n                int itemPage = Mathf.FloorToInt(selectedItem / (2f * columns));\n                mainTextManager.SetText(new SelectMessage(GetInventoryPage(itemPage, columns), false, columns));\n\n                break;\n\n            case \"MERCYMENU\":\n                if (yMov == 0)\n                    break;\n\n                selectedMercy = UnitaleUtil.SelectionChoice(encounter.CanRun ? 2 : 1, selectedMercy, 0, yMov, 2, 1);\n                SetPlayerOnSelection(selectedMercy * 2);\n                break;\n        }\n    }\n\n    private void HandleCancel() {\n        switch (state) {\n            case \"ACTIONSELECT\":\n            case \"DIALOGRESULT\":\n                if (mainTextManager.CanSkip() && !mainTextManager.LineComplete())\n                    mainTextManager.DoSkipFromPlayer();\n                break;\n\n            case \"ENEMYDIALOGUE\":\n                bool singleLineAll = true;\n                bool cannotSkip = false;\n                // why two booleans for the same result? 'cause they're different conditions\n                foreach (LuaTextManager mgr in monsterDialogues) {\n                    if (mgr != null && !mgr.isactive)\n                        continue;\n                    if (!mgr.CanSkip())\n                        cannotSkip = true;\n\n                    if (mgr.LineCount() > 1)\n                        singleLineAll = false;\n                }\n\n                if (cannotSkip || singleLineAll)\n                    break;\n\n                foreach (LuaTextManager mgr in monsterDialogues)\n                    if (mgr != null && mgr.isactive)\n                        mgr.DoSkipFromPlayer();\n                break;\n\n            case \"ACTMENU\":\n                SwitchState(\"ENEMYSELECT\");\n                break;\n\n            case \"ENEMYSELECT\":\n            case \"ITEMMENU\":\n            case \"MERCYMENU\":\n                SwitchState(\"ACTIONSELECT\");\n                break;\n        }\n    }\n\n    private void PlaySound(AudioClip clip) {\n        if (!uiAudio.clip.Equals(clip))\n            uiAudio.clip = clip;\n        uiAudio.Play();\n    }\n\n    public static void PlaySoundSeparate(string sound) { UnitaleUtil.PlaySound(\"SeparateSound\", sound, 0.95f); }\n\n    public Vector2 FindPlayerOffsetForAction(Actions action) {\n        string str = action.ToString();\n        Image image;\n        buttonDictionary.TryGetValue(str, out image);\n        return action != Actions.NONE ? new Vector2(image.transform.position.x + playerOffsets[(int)action].x, image.transform.position.y + playerOffsets[(int)action].y) : Vector2.zero;\n    }\n\n    private void SetPlayerOnAction(Actions newAction) {\n        fightButton.overrideSprite = null;\n        actButton.overrideSprite = null;\n        itemButton.overrideSprite = null;\n        mercyButton.overrideSprite = null;\n\n        if (state == \"ACTIONSELECT\") {\n            switch (newAction) {\n                case Actions.FIGHT: fightButton.overrideSprite = fightButtonSprite; break;\n                case Actions.ACT:   actButton.overrideSprite   = actButtonSprite;   break;\n                case Actions.ITEM:  itemButton.overrideSprite  = itemButtonSprite;  break;\n                case Actions.MERCY: mercyButton.overrideSprite = mercyButtonSprite; break;\n                default:            return;\n            }\n\n            PlayerController.instance.SetPosition(FindPlayerOffsetForAction(newAction).x, FindPlayerOffsetForAction(newAction).y, true);\n        }\n    }\n\n    public void MovePlayerToAction(Actions act) {\n        action = act;\n        action = FindAvailableAction(0);\n        SetPlayerOnAction(action);\n    }\n\n    // visualization:\n    // 0    1\n    // 2    3\n    // 4    5\n    private void SetPlayerOnSelection(int selection) {\n        int xMv = selection % mainTextManager.columnNumber;\n        int yMv = selection / mainTextManager.columnNumber;\n\n        if (mainTextManager.letters.Count > 0)\n            PlayerController.instance.SetPosition(mainTextManager.absx + mainTextManager.letters[0].image.rectTransform.sizeDelta.x / 2 + xMv * mainTextManager.columnShift + 4,\n                                                  mainTextManager.absy + mainTextManager.letters[0].image.rectTransform.sizeDelta.y / 2 - yMv * mainTextManager.font.LineSpacing, true);\n    }\n\n    private void Start() {\n        // reset GlobalControls' frame timer\n        GlobalControls.frame = 0;\n        arenaParent = GameObject.Find(\"arena_border_outer\");\n\n        mainTextManager = GameObject.Find(\"arena\").GetComponentInChildren<LuaTextManager>();\n        mainTextManager.HideBubble();\n        mainTextManager.SetEffect(new TwitchEffect(mainTextManager));\n        mainTextManager.ResetFont();\n        mainTextManager.SetCaller(EnemyEncounter.script);\n        mainTextManager.SetText(DynValue.NewString(\"\"));\n        encounter = FindObjectOfType<EnemyEncounter>();\n\n        fightButton = GameObject.Find(\"FightBt\").GetComponent<Image>();\n        actButton = GameObject.Find(\"ActBt\").GetComponent<Image>();\n        itemButton = GameObject.Find(\"ItemBt\").GetComponent<Image>();\n        mercyButton = GameObject.Find(\"MercyBt\").GetComponent<Image>();\n        if (GlobalControls.crate) {\n            fightButton.sprite = SpriteRegistry.Get(\"UI/Buttons/gifhtbt_0\");\n            fightButton.GetComponent<AutoloadResourcesFromRegistry>().SpritePath = \"UI/Buttons/gifhtbt_0\";\n            actButton.sprite = SpriteRegistry.Get(\"UI/Buttons/catbt_0\");\n            actButton.GetComponent<AutoloadResourcesFromRegistry>().SpritePath = \"UI/Buttons/catbt_0\";\n            itemButton.sprite = SpriteRegistry.Get(\"UI/Buttons/tembt_0\");\n            itemButton.GetComponent<AutoloadResourcesFromRegistry>().SpritePath = \"UI/Buttons/tembt_0\";\n            mercyButton.sprite = SpriteRegistry.Get(\"UI/Buttons/mecrybt_0\");\n            mercyButton.GetComponent<AutoloadResourcesFromRegistry>().SpritePath = \"UI/Buttons/mecrybt_0\";\n        }\n        // Add dictionaries to easily access buttons and their data through strings\n        buttonDictionary.Add(\"FIGHT\", fightButton);\n        buttonDictionary.Add(\"ACT\", actButton);\n        buttonDictionary.Add(\"ITEM\", itemButton);\n        buttonDictionary.Add(\"MERCY\", mercyButton);\n        buttonSpriteDictionary.Add(\"FIGHT\", fightButtonSprite);\n        buttonSpriteDictionary.Add(\"ACT\", actButtonSprite);\n        buttonSpriteDictionary.Add(\"ITEM\", itemButtonSprite);\n        buttonSpriteDictionary.Add(\"MERCY\", mercyButtonSprite);\n        buttonBasePositions.Add(\"FIGHT\", new Vector2(0, 0));\n        buttonBasePositions.Add(\"ACT\", new Vector2(154, 0));\n        buttonBasePositions.Add(\"ITEM\", new Vector2(313, 0));\n        buttonBasePositions.Add(\"MERCY\", new Vector2(467, 0));\n        buttonBasePlayerPositions.Add(\"FIGHT\", new Vector2(16, 19));\n        buttonBasePlayerPositions.Add(\"ACT\", new Vector2(16, 19));\n        buttonBasePlayerPositions.Add(\"ITEM\", new Vector2(16, 19));\n        buttonBasePlayerPositions.Add(\"MERCY\", new Vector2(16, 19));\n\n        ArenaManager.instance.ResizeImmediate(ArenaManager.UIWidth, ArenaManager.UIHeight);\n        //ArenaManager.instance.MoveToImmediate(0, -160, false);\n\n        /*GameObject.Find(\"HideEncounter\").GetComponent<Image>().sprite = Sprite.Create(GlobalControls.texBeforeEncounter,\n                                                                                      new Rect(0, 0, GlobalControls.texBeforeEncounter.width, GlobalControls.texBeforeEncounter.height),\n                                                                                      new Vector2(0.5f, 0.5f));*/\n        //if (GameOverBehavior.gameOverContainer)\n        //    GameObject.Destroy(GameOverBehavior.gameOverContainer);\n        GameOverBehavior.gameOverContainer = GameObject.Find(\"GameOverContainer\");\n        GameOverBehavior.gameOverContainer.SetActive(false);\n        MusicManager.src = Camera.main.GetComponent<AudioSource>();\n        //NewMusicManager.OnLevelWasLoaded();\n\n        if (NewMusicManager.audiolist.ContainsKey(\"src\"))\n            NewMusicManager.audiolist.Remove(\"src\");\n        if (NewMusicManager.audiolist.ContainsKey(\"StaticKeptAudio\"))\n            NewMusicManager.audiolist.Remove(\"StaticKeptAudio\");\n\n        MusicManager.src = Camera.main.GetComponent<AudioSource>();\n        NewMusicManager.audiolist.Add(\"src\", MusicManager.src);\n        if (PlayerOverworld.audioKept)\n            NewMusicManager.audiolist.Add(\"StaticKeptAudio\", PlayerOverworld.audioKept);\n\n        ProjectileController.globalPixelPerfectCollision = false;\n        ControlPanel.instance.FrameBasedMovement = false;\n\n        LuaScriptBinder.CopySessionGlobalsToBattleGlobals();\n        GameObject.Find(\"Main Camera\").GetComponent<ProjectileHitboxRenderer>().enabled = !GameObject.Find(\"Main Camera\").GetComponent<ProjectileHitboxRenderer>().enabled;\n        //There are scene init bugs, let's fix them!\n        /*if (GameObject.Find(\"TopLayer\").transform.parent != GameObject.Find(\"Canvas\").transform) {\n            RectTransform[] rts = GameObject.Find(\"Canvas\").GetComponentsInChildren<RectTransform>(true);\n            rts[rts.Length - 1].SetParent(rts[rts.Length - 2]);\n            GameObject.Find(\"TopLayer\").transform.SetParent(GameObject.Find(\"Canvas\").transform);\n            rts[rts.Length - 2].SetAsLastSibling();\n        } else {*/\n        /*bool toAdd = false; int indexDeb = 0, indexText = 0, j = 0;\n        Transform[] rts = UnitaleUtil.GetFirstChildren(GameObject.Find(\"Canvas\").transform, true);\n        foreach (Transform rt in rts) {\n            if (rt.gameObject.name == \"Text\") {\n                rt.SetParent(GameObject.Find(\"Debugger\").transform);\n                indexText = j;\n                toAdd = true;\n                break;\n            } else if (rt.gameObject.name == \"Debugger\") {\n                rt.SetAsLastSibling();\n                indexDeb = j;\n                break;\n            }\n            j++;\n        }\n        if (toAdd)\n            rts[indexText].SetParent(rts[indexDeb]);*/\n        //}\n\n        KeyboardInput.ResetEncounterInputs();\n\n        // If retromode is enabled, set the inventory to the one with TESTDOGs (can be overridden)\n        if (GlobalControls.retroMode && GlobalControls.modDev) {\n            // Set the in-game names of these items to TestDogN instead of DOGTESTN\n            for (int i = 1; i <= 7; i++)\n                Inventory.NametoShortName.Add(\"DOGTEST\" + i, \"TestDog\" + i);\n\n            Inventory.luaInventory.AddCustomItems(new[] {\"DOGTEST1\", \"DOGTEST2\", \"DOGTEST3\", \"DOGTEST4\", \"DOGTEST5\", \"DOGTEST6\", \"DOGTEST7\"},\n                                           new[] {3, 3, 3, 3, 3, 3, 3});\n            Inventory.luaInventory.SetInventory(new[] {\"DOGTEST1\", \"DOGTEST2\", \"DOGTEST3\", \"DOGTEST4\", \"DOGTEST5\", \"DOGTEST6\", \"DOGTEST7\"});\n\n            // Undo our changes to this table!\n            for (int i = 1; i <= 7; i++)\n                Inventory.NametoShortName.Remove(\"DOGTEST\" + i);\n        }\n\n        StaticInits.SendLoaded();\n        psContainer = new GameObject(\"psContainer\");\n        // The following is a trick to make psContainer spawn within the battle scene, rather than the overworld scene, if in the overworld\n        psContainer.transform.SetParent(mainTextManager.transform);\n        psContainer.transform.SetParent(null);\n        psContainer.transform.SetAsFirstSibling();\n\n        //Play that funky music\n        if (MusicManager.IsStoppedOrNull(PlayerOverworld.audioKept))\n            GameObject.Find(\"Main Camera\").GetComponent<AudioSource>().Play();\n\n        if (SendToStaticInit != null)\n            SendToStaticInit();\n\n        if (GlobalControls.crate) {\n            UserDebugger.instance.gameObject.transform.GetChild(0).gameObject.GetComponent<Text>().text = \"DEGUBBER (F9 OT TOGLGE, DEBUG(STIRNG) TO PRNIT)\";\n            LuaSpriteController.GetOrCreate(GameObject.Find(\"HPLabel\")).Set(\"UI/spr_phname_0\");\n        }\n\n        // PlayerController.instance.Awake();\n        PlayerController.instance.playerAbs = new Rect(0, 0,\n                                                        PlayerController.instance.selfImg.sprite.texture.width  - 8,\n                                                        PlayerController.instance.selfImg.sprite.texture.height - 8);\n        PlayerController.instance.setControlOverride(true);\n        PlayerController.instance.SetPosition(48, 25, true);\n        fightUI = GameObject.Find(\"FightUI\").GetComponent<FightUIController>();\n        fightUI.gameObject.SetActive(false);\n\n        if (UnitaleUtil.firstErrorShown) return;\n        encounter.CallOnSelfOrChildren(\"EncounterStarting\");\n\n        if (!stateSwitched)\n            SwitchState(\"ACTIONSELECT\", true);\n    }\n\n    public void CheckAndTriggerVictory() {\n        if (encounter.EnabledEnemies.Length > 0)\n            return;\n        Camera.main.GetComponent<AudioSource>().Stop();\n        bool levelUp = PlayerCharacter.instance.AddBattleResults(exp, gold);\n        Inventory.RemoveAddedItems();\n        if (levelUp && exp != 0) {\n            UIStats.instance.setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n            UIStats.instance.setMaxHP();\n            UIStats.instance.setHP(PlayerCharacter.instance.HP);\n            ActionDialogResult(new RegularMessage(\"[sound:levelup]YOU WON!\\nYou earned \"+ exp +\" XP and \"+ gold +\" gold.\\nYour LOVE increased.\"), \"DONE\");\n        } else\n            ActionDialogResult(new RegularMessage(\"YOU WON!\\nYou earned \" + exp + \" XP and \" + gold + \" gold.\"), \"DONE\");\n    }\n\n    public IEnumerator ISuperFlee() {\n        PlayerController.instance.GetComponent<Image>().enabled = false;\n        UnitaleUtil.PlaySound(\"Mercy\", \"runaway\");\n\n        List<string> fleeTexts = new List<string>();\n        DynValue tempFleeTexts = EnemyEncounter.script.GetVar(\"fleetexts\");\n        if (tempFleeTexts.Type == DataType.Table)\n            for (int i = 0; i < tempFleeTexts.Table.Length; i++)\n                fleeTexts.Add(tempFleeTexts.Table.Get(i + 1).String);\n        else {\n            /*fleeTexts = new List<string> { \"I'm outta here.\",  \"I've got better things to do.\", \"Don't waste my time.\",\n                                           \"Nah, I don't like you.\", \"I just wanted to walk\\ra bit. Leave me alone.\", \"You're cute, I won't kill you :3\",\n                                           \"Better safe than sorry.\", \"Do as if you never saw\\rthem and walk away.\", \"I'll kill you last.\",\n                                           \"Nope. [w:5]Nope. Nope. Nope. Nope.\", \"Wait for me, Rhenaud!\", \"Flee like sissy!\" };\n            if (!ControlPanel.instance.Safe) {\n                fleeTexts.Add(\"I've got shit to do.\");\n                fleeTexts.Add(\"Fuck this shit I'm out.\");\n            }*/\n            if (exp > 0 || gold > 0) {\n                string fleeString = \"Ran away with \" + exp + \" EXP\\rand \" + gold + \" GOLD.\";\n                bool levelUp = PlayerCharacter.instance.AddBattleResults(exp, gold);\n                if (levelUp && exp > 0) {\n                    UIStats.instance.setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n                    UIStats.instance.setMaxHP();\n                    UIStats.instance.setHP(PlayerCharacter.instance.HP);\n                    fleeString = \"[sound:levelup]\" + fleeString + \"\\nYour LOVE increased.\";\n                }\n                fleeTexts = new List<string> { fleeString };\n            } else\n                fleeTexts = new List<string> {\n                    \"Escaped...\",\n                    \"Don't slow me down.\",\n                    \"I've got better to do.\",\n                    \"I'm outta here.\"\n                };\n        }\n\n        ActionDialogResult(new TextMessage[] { new RegularMessage(fleeTexts[Math.RandomRange(0, fleeTexts.Count)]) });\n        fleeSwitch = true;\n\n        Camera.main.GetComponent<AudioSource>().Pause();\n        LuaSpriteController spr = (LuaSpriteController)SpriteUtil.MakeIngameSprite(\"spr_heartgtfo_0\", \"Top\").UserData.Object;\n        spr.absx = PlayerController.instance.transform.position.x;\n        spr.absy = PlayerController.instance.transform.position.y;\n        spr.SetAnimation(new[] { \"spr_heartgtfo_0\", \"spr_heartgtfo_1\" }, 1 / 10f);\n        spr.color = new[] { PlayerController.instance.GetComponent<Image>().color.r, PlayerController.instance.GetComponent<Image>().color.g, PlayerController.instance.GetComponent<Image>().color.b };\n        while (spr.absx > -20) {\n            spr.absx--;\n            yield return 0;\n        }\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        //frameDebug++;\n        stateSwitched = false;\n        if (encounter.gameOverStance)\n            return;\n        UnitaleUtil.TryCall(EnemyEncounter.script, \"Update\");\n\n        if (frozenState != \"PAUSE\")\n            return;\n\n        if (mainTextManager.IsPaused() &&!ArenaManager.instance.isResizeInProgress())\n            mainTextManager.SetPause(false);\n\n        if (state == \"DIALOGRESULT\")\n            if (mainTextManager.CanAutoSkipAny(true))\n                if (mainTextManager.HasNext())\n                    mainTextManager.NextLineText();\n                else\n                    SwitchState(stateAfterDialogs);\n\n        if (state == \"ENEMYDIALOGUE\")\n            UpdateMonsterDialogue();\n\n        if (state == \"DEFENDING\") {\n            if (!encounter.WaveInProgress()) {\n                if (GlobalControls.retroMode)\n                    foreach (LuaProjectile p in FindObjectsOfType<LuaProjectile>())\n                            BulletPool.instance.Requeue(p);\n                SwitchState(\"ACTIONSELECT\");\n            } else if (!encounter.gameOverStance && frozenState == \"PAUSE\")\n                encounter.UpdateWave();\n            return;\n        }\n\n        if (!fleeSwitch)\n            if (InputUtil.Pressed(GlobalControls.input.Confirm)) {\n                if (state == \"ACTIONSELECT\" && !ArenaManager.instance.isMoveInProgress() && !ArenaManager.instance.isResizeInProgress() || state != \"ACTIONSELECT\")\n                    HandleAction();\n            } else if (InputUtil.Pressed(GlobalControls.input.Cancel)) HandleCancel();\n            else HandleArrows();\n        else if (InputUtil.Pressed(GlobalControls.input.Confirm))\n            SwitchState(\"DONE\");\n\n        if (state == \"ATTACKING\" && fightUI.Finished() || checkDeathCall) {\n            bool noOnDeath = true;\n            bool playSound = true;\n            foreach (EnemyController enemyController in encounter.EnabledEnemies) {\n                if (enemyController.HP > 0 || enemyController.Unkillable) continue;\n                onDeathSwitch = true;\n                bool hasOnDeath = UnitaleUtil.TryCall(enemyController.script, \"OnDeath\");\n                onDeathSwitch = false;\n                if (hasOnDeath) {\n                    noOnDeath = false;\n                    continue;\n                }\n                enemyController.DoKill(playSound);\n                playSound = false;\n\n                if (encounter.EnabledEnemies.Length > 0 && !checkDeathCall)\n                    SwitchState(\"ENEMYDIALOGUE\");\n            }\n\n            if (state == \"ATTACKING\" && fightUI.Finished()) {\n                if (lastNewState != \"UNUSED\") {\n                    SwitchState(lastNewState);\n                    lastNewState = \"UNUSED\";\n                } else if (noOnDeath)\n                    SwitchState(\"ENEMYDIALOGUE\");\n            }\n            checkDeathCall = false;\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Battle/UIStats.cs",
    "content": "﻿using UnityEngine;\n\npublic class UIStats : MonoBehaviour {\n    public static UIStats instance;\n\n    public LuaTextManager nameLevelTextMan;\n    public LuaTextManager hpTextMan;\n    public LifeBarController lifebar;\n    public LuaSpriteController hpLabel;\n    public GameObject hpRect;\n    public bool stopUIUpdate = false;\n    public bool hiddenUI;\n\n    private bool initialized;\n\n    private void Awake() { instance = this; }\n\n    private void Start() {\n        lifebar = gameObject.GetComponentInChildren<LifeBarController>();\n\n        nameLevelTextMan = GameObject.Find(\"NameLv\").GetComponent<LuaTextManager>();\n        nameLevelTextMan.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_SMALLTEXT_NAME));\n        nameLevelTextMan.progressmode = \"NONE\";\n        nameLevelTextMan.HideBubble();\n        nameLevelTextMan.SetCaller(EnemyEncounter.script);\n\n        hpRect = GameObject.Find(\"HPRect\");\n        hpLabel = LuaSpriteController.GetOrCreate(GameObject.Find(\"HPLabel\"));\n\n        hpTextMan = GameObject.Find(\"HPText\").GetComponent<LuaTextManager>();\n        hpTextMan.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_SMALLTEXT_NAME));\n        hpTextMan.progressmode = \"NONE\";\n        hpTextMan.HideBubble();\n        hpTextMan.SetCaller(EnemyEncounter.script);\n        initialized = true;\n        setMaxHP();\n        setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n    }\n\n    public void setPlayerInfo(string newName, int newLv) {\n        if (!initialized || stopUIUpdate) return;\n        nameLevelTextMan.enabled = true;\n        nameLevelTextMan.SetText(new TextMessage(newName.ToUpper() + \"  LV \" + newLv, false, true));\n        setNamePosition();\n\n        nameLevelTextMan.enabled = false;\n    }\n\n    public void setNamePosition() {\n        if (stopUIUpdate) return;\n        nameLevelTextMan.MoveTo(0, -11);\n        hpLabel.MoveTo(0, -9);\n        lifebar.background.MoveTo(31, -14);\n        hpTextMan.MoveTo(0, -11);\n        setMaxHP();\n        hpRect.transform.localPosition = new Vector3(PlayerCharacter.instance.Name.Length > 6 ? 286 : 215, 0, 0);\n    }\n\n    public void setHP(float hpCurrent) {\n        if (!initialized || stopUIUpdate) return;\n        float hpMax  = PlayerCharacter.instance.MaxHP,\n              hpFrac = hpCurrent / hpMax;\n        lifebar.SetInstant(hpFrac);\n        int    count      = UnitaleUtil.DecimalCount(hpCurrent);\n        string sHpCurrent = hpCurrent < 10 ? \"0\" + hpCurrent.ToString(\"F\" + count) : hpCurrent.ToString(\"F\" + count);\n        string sHpMax     = hpMax     < 10 ? \"0\" + hpMax : \"\" + hpMax;\n        hpTextMan.SetText(new TextMessage(sHpCurrent + \" / \" + sHpMax, false, true));\n    }\n\n    public void setMaxHP() {\n        if (!initialized || stopUIUpdate) return;\n        if (lifebar.background.spritename == \"bar-px\")\n            lifebar.Resize(Mathf.Min(120, PlayerCharacter.instance.MaxHP * 1.2f), 20);\n        hpTextMan.MoveToAbs(lifebar.background.absx + lifebar.backgroundRt.sizeDelta.x + 14, hpTextMan.transform.position.y);\n        setHP(PlayerCharacter.instance.HP);\n    }\n\n    public void Hide(bool hide) {\n        int alpha = hide ? 0 : 1;\n\n        nameLevelTextMan.alpha = alpha;\n        hpTextMan.alpha = alpha;\n        lifebar.fill.alpha = alpha;\n        lifebar.background.alpha = alpha;\n        hpLabel.alpha = alpha;\n\n        UIController.instance.fightButton.color = new Color(1, 1, 1, alpha);\n        UIController.instance.actButton.color = new Color(1, 1, 1, alpha);\n        UIController.instance.itemButton.color = new Color(1, 1, 1, alpha);\n        UIController.instance.mercyButton.color = new Color(1, 1, 1, alpha);\n\n        hiddenUI = hide;\n    }\n}"
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  {
    "path": "Assets/Scripts/Debug/ProjectileHitboxRenderer.cs",
    "content": "﻿using System.Collections;\nusing UnityEngine;\n\n/// <summary>\n/// Attempts to render hitboxes for projectiles. Debug functionality attached to the Battle scene's camera.\n/// </summary>\npublic class ProjectileHitboxRenderer : MonoBehaviour {\n    private GameObject[] gos;\n    private Projectile[] projectiles;\n\n    private GameObject root;\n\n    private Vector3 topLeft, topRight, bottomLeft, bottomRight;\n    private const int zIndex = -9;\n    private Shader shdr;\n    private Material mat;\n\n    public static Rect player;\n    public static int fsScreenWidth = 0;\n\n    private void Start() {\n        root = GameObject.Find(\"Canvas\");\n        shdr = Shader.Find(\"Sprites/Default\");\n        mat = new Material(shdr);\n    }\n\n    private IEnumerator OnPostRender() {\n        yield return new WaitForEndOfFrame(); // need to wait for UI to finish drawing first, or it'll appear under the UI\n        // note: it kinda still appears under the UI due to its rendering settings\n        projectiles = root.GetComponentsInChildren<Projectile>();\n        Vector2 cameraOffset = new Vector2(Misc.cameraX, Misc.cameraY);\n        float screenWidth = !Screen.fullScreen ? ScreenResolution.windowSize.x : fsScreenWidth;\n        float screenHeight = !Screen.fullScreen ? ScreenResolution.windowSize.y : 480;\n        float xOffset = (screenWidth - 640) / 2;\n        float yOffset = (screenHeight - 480) / 2;\n        foreach (Projectile p in projectiles) {\n            GameObject go = p.gameObject;\n\n            bottomRight   =  go.GetComponent<Projectile>().selfAbs.center - cameraOffset + new Vector2(xOffset, yOffset);\n            topLeft.Set    (bottomRight.x - go.GetComponent<Projectile>().selfAbs.width / 2, bottomRight.y + go.GetComponent<Projectile>().selfAbs.height / 2, zIndex);\n            topRight.Set   (bottomRight.x + go.GetComponent<Projectile>().selfAbs.width / 2, bottomRight.y + go.GetComponent<Projectile>().selfAbs.height / 2, zIndex);\n            bottomLeft.Set (bottomRight.x - go.GetComponent<Projectile>().selfAbs.width / 2, bottomRight.y - go.GetComponent<Projectile>().selfAbs.height / 2, zIndex);\n            bottomRight.Set(bottomRight.x + go.GetComponent<Projectile>().selfAbs.width / 2, bottomRight.y - go.GetComponent<Projectile>().selfAbs.height / 2, zIndex);\n\n            topLeft.Set    (topLeft.x     / screenWidth, topLeft.y     / screenHeight, zIndex);\n            topRight.Set   (topRight.x    / screenWidth, topRight.y    / screenHeight, zIndex);\n            bottomLeft.Set (bottomLeft.x  / screenWidth, bottomLeft.y  / screenHeight, zIndex);\n            bottomRight.Set(bottomRight.x / screenWidth, bottomRight.y / screenHeight, zIndex);\n\n            // draw boxes\n            GL.PushMatrix();\n            mat.SetPass(0);\n            GL.LoadOrtho();\n            //GL.MultMatrix(transform.localToWorldMatrix);\n            GL.Begin(GL.LINES);\n            GL.Color(Color.magenta);\n\n            GL.Vertex(topLeft); GL.Vertex(topRight);\n            GL.Vertex(topRight); GL.Vertex(bottomRight);\n            GL.Vertex(bottomRight); GL.Vertex(bottomLeft);\n            GL.Vertex(bottomLeft); GL.Vertex(topLeft);\n\n            GL.End();\n            GL.PopMatrix();\n        }\n\n        player = new Rect((PlayerController.instance.playerAbs.x - cameraOffset.x + xOffset) / screenWidth,\n                          (PlayerController.instance.playerAbs.y - cameraOffset.y + yOffset) / screenHeight,\n                          PlayerController.instance.playerAbs.width / screenWidth, PlayerController.instance.playerAbs.height / screenHeight);\n\n        GL.PushMatrix();\n        mat.SetPass(0);\n        GL.LoadOrtho();\n        //GL.MultMatrix(transform.localToWorldMatrix);\n        GL.Begin(GL.LINES);\n        GL.Color(Color.black);\n\n        GL.Vertex(new Vector3(player.x, player.y, -9));                                GL.Vertex(new Vector3(player.x + player.width, player.y, -9));\n        GL.Vertex(new Vector3(player.x + player.width, player.y, -9));                 GL.Vertex(new Vector3(player.x + player.width, player.y + player.height, -9));\n        GL.Vertex(new Vector3(player.x + player.width, player.y + player.height, -9)); GL.Vertex(new Vector3(player.x, player.y + player.height, -9));\n        GL.Vertex(new Vector3(player.x, player.y + player.height, -9));                GL.Vertex(new Vector3(player.x, player.y, -9));\n\n        GL.End();\n        GL.PopMatrix();\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Debug/UserDebugger.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Behaviour you can use to print lines into a UnityEngine.UI.Text component for debugging, keeping only a set amount of lines in memory.\n/// </summary>\npublic class UserDebugger : MonoBehaviour {\n    public static UserDebugger instance;\n    public Text text;\n    public int maxLines = 7;\n    public Queue<string> dbgContent = new Queue<string>();\n    public bool canShow = true;\n    private bool firstActive;\n    private string originalText;\n    public static Vector2 offset;\n\n    public void Warn(string line) {\n        Debug.LogWarning(\"Frame \" + GlobalControls.frame + \": \" + line);\n        WriteLine(line);\n    }\n\n    public void Start() {\n        instance = this;\n        if (originalText == null)\n            originalText = text.text;\n        text.text = originalText;\n        dbgContent.Clear();\n        gameObject.SetActive(false);\n        firstActive = false;\n        if (UnitaleUtil.printDebuggerBeforeInit == \"\") return;\n        UserWriteLine(UnitaleUtil.printDebuggerBeforeInit);\n        UnitaleUtil.printDebuggerBeforeInit = \"\";\n    }\n\n    public void Update() {\n        transform.SetAsLastSibling();\n    }\n\n    public void UserWriteLine(string line) {\n        line = line ?? \"nil\";\n        foreach (string str in line.Split('\\n'))\n            WriteLine(str);\n        Debug.Log(\"Frame \" + GlobalControls.frame + \": \" + line);\n        // activation of the debug window if you're printing to it for the first time\n        if (!firstActive && canShow) {\n            gameObject.SetActive(true);\n            try { Camera.main.GetComponent<FPSDisplay>().enabled = true; }\n            catch { /* ignored */ }\n\n            firstActive = true;\n        }\n    }\n\n    private void WriteLine(string line) {\n        // enqueue the new line and keep queue at capacity\n        dbgContent.Enqueue(line);\n        if (dbgContent.Count > maxLines)\n            dbgContent.Dequeue();\n\n        // print to debug console\n        text.text = originalText;\n        foreach (string dbgLine in dbgContent)\n            text.text += \"\\n\" + dbgLine;\n    }\n\n    public static float x {\n        get { return instance.transform.position.x - Misc.cameraX; }\n        set {\n            offset.x = value - Misc.WindowWidth / 2f - 300;\n            instance.transform.position = new Vector3(value + Misc.cameraX, instance.transform.position.y, instance.transform.position.z);\n        }\n    }\n\n    public static float y {\n        get { return instance.transform.position.y - Misc.cameraY; }\n        set {\n            offset.y = value - Misc.WindowHeight / 2f - 240;\n            instance.transform.position = new Vector3(instance.transform.position.x, value + Misc.cameraY, instance.transform.position.z);\n        }\n    }\n\n    public static float absx {\n        get { return instance.transform.position.x; }\n        set {\n            offset.x = value - Misc.WindowWidth / 2f - Misc.cameraX - 300;\n            instance.transform.position = new Vector3(value, instance.transform.position.y, instance.transform.position.z);\n        }\n    }\n\n    public static float absy {\n        get { return instance.transform.position.y; }\n        set {\n            offset.y = value - Misc.WindowHeight / 2f - Misc.cameraY - 240;\n            instance.transform.position = new Vector3(instance.transform.position.x, value, instance.transform.position.z);\n        }\n    }\n\n    public static void MoveTo(float new_x, float new_y) {\n        x = new_x;\n        y = new_y;\n    }\n\n    public static void Move(float new_x, float new_y) {\n        absx += new_x;\n        absy += new_y;\n    }\n\n    public static void MoveToAbs(float new_x, float new_y) {\n        absx = new_x;\n        absy = new_y;\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Device/DisclaimerScript.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\nusing System.Collections;\n\n/// <summary>\n/// Attached to the disclaimer screen so you can skip it.\n/// </summary>\npublic class DisclaimerScript : MonoBehaviour {\n    public GameObject Logo, LogoCrate, RedditPlug, LegalStuff, ModSelection, Overworld, LuaKnowledgeDisclaimer, Version;\n    private bool inCredits = false;\n    private int creditsCameraSpeed = 0;\n\n    private void Start() {\n        if (GlobalControls.crate) {\n            Logo.GetComponent<Image>().enabled = false;\n            LogoCrate.GetComponent<Image>().enabled = true;\n            RedditPlug.GetComponent<Text>().text = \"GO TO /R/UNITLAE. FOR UPDTAES!!!!!\";\n            LegalStuff.GetComponent<Text>().text = \"NO RELESLING HERE!!! IT'S RFEE!!! OR TUBY FEX WILL BE ANGER!!! U'LL HVAE A BED TMIE!!!\";\n            ModSelection.GetComponent<Text>().text = \"YASS GO OR KLIK TO\\n<color='#ff0000'>PALY MODS!!!!!</color>\";\n            Overworld.GetComponent<Text>().text = \"PRSES YUMMY 2\\n<color='#ffff00'>OOVERWURL!!!!!</color>\";\n            LuaKnowledgeDisclaimer.GetComponent<Text>().text = \"<b><color='red'>KNOW YUOR CODE</color> R U'LL HVAE A BED TMIE!!!</b>\";\n            Version.GetComponent<Text>().text = \"v\" + Random.Range(0,9) + \".\" + Random.Range(0,9) + \".\" + Random.Range(0,9);\n        } else if (Random.Range(0, 1000) == 021) {\n            Logo.GetComponent<Image>().enabled              = false;\n            Version.GetComponent<Transform>().localPosition = new Vector3(0f, 160f, 0f);\n            Version.GetComponent<Text>().color              = new Color(1f, 1f, 1f, 1f);\n            Version.GetComponent<Text>().text               = \"Not Unitale v0.2.1a\";\n        } else if (GlobalControls.BetaVersion > 0)\n            Version.GetComponent<Text>().text = \"v\" + GlobalControls.CYFversion + \"\\nLTS \" + (GlobalControls.LTSversion + 1) + \"\\n<color=\\\"#00ff00\\\">b\" + GlobalControls.BetaVersion + \"</color>\";\n        else\n            Version.GetComponent<Text>().text = \"v\" + GlobalControls.CYFversion + \"\\nLTS \" + GlobalControls.LTSversion;\n        Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_barrier\");\n        Camera.main.GetComponent<AudioSource>().Play();\n    }\n\n    /// <summary>\n    /// Checks if you pressed one of the things the disclaimer tells you to. It's pretty straightforward.\n    /// </summary>\n    private void Update() {\n        if (!ScreenResolution.hasInitialized) return;\n        if (inCredits) {\n            UpdateCreditsScroll();\n            if (creditsCameraSpeed == 0 && inCredits && GlobalControls.input.Up == ButtonState.PRESSED) {\n                EndCreditsScroll();\n            }\n            return;\n        }\n        if (GlobalControls.input.Menu == ButtonState.PRESSED) {\n            #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n                Misc.RetargetWindow();\n            #endif\n            StaticInits.InitAll(StaticInits.EDITOR_MODFOLDER);\n            GlobalControls.modDev = false;\n            SceneManager.LoadScene(\"Intro\");\n            Destroy(this);\n        } else if (GlobalControls.input.Confirm == ButtonState.PRESSED || Input.GetMouseButtonDown(0)) {\n            #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n                Misc.RetargetWindow();\n            #endif\n            StartCoroutine(ModSelect());\n        } else if (GlobalControls.input.Down == ButtonState.PRESSED) {\n            StartCreditsScroll();\n        }\n    }\n\n    /// <summary>\n    /// Starts the camera shift to the Credits screen.\n    /// </summary>\n    private void StartCreditsScroll() {\n        creditsCameraSpeed = -8;\n        inCredits = true;\n    }\n\n    /// <summary>\n    /// Updates the scroll to and from the Credits screen.\n    /// </summary>\n    private void UpdateCreditsScroll() {\n        if (creditsCameraSpeed != 0) {\n            transform.localPosition += new Vector3(0, creditsCameraSpeed, 0);\n            if (Mathf.Abs(transform.localPosition.y) >= 240) {\n                inCredits = transform.localPosition.y < 0;\n                transform.localPosition = new Vector3(transform.localPosition.x, 240 * Mathf.Sign(transform.localPosition.y), transform.localPosition.z);\n                creditsCameraSpeed = 0;\n            }\n        }\n    }\n\n    /// <summary>\n    /// Starts the camera shift back to the Disclaimer screen.\n    /// </summary>\n    private void EndCreditsScroll() {\n        creditsCameraSpeed = 8;\n    }\n\n    // The mod select screen can take some extra time to load,\n    // because it now searches for encounter files on top of mods.\n    // To compensate, this function will add \"Loading\" text to the Disclaimer screen\n    // whenever it's time to go to the mod select menu.\n    private IEnumerator ModSelect() {\n        LuaKnowledgeDisclaimer.GetComponent<Text>().text = GlobalControls.crate ? \"LAODING MODS!!!!!\" : \"Loading mods...\";\n        yield return new WaitForEndOfFrame();\n        GlobalControls.modDev = true;\n        DiscordControls.StartModSelect(false);\n        SceneManager.LoadScene(\"ModSelect\");\n    }\n}"
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  {
    "path": "Assets/Scripts/Device/DiscordControls.cs",
    "content": "﻿using Discord;\nusing System;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\n\npublic static class DiscordControls {\n    public static Discord.Discord discord;\n    private static Activity activity;\n    private static ActivityManager activityManager;\n    /// <summary>\n    /// 0 = Everything\n    /// 1 = Game Only\n    /// 2 = Nothing\n    /// </summary>\n    public static int curr_setting;\n\n    private static readonly string[] settingNames = { \"Everything\", \"Game Only\", \"Nothing\" };\n    private static readonly DateTime epochStart = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);\n    private static string oldDetails = activity.Details;\n    private static string oldState = activity.State;\n    private static long oldTime;\n    private static bool updateQueued;\n    public static bool isActive;\n\n    // Use this for initialization\n    public static void Start() {\n        // Creates the object that manages the Rich Presence Commands. The first argument is the APPID, the second tells the libraries if Discord must be started or not.\n        try {\n            discord = new Discord.Discord(711497963771527219, (ulong)CreateFlags.NoRequireDiscord);\n            activityManager = discord.GetActivityManager();\n            isActive = true;\n            Debug.Log(\"Discord Status: Success\");\n        } catch (Exception e) {\n            isActive = false;\n            Debug.Log(\"Discord Status: Failed - \" + e.Message);\n        }\n\n        // Gets Discord Visibility Setting\n        if (LuaScriptBinder.GetPermanentGlobal(\"CYFDiscord\") == null) curr_setting = 0;\n        else                                                          curr_setting = (int)LuaScriptBinder.GetPermanentGlobal(\"CYFDiscord\").Number;\n\n        // Creates the activity objects that will be modified and used as needed\n        activity = new Activity {\n            Name = GlobalControls.crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName,\n            Details = \"\", // The top row\n            State = \"\", // The second row\n            Timestamps = { // The timer\n                Start = 0,\n                End = 0\n            },\n            Assets = { // The CYF Logo\n                LargeImage = \"cyf_logo\",\n                LargeText = ControlPanel.instance.WindowBasisName\n            }\n        };\n\n        // Set initial activity properties and status\n        ChangeVisibilitySetting(0);\n        oldTime = GetCurrentTime();\n        ClearTime(true);\n        StartTitle();\n    }\n\n    /// <summary>\n    /// Changes the Discord Rich Presence visibility setting.\n    /// </summary>\n    /// <param name=\"spd\">Added so the setting can be written out at init time without changing it.</param>\n    /// <returns>The name of the current setting.</returns>\n    public static string ChangeVisibilitySetting(int spd) {\n        curr_setting += spd;\n        if (curr_setting >= settingNames.Length)\n            curr_setting = 0;\n\n        if (spd > 0)\n            LuaScriptBinder.SetPermanentGlobal(\"CYFDiscord\", DynValue.NewNumber(curr_setting), true);\n\n        if (isActive)\n            switch (curr_setting) {\n                case 0:\n                    StartModSelect(false);\n                    break;\n                case 1:\n                    activity.Details          = \"\";\n                    activity.State            = \"\";\n                    activity.Timestamps.Start = 0;\n                    activity.Timestamps.End   = 0;\n                    UpdatePresence(true);\n                    break;\n                default:\n                    Clear();\n                    break;\n            }\n\n        return GlobalControls.crate ? Temmify.Convert(settingNames[curr_setting]) : settingNames[curr_setting];\n    }\n\n    /// <summary>\n    /// Sets the status when you're on the title screen, erasing details and timer\n    /// </summary>\n    public static void StartTitle() {\n        activity.Details = \"Title Screen\";\n        activity.State = \"\";\n\n        UpdatePresence();\n    }\n\n    /// <summary>\n    /// Sets the status when you're entering the Overworld, erasing details and timer\n    /// </summary>\n    public static void StartOW() {\n        activity.Details = \"In the Overworld\";\n        activity.State = \"\";\n        ClearTime(false);\n\n        UpdatePresence();\n    }\n\n    /// <summary>\n    /// This function runs whenever showing a scene\n    /// </summary>\n    public static void ShowOWScene(string mapName) {\n        activity.Details = \"In the Overworld\";\n        activity.State = mapName;\n        UnitaleUtil.MapCorrespondanceList.TryGetValue(mapName, out activity.State);\n        ClearTime(false);\n\n        oldDetails = activity.Details;\n        oldState = activity.State;\n        oldTime = activity.Timestamps.Start;\n\n        UpdatePresence();\n    }\n\n    /// <summary>\n    /// Sets the status when you're choosing a mod, erasing details and timer\n    /// </summary>\n    /// <param name=\"reset\">Whether to reset the timer when loading the mod select scene.</param>\n    public static void StartModSelect(bool reset = true) {\n        activity.Details = \"Selecting a Mod\";\n        activity.State = \"\";\n        if (reset)\n            oldTime = GetCurrentTime();\n        ClearTime(true);\n\n        UpdatePresence();\n    }\n\n    /// <summary>\n    /// Sets the initial status when you play a mod, erasing details and starting the timer\n    /// </summary>\n    /// <param name=\"modName\">The name of the mod.</param>\n    /// <param name=\"encounterName\">The name of the encounter.</param>\n    public static void StartBattle(string modName, string encounterName) {\n        activity.Details = \"Playing Mod: \" + modName;\n        activity.State = encounterName;\n        oldTime = GetCurrentTime();\n        ClearTime(true);\n\n        oldDetails = activity.Details;\n        oldState = activity.State;\n        oldTime = activity.Timestamps.Start;\n\n        UpdatePresence();\n    }\n\n    /// <summary>\n    /// The function to actually update the discord rich presence status\n    /// </summary>\n    /// <param name=\"force\">Forcefully updates presence even when setting is set to \"game only\" or \"nothing\".</param>\n    public static void UpdatePresence(bool force = false) {\n        if (!isActive || (!force && curr_setting > 0) || updateQueued) return;\n\n        updateQueued = true;\n    }\n\n    /// <summary>\n    /// This function will be called one time, on the frame after applying settings, to prevent abuse of the activity manager.\n    /// </summary>\n    private static void UpdateActivity() {\n        if (isActive)\n            activityManager.UpdateActivity(activity, (res) => {});\n        updateQueued = false;\n    }\n\n    /// <summary>\n    /// Sets the text in the top row of the discord rich presence status\n    /// </summary>\n    /// <param name=\"name\">New text to display.</param>\n    public static void SetName(string name) {\n        // Work around a very strange bug in the Discord SDK\n        if (name.Length == 1)\n            name += \" \";\n\n        activity.Details = (curr_setting == 0) ? name : \"\";\n    }\n\n    /// <summary>\n    /// Resets the text in the top row of the discord rich presence status to blank (or what it would be originally)\n    /// </summary>\n    /// <param name=\"reset\">If true, text will be reset to its initial value. Otherwise, it will be cleared from the status.</param>\n    public static void ClearName(bool reset) {\n        activity.Details = reset ? oldDetails : \"\";\n    }\n\n    /// <summary>\n    /// Sets the text in the second row of the discord rich presence status\n    /// </summary>\n    /// <param name=\"details\">New text to display.</param>\n    public static void SetDetails(string details) {\n        // Work around a very strange bug in the Discord SDK\n        if (details.Length == 1)\n            details += \" \";\n\n        activity.State = (curr_setting == 0) ? details : \"\";\n    }\n\n    /// <summary>\n    /// Resets the text in the second row of the discord rich presence status to blank (or what it would be originally)\n    /// </summary>\n    /// <param name=\"reset\">If true, text will be reset to its initial value. Otherwise, it will be cleared from the status.</param>\n    public static void ClearDetails(bool reset) {\n        activity.State = reset ? oldState : \"\";\n    }\n\n    /// <summary>\n    /// Sets the timer value in the discord rich presence status, to either elapsed time or a countdown timer\n    /// </summary>\n    /// <param name=\"seconds\">Number of seconds to display in the timer.</param>\n    /// <param name=\"countdown\">If true, the timer will count down from this value instead of counting up.</param>\n    public static void SetTime(int seconds, bool countdown) {\n        if (!countdown) {\n            activity.Timestamps.Start = GetCurrentTime() - seconds;\n            activity.Timestamps.End = 0;\n        } else {\n            activity.Timestamps.Start = 0;\n            activity.Timestamps.End = GetCurrentTime() + seconds;\n        }\n    }\n\n    /// <summary>\n    /// Resets the timer value in the discord rich presence status to blank (or what it would be originally)\n    /// </summary>\n    /// <param name=\"reset\">If true, text will be reset to its initial value. Otherwise, it will be cleared from the status.</param>\n    public static void ClearTime(bool reset) {\n        if (reset) {\n            activity.Timestamps.Start = oldTime;\n            activity.Timestamps.End = 0;\n        } else {\n            activity.Timestamps.Start = 0;\n            activity.Timestamps.End = 0;\n        }\n    }\n\n    /// <summary>\n    /// Internal use function that gets a timestamp for the current moment in time.\n    /// </summary>\n    private static int GetCurrentTime() { return (int)(DateTime.UtcNow - epochStart).TotalSeconds; }\n\n    /// <summary>\n    /// Internal use function that clears the discord rich presence status.\n    /// </summary>\n    public static void Clear() {\n        if (isActive)\n            activityManager.ClearActivity((result) => {});\n    }\n\n    // Update is called once per frame\n    public static void Update() {\n        if (!isActive) return;\n        if (updateQueued) UpdateActivity();\n        try { discord.RunCallbacks(); }\n        catch { isActive = false; }\n    }\n}"
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    "path": "Assets/Scripts/Device/DiscordControls.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cfd0f7ea839dfe74196f257ac480cc23\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Scripts/Device/GlobalControls.cs",
    "content": "using UnityEngine;\nusing System.Linq;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine.SceneManagement;\nusing MoonSharp.Interpreter;\n\n/// <summary>\n/// Controls that should be active on all screens. Pretty much a hack to allow people to reset. Now it's more useful.\n/// </summary>\npublic class GlobalControls : MonoBehaviour {\n    public static string CYFversion       = \"0.6.6\";    // Current version of CYF displayed in the main menu and usable in scripts\n    public static string OverworldVersion = \"0.6.6\";    // Last version in which the overworld was changed, notifying any user with an old save to delete it\n    public static int    LTSversion       = 4;          // LTS version, mainly used for CYF 0.6.6\n    public static int    BetaVersion      = 0;          // Only used for beta versions\n\n    public static int frame;                        // Frame counter used for logging purposes\n    public static float overworldTimestamp = 0f;    // Timestamp of the creation of the save file, mostly used to know the time spent in this save in the save and load screen\n\n    public static IUndertaleInput input = new KeyboardInput();              // KeyboardInput singleton, registering any key press the Player does and handling them\n    public static LuaInputBinding luaInput = new LuaInputBinding(input);    // Input Lua object, usable on the Lua side\n\n    public static string realName;      // Player's name in the overworld, given through the scene EnterName\n    public static bool modDev;          // True if we entered the mod selection screen and not the overworld, false otherwise\n    public static bool crate;           // True if CrateYourFrisk mode is active, false otherwise\n    public static bool retroMode;       // True if the Unitale 0.2.1a retrocompatibility mode is active, false otherwise\n    public static bool stopScreenShake; // Used to stop any screenshake currently ongoing\n    public static bool isInFight;       // True if we're in a battle, false otherwise\n    public static bool isInShop;        // True if we're in a shop, false otherwise\n    public static bool allowWipeSave;   // Allows you to wipe your save in the Error scene if it couldn't load properly\n    private bool screenShaking;         // True if a screenshake is occuring, false otherwise\n\n    public static string[] nonOWScenes = { \"Battle\", \"Error\", \"ModSelect\", \"Options\", \"TitleScreen\", \"Disclaimer\", \"EnterName\", \"TransitionOverworld\", \"Intro\", \"KeybindSettings\" };   // Scenes in which you're not considered to be in the overworld\n    public static string[] canTransOW = { \"Battle\", \"Error\" };  // Scenes from which you can enter the overworld\n\n    public static Dictionary<string, GameState.MapData> GameMapData = new Dictionary<string, GameState.MapData>();              // Main save data on each map the Player has visited before\n    public static Dictionary<string, GameState.EventInfos> EventData = new Dictionary<string, GameState.EventInfos>();          // Data stored for each event in the current map, used for data saving\n    public static Dictionary<string, GameState.TempMapData> TempGameMapData = new Dictionary<string, GameState.TempMapData>();  // Data used to save changes applied to maps the Player hasn't visited yet\n\n    private static bool awakened;   // Used to only run Awake() once\n\n    public void Awake() {\n        if (awakened) return;\n        // Create all singletons (classes that only have one instance across the entire app)\n        StaticInits.Start();\n        SaveLoad.Start();\n        new ControlPanel();\n        new PlayerCharacter();\n        // Load permanent globals\n        SaveLoad.LoadPermanentGlobals();\n        LuaScriptBinder.SetSessionGlobal(\"ModFolder\", DynValue.NewString(\"@Title\"));\n\n        KeyboardInput.LoadPlayerKeys();\n\n        // Load map names for the overworld\n        UnitaleUtil.AddKeysToMapCorrespondanceList();\n\n        // Use permanent globals to load Crate Your Frisk, Safe Mode, Retromode and Fullscreen mode preferences\n        ReloadCrate();\n\n        // Check if safe mode has a stored preference that is a boolean\n        if (LuaScriptBinder.GetPermanentGlobal(\"CYFSafeMode\") != null\n         && LuaScriptBinder.GetPermanentGlobal(\"CYFSafeMode\").Type == DataType.Boolean)\n            ControlPanel.instance.Safe = LuaScriptBinder.GetPermanentGlobal(\"CYFSafeMode\").Boolean;\n\n        // Check if retro mode has a stored preference that is a boolean\n        if (LuaScriptBinder.GetPermanentGlobal(\"CYFRetroMode\") != null\n         && LuaScriptBinder.GetPermanentGlobal(\"CYFRetroMode\").Type == DataType.Boolean)\n            retroMode = LuaScriptBinder.GetPermanentGlobal(\"CYFRetroMode\").Boolean;\n\n        // Check if window scale has a stored preference that is a number\n        if (LuaScriptBinder.GetPermanentGlobal(\"CYFWindowScale\") != null\n         && LuaScriptBinder.GetPermanentGlobal(\"CYFWindowScale\").Type == DataType.Number) {\n            ScreenResolution.windowScale = (int) System.Math.Max(LuaScriptBinder.GetPermanentGlobal(\"CYFWindowScale\").Number, 1);\n            if (!ScreenResolution.hasInitialized) {\n                Screen.SetResolution(640, 480, Screen.fullScreen, 0);\n                ScreenResolution scrRes = FindObjectOfType<ScreenResolution>();\n                if (scrRes) scrRes.Start();\n            }\n            ScreenResolution.ResetAfterBattle();\n        }\n\n        // Start Discord RPC (also checks for a permanent global within)\n        DiscordControls.Start();\n\n        awakened = true;\n    }\n\n    public static void ReloadCrate() {\n        if (LuaScriptBinder.GetPermanentGlobal(\"CrateYourFrisk\") != null && LuaScriptBinder.GetPermanentGlobal(\"CrateYourFrisk\").Boolean)\n            crate = true;\n        #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n            Misc.WindowName = crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName;\n        #endif\n    }\n\n    #if UNITY_STANDALONE_WIN && !UNITY_EDITOR\n        /// <summary>\n        /// Used to reposition the window in the middle of the screen after exiting fullscreen.\n        /// </summary>\n        /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n        public static int fullscreenSwitch;\n\n        static IEnumerator RepositionWindow() {\n            yield return new WaitForEndOfFrame();\n            try {\n                Misc.MoveWindowTo(Screen.currentResolution.width / 2 - Screen.width / 2, Screen.currentResolution.height / 2 - Screen.height / 2);\n            } catch { /* ignored */ }\n    }\n    #endif\n\n    /// <summary>\n    /// Updates the stored size of the monitor.\n    /// </summary>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    public static IEnumerator UpdateMonitorSize() {\n        yield return new WaitForEndOfFrame();\n\n        try {\n            ScreenResolution.lastMonitorSize = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height);\n        } catch { /* ignored */ }\n    }\n\n    /// <summary>\n    /// Run once per frame.\n    /// </summary>\n    private void Update () {\n        // Update Discord RPC\n        DiscordControls.Update();\n\n        #if UNITY_STANDALONE_WIN && !UNITY_EDITOR\n            // Reposition the window to the middle of the screen after exiting fullscreen\n            if (fullscreenSwitch == 1)\n                StartCoroutine(RepositionWindow());\n            if (fullscreenSwitch > 0)\n                fullscreenSwitch--;\n        #endif\n\n        // Frame counter used for logging purposes\n        if (isInFight || UnitaleUtil.IsOverworld)\n            frame ++;\n\n        luaInput.Update();\n\n        string sceneName = SceneManager.GetActiveScene().name;\n\n        // Activate Debugger\n        if (UserDebugger.instance && Input.GetKeyDown(KeyCode.F9) && UserDebugger.instance.canShow) {\n            UserDebugger.instance.gameObject.SetActive(!UserDebugger.instance.gameObject.activeSelf);\n            Camera.main.GetComponent<FPSDisplay>().enabled = UserDebugger.instance.gameObject.activeSelf;\n        }\n        // Activate Hitbox Debugger\n        else if (isInFight && Input.GetKeyDown(KeyCode.H) && sceneName != \"Error\" && UserDebugger.instance.gameObject.activeSelf)\n            gameObject.GetComponent<ProjectileHitboxRenderer>().enabled = !gameObject.GetComponent<ProjectileHitboxRenderer>().enabled;\n        // Exit a battle or the Error scene\n        else if (Input.GetKeyDown(KeyCode.Escape) && (canTransOW.Contains(sceneName) || isInFight)) {\n            if (isInFight && EnemyEncounter.script.GetVar(\"unescape\").Boolean && sceneName != \"Error\") return;\n            // The Error scene can only be exited if we entered the mod through the mod selection screen\n            if (sceneName == \"Error\" && !modDev) {\n                ScreenResolution.ResetAfterBattle();\n                UnitaleUtil.ExitOverworld();\n                SceneManager.LoadScene(\"Disclaimer\");\n                DiscordControls.StartTitle();\n                Destroy(GameObject.Find(\"SpritePivot\"));\n                return;\n            }\n\n            if (GameOverBehavior.gameOverContainer)\n                if (GameOverBehavior.gameOverContainer.activeInHierarchy) FindObjectOfType<GameOverBehavior>().EndGameOver();\n                else                                                      UIController.EndBattle();\n            else                                                          UIController.EndBattle();\n        }\n        // Open the Menu in the Overworld\n        else if (input.Menu == ButtonState.PRESSED && !nonOWScenes.Contains(sceneName) && !isInFight && !isInShop && (!GameOverBehavior.gameOverContainerOw || !GameOverBehavior.gameOverContainerOw.activeInHierarchy)) {\n            if (!PlayerOverworld.instance.PlayerNoMove && EventManager.instance.script == null && !PlayerOverworld.instance.menuRunning[2] && !PlayerOverworld.instance.menuRunning[4] && (GameObject.Find(\"FadingBlack\") == null || GameObject.Find(\"FadingBlack\").GetComponent<Fading>().alpha <= 0))\n                StartCoroutine(PlayerOverworld.LaunchMenu());\n        }\n        // Wipe save and close CYF in the Error scene if save failed to load\n        else if (sceneName == \"Error\" && allowWipeSave && Input.GetKeyDown(KeyCode.R)) {\n            System.IO.File.Delete(Application.persistentDataPath + \"/save.gd\");\n            Application.Quit();\n        }\n\n        // Enter fullscreen using given shortcuts\n        if (!ScreenResolution.hasInitialized) return;\n        if (Input.GetKeyDown(KeyCode.F4) || (Input.GetKeyDown(KeyCode.Return) && (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)))) {\n            ScreenResolution.SetFullScreen(!Screen.fullScreen);\n            if (!Screen.fullScreen)\n                StartCoroutine(UpdateMonitorSize());\n        }\n    }\n\n    /// <summary>\n    /// Runs pnce per frame, after all other update functions are run.\n    /// </summary>\n    public void LateUpdate() {\n        input.LateUpdate();\n    }\n\n    /// <summary>\n    /// Shakes the screen for a given amount of frames.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * float frames - The amount of frames the screenshake effect will be active for.\n    /// * float intensity - The amount of pixels the screen can move out of its original position at maximum.\n    /// * bool fade - True if the screenshake effect should be reduced over time, false otherwise.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IShakeScreen(IList<object> args) {\n        float frames, intensity;\n        bool fade;\n\n        try { frames = (float)args[0]; } catch { throw new CYFException(\"The argument \\\"seconds\\\" must be a number.\"); }\n        try { intensity = (float)args[1]; } catch { throw new CYFException(\"The argument \\\"intensity\\\" must be a number.\"); }\n        try { fade = (bool)args[2]; } catch { throw new CYFException(\"The argument \\\"fade\\\" must be a boolean.\"); }\n\n        Vector2 totalShift = new Vector2(0, 0);\n        float frameCount = 0, intensityBasis = intensity;\n        while (frameCount < frames) {\n            if (stopScreenShake)\n                break;\n            if (fade)\n                intensity = intensityBasis * (1 - (frameCount / frames));\n            Vector2 shift = new Vector2((Random.value - 0.5f) * 2 * intensity, (Random.value - 0.5f) * 2 * intensity);\n\n            Misc.MoveCamera(shift.x - totalShift.x, shift.y - totalShift.y);\n            totalShift = shift;\n            frameCount++;\n            yield return 0;\n        }\n        Misc.MoveCamera(-totalShift.x, -totalShift.y);\n        screenShaking = false;\n    }\n\n    /// <summary>\n    /// Starts the screen shaking coroutine.\n    /// </summary>\n    /// <param name=\"duration\">The amount of frames the screenshake effect will be active for</param>\n    /// <param name=\"intensity\">The amount of pixels the screen can move out of its original position at maximum.</param>\n    /// <param name=\"isIntensityDecreasing\">True if the screenshake effect should be reduced over time, false otherwise.</param>\n    public void ShakeScreen(float duration, float intensity, bool isIntensityDecreasing) {\n        if (screenShaking) return;\n        screenShaking   = true;\n        stopScreenShake = false;\n        StartCoroutine(\"IShakeScreen\", new object[] { duration, intensity, isIntensityDecreasing });\n    }\n\n    /// <summary>\n    /// Only run when the application is closed.\n    /// </summary>\n    private void OnApplicationQuit() {\n        if (DiscordControls.isActive)\n            DiscordControls.discord.Dispose();\n    }\n}\n"
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    "path": "Assets/Scripts/Device/Input/IUndertaleInput.cs",
    "content": "﻿public enum ButtonState {\n    RELEASED = -1,\n    NONE = 0,\n    PRESSED = 1,\n    HELD = 2\n}\n\npublic interface IUndertaleInput {\n    ButtonState Confirm { get; }\n    ButtonState Cancel { get; }\n    ButtonState Menu { get; }\n    ButtonState Up { get; }\n    ButtonState Down { get; }\n    ButtonState Left { get; }\n    ButtonState Right { get; }\n    ButtonState Key(string key);\n\n    void LateUpdate();\n}\n"
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    "path": "Assets/Scripts/Device/Input/IUndertaleInput.cs.meta",
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  {
    "path": "Assets/Scripts/Device/Input/KeyboardInput.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing UnityEngine;\n\npublic class KeyboardInput : IUndertaleInput {\n    /// <summary>\n    /// List of axes handled by CYF.\n    /// </summary>\n    public static readonly Dictionary<string, float> axes = new Dictionary<string, float>();\n    /// <summary>\n    /// List of known axes keys, for quick computation.\n    /// </summary>\n    private static List<string> knownAxes = new List<string>();\n    /// <summary>\n    /// Number of controllers handled by CYF.\n    /// Add more inputs in CYF's Input settings if you wanna handle more controllers!\n    /// </summary>\n    private const int controllers = 2;\n    /// <summary>\n    /// Number of axes handled by CYF.\n    /// Add more inputs in CYF's Input settings if you wanna handle more axes!\n    /// </summary>\n    private const int axesNumber = 10;\n\n    /// <summary>\n    /// Dictionary storing the various default keybindings of Create Your Frisk.\n    /// </summary>\n    public readonly static Dictionary<string, List<string>> defaultKeys = new Dictionary<string, List<string>>() {\n        { \"Confirm\", new List<string> { \"Z\", \"Return\" } },\n        { \"Cancel\", new List<string> { \"X\", \"LeftShift\", \"RightShift\" } },\n        { \"Menu\", new List<string> { \"C\", \"LeftControl\", \"RightControl\" } },\n        { \"Up\", new List<string> { \"W\", \"UpArrow\", \"Vertical1 +\" } },\n        { \"Down\", new List<string> { \"S\", \"DownArrow\", \"Vertical1 -\" } },\n        { \"Left\", new List<string> { \"A\", \"LeftArrow\", \"Horizontal1 -\" } },\n        { \"Right\", new List<string> { \"D\", \"RightArrow\", \"Horizontal1 +\" } },\n    };\n    /// <summary>\n    /// Dictionary storing the various keybindings set by the user.\n    /// Can be modified through Create Your Frisk's Options menu.\n    /// </summary>\n    public static Dictionary<string, List<string>> playerKeys = new Dictionary<string, List<string>>();\n    /// <summary>\n    /// Dictionary storing the various keybindings in effect during the current encounter.\n    /// Can be modified through various Input functions.\n    /// </summary>\n    public static Dictionary<string, List<string>> encounterKeys = new Dictionary<string, List<string>>();\n\n    /// <summary>\n    /// This function is executed whenever this object is created.\n    /// </summary>\n    public KeyboardInput() {\n        foreach (KeyValuePair<string, List<string>> keybind in defaultKeys) {\n            playerKeys[keybind.Key] = new List<string>(keybind.Value);\n            encounterKeys[keybind.Key] = new List<string>(keybind.Value);\n        }\n\n        for (int controller = 1; controller <= controllers; controller++) {\n            for (int axis = 1; axis <= axesNumber; axis++) {\n                string axisName;\n                if (axis == 1)      axisName = \"Horizontal\";\n                else if (axis == 2) axisName = \"Vertical\";\n                else                axisName = \"Axis\" + axis + \"-\";\n                axisName += controller;\n\n                knownAxes.Add(axisName + \" +\");\n                knownAxes.Add(axisName + \" -\");\n                axes[axisName] = 0;\n            }\n        }\n    }\n\n    /// <summary>\n    /// This function resets the user's keybindings after a battle, in case they were tampered with during it.\n    /// </summary>\n    public static void ResetEncounterInputs() {\n        encounterKeys.Clear();\n        foreach (KeyValuePair<string, List<string>> keybind in playerKeys)\n            encounterKeys[keybind.Key] = new List<string>(keybind.Value);\n    }\n    /// <summary>\n    /// This function resets the user's keybindings, it should only be used when the user asks to reset all keybindings to their default.\n    /// </summary>\n    public static void ResetInputs() {\n        playerKeys.Clear();\n        foreach (KeyValuePair<string, List<string>> keybind in defaultKeys)\n            playerKeys[keybind.Key] = new List<string>(keybind.Value);\n        ResetEncounterInputs();\n    }\n    /// <summary>\n    /// This function reset the user's keybindings on a given key, leaving any other key untouched.\n    /// </summary>\n    /// <param name=\"keybind\">The key to reset the bindings of.</param>\n    public static void ResetSpecificInput(string keybind) {\n        if (defaultKeys[keybind] == null)\n            throw new CYFException(\"CYF doesn't know the default keybind \\\"\" + keybind + \"\\\". Please refer to the list of known default keybinds in the Input object page of the documentation.\");\n        playerKeys[keybind] = new List<string>(defaultKeys[keybind]);\n    }\n\n    /// <summary>\n    /// This function creates a new keybind for the encounter and assigns it some keys if they're given.\n    /// </summary>\n    /// <param name=\"keybind\">Name of the new keybind to create.</param>\n    /// <param name=\"keysToBind\">Keys assigned to the keybind.</param>\n    public static void CreateKeybind(string keybind, string[] keysToBind = null) {\n        if (encounterKeys.ContainsKey(keybind))\n            throw new CYFException(\"The keybind \\\"\" + keybind + \"\\\" already exists yet you tried creating it again.\");\n\n        List<string> keyCodesToBind = new List<string>();\n        if (keysToBind != null)\n            foreach (string key in keysToBind)\n                keyCodesToBind.Add(key);\n\n        encounterKeys.Add(keybind, keyCodesToBind);\n    }\n\n    /// <summary>\n    /// This function completely deletes a keybind from the doctionary of keybinds.\n    /// Note that base CYF keybinds cannot be deleted, as it would cause errors when the engine tries to fetch them.\n    /// </summary>\n    /// <param name=\"keybind\">The keybind to delete.</param>\n    public static void DeleteKeybind(string keybind) {\n        if (defaultKeys.ContainsKey(keybind))\n            throw new CYFException(\"CYF's base keybinds cannot be deleted!\");\n        encounterKeys.Remove(keybind);\n    }\n\n    /// <summary>\n    /// This function returns an array of all the keys bound to a given keybind.\n    /// </summary>\n    /// <param name=\"keybind\">The keybind to get the keys of.</param>\n    /// <returns>The various eys bound to the given keybind.</returns>\n    public static string[] GetKeybindKeys(string keybind) {\n        if (!encounterKeys.ContainsKey(keybind))\n            throw new CYFException(\"The keybind \\\"\" + keybind + \"\\\" doesn't exist.\");\n        return encounterKeys[keybind].Select(k => k.ToString()).ToArray();\n    }\n\n    /// <summary>\n    /// This function returns the keys bound to several keybinds.\n    /// </summary>\n    /// <param name=\"keybinds\">Keybind collection to check for conflicts.</param>\n    /// <returns>Dictionary of conflicts found within the collection.</returns>\n    public static Dictionary<string, string[]> GetConflicts(Dictionary<string, List<string>> keybinds) {\n        Dictionary<string, string[]> conflicts = new Dictionary<string, string[]>();\n\n        foreach (KeyValuePair<string, List<string>> keybind in keybinds)\n            foreach (string key in keybind.Value) {\n                List<string> linkedKeybinds = conflicts.ContainsKey(key) ? conflicts[key].ToList() : new List<string>();\n                linkedKeybinds.Add(keybind.Key);\n                conflicts[key] = linkedKeybinds.ToArray();\n            }\n\n        return conflicts.Where(p => p.Value.Length > 1).ToDictionary(p => p.Key, p => p.Value);\n    }\n\n    /// <summary>\n    /// This function replaces all of a keybind's bound keys with another set of keys.\n    /// </summary>\n    /// <param name=\"keybind\">Name of the keybind to replace the keys of.</param>\n    /// <param name=\"keysToBind\">List of new keys to assign to the keybind.</param>\n    public static void SetKeybindKeys(string keybind, string[] keysToBind) {\n        if (!encounterKeys.ContainsKey(keybind))\n            throw new CYFException(\"The keybind \\\"\" + keybind + \"\\\" doesn't exist.\");\n\n        List<string> keyCodesToBind = new List<string>();\n        if (keysToBind != null)\n            foreach (string key in keysToBind) {\n                if (!CheckKeyValidity(key))\n                    throw new CYFException(\"The key \\\"\" + key + \"\\\" isn't recognized by CYF.\");\n                keyCodesToBind.Add(key);\n            }\n\n        encounterKeys[keybind] = keyCodesToBind;\n    }\n\n    /// <summary>\n    /// This function adds a key to an existing keybind.\n    /// </summary>\n    /// <param name=\"keybind\">Name of the keybind to add a key to.</param>\n    /// <param name=\"key\">Key to add to the keybind.</param>\n    public static bool AddKeyToKeybind(string keybind, string key) {\n        List<string> keys;\n        encounterKeys.TryGetValue(keybind, out keys);\n        if (keys == null)\n            throw new CYFException(\"The keybind \\\"\" + keybind + \"\\\" doesn't exist.\");\n\n        if (!CheckKeyValidity(key))\n            throw new CYFException(\"The key \\\"\" + key + \"\\\" isn't recognized by CYF.\");\n\n        if (!keys.Contains(key)) {\n            keys.Add(key);\n            encounterKeys[keybind] = keys;\n            return true;\n        }\n        return false;\n    }\n    /// <summary>\n    /// This function removes a key from an existing keybind.\n    /// </summary>\n    /// <param name=\"keybind\">Name of the keybind to remove a key from.</param>\n    /// <param name=\"key\">Key to remove from the keybind.</param>\n    public static bool RemoveKeyFromKeybind(string keybind, string key) {\n        List<string> keys;\n        encounterKeys.TryGetValue(keybind, out keys);\n        if (keys == null)\n            throw new CYFException(\"The keybind \\\"\" + keybind + \"\\\" doesn't exist.\");\n\n        if (!CheckKeyValidity(key))\n            throw new CYFException(\"The key \\\"\" + key + \"\\\" isn't recognized by CYF.\");\n\n        if (keys.Contains(key)) {\n            keys.Remove(key);\n            encounterKeys[keybind] = keys;\n            return true;\n        }\n        return false;\n    }\n\n    /// <summary>\n    /// This function returns true if the keybind exists, false otherwise.\n    /// </summary>\n    /// <param name=\"keybind\">The keybind to check the existence of.</param>\n    /// <returns>True if the keybind exists, false otherwise.</returns>\n    public static bool KeybindExists(string keybind) {\n        return encounterKeys.ContainsKey(keybind);\n    }\n\n    /// <summary>\n    /// This function loads the player's keybinding configuration stored in their permanent globals.\n    /// </summary>\n    public static void LoadPlayerKeys() {\n        if (!File.Exists(Application.persistentDataPath + \"/keybinds.gd\"))\n            return;\n\n        UTF8Encoding utf8 = new UTF8Encoding();\n        string fileContents = \"\";\n        using (FileStream file = File.OpenRead(Application.persistentDataPath + \"/keybinds.gd\")) {\n            byte[] buffer = new byte[1024];\n            int offset = 0;\n            while (offset < file.Length - 1) {\n                offset += file.Read(buffer, offset, 1024);\n                fileContents += utf8.GetString(buffer);\n            }\n            file.Dispose();\n        }\n\n        try {\n            foreach (string keybind in fileContents.Split(new[] { '\\r', '\\n' }, StringSplitOptions.RemoveEmptyEntries)) {\n                string[] keyValue = keybind.Split(':');\n                if (keyValue.Length != 2)\n                    throw new Exception(\"The keybind format of the line \" + keybind + \" doesn't follow CYF's standard keybind format.\");\n\n                List<string> keys = keyValue[1].Split('|').Select(k => k.TrimEnd('\\0')).ToList();\n                foreach (string key in keys)\n                    if (!CheckKeyValidity(key))\n                        throw new CYFException(\"The key \\\"\" + key + \"\\\" isn't recognized by CYF for the keybind \\\"\" + keyValue[0] + \"\\\".\");\n\n                playerKeys[keyValue[0]] = keys;\n            }\n        } catch (Exception e) {\n            UnitaleUtil.DisplayLuaError(\"keybind loading\", \"Error while loading the user's keybind configuration.\\nPlease delete the file named \\\"keybinds.gd\\\" in CYF's save folder, in this path:\\n\\n<b>\" + Application.persistentDataPath + \"/keybinds.gd</b>\\n\\nActual error:\\n\" + e.Message, true);\n        }\n        ResetEncounterInputs();\n    }\n    /// <summary>\n    /// This function saves the player's keybinding configuration into their permanent globals.\n    /// </summary>\n    public static void SaveKeybinds(Dictionary<string, List<string>> newKeys) {\n        if (File.Exists(Application.persistentDataPath + \"/keybinds.gd\"))\n            File.Delete(Application.persistentDataPath + \"/keybinds.gd\");\n\n        UTF8Encoding utf8 = new UTF8Encoding();\n        string debugFile = \"\";\n        using (FileStream file = File.OpenWrite(Application.persistentDataPath + \"/keybinds.gd\")) {\n            int fileLength = 0;\n            foreach (KeyValuePair<string, List<string>> keybind in newKeys) {\n                string keybindString = (fileLength > 0 ? Environment.NewLine : \"\") + keybind.Key + \":\" + string.Join(\"|\", keybind.Value.OrderBy(k => k.Length).ToArray());\n                debugFile += keybindString;\n                file.Write(utf8.GetBytes(keybindString), 0, keybindString.Length);\n                file.Flush();\n                fileLength += keybindString.Length;\n            }\n            file.Dispose();\n        }\n        playerKeys.Clear();\n        foreach (KeyValuePair<string, List<string>> keybind in newKeys)\n            playerKeys[keybind.Key] = new List<string>(keybind.Value);\n        ResetEncounterInputs();\n    }\n\n    /// <summary>\n    /// This function returns whether a given key is recognized by CYF or not.\n    /// </summary>\n    /// <param name=\"key\">KEy to check for.</param>\n    /// <returns>True if the key is valid, false otherwise.</returns>\n    public static bool CheckKeyValidity(string key) {\n        KeyCode keycode;\n        if (ParseUtil.TryParseEnum(typeof(KeyCode), key, out keycode))\n            return true;\n\n        if (knownAxes.Contains(key))\n            return true;\n\n        return false;\n    }\n\n    // Shortcuts for existing keys\n    public ButtonState Confirm { get { return StateFor(\"Confirm\"); } }\n    public ButtonState Cancel { get { return StateFor(\"Cancel\"); } }\n    public ButtonState Menu { get { return StateFor(\"Menu\"); } }\n    public ButtonState Up { get { return StateFor(\"Up\"); } }\n    public ButtonState Down { get { return StateFor(\"Down\"); } }\n    public ButtonState Left { get { return StateFor(\"Left\"); } }\n    public ButtonState Right { get { return StateFor(\"Right\"); } }\n\n    /// <summary>\n    /// This function queries the current state of an existing keyboard key or axis.\n    /// </summary>\n    /// <param name=\"Key\">A keyboard key known by Unity, or axis.</param>\n    /// <returns>ButtonState depending on the state of the key (pressed, held, released, none).</returns>\n    public ButtonState Key(string key) {\n        if (knownAxes.Contains(key))\n            return StateForAxis(key);\n        return StateFor((KeyCode)Enum.Parse(typeof(KeyCode), key));\n    }\n\n    /// <summary>\n    /// This function returns the state of the selected key.\n    /// </summary>\n    /// <param name=\"c\">Key to check the state of.</param>\n    /// <returns>state of the key (pressed, held, released, none).</returns>\n    private static ButtonState StateFor(KeyCode c) {\n        if (Input.GetKeyDown(c)) return ButtonState.PRESSED;\n        if (Input.GetKeyUp(c))   return ButtonState.RELEASED;\n        return Input.GetKey(c) ? ButtonState.HELD\n                               : ButtonState.NONE;\n    }\n\n    /// <summary>\n    /// Priority of each key state, in descending order:\n    /// 2 = HELD\n    /// 1 = PRESSED\n    /// -1 = RELEASED\n    /// 0 = NONE\n    /// </summary>\n    private static readonly int[] priority = new int[] { 2, 1, -1, 0 };\n    /// <summary>\n    /// This function returns the state with the highest priority among the keys linked to a named key.\n    /// </summary>\n    /// <param name=\"keybind\">Named key to check for (ex: Confirm).</param>\n    /// <returns>State of the key with the highest priority among the set.</returns>\n    public static ButtonState StateFor(string keybind) {\n        List<string> keys;\n        encounterKeys.TryGetValue(keybind, out keys);\n        if (keys == null)\n            throw new CYFException(\"The keybind or key \\\"\" + keybind + \"\\\" doesn't exist.\");\n\n        List<KeyCode> keycodes = new List<KeyCode>();\n        List<string> axes = new List<string>();\n\n        foreach (string key in keys) {\n            if (knownAxes.Contains(key)) axes.Add(key);\n            else                         keycodes.Add((KeyCode)Enum.Parse(typeof(KeyCode), key));\n        }\n\n        List<ButtonState> states = keycodes.Select(k => StateFor(k)).ToList();\n        foreach (string axis in axes)\n            states.Add(StateForAxis(axis));\n\n        ButtonState result = ButtonState.NONE;\n        int resultPriority = Array.IndexOf(priority, (int)result);\n        foreach (ButtonState state in states) {\n            int statePriority = Array.IndexOf(priority, (int)state);\n            if (statePriority < resultPriority) {\n                result = state;\n                resultPriority = statePriority;\n                if (resultPriority == 0)\n                    break;\n            }\n        }\n\n        return result;\n    }\n\n    /// <summary>\n    /// This function returns the state of the selected axis key.\n    /// </summary>\n    /// <param name=\"axisKey\">Axis key to check for.</param>\n    /// <returns>The state of the selected axis key</returns>\n    public static ButtonState StateForAxis(string axisKey) {\n        int state = 0;\n        string axisName = axisKey.Substring(0, axisKey.Length - 2);\n        float axisState = Input.GetAxis(axisName);\n        if (axisKey.Substring(axisKey.Length - 1).Equals(\"+\")) {\n            if (axes[axisName] >= 0.7f)\n                state -= 1;\n            if (axisState > 0.7f)\n                state = -state + 1;\n        } else {\n            if (axes[axisName] <= -0.7f)\n                state -= 1;\n            if (axisState < -0.7f)\n                state = -state + 1;\n        }\n        return (ButtonState)state;\n    }\n\n    /// <summary>\n    /// This function is run after all other Update() calls within the engine are run.\n    /// </summary>\n    public void LateUpdate() {\n        string[] axesNames = axes.Keys.ToArray();\n        foreach (string axis in axesNames)\n            axes[axis] = Input.GetAxis(axis);\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Device/Misc.cs",
    "content": "﻿using UnityEngine;\nusing System.Runtime.InteropServices;\nusing System.Text;\nusing System.IO;\nusing System.Linq;\nusing MoonSharp.Interpreter;\n\npublic class Misc {\n    public string MachineName { get { return System.Environment.UserName; } }\n\n    public void ShakeScreen(float duration, float intensity = 3, bool isIntensityDecreasing = true) {\n        Camera.main.GetComponent<GlobalControls>().ShakeScreen(duration, intensity, isIntensityDecreasing);\n    }\n\n    public void StopShake() { GlobalControls.stopScreenShake = true; }\n\n    public bool FullScreen {\n        get { return Screen.fullScreen; }\n        set {\n            Screen.fullScreen = value;\n            ScreenResolution.SetFullScreen(value, 2);\n        }\n    }\n\n    public static int WindowWidth {\n        get { return (int)ScreenResolution.windowSize.x; }\n        set { ResizeWindow(value, WindowHeight); }\n    }\n\n    public static int WindowHeight {\n        get { return (int)ScreenResolution.windowSize.y; }\n        set { ResizeWindow(WindowWidth, value); }\n    }\n\n    public static bool ResizeWindow(int width = 640, int height = 480) {\n        if (width <= 0 || height <= 0) throw new CYFException(\"The window's width and height have to be positive numbers!\");\n        if (!GlobalControls.isInFight)\n            throw new CYFException(\"ResizeWindow is only usable from within battles.\");\n        if (width >= Screen.currentResolution.width || height >= Screen.currentResolution.height)\n            return false;\n\n        ScreenResolution.SetFullScreen(Screen.fullScreen, 0, width, height);\n        if (UserDebugger.instance && isDebuggerAttachedToCamera)\n            UserDebugger.MoveTo(UserDebugger.offset.x + WindowWidth / 2f + 300, UserDebugger.offset.y + WindowHeight / 2f + 240);\n\n        return true;\n    }\n\n    public static int ScreenWidth {\n        get { return Screen.fullScreen && !ScreenResolution.wideFullscreen ? (int)ScreenResolution.displayedSize.x : Screen.currentResolution.width; }\n    }\n\n    public static int ScreenHeight {\n        get { return Screen.currentResolution.height; }\n    }\n\n    public static int MonitorWidth {\n        get { return (int)ScreenResolution.lastMonitorSize.x; }\n    }\n\n    public static int MonitorHeight {\n        get { return (int)ScreenResolution.lastMonitorSize.y; }\n    }\n\n    public void SetWideFullscreen(bool borderless) {\n        if (!GlobalControls.isInFight)\n            throw new CYFException(\"SetWideFullscreen is only usable from within battles.\");\n        ScreenResolution.wideFullscreen = borderless;\n        if (Screen.fullScreen)\n            ScreenResolution.SetFullScreen(true, 0);\n    }\n\n    private static float _cameraXWindowSizeShift;\n    /// <summary>\n    /// Used to remove the camera shift shown when the window's width is odd, which blurs the entire screen.\n    /// </summary>\n    [MoonSharpHidden] public static float cameraXWindowSizeShift {\n        private get { return _cameraXWindowSizeShift; }\n        set {\n            float oldCameraX        = cameraX;\n            _cameraXWindowSizeShift = value;\n            cameraX                 = oldCameraX;\n        }\n    }\n\n    public static float cameraX {\n        get { return Camera.main.transform.position.x - 320 - cameraXWindowSizeShift; }\n        set {\n            if (UnitaleUtil.IsOverworld && !GlobalControls.isInShop)\n                PlayerOverworld.instance.cameraShift.x += value - (Camera.main.transform.position.x - 320);\n            else {\n                float oldDebuggerX = 0;\n                if (UserDebugger.instance && isDebuggerAttachedToCamera)\n                    oldDebuggerX = UserDebugger.x;\n                Camera.main.transform.position = new Vector3(value + 320 + cameraXWindowSizeShift, Camera.main.transform.position.y, Camera.main.transform.position.z);\n                // Updates the Debugger's position using the new camera position\n                if (UserDebugger.instance && isDebuggerAttachedToCamera)\n                    UserDebugger.x = oldDebuggerX;\n            }\n        }\n    }\n\n    private static float _cameraYWindowSizeShift;\n    /// <summary>\n    /// Used to remove the camera shift shown when the window's height is odd, which blurs the entire screen.\n    /// </summary>\n    [MoonSharpHidden] public static float cameraYWindowSizeShift {\n        private get { return _cameraYWindowSizeShift; }\n        set {\n            float oldCameraY        = cameraY;\n            _cameraYWindowSizeShift = value;\n            cameraY                 = oldCameraY;\n        }\n    }\n\n    public static float cameraY {\n        get { return Camera.main.transform.position.y - 240 - cameraYWindowSizeShift; }\n        set {\n            if (UnitaleUtil.IsOverworld && !GlobalControls.isInShop)\n                PlayerOverworld.instance.cameraShift.y += value - (Camera.main.transform.position.y - 240);\n            else {\n                float oldDebuggerY = 0;\n                if (UserDebugger.instance && isDebuggerAttachedToCamera)\n                    oldDebuggerY = UserDebugger.y - cameraYWindowSizeShift;\n                Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, value + 240 + cameraYWindowSizeShift, Camera.main.transform.position.z);\n                // Updates the Debugger's position using the new camera position\n                if (UserDebugger.instance && isDebuggerAttachedToCamera)\n                    UserDebugger.y = oldDebuggerY + cameraYWindowSizeShift;\n            }\n        }\n    }\n\n    public static void MoveCamera(float x, float y) {\n        cameraX += x;\n        cameraY += y;\n    }\n\n    public static void MoveCameraTo(float x, float y) {\n        cameraX = x;\n        cameraY = y;\n    }\n\n    public static void ResetCamera() {\n        if (UnitaleUtil.IsOverworld && !GlobalControls.isInShop)\n            PlayerOverworld.instance.cameraShift = Vector2.zero;\n        else\n            MoveCameraTo(0f, 0f);\n    }\n\n    public LuaSpriteShader ScreenShader {\n        get { return CameraShader.luashader; }\n    }\n\n    public static void DestroyWindow() { Application.Quit(); }\n\n    // TODO: When OW is reworked, add 3rd argument to open a file in any of \"mod\", \"map\" or \"default\" locations\n    public static LuaFile OpenFile(string path, string mode = \"rw\") { return new LuaFile(path, mode); }\n\n    public bool FileExists(string path) {\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        FileLoader.SanitizePath(ref path, \"\", false, true);\n        return File.Exists(path);\n    }\n\n    public bool DirExists(string path) {\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        FileLoader.SanitizePath(ref path, \"\", false, true);\n        return Directory.Exists(path);\n    }\n\n    public bool CreateDir(string path) {\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        FileLoader.SanitizePath(ref path, \"\", false, true);\n        if (Directory.Exists(path)) return false;\n        Directory.CreateDirectory(path);\n        return true;\n    }\n\n    private static bool PathValid(string path) { return path != \" \" && path != \"\" && path != \"/\" && path != \"\\\\\" && path != \".\" && path != \"./\" && path != \".\\\\\"; }\n\n    public bool MoveDir(string path, string newPath) {\n        if (!path.StartsWith(FileLoader.DataRoot))    path = path.Replace('\\\\', '/').TrimStart('/');       // TODO: Remove this for 0.7\n        if (!newPath.StartsWith(FileLoader.DataRoot)) newPath = newPath.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        if (!DirExists(path) || DirExists(newPath) || !PathValid(path)) return false;\n\n        FileLoader.SanitizePath(ref path, \"\", true, true);\n        FileLoader.SanitizePath(ref newPath, \"\", false, true);\n        Directory.Move(path, newPath);\n        return true;\n    }\n\n    public bool RemoveDir(string path, bool force = false) {\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        FileLoader.SanitizePath(ref path, \"\", true, true);\n\n        if (!Directory.Exists(path)) return false;\n        try { Directory.Delete(path, force); }\n        catch { /* ignored */ }\n\n        return false;\n    }\n\n    public string[] ListDir(string path, bool getFolders = false) {\n        if (path == null) throw new CYFException(\"Cannot list a directory with a nil path.\");\n\n        string origPath = path;\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        FileLoader.SanitizePath(ref path, \"\", false, true);\n        if (!Directory.Exists(path))\n            throw new CYFException(\"Invalid path:\\n\\n\\\"\" + origPath + \"\\\"\");\n\n        DirectoryInfo d = new DirectoryInfo(path);\n        System.Collections.Generic.List<string> retval = new System.Collections.Generic.List<string>();\n        retval.AddRange(!getFolders ? d.GetFiles().Select(fi => Path.GetFileName(fi.ToString()))\n                                    : d.GetDirectories().Select(di => di.Name));\n        return retval.ToArray();\n    }\n\n    public static string OSType {\n        get {\n            switch (Application.platform) {\n                case RuntimePlatform.WindowsEditor:\n                case RuntimePlatform.WindowsPlayer: return \"Windows\";\n                case RuntimePlatform.LinuxEditor:\n                case RuntimePlatform.LinuxPlayer:   return \"Linux\";\n                default:                            return \"Mac\";\n            }\n        }\n    }\n\n    public static float debuggerX {\n        get {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerX cannot be used outside of a function.\");\n            return UserDebugger.x;\n        }\n        set {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerX cannot be used outside of a function.\");\n            UserDebugger.x = value;\n        }\n    }\n\n    public static float debuggerY {\n        get {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerY cannot be used outside of a function.\");\n            return UserDebugger.y;\n        }\n        set {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerY cannot be used outside of a function.\");\n            UserDebugger.y = value;\n        }\n    }\n\n    public static float debuggerAbsX {\n        get {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerAbsX cannot be used outside of a function.\");\n            return UserDebugger.absx;\n        }\n        set {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerAbsX cannot be used outside of a function.\");\n            UserDebugger.absx = value;\n        }\n    }\n\n    public static float debuggerAbsY {\n        get {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerAbsY cannot be used outside of a function.\");\n            return UserDebugger.absy;\n        }\n        set {\n            if (!UserDebugger.instance) throw new CYFException(\"Misc.debuggerAbsY cannot be used outside of a function.\");\n            UserDebugger.absy = value;\n        }\n    }\n\n    private static bool _isDebuggerAttachedToCamera = true;\n    public static bool isDebuggerAttachedToCamera\n    {\n        get { return _isDebuggerAttachedToCamera; }\n        set {\n            float newDebuggerX = debuggerAbsX, newDebuggerY = debuggerAbsY;\n            if (value != _isDebuggerAttachedToCamera) {\n                newDebuggerX += (value ? -1 : 1) * cameraX;\n                newDebuggerY += (value ? -1 : 1) * cameraY;\n            }\n            _isDebuggerAttachedToCamera = value;\n            MoveDebuggerToAbs(newDebuggerX, newDebuggerY);\n        }\n    }\n\n    // Moves the debugger relative to its current position.\n    public static void MoveDebugger(float x, float y) {\n        if (!UserDebugger.instance) throw new CYFException(\"Misc.MoveDebugger cannot be used outside of a function.\");\n        UserDebugger.Move(x, y);\n    }\n\n    // Moves the debugger relative to the camera's position. The default position is (300, 480). The debugger's width is 320 and its height is 140. The debugger's pivot is the top-left corner.\n    public static void MoveDebuggerTo(float x, float y) {\n        if (!UserDebugger.instance) throw new CYFException(\"Misc.MoveDebuggerTo cannot be used outside of a function.\");\n        UserDebugger.MoveTo(x, y);\n    }\n\n    // Moves the debugger relative to the game's (0, 0) position.\n    public static void MoveDebuggerToAbs(float x, float y) {\n        if (!UserDebugger.instance) throw new CYFException(\"Misc.MoveDebuggerToAbs cannot be used outside of a function.\");\n        UserDebugger.MoveToAbs(x, y);\n    }\n\n    #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n        [DllImport(\"user32.dll\")]\n        private static extern int GetActiveWindow();\n        public static int window = GetActiveWindow();\n\n        public static void RetargetWindow() { window = GetActiveWindow(); }\n\n        [DllImport(\"user32.dll\")]\n        public static extern int FindWindow(string className, string windowName);\n        [DllImport(\"user32.dll\")]\n        private static extern int MoveWindow(int hwnd, int x, int y, int nWidth, int nHeight, int bRepaint);\n        [DllImport(\"user32.dll\", EntryPoint = \"GetWindowText\", ExactSpelling = false, CharSet = CharSet.Auto, SetLastError = true)]\n        private static extern int GetWindowText(int hwnd, StringBuilder lpWindowText, int nMaxCount);\n        [DllImport(\"user32.dll\", EntryPoint = \"SetWindowText\", CharSet = CharSet.Auto)]\n        public static extern bool SetWindowText(int hwnd, string text);\n        [DllImport(\"user32.dll\", SetLastError = true)]\n        private static extern bool GetWindowRect(int hWnd, out RECT lpRect);\n        [StructLayout(LayoutKind.Sequential)]\n        public struct RECT {\n            public int Left;\n            public int Top;\n            public int Right;\n            public int Bottom;\n        }\n\n        public static string WindowName {\n            get {\n                StringBuilder strbTitle = new StringBuilder(9999);\n                GetWindowText(window, strbTitle, strbTitle.Capacity + 1);\n                return strbTitle.ToString();\n            }\n            set { SetWindowText(window, value); }\n        }\n\n        public static int WindowX {\n                get {\n                    Rect size = GetWindowRect();\n                    return (int)size.x;\n                }\n                set {\n                     Rect size = GetWindowRect();\n                     MoveWindow(window, value, (int)size.y, (int)size.width, (int)size.height, 1);\n                }\n        }\n\n        public static int WindowY {\n            get {\n                Rect size = GetWindowRect();\n                return Screen.currentResolution.height - (int) size.y - (int) size.height;\n            }\n            set {\n                Rect size = GetWindowRect();\n                MoveWindow(window, (int) size.x, Screen.currentResolution.height - value - (int) size.height, (int) size.width, (int) size.height, 1);\n            }\n        }\n\n        public static void MoveWindow(int X, int Y) {\n            Rect size = GetWindowRect();\n            if (!Screen.fullScreen)\n                MoveWindow(window, (int)size.x + X, (int)size.y - Y, (int)size.width, (int)size.height, 1);\n        }\n\n        public static void MoveWindowTo(int X, int Y) {\n            Rect size = GetWindowRect();\n            if (!Screen.fullScreen)\n                MoveWindow(window, X, Screen.currentResolution.height - Y - (int)size.height, (int)size.width, (int)size.height, 1);\n        }\n\n        private static Rect GetWindowRect() {\n            RECT r;\n            GetWindowRect(window, out r);\n            return new Rect(r.Left, r.Top, Mathf.Abs(r.Right - r.Left), Mathf.Abs(r.Top - r.Bottom));\n        }\n    #else\n        public static string WindowName {\n            get { return \"\"; }\n            set { }\n        }\n\n        public static int WindowX {\n            get { return 0; }\n            set { }\n        }\n\n        public static int WindowY {\n            get { return 0; }\n            set { }\n        }\n\n        public static void MoveWindowTo(int X, int Y) { }\n\n        public static void MoveWindow(int X, int Y) { }\n\n        private static Rect GetWindowRect() { return new Rect(); }\n    #endif\n}"
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    "content": "fileFormatVersion: 2\nguid: b39636b3ffb7cd24386237489cdd8ece\ntimeCreated: 1474228925\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Scripts/Device/ScreenResolution.cs",
    "content": "using UnityEngine;\nusing UnityEngine.SceneManagement;\n\n/// <summary>\n/// Disables vertical sync, sets resolution to 640x480 and sets the target framerate to 60FPS.\n/// Mostly here to prevent high refresh rate screens from being unable to play the game as a lot of scripts are tied to per-frame Update loops.\n/// CYF v0.6.4: Houses resolution-based variables and functions.\n/// </summary>\npublic class ScreenResolution : MonoBehaviour {\n    public  static bool          hasInitialized;\n    public  static int           windowScale = 1;             // Global \"Window Scale\" option.\n    public  static int           tempWindowScale = 1;         // Window Scale option used right now\n    public  static bool          wideFullscreen;              // Enabled/disabled by means of Misc.SetWideFullscreen.\n    public  static Vector2       lastMonitorSize;             // The user's monitor size. Becomes Misc.MonitorWidth and Misc.MonitorHeight.\n    public  static Vector2       displayedSize;               // Width/Height of the \"normal\" bounds of the screen.\n    public  static Vector2       mousePosShift;               // Offset to start measuring Mouse Position from.\n    public  static Vector2       windowSize = new Vector2(640, 480);  // Size of the window.\n    private static float         userAspectRatio;             // The aspect ratio of the user's monitor.\n    private static Rect          FSBorderRect = new Rect(0f, 0f, 1f, 1f); // Rect to apply to cameras in fullscreen (with pillarboxing).\n    private static readonly Rect NoBorderRect = new Rect(0f, 0f, 1f, 1f); // Rect to apply to cameras in windowed (or wide fullscreen).\n    private static GameObject BGCamera;\n    private static float orthographicSize = 240;\n\n    public void Start() {\n        if (hasInitialized)\n            return;\n        QualitySettings.vSyncCount = 0;\n        Application.targetFrameRate = 60;\n\n        // Grab the user's monitor resolution, and calculate some things early\n        lastMonitorSize  = new Vector2(Display.main.systemWidth, Display.main.systemHeight);\n        displayedSize    = new Vector2(Screen.width, Screen.height);\n        userAspectRatio  = lastMonitorSize.x / lastMonitorSize.y;\n        ProjectileHitboxRenderer.fsScreenWidth = (int)System.Math.Min(RoundToNearestEven((double)(480 / lastMonitorSize.y) * lastMonitorSize.x), lastMonitorSize.x);\n\n        // Calculate a cropping camera rect to apply to cameras when entering fullscreen\n        if (userAspectRatio > 1.333334f) {\n            float inset = 1f - 1.333334f / userAspectRatio;\n            FSBorderRect = new Rect(inset/2, 0f, 1f-inset, 1f);\n        }\n\n        SceneManager.sceneLoaded += BoxCameras2;\n\n        // Load BGCamera Prefab and have it be in every scene, from the moment CYF starts.\n        // This is necessary so BGCamera will clear out old frames outside of the Main Camera's display rect.\n        BGCamera = Instantiate(Resources.Load<GameObject>(\"Prefabs/BGCamera\"));\n        BGCamera.name = \"BGCamera\";\n        #if UNITY_EDITOR\n            BGCamera.GetComponent<Camera>().rect = NoBorderRect;\n        #endif\n        DontDestroyOnLoad(BGCamera);\n\n        // If this is the user's first time EVER opening the engine, force 640x480 windowed\n        SetFullScreen(PlayerPrefs.HasKey(\"once\") && Screen.fullScreen, PlayerPrefs.HasKey(\"once\") ? 0 : 2);\n        PlayerPrefs.SetInt(\"once\", 1);\n        hasInitialized = true;\n    }\n\n    private static bool setSize;\n\n    /// <summary>\n    /// Enters or exits fullscreen, whilst accounting for the screen's dimensions.\n    /// </summary>\n    /// <param name=\"fullscreen\">Whether or not the user is in fullscreen</param>\n    /// <param name=\"fswitch\"></param>\n    /// <param name=\"width\"></param>\n    /// <param name=\"height\"></param>\n    public static void SetFullScreen(bool fullscreen, int fswitch = 1, int width = -1, int height = -1) {\n        // Failsafe if the data we need hasn't been provided yet\n        if (userAspectRatio == 0)\n            Camera.main.gameObject.AddComponent<ScreenResolution>().Start();\n\n        if (width == -1)\n            width = (int)windowSize.x;\n        else if (width != (int)windowSize.x) {\n            Misc.cameraXWindowSizeShift = -width % 2 / 2f;\n            windowSize.x                = width;\n            setSize = true;\n        }\n\n        if (height == -1)\n            height = (int)windowSize.y;\n        else if (height != (int)windowSize.y) {\n            Misc.cameraYWindowSizeShift = -height % 2 / 2f;\n            windowSize.y                = height;\n            setSize = true;\n        }\n\n        Rect rect;\n        if (!fullscreen) {\n            // Windowed\n            int maxScale = Mathf.FloorToInt(Mathf.Min(Display.main.systemWidth / (float)width, Display.main.systemHeight / (float)height));\n            tempWindowScale = Mathf.Min(windowScale, maxScale);\n\n            Screen.SetResolution(width * tempWindowScale, height * tempWindowScale, false, 0);\n            displayedSize = new Vector2(640 * tempWindowScale, 480 * tempWindowScale);\n            mousePosShift = new Vector2(width / 2f - 320, height / 2f - 240);\n            rect = new Rect(0f, 0f, 1f, 1f);\n        } else {\n            int newWidth, newHeight;\n            if (!wideFullscreen) {\n                // 4:3 FS\n                float maxScale = Mathf.Min(lastMonitorSize.x / width, lastMonitorSize.y / height);\n                newWidth = Mathf.RoundToInt(width * maxScale);\n                newHeight = Mathf.RoundToInt(height * maxScale);\n            } else {\n                // Wide FS\n                newWidth = (int)lastMonitorSize.x;\n                newHeight = (int)lastMonitorSize.y;\n            }\n\n            float currRatio = (float)newWidth / newHeight;\n            float newScaledHeight = newHeight * Mathf.Min(1, userAspectRatio / currRatio);\n            displayedSize = new Vector2(newScaledHeight * 1.333333f, newScaledHeight);\n\n            Screen.SetResolution((int)lastMonitorSize.x, (int)lastMonitorSize.y, true, 0);\n            mousePosShift = new Vector2((lastMonitorSize.x - displayedSize.x) / 2f, (lastMonitorSize.y - displayedSize.y) / 2f);\n\n            if (currRatio <= userAspectRatio) {\n                float inset = 1f - currRatio / userAspectRatio;\n                rect = new Rect(inset / 2, 0f, 1f - inset, 1f);\n            } else {\n                float inset = 1f - userAspectRatio / currRatio;\n                rect = new Rect(0f, inset / 2, 1f, 1f - inset);\n            }\n        }\n\n        #if UNITY_STANDALONE_WIN && !UNITY_EDITOR\n            GlobalControls.fullscreenSwitch = fswitch;\n        #elif UNITY_EDITOR\n            mousePosShift = new Vector2();\n        #endif\n\n        BoxCameras(height / 2f, rect);\n    }\n\n    public static void ResetAfterBattle() {\n        wideFullscreen  = false;\n        tempWindowScale = windowScale;\n        if (setSize)\n            SetFullScreen(Screen.fullScreen, 0, 640, 480);\n        setSize = false;\n    }\n\n    private static double RoundToNearestEven(double value) {\n        return System.Math.Truncate(value) + (System.Math.Truncate(value) % 2);\n    }\n\n    /// <summary>\n    /// Returns a modified mousePosition that counts the bottom-left of the \"play area\" as (0, 0), rather than the bottom-left of the screen.\n    /// </summary>\n    public static Vector2 mousePosition {\n        get { return (Vector2)Input.mousePosition - mousePosShift; }\n    }\n\n    /// <summary>\n    /// Applies (or un-applies) pillarboxing to applicable cameras.\n    /// </summary>\n    public static void BoxCameras(float newOrthographicSize, Rect rect) {\n        // Grab the right camera to edit\n        Camera cam, cam2 = null;\n        if (GlobalControls.isInFight && UIController.instance != null && (UIController.instance.encounter == null || !UIController.instance.encounter.gameOverStance)) {\n            cam = GameObject.Find(\"Main Camera\").GetComponent<Camera>();\n            if (GameOverBehavior.gameOverContainer == null)\n                GameOverBehavior.gameOverContainer = GameObject.Find(\"GameOverContainer\");\n            cam2 = GameOverBehavior.gameOverContainer.transform.GetComponentInChildren<Camera>(true);\n        } else\n            cam = Camera.main;\n\n        // Set displayed rect\n        cam.rect = rect;\n        cam.orthographicSize = newOrthographicSize;\n        if (cam2 != null) {\n            cam2.rect = rect;\n            cam2.orthographicSize = newOrthographicSize;\n        }\n        orthographicSize = newOrthographicSize;\n    }\n\n    private static void BoxCameras2(Scene scene, LoadSceneMode mode) {\n        BoxCameras(orthographicSize, !Screen.fullScreen || wideFullscreen ? NoBorderRect : FSBorderRect);\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Inventory/Inventory.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing MoonSharp.Interpreter;\n\n/// <summary>\n/// Static placeholder inventory class for the player. Will probably get moved to something else that makes sense, like the player...or not.\n/// </summary>\npublic static class Inventory {\n    public static List<string> addedItems = new List<string>();\n    public static List<int> addedItemsTypes = new List<int>();\n    public static LuaInventory luaInventory;\n    public static int inventorySize = 8;\n    public static int itemStatAmount;\n    public static Dictionary<string, string> NametoDesc = new Dictionary<string, string>(), NametoShortName = new Dictionary<string, string>();\n    public static Dictionary<string, int> NametoType = new Dictionary<string, int>(), NametoPrice = new Dictionary<string, int>();\n    public static bool usedItemNoDelete;\n    //public static bool overworld = false;\n    public static List<UnderItem> inventory = new List<UnderItem>();\n\n    public static void SetItemList(string[] items) {\n        foreach (string item in items) {\n            // Make sure that the item exists before trying to create it\n            string outString;\n            int outInt;\n            if (!addedItems.Contains(item) && !NametoDesc.TryGetValue(item, out outString) && !NametoShortName.TryGetValue(item, out outString) && !NametoType.TryGetValue(item, out outInt) && !NametoPrice.TryGetValue(item, out outInt))\n                throw new CYFException(\"Inventory.SetInventory: The item \\\"\" + item + \"\\\" was not found.\" + (UnitaleUtil.IsOverworld ? \"\" : \"\\n\\nAre you sure you called Inventory.AddCustomItems first?\"));\n        }\n\n        inventory = new List<UnderItem>(new UnderItem[] { });\n        for (int i = 0; i < items.Length; i++) {\n            if (i == inventorySize) {\n                UnitaleUtil.Warn(\"The inventory can only contain \" + inventorySize + \" items, yet you tried to add the item \\\"\" + items[i] + \"\\\" as item number \" + (i + 1) + \".\");\n                break;\n            }\n            inventory.Add(new UnderItem(items[i]));\n        }\n    }\n\n    public static void SetItem(int index, string Name) {\n        if (index >= inventorySize)    throw new CYFException(\"The inventory can only contain \" + inventorySize + \" items.\");\n        if (index >= inventory.Count)  AddItem(Name);\n        else                           inventory[index] = new UnderItem(Name);\n    }\n\n    public static bool AddItem(string Name) {\n        if (inventory.Count == inventorySize)\n            return false;\n        // Make sure that the item exists before trying to create it\n        string outString;\n        int outInt;\n        if (!addedItems.Contains(Name) && !NametoDesc.TryGetValue(Name, out outString) && !NametoShortName.TryGetValue(Name, out outString) &&\n            !NametoType.TryGetValue(Name, out outInt) && !NametoPrice.TryGetValue(Name, out outInt))\n            throw new CYFException(\"Inventory.AddItem: The item \\\"\" + Name + \"\\\" was not found.\" + (UnitaleUtil.IsOverworld ? \"\" : \"\\n\\nAre you sure you called Inventory.AddCustomItems first?\"));\n        inventory.Add(new UnderItem(Name));\n        return true;\n    }\n\n    public static int GetItemType(string Name) {\n        int type;\n        if (addedItems.Contains(Name))\n            for (int i = addedItems.Count - 1; i >= 0; i--)\n                if (addedItems[i] == Name)\n                    return addedItemsTypes[i];\n        NametoType.TryGetValue(Name, out type);\n        return type;\n    }\n\n    public static bool TryCall(string func, DynValue[] param = null) {\n        return !UnitaleUtil.IsOverworld && UnitaleUtil.TryCall(EnemyEncounter.script, func, param);\n    }\n\n    public static void UseItem(int ID, bool silent = false) {\n        usedItemNoDelete = false;\n        itemStatAmount = 0;\n        string Name = inventory[ID].Name, replacement = \"\";\n        int type = inventory[ID].Type;\n        float amount = -991;\n        TryCall(\"HandleItem\", new[] { DynValue.NewString(Name.ToUpper()), DynValue.NewNumber(ID + 1), DynValue.NewBoolean(silent) });\n\n        // Check if the current item has been added to the list of custom items\n        bool foundCustomItem = false;\n        if (addedItems.Count != 0 && !UnitaleUtil.IsOverworld)\n            if (addedItems.Any(t => string.Equals(t, Name, StringComparison.CurrentCultureIgnoreCase)))\n                foundCustomItem = true;\n\n        TextMessage[] mess = null;\n        // Check the standard CYF item dictionary\n        if (!foundCustomItem) ItemLibrary(Name, type, out mess, out amount, out replacement);\n\n        if (type == 1 || type == 2) {\n            // Equip the item if it's a weapon or armor\n            if ((int)amount != -991)\n                itemStatAmount = (int)amount;\n            mess = ChangeEquipment(ID);\n        } else if (replacement != \"\") {\n            // Replace the current item with another if it has a replacement item\n            inventory.RemoveAt(ID);\n            inventory.Insert(ID, new UnderItem(replacement));\n        } else if (!usedItemNoDelete && type == 0)\n            // Delete the item if it's a standard consumable\n            inventory.RemoveAt(ID);\n\n        if (silent)\n            return;\n\n        if (!UnitaleUtil.IsOverworld) {\n            if (!UIController.instance.battleDialogueStarted && mess != null)\n                UIController.instance.ActionDialogResult(mess);\n        } else if (mess != null) {\n            GameObject.Find(\"TextManager OW\").GetComponent<TextManager>().SetTextQueue(mess);\n            GameObject.Find(\"TextManager OW\").transform.parent.parent.SetAsLastSibling();\n        }\n    }\n\n    public static void AddItemsToDictionaries() {\n        NametoDesc.Add(\"Testing Dog\", \"A dog that tests something.\\rDon't ask me what, I don't know.\");        NametoShortName.Add(\"Testing Dog\", \"TestDog\");\n        NametoType.Add(\"Testing Dog\", 3);                                                                      NametoPrice.Add(\"Testing Dog\", 0);\n\n        //-----------------------------------------------------------------------------------------------------------------------------------------------------------\n\n        NametoDesc.Add(\"Bandage\", \"It has already been used\\rseveral times.\");\n        NametoPrice.Add(\"Bandage\", 5);\n\n        NametoDesc.Add(\"Monster Candy\", \"Has a distinct, non-licorice\\rflavor.\");                              NametoShortName.Add(\"Monster Candy\", \"MnstrCndy\");\n        NametoPrice.Add(\"Monster Candy\", 5);\n\n        NametoDesc.Add(\"Spider Donut\", \"A donut made with Spider Cider\\rin the batter.\");                      NametoShortName.Add(\"Spider Donut\", \"SpidrDont\");\n        NametoPrice.Add(\"Spider Donut\", 7);\n\n        NametoDesc.Add(\"Spider Cider\", \"Made with whole spiders, not just\\rthe juice.\");                       NametoShortName.Add(\"Spider Cider\", \"SpidrCidr\");\n        NametoPrice.Add(\"Spider Cider\", 18);\n\n        NametoDesc.Add(\"Butterscotch Pie\", \"Butterscotch-cinnamon pie,\\rone slice.\");                          NametoShortName.Add(\"Butterscotch Pie\", \"ButtsPie\");\n        NametoPrice.Add(\"Butterscotch Pie\", 900);\n\n        NametoDesc.Add(\"Snail Pie\", \"Heals Some HP. An acquired taste.\");\n        NametoPrice.Add(\"Snail Pie\", 899);\n\n        NametoDesc.Add(\"Snowman Piece\", \"Please take this to the ends\\rof the earth.\");                        NametoShortName.Add(\"Snowman Piece\", \"SnowPiece\");\n        NametoPrice.Add(\"Snowman Piece\", 300);\n\n        NametoDesc.Add(\"Nice Cream\", \"Instead of a joke, the wrapper\\rsays something nice.\");                  NametoShortName.Add(\"Nice Cream\", \"NiceCream\");\n        NametoPrice.Add(\"Nice Cream\", 15);\n\n        NametoDesc.Add(\"Bisicle\", \"It's a two-pronged popsicle,\\rso you can eat it twice.\");\n        NametoPrice.Add(\"Bisicle\", 15);\n\n        NametoDesc.Add(\"Unisicle\", \"It's a SINGLE-pronged popsicle.\\rWait, that's just normal...\");\n        NametoPrice.Add(\"Unisicle\", 8);\n\n        NametoDesc.Add(\"Cinnamon Bunny\", \"A cinnamon roll in the shape\\rof a bunny.\");                         NametoShortName.Add(\"Cinnamon Bunny\", \"CinnaBun\");\n        NametoPrice.Add(\"Cinnamon Bunny\", 25);\n\n        NametoDesc.Add(\"Astronaut Food\", \"For feeding a pet astronaut.\");                                      NametoShortName.Add(\"Astronaut Food\", \"AstroFood\");\n        NametoPrice.Add(\"Astronaut Food\", 25);\n\n        NametoDesc.Add(\"Crab Apple\", \"An aquatic fruit that resembles\\ra crustacean.\");                        NametoShortName.Add(\"Crab Apple\", \"CrabApple\");\n        NametoPrice.Add(\"Crab Apple\", 25);\n\n        NametoDesc.Add(\"Sea Tea\", \"Made from glowing marsh water.\\rIncreases SPEED for one battle.\");\n        NametoPrice.Add(\"Sea Tea\", 18);\n\n        NametoDesc.Add(\"Abandoned Quiche\", \"A psychologically damaged\\rspinach egg pie.\");                     NametoShortName.Add(\"Abandoned Quiche\", \"Ab Quiche\");\n        NametoPrice.Add(\"Abandoned Quiche\", 200);\n\n        NametoDesc.Add(\"Temmie Flakes\", \"It's just torn up pieces of\\rconstruction paper.\");                   NametoShortName.Add(\"Temmie Flakes\", \"TemFlakes\");\n        NametoPrice.Add(\"Temmie Flakes\", 6);\n\n        NametoDesc.Add(\"Dog Salad\", \"Recovers HP (Hit Poodles)\");\n        NametoPrice.Add(\"Dog Salad\", 10);\n\n        NametoDesc.Add(\"Instant Noodles\", \"Comes with everything you need\\rfor a quick meal!\");                NametoShortName.Add(\"Instant Noodles\", \"InstaNood\");\n        NametoPrice.Add(\"Instant Noodles\", 30);\n\n        NametoDesc.Add(\"Hot Dog...?\", \"The \\\"meat\\\" is made of something\\rcalled a \\\"water sausage.\\\"\");       NametoShortName.Add(\"Hot Dog...?\", \"Hot Dog\");\n        NametoPrice.Add(\"Hot Dog...?\", 30);\n\n        NametoDesc.Add(\"Hot Cat\", \"Like a hot dog, but with\\rlittle cat ears on the end.\");\n        NametoPrice.Add(\"Hot Cat\", 30);\n\n        NametoDesc.Add(\"Junk Food\", \"Food that was probably once\\rthrown away.\");\n        NametoPrice.Add(\"Junk Food\", 25);\n\n        NametoDesc.Add(\"Hush Puppy\", \"This wonderful spell will stop\\ra dog from casting magic.\");             NametoShortName.Add(\"Hush Puppy\", \"HushPupe\");\n        NametoPrice.Add(\"Hush Puppy\", 600);\n\n        NametoDesc.Add(\"Starfait\", \"A sweet treat made of sparkling stars.\");\n        NametoPrice.Add(\"Starfait\", 60);\n\n        NametoDesc.Add(\"Glamburger\", \"A hamburger made of edible\\rglitter and sequins.\");                      NametoShortName.Add(\"Glamburger\", \"GlamBurg\");\n        NametoPrice.Add(\"Glamburger\", 120);\n\n        NametoDesc.Add(\"Legendary Hero\", \"Sandwich shaped like a sword.\\rIncreases ATTACK when eaten.\");       NametoShortName.Add(\"Legendary Hero\", \"Leg.Hero\");\n        NametoPrice.Add(\"Legendary Hero\", 300);\n\n        NametoDesc.Add(\"Steak in the Shape of Mettaton's Face\", \"Huge steak in the shape of\\rMettaton's face.You don't feel\\rlike it's made of real meat...\");\n        NametoShortName.Add(\"Steak in the Shape of Mettaton's Face\", \"FaceSteak\");                             NametoPrice.Add(\"Steak in the Shape of Mettaton's Face\", 500);\n\n        NametoDesc.Add(\"Popato Chisps\", \"Regular old popato chisps.\");                                         NametoShortName.Add(\"Popato Chisps\", \"PT Chisps\");\n        NametoPrice.Add(\"Popato Chisps\", 25);\n\n        NametoDesc.Add(\"Bad Memory\", \"?????\");                                                                 NametoShortName.Add(\"Bad Memory\", \"BadMemory\");\n        NametoPrice.Add(\"Bad Memory\", 10);\n\n        NametoDesc.Add(\"Last Dream\", \"The goal of \\\"Determination\\\".\");                                        NametoShortName.Add(\"Last Dream\", \"LastDream\");\n        NametoPrice.Add(\"Last Dream\", 25);\n\n        //-----------------------------------------------------------------------------------------------------------------------------------------------------------\n\n        NametoDesc.Add(\"Stick\", \"Its bark is worse than\\rits bite.\");\n        NametoType.Add(\"Stick\", 3);                                                                            NametoPrice.Add(\"Stick\", 50);\n\n        NametoDesc.Add(\"Toy Knife\", \"Made of plastic. A rarity\\rnowadays.\");\n        NametoType.Add(\"Toy Knife\", 1);                                                                        NametoPrice.Add(\"Toy Knife\", 30);\n\n        NametoDesc.Add(\"Tough Glove\", \"A worn pink leather glove.\\rFor five-fingered folk.\");                  NametoShortName.Add(\"Tough Glove\", \"TuffGlove\");\n        NametoType.Add(\"Tough Glove\", 1);                                                                      NametoPrice.Add(\"Tough Glove\", 50);\n\n        NametoDesc.Add(\"Ballet Shoes\", \"These used shoes make you\\rfeel incredibly dangerous.\");               NametoShortName.Add(\"Ballet Shoes\", \"BallShoes\");\n        NametoType.Add(\"Ballet Shoes\", 1);                                                                     NametoPrice.Add(\"Ballet Shoes\", 100);\n\n        NametoDesc.Add(\"Torn Notebook\", \"Contains illegible scrawls.\\rIncreases INV by 6.\");                   NametoShortName.Add(\"Torn Notebook\", \"TornNotbo\");\n        NametoType.Add(\"Torn Notebook\", 1);                                                                    NametoPrice.Add(\"Torn Notebook\", 55);\n\n        NametoDesc.Add(\"Burnt Pan\", \"Damage is rather consistent.\\rConsumable items heal four more HP.\");\n        NametoType.Add(\"Burnt Pan\", 1);                                                                        NametoPrice.Add(\"Burnt Pan\", 200);\n\n        NametoDesc.Add(\"Empty Gun\", \"An antique revolver. It has no\\rammo. Must be used precisely,\\ror damage will be low.\");\n        NametoType.Add(\"Empty Gun\", 1);                                                                        NametoPrice.Add(\"Empty Gun\", 350);\n\n        NametoDesc.Add(\"Worn Dagger\", \"Perfect for cutting plants\\rand vines.\");                               NametoShortName.Add(\"Worn Dagger\", \"WornDG\");\n        NametoType.Add(\"Worn Dagger\", 1);                                                                      NametoPrice.Add(\"Worn Dagger\", 500);\n\n        NametoDesc.Add(\"Real Knife\", \"Here we are!\");                                                          NametoShortName.Add(\"Real Knife\", \"RealKnife\");\n        NametoType.Add(\"Real Knife\", 1);                                                                       NametoPrice.Add(\"Real Knife\", 99999);\n\n        //-----------------------------------------------------------------------------------------------------------------------------------------------------------\n\n        NametoDesc.Add(\"Faded Ribbon\", \"If you're cuter, monsters\\rwon't hit you as hard.\");                   NametoShortName.Add(\"Faded Ribbon\", \"Ribbon\");\n        NametoType.Add(\"Faded Ribbon\", 2);                                                                     NametoPrice.Add(\"Faded Ribbon\", 30);\n\n        NametoDesc.Add(\"Manly Bandanna\", \"It has seen some wear.\\rIt has abs drawn on it.\");                   NametoShortName.Add(\"Manly Bandanna\", \"Bandanna\");\n        NametoType.Add(\"Manly Bandanna\", 2);                                                                   NametoPrice.Add(\"Manly Bandanna\", 50);\n\n        NametoDesc.Add(\"Old Tutu\", \"Finally, a protective piece\\rof armor.\");\n        NametoType.Add(\"Old Tutu\", 2);                                                                         NametoPrice.Add(\"Old Tutu\", 100);\n\n        NametoDesc.Add(\"Cloudy Glasses\", \"Glasses marred with wear.\\rIncreases INV by 9.\");                    NametoShortName.Add(\"Cloudy Glasses\", \"ClodGlass\");\n        NametoType.Add(\"Cloudy Glasses\", 2);                                                                   NametoPrice.Add(\"Cloudy Glasses\", 35);\n\n        NametoDesc.Add(\"Temmie Armor\", \"The things you can do with a\\rcollege education! Raises ATTACK when\\rworn. Recovers HP every other\\rturn. INV up slightly.\");\n        NametoShortName.Add(\"Temmie Armor\", \"Temmie AR\");        NametoType.Add(\"Temmie Armor\", 2);            NametoPrice.Add(\"Temmie Armor\", 9999);\n\n        NametoDesc.Add(\"Stained Apron\", \"Heals 1 HP every other turn.\");                                       NametoShortName.Add(\"Stained Apron\", \"StainApro\");\n        NametoType.Add(\"Stained Apron\", 2);                                                                    NametoPrice.Add(\"Stained Apron\", 200);\n\n        NametoDesc.Add(\"Cowboy Hat\", \"This battle-worn hat makes you\\rwant to grow a beard. It also\\rraises ATTACK by 5.\");\n        NametoShortName.Add(\"Cowboy Hat\", \"CowboyHat\");          NametoType.Add(\"Cowboy Hat\", 2);              NametoPrice.Add(\"Cowboy Hat\", 350);\n\n        NametoDesc.Add(\"Heart Locket\", \"It says \\\"Best Friends Forever.\\\"\");                                   NametoShortName.Add(\"Heart Locket\", \"<--Locket\");\n        NametoType.Add(\"Heart Locket\", 2);                                                                     NametoPrice.Add(\"Heart Locket\", 500);\n\n        NametoDesc.Add(\"The Locket\", \"You can feel it beating.\");                                              NametoShortName.Add(\"The Locket\", \"TheLocket\");\n        NametoType.Add(\"The Locket\", 2);                                                                       NametoPrice.Add(\"The Locket\", 99999);\n    }\n\n    public static void UpdateEquipBonuses() {\n        TextMessage[] mess; float amount; string replacement;\n        ItemLibrary(PlayerCharacter.instance.Weapon, 1, out mess, out amount, out replacement);\n        PlayerCharacter.instance.WeaponATK = (int)amount;\n        ItemLibrary(PlayerCharacter.instance.Armor, 2, out mess, out amount, out replacement);\n        PlayerCharacter.instance.ArmorDEF = (int)amount;\n    }\n\n    private static string HPRecoverString(float HP) {\n        if (HP < 0)                                                             return \"[w:10]\\nYou lost \" + -HP + \" HP.\";\n        if (PlayerCharacter.instance.HP + HP >= PlayerCharacter.instance.MaxHP) return \"[w:10]\\nYour HP was maxed out.\";\n        return \"[w:10]\\nYou recovered \" + HP + \" HP!\";\n    }\n\n    public static void ItemLibrary(string name, int type, out TextMessage[] mess, out float amount, out string replacement) {\n        mess = null; amount = 0; replacement = \"\";\n        switch (type) {\n            case 0:\n                switch (name) {\n                    case \"Bandage\":\n                        amount = 10;\n                        mess = new[] { new TextMessage(\"You re-applied the bandage.[w:10]\\nStill kind of gooey.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Monster Candy\":\n                        amount = 10;\n                        mess = new[] { new TextMessage(\"You ate the Monster Candy.[w:10]\\nVery un-licorice-like.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Spider Donut\":\n                        amount = 12;\n                        mess = new[] { new TextMessage(\"You ate the Spider Donut.[w:10]\\nDon't worry, [w:5]spider didn't.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Spider Cider\":\n                        amount = 24;\n                        mess = new[] { new TextMessage(\"You drank the Spider Cider.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Butterscotch Pie\":\n                        amount = 999;\n                        mess = new[] { new TextMessage(\"You ate the Butterscotch Pie.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Snail Pie\":\n                        amount = PlayerCharacter.instance.MaxHP - (int)PlayerCharacter.instance.HP - 1;\n                        mess = new[] { new TextMessage(\"You ate the Snail Pie.[w:10]\\nYour HP was maxed out.\", true, false) };\n                        break;\n                    case \"Snowman Piece\":\n                        amount = 45;\n                        mess = new[] { new TextMessage(\"You ate the Snowman Piece.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Nice Cream\":\n                        amount = 15;\n                        int randomCream = Math.RandomRange(0, 8);\n                        string sentenceCream = \"You ate the Nice Cream.[w:10]\\n\";\n                        switch (randomCream) {\n                            case 0: sentenceCream += \"You're super spiffy!\"; break;\n                            case 1: sentenceCream += \"Are those claws natural?\"; break;\n                            case 2: sentenceCream += \"Love yourself! I love you!\"; break;\n                            case 3: sentenceCream += \"You look nice today!\"; break;\n                            case 4: sentenceCream += \"(An illustration of a hug)\"; break;\n                            case 5: sentenceCream += \"Have a wonderful day!\"; break;\n                            case 6: sentenceCream += \"Is this as sweet as you?\"; break;\n                            case 7: sentenceCream += \"You're just great!\"; break;\n                        }\n                        mess = new[] { new TextMessage(sentenceCream + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Bisicle\":\n                        amount = 11;\n                        replacement = \"Unisicle\";\n                        mess = new[] { new TextMessage(\"You ate one half of the\\rBisicle.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Unisicle\":\n                        amount = 11;\n                        mess = new[] { new TextMessage(\"You ate the Unisicle.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Cinnamon Bunny\":\n                        amount = 22;\n                        mess = new[] { new TextMessage(\"You ate the Cinnabon Bun.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Astronaut Food\":\n                        amount = 21;\n                        mess = new[] { new TextMessage(\"You ate the Astronaut Food.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Crab Apple\":\n                        amount = 18;\n                        mess = new[] { new TextMessage(\"You ate the Crab Apple.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Sea Tea\":\n                        amount = 18;\n                        mess = new[] { new TextMessage(\"[sound:SeaTea]You drank the Sea Tea.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Abandoned Quiche\":\n                        amount = 34;\n                        mess = new[] { new TextMessage(\"You ate the quiche.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Temmie Flakes\":\n                        amount = 2;\n                        mess = new[] { new TextMessage(\"You ate the Temmie Flakes.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Dog Salad\":\n                        int randomSalad = Math.RandomRange(0, 4);\n                        string sentenceSalad;\n                        switch (randomSalad) {\n                            case 0:\n                                amount = 2;\n                                sentenceSalad = \"Oh. These are bones...\";\n                                break;\n                            case 1:\n                                amount = 10;\n                                sentenceSalad = \"Oh. Fried tennis ball...\";\n                                break;\n                            case 2:\n                                amount = 30;\n                                sentenceSalad = \"Oh. Tastes yappy...\";\n                                break;\n                            default:\n                                amount = 999;\n                                sentenceSalad = \"It's literally garbage???\";\n                                break;\n                        }\n                        mess = new[] { new TextMessage(sentenceSalad + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Instant Noodles\":\n                        amount = GlobalControls.isInFight ? 4 : 15;\n                        mess = new[] { new TextMessage(\"You remove the Instant\\rNoodles from their\\rpackaging.\", true, false),\n                                       new TextMessage(\"You put some water in\\rthe pot and place it\\ron the heat.\", true, false),\n                                       new TextMessage(\"You wait for the water\\rto boil...\", true, false),\n                                       new TextMessage(\"[noskip][music:pause]...[w:30]\\n...[w:30]\\n...\", true, false),\n                                       new TextMessage(\"[noskip]It's[w:30] boiling.\", true, false),\n                                       new TextMessage(\"[noskip]You place the noodles[w:30]\\rinto the pot.\", true, false),\n                                       new TextMessage(\"[noskip]4[w:30] minutes left[w:30] until\\rthe noodles[w:30] are finished.\", true, false),\n                                       new TextMessage(\"[noskip]3[w:30] minutes left[w:30] until\\rthe noodles[w:30] are finished.\", true, false),\n                                       new TextMessage(\"[noskip]2[w:30] minutes left[w:30] until\\rthe noodles[w:30] are finished.\", true, false),\n                                       new TextMessage(\"[noskip]1[w:30] minute left[w:30] until\\rthe noodles[w:30] are finished.\", true, false),\n                                       new TextMessage(\"[noskip]The noodles[w:30] are finished.\", true, false),\n                                       new TextMessage(\"...they don't taste very\\rgood.\", true, false),\n                                       new TextMessage(\"You add the flavor packet.\", true, false),\n                                       new TextMessage(\"That's better.\", true, false),\n                                       new TextMessage(\"Not great,[w:5] but better.\", true, false),\n                                       new TextMessage(\"[music:unpause][health:\" + amount + \"]You ate the Instant Noodles.\" + HPRecoverString(amount), true, false) };\n                        amount = 0;\n                        break;\n                    case \"Hot Dog...?\":\n                        amount = 20;\n                        mess = new[] { new TextMessage(\"[sound:HotDog]You ate the Hot Dog.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Hot Cat\":\n                        amount = 21;\n                        mess = new[] { new TextMessage(\"[sound:HotCat]You ate the Hot Cat.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Junk Food\":\n                        amount = 17;\n                        mess = new[] { new TextMessage(\"You ate the Junk Food.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Hush Puppy\":\n                        amount = 65;\n                        mess = new[] { new TextMessage(\"You ate the Hush Puppy.[w:10]\\nDog-magic is neutralized.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Starfait\":\n                        amount = 14;\n                        mess = new[] { new TextMessage(\"You ate the Starfait.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Glamburger\":\n                        amount = 27;\n                        mess = new[] { new TextMessage(\"You ate the Glamburger.\" + HPRecoverString(amount), true, false) }; break;\n                    case \"Legendary Hero\":\n                        amount = 40;\n                        mess = new[] { new TextMessage(\"[sound:LegHero]You ate the Legendary Hero.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Steak in the Shape of Mettaton's Face\":\n                        amount = 60;\n                        mess = new[] { new TextMessage(\"You ate the Face Steak.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Popato Chisps\":\n                        amount = 13;\n                        mess = new[] { new TextMessage(\"You ate the Popato Chisps.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Bad Memory\":\n                        amount = PlayerCharacter.instance.HP <= 3 ? 999 : -1;\n                        mess = new[] { new TextMessage(\"You consume the Bad Memory.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    case \"Last Dream\":\n                        amount = 17;\n                        mess = new[] { new TextMessage(\"Through DETERMINATION, the dream\\rbecame true.\" + HPRecoverString(amount), true, false) };\n                        break;\n                    default:\n                        UnitaleUtil.Warn(\"The item \" + name + \" doesn't exist in CYF's consumable item pool.\");\n                        break;\n                }\n                if (amount != 0)\n                    if (UnitaleUtil.IsOverworld) EventManager.instance.luaPlayerOw.setHP(PlayerCharacter.instance.HP + amount);\n                    else                         PlayerController.instance.Hurt(-amount, 0);\n                break;\n            case 1:\n                switch (name) {\n                    case \"Toy Knife\":     amount = 3;  break;\n                    case \"Tough Glove\":   amount = 5;  break;\n                    case \"Ballet Shoes\":  amount = 7;  break;\n                    case \"Torn Notebook\": amount = 2;  break;\n                    case \"Burnt Pan\":     amount = 10; break;\n                    case \"Empty Gun\":     amount = 12; break;\n                    case \"Worn Dagger\":   amount = 15; break;\n                    case \"Real Knife\":    amount = 99; break;\n                    default:              UnitaleUtil.Warn(\"The item \" + name + \" doesn't exist in CYF's weapon item pool.\"); break;\n                }\n                break;\n            case 2:\n                switch (name) {\n                    case \"Faded Ribbon\":   amount = 3;  break;\n                    case \"Manly Bandanna\": amount = 7;  break;\n                    case \"Old Tutu\":       amount = 10; break;\n                    case \"Temmie Armor\":   amount = 20; break;\n                    case \"Cloudy Glasses\": amount = 6;  break;\n                    case \"Stained Apron\":  amount = 11; break;\n                    case \"Cowboy Hat\":     amount = 12; break;\n                    case \"Heart Locket\":   amount = 15; break;\n                    case \"The Locket\":     amount = 99; break;\n                    default:               UnitaleUtil.Warn(\"The item \" + name + \" doesn't exist in CYF's armor item pool.\"); break;\n                }\n                break;\n            default:\n                switch (name) {\n                    case \"Testing Dog\":\n                        mess = new[] { new TextMessage(\"This dog is testing something.\\nI must leave it alone.\", true, false) };\n                        break;\n                    case \"Stick\":\n                        mess = new[] { new TextMessage(\"You throw the stick.[w:10]\\nNothing happens.\", true, false) };\n                        break;\n                    default:\n                        UnitaleUtil.Warn(\"The item \" + name + \" doesn't exist in CYF's miscellaneous item pool.\");\n                        break;\n                }\n                break;\n        }\n    }\n\n    public static int InventoryNumber(string itemName) {\n        for (int i = 0; i < inventory.Count; i++)\n            if (inventory[i].Name == itemName)\n                return i + 1;\n        return -1;\n    }\n\n    public static bool ItemExists(string itemName) {\n        return NametoDesc.ContainsKey(itemName);\n    }\n\n    public static void RemoveItem(int index) {\n        try { inventory.RemoveAt(index); }\n        catch { /* ignored */ }\n    }\n\n    public static void SetEquip(int ID) {\n        string Name = inventory[ID].Name;\n        int mode;\n\n        if (NametoType.ContainsKey(Name))   mode = NametoType[Name];\n        else if (addedItems.Contains(Name)) mode = addedItemsTypes[addedItems.IndexOf(Name)];\n        else                                throw new CYFException(\"The item \\\"\" + Name + \"\\\" doesn't exist.\");\n\n        switch (mode) {\n            case 1:\n                PlayerCharacter.instance.WeaponATK = itemStatAmount;\n                RemoveItem(ID);\n                AddItem(PlayerCharacter.instance.Weapon);\n                PlayerCharacter.instance.Weapon = Name;\n                break;\n            case 2:\n                PlayerCharacter.instance.ArmorDEF = itemStatAmount;\n                RemoveItem(ID);\n                AddItem(PlayerCharacter.instance.Armor);\n                PlayerCharacter.instance.Armor = Name;\n                break;\n            default:\n                throw new CYFException(\"The item \\\"\" + Name + \"\\\" can't be equipped.\");\n        }\n    }\n\n    public static TextMessage[] ChangeEquipment(int ID, bool silent = false) {\n        string name = inventory[ID].Name;\n        SetEquip(ID);\n        return silent ? null : new[] { new TextMessage(\"You equipped the \" + name + \".\", true, false) };\n    }\n\n    public static void RemoveAddedItems() {\n        for (int i = 0; i < inventory.Count; i ++)\n            if (addedItems.Any(str => inventory[i].Name == str)) {\n                inventory.RemoveAt(i);\n                i --;\n            }\n\n        foreach (string str in addedItems) {\n            if (str == PlayerCharacter.instance.Weapon && PlayerCharacter.instance.Weapon != \"Stick\" && !NametoDesc.ContainsValue(str)) {\n                for (int i = 0; i < inventory.Count; i++)\n                    if (inventory[i].Name == \"Stick\") {\n                        inventory.RemoveAt(i);\n                        break;\n                    }\n                PlayerCharacter.instance.Weapon = \"Stick\";\n                PlayerCharacter.instance.WeaponATK = 0;\n            } else if (str == PlayerCharacter.instance.Weapon && PlayerCharacter.instance.Weapon != \"Stick\" && NametoDesc.ContainsValue(str)) {\n                TextMessage[] mess; float amount; string replacement;\n                ItemLibrary(str, 1, out mess, out amount, out replacement);\n                PlayerCharacter.instance.WeaponATK = (int)amount;\n            }\n\n            if (str == PlayerCharacter.instance.Armor && PlayerCharacter.instance.Armor != \"Bandage\" &&!NametoDesc.ContainsValue(str)) {\n                for (int i = 0; i < inventory.Count; i++)\n                    if (inventory[i].Name == \"Bandage\") {\n                        inventory.RemoveAt(i);\n                        break;\n                    }\n                PlayerCharacter.instance.Armor = \"Bandage\";\n            } else if (str == PlayerCharacter.instance.Armor && PlayerCharacter.instance.Armor != \"Bandage\" && NametoDesc.ContainsValue(str)) {\n                TextMessage[] mess; float amount; string replacement;\n                ItemLibrary(str, 2, out mess,  out amount, out replacement);\n                PlayerCharacter.instance.ArmorDEF = (int)amount;\n            }\n        }\n        addedItems = new List<string>();\n        addedItemsTypes = new List<int>();\n    }\n}"
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  {
    "path": "Assets/Scripts/Inventory/ItemBox.cs",
    "content": "﻿using System.Collections.Generic;\n\npublic static class ItemBox {\n    public static int capacity = 10;\n    public static List<UnderItem> items = new List<UnderItem>();\n\n    public static void AddToBox(string name) {\n        if (!Inventory.ItemExists(name)) {\n            UnitaleUtil.WriteInLogAndDebugger(\"The item \" + name + \"doesn't exist in CYF's item database.\");\n            return;\n        }\n        if (items.Count == capacity) {\n            UnitaleUtil.WriteInLogAndDebugger(\"The box is already full! You can't add another item to it!\");\n            return;\n        }\n        items.Add(new UnderItem(name));\n    }\n\n    public static void RemoveFromBox(int index) {\n        if (index < 0 || index >= items.Count) {\n            UnitaleUtil.WriteInLogAndDebugger(\"Tried to remove the item #\" + index + \" of the box, however it only has \" + items.Count + \" items in it, starting from the index 0.\");\n            return;\n        }\n        items.RemoveAt(index);\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Inventory/UnderItem.cs",
    "content": "﻿using System;\nusing System.Linq;\n\n/// <summary>\n/// Class for ingame items. Used to create TestDog# items. But now...\n/// </summary>\npublic class UnderItem {\n    //private static int dogNumber = 1;\n\n    public UnderItem(string Name) {\n        //Let's end this dog tyranny!\n        //ID = \"DOGTEST\" + dogNumber;\n        //ShortName = \"TestDog\" + dogNumber;\n        //dogNumber++;\n        if (Inventory.addedItems.Any(str => string.Equals(str, Name, StringComparison.CurrentCultureIgnoreCase))) {\n            this.Name = Name;\n            string Short;\n            ShortName = !Inventory.NametoShortName.TryGetValue(Name, out Short) ? Name : Short;\n            Type = Inventory.GetItemType(Name);\n            return;\n        }\n\n        if (Inventory.NametoDesc.Keys.Count == 0) {\n            Inventory.luaInventory = new LuaInventory();\n            Inventory.AddItemsToDictionaries();\n        }\n\n        this.Name = Name; string Sn, Desc; int Ty = Type;\n        if (!Inventory.NametoDesc.TryGetValue(Name, out Desc))    UnitaleUtil.DisplayLuaError(\"Creating an item\", \"Tried to create the item \\\"\" + Name + \"\\\", but a set description for it was not found.\");\n        if (!Inventory.NametoShortName.TryGetValue(Name, out Sn)) Sn = Name;\n        if (Type == 0)                                            Inventory.NametoType.TryGetValue(Name, out Ty);\n\n        ShortName = Sn; Description = Desc; Type = Ty;\n    }\n\n    public string Name { get; private set; }\n    public string ShortName { get; private set; }\n    public string Description { get; private set; }\n    public int Type { get; private set; } //0 = normal, 1 = equipATK, 2 = equipDEF, 3 = special\n}"
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaArenaStatus.cs",
    "content": "﻿/// <summary>\n/// Lua binding to set and retrieve information for the game's arena.\n/// </summary>\npublic class LuaArenaStatus {\n    public float width         { get { return ArenaManager.instance.desiredWidth;                            } }\n    public float height        { get { return ArenaManager.instance.desiredHeight;                           } }\n\n    public float x             { get { return ArenaManager.instance.desiredX;                                } }\n    public float y             { get { return ArenaManager.instance.desiredY;                                } }\n\n    public float currentwidth  { get { return ArenaManager.arenaAbs.width;                               } }\n    public float currentheight { get { return ArenaManager.arenaAbs.height;                              } }\n\n    public float currentx      { get { return ArenaManager.arenaAbs.x + ArenaManager.arenaAbs.width / 2; } } //this being a rect value, it's centered on the bottom left corner of the object.\n    public float currenty      { get { return ArenaManager.arenaAbs.y;                                   } }\n\n    public bool isResizing  { get { return ArenaManager.instance.isResizeInProgress(); } }\n    public bool isresizing  { get { return isResizing;  } }\n\n    public bool isMoving    { get { return ArenaManager.instance.isMoveInProgress();   } }\n    public bool ismoving    { get { return isMoving;    } }\n\n    public bool isModifying { get { return isMoving || isResizing;                     } }\n    public bool ismodifying { get { return isModifying; } }\n\n    public float[] innerColor {\n        get { return ArenaManager.instance.innerSprite.color; }\n        set { ArenaManager.instance.innerSprite.color = value; }\n    }\n    public float[] innerColor32 {\n        get { return ArenaManager.instance.innerSprite.color32; }\n        set { ArenaManager.instance.innerSprite.color32 = value; }\n    }\n    public float[] outerColor {\n        get { return ArenaManager.instance.outerSprite.color; }\n        set { ArenaManager.instance.outerSprite.color = value; }\n    }\n    public float[] outerColor32 {\n        get { return ArenaManager.instance.outerSprite.color32; }\n        set { ArenaManager.instance.outerSprite.color32 = value; }\n    }\n\n    /// <summary>\n    /// Resize the arena to the new width/height. Throws a hilarious (read: not hilarious) error message if user was sneaky, bound it globally and tried using it outside of a wave script.\n    /// </summary>\n    /// <param name=\"w\">New width for arena.</param>\n    /// <param name=\"h\">New height for arena.</param>\n    public void Resize(int w, int h) {\n        ArenaManager.instance.Resize(w, h);\n    }\n\n    public void ResizeImmediate(int w, int h) {\n        ArenaManager.instance.ResizeImmediate(w, h);\n    }\n\n    public void Hide(bool showWhenWaveEnds = true) {\n        ArenaManager.instance.Hide();\n        ArenaManager.instance.showWhenWaveEnds = showWhenWaveEnds;\n    }\n\n    public void Show() {\n        ArenaManager.instance.Show();\n    }\n\n    public void Move(float x, float y, bool movePlayer = true, bool immediate = false) {\n        if (immediate) ArenaManager.instance.MoveImmediate(x, y, movePlayer);\n        else           ArenaManager.instance.Move(x, y, movePlayer);\n    }\n\n    public void MoveTo(float x, float y, bool movePlayer = true, bool immediate = false) {\n        if (immediate) ArenaManager.instance.MoveToImmediate(x, y, movePlayer);\n        else           ArenaManager.instance.MoveTo(x, y, movePlayer);\n    }\n\n    public void MoveAndResize(float x, float y, int width, int height, bool movePlayer = true, bool immediate = false) {\n        if (immediate) ArenaManager.instance.MoveAndResizeImmediate(x, y, width, height, movePlayer);\n        else           ArenaManager.instance.MoveAndResize(x, y, width, height, movePlayer);\n    }\n\n    public void MoveToAndResize(float x, float y, int width, int height, bool movePlayer = true, bool immediate = false) {\n        if (immediate) ArenaManager.instance.MoveToAndResizeImmediate(x, y, width, height, movePlayer);\n        else           ArenaManager.instance.MoveToAndResize(x, y, width, height, movePlayer);\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaCYFObject.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine;\n\npublic class LuaCYFObject {\n    public Transform transform;\n\n    public string name {\n        get { return transform.gameObject.name; }\n    }\n\n    public int childIndex {\n        get { return transform.GetSiblingIndex() + 1; }\n        set { transform.SetSiblingIndex(value - 1); }\n    }\n    public int childCount {\n        get { return transform.childCount; }\n    }\n\n    public LuaCYFObject(Transform t) {\n        transform = t;\n    }\n\n    public DynValue GetParent() {\n        return UnitaleUtil.GetObjectParent(transform);\n    }\n\n    public void SetParent(object p) {\n        UnitaleUtil.SetObjectParent(this, p);\n    }\n\n    public DynValue GetChild(int index) {\n        if (index > childCount)\n            throw new CYFException(\"This object only has \" + childCount + \" children yet you try to get its child #\" + index);\n        return UnitaleUtil.GetObject(transform.GetChild(--index));\n    }\n\n    public DynValue[] GetChildren() {\n        DynValue[] tab = new DynValue[transform.childCount];\n        for (int i = 0; i < transform.childCount; i++)\n            tab[i] = GetChild(i + 1);\n        return tab;\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaDiscord.cs",
    "content": "﻿public class LuaDiscord {\n    public void SetName(string name) {\n        if (name == null) throw new CYFException(\"Discord.SetName: Argument cannot be nil.\");\n        DiscordControls.SetName(name);\n        DiscordControls.UpdatePresence();\n    }\n\n    public void ClearName(bool reset = false) {\n        DiscordControls.ClearName(reset);\n        DiscordControls.UpdatePresence();\n    }\n\n    public void SetDetails(string details) {\n        if (details == null) throw new CYFException(\"Discord.SetDetails: Argument cannot be nil.\");\n        DiscordControls.SetDetails(details);\n        DiscordControls.UpdatePresence();\n    }\n\n    public void ClearDetails(bool reset = false) {\n        DiscordControls.ClearDetails(reset);\n        DiscordControls.UpdatePresence();\n    }\n\n    public void SetTime(int time, bool countdown = false) {\n        DiscordControls.SetTime(time, countdown);\n        DiscordControls.UpdatePresence();\n    }\n\n    public void ClearTime(bool reset = false) {\n        DiscordControls.ClearTime(reset);\n        DiscordControls.UpdatePresence();\n    }\n}"
  },
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    "path": "Assets/Scripts/Lua/CLRBindings/LuaDiscord.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaFile.cs",
    "content": "﻿using System;\nusing System.IO;\n\npublic class LuaFile {\n    private string[] content;\n\n    public int lineCount { get { return content == null ? 0 : content.Length; } }\n    public string openMode { get; private set; }\n    public string filePath { get; private set; }\n\n    public LuaFile(string path, string mode = \"rw\") {\n        if (!path.StartsWith(FileLoader.DataRoot)) path = path.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n        if (path == null)                                                                      throw new CYFException(\"Cannot open a file with a nil path.\");\n        if (mode != \"r\" && mode != \"w\" && mode != \"rw\" && mode != \"wr\")                        throw new CYFException(\"A file's open mode can only be \\\"r\\\" (read), \\\"w\\\" (write) or \\\"rw\\\" (read + write).\");\n        if (!FileLoader.SanitizePath(ref path, \"\", true, true, false) && mode == \"r\")          throw new CYFException(\"You can't open a file that doesn't exist (\" + path + \") in read-only mode.\");\n        if (!Directory.Exists(path.Substring(0, path.Length - Path.GetFileName(path).Length))) throw new CYFException(\"Invalid path:\\n\\n\\\"\" + path + \"\\\"\");\n\n        filePath = path;\n        openMode = mode;\n\n        try { content = File.Exists(path) ? File.ReadAllText(path).Split('\\n') : null; }\n        catch (IOException e) { throw new CYFException(e.GetType() + \" error:\\n\\n\" + e.Message); }\n    }\n\n    public byte[] ReadBytes() {\n        if (!openMode.Contains(\"r\")) throw new CYFException(\"This file has been opened in write-only mode, you can't read anything from it.\");\n        if (!File.Exists(filePath))  throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't read from it.\");\n        return File.ReadAllBytes(filePath);\n    }\n\n    public void WriteBytes(byte[] data) {\n        if (!openMode.Contains(\"w\")) throw new CYFException(\"This file has been opened in read-only mode, you can't write anything to it.\");\n        if (data == null)            throw new CYFException(\"You can't write nil to a file! If you want to empty the file, use an empty table instead.\");\n        File.WriteAllBytes(filePath, data);\n    }\n\n    public string ReadLine(int line) {\n        if (!openMode.Contains(\"r\")) throw new CYFException(\"This file has been opened in write-only mode, you can't read anything from it.\");\n        if (!File.Exists(filePath))  throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't read from it.\");\n        if (line > content.Length || line < 1 || line % 1 != 0) throw new CYFException(\"Cannot read line #\" + line + \" of a file with \" + content.Length + \" lines.\");\n        return content[line - 1];\n    }\n\n    public string[] ReadLines() {\n        if (!openMode.Contains(\"r\")) throw new CYFException(\"This file has been opened in write-only mode, you can't read anything from it.\");\n        if (!File.Exists(filePath))  throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't read from it.\");\n        return content;\n    }\n\n    public void Write(string data, bool append = true) {\n        if (!openMode.Contains(\"w\")) throw new CYFException(\"This file has been opened in read-only mode, you can't write anything to it.\");\n        if (data == null)            throw new CYFException(\"You can't write nil to a file! If you want to empty the file, use an empty string with the append parameter set to false instead.\");\n\n        if (!File.Exists(filePath))\n            File.Create(filePath).Close();\n\n        try {\n            if (append) File.WriteAllText(filePath, File.ReadAllText(filePath) + data);\n            else        File.WriteAllText(filePath, data);\n        }\n        catch (UnauthorizedAccessException) { throw new CYFException(\"File.Write: Unauthorized access to file:\\n\\\"\" + filePath + \"\\\"\\n\\nIt may be read-only, hidden or a folder.\"); }\n\n        try { content = File.ReadAllText(filePath).Split('\\n'); }\n        catch (IOException e) { throw new CYFException(e.GetType() + \" error:\\n\\n\" + e.Message); }\n    }\n\n    public void ReplaceLine(int line, string data) {\n        if (!openMode.Contains(\"w\")) throw new CYFException(\"This file has been opened in read-only mode, you can't write anything to it.\");\n        if (!File.Exists(filePath))  throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't replace its lines.\");\n        if (line > content.Length || line < 1 || line % 1 != 0) throw new CYFException(\"Cannot replace line #\" + line + \" of a file with \" + content.Length + \" lines.\");\n        if (data == null)            throw new CYFException(\"You can't set a line to nil! If you want to remove the line, use the function DeleteLine().\");\n\n        if (data.Contains(\"\\n\")) {\n            string[] content1 = new string[line - 1],\n                     content2 = data.Split('\\n'),\n                     content3 = new string[lineCount - line];\n            Array.Copy(content, 0, content1, 0, line - 1);\n            Array.Copy(content, line, content3, 0, lineCount - line);\n            string[] newContent = new string[lineCount - 1 + content2.Length];\n            content1.CopyTo(newContent, 0);\n            content2.CopyTo(newContent, line - 1);\n            content3.CopyTo(newContent, line - 1 + content2.Length);\n            content = newContent;\n        } else\n            content[line - 1] = data;\n\n        File.WriteAllText(filePath, string.Join(\"\\n\", content));\n    }\n\n    public void DeleteLine(int line) {\n        if (!openMode.Contains(\"w\")) throw new CYFException(\"This file has been opened in read-only mode, you can't write anything to it.\");\n        if (!File.Exists(filePath))  throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't delete its lines.\");\n        if (line > content.Length || line < 1 || line % 1 != 0) throw new CYFException(\"The file only has \" + content.Length + \" lines yet you're trying to delete this file's line #\" + line);\n\n        string[] newContent = new string[lineCount - 1];\n        Array.Copy(content, 0, newContent, 0, line - 1);\n        Array.Copy(content, line, newContent, line - 1, lineCount - line);\n        content = newContent;\n    }\n\n    public void Delete() {\n        if (!openMode.Contains(\"w\")) throw new CYFException(\"This file has been opened in read-only mode, you can't write anything to it.\");\n        if (!File.Exists(filePath)) return;\n        try { File.Delete(filePath); }\n        catch (UnauthorizedAccessException) { throw new CYFException(\"File.Delete: Unauthorized access to file:\\n\\\"\" + filePath + \"\\\"\\n\\nIt may be read-only or hidden.\"); }\n    }\n\n    public void Move(string newPath) {\n        string origNewPath = newPath;\n        FileLoader.SanitizePath(ref newPath, \"\", false, true);\n\n        if (!File.Exists(filePath)) throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't move it.\");\n        if (File.Exists(newPath))   throw new CYFException(\"The file at the path \\\"\" + origNewPath + \"\\\" already exists.\");\n\n        try { File.Move(filePath, newPath); }\n        catch (DirectoryNotFoundException) { throw new CYFException(\"File.Move: Could not find part or all of the path:\\n\\\"\" + origNewPath + \"\\\"\\n\\nMake sure the path specified is valid, and its total length (\" + origNewPath.Length + \" characters, \" + newPath.Length + \" after sanitization) is not too long.\"); }\n        catch (PathTooLongException) { throw new CYFException(\"File.Move: The destination path is too long:\\n\\\"\" + origNewPath + \"\\\" (\\\"\" + newPath + \"\\\"\"); }\n\n        filePath = newPath;\n    }\n\n    public void Copy(string newPath, bool overwrite = false) {\n        string origNewPath = newPath;\n        FileLoader.SanitizePath(ref newPath, \"\", false, true);\n\n        if (!File.Exists(filePath)) throw new CYFException(\"The file at the path \\\"\" + filePath + \"\\\" doesn't exist, so you can't copy it.\");\n        if (File.Exists(newPath) && !overwrite) throw new CYFException(\"The file at the path \\\"\" + origNewPath + \"\\\" already exists.\");\n        if (newPath == filePath) throw new CYFException(\"Cannot copy a file to its own location!\");\n\n        try { File.Copy(filePath, newPath, overwrite); }\n        catch (DirectoryNotFoundException) { throw new CYFException(\"File.Copy: Could not find part or all of the path:\\n\\\"\" + origNewPath + \"\\\"\\n\\nMake sure the path specified is valid, and its total length (\" + origNewPath.Length + \" characters, \" + newPath.Length + \" after sanitization) is not too long.\"); }\n        catch (PathTooLongException) { throw new CYFException(\"File.Copy: The destination path is too long:\\n\\\"\" + origNewPath + \"\\\" (\\\"\" + newPath + \"\\\"\"); }\n        catch (UnauthorizedAccessException) { throw new CYFException(\"File.Copy: Unauthorized access to file:\\n\\\"\" + origNewPath + \"\\\"\\n\\nIt may be read-only or hidden.\"); }\n    }\n}"
  },
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    "path": "Assets/Scripts/Lua/CLRBindings/LuaFile.cs.meta",
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  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaInputBinding.cs",
    "content": "﻿using UnityEngine;\nusing System;\nusing MoonSharp.Interpreter;\nusing System.Linq;\nusing System.Collections.Generic;\n\npublic class LuaInputBinding {\n    private readonly IUndertaleInput input;\n    public LuaInputBinding(IUndertaleInput baseInput) { input = baseInput; }\n\n    //////////////////\n    // Basic inputs //\n    //////////////////\n\n    // Create Your Frisk's basic keys\n    public int Confirm { get { return (int)input.Confirm; } }\n    public int Cancel  { get { return (int)input.Cancel;  } }\n    public int Menu    { get { return (int)input.Menu;    } }\n    public int Up      { get { return (int)input.Up;      } }\n    public int Down    { get { return (int)input.Down;    } }\n    public int Left    { get { return (int)input.Left;    } }\n    public int Right   { get { return (int)input.Right;   } }\n\n    public int GetKey(string key) {\n        try {\n            if (!keyStateNeedsReload)\n                return keyStates[key];\n            return (int)input.Key(key);\n        } catch { throw new CYFException(\"Input.GetKey(): The key \\\"\" + key + \"\\\" doesn't exist.\"); }\n    }\n\n    public float GetAxisRaw(string axis) {\n        if (!KeyboardInput.axes.ContainsKey(axis))\n            throw new CYFException(\"Input.GetAxisRaw(): The axis \\\"\" + axis + \"\\\" doesn't exist.\");\n        return Input.GetAxisRaw(axis);\n    }\n\n    //////////////////////////\n    // Mouse-related inputs //\n    //////////////////////////\n\n    // X and Y position of the mouse\n    // The X position of the mouse is taken from ScreenResolution so that the value is correct even if WideScreen is enabled\n    public int MousePosX { get { return (int) (ScreenResolution.mousePosition.x / ScreenResolution.displayedSize.x * 640); } }\n    public int MousePosY { get { return (int) (ScreenResolution.mousePosition.y / ScreenResolution.displayedSize.y * 480); } }\n\n    public int MousePosAbsX { get { return (int) (Input.mousePosition.x / ScreenResolution.displayedSize.x * 640); } }\n    public int MousePosAbsY { get { return (int) (Input.mousePosition.y / ScreenResolution.displayedSize.y * 480); } }\n\n    public bool IsMouseInWindow {\n        get {\n            if (ScreenResolution.wideFullscreen && Screen.fullScreen) return true;\n            Rect screenRect = new Rect(0, 0, ScreenResolution.displayedSize.x, Screen.height);\n            return screenRect.Contains(ScreenResolution.mousePosition);\n        }\n    }\n\n    public bool IsMouseVisible {\n        get { return Cursor.visible; }\n        set { Cursor.visible = value; }\n    }\n\n    public float MouseScroll { get { return Input.mouseScrollDelta.y; } }\n\n    ////////////////////////\n    // Keystate recording //\n    ////////////////////////\n    [MoonSharpHidden] private readonly Dictionary<string, int> keyStates = new Dictionary<string, int>();\n    [MoonSharpHidden] private bool keyStateNeedsReload = true;\n\n    [MoonSharpHidden] public void Update() { keyStateNeedsReload = true; }\n\n    [MoonSharpHidden] public void ReloadKeyStates() {\n        keyStates.Clear();\n        foreach (string k in Enum.GetNames(typeof(KeyCode)))\n            keyStates.Add(k, GetKey(k));\n        keyStateNeedsReload = false;\n    }\n\n    public string[] GetPressedKeys() {\n        if (keyStateNeedsReload)\n            ReloadKeyStates();\n        return keyStates.Where(kv => kv.Value == 1).Select(kv => kv.Key).ToArray();\n    }\n    public string[] GetHeldKeys() {\n        if (keyStateNeedsReload)\n            ReloadKeyStates();\n        return keyStates.Where(kv => kv.Value == 2).Select(kv => kv.Key).ToArray();\n    }\n    public string[] GetReleasedKeys() {\n        if (keyStateNeedsReload)\n            ReloadKeyStates();\n        return keyStates.Where(kv => kv.Value == -1).Select(kv => kv.Key).ToArray();\n    }\n\n    //////////////\n    // Keybinds //\n    //////////////\n    public void CreateKeybind(string keybind, string[] keysToBind = null) { KeyboardInput.CreateKeybind(keybind, keysToBind); }\n    public void RemoveKeybind(string keybind) { KeyboardInput.DeleteKeybind(keybind); }\n    public void SetKeybindKeys(string keybind, string[] keysToBind = null) { KeyboardInput.SetKeybindKeys(keybind, keysToBind); }\n\n    public bool BindKeyToKeybind(string keybind, string keyToAdd) { return KeyboardInput.AddKeyToKeybind(keybind, keyToAdd); }\n    public bool UnbindKeyFromKeybind(string keybind, string keyToRemove) { return KeyboardInput.RemoveKeyFromKeybind(keybind, keyToRemove); }\n\n    public int GetKeybind(string keybind) { return (int)KeyboardInput.StateFor(keybind); }\n\n    public string[] GetKeybindKeys(string keybind) { return KeyboardInput.GetKeybindKeys(keybind); }\n    public string[][] GetKeybindConflicts() {\n        Dictionary<string, string[]> conflicts = KeyboardInput.GetConflicts(KeyboardInput.encounterKeys);\n        return conflicts.Select(\n            (p) => {\n                List<string> temp = p.Value.ToList();\n                temp.Insert(0, p.Key);\n                return temp.ToArray();\n            }).ToArray();\n    }\n\n    public void ResetKeybinds() { KeyboardInput.LoadPlayerKeys(); }\n\n    public DynValue this[string keybind] {\n        get { return DynValue.NewNumber(GetKeybind(keybind)); }\n        set {\n            if (value.Type != DataType.Table || !value.Table.Values.All(d => d.Type == DataType.String))\n                throw new CYFException(\"You need to provide a table of keys as strings to set the keybind to.\");\n            SetKeybindKeys(keybind, value.Table.Values.Select(d => d.String).ToArray());\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/Lua/CLRBindings/LuaInputBinding.cs.meta",
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  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaInventory.cs",
    "content": "﻿using System.Collections.Generic;\n\npublic class LuaInventory {\n    public string GetItem(int index) {\n        if (index <= Inventory.inventory.Count) return Inventory.inventory[index - 1].Name;\n        UnitaleUtil.DisplayLuaError(\"Getting an item\", \"Out of bounds. You tried to access item number \" + index + 1 + \" in your inventory, but you only have \" + Inventory.inventory.Count + \" items.\");\n        return \"\";\n    }\n\n    public int GetType(int index) {\n        if (index <= Inventory.inventory.Count) return Inventory.inventory[index - 1].Type;\n        UnitaleUtil.DisplayLuaError(\"Getting an item\", \"Out of bounds. You tried to access item number \" + index + 1 + \" in your inventory, but you only have \" + Inventory.inventory.Count + \" items.\");\n        return -1;\n    }\n\n    public void UseItem(int ID, bool silent = false) {\n        if (ID < 1) throw new CYFException(\"Inventory.UseItem: The item's ID must be positive!\");\n        if (ID > Inventory.inventory.Count) throw new CYFException(\"Inventory.UseItem: You tried to use the item #\" + ID + \", but the player only has \" + Inventory.inventory.Count + \" items.\");\n        Inventory.UseItem(ID - 1, silent);\n    }\n\n    public void SetItem(int index, string Name) { Inventory.SetItem(index-1, Name); }\n\n    public bool AddItem(string Name, int index = -1) {\n        if (Name == null)\n            throw new CYFException(\"Inventory.AddItem: The first argument (item name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (index == -1)\n            return Inventory.AddItem(Name);\n        if (index <= 0 || Inventory.inventory.Count >= Inventory.inventorySize) return false;\n        if (index > Inventory.inventory.Count + 1)\n            index = Inventory.inventory.Count + 1;\n\n        List<UnderItem> inv    = new List<UnderItem>();\n        bool            result = false;\n        for (var i = 0; i <= Inventory.inventory.Count; i++) {\n            if (i == index - 1) {\n                // Make sure that the item exists before trying to create it\n                string outString;\n                int    outInt;\n                if (!Inventory.addedItems.Contains(Name)                        && !Inventory.NametoDesc.TryGetValue(Name, out outString) &&\n                    !Inventory.NametoShortName.TryGetValue(Name, out outString) && !Inventory.NametoType.TryGetValue(Name, out outInt)    &&\n                    !Inventory.NametoPrice.TryGetValue(Name, out outInt))\n                    throw new CYFException(\"Inventory.AddItem: The item \\\"\" + Name + \"\\\" was not found.\\n\\nAre you sure you called Inventory.AddCustomItems first?\");\n                inv.Add(new UnderItem(Name));\n                result = true;\n            }\n            if (i == Inventory.inventory.Count)\n                break;\n            inv.Add(Inventory.inventory[i]);\n        }\n        Inventory.inventory = inv;\n        return result;\n    }\n\n    public void RemoveItem(int index) {\n        if (Inventory.inventory.Count > 0 && (index < 1 || index > Inventory.inventory.Count))\n            UnitaleUtil.DisplayLuaError(\"Removing an item\", \"Cannot remove item number \" + index + \" from an Inventory with \" + Inventory.inventory.Count\n                + \" items.\\nRemember that the first item in the inventory is #1.\");\n        else if (Inventory.inventory.Count == 0)\n            UnitaleUtil.DisplayLuaError(\"Removing an item\", \"Cannot remove an item when the inventory is empty.\");\n\n        Inventory.inventory.RemoveAt(index-1);\n    }\n\n    public void AddCustomItems(string[] names, int[] types) {\n        if (names == null)                throw new CYFException(\"Inventory.AddCustomItems: The first argument (list of item names) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (types == null)                throw new CYFException(\"Inventory.AddCustomItems: The second argument (list of item types) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (names.Length != types.Length) throw new CYFException(\"Inventory.AddCustomItems: The second argument (list of item types) is not the same length as the first argument (list of item names).\\n\\nSee the documentation for proper usage.\");\n        Inventory.addedItems.AddRange(names);\n        Inventory.addedItemsTypes.AddRange(types);\n    }\n\n    public void SetInventory(string[] names) {\n        if (names == null)\n            throw new CYFException(\"Inventory.SetInventory: Attempt to set the player's inventory to nil.\\n\\nSee the documentation for proper usage.\");\n        Inventory.SetItemList(names);\n    }\n\n    public int ItemCount {\n        get { return Inventory.inventory.Count; }\n    }\n\n    public bool NoDelete {\n        get { return Inventory.usedItemNoDelete; }\n        set { Inventory.usedItemNoDelete = value; }\n    }\n\n    public void SetAmount(int amount) {\n        Inventory.itemStatAmount = amount;\n    }\n}"
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    "path": "Assets/Scripts/Lua/CLRBindings/LuaInventory.cs.meta",
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  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaPlayerStatus.cs",
    "content": "﻿/// <summary>\n/// Lua binding to set and retrieve information for the on-screen player.\n/// </summary>\npublic class LuaPlayerStatus {\n    /// <summary>\n    /// This Lua controller's attached PlayerController.\n    /// </summary>\n    protected PlayerController player;\n\n    /// <summary>\n    /// The sprite controller for the player.\n    /// </summary>\n    private readonly LuaSpriteController spr;\n\n    /// <summary>\n    /// Create a new Lua controller intended for this player.\n    /// </summary>\n    /// <param name=\"p\">PlayerController this controller is intended for</param>\n    public LuaPlayerStatus(PlayerController p) {\n        player = p;\n        spr = LuaSpriteController.GetOrCreate(p.gameObject);\n    }\n\n    /// <summary>\n    /// Get player's X position relative to the arena's center.\n    /// </summary>\n    public float x {\n        get { return player.self.anchoredPosition.x - ArenaManager.arenaCenter.x; }\n    }\n\n    /// <summary>\n    /// Get player's Y position relative to the arena's center.\n    /// </summary>\n    public float y {\n        get { return player.self.anchoredPosition.y - ArenaManager.arenaCenter.y; }\n    }\n\n    /// <summary>\n    /// Get player's X position relative to the bottom left of the screen.\n    /// </summary>\n    public float absx {\n        get { return player.self.anchoredPosition.x; }\n    }\n\n    /// <summary>\n    /// Get player's Y position relative to the bottom left of the screen.\n    /// </summary>\n    public float absy {\n        get { return player.self.anchoredPosition.y; }\n    }\n\n    /// <summary>\n    /// Sprite controller for the player soul.\n    /// </summary>\n    public LuaSpriteController sprite {\n        get { return spr; }\n    }\n\n    /// <summary>\n    /// Get player's current HP.\n    /// </summary>\n    public float hp {\n        get { return player.HP; }\n        set { player.SetHP(value); }\n    }\n\n    /// <summary>\n    /// Player's Max HP.\n    /// </summary>\n    public int maxhp {\n        get { return PlayerCharacter.instance.MaxHP; }\n        set { player.SetMaxHPShift(value, 0f, true, false, false); }\n    }\n\n    /// <summary>\n    /// Player's Max HP shift.\n    /// </summary>\n    public int MaxHPShift {\n        get { return PlayerCharacter.instance.MaxHPShift; }\n    }\n    public int maxhpshift {\n        get { return MaxHPShift; }\n    }\n\n    /// <summary>\n    /// Get player's current ATK.\n    /// </summary>\n    public int atk {\n        set { PlayerCharacter.instance.ATK = value; }\n        get { return PlayerCharacter.instance.ATK; }\n    }\n\n    /// <summary>\n    /// Get player's current weapon.\n    /// </summary>\n    public string weapon {\n        get { return PlayerCharacter.instance.Weapon; }\n    }\n\n    /// <summary>\n    /// Get player's current weapon's atk.\n    /// </summary>\n    public int weaponatk {\n        get { return PlayerCharacter.instance.WeaponATK; }\n    }\n\n    /// <summary>\n    /// Get player's current DEF.\n    /// </summary>\n    public int def {\n        set { PlayerCharacter.instance.DEF = value; }\n        get { return PlayerCharacter.instance.DEF; }\n    }\n\n    /// <summary>\n    /// Get player's current weapon.\n    /// </summary>\n    public string armor {\n        get { return PlayerCharacter.instance.Armor; }\n    }\n\n    /// <summary>\n    /// Get player's current armor's def.\n    /// </summary>\n    public int armordef {\n        get { return PlayerCharacter.instance.ArmorDEF; }\n    }\n\n    /// <summary>\n    /// Player character's name.\n    /// </summary>\n    public string name {\n        get { return PlayerCharacter.instance.Name; }\n        set {\n            if (value == null)\n                throw new CYFException(\"Player.name: Attempt to set the player's name to a nil value.\\n\\nPlease double-check your code.\");\n\n            PlayerCharacter.instance.Name = value;\n            if (UIStats.instance)\n                UIStats.instance.setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n        }\n    }\n\n    /// <summary>\n    /// Player character's level. Adjusts stats when set.\n    /// </summary>\n    public int lv {\n        get { return PlayerCharacter.instance.LV; }\n        set {\n            if (PlayerCharacter.instance.LV == value) return;\n            PlayerCharacter.instance.SetLevel(value);\n            if (UIStats.instance) {\n                UIStats.instance.setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n                UIStats.instance.setMaxHP();\n            }\n        }\n    }\n\n    public float speed {\n        get { return player.soul.realSpeed; }\n        set { player.soul.SetSpeed(value); }\n    }\n\n    public int lastenemychosen {\n        get { return player.lastEnemyChosen; }\n    }\n\n    public float lasthitmultiplier {\n        get { return player.lastHitMult; }\n    }\n\n    /// <summary>\n    /// True if player is currently blinking and invincible, false otherwise.\n    /// </summary>\n    public bool isHurting {\n        get { return player.isHurting(); }\n    }\n    public bool ishurting {\n        get { return isHurting; }\n    }\n\n    /// <summary>\n    /// True if player is currently moving, false otherwise. Being pushed by the edges of the arena counts as moving.\n    /// </summary>\n    public bool isMoving {\n        get { return player.isMoving(); }\n    }\n    public bool ismoving {\n        get { return isMoving; }\n    }\n\n    /// <summary>\n    /// Hurts the player with the given damage and invulnerabilty time. If this gets the player to 0 (or less) HP, you get the game over screen.\n    /// </summary>\n    /// <param name=\"damage\">Damage to deal to the player</param>\n    /// <param name=\"invulTime\">Invulnerability time in seconds</param>\n    /// <param name=\"ignoreDef\">Will the damage ignore the player's defense?</param>\n    /// <param name=\"playSound\">Will sound be played from this action?</param>\n    public void Hurt(float damage, float invulTime = 1.7f, bool ignoreDef = false, bool playSound = true) { player.Hurt(damage, invulTime, ignoreDef, playSound); }\n\n    /// <summary>\n    /// Heals the player. Convenience method which is the same as hurting the player for -damage and no invulnerability time.\n    /// </summary>\n    /// <param name=\"heal\">Value to heal the player for</param>\n    public void Heal(float heal) { player.Hurt(-heal, 0.0f); }\n\n    /// <summary>\n    /// Override player control. Note: this will disable all movement checking on the player, making it ignore the arena walls.\n    /// </summary>\n    /// <param name=\"overrideControl\"></param>\n    public void SetControlOverride(bool overrideControl) {\n        if (UIController.instance.GetState() == \"DEFENDING\") player.setControlOverride(overrideControl);\n    }\n\n    /// <summary>\n    /// Move the player relative to his current position\n    /// </summary>\n    /// <param name=\"x\"></param>\n    /// <param name=\"y\"></param>\n    /// <param name=\"ignoreWalls\"></param>\n    public void Move(float x, float y, bool ignoreWalls = false) { player.SetPosition(absx + x, absy + y, ignoreWalls); }\n\n    /// <summary>\n    /// Move the player relative to the arena center.\n    /// </summary>\n    /// <param name=\"x\">X position of player relative to arena center.</param>\n    /// <param name=\"y\">Y position of player relative to arena center.</param>\n    /// <param name=\"ignoreWalls\">If false, it will place you at the edge of the arena instead of over it.</param>\n    public void MoveTo(float x, float y, bool ignoreWalls = false) { MoveToAbs(ArenaManager.arenaCenter.x + x, ArenaManager.arenaCenter.y + y, ignoreWalls); }\n\n    /// <summary>\n    /// Move the player relative to the lower left corner of the screen.\n    /// </summary>\n    /// <param name=\"x\">X position of player relative to the lower left of the screen.</param>\n    /// <param name=\"y\">Y position of player relative to the lower left of the screen.</param>\n    /// <param name=\"ignoreWalls\">If false, it will place you at the edge of the arena instead of over it.</param>\n    public void MoveToAbs(float x, float y, bool ignoreWalls = false) { player.SetPosition(x, y, ignoreWalls); }\n\n    /// <summary>\n    /// Sets the player's HP above his HP Max.\n    /// </summary>\n    public void ForceHP(float HP) { player.SetHP(HP, true); }\n\n    /// <summary>\n    /// Sets a shift for the player's Max HP. Can be settable and can modify the player's HP.\n    /// </summary>\n    /// <param name=\"shift\"></param>\n    /// <param name=\"invulSec\"></param>\n    /// <param name=\"set\"></param>\n    /// <param name=\"canHeal\"></param>\n    /// <param name=\"sound\"></param>\n    public void SetMaxHPShift(int shift, float invulSec = 1.7f, bool set = false, bool canHeal = false, bool sound = true) { player.SetMaxHPShift(shift, invulSec, set, canHeal, sound); }\n    public void setMaxHPShift(int shift, float invulSec = 1.7f, bool set = false, bool canHeal = false, bool sound = true) { SetMaxHPShift(shift, invulSec, set, canHeal, sound); }\n\n    /// <summary>\n    /// Resets any of the player's Max HP, ATK and DEF to their default values, based on LV.\n    /// </summary>\n    /// <param name=\"resetMHP\">If true, will reset Max HP.</param>\n    /// <param name=\"resetATK\">If true, will reset ATK.</param>\n    /// <param name=\"resetDEF\">If true, will reset DEF.</param>\n    public void ResetStats(bool resetMHP = true, bool resetATK = true, bool resetDEF = true) {\n        if (resetMHP) {\n            PlayerCharacter.instance.MaxHPShift = 0;\n            if (UIStats.instance)\n                UIStats.instance.setMaxHP();\n        }\n        if (resetATK)\n            atk = 8 + (2 * lv);\n        if (resetDEF)\n            def = 10 + (int)UnityEngine.Mathf.Floor((lv - 1) / 4f);\n    }\n\n    public void SetAttackAnim(string[] anim, float frequency = 1 / 6f, string prefix = \"\") {\n        if (anim.Length == 0) {\n            UIController.instance.fightUI.sliceAnim = new[] { \"empty\" };\n            UIController.instance.fightUI.sliceAnimFrequency = 1 / 30f;\n        } else {\n            if (prefix != \"\") {\n                while (prefix.StartsWith(\"/\"))\n                    prefix = prefix.Substring(1);\n\n                if (!prefix.EndsWith(\"/\"))\n                    prefix += \"/\";\n\n                for (int i = 0; i < anim.Length; i++)\n                    anim[i] = prefix + anim[i];\n            }\n\n            UIController.instance.fightUI.sliceAnim = anim;\n            UIController.instance.fightUI.sliceAnimFrequency = frequency;\n        }\n    }\n\n    public void ResetAttackAnim() {\n        UIController.instance.fightUI.sliceAnimFrequency = 1 / 6f;\n        UIController.instance.fightUI.sliceAnim = new[] {\n            \"UI/Battle/spr_slice_o_0\",\n            \"UI/Battle/spr_slice_o_1\",\n            \"UI/Battle/spr_slice_o_2\",\n            \"UI/Battle/spr_slice_o_3\",\n            \"UI/Battle/spr_slice_o_4\",\n            \"UI/Battle/spr_slice_o_5\"\n        };\n    }\n\n    public void ChangeTarget(int index) {\n        if (UIController.instance.state != \"ATTACKING\")\n            return;\n        if (index > UIController.instance.encounter.EnabledEnemies.Length || index <= 0)\n            throw new CYFException(\"Player.ChangeTarget(): Enemy number \" + index + \" doesn't exist.\");\n\n        UIController.instance.fightUI.ChangeTarget(UIController.instance.encounter.EnabledEnemies[index -1]);\n    }\n\n    public void ForceAttack(int enemyNumber, int damage = FightUIController.DAMAGE_NOT_SET) {\n        if (enemyNumber > UIController.instance.encounter.EnabledEnemies.Length || enemyNumber <= 0)\n            throw new CYFException(\"Player.ForceAttack(): Enemy number \" + enemyNumber + \" doesn't exist.\");\n\n        UIController.instance.fightUI.targetNumber = 1;\n        UIController.instance.fightUI.targetIDs = new[] { enemyNumber - 1 };\n        UIController.instance.fightUI.QuickInit(damage);\n    }\n\n    public int[] MultiTarget(int damage = FightUIController.DAMAGE_NOT_SET) { return MultiTarget(null,    new[] { damage }); }\n    public int[] MultiTarget(int[] targets, int damage)                     { return MultiTarget(targets, new[] { damage }); }\n    public int[] MultiTarget(int[] targets = null, int[] damage = null) {\n        UIController.instance.fightUI.multiHit = true;\n\n        // Create a table with all active enemies if none's given\n        if (targets == null) {\n            targets = new int[UIController.instance.encounter.EnabledEnemies.Length];\n            for (int i = 0; i < targets.Length; i++)\n                targets[i] = i;\n        } else {\n            if (targets.Length < 2)\n                throw new CYFException(\"Player.MultiTarget(): You must have at least 2 enemies to trigger a multi attack.\");\n\n            // Check for valid attack IDs\n            for (int i = 0; i < targets.Length; i++) {\n                targets[i]--;\n                if (targets[i] >= UIController.instance.encounter.EnabledEnemies.Length || targets[i] < 0)\n                    throw new CYFException(\"Player.MultiTarget(): Enemy number \" + targets[i] + \" doesn't exist.\");\n            }\n        }\n\n        UIController.instance.fightUI.targetIDs = targets;\n        UIController.instance.fightUI.targetNumber = targets.Length;\n\n        // Use a dummy value to not replace the attack values of the enemies themselves\n        if (damage == null) damage = new[] { FightUIController.DAMAGE_NOT_SET };\n\n        // Check same amount of targets / damage values if each has their own\n        if (damage.Length != 1 && damage.Length != targets.Length)\n            throw new CYFException(\"Player.MultiTarget(): You may have as many numbers of damage values as the number of\"\n                                 + \" enemies if you're using forced damage, or 1 for all enemies at the same time.\");\n\n        if (damage.Length != 1) return damage;\n\n        // If only one value, copy it for all targets\n        int tempDamage = damage[0];\n        damage = new int[targets.Length];\n        for (int i = 0; i < damage.Length; i++)\n            damage[i] = tempDamage;\n        return damage;\n    }\n\n    public void ForceMultiAttack(int damage = FightUIController.DAMAGE_NOT_SET) { ForceMultiAttack(null,    new[] { damage }); }\n    public void ForceMultiAttack(int[] targets, int damage)                     { ForceMultiAttack(targets, new[] { damage }); }\n    public void ForceMultiAttack(int[] targets = null, int[] damage = null) {\n        try                    { damage = MultiTarget(targets, damage); }\n        catch (CYFException e) { throw new CYFException(\"Player.ForceMultiAttack() using \" + e.Message); }\n        UIController.instance.fightUI.QuickInit(damage);\n    }\n\n    public void CheckDeath() { UIController.instance.checkDeathCall = true; }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaPlayerStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0649afc3fa3d110468b6fea8520f3c07\ntimeCreated: 1448873961\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaPlayerUI.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing System;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing Object = UnityEngine.Object;\n\npublic class LuaPlayerUI {\n    private readonly UIStats ui = UIStats.instance;\n    private LuaSpriteController bg;\n\n    public LuaSpriteController background {\n        get {\n            if (bg != null)\n                return bg;\n            bg = LuaSpriteController.GetOrCreate(Object.FindObjectOfType<BackgroundLoader>().gameObject);\n            return bg;\n        }\n    }\n\n\n    public LuaTextManager namelv {\n        get { return UIStats.instance.nameLevelTextMan; }\n    }\n\n\n    public LuaSpriteController hplabel {\n        get { return UIStats.instance.hpLabel; }\n    }\n\n    public LifeBarController hpbar {\n        get { return UIStats.instance.lifebar; }\n    }\n\n    public LuaTextManager hptext {\n        get { return UIStats.instance.hpTextMan; }\n    }\n\n    public LuaTextManager maintext {\n        get { return UIController.instance.mainTextManager; }\n    }\n\n    public LuaSpriteController mugshot {\n        get { return UIController.instance.mainTextManager.mugshot; }\n    }\n\n    public LuaSpriteController mugshotmask {\n        get { return UIController.instance.mainTextManager.mugshotMask; }\n    }\n\n    public DynValue enemylifebarlist {\n        get { return DynValue.NewTable(null, UIController.instance.arenaParent.GetComponentsInChildren<LifeBarController>().Select(p => UserData.Create(p)).ToArray()); }\n    }\n\n\n    public static LuaSpriteController fightbtn {\n        get { return LuaSpriteController.GetOrCreate(UIController.instance.fightButton.gameObject); }\n    }\n\n    public static LuaSpriteController actbtn {\n        get { return LuaSpriteController.GetOrCreate(UIController.instance.actButton.gameObject); }\n    }\n\n    public static LuaSpriteController itembtn {\n        get { return LuaSpriteController.GetOrCreate(UIController.instance.itemButton.gameObject); }\n    }\n\n    public static LuaSpriteController mercybtn {\n        get { return LuaSpriteController.GetOrCreate(UIController.instance.mercyButton.gameObject); }\n    }\n\n\n    public static LuaCYFObject root {\n        get { return new LuaCYFObject(Object.FindObjectOfType<Canvas>().transform); }\n    }\n\n\n    public void StopUpdate(bool toggle) {\n        ui.stopUIUpdate = toggle;\n    }\n\n    public void Hide(bool hide) {\n        ui.Hide(hide);\n    }\n\n    public void RepositionHPElements() {\n        hpbar.transform.position = new Vector3(ui.hpLabel.absx + ui.hpLabel.spr.GetComponent<RectTransform>().sizeDelta.x + 8, hpbar.transform.position.y, hpbar.transform.position.z);\n        ui.hpTextMan.MoveToAbs(hpbar.background.absx + hpbar.backgroundRt.sizeDelta.x + 14, ui.hpTextMan.transform.position.y);\n    }\n\n    public void Reset() {\n        try {\n            background.Set(\"bg\");\n            background.color = new float[] { 1, 1, 1, 1 };\n        } catch (CYFException) {\n            // Background failed loading, no need to do anything.\n            UnitaleUtil.Warn(\"No background file found. Using empty background.\");\n        }\n        background.Scale(640 / background.width, 480 / background.height);\n\n        namelv.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_SMALLTEXT_NAME));\n        namelv.progressmode = \"NONE\";\n        namelv.HideBubble();\n        namelv.color = new float[] { 1, 1, 1, 1 };\n\n        hplabel.Set(GlobalControls.crate ? \"UI/spr_phname_0\" : \"UI/spr_hpname_0\");\n        hplabel.SetPivot(0, 0);\n        hplabel.SetAnchor(0, 0);\n        hplabel.Scale(1, 1);\n\n        hpbar.RemoveOutline();\n        hpbar.background.SetPivot(0, 0);\n        hpbar.background.SetAnchor(0, 0);\n        hpbar.background.color = new float[] { 1, 0, 0, 1 };\n        hpbar.fill.color = new float[] { 1, 1, 0, 1 };\n        hpbar.SetSprites(\"bar-px\");\n        hpbar.Resize(1, 20);\n\n        hptext.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_SMALLTEXT_NAME));\n        hptext.progressmode = \"NONE\";\n        hptext.HideBubble();\n        hptext.color = new float[] { 1, 1, 1, 1 };\n\n        ui.setPlayerInfo(PlayerCharacter.instance.Name, PlayerCharacter.instance.LV);\n        ui.setNamePosition();\n        ui.setMaxHP();\n\n        EnableButton(\"FIGHT\");\n        ResetButtonPosition(\"FIGHT\");\n        ResetPlayerPosOnButton(\"FIGHT\");\n        ResetButtonActiveSprite(\"FIGHT\");\n\n        EnableButton(\"ACT\");\n        ResetButtonPosition(\"ACT\");\n        ResetPlayerPosOnButton(\"ACT\");\n        ResetButtonActiveSprite(\"ACT\");\n\n        EnableButton(\"ITEM\");\n        ResetButtonPosition(\"ITEM\");\n        ResetPlayerPosOnButton(\"ITEM\");\n        ResetButtonActiveSprite(\"ITEM\");\n\n        EnableButton(\"MERCY\");\n        ResetButtonPosition(\"MERCY\");\n        ResetPlayerPosOnButton(\"MERCY\");\n        ResetButtonActiveSprite(\"MERCY\");\n    }\n\n\n    public string GetCurrentButton() {\n        return UIController.instance.action.ToString();\n    }\n\n    public void EnableButton(string btn) {\n        UIController.EnableButton(btn);\n    }\n\n    public void DisableButton(string btn) {\n        UIController.DisableButton(btn);\n        UpdateButtons();\n    }\n\n    public void ResetButtonPosition(string btn, bool resetX = true, bool resetY = true) {\n        Image image;\n        Vector2 basePos;\n        if (!UIController.instance.buttonDictionary.TryGetValue(btn, out image))\n            throw new CYFException(\"ResetButtonPosition() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        UIController.instance.buttonBasePositions.TryGetValue(btn, out basePos);\n        image.rectTransform.anchoredPosition = new Vector3(resetX ? basePos.x : image.transform.position.x, resetY ? basePos.y : image.transform.position.y);\n        UpdateButtons();\n    }\n\n    public float GetPlayerXPosOnButton(string btn) {\n        UIController.Actions action;\n        try {\n            action = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), btn);\n            if (action == UIController.Actions.NONE)\n                throw new CYFException(\"GetPlayerXPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        } catch {\n            throw new CYFException(\"GetPlayerXPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n\n        return UIController.instance.playerOffsets[(int)action].x;\n    }\n\n    public float GetPlayerYPosOnButton(string btn) {\n        UIController.Actions action;\n        try {\n            action = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), btn);\n            if (action == UIController.Actions.NONE)\n                throw new CYFException(\"GetPlayerYPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        } catch {\n            throw new CYFException(\"GetPlayerYPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n\n        return UIController.instance.playerOffsets[(int)action].y;\n    }\n\n    public void SetPlayerXPosOnButton(string btn, float newX) {\n        UIController.Actions action;\n        try {\n            action = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), btn);\n            if (action == UIController.Actions.NONE)\n                throw new CYFException(\"SetPlayerXPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        } catch {\n            throw new CYFException(\"SetPlayerXPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n\n        UIController.instance.playerOffsets[(int)action].x = newX;\n\n        UpdateButtons();\n    }\n\n    public void SetPlayerYPosOnButton(string btn, float newY) {\n        UIController.Actions action;\n        try {\n            action = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), btn);\n            if (action == UIController.Actions.NONE)\n                throw new CYFException(\"SetPlayerYPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        } catch {\n            throw new CYFException(\"SetPlayerYPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n\n        UIController.instance.playerOffsets[(int)action].y = newY;\n\n        UpdateButtons();\n    }\n\n    public void ResetPlayerPosOnButton(string btn, bool resetX = true, bool resetY = true) {\n        UIController.Actions action;\n        try {\n            action = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), btn);\n            if (action == UIController.Actions.NONE)\n                throw new CYFException(\"ResetPlayerPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        } catch {\n            throw new CYFException(\"ResetPlayerPosOnButton() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n\n        Vector2 basePlayerPos;\n        UIController.instance.buttonBasePlayerPositions.TryGetValue(btn, out basePlayerPos);\n\n        if (resetX) UIController.instance.playerOffsets[(int)action].x = basePlayerPos.x;\n        if (resetY) UIController.instance.playerOffsets[(int)action].y = basePlayerPos.y;\n\n        UpdateButtons();\n    }\n\n    public void SetButtonActiveSprite(string btn, string sprite) {\n        if (sprite == \"null\")\n            throw new CYFException(\"You can't set a sprite as nil!\");\n\n        switch (btn) {\n            case \"FIGHT\": UIController.fightButtonSprite = SpriteRegistry.Get(sprite); break;\n            case \"ACT\":   UIController.actButtonSprite   = SpriteRegistry.Get(sprite); break;\n            case \"ITEM\":  UIController.itemButtonSprite  = SpriteRegistry.Get(sprite); break;\n            case \"MERCY\": UIController.mercyButtonSprite = SpriteRegistry.Get(sprite); break;\n            default:      throw new CYFException(\"SetButtonActiveSprite() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n        UpdateButtons();\n    }\n\n    public void ResetButtonActiveSprite(string btn) {\n        switch (btn) {\n            case \"FIGHT\": UIController.fightButtonSprite = SpriteRegistry.Get(GlobalControls.crate ? \"UI/Buttons/gifhtbt_1\" : \"UI/Buttons/fightbt_1\"); break;\n            case \"ACT\":   UIController.actButtonSprite   = SpriteRegistry.Get(GlobalControls.crate ? \"UI/Buttons/catbt_1\"   : \"UI/Buttons/actbt_1\");   break;\n            case \"ITEM\":  UIController.itemButtonSprite  = SpriteRegistry.Get(GlobalControls.crate ? \"UI/Buttons/tembt_1\"   : \"UI/Buttons/itembt_1\");  break;\n            case \"MERCY\": UIController.mercyButtonSprite = SpriteRegistry.Get(GlobalControls.crate ? \"UI/Buttons/mecrybt_1\" : \"UI/Buttons/mercybt_1\"); break;\n            default:      throw new CYFException(\"ResetButtonActiveSprite() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + btn + \"\\\".\");\n        }\n        UpdateButtons();\n    }\n\n    public void UpdateButtons() {\n        LuaScriptBinder.SetAction(UIController.instance.action.ToString());\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaPlayerUI.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b02e178337472864ba3333c6894fce89\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaSpriteController.cs",
    "content": "﻿using UnityEngine;\nusing System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter;\nusing UnityEngine.UI;\n\npublic class LuaSpriteController {\n    [MoonSharpHidden] public CYFSprite spr;\n    [MoonSharpHidden] public bool removed;\n    [MoonSharpHidden] public bool limbo;\n    internal GameObject img { // A image that returns the real image. We use this to be able to detect if the real image is null, and if it is, throw an exception\n        get {\n            if (removed) throw new CYFException(\"Attempted to perform action on removed sprite.\");\n            return spr.gameObject;\n        }\n    }\n    public LuaSpriteShader shader;\n    private readonly Dictionary<string, DynValue> vars = new Dictionary<string, DynValue>();\n    [MoonSharpHidden] public Vector2 nativeSizeDelta;      // The native size of the image\n    private Vector3 internalRotation = Vector3.zero;       // The rotation of the sprite\n    private float xScale = 1;                              // The X scale of the sprite\n    private float yScale = 1;                              // The Y scale of the sprite\n    [MoonSharpHidden] public KeyframeCollection keyframes; // This variable is used to store an animation\n    [MoonSharpHidden] public string tag;                   // The tag of the sprite : \"projectile\", \"enemy\", \"letter\" or \"other\"\n    private KeyframeCollection.LoopMode loop = KeyframeCollection.LoopMode.LOOP;\n    [MoonSharpHidden] public static MoonSharp.Interpreter.Interop.IUserDataDescriptor data = UserData.GetDescriptorForType<LuaSpriteController>(true);\n\n    public void Reset() {\n        removed = false;\n        limbo = false;\n\n        internalRotation = Vector3.zero;\n        Scale(1, 1);\n        SetPivot(0.5f, 0.5f);\n        SetAnchor(0.5f, 0.5f);\n        img.GetComponent<Image>().color = new Color(1, 1, 1, 1);\n\n        Mask(\"OFF\");\n        img.GetComponent<MaskImage>().inverted = false;\n        shader.Revert();\n\n        StopAnimation();\n        keyframes = null;\n        loop = KeyframeCollection.LoopMode.LOOP;\n\n        vars.Clear();\n    }\n\n    // The name of the sprite\n    [MoonSharpHidden] public string _spritename = \"empty\";\n    public string spritename {\n        // TODO: Restore in 0.7\n        //get { return img.GetComponent<Image>() ? img.GetComponent<Image>().sprite.name : img.GetComponent<SpriteRenderer>().sprite.name; }\n        get { return _spritename; }\n        [MoonSharpHidden] set { _spritename = value; }\n    }\n\n    // The x position of the sprite, relative to the arena position and its anchor.\n    public float x {\n        get {\n            float letterAdjustShift = 0;\n            if (tag == \"letter\") {\n                TextManager tm = img.transform.parent.GetComponent<TextManager>();\n                letterAdjustShift = tm.letterAdjustShifts[tm.letters.FindIndex(l => l.image.gameObject == img)].x;\n            }\n            return letterAdjustShift + img.GetComponent<RectTransform>().anchoredPosition.x + (GetTarget().gameObject != img ? GetTarget().transform.localPosition.x : 0);\n        }\n        set { MoveTo(value, y); }\n    }\n\n    // The y position of the sprite, relative to the arena position and its anchor.\n    public float y {\n        get {\n            float letterAdjustShift = 0;\n            if (tag == \"letter\") {\n                TextManager tm = img.transform.parent.GetComponent<TextManager>();\n                letterAdjustShift = tm.letterAdjustShifts[tm.letters.FindIndex(l => l.image.gameObject == img)].y;\n            }\n            return letterAdjustShift + img.GetComponent<RectTransform>().anchoredPosition.y + (GetTarget().gameObject != img ? GetTarget().transform.localPosition.y : 0); }\n        set { MoveTo(x, value); }\n    }\n\n    // The z position of the sprite, relative to the arena position and its anchor. (Only useful in the overworld)\n    public float z {\n        get { return img.GetComponent<RectTransform>().localPosition.z + (GetTarget().gameObject != img ? GetTarget().transform.localPosition.z : 0); }\n        set { MoveTo(x, y, value); }\n    }\n\n    // The x position of the sprite, relative to the bottom left corner of the screen.\n    public float absx {\n        get {\n            float letterAdjustShift = 0;\n            if (tag == \"letter\") {\n                TextManager tm = img.transform.parent.GetComponent<TextManager>();\n                letterAdjustShift = tm.letterAdjustShifts[tm.letters.FindIndex(l => l.image.gameObject == img)].x;\n            }\n            return letterAdjustShift + GetTarget().position.x;\n        }\n        set { MoveToAbs(value, absy); }\n    }\n\n    // The y position of the sprite, relative to the bottom left corner of the screen.\n    public float absy {\n        get {\n            float letterAdjustShift = 0;\n            if (tag == \"letter\") {\n                TextManager tm = img.transform.parent.GetComponent<TextManager>();\n                letterAdjustShift = tm.letterAdjustShifts[tm.letters.FindIndex(l => l.image.gameObject == img)].y;\n            }\n            return letterAdjustShift + GetTarget().position.y;\n        }\n        set { MoveToAbs(absx, value); }\n    }\n\n    // The z position of the sprite, relative to the bottom left corner of the screen. (Only useful in the overworld)\n    public float absz {\n        get { return GetTarget().position.z; }\n        set { MoveToAbs(absx, absy, value); }\n    }\n\n    // The x scale of the sprite. This variable is used for the same purpose as img, to be able to do other things when setting the variable\n    public float xscale {\n        get { return xScale; }\n        set { Scale(value, yScale); }\n    }\n\n    // The y scale of the sprite.\n    public float yscale {\n        get { return yScale; }\n        set { Scale(xScale, value); }\n    }\n\n    // Is the sprite active? True if the image of the sprite isn't null, false otherwise\n    public bool isactive {\n        get { return !GlobalControls.retroMode ^ (removed || limbo); }\n    }\n\n    // The original width of the sprite\n    public float width {\n        get {\n            if (tag == \"letter\")           return img.GetComponent<Image>().sprite.rect.width;\n            if (img.GetComponent<Image>()) return img.GetComponent<Image>().mainTexture.width;\n            return img.GetComponent<SpriteRenderer>().sprite.texture.width;\n        }\n    }\n\n    // The original height of the sprite\n    public float height {\n        get {\n            if (tag == \"letter\")           return img.GetComponent<Image>().sprite.rect.height;\n            if (img.GetComponent<Image>()) return img.GetComponent<Image>().mainTexture.height;\n            return img.GetComponent<SpriteRenderer>().sprite.texture.height;\n        }\n    }\n\n    // The x pivot of the sprite.\n    public float xpivot {\n        get { return img.GetComponent<RectTransform>().pivot.x; }\n        set { SetPivot(value, img.GetComponent<RectTransform>().pivot.y); }\n    }\n\n    // The y pivot of the sprite.\n    public float ypivot {\n        get { return img.GetComponent<RectTransform>().pivot.y; }\n        set { SetPivot(img.GetComponent<RectTransform>().pivot.x, value); }\n    }\n\n    // Is the current animation finished? True if there is a finished animation, false otherwise\n    public bool animcomplete {\n        get {\n            if (keyframes == null && img.GetComponent<KeyframeCollection>())\n                keyframes = img.GetComponent<KeyframeCollection>();\n            if (keyframes == null)                        return false;\n            if (keyframes.enabled == false)               return true;\n            if (loop == KeyframeCollection.LoopMode.LOOP) return false;\n            return keyframes.enabled && keyframes.animationComplete();\n        }\n    }\n\n    // The loop mode of the animation\n    public string loopmode {\n        get { return loop.ToString(); }\n        set {\n            try { loop = (KeyframeCollection.LoopMode)Enum.Parse(typeof(KeyframeCollection.LoopMode), value.ToUpper(), true); }\n            catch { throw new CYFException(\"sprite.loopmode can only be either \\\"ONESHOT\\\", \\\"ONESHOTEMPTY\\\" or \\\"LOOP\\\", but you entered \\\"\" + value.ToUpper() + \"\\\".\"); }\n            if (keyframes != null)\n                keyframes.SetLoop(loop);\n        }\n    }\n\n    // The color of the sprite. It uses an array of three floats between 0 and 1\n    public float[] color {\n        get {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                return new[] { imgtemp.color.r, imgtemp.color.g, imgtemp.color.b };\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                return new[] { imgtemp.color.r, imgtemp.color.g, imgtemp.color.b };\n            }\n        }\n        set {\n            if (value == null)\n                throw new CYFException(\"sprite.color can't be nil.\");\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                switch (value.Length) {\n                    // If we don't have three floats, we throw an error\n                    case 3:  imgtemp.color = new Color(value[0], value[1], value[2], alpha);    break;\n                    case 4 : imgtemp.color = new Color(value[0], value[1], value[2], value[3]); break;\n                    default: throw new CYFException(\"You need 3 or 4 numeric values when setting a sprite's color.\");\n                }\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                switch (value.Length) {\n                    // If we don't have three floats, we throw an error\n                    case 3:  imgtemp.color = new Color(value[0], value[1], value[2], alpha);    break;\n                    case 4:  imgtemp.color = new Color(value[0], value[1], value[2], value[3]); break;\n                    default: throw new CYFException(\"You need 3 or 4 numeric values when setting a sprite's color.\");\n                }\n            }\n        }\n    }\n\n    // The color of the sprite on a 32 bits format. It uses an array of three floats between 0 and 255\n    public float[] color32 {\n        // We need first to convert the Color into a Color32, and then get the values.\n        get {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                return new float[] { ((Color32)imgtemp.color).r, ((Color32)imgtemp.color).g, ((Color32)imgtemp.color).b };\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                return new float[] { ((Color32)imgtemp.color).r, ((Color32)imgtemp.color).g, ((Color32)imgtemp.color).b };\n            }\n        }\n        set {\n            if (value == null)\n                throw new CYFException(\"sprite.color can't be nil.\");\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                // If we don't have three/four floats, we throw an error\n                if (value.Length == 3)      imgtemp.color = new Color32((byte)value[0], (byte)value[1], (byte)value[2], (byte)alpha32);\n                else if (value.Length == 4) imgtemp.color = new Color32((byte)value[0], (byte)value[1], (byte)value[2], (byte)value[3]);\n                else                        throw new CYFException(\"You need 3 or 4 numeric values when setting a sprite's color.\");\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                // If we don't have three/four floats, we throw an error\n                if (value.Length == 3)      imgtemp.color = new Color32((byte)value[0], (byte)value[1], (byte)value[2], (byte)alpha32);\n                else if (value.Length == 4) imgtemp.color = new Color32((byte)value[0], (byte)value[1], (byte)value[2], (byte)value[3]);\n                else                        throw new CYFException(\"You need 3 or 4 numeric values when setting a sprite's color.\");\n            }\n        }\n    }\n\n    // The alpha of the sprite. It is clamped between 0 and 1\n    public float alpha {\n        get {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                return imgtemp.color.a;\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                return imgtemp.color.a;\n            }\n        }\n        set {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                imgtemp.color = new Color(imgtemp.color.r, imgtemp.color.g, imgtemp.color.b, Mathf.Clamp01(value));\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                imgtemp.color = new Color(imgtemp.color.r, imgtemp.color.g, imgtemp.color.b, Mathf.Clamp01(value));\n            }\n        }\n    }\n\n    // The alpha of the sprite in a 32 bits format. It is clamped between 0 and 255\n    public float alpha32 {\n        get {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                return ((Color32)imgtemp.color).a;\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                return ((Color32)imgtemp.color).a;\n            }\n        }\n        // We need first to convert the Color into a Color32, and then get the values.\n        // Color32s needs bytes, not ints, so we cast them\n        set {\n            if (img.GetComponent<Image>()) {\n                Image imgtemp = img.GetComponent<Image>();\n                imgtemp.color = new Color32(((Color32)imgtemp.color).r, ((Color32)imgtemp.color).g, ((Color32)imgtemp.color).b, (byte)value);\n            } else {\n                SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n                imgtemp.color = new Color32(((Color32)imgtemp.color).r, ((Color32)imgtemp.color).g, ((Color32)imgtemp.color).b, (byte)value);\n            }\n        }\n    }\n\n    // The local rotation of the sprite\n    public float localRotation {\n        get {\n            if (GlobalControls.isInFight && EnemyEncounter.script.GetVar(\"noscalerotationbug\").Boolean) {\n                return Math.Mod(img.transform.localEulerAngles.z + (yScale < 0 ? 180 : 0), 360);\n            }\n            return Math.Mod(internalRotation.z - img.transform.parent.eulerAngles.z, 360);\n        }\n        set {\n            // We mod the value from 0 to 360 because angles are between 0 and 360 normally\n            internalRotation.z = Math.Mod(img.transform.parent.eulerAngles.z + value, 360);\n            img.transform.eulerAngles = internalRotation;\n\n            if (img.GetComponent<Projectile>() && img.GetComponent<Projectile>().isPP())\n                img.GetComponent<Projectile>().needSizeRefresh = true;\n        }\n    }\n\n    // The rotation of the sprite\n    public float rotation {\n        get {\n            if (GlobalControls.isInFight && EnemyEncounter.script.GetVar(\"noscalerotationbug\").Boolean) {\n                return Math.Mod(img.transform.eulerAngles.z + (yScale < 0 ? 180 : 0), 360);\n            }\n            return internalRotation.z;\n        }\n        set {\n            // We mod the value from 0 to 360 because angles are between 0 and 360 normally\n            internalRotation.z = Math.Mod(value, 360);\n            img.transform.eulerAngles = internalRotation;\n\n            if (img.GetComponent<Projectile>() && img.GetComponent<Projectile>().isPP())\n                img.GetComponent<Projectile>().needSizeRefresh = true;\n        }\n    }\n\n    private float GetParentRot() {\n        Transform t = spr.transform.parent;\n        while (t != null) {\n            CYFSprite sprite = t.GetComponent<CYFSprite>();\n            if (sprite != null)\n                return sprite.ctrl.rotation;\n            t = t.parent;\n        }\n        return 0;\n    }\n\n    // The layer of the sprite\n    public string layer {\n        // You can't get or set the layer on an enemy sprite\n        get {\n            Transform target = GetTarget();\n            if (tag == \"event\" || tag == \"letter\")                            return \"none\";\n            if (tag == \"projectile\" && !target.parent.name.Contains(\"Layer\")) return \"BulletPool\";\n            if (tag == \"enemy\" && !target.parent.name.Contains(\"Layer\"))      return \"specialEnemyLayer\";\n            return target.parent.name.Substring(0, target.parent.name.Length - 5);\n        } set {\n            switch (tag) {\n                case \"event\":  throw new CYFException(\"sprite.layer: Overworld events' layers can't be changed.\");\n                case \"letter\": throw new CYFException(\"sprite.layer: Letters' layers can't be changed.\");\n            }\n\n            Transform target = GetTarget();\n            Transform parent = target.parent;\n            try {\n                target.SetParent(GameObject.Find(value + \"Layer\").transform);\n                img.GetComponent<MaskImage>().inverted = false;\n            } catch { target.SetParent(parent); }\n        }\n    }\n\n    public int characterNumber {\n        get {\n            if (tag != \"letter\")\n                throw new CYFException(\"You can only use characterNumber on letters!\");\n            return img.GetComponent<Letter>().characterNumber;\n        }\n    }\n\n    /*\n    public bool filter {\n        get { return img.sprite.texture.filterMode != FilterMode.Point; }\n        set {\n            if (value)  img.sprite.texture.filterMode = FilterMode.Trilinear;\n            else        img.sprite.texture.filterMode = FilterMode.Point;\n        }\n    }\n    */\n\n    /// <summary>\n    /// Creates the instance of LuaSpriteController for the given GameObject or returns one if it already exists.\n    /// </summary>\n    /// <param name=\"go\">GameObject to create a controller for.</param>\n    /// <param name=\"forceReset\">Force the reset of the sprite object.</param>\n    /// <returns>An instance of LuaSpriteController manipulating the Gameobject go.</returns>\n    public static LuaSpriteController GetOrCreate(GameObject go, bool forceReset = false) {\n        // Fetch or add the GameObject's CYFSprite component, then retrieve its controller if it exists\n        CYFSprite newSpr = go.GetComponent<CYFSprite>() ?? go.AddComponent<CYFSprite>();\n        LuaSpriteController ctrl = newSpr.ctrl ?? new LuaSpriteController { spr = newSpr };\n        if (newSpr.ctrl != null && !forceReset) return ctrl;\n        newSpr.ctrl = ctrl;\n\n        // Images are used for most of CYF's sprites\n        ctrl.nativeSizeDelta = new Vector2(100, 100);\n        Image image = newSpr.GetComponent<Image>();\n        if (image != null) {\n            // A controller's tag gives us more info on what the sprite actually is used for\n            if (ctrl.img.GetComponent<Projectile>())           ctrl.tag = \"projectile\";\n            else if (ctrl.img.GetComponent<EnemyController>()) ctrl.tag = \"enemy\";\n            else                                               ctrl.tag = \"other\";\n            ctrl.shader = new LuaSpriteShader(\"sprite\", ctrl.img);\n        } else {\n            // SpriteRenderers are used for overworld events\n            ctrl.tag = \"event\";\n            ctrl.shader = new LuaSpriteShader(\"event\", ctrl.img);\n        }\n\n        return ctrl;\n    }\n\n    public static bool HasSpriteController(GameObject go) {\n        CYFSprite newSpr = go.GetComponent<CYFSprite>();\n        return newSpr != null && newSpr.ctrl != null;\n    }\n\n    // Changes the sprite of this instance\n    public void Set(string name) {\n        // Change the sprite\n        if (name == null)\n            throw new CYFException(\"You can't set a sprite as nil!\");\n        if (img.GetComponent<Image>()) {\n            Image imgtemp = img.GetComponent<Image>();\n            SpriteUtil.SwapSpriteFromFile(imgtemp, name);\n            nativeSizeDelta = new Vector2(imgtemp.sprite.texture.width, imgtemp.sprite.texture.height);\n            shader.UpdateTexture(imgtemp.sprite.texture);\n        } else {\n            SpriteRenderer imgtemp = img.GetComponent<SpriteRenderer>();\n            SpriteUtil.SwapSpriteFromFile(imgtemp, name);\n            nativeSizeDelta = new Vector2(imgtemp.sprite.texture.width, imgtemp.sprite.texture.height);\n            shader.UpdateTexture(imgtemp.sprite.texture);\n        }\n        // TODO: Restore in 0.7\n        //imgtemp.name = name;\n        spritename = name;\n        Scale(xScale, yScale);\n        if (tag == \"projectile\")\n            img.GetComponent<Projectile>().needUpdateTex = true;\n    }\n\n    // Sets the pivot of a sprite (its rotation point)\n    public void SetPivot(float x, float y) {\n        img.GetComponent<RectTransform>().pivot = new Vector2(x, y);\n        if (img.transform.parent != null && img.transform.parent.name == \"SpritePivot\")\n            img.transform.localPosition = new Vector3(0, 0, 0);\n    }\n\n    // Sets the anchor of a sprite\n    public void SetAnchor(float x, float y) {\n        img.GetComponent<RectTransform>().anchorMin = new Vector2(x, y);\n        img.GetComponent<RectTransform>().anchorMax = new Vector2(x, y);\n    }\n\n    public void Move(float x, float y) { Move(x, y, 0); }\n    public void Move(float x, float y, float z) { MoveTo(this.x + x, this.y + y, this.z + z); }\n    public void MoveTo(float x, float y) { MoveTo(x, y, GetTarget().localPosition.z); }\n    public void MoveTo(float x, float y, float z) {\n        if (img.transform.parent != null && img.transform.parent.name == \"SpritePivot\")\n            GetTarget().localPosition = new Vector3(x, y, z) - (Vector3)img.GetComponent<RectTransform>().anchoredPosition;\n        else\n            img.GetComponent<RectTransform>().anchoredPosition = new Vector2(x, y);\n    }\n    public void MoveToAbs(float x, float y) { MoveToAbs(x, y, GetTarget().position.z); }\n    public void MoveToAbs(float x, float y, float z) {\n        GetTarget().position = new Vector3(x, y, z);\n    }\n\n    // Sets both xScale and yScale of a sprite\n    public void Scale(float xs, float ys) {\n        if (img.GetComponent<Projectile>())\n            img.GetComponent<Projectile>().needSizeRefresh = true;\n        xScale = xs;\n        yScale = ys;\n        if (tag == \"letter\") {\n            nativeSizeDelta = new Vector2(img.GetComponent<Image>().sprite.rect.width, img.GetComponent<Image>().sprite.rect.height);\n            img.GetComponent<RectTransform>().sizeDelta = new Vector2(nativeSizeDelta.x * Mathf.Abs(xScale), nativeSizeDelta.y * Mathf.Abs(yScale));\n        } else if (img.GetComponent<Image>()) { // In battle\n            nativeSizeDelta = new Vector2(img.GetComponent<Image>().sprite.texture.width, img.GetComponent<Image>().sprite.texture.height);\n            img.GetComponent<RectTransform>().sizeDelta = new Vector2(nativeSizeDelta.x * Mathf.Abs(xScale), nativeSizeDelta.y * Mathf.Abs(yScale));\n            // img.transform.localScale = new Vector3(xs < 0 ? -1 : 1, ys < 0 ? -1 : 1, 1);\n        } else { // In overworld\n            nativeSizeDelta = new Vector2(img.GetComponent<SpriteRenderer>().sprite.texture.width, img.GetComponent<SpriteRenderer>().sprite.texture.height);\n            img.transform.localScale = new Vector3(100 * Mathf.Abs(xScale), 100 * Mathf.Abs(yScale), 1);\n        }\n\n        // Flip the sprite horizontally and/or vertically if its scale is negative\n        float zValue = internalRotation.z;\n        internalRotation = new Vector3(ys < 0 ? 180 : 0, xs < 0 ? 180 : 0, zValue);\n        img.transform.eulerAngles = internalRotation;\n    }\n\n    // Sets an animation for this instance\n    public void SetAnimation(string[] frames) { SetAnimation(frames, 1 / 30f); }\n\n    // Sets an animation for this instance with a frame timer\n    public void SetAnimation(string[] spriteNames, float frametime, string prefix = \"\") {\n        if (spriteNames == null)     throw new CYFException(\"sprite.SetAnimation: The first argument (list of images) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (spriteNames.Length == 0) throw new CYFException(\"sprite.SetAnimation: No sequence of animations was provided (animation table is empty).\");\n        if (frametime < 0)           throw new CYFException(\"sprite.SetAnimation: An animation can not have negative speed!\");\n        if (frametime == 0)          throw new CYFException(\"sprite.SetAnimation: An animation can not play at 0 frames per second!\");\n\n        if (prefix != \"\") {\n            while (prefix.StartsWith(\"/\"))\n                prefix = prefix.Substring(1);\n\n            if (!prefix.EndsWith(\"/\"))\n                prefix += \"/\";\n\n            for (int i = 0; i < spriteNames.Length; i++)\n                spriteNames[i] = prefix + spriteNames[i];\n        }\n\n        Keyframe[] kfArray = new Keyframe[spriteNames.Length];\n        for (int i = spriteNames.Length - 1; i >= 0; i--) {\n            Set(spriteNames[i]);\n            kfArray[i] = new Keyframe(SpriteRegistry.Get(spriteNames[i]), spriteNames[i]);\n        }\n        if (keyframes == null) {\n            if (img.GetComponent<KeyframeCollection>())\n                keyframes = img.GetComponent<KeyframeCollection>();\n            else {\n                keyframes = img.AddComponent<KeyframeCollection>();\n                keyframes.spr = this;\n            }\n        }\n        keyframes.enabled = true;\n        keyframes.loop = loop;\n        keyframes.Set(kfArray, frametime);\n        UpdateAnimation();\n    }\n\n    public void StopAnimation() {\n        if (keyframes == null) return;\n        keyframes.enabled = false;\n    }\n\n    // Gets or sets the paused state of a sprite's animation.\n    public DynValue animationpaused {\n        get {\n            if (img && keyframes != null)\n                return DynValue.NewBoolean(keyframes.paused);\n            return DynValue.NewNil();\n        }\n        set {\n            if (!img) return;\n            if (value.Type != DataType.Boolean)\n                throw new CYFException(\"sprite.paused can only be set to a boolean value.\");\n\n            if (keyframes != null)\n                keyframes.paused = value.Boolean;\n            else\n                throw new CYFException(\"Unable to pause/resume a sprite without an active animation.\");\n        }\n    }\n\n    // Gets or sets the current frame of an animated sprite's animation.\n    // Example: If a sprite's animation table is      {\"sans_head_1\", \"sans_head_2\", \"sans_head_3\", \"sans_head\"2},\n    // then for each sprite in the table, this will be: ^ 1            ^ 2            ^ 3            ^ 4\n    public int currentframe {\n        set {\n            if (!img) return;\n            if (keyframes != null && keyframes.enabled) {\n                if (value < 1 || value > keyframes.keyframes.Length)\n                    throw new CYFException(\"sprite.currentframe: New value \" + value + \" is out of bounds.\");\n                // Store the previous \"progress\" of the frame\n                float progress = (keyframes.currTime / keyframes.timePerFrame) % 1;\n                // Calls keyframes.currTime %= keyframes.totalTime\n                keyframes.SetLoop(keyframes.loop);\n                keyframes.currTime = ((value - 1) * keyframes.timePerFrame) + (progress * keyframes.timePerFrame);\n            } else\n                throw new CYFException(\"sprite.currentframe: You can not set the current frame of a sprite without an active animation.\");\n        }\n        get {\n            if (img && keyframes != null)\n                return keyframes.getIndex();\n            return 0;\n        }\n    }\n\n    // Gets or sets the current \"play position\" of a sprite's animation, in seconds.\n    public float currenttime {\n        set {\n            if (!img) return;\n            if (keyframes != null && keyframes.enabled) {\n                if (value < 0 || value > keyframes.totalTime)\n                    throw new CYFException(\"sprite.currenttime: New value \" + value + \" is out of bounds.\");\n                keyframes.currTime = value % keyframes.totalTime;\n            } else\n                throw new CYFException(\"sprite.currenttime: You can not set the current time of a sprite without an active animation.\");\n        }\n        get {\n            if (!img || keyframes == null) return 0;\n            if (!keyframes.enabled) return keyframes.totalTime;\n            if (!keyframes.animationComplete())\n                return keyframes.currTime % keyframes.totalTime;\n            return keyframes.totalTime;\n        }\n    }\n\n    // Gets (read-only) the total time an animation will run for, in seconds.\n    public float totaltime {\n        get {\n            if (img && keyframes != null)\n                return keyframes.totalTime;\n            return 0;\n        }\n    }\n\n    // Gets or sets the speed of an animated sprite's animation.\n    public float animationspeed {\n        set {\n            if (!img) return;\n            if (keyframes != null) {\n                if (value < 0)  throw new CYFException(\"sprite.animationspeed: An animation can not have negative speed!\");\n                if (value == 0) throw new CYFException(\"sprite.animationspeed: An animation can not play at 0 frames per second!\");\n\n                float percentCompletion = keyframes.currTime / (keyframes.keyframes.Length * keyframes.timePerFrame);\n                // Calls keyframes.totalTime = keyframes.timePerFrame * keyframes.Length;\n                keyframes.Set(keyframes.keyframes, value);\n                keyframes.currTime = percentCompletion * (keyframes.keyframes.Length * keyframes.timePerFrame);\n                // Calls keyframes.currTime %= keyframes.totalTime\n                keyframes.SetLoop(keyframes.loop);\n            } else\n                throw new CYFException(\"sprite.animationspeed: You can not change the speed of a sprite without an active animation.\");\n        }\n        get {\n            if (img && keyframes != null)\n                return keyframes.timePerFrame;\n            return 0;\n        }\n    }\n\n    public void SendToTop() {\n        GetTarget().SetAsLastSibling();\n    }\n\n    public void SendToBottom() {\n        GetTarget().SetAsFirstSibling();\n    }\n\n    public void MoveBelow(LuaSpriteController sprite) {\n        if (sprite == null)                                  throw new CYFException(\"sprite.MoveBelow: The sprite passed as an argument is nil.\");\n        if (sprite.GetTarget().parent != GetTarget().parent) UnitaleUtil.Warn(\"You can't change the order of two sprites without the same parent.\");\n        else                                                 GetTarget().SetSiblingIndex(sprite.GetTarget().GetSiblingIndex());\n    }\n\n    public void MoveAbove(LuaSpriteController sprite) {\n        if (sprite == null)                                  throw new CYFException(\"sprite.MoveAbove: The sprite passed as an argument is nil.\");\n        if (sprite.GetTarget().parent != GetTarget().parent) UnitaleUtil.Warn(\"You can't change the order of two sprites without the same parent.\");\n        else                                                 GetTarget().SetSiblingIndex(sprite.GetTarget().GetSiblingIndex() + 1);\n    }\n\n    public enum MaskMode {\n        OFF,\n        BOX,\n        SPRITE,\n        STENCIL,\n        INVERTEDSPRITE,\n        INVERTEDSTENCIL\n    }\n    [MoonSharpHidden] public MaskMode _masked;\n    public void Mask(string mode) {\n        switch (tag) {\n            case \"event\":  throw new CYFException(\"sprite.Mask: Can not be applied to Overworld Event sprites.\");\n            case \"letter\": throw new CYFException(\"sprite.Mask: Can not be applied to Letter sprites.\");\n            default:       if (mode == null) throw new CYFException(\"sprite.Mask: No argument provided.\"); break;\n        }\n\n        MaskMode masked;\n        try { masked = (MaskMode)Enum.Parse(typeof(MaskMode), mode, true); }\n        catch { throw new CYFException(\"sprite.Mask: Invalid mask mode \\\"\" + mode + \"\\\".\"); }\n\n        if (masked != _masked) {\n            //If children need to have their \"inverted\" property updated, then do so\n            if ((int)_masked < 4 && (int)masked > 3 || (int)_masked > 3 && (int)masked < 4)\n                foreach (Transform child in GetTarget()) {\n                    MaskImage childmask = child.gameObject.GetComponent<MaskImage>();\n                    if (childmask != null)\n                        childmask.inverted = (int)masked > 3;\n                }\n            RectMask2D box = img.GetComponent<RectMask2D>();\n            Mask mask = img.GetComponent<Mask>();\n\n            switch (masked) {\n                case MaskMode.BOX:\n                    //Remove sprite mask if applicable\n                    mask.enabled = false;\n                    box.enabled = true;\n                    break;\n                case MaskMode.OFF:\n                    //Mask has been disabled\n                    mask.enabled = false;\n                    box.enabled = false;\n                    break;\n                default:\n                    //The mask mode now can't possibly be box, so remove box mask if applicable\n                    mask.enabled = true;\n                    box.enabled = false;\n                    // Used to differentiate between \"sprite\" and \"stencil\"-like display modes\n                    mask.showMaskGraphic = masked == MaskMode.SPRITE || masked == MaskMode.INVERTEDSPRITE;\n                    break;\n            }\n        }\n\n        _masked = masked;\n    }\n\n    public void Remove() {\n        if (removed)\n            return;\n\n        if (!GlobalControls.retroMode) {\n            if (tag == \"projectile\") {\n                img.GetComponent<Projectile>().ctrl.Remove();\n                return;\n            }\n\n            if (img.gameObject.name == \"player\")\n                throw new CYFException(\"sprite.Remove(): You can't remove the Player's sprite!\");\n        }\n        if (tag == \"enemy\")\n            throw new CYFException(\"sprite.Remove(): You can't remove an enemy's sprite!\");\n\n        UnitaleUtil.RemoveChildren(img);\n\n        if (limbo)\n            return;\n\n        StopAnimation();\n        limbo = true;\n    }\n\n    public void Dust(bool playDust = true, bool removeObject = false) {\n        if (tag == \"enemy\")\n            throw new CYFException(\"sprite.Dust(): You can't dust an enemy's sprite!\");\n        if (removed)\n            return;\n\n        UnitaleUtil.Dust(img, this);\n        if (playDust)\n            UnitaleUtil.PlaySound(\"DustSound\", \"enemydust\");\n        if (removeObject && !img.GetComponent<PlayerController>())\n            Remove();\n    }\n\n    internal void UpdateAnimation() {\n        if (!img)\n            return;\n        if (keyframes == null || keyframes.paused)\n            return;\n        Keyframe k = keyframes.getCurrent();\n        if (k != null) {\n            // TODO: Restore in 0.7\n            //img.name = k.name;\n            spritename = k.name;\n        } else {\n            StopAnimation();\n            return;\n        }\n\n        if (k.sprite == null) return;\n        Set(spritename);\n        // TODO: Remove in 0.7\n        if (k == KeyframeCollection.EMPTY_KEYFRAME)\n            spritename = \"blank\";\n    }\n\n    public void SetVar(string name, DynValue value) {\n        if (name == null)\n            throw new CYFException(\"sprite.SetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        vars[name] = value;\n    }\n\n    public DynValue GetVar(string name) {\n        if (name == null)\n            throw new CYFException(\"sprite.GetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        DynValue retval;\n        return vars.TryGetValue(name, out retval) ? retval : DynValue.NewNil();\n    }\n\n    public DynValue this[string key] {\n        get { return GetVar(key); }\n        set { SetVar(key, value); }\n    }\n\n    private Transform GetTarget() {\n        Transform target = img.transform;\n        if (target.parent && target.parent.name == \"SpritePivot\")\n            return target.parent.transform;\n        return target;\n    }\n\n    ////////////////////\n    // Children stuff //\n    ////////////////////\n\n    public string name {\n        get { return img.name; }\n    }\n\n    public int childIndex {\n        get { return img.transform.GetSiblingIndex() + 1; }\n        set { img.transform.SetSiblingIndex(value - 1); }\n    }\n    public int childCount {\n        get { return img.transform.childCount; }\n    }\n\n    public DynValue GetParent() {\n        return UnitaleUtil.GetObjectParent(img.transform);\n    }\n\n    public void SetParent(object parent) {\n        UnitaleUtil.SetObjectParent(this, parent);\n        LuaSpriteController sParent = parent as LuaSpriteController;\n        ProjectileController pParent = parent as ProjectileController;\n        if (pParent != null)\n            sParent = pParent.sprite;\n        if (sParent == null)\n            return;\n        if (img.GetComponent<MaskImage>())\n            img.GetComponent<MaskImage>().inverted = sParent._masked == MaskMode.INVERTEDSPRITE || sParent._masked == MaskMode.INVERTEDSTENCIL;\n    }\n\n    public DynValue GetChild(int index) {\n        if (index > childCount)\n            throw new CYFException(\"This object only has \" + childCount + \" children yet you try to get its child #\" + index);\n        return UnitaleUtil.GetObject(img.transform.GetChild(--index));\n    }\n\n    public DynValue[] GetChildren() {\n        DynValue[] tab = new DynValue[img.transform.childCount];\n        for (int i = 0; i < img.transform.childCount; i++)\n            tab[i] = GetChild(i + 1);\n        return tab;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaSpriteController.cs.meta",
    "content": "fileFormatVersion: 2\nguid: baada1ec65b4eb14ca871a3fd8927f40\ntimeCreated: 1498875627\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaSpriteShader.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing MoonSharp.Interpreter;\nusing System.Collections.Generic;\n\npublic class LuaSpriteShader {\n    private readonly string mode;\n    private readonly GameObject gameObject;\n    [MoonSharpHidden] public Material material;\n    [MoonSharpHidden] public bool _isActive;\n    private TextureWrapMode H = TextureWrapMode.Clamp;\n    private TextureWrapMode V = TextureWrapMode.Clamp;\n    private readonly Dictionary<string, int> propertyIDs = new Dictionary<string, int>();\n\n    public LuaSpriteShader(string mode = \"sprite\", GameObject go = null) {\n        this.mode = mode;\n        gameObject = go;\n\n        if (go == null) return;\n        switch (mode) {\n            case \"sprite\": material = go.GetComponent<Image>().material;          break;\n            case \"event\":  material = go.GetComponent<SpriteRenderer>().material; break;\n            case \"camera\": material = go.GetComponent<CameraShader>().material;   break;\n        }\n    }\n\n    public void Set(string bundleName, string shaderName) {\n        if (bundleName == null) throw new CYFException(\"shader.Set: The first argument, the name of the AssetBundle to load, is nil.\");\n        if (shaderName == null) throw new CYFException(\"shader.Set: The second argument, the name of the shader to load, is nil.\");\n\n        material = Object.Instantiate(ShaderRegistry.Get(bundleName, shaderName));\n        switch (mode) {\n            case \"camera\": {\n                CameraShader cs = gameObject.GetComponent<CameraShader>();\n                cs.enabled  = true;\n                cs.material = material;\n                material.EnableKeyword(\"CYF_SHADER_IS_CAMERA\");\n                break;\n            }\n            case \"event\": gameObject.GetComponent<SpriteRenderer>().material = material; break;\n            default:      gameObject.GetComponent<Image>().material = material;          break;\n        }\n        _isActive = true;\n    }\n\n    #if UNITY_EDITOR\n        public void Test(string shaderName) {\n            if (shaderName == null)\n                throw new CYFException(\"shader.Test: The first argument, the name of the shader to load, is nil.\");\n\n            try {\n                material = new Material(Shader.Find(shaderName));\n            } catch { throw new CYFException(\"The shader \\\"\" + shaderName + \"\\\" could not be found.\"); }\n            switch (mode) {\n                case \"camera\": {\n                    CameraShader cs = gameObject.GetComponent<CameraShader>();\n                    cs.enabled  = true;\n                    cs.material = material;\n                    material.EnableKeyword(\"CYF_SHADER_IS_CAMERA\");\n                    break;\n                }\n                case \"event\": gameObject.GetComponent<SpriteRenderer>().material = material; break;\n                default:      gameObject.GetComponent<Image>().material = material;          break;\n            }\n            _isActive = true;\n        }\n    #else\n        public void Test(string shaderName) { throw new CYFException(\"shader.Test may only be used from within the Unity editor.\"); }\n    #endif\n\n    public void Revert() {\n        material = ShaderRegistry.UI_DEFAULT_MATERIAL;\n        switch (mode) {\n            case \"camera\": {\n                CameraShader cs = gameObject.GetComponent<CameraShader>();\n                cs.enabled  = false;\n                cs.material = material;\n                break;\n            }\n            case \"event\": gameObject.GetComponent<SpriteRenderer>().material = material; break;\n            default:      gameObject.GetComponent<Image>().material = material;          break;\n        }\n        _isActive = false;\n    }\n\n    private void checkActive() {\n        if (!_isActive)\n            throw new CYFException(\"Attempted to perform action on inactive shader.\");\n    }\n\n    public bool isactive { get { return _isActive; } }\n    public bool isActive { get { return _isActive; } }\n\n    [MoonSharpHidden] public void UpdateTexture(Texture t) {\n        t.wrapModeU = H;\n        t.wrapModeV = V;\n    }\n\n    public void SetWrapMode(string wrapMode, int sides = 0) {\n        checkActive();\n        TextureWrapMode newMode = TextureWrapMode.Clamp;\n        switch (wrapMode) {\n            case \"repeat\":     newMode = TextureWrapMode.Repeat;     break;\n            case \"mirror\":     newMode = TextureWrapMode.Mirror;     break;\n            case \"mirroronce\": newMode = TextureWrapMode.MirrorOnce; break;\n        }\n\n        switch (sides) {\n            case 0:  H = newMode;\n                     V = newMode; break;\n            case 1:  H = newMode; break;\n            default: V = newMode; break;\n        }\n\n        if (mode != \"camera\")\n            UpdateTexture(mode == \"event\" ? gameObject.GetComponent<SpriteRenderer>().sprite.texture : gameObject.GetComponent<Image>().mainTexture);\n        else {\n            CameraShader.H = H;\n            CameraShader.V = V;\n        }\n    }\n\n    private int IndexProperty(string name, bool get) {\n        checkActive();\n        if (string.IsNullOrEmpty(name))         throw new CYFException(\"The first argument, the name of the property in the shader, is nil.\");\n        if (!material.HasProperty(name) && get) throw new CYFException(\"Shader has no property \\\"\" + name + \"\\\".\");\n\n        if (!propertyIDs.ContainsKey(name))\n            propertyIDs[name] = Shader.PropertyToID(name);\n        return propertyIDs[name];\n    }\n\n    public bool HasProperty(string name) { return material.HasProperty(name); }\n\n\n\n    public void EnableKeyword(string key) {\n        checkActive();\n        material.EnableKeyword(key);\n    }\n    public void DisableKeyword(string key) {\n        checkActive();\n        material.DisableKeyword(key);\n    }\n\n\n\n    public DynValue GetColor(string name) {\n        Color color = material.GetColor(IndexProperty(name, true));\n        Table output = new Table(null);\n        output.Set(1, DynValue.NewNumber(color.r));\n        output.Set(2, DynValue.NewNumber(color.g));\n        output.Set(3, DynValue.NewNumber(color.b));\n        output.Set(4, DynValue.NewNumber(color.a));\n        return DynValue.NewTable(output);\n    }\n    public void SetColor(string name, DynValue value) {\n        int property = IndexProperty(name, false);\n        if (value.Type != DataType.Table || value.Table.Length < 3)\n            throw new CYFException(\"shader.SetColor: The second argument, the color, needs to be a table with 3 or 4 numbers.\");\n\n        Vector4 v4output = new Vector4((float)value.Table.Get(1).Number,\n                                       (float)value.Table.Get(2).Number,\n                                       (float)value.Table.Get(3).Number,\n                                       value.Table.Length > 3 ? (float)value.Table.Get(4).Number : 1f);\n        material.SetColor(property, v4output);\n    }\n\n\n\n    public DynValue GetColorArray(string name) {\n        Color[] colors = material.GetColorArray(IndexProperty(name, true));\n        Table output = new Table(null);\n        for (var i = 0; i < colors.Length; i++) {\n            Color color = colors[i];\n            Table colorTable = new Table(null);\n            colorTable.Set(1, DynValue.NewNumber(color.r));\n            colorTable.Set(2, DynValue.NewNumber(color.g));\n            colorTable.Set(3, DynValue.NewNumber(color.b));\n            colorTable.Set(4, DynValue.NewNumber(color.a));\n            output.Set(i + 1, DynValue.NewTable(colorTable));\n        }\n        return DynValue.NewTable(output);\n    }\n    public void SetColorArray(string name, DynValue value) {\n        int property = IndexProperty(name, false);\n        if (value.Type != DataType.Table)\n            throw new CYFException(\"shader.SetColorArray: The second argument, the table of colors, needs to be a table.\");\n\n        Color[] colorarray = new Color[value.Table.Length];\n        for (int i = 0; i < value.Table.Length; i++) {\n            DynValue item = value.Table.Get(i + 1);\n            if (item.Type != DataType.Table || item.Table.Length < 3)\n                throw new CYFException(\"shader.SetColorArray: Item #\" + (i + 1).ToString() + \" needs to be a table with 3 or 4 numbers.\");\n\n            Color newColor = new Color((float)item.Table.Get(1).Number,\n                                       (float)item.Table.Get(2).Number,\n                                       (float)item.Table.Get(3).Number,\n                                       item.Table.Length > 3 ? (float)item.Table.Get(4).Number : 1f);\n            colorarray[i] = newColor;\n        }\n        material.SetColorArray(property, colorarray);\n    }\n\n\n\n    public float GetFloat(string name)             { return material.GetFloat(IndexProperty(name, true));  }\n    public void SetFloat(string name, float value) { material.SetFloat(IndexProperty(name, false), value); }\n\n    public float[] GetFloatArray(string name)             { return material.GetFloatArray(IndexProperty(name, true));  }\n    public void SetFloatArray(string name, float[] value) { material.SetFloatArray(IndexProperty(name, false), value); }\n\n    public int GetInt(string name)             { return material.GetInt(IndexProperty(name, true));  }\n    public void SetInt(string name, int value) { material.SetInt(IndexProperty(name, false), value); }\n\n\n\n    public class MatrixFourByFour {\n        [MoonSharpHidden] public Matrix4x4 self = Matrix4x4.zero;\n\n        public MatrixFourByFour(Matrix4x4 matrix) { self = matrix; }\n\n        public MatrixFourByFour(DynValue row1, DynValue row2, DynValue row3, DynValue row4) {\n            if (row1 == null || row1.Type != DataType.Table || row1.Table.Length < 4)\n                throw new CYFException(\"shader.Matrix: The first argument needs to be a table of 4 numbers.\");\n            if (row2 == null || row2.Type != DataType.Table || row2.Table.Length < 4)\n                throw new CYFException(\"shader.Matrix: The second argument needs to be a table of 4 numbers.\");\n            if (row3 == null || row3.Type != DataType.Table || row3.Table.Length < 4)\n                throw new CYFException(\"shader.Matrix: The third argument needs to be a table of 4 numbers.\");\n            if (row4 == null || row4.Type != DataType.Table || row4.Table.Length < 4)\n                throw new CYFException(\"shader.Matrix: The fourth argument needs to be a table of 4 numbers.\");\n\n            Table t1 = row1.Table;\n            Table t2 = row2.Table;\n            Table t3 = row3.Table;\n            Table t4 = row4.Table;\n            self.SetRow(0, new Vector4((float)t1.Get(1).Number,\n                                       (float)t1.Get(2).Number,\n                                       (float)t1.Get(3).Number,\n                                       (float)t1.Get(4).Number));\n            self.SetRow(1, new Vector4((float)t2.Get(1).Number,\n                                       (float)t2.Get(2).Number,\n                                       (float)t2.Get(3).Number,\n                                       (float)t2.Get(4).Number));\n            self.SetRow(2, new Vector4((float)t3.Get(1).Number,\n                                       (float)t3.Get(2).Number,\n                                       (float)t3.Get(3).Number,\n                                       (float)t3.Get(4).Number));\n            self.SetRow(3, new Vector4((float)t4.Get(1).Number,\n                                       (float)t4.Get(2).Number,\n                                       (float)t4.Get(3).Number,\n                                       (float)t4.Get(4).Number));\n        }\n\n        public float this[int row, int column] {\n            get {\n                if (row < 1 || row > 4)       throw new CYFException(\"Row must be between 1 and 4.\");\n                if (column < 1 || column > 4) throw new CYFException(\"Column must be between 1 and 4.\");\n                return self[row - 1, column - 1];\n            }\n            set {\n                if (row < 1 || row > 4)       throw new CYFException(\"Row must be between 1 and 4.\");\n                if (column < 1 || column > 4) throw new CYFException(\"Column must be between 1 and 4.\");\n                self[row - 1, column - 1] = value;\n            }\n        }\n    }\n\n    public MatrixFourByFour Matrix(DynValue row1, DynValue row2, DynValue row3, DynValue row4) { return new MatrixFourByFour(row1, row2, row3, row4); }\n\n    public MatrixFourByFour GetMatrix(string name) { return new MatrixFourByFour(material.GetMatrix(IndexProperty(name, true))); }\n\n    public void SetMatrix(string name, MatrixFourByFour value) {\n        if (value == null)\n            throw new CYFException(\"shader.SetMatrix: The second argument, the matrix to set, needs to be a Matrix object.\");\n        material.SetMatrix(IndexProperty(name, false), value.self);\n    }\n\n\n\n    public MatrixFourByFour[] GetMatrixArray(string name) {\n        Matrix4x4[] matrices = material.GetMatrixArray(IndexProperty(name, true));\n        MatrixFourByFour[] output = new MatrixFourByFour[matrices.Length];\n\n        for (int i = 0; i < matrices.Length; i++)\n            output[i] = new MatrixFourByFour(matrices[i]);\n\n        return output;\n    }\n    public void SetMatrixArray(string name, MatrixFourByFour[] value) {\n        int property = IndexProperty(name, false);\n        if (value.Length < 4)\n            throw new CYFException(\"shader.SetMatrixArray: The second argument, the table of matrices, needs to be a table with shader matrix objects.\");\n\n        Matrix4x4[] matrixArray = new Matrix4x4[value.Length];\n\n        for (int i = 0; i < value.Length; i++)\n            matrixArray[i] = value[i].self;\n\n        material.SetMatrixArray(property, matrixArray);\n    }\n\n\n\n    public void SetTexture(string name, string sprite) {\n        int property = IndexProperty(name, false);\n        if (string.IsNullOrEmpty(sprite))\n            throw new CYFException(\"shader.SetTexture: The second argument, the texture, needs to be the name of an image in your Sprites folder.\");\n\n        Sprite spr = SpriteRegistry.Get(sprite);\n        if (spr == null)\n            throw new CYFException(\"The sprite Sprites/\" + sprite + \".png doesn't exist.\");\n        material.SetTexture(property, spr.texture);\n    }\n\n    public DynValue GetVector(string name) {\n        Vector4 vector = material.GetVector(IndexProperty(name, true));\n        Table output = new Table(null);\n        output.Set(1, DynValue.NewNumber(vector.w));\n        output.Set(2, DynValue.NewNumber(vector.x));\n        output.Set(3, DynValue.NewNumber(vector.y));\n        output.Set(4, DynValue.NewNumber(vector.z));\n        return DynValue.NewTable(output);\n    }\n    public void SetVector(string name, DynValue value) {\n        int property = IndexProperty(name, false);\n        if (value.Type != DataType.Table || value.Table.Length < 4)\n            throw new CYFException(\"shader.SetVector: The second argument, the vector, needs to be a table with 4 numbers.\");\n\n        Vector4 v4output = new Vector4((float)value.Table.Get(1).Number,\n                                       (float)value.Table.Get(2).Number,\n                                       (float)value.Table.Get(3).Number,\n                                       (float)value.Table.Get(4).Number);\n        material.SetVector(property, v4output);\n    }\n\n\n\n    public DynValue GetVectorArray(string name) {\n        Vector4[] vectors = material.GetVectorArray(IndexProperty(name, true));\n        Table output = new Table(null);\n        for (var i = 0; i < vectors.Length; i++) {\n            Vector4 vector = vectors[i];\n            Table vectorTable = new Table(null);\n            vectorTable.Set(1, DynValue.NewNumber(vector.w));\n            vectorTable.Set(2, DynValue.NewNumber(vector.x));\n            vectorTable.Set(3, DynValue.NewNumber(vector.y));\n            vectorTable.Set(4, DynValue.NewNumber(vector.z));\n            output.Set(i + 1, DynValue.NewTable(vectorTable));\n        }\n        return DynValue.NewTable(output);\n    }\n    public void SetVectorArray(string name, DynValue value) {\n        int property = IndexProperty(name, false);\n        if (value.Type != DataType.Table)\n            throw new CYFException(\"shader.SetVectorArray: The second argument, the table of vectors, needs to be a table.\");\n\n        Vector4[] v4array = new Vector4[value.Table.Length];\n        for (int i = 0; i < value.Table.Length; i++) {\n            DynValue item = value.Table.Get(i + 1);\n            if (item.Type != DataType.Table || item.Table.Length < 4)\n                throw new CYFException(\"shader.SetVectorArray: Item #\" + (i + 1).ToString() + \" needs to be a table with 4 numbers.\");\n\n            Vector4 newv4 = new Vector4((float)item.Table.Get(1).Number,\n                                        (float)item.Table.Get(2).Number,\n                                        (float)item.Table.Get(3).Number,\n                                        (float)item.Table.Get(4).Number);\n            v4array[i] = newv4;\n        }\n        material.SetVectorArray(property, v4array);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaSpriteShader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6ba7bcc9c35dcd141af7486d93199cc3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaTextManager.cs",
    "content": "﻿using UnityEngine;\nusing System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\n\npublic class LuaTextManager : TextManager {\n    private GameObject container;\n    private bool removed;\n    private GameObject containerBubble;\n    private RectTransform speechThing;\n    private RectTransform speechThingShadow;\n    private DynValue bubbleLastVar = DynValue.NewNil();\n    public bool bubble;\n    private int framesWait = 60;\n    private int countFrames;\n    private int _bubbleHeight = -1;\n    private BubbleSide bubbleSide = BubbleSide.NONE;\n    [SerializeField] private ProgressMode progress = ProgressMode.AUTO;\n    private float xScale = 1;\n    private float yScale = 1;\n    private string _linePrefix = \"\";\n    [MoonSharpHidden] public bool autoSetLayer = true;\n    private readonly Dictionary<string, DynValue> vars = new Dictionary<string, DynValue>();\n    [MoonSharpHidden] public bool needFontReset = false;\n    [MoonSharpHidden] public bool isMainTextObject = false;\n\n    // Variables used to store text display adjustment variables\n    public Dictionary<int, float> xScaleSizes = new Dictionary<int, float>();\n    public Dictionary<int, float> yScaleSizes = new Dictionary<int, float>();\n    private float lastXScale = 1, lastYScale = 1;\n\n    // Whether we correct the text's display (position, scale) to not look jagged\n    private static bool globalAdjustTextPos {\n        get {\n            if (!GlobalControls.isInFight)\n                return false;\n            if (EnemyEncounter.script.GetVar(\"noadjusttextdisplay\").Type == DataType.Boolean)\n                return !EnemyEncounter.script.GetVar(\"noadjusttextdisplay\").Boolean;\n            return true;\n        }\n    }\n    private bool adjustTextDisplaySet = false;\n    private bool _adjustTextDisplay = true;\n    public bool adjustTextDisplay {\n        get {\n            if (adjustTextDisplaySet)\n                return _adjustTextDisplay;\n            if (rotation % 90 != 0)\n                return false;\n            return globalAdjustTextPos;\n        }\n        set {\n            adjustTextDisplaySet = true;\n            _adjustTextDisplay = value;\n            if (!adjustTextDisplay)\n                foreach (LetterData l in letters)\n                    l.image.GetComponent<RectTransform>().localScale = Vector2.one;\n            Move(0, 0);\n            Scale(xscale, yscale);\n        }\n    }\n\n    public override bool isactive {\n        get { return base.isactive && !removed; }\n    }\n\n    // The rotation of the text object\n    public new float rotation {\n        get { return container.transform.eulerAngles.z; }\n        set {\n            // We mod the value from 0 to 360 because angles are between 0 and 360 normally\n            internalRotation.z = Math.Mod(value, 360);\n            container.transform.eulerAngles = internalRotation;\n        }\n    }\n\n    private enum BubbleSide { LEFT = 0, DOWN = 90, RIGHT = 180, UP = 270, NONE = -1 }\n    private enum ProgressMode { AUTO, MANUAL, NONE }\n\n    public bool deleteWhenFinished = true;\n\n    public GameObject GetContainer() {\n        return container;\n    }\n\n    protected override void Awake() {\n        container = transform.parent.gameObject;\n        base.Awake();\n        if (!UnitaleUtil.IsOverworld && autoSetLayer)\n            transform.parent.SetParent(GameObject.Find(\"TopLayer\").transform);\n\n        Transform bubbleTransform = UnitaleUtil.GetChildPerName(container.transform, \"BubbleContainer\", true);\n        if (bubbleTransform != null) {\n            containerBubble = bubbleTransform.gameObject;\n            speechThing = UnitaleUtil.GetChildPerName(containerBubble.transform, \"SpeechThing\", false, true).GetComponent<RectTransform>();\n            speechThingShadow = UnitaleUtil.GetChildPerName(containerBubble.transform, \"SpeechThingShadow\", false, true).GetComponent<RectTransform>();\n        }\n    }\n\n    protected override void Update() {\n        if (hidden) return;\n        base.Update();\n\n        if (!isactive) return;\n\n        AlignLetters();\n\n        //Next line/EOF check\n        switch (progress) {\n            case ProgressMode.MANUAL: {\n                if (GlobalControls.input.Confirm == ButtonState.PRESSED && LineComplete())\n                    NextLine();\n                break;\n            }\n            case ProgressMode.AUTO: {\n                if (LineComplete())\n                    if (countFrames == framesWait) {\n                        NextLine();\n                        countFrames = 0;\n                    } else\n                        countFrames++;\n                break;\n            }\n        }\n        if (CanAutoSkipAny(true) && (!UIController.instance || !UIController.instance.monsterDialogues.Contains(this)))\n            NextLine();\n        if (GlobalControls.input.Cancel == ButtonState.PRESSED && CanSkip() && !LineComplete() && (!UIController.instance || this != UIController.instance.mainTextManager || !UIController.instance.stateSwitched))\n            DoSkipFromPlayer();\n    }\n\n    // Used to test if a text object still exists.\n    private void CheckExists() {\n        if (removed)\n            throw new CYFException(\"Attempt to perform action on removed text object.\");\n    }\n\n    public void Remove() { DestroyText(); }\n    public void DestroyText() {\n        if (!removed) Destroy(transform.parent.gameObject);\n        removed = true;\n    }\n\n    private void ResizeBubble() {\n        float effectiveBubbleHeight = bubbleHeight != -1 ? bubbleHeight < 16 ? 40 : bubbleHeight + 24 : UnitaleUtil.CalcTextHeight(this) < 16 ? 40 : UnitaleUtil.CalcTextHeight(this) + 24;\n        containerBubble.transform.GetComponent<RectTransform>().sizeDelta = new Vector2(textMaxWidth + 20, effectiveBubbleHeight);                                                      //To set the borders\n        if (UnitaleUtil.GetChildPerName(containerBubble.transform, \"BackHorz\")) {\n            UnitaleUtil.GetChildPerName(containerBubble.transform, \"BackHorz\").GetComponent<RectTransform>().sizeDelta = new Vector2(textMaxWidth + 20, effectiveBubbleHeight - 20 * 2);    //BackHorz\n            UnitaleUtil.GetChildPerName(containerBubble.transform, \"BackVert\").GetComponent<RectTransform>().sizeDelta = new Vector2(textMaxWidth - 20, effectiveBubbleHeight);             //BackVert\n            UnitaleUtil.GetChildPerName(containerBubble.transform, \"CenterHorz\").GetComponent<RectTransform>().sizeDelta = new Vector2(textMaxWidth + 16, effectiveBubbleHeight - 16 * 2);  //CenterHorz\n            UnitaleUtil.GetChildPerName(containerBubble.transform, \"CenterVert\").GetComponent<RectTransform>().sizeDelta = new Vector2(textMaxWidth - 16, effectiveBubbleHeight - 4);       //CenterVert\n        }\n        SetTail(bubbleSide.ToString(), bubbleLastVar);\n    }\n\n    public Vector2 GetBubbleSize() {\n        return containerBubble.transform.GetComponent<RectTransform>().sizeDelta;\n    }\n\n    public Vector2 GetBubbleShift() {\n        return containerBubble.GetComponent<RectTransform>().localPosition;\n    }\n\n    public DynValue text {\n        get {\n            CheckExists();\n            DynValue[] texts = new DynValue[textQueue.Length];\n            for (int i = 0; i < textQueue.Length; i++)\n                texts[i] = DynValue.NewString(textQueue[i].Text);\n            return DynValue.NewTable(caller.script, texts);\n        }\n    }\n\n    public string progressmode {\n        get {\n            CheckExists();\n            return progress.ToString();\n        }\n        set {\n            CheckExists();\n            try {\n                progress = (ProgressMode)Enum.Parse(typeof(ProgressMode), value.ToUpper());\n            } catch {\n                if (value != null) throw new CYFException(\"text.progressmode can only have either \\\"AUTO\\\", \\\"MANUAL\\\" or \\\"NONE\\\", but you entered \\\"\" + value.ToUpper() + \"\\\".\");\n                                   throw new CYFException(\"text.progressmode can only have either \\\"AUTO\\\", \\\"MANUAL\\\" or \\\"NONE\\\", but you set it to a nil value.\");\n            }\n        }\n    }\n\n    public float x {\n        get {\n            CheckExists();\n            return container.transform.localPosition.x;\n        }\n        set { MoveTo(value, y); }\n    }\n\n    public float y {\n        get {\n            CheckExists();\n            return container.transform.localPosition.y;\n        }\n        set { MoveTo(x, value); }\n    }\n\n    public float absx {\n        get {\n            CheckExists();\n            return container.transform.position.x;\n        }\n        set { MoveToAbs(value, absy); }\n    }\n\n    public float absy {\n        get {\n            CheckExists();\n            return container.transform.position.y;\n        }\n        set { MoveToAbs(absx, value); }\n    }\n\n    public int width {\n        get {\n            CheckExists();\n            return _textMaxWidth;\n        }\n        set {\n            CheckExists();\n            _textMaxWidth = value < 16 ? 16 : value;\n        }\n    }\n    public int textMaxWidth {\n        get {\n            CheckExists();\n            return _textMaxWidth;\n        }\n        set {\n            CheckExists();\n            _textMaxWidth = value < 16 ? 16 : value;\n        }\n    }\n\n    public int bubbleHeight {\n        get {\n            CheckExists();\n            return _bubbleHeight;\n        }\n        set {\n            CheckExists();\n            _bubbleHeight = value == -1 ? -1 : value < 40 ? 40 : value;\n        }\n    }\n\n    public float xscale {\n        get {\n            CheckExists();\n            return xScale;\n        }\n        set {\n            CheckExists();\n            xScale = value;\n            Scale(xScale, yScale);\n        }\n    }\n\n    public float yscale {\n        get {\n            CheckExists();\n            return yScale;\n        }\n        set {\n            CheckExists();\n            yScale = value;\n            Scale(xScale, yScale);\n        }\n    }\n\n    public void Scale(float xs, float ys) {\n        CheckExists();\n        xScale = xs;\n        yScale = ys;\n\n        container.transform.localScale = new Vector2(xs, ys);\n        if (adjustTextDisplay) {\n            PostScaleHandling();\n            MoveLetters();\n        }\n    }\n\n    public string layer {\n        get {\n            CheckExists();\n            if (!container.transform.parent.name.Contains(\"Layer\"))\n                return \"spriteObject\";\n            return container.transform.parent.name.Substring(0, container.transform.parent.name.Length - 5);\n        }\n        set {\n            CheckExists();\n            try {\n                SetParent(GameObject.Find(value + \"Layer\").transform);\n                foreach (Transform child in container.transform) {\n                    MaskImage childmask = child.gameObject.GetComponent<MaskImage>();\n                    if (childmask != null)\n                        childmask.inverted = false;\n                }\n            }\n            catch { throw new CYFException(\"The layer \\\"\" + value + \"\\\" doesn't exist.\"); }\n        }\n    }\n\n    public void SendToTop() {\n        CheckExists();\n        container.transform.SetAsLastSibling();\n    }\n\n    public void SendToBottom() {\n        CheckExists();\n        container.transform.SetAsFirstSibling();\n    }\n\n    public void MoveBelow(LuaTextManager otherText) {\n        CheckExists();\n        if (otherText == null || !otherText.isactive)                     throw new CYFException(\"The text object passed as an argument is nil or inactive.\");\n        if (transform.parent.parent != otherText.transform.parent.parent) UnitaleUtil.Warn(\"You can't change the order of two text objects without the same parent.\");\n        else {\n            try { transform.parent.SetSiblingIndex(otherText.transform.parent.GetSiblingIndex()); }\n            catch { throw new CYFException(\"Error while calling text.MoveBelow.\"); }\n        }\n    }\n\n    public void MoveAbove(LuaTextManager otherText) {\n        CheckExists();\n        if (otherText == null || !otherText.isactive)                     throw new CYFException(\"The text object passed as an argument is nil or inactive.\");\n        if (transform.parent.parent != otherText.transform.parent.parent) UnitaleUtil.Warn(\"You can't change the order of two text objects without the same parent.\");\n        else {\n            try { transform.parent.SetSiblingIndex(otherText.transform.parent.GetSiblingIndex() + 1); }\n            catch { throw new CYFException(\"Error while calling text.MoveAbove.\"); }\n        }\n    }\n\n    public void ResetColor(bool resetAlpha = false) {\n        CheckExists();\n        if (resetAlpha)\n            ResetAlpha();\n        color = new[] { fontDefaultColor.r, fontDefaultColor.g, fontDefaultColor.b };\n        textColorSet = false;\n    }\n\n    public void ResetAlpha() {\n        CheckExists();\n        alpha = fontDefaultColor.a;\n        textAlphaSet = false;\n    }\n\n    [MoonSharpHidden] public Color _color = Color.white;\n    [MoonSharpHidden] public bool textColorSet, textAlphaSet;\n    // The color of the text. It uses an array of three floats between 0 and 1\n    public float[] color {\n        get {\n            CheckExists();\n            return new[] { _color.r, _color.g, _color.b };\n        }\n        set {\n            CheckExists();\n            if (value == null)\n                throw new CYFException(\"text.color can not be set to a nil value.\");\n            if (value.Length < 3 || value.Length > 4)\n                throw new CYFException(\"You need 3 or 4 numeric values when setting a text's color.\");\n\n            _color.r = value[0];\n            _color.g = value[1];\n            _color.b = value[2];\n            if (value.Length == 4)\n                alpha = value[3];\n\n            textColorSet = true;\n\n            foreach (LetterData l in letters.Where(i => !i.commandColorSet))\n                l.image.color = new Color(_color.r, _color.g, _color.b, l.image.color.a);\n\n            if (!commandColorSet)\n                commandColor = _color;\n            defaultColor = _color;\n        }\n    }\n\n    // The color of the text on a 32 bits format. It uses an array of three or four floats between 0 and 255\n    public float[] color32 {\n        // We need first to convert the Color into a Color32, and then get the values.\n        get {\n            CheckExists();\n            return new float[] { ((Color32)_color).r, ((Color32)_color).g, ((Color32)_color).b };\n        }\n        set {\n            CheckExists();\n            if (value == null)\n                throw new CYFException(\"text.color32 can not be set to a nil value.\");\n            if (value.Length < 3 || value.Length > 4)\n                throw new CYFException(\"You need 3 or 4 numeric values when setting a text's color.\");\n            color = value.Select(v => v / 255).ToArray();\n        }\n    }\n\n    // The alpha of the text. It is clamped between 0 and 1\n    public float alpha {\n        get {\n            CheckExists();\n            return _color.a;\n        }\n        set {\n            CheckExists();\n            _color.a = Mathf.Clamp01(value);\n            textAlphaSet = true;\n            textColorSet = true; // TODO: Remove in 0.7\n\n            foreach (LetterData l in letters.Where(i => !i.commandAlphaSet))\n                //l.image.color = new Color(l.image.color.r, l.image.color.g, l.image.color.b, _color.a); // TODO: Remove in 0.7\n                l.image.color = _color;\n\n            if (!commandAlphaSet)\n                commandColor.a = _color.a;\n            defaultColor.a = _color.a;\n        }\n    }\n\n    // The alpha of the text in a 32 bits format. It is clamped between 0 and 255\n    public float alpha32 {\n        get {\n            CheckExists();\n            return ((Color32)_color).a;\n        }\n        set {\n            CheckExists();\n            alpha = value / 255;\n        }\n    }\n\n\n    public string linePrefix {\n        get {\n            CheckExists();\n            return _linePrefix;\n        }\n        set {\n            CheckExists();\n            _linePrefix = value;\n        }\n    }\n\n    private DynValue _OnTextDisplay = DynValue.Nil;\n    public DynValue OnTextDisplay {\n        get { return _OnTextDisplay; }\n        set {\n            if ((value.Type & (DataType.Nil | DataType.Function | DataType.ClrFunction)) == 0)\n                throw new CYFException(\"Text.OnTextDisplay: This variable has to be a function!\");\n            if (value.Type == DataType.Function && value.Function.OwnerScript != caller.script)\n                throw new CYFException(\"Text.OnTextDisplay: You can only use a function created in the same script as the text object!\");\n            _OnTextDisplay = value;\n        }\n    }\n\n    public DynValue GetLetters() {\n        CheckExists();\n        if (lateStartWaiting)\n            throw new CYFException(\"You cannot fetch a text object's letters on the first frame it was created, unless you use the [instant] command at the beginning of its line.\");\n        Table table = new Table(null);\n        int key = 0;\n        foreach (LetterData d in letters) {\n            key++;\n            LuaSpriteController letter = LuaSpriteController.GetOrCreate(d.image.gameObject);\n            letter.tag = \"letter\";\n            letter.spritename = textQueue[currentLine].Text[d.index].ToString();\n            letter.img.GetComponent<Letter>().characterNumber = d.index;\n            table.Set(key, UserData.Create(letter, LuaSpriteController.data));\n        }\n\n        return DynValue.NewTable(table);\n    }\n\n    public bool lineComplete {\n        get {\n            return LineComplete();\n        }\n    }\n\n    public bool allLinesComplete {\n        get {\n            return AllLinesComplete();\n        }\n    }\n\n    public void SetText(DynValue text, bool resetLateStart = true) {\n        CheckExists();\n\n        // Disable late start if SetText is used on the same frame the text is created\n        if (resetLateStart)\n            lateStartWaiting = false;\n\n        if (text == null || text.Type != DataType.Table && text.Type != DataType.String)\n            throw new CYFException(\"Text.SetText: the text argument must be a non-empty array of strings or a simple string.\");\n\n        // Convert the text argument into a table if it's a simple string\n        text = text.Type == DataType.String ? DynValue.NewTable(null, text) : text;\n\n        TextMessage[] msgs = new TextMessage[text.Table.Length];\n        for (int i = 0; i < text.Table.Length; i++)\n            msgs[i] = new TextMessage(linePrefix + text.Table.Get(i + 1).String, false, false);\n        if (bubble)\n            containerBubble.SetActive(true);\n        try { SetTextQueue(msgs); }\n        catch { /* ignored */ }\n\n        if (text.Table.Length != 0 && bubble)\n            ResizeBubble();\n    }\n\n    protected override void SpawnText() {\n        base.SpawnText();\n        if ((OnTextDisplay.Type & (DataType.Function | DataType.ClrFunction)) != 0)\n            caller.Call(OnTextDisplay, \"OnTextDisplay\", UserData.Create(this));\n        else if (GlobalControls.isInFight && (EnemyEncounter.script.script.Globals.Get(\"OnTextDisplay\").Type & (DataType.Function | DataType.ClrFunction)) != 0)\n            EnemyEncounter.script.Call(\"OnTextDisplay\", UserData.Create(this));\n    }\n\n    [MoonSharpHidden] public void LateStart() { StartCoroutine(LateStartSetText()); }\n\n    private IEnumerator LateStartSetText(bool waitUntilEndOfFrame = true) {\n        if (waitUntilEndOfFrame)\n            yield return new WaitForEndOfFrame();\n\n        if (!isactive || !lateStartWaiting)\n            yield break;\n\n        if (linePrefix != \"\")\n            foreach (TextMessage tm in textQueue)\n                tm.Text = linePrefix + tm.Text;\n\n        // Only allow inline text commands and letter sounds on the second frame\n        lateStartWaiting = false;\n\n        ShowLine(0);\n        if (bubble)\n            UpdateBubble();\n    }\n\n    public void AddText(DynValue text) {\n        CheckExists();\n\n        // Checks if the parameter given is valid\n        if (text == null || text.Type != DataType.Table && text.Type != DataType.String)\n            throw new CYFException(\"Text.AddText: the text argument must be a non-empty array of strings or a simple string.\");\n\n        // Converts the text argument into a table if it's a simple string\n        text = text.Type == DataType.String ? DynValue.NewTable(null, text) : text;\n\n        if (AllLinesComplete() || hidden) {\n            SetText(text);\n            return;\n        }\n        TextMessage[] msgs = new TextMessage[text.Table.Length];\n        for (int i = 0; i < text.Table.Length; i++)\n            msgs[i] = new MonsterMessage(linePrefix + text.Table.Get(i + 1).String);\n        AddToTextQueue(msgs);\n    }\n\n    public void SetVoice(string voiceName) {\n        if (voiceName == null)\n            throw new CYFException(\"Text.SetVoice: The first argument (the voice name) is nil.\\n\\nSee the documentation for proper usage.\");\n        CheckExists();\n        defaultVoice = voiceName == \"none\" ? null : voiceName;\n    }\n\n    public void SetFont(string fontName) {\n        if (fontName == null)\n            throw new CYFException(\"Text.SetFont: The first argument (the font name) is nil.\\n\\nSee the documentation for proper usage.\");\n        CheckExists();\n        UnderFont uf = SpriteFontRegistry.Get(fontName);\n        if (uf == null)\n            throw new CYFException(\"The font \\\"\" + fontName + \"\\\" doesn't exist.\\nYou should check if you made a typo, or if the font really is in your mod.\");\n        SetFont(uf);\n        if (bubble)\n            UpdateBubble();\n    }\n\n    [MoonSharpHidden] public void UpdateBubble() {\n        containerBubble.GetComponent<RectTransform>().localPosition = new Vector2(-12, 24);\n        ResizeBubble();\n    }\n\n    public void ShowBubble(string side = null, DynValue position = null) {\n        CheckExists();\n        bubble = true;\n        containerBubble.SetActive(true);\n        UpdateBubble();\n        SetSpeechThingPositionAndSide(side, position);\n    }\n\n    // Shortcut to `SetSpeechThingPositionAndSide`\n    public void SetTail(string side, DynValue position) { SetSpeechThingPositionAndSide(side, position); }\n\n    public void SetSpeechThingPositionAndSide(string side, DynValue position) {\n        CheckExists();\n        bubbleLastVar = position;\n        try { bubbleSide = side != null ? (BubbleSide)Enum.Parse(typeof(BubbleSide), side.ToUpper()) : BubbleSide.NONE; }\n        catch { throw new CYFException(\"The speech thing (tail) can only take \\\"RIGHT\\\", \\\"DOWN\\\" ,\\\"LEFT\\\" ,\\\"UP\\\" or \\\"NONE\\\" as a positional value, but you entered \\\"\" + side.ToUpper() + \"\\\".\"); }\n\n        if (bubbleSide != BubbleSide.NONE) {\n            speechThing.gameObject.SetActive(true);\n            speechThingShadow.gameObject.SetActive(true);\n            speechThing.anchorMin = speechThing.anchorMax = speechThingShadow.anchorMin = speechThingShadow.anchorMax =\n                new Vector2(bubbleSide == BubbleSide.LEFT ? 0 : bubbleSide == BubbleSide.RIGHT ? 1 : 0.5f,\n                            bubbleSide == BubbleSide.DOWN ? 0 : bubbleSide == BubbleSide.UP ? 1 : 0.5f);\n            speechThing.localRotation = speechThingShadow.localRotation = Quaternion.Euler(0, 0, (int)bubbleSide);\n            speechThing.localScale = speechThingShadow.localScale = new Vector2(speechThing.lossyScale.x < 0 ? -1 : 1, speechThing.lossyScale.y < 0 ? -1 : 1);\n            bool isSide = bubbleSide == BubbleSide.LEFT || bubbleSide == BubbleSide.RIGHT;\n            int size = isSide ? (int)containerBubble.GetComponent<RectTransform>().sizeDelta.y - 20 : (int)containerBubble.GetComponent<RectTransform>().sizeDelta.x - 20;\n            if (position == null)\n                speechThing.anchoredPosition = speechThingShadow.anchoredPosition = new Vector3(0, 0);\n            else {\n                switch (position.Type) {\n                    case DataType.Number: {\n                        float number = (float)position.Number < 0 ? (float)position.Number : (float)position.Number - size / 2f;\n                        speechThing.anchoredPosition = speechThingShadow.anchoredPosition = new Vector3(isSide  ? 0 : Mathf.Clamp(number, -size / 2f, size / 2f),\n                                                                                                        !isSide ? 0 : Mathf.Clamp(number, -size / 2f, size / 2f));\n                        break;\n                    }\n                    case DataType.String: {\n                        string str = position.String.Replace(\" \", \"\");\n                        if (str.Contains(\"%\")) {\n                            try {\n                                float percentage = Mathf.Clamp01(ParseUtil.GetFloat(str.Replace(\"%\", \"\")) / 100),\n                                      x          = isSide  ? 0 : Mathf.Round(percentage * size) - size / 2f,\n                                      y          = !isSide ? 0 : Mathf.Round(percentage * size) - size / 2f;\n                                speechThing.anchoredPosition = speechThingShadow.anchoredPosition = new Vector3(x, y);\n                            } catch { throw new CYFException(\"If you use a '%' in your string, you should only have a number with it.\"); }\n                        } else\n                            throw new CYFException(\"You need to use a '%' in order to exploit the string.\");\n\n                        break;\n                    }\n                }\n            }\n        } else {\n            speechThing.gameObject.SetActive(false);\n            speechThingShadow.gameObject.SetActive(false);\n        }\n    }\n\n    public void HideBubble() {\n        CheckExists();\n        bubble = false;\n        containerBubble.SetActive(false);\n    }\n\n    public override void SkipLine() {\n        CheckExists();\n        if (lateStartWaiting)\n            LateStartSetText();\n        if (GlobalControls.isInFight && EnemyEncounter.script.GetVar(\"playerskipdocommand\").Boolean\n         || UnitaleUtil.IsOverworld && (EventManager.instance.script != null && EventManager.instance.script.GetVar(\"playerskipdocommand\").Boolean\n         || GlobalControls.isInShop && GameObject.Find(\"Canvas\").GetComponent<ShopScript>().script.GetVar(\"playerskipdocommand\").Boolean))\n            DoSkipFromPlayer();\n        else\n            base.SkipLine();\n    }\n\n    public void NextLine() {\n        CheckExists();\n        if (AllLinesComplete() || currentLine + 1 == LineCount()) {\n            if (!deleteWhenFinished) {\n                HideTextObject();\n                if (bubble)\n                    containerBubble.SetActive(false);\n            } else\n                DestroyText();\n        } else {\n            ShowLine(++currentLine);\n            if (bubble)\n                ResizeBubble();\n        }\n    }\n    private void PostScaleHandling() {\n        if (xscale == 0 || yscale == 0)\n            return;\n\n        if (xscale != lastXScale) xScaleSizes.Clear();\n        if (yscale != lastYScale) yScaleSizes.Clear();\n\n        foreach (LetterData l in letters) {\n            RectTransform r = l.image.GetComponent<RectTransform>();\n\n            float xLocalScale;\n            if (xScaleSizes.ContainsKey(Mathf.RoundToInt(r.rect.width)))\n                xLocalScale = xScaleSizes[Mathf.RoundToInt(r.rect.width)];\n            else {\n                float newXSize = r.rect.width * xscale,\n                      chosenX = Mathf.Round(newXSize - 0.001f);\n                xLocalScale = chosenX / newXSize;\n                xScaleSizes[Mathf.RoundToInt(r.rect.width)] = xLocalScale;\n            }\n\n            float yLocalScale;\n            if (yScaleSizes.ContainsKey(Mathf.RoundToInt(r.rect.height)))\n                yLocalScale = yScaleSizes[Mathf.RoundToInt(r.rect.height)];\n            else {\n                float newYSize = r.rect.height * yscale,\n                      chosenY = Mathf.Round(newYSize - 0.001f);\n                yLocalScale = chosenY / newYSize;\n                yScaleSizes[Mathf.RoundToInt(r.rect.height)] = yLocalScale;\n            }\n            r.localScale = new Vector2(xLocalScale, yLocalScale);\n        }\n    }\n\n    // Shortcut to `SetAutoWaitTimeBetweenTexts`\n    public void SetWaitTime(int time) { SetAutoWaitTimeBetweenTexts(time); }\n\n    public void SetAutoWaitTimeBetweenTexts(int time) {\n        CheckExists();\n        framesWait = time;\n    }\n\n    public override void Move(float newX, float newY) {\n        MoveToAbs(container.transform.position.x + newX, container.transform.position.y + newY, false);\n    }\n\n    public override void MoveTo(float newX, float newY) {\n        MoveToAbs(container.transform.parent.position.x + newX, container.transform.parent.position.y + newY);\n    }\n\n    public override void MoveToAbs(float newX, float newY, bool resetAdjustShift = true) {\n        CheckExists();\n        if (resetAdjustShift)\n            for (int i = 0; i < letterAdjustShifts.Count; i++)\n                letterAdjustShifts[i] = new Vector2();\n        container.transform.position = new Vector3(newX, newY, transform.position.z);\n    }\n\n    public void SetAnchor(float newX, float newY) {\n        CheckExists();\n        container.GetComponent<RectTransform>().anchorMin = new Vector2(newX, newY);\n        container.GetComponent<RectTransform>().anchorMax = new Vector2(newX, newY);\n    }\n\n    public int GetTextWidth(int firstLetter = 0, int lastLetter = 999999) {\n        CheckExists();\n        if (textQueue == null || textQueue[currentLine] == null)\n            return 0;\n\n        if (firstLetter < 0) firstLetter += textQueue[currentLine].Text.Length - 1;\n        if (lastLetter < 0) lastLetter += textQueue[currentLine].Text.Length - 1;\n\n        if (firstLetter >= textQueue[currentLine].Text.Length) firstLetter = textQueue[currentLine].Text.Length - 1;\n        if (lastLetter >= textQueue[currentLine].Text.Length) lastLetter = textQueue[currentLine].Text.Length - 1;\n\n        if (letters.Count == 0)\n            return (int)UnitaleUtil.PredictTextWidth(this, firstLetter, lastLetter);\n        return (int)UnitaleUtil.CalcTextWidth(this, firstLetter, lastLetter);\n    }\n\n    public int GetTextHeight(int firstLetter = 0, int lastLetter = 999999) {\n        CheckExists();\n        if (textQueue == null || textQueue[currentLine] == null)\n            return 0;\n\n        if (firstLetter < 0) firstLetter += textQueue[currentLine].Text.Length;\n        if (lastLetter < 0) lastLetter += textQueue[currentLine].Text.Length;\n\n        if (firstLetter >= textQueue[currentLine].Text.Length) firstLetter = textQueue[currentLine].Text.Length - 1;\n        if (lastLetter >= textQueue[currentLine].Text.Length) lastLetter = textQueue[currentLine].Text.Length - 1;\n\n        // TODO: Add text height prediction if not yet set\n        return (int)UnitaleUtil.CalcTextHeight(this, firstLetter, lastLetter);\n    }\n\n    public void SetVar(string key, DynValue value) {\n        if (key == null)\n            throw new CYFException(\"text.SetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        vars[key] = value;\n    }\n\n    public void AlignLetters() {\n        if (!adjustTextDisplay || xscale == 0 || yscale == 0)\n            return;\n\n        for (int i = 0; i < letters.Count; i++) {\n            LetterData letter = letters[i];\n            Vector2 adjustShift = letterAdjustShifts[i];\n            Vector2 realPosition = (Vector2)letter.image.transform.position + adjustShift;\n\n            float xShift = realPosition.x % xscale;\n            if (xShift > xscale / 2)\n                xShift -= xscale;\n\n            float yShift = realPosition.y % yscale;\n            if (yShift > yscale / 2)\n                yShift -= yscale;\n\n            Vector2 newShift = new Vector2(xShift, yShift);\n            if ((newShift - adjustShift).magnitude > 0.001f) {\n                letter.image.rectTransform.position = realPosition - newShift;\n                letterAdjustShifts[i] = newShift;\n            }\n        }\n    }\n\n    public DynValue GetVar(string key) {\n        if (key == null)\n            throw new CYFException(\"text.GetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        DynValue retval;\n        return vars.TryGetValue(key, out retval) ? retval : DynValue.NewNil();\n    }\n\n    public DynValue this[string key] {\n        get { return GetVar(key); }\n        set { SetVar(key, value); }\n    }\n\n    ////////////////////\n    // Children stuff //\n    ////////////////////\n\n    #pragma warning disable 108,114\n    public string name {\n        get { return container.name; }\n    }\n    #pragma warning restore 108,114\n\n    public int childIndex {\n        get { return container.transform.GetSiblingIndex() + 1; }\n        set { container.transform.SetSiblingIndex(value - 1); }\n    }\n    public int childCount {\n        get { return container.transform.childCount; }\n    }\n\n    public DynValue GetParent() {\n        return UnitaleUtil.GetObjectParent(container.transform);\n    }\n\n    public void SetParent(object parent) {\n        CheckExists();\n\n        Transform t = UnitaleUtil.GetTransform(parent);\n        if (t == null)\n            return;\n        UnitaleUtil.SetObjectParent(this, parent);\n\n        LuaSpriteController sParent = parent as LuaSpriteController;\n        ProjectileController pParent = parent as ProjectileController;\n        if (pParent != null)\n            sParent = pParent.sprite;\n        if (sParent == null)\n            return;\n        foreach (Transform child in container.transform) {\n            MaskImage childmask = child.gameObject.GetComponent<MaskImage>();\n            if (childmask != null)\n                childmask.inverted = sParent._masked == LuaSpriteController.MaskMode.INVERTEDSPRITE || sParent._masked == LuaSpriteController.MaskMode.INVERTEDSTENCIL;\n        }\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaTextManager.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaUnityTime.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// Lua binding to retrieve engine timing information. Not marked as static so Lua may have an instance to refer to. Silly, I know.\n/// </summary>\npublic class LuaUnityTime {\n    /// <summary>\n    /// Time in seconds since the application started.\n    /// </summary>\n    public static float time { get { return Time.time; } }\n\n    /// <summary>\n    /// The time in seconds it took to complete the last update.\n    /// </summary>\n    public static float dt { get { return Time.deltaTime; } }\n\n    /// <summary>\n    /// A multiplier you can use to ensure equal movement even when framerate drops. 1 when 60FPS, 2 when 30FPS, 0.5 when 120FPS, etc.\n    /// </summary>\n    public static float mult { get { return Time.deltaTime * 60; } }\n\n    public static float timeScale {\n        get { return Time.timeScale; }\n        set { Time.timeScale = value; }\n    }\n\n    public static float wave {\n        get { return UIController.instance.state != \"DEFENDING\" ? -1f : Time.time - UIController.instance.encounter.waveBeginTime; }\n    }\n\n    public static float frameCount { get { return GlobalControls.frame; } }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/LuaUnityTime.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a1d1720fd9c954a449262f23d150633b\ntimeCreated: 1450490514\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/MusicManager.cs",
    "content": "﻿using UnityEngine;\nusing MoonSharp.Interpreter;\nusing System.Collections;\n\n/// <summary>\n/// Lua binding to manipulate in-game music and play sounds.\n/// </summary>\npublic class MusicManager {\n    [MoonSharpHidden] public static MusicManager instance;\n    private static AudioSource _src;\n    [MoonSharpHidden] public static AudioSource src {\n        set { _src = value; }\n        get {\n            if (_src == null)\n                throw new CYFException(\"The Audio object has not been initialized yet.\\n\\nPlease wait until at least EncounterStarting() to run this code.\");\n            return _src;\n        }\n    }\n    [MoonSharpHidden] public static Hashtable hiddenDictionary = new Hashtable();\n    [MoonSharpHidden] public static string filename = \"empty\";\n\n    public static bool IsPlaying {\n        get { return src.isPlaying; }\n    }\n    public static bool isplaying {\n        get { return IsPlaying; }\n    }\n\n    public static void Play() { src.Play(); }\n    public static void Stop() { src.Stop(); }\n    public static void Pause() { src.Pause(); }\n    public static void Unpause() { src.UnPause(); }\n\n    public static void Volume(float value) {\n        if (value < 0) value = 0;\n        if (value > 1) value = 1;\n        src.volume = value;\n    }\n\n    public static void Pitch(float value) {\n        if (value < -3) value = -3;\n        if (value > 3)  value = 3;\n        src.pitch = value;\n    }\n\n    public static void LoadFile(string name) {\n        if (name == null)\n            throw new CYFException(\"Attempted to load a nil value as an Audio file.\");\n\n        src.Stop();\n        src.clip = AudioClipRegistry.GetMusic(name);\n        filename = \"music:\" + name.ToLower();\n        NewMusicManager.audioname[\"src\"] = filename;\n        src.loop = true;\n        src.Play();\n    }\n\n    public static void PlaySound(string name, float volume = 0.65f) {\n        if (name == null)\n            throw new CYFException(\"Attempted to load a nil value as a sound.\");\n\n        UnitaleUtil.PlaySound(\"MusicPlaySound\", name, volume);\n    }\n\n    public static float playtime {\n        get { return src.time; }\n        set { src.time = value; }\n    }\n\n    public static float totaltime {\n        get { return src.clip.length; }\n    }\n\n    [MoonSharpHidden] public static bool IsStoppedOrNull(AudioSource audio) {\n        return audio == null || audio.ToString().ToLower() == \"null\" || !audio.isPlaying;\n    }\n\n    public static void StopAll() {\n        foreach (AudioSource audioSrc in Object.FindObjectsOfType<AudioSource>())\n            audioSrc.Stop();\n    }\n\n    public static void PauseAll() {\n        foreach (AudioSource audioSrc in Object.FindObjectsOfType<AudioSource>())\n            audioSrc.Pause();\n    }\n\n    public static void UnpauseAll() {\n        foreach (AudioSource audioSrc in Object.FindObjectsOfType<AudioSource>())\n            audioSrc.UnPause();\n    }\n\n    public static string GetSoundDictionary(string key) {\n        if (key == null)\n            throw new CYFException(\"Audio.GetSoundDictionary: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        return hiddenDictionary.ContainsKey(key.ToLower()) ? (string)hiddenDictionary[key.ToLower()] : key;\n    }\n\n    public static void SetSoundDictionary(string key, string value) {\n        switch (key) {\n            case null:              throw new CYFException(\"Audio.SetSoundDictionary: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n            case \"RESETDICTIONARY\": hiddenDictionary.Clear(); break;\n            default: {\n                key = key.ToLower();\n                if (hiddenDictionary.ContainsKey(key))\n                    hiddenDictionary.Remove(key);\n                hiddenDictionary.Add(key, value);\n                break;\n            }\n        }\n    }\n\n    //[System.Runtime.CompilerServices.IndexerName(\"SoundDictionary\")]\n    public string this[string key] {\n        get { return GetSoundDictionary(key); }\n        set { SetSoundDictionary(key, value); }\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/MusicManager.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/NewMusicManager.cs",
    "content": "﻿using UnityEngine;\nusing MoonSharp.Interpreter;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic class NewMusicManager {\n    [MoonSharpHidden] public static Hashtable audiolist = new Hashtable();\n    [MoonSharpHidden] public static Dictionary<string, string> audioname = new Dictionary<string, string>();\n\n    public static void CreateChannel(string name) {\n        if (name == null)\n            throw new CYFException(\"NewAudio.CreateChannel: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (audiolist.ContainsKey(name))\n            return;\n        GameObject go = new GameObject(\"AudioChannel\" + audiolist.Count + \": \" + name, typeof(AudioSource));\n        Object.DontDestroyOnLoad(go);\n        audiolist.Add(name, go.GetComponent<AudioSource>());\n        if (!audioname.ContainsKey(name))\n            audioname.Add(name, \"empty\");\n    }\n\n    [MoonSharpHidden] public static AudioSource CreateChannelAndGetAudioSource(string name) {\n        if (audiolist.ContainsKey(name))\n            return GameObject.Find(\"AudioChannel\" + audiolist.Count + \": \" + name).GetComponent<AudioSource>();\n        GameObject go = new GameObject(\"AudioChannel\" + audiolist.Count + \": \" + name, typeof(AudioSource));\n        audiolist.Add(name, go.GetComponent<AudioSource>());\n        if (!audioname.ContainsKey(name))\n            audioname.Add(name, \"empty\");\n        return go.GetComponent<AudioSource>();\n    }\n\n    public static void DestroyChannel(string name) {\n        switch (name) {\n            case null:  throw new CYFException(\"NewAudio.DestroyChannel: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n            case \"src\": throw new CYFException(\"You can't delete the audio channel \\\"src\\\".\");\n        }\n\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        try { Object.Destroy(((AudioSource)audiolist[name]).gameObject); }\n        catch { /* ignored */ }\n\n        audiolist.Remove(name);\n        audioname.Remove(name);\n    }\n\n    public static bool Exists(string name) {\n        if (name == null)\n            throw new CYFException(\"NewAudio.Exists: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        return audiolist.ContainsKey(name);\n    }\n\n    public static string GetAudioName(string name, bool withPrefix = true) {\n        if (name == null)\n            throw new CYFException(\"NewAudio.GetAudioName: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        string toReturn = audioname[name];\n        if (!withPrefix && name != \"empty\")\n            return toReturn.Substring(6, toReturn.Length - 6);\n        return toReturn;\n    }\n\n    public static float GetTotalTime(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.GetTotalTime: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        if (((AudioSource)audiolist[name]).clip != null) return ((AudioSource)audiolist[name]).clip.length;\n        return 0;\n    }\n\n    public static void PlayMusic(string name, string music, bool loop = false, float volume = 1) {\n        if (name == null)  throw new CYFException(\"NewAudio.PlayMusic: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (music == null) throw new CYFException(\"NewAudio.PlayMusic: The second argument (the music name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Stop();\n        ((AudioSource)audiolist[name]).loop = loop;\n        ((AudioSource)audiolist[name]).volume = volume;\n        ((AudioSource)audiolist[name]).clip = AudioClipRegistry.GetMusic(music);\n        audiolist[name] = ((AudioSource)audiolist[name]);\n        audioname[name] = \"music:\" + music.ToLower();\n        if (name == \"src\")\n            MusicManager.filename = \"music:\" + music.ToLower();\n        ((AudioSource)audiolist[name]).Play();\n    }\n\n    public static void PlaySound(string name, string sound, bool loop = false, float volume = 0.65f) {\n        if (name == null)  throw new CYFException(\"NewAudio.PlaySound: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (sound == null) throw new CYFException(\"NewAudio.PlaySound: The second argument (the sound name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Stop();\n        ((AudioSource)audiolist[name]).loop = loop;\n        ((AudioSource)audiolist[name]).volume = volume;\n        ((AudioSource)audiolist[name]).clip = AudioClipRegistry.GetSound(sound);\n        audiolist[name] = ((AudioSource)audiolist[name]);\n        audioname[name] = \"sound:\" + sound.ToLower();\n        if (name == \"src\")\n            MusicManager.filename = \"sound:\" + sound.ToLower();\n        ((AudioSource)audiolist[name]).Play();\n    }\n\n    public static void PlayVoice(string name, string voice, bool loop = false, float volume = 0.65f) {\n        if (name == null)  throw new CYFException(\"NewAudio.PlayVoice: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (voice == null) throw new CYFException(\"NewAudio.PlayVoice: The second argument (the voice name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Stop();\n        ((AudioSource)audiolist[name]).loop = loop;\n        ((AudioSource)audiolist[name]).volume = volume;\n        ((AudioSource)audiolist[name]).clip = AudioClipRegistry.GetVoice(voice);\n        audiolist[name] = ((AudioSource)audiolist[name]);\n        audioname[name] = \"voice:\" + voice.ToLower();\n        if (name == \"src\")\n            MusicManager.filename = \"voice:\" + voice.ToLower();\n        ((AudioSource)audiolist[name]).Play();\n    }\n\n    public static void SetPitch(string name, float value) {\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        ((AudioSource)audiolist[name]).pitch = value;\n    }\n\n    public static float GetPitch(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.GetPitch: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        return ((AudioSource)audiolist[name]).pitch;\n    }\n\n    public static void SetVolume(string name, float value) {\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        if (value < 0)      value = 0;\n        else if (value > 1) value = 1;\n        ((AudioSource)audiolist[name]).volume = value;\n    }\n\n    public static float GetVolume(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.GetVolume: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        return ((AudioSource)audiolist[name]).volume;\n    }\n\n    public static void Play(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.Play: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Play();\n    }\n    public static void Stop(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.Stop: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Stop();\n    }\n    public static void Pause(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.Pause: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).Pause();\n    }\n    public static void Unpause(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.Unpause: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        ((AudioSource)audiolist[name]).UnPause();\n    }\n\n    public static void SetPlayTime(string name, float value) {\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n        ((AudioSource)audiolist[name]).time = value;\n    }\n\n    public static float GetPlayTime(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.GetPlayTime: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        return ((AudioSource)audiolist[name]).time;\n    }\n\n    public static float GetCurrentTime(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.GetCurrentTime: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        return ((AudioSource)audiolist[name]).time;\n    }\n\n    public static void StopAll() {\n        foreach (AudioSource audioSrc in audiolist.Values)\n            audioSrc.Stop();\n    }\n\n    public static void PauseAll() {\n        foreach (AudioSource audioSrc in audiolist.Values)\n            audioSrc.Pause();\n    }\n\n    public static void UnpauseAll() {\n        foreach (AudioSource audioSrc in audiolist.Values)\n            audioSrc.UnPause();\n    }\n\n    public static bool isStopped(string name) {\n        if (name == null)                 throw new CYFException(\"NewAudio.isStopped: The first argument (the channel name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!audiolist.ContainsKey(name)) throw new CYFException(\"The audio channel \" + name + \" doesn't exist.\");\n\n        return !((AudioSource)audiolist[name]).isPlaying;\n    }\n    public static bool IsStopped(string name) { return isStopped(name); }\n\n    [MoonSharpHidden] public static void OnLevelWasLoaded() {\n        audiolist.Clear();\n        audioname.Clear();\n        audiolist.Add(\"src\", MusicManager.src);\n        audioname.Add(\"src\", MusicManager.filename);\n        if (!PlayerOverworld.audioKept) return;\n        audiolist.Add(\"StaticKeptAudio\", PlayerOverworld.audioKept);\n        audioname.Add(\"StaticKeptAudio\", \"Sorry, nyi\");\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/NewMusicManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 58f6800166d0406468aaec3c6771adc3\ntimeCreated: 1475928672\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaEventOW.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class LuaEventOW {\n    //private TextManager textmgr;\n    public ScriptWrapper appliedScript;\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    /// <summary>\n    /// Checks if an event exists.\n    /// </summary>\n    /// <param name=\"name\">Name of the event to check for.</param>\n    /// <returns>True if the event exists, false otherwise.</returns>\n    [CYFEventFunction] public bool Exists(string name) {\n        try { return GameObject.Find(name) != null; }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    /// <summary>\n    /// Permits to teleport an event.\n    /// </summary>\n    /// <param name=\"name\"></param>\n    /// <param name=\"dirX\"></param>\n    /// <param name=\"dirY\"></param>\n    [CYFEventFunction] public void Teleport(string name, float dirX, float dirY) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            GameObject go = null;\n            try { go = EventManager.instance.events[i]; }\n            catch { /* ignored */ }\n\n            if (go == null || name != go.name && name != \"Player\") continue;\n            if (name == \"Player\")\n                go = GameObject.Find(\"Player\");\n            Transform target = null;\n            if (go.transform.parent != null)\n                if (go.transform.parent.name == \"SpritePivot\")\n                    target = go.transform.parent;\n            target = target ?? go.transform;\n            target.position = new Vector3(dirX, dirY, target.position.z); //NEED PARENTAL REMOVE\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return;\n        }\n        throw new CYFException(\"Event.Teleport: The name you entered in the function doesn't exist. Did you forget to add the 'Event' tag?\");\n    }\n\n    /// <summary>\n    /// Move the event from a point to another directly.\n    /// Stops if the player can't move to that direction.\n    /// The animation process is automatic, if you renamed the triggers that the appliedScript needs to animate your event.\n    /// </summary>\n    /// <param name=\"name\"></param>\n    /// <param name=\"dirX\"></param>\n    /// <param name=\"dirY\"></param>\n    /// <param name=\"wallPass\"></param>\n    /// <param name=\"waitEnd\"></param>\n    [CYFEventFunction] public void MoveToPoint(string name, float dirX, float dirY, bool wallPass = false, bool waitEnd = true) {\n        if (StCoroutine != null) StCoroutine(\"IMoveEventToPoint\", new object[] { appliedScript, name, dirX, dirY, wallPass, waitEnd }, name);\n    }\n\n    /// <summary>\n    /// Checks if an event is currently moving via Event.MoveToPoint.\n    /// </summary>\n    /// <param name=\"name\">Name of the event to check for.</param>\n    /// <returns>True if the event is moving, false otherwise.</returns>\n    [CYFEventFunction] public bool isMoving(string name) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            bool ismoving;\n            if (name != \"Player\") {\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n                ismoving = EventManager.instance.events[i].GetComponent<EventOW>().isMovingSource != null;\n            } else\n                ismoving = PlayerOverworld.instance.isMoving;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return ismoving;\n        }\n        throw new CYFException(\"Event.isMoving: The event \\\"\" + name + \"\\\" doesn't exist.\");\n    }\n    [CYFEventFunction] public bool IsMoving(string name) { return isMoving(name); }\n\n    /// <summary>\n    /// Function that sets an event's animation prefix.\n    /// If the header itself matches an animation this event has, it will play the animation instead of using it as a prefix.\n    /// </summary>\n    /// <param name=\"name\"></param>\n    /// <param name=\"anim\"></param>\n    [CYFEventFunction] public void SetAnimHeader(string name, string anim) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            GameObject go = null;\n            try { go = EventManager.instance.events[i]; }\n            catch { /* ignored */ }\n\n            if (go == null)\n                throw new CYFException(\"Event.SetAnimHeader: The given event doesn't exist.\");\n            if (name != go.name && name != \"Player\") continue;\n            if (name == \"Player\")\n                go = GameObject.Find(\"Player\");\n\n            CYFAnimator animator = go.GetComponent<CYFAnimator>();\n            if (animator == null)\n                throw new CYFException(\"Event.SetAnimHeader: The given event doesn't have a CYFAnimator component.\");\n\n            if (animator.AnimExists(animator.specialHeader))\n                animator.movementDirection = 2;\n            go.GetComponent<CYFAnimator>().specialHeader = anim;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return;\n        }\n        UnitaleUtil.WriteInLogAndDebugger(\"Event.SetAnimHeader: The name you entered in the function isn't an event's name. Did you forget to add the 'Event' tag?\");\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public string GetAnimHeader(string name) {\n        if (!GameObject.Find(name))                             throw new CYFException(\"Event.GetAnimHeader: The event given doesn't exist.\");\n        if (!GameObject.Find(name).GetComponent<CYFAnimator>()) throw new CYFException(\"Event.GetAnimHeader: The event given doesn't have a CYFAnimator component.\");\n        try { return GameObject.Find(name).GetComponent<CYFAnimator>().specialHeader; } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    [CYFEventFunction] public void SetDirection(string name, int dir) {\n        if (!GameObject.Find(name))                             throw new CYFException(\"Event.SetDirection: The event given doesn't exist.\");\n        if (!GameObject.Find(name).GetComponent<CYFAnimator>()) throw new CYFException(\"Event.SetDirection: The event given doesn't have a CYFAnimator component.\");\n        if (dir != 2 && dir != 4 && dir != 6 && dir != 8)       throw new CYFException(\"Event.SetDirection: The direction must either be 2 (Down), 4 (Left), 6 (Right) or 8 (Up).\");\n        GameObject.Find(name).GetComponent<CYFAnimator>().movementDirection = dir;\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public int GetDirection(string name) {\n        if (!GameObject.Find(name))                             throw new CYFException(\"Event.GetDirection: The event given doesn't exist.\");\n        if (!GameObject.Find(name).GetComponent<CYFAnimator>()) throw new CYFException(\"Event.GetDirection: The event given doesn't have a CYFAnimator component.\");\n        try { return GameObject.Find(name).GetComponent<CYFAnimator>().movementDirection; } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    /// <summary>\n    /// Rotates the sprite of an event.\n    /// </summary>\n    /// <param name=\"name\"></param>\n    /// <param name=\"rotateX\"></param>\n    /// <param name=\"rotateY\"></param>\n    /// <param name=\"rotateZ\"></param>\n    /// <param name=\"anim\"></param>\n    /// <param name=\"waitEnd\"></param>\n    [CYFEventFunction] public void Rotate(string name, float rotateX, float rotateY, float rotateZ, bool anim = true, bool waitEnd = true) {\n        if (anim) {\n            if (StCoroutine != null)\n                StCoroutine(\"IRotateEvent\", new object[] { appliedScript, name, rotateX, rotateY, rotateZ, waitEnd }, name);\n        } else {\n            for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n                GameObject go = null;\n                try { go = EventManager.instance.events[i]; }\n                catch { /* ignored */ }\n\n                if (go == null || name != go.name && name != \"Player\") continue;\n                if (name == \"Player\")\n                    go = GameObject.Find(\"Player\");\n                go.GetComponent<RectTransform>().rotation = Quaternion.Euler(rotateX, rotateY, rotateZ);\n                if (StCoroutine != null)\n                    StCoroutine(\"IRotateEvent\", new object[] { appliedScript, name, rotateX, rotateY, rotateZ, waitEnd }, name);\n                return;\n            }\n            throw new CYFException(\"Event.Rotate: The name you entered in the function isn't an event's name. Did you forget to add the 'Event' tag?\");\n        }\n    }\n\n    /// <summary>\n    /// Checks if an event is currently moving via Event.Rotate.\n    /// </summary>\n    /// <param name=\"name\">Name of the event to check for.</param>\n    /// <returns>True if the event is rotating, false otherwise.</returns>\n    [CYFEventFunction] public bool isRotating(string name) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            bool isrotating;\n            if (name != \"Player\") {\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n                isrotating = EventManager.instance.events[i].GetComponent<EventOW>().isRotatingSource != null;\n            } else\n                isrotating = PlayerOverworld.instance.isRotatingSource != null;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return isrotating;\n        }\n        throw new CYFException(\"Event.isRotating: The event \\\"\" + name + \"\\\" doesn't exist.\");\n    }\n    [CYFEventFunction] public bool IsRotating(string name) { return isRotating(name); }\n\n    [CYFEventFunction] public void Stop() {\n        if (EventManager.instance.coroutines.ContainsKey(appliedScript)) StopCoroutine();\n        else                                                             EventManager.instance.EndEvent();\n    }\n\n    [CYFEventFunction] public void StopCoroutine(string eventName = \"thisevent\") {\n        ScriptWrapper scr;\n        if (eventName == \"thisevent\")\n            scr = appliedScript;\n        else {\n            if (!GameObject.Find(eventName))\n                throw new CYFException(\"Event.StopCoroutine: The name you entered in the function isn't an event's name. Did you forget to add the 'Event' tag?\");\n            if (!EventManager.instance.eventScripts.ContainsKey(GameObject.Find(eventName)))\n                throw new CYFException(\"Event.StopCoroutine: The name you entered in the function isn't an event's name. Did you forget to add the 'Event' tag?\");\n            scr = EventManager.instance.eventScripts[GameObject.Find(eventName)];\n        }\n\n        if (EventManager.instance.coroutines.ContainsKey(scr)) EventManager.instance.coroutines.Remove(scr);\n        else                                                   Debug.LogError(\"Event.StopCoroutine: You tried to remove the coroutine of an event which did not have one.\");\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public void Remove(string eventName) {\n        GameObject go = GameObject.Find(eventName);\n        if (!go)\n            UnitaleUtil.Warn(\"Event.Remove: The event \" + eventName + \" doesn't exist but you tried to remove it.\", false);\n        else {\n            EventOW ev = go.GetComponent<EventOW>();\n            if (ev != null)\n                if (!(ev.name.Contains(\"Image\") || ev.name.Contains(\"Tone\"))) {\n                    if (GlobalControls.EventData.ContainsKey(ev.name))\n                        GlobalControls.EventData.Remove(ev.name);\n\n                    try {\n                        GameState.EventInfos ei = new GameState.EventInfos() {\n                            CurrPage = ev.actualPage,\n                            CurrSpriteNameOrCYFAnim = ev.GetComponent<CYFAnimator>()\n                                ? ev.GetComponent<CYFAnimator>().specialHeader\n                                : EventManager.instance.spriteControllers[ev.name].img.GetComponent<SpriteRenderer>()\n                                    ? EventManager.instance.spriteControllers[ev.name].img.GetComponent<SpriteRenderer>().sprite.name\n                                    : EventManager.instance.spriteControllers[ev.name].img.GetComponent<Image>().sprite.name,\n                            NoCollision = ev.gameObject.layer == 0,\n                            Anchor = UnitaleUtil.VectorToVect(ev.GetComponent<RectTransform>().anchorMax),\n                            Pivot = UnitaleUtil.VectorToVect(ev.GetComponent<RectTransform>().pivot)\n                        };\n                        GlobalControls.EventData.Add(ev.name, ei);\n                    } catch { /* ignored */ }\n                }\n\n            if (EventManager.instance.eventScripts.ContainsKey(go)) {\n                if (EventManager.instance.coroutines.ContainsKey(EventManager.instance.eventScripts[go]))\n                    EventManager.instance.coroutines.Remove(EventManager.instance.eventScripts[go]);\n                EventManager.instance.eventScripts.Remove(go);\n            }\n            EventManager.instance.spriteControllers.Remove(eventName);\n            EventManager.instance.events.Remove(go);\n            if (go.transform.parent != null)\n                if (go.transform.parent.name == \"SpritePivot\")\n                    go = go.transform.parent.gameObject;\n            Object.Destroy(go); //NEED PARENTAL REMOVE\n        }\n        if (appliedScript != null && (EventManager.instance.ScriptRunning || EventManager.instance.coroutines.ContainsKey(appliedScript)))\n            appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public void SetPage(string ev, int page) {\n        SetPage2(ev, page);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public int GetPage(string ev) {\n        if (!GameObject.Find(ev))                                            throw new CYFException(\"Event.GetPage: The given event doesn't exist.\");\n        if (!EventManager.instance.events.Contains(GameObject.Find(ev))) throw new CYFException(\"Event.GetPage: The given event doesn't exist.\");\n\n        try { return GameObject.Find(ev).GetComponent<EventOW>().actualPage; } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    [MoonSharpHidden] public static void SetPage2(string eventName, int page) {\n        if (!GameObject.Find(eventName))                                            throw new CYFException(\"Event.SetPage: The given event doesn't exist.\");\n        if (!EventManager.instance.events.Contains(GameObject.Find(eventName))) throw new CYFException(\"Event.SetPage: The given event doesn't exist.\");\n\n        GameObject go = GameObject.Find(eventName);\n        if (EventManager.instance.autoDone.Contains(go))\n            EventManager.instance.autoDone.Remove(go);\n        go.GetComponent<EventOW>().actualPage = page;\n        if (EventManager.instance.ScriptRunning || EventManager.instance.coroutines.ContainsKey(EventManager.instance.luaEventOw.appliedScript))\n            EventManager.instance.luaEventOw.appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public DynValue GetSprite(string name) {\n        try {\n            if (name == \"Player\")\n                try { return UserData.Create(PlayerOverworld.instance.sprctrl); } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n            foreach (string key in EventManager.instance.spriteControllers.Keys)\n                if (key == name)\n                    try { return UserData.Create(EventManager.instance.spriteControllers[name]); } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n            EventManager.instance.ResetEvents(false);\n            foreach (string key in EventManager.instance.spriteControllers.Keys)\n                if (key == name)\n                    try { return UserData.Create(EventManager.instance.spriteControllers[name]); } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n        } catch { /* ignored */ }\n\n        throw new CYFException(\"Event.GetSprite: The event \\\"\" + name + \"\\\" doesn't have a sprite.\");\n    }\n\n    [CYFEventFunction] public void CenterOnCamera(string name, int speed = 5, bool straightLine = false, bool waitEnd = true, string info = \"Event.CenterOnCamera\") {\n        EventManager.instance.luaScreenOw.CenterEventOnCamera(name, speed, straightLine, waitEnd, info);\n    }\n\n    [CYFEventFunction] public string GetName() {\n        try { return appliedScript.GetVar(\"_internalScriptName\").String; }\n        catch { return \"4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\"; }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    [CYFEventFunction] public DynValue GetPosition(string name) {\n        DynValue result = DynValue.NewTable(new Table(null));\n        bool done = false;\n        for (int i = 0; (i < EventManager.instance.events.Count || name == \"Player\") && !done; i++) {\n            if (name != \"Player\")\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n            done = true;\n            GameObject go = name == \"Player\" ? PlayerOverworld.instance.gameObject : EventManager.instance.events[i];\n            Transform target = null;\n            if (go.transform.parent != null)\n                if (go.transform.parent.name == \"SpritePivot\")\n                    target = go.transform.parent;\n            target = target ?? go.transform; //oof\n            result.Table.Set(1, DynValue.NewNumber(Mathf.Round(target.position.x * 1000) / 1000));\n            result.Table.Set(2, DynValue.NewNumber(Mathf.Round(target.position.y * 1000) / 1000));\n            result.Table.Set(3, DynValue.NewNumber(Mathf.Round(target.position.z * 1000) / 1000));\n        }\n        if (result.Table == new Table(null))\n            throw new CYFException(\"Event.GetPosition: The event \\\"\" + name + \"\\\" doesn't exist.\");\n        try { return result; } finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    [CYFEventFunction] public void IgnoreCollision(string name, bool ignore) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            if (name != \"Player\")\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n            GameObject go = name == \"Player\" ? PlayerOverworld.instance.gameObject : EventManager.instance.events[i];\n            go.layer = ignore ? 0 : 21;\n            //go.GetComponent<Rigidbody2D>().simulated = !ignore;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return;\n        }\n        throw new CYFException(\"Event.IgnoreCollision: The event \\\"\" + name + \"\\\" doesn't exist.\");\n    }\n\n    [CYFEventFunction] public void SetSpeed(string name, float speed) {\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            if (name != \"Player\") {\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n                EventManager.instance.events[i].GetComponent<EventOW>().moveSpeed = speed;\n            } else\n                PlayerOverworld.instance.speed = speed;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return;\n        }\n        throw new CYFException(\"Event.SetSpeed: The event \\\"\" + name + \"\\\" doesn't exist.\");\n    }\n\n    [CYFEventFunction] public float GetSpeed(string name) {\n        float speed;\n        for (int i = 0; i < EventManager.instance.events.Count || name == \"Player\"; i++) {\n            if (name != \"Player\") {\n                if (EventManager.instance.events[i].gameObject == null || EventManager.instance.events[i].gameObject.name != name)\n                    continue;\n                speed = EventManager.instance.events[i].GetComponent<EventOW>().moveSpeed;\n            } else\n                speed = PlayerOverworld.instance.speed;\n            appliedScript.Call(\"CYFEventNextCommand\");\n            return speed;\n        }\n        throw new CYFException(\"Event.GetSpeed: The event \\\"\" + name + \"\\\" doesn't exist.\");\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaEventOW.cs.meta",
    "content": "fileFormatVersion: 2\nguid: db68b768af55c1443ab5eb5aa132b27a\ntimeCreated: 1490220715\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaGeneralOW.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing MoonSharp.Interpreter;\n\npublic class LuaGeneralOW {\n    private readonly TextManager textmgr;\n    public ScriptWrapper appliedScript;\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    [MoonSharpHidden] public LuaGeneralOW(TextManager textmgr) { this.textmgr = textmgr; }\n\n    [CYFEventFunction] public void HiddenReloadAppliedScript() { EventManager.instance.CheckCurrentEvent(); }\n\n    /// <summary>\n    /// Displays a text.\n    /// </summary>\n    /// <param name=\"texts\"></param>\n    /// <param name=\"formatted\"></param>\n    /// <param name=\"mugshots\"></param>\n    /// <param name=\"forcePosition\"></param>\n    [CYFEventFunction] public void SetDialog(DynValue texts, bool formatted = true, DynValue mugshots = null, DynValue forcePosition = null) {\n        // Unfortunately, either C# or MoonSharp (don't know which) has a ridiculous limit in place\n        // Calling `SetDialog({\"\"}, true, nil, true)` fails to pass the final argument\n        if (mugshots != null && mugshots.Type == DataType.Table && forcePosition != null) PlayerOverworld.instance.UIPos = forcePosition.Type == DataType.Boolean ? (forcePosition.Boolean ? 2 : 1) : 0;\n        else                                                                              PlayerOverworld.instance.UIPos = 0;\n\n        if (EventManager.instance.coroutines.ContainsKey(appliedScript) && EventManager.instance.script != appliedScript) {\n            UnitaleUtil.DisplayLuaError(appliedScript.scriptname, \"General.SetDialog: This function cannot be used in a coroutine.\");\n            return;\n        }\n        if (EventManager.instance.eventsLoading) {\n            UnitaleUtil.DisplayLuaError(appliedScript.scriptname, \"General.SetDialog: This function cannot be used in EventPage0.\");\n            return;\n        }\n        TextMessage[] textmsgs;\n        if (texts.Type == DataType.String && texts.String.Length > 0)\n            textmsgs = new[]{new TextMessage(texts.String, formatted, false, mugshots != null ? mugshots.Type == DataType.Table ? mugshots.Table.Get(0) : mugshots : null)};\n        else if (texts.Type == DataType.Table && texts.Table.Length > 0) {\n            textmsgs = new TextMessage[texts.Table.Length];\n            for (int i = 0; i < texts.Table.Length; i++)\n                textmsgs[i] = new TextMessage(texts.Table.Get(i + 1).String, formatted, false, mugshots != null ? mugshots.Type == DataType.Table ? mugshots.Table.Get(i+1) : mugshots : null);\n        } else {\n            UnitaleUtil.DisplayLuaError(EventManager.instance.eventScripts[EventManager.instance.events[EventManager.instance.actualEventIndex]].scriptname, \"General.SetDialog: You need to input a non-empty array or string here.\");\n            return;\n        }\n        textmgr.SetEffect(null);\n        textmgr.SetTextQueue(textmsgs);\n        textmgr.transform.parent.parent.SetAsLastSibling();\n    }\n\n    /// <summary>\n    /// Makes a choice, like when you have to choose between cinnamon and butterscotch\n    /// </summary>\n    /// <param name=\"choices\"></param>\n    /// <param name=\"question\"></param>\n    /// <param name=\"forcePosition\"></param>\n    [CYFEventFunction] public void SetChoice(DynValue choices, string question = \"\", DynValue forcePosition = null) {\n        // Unfortunately, something weird is happening here\n        // Calling `SetChoice({\"Yes\", \"No\"}, nil, true)` fails to pass the final argument\n        if (question != null && forcePosition != null) PlayerOverworld.instance.UIPos = forcePosition.Type == DataType.Boolean ? (forcePosition.Boolean ? 2 : 1) : 0;\n        else                                           PlayerOverworld.instance.UIPos = 0;\n\n        TextMessage textMsgChoice = new TextMessage(\"\", false, false);\n        textMsgChoice.AddToText(\"[mugshot:null]\");\n        List<string> finalText = new List<string>();\n        bool[] oneLiners = new bool[2];\n        List<string[]> preTexts = new List<string[]>();\n        bool threeLiner = false;\n\n        //Do not put more than 3 lines and 2 choices\n        //If the 3rd parameter is a string, it has to be a question\n        if (question != \"\") {\n            textMsgChoice.AddToText(\"* \" + question + \"\\n\");\n        }\n        for (int i = 0; i < 2; i++) {\n            //If there's no text, just don't print it\n            if (choices.Table.Get(i + 1).String == null)\n                continue;\n\n            preTexts.Add(choices.Table.Get(i + 1).String.Split('\\n'));\n            string[] preText = preTexts[preTexts.Count - 1];\n            oneLiners[i] = preText.Length == 1 && question != \"\";\n            if (preText.Length == 3)\n                threeLiner = true;\n            if (!oneLiners[i]) continue;\n            string line = preText[0];\n            preTexts[preTexts.Count - 1] = new[] { \"\", line };\n        }\n\n        for (int i = 0; i < 2; i++) {\n            string[] preText = preTexts[i];\n            for (int j = 0; j < (threeLiner ? 3 : 2); j++) {\n                if (j == finalText.Count)\n                    finalText.Add(\"\");\n                finalText[j] += \"[charspacing:8] [charspacing:2]\" + (j >= preText.Length ? \"\" : preText[j]) + (i == 0 ? \"\\t\" : \"\") + \"[charspacing:default]\";\n            }\n        }\n\n        //Add the text to the text to print then the SetChoice function with its parameters\n        for (int i = 0; i < finalText.Count; i++) {\n            if (finalText[i] != \"\\t\")\n                textMsgChoice.AddToText(finalText[i] + ((i == finalText.Count - 1) ? \"\" : \"\\n\"));\n        }\n        textmgr.SetEffect(null);\n        textmgr.SetText(textMsgChoice);\n        textmgr.transform.parent.parent.SetAsLastSibling();\n\n        if (StCoroutine != null) StCoroutine(\"ISetChoice\", new object[] { question != \"\", oneLiners }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n\n    [CYFEventFunction] public void EndDialog() {\n        if (EventManager.instance.eventsLoading) {\n            UnitaleUtil.DisplayLuaError(appliedScript.scriptname, \"General.EndDialog: This function cannot be used in EventPage0.\");\n            return;\n        }\n        if (EventManager.instance.script == appliedScript) {\n            UnitaleUtil.DisplayLuaError(appliedScript.scriptname, \"General.EndDialog: This function can only be used in a coroutine.\");\n            return;\n        }\n\n        if (textmgr != null && textmgr.GetComponent<UnityEngine.UI.Image>().color.a != 0) {\n            // Clean up text manager\n            textmgr.SetTextFrameAlpha(0);\n            textmgr.SetTextQueue(new TextMessage[] { });\n            textmgr.HideTextObject();\n\n            // Clean up SetChoice if applicable\n            if (EventManager.instance.script != null && EventManager.instance.script == textmgr.caller) {\n                string key = EventManager.instance.script.GetVar(\"_internalScriptName\").String + \".ISetChoice\";\n                if (EventManager.instance.cSharpCoroutines.ContainsKey(key)) {\n                    // Stop the ISetChoice coroutine\n                    EventManager.instance.ForceEndCoroutine(key);\n\n                    // Remove the \"tempHeart\" GameObject if it already exists\n                    if (GameObject.Find(\"Canvas OW/tempHeart\"))\n                        Object.Destroy(GameObject.Find(\"Canvas OW/tempHeart\"));\n                }\n            }\n\n            // End event\n            appliedScript.Call(\"CYFEventNextCommand\");\n            if (EventManager.instance.script != null && EventManager.instance.script == textmgr.caller) // End text from event\n                textmgr.caller.Call(\"CYFEventNextCommand\");\n            else\n                PlayerOverworld.instance.PlayerNoMove = false;  // End text no event\n        } else\n            appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public void Wait(int frames) { if (StCoroutine != null) StCoroutine(\"IWait\", frames, appliedScript.GetVar(\"_internalScriptName\").String); }\n\n    /// <summary>\n    /// Function that ends when the player press the button \"Confirm\"\n    /// </summary>\n    [CYFEventFunction] public void WaitForInput() { if (StCoroutine != null) StCoroutine(\"IWaitForInput\", null, appliedScript.GetVar(\"_internalScriptName\").String); }\n\n    /// <summary>\n    /// Launch the GameOver screen\n    /// </summary>\n    [CYFEventFunction] public void GameOver(DynValue deathText = null, string deathMusic = null) {\n        PlayerCharacter.instance.HP = PlayerCharacter.instance.MaxHP;\n        /*Transform rt = GameObject.Find(\"Player\").GetComponent<Transform>();\n        rt.position = new Vector3(rt.position.x, rt.position.y, -1000);*/\n        string[] deathTable = null;\n\n        if (deathText != null && deathText.Type != DataType.Void) {\n            switch (deathText.Type) {\n                case DataType.Table: {\n                    deathTable = new string[deathText.Table.Length];\n                    for (int i = 0; i < deathText.Table.Length; i++)\n                        deathTable[i] = deathText.Table[i + 1].ToString();\n                    break;\n                }\n                case DataType.String: deathTable = new[] { deathText.String }; break;\n                default:              throw new CYFException(\"General.GameOver: deathText needs to be a table or a string.\");\n            }\n        }\n\n        PlayerOverworld.instance.enabled = false;\n\n        // Stop the \"kept audio\" if it is playing\n        if (PlayerOverworld.audioKept == UnitaleUtil.GetCurrentOverworldAudio()) {\n            PlayerOverworld.audioKept.Stop();\n            PlayerOverworld.audioKept.clip = null;\n            PlayerOverworld.audioKept.time = 0;\n        }\n\n        //Saves our most recent map and position to control where the player respawns\n        string mapName = UnitaleUtil.MapCorrespondanceList.ContainsKey(SceneManager.GetActiveScene().name) ? UnitaleUtil.MapCorrespondanceList[SceneManager.GetActiveScene().name] : SceneManager.GetActiveScene().name;\n        LuaScriptBinder.SetSessionGlobal(\"PlayerMap\", DynValue.NewString(mapName));\n\n        Transform tf = GameObject.Find(\"Player\").transform;\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosX\", DynValue.NewNumber(tf.position.x));\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosY\", DynValue.NewNumber(tf.position.y));\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosZ\", DynValue.NewNumber(tf.position.z));\n\n        Object.FindObjectOfType<GameOverBehavior>().StartDeath(deathTable, deathMusic);\n\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Plays and adjust the volume of a chosen bgm.\n    /// </summary>\n    /// <param name=\"bgm\">The name of the chosen BGM to play.</param>\n    /// <param name=\"volume\">The volume of the BGM. Clamped from 0 to 1.</param>\n    [CYFEventFunction] public void PlayBGM(string bgm, float volume) {\n        volume = Mathf.Clamp01(volume);\n        if (AudioClipRegistry.GetMusic(bgm) == null)\n            throw new CYFException(\"General.PlayBGM: The given BGM doesn't exist. Please check if you've spelled it correctly.\");\n        AudioSource audio = UnitaleUtil.GetCurrentOverworldAudio();\n        audio.clip = AudioClipRegistry.GetMusic(bgm);\n        audio.volume = volume;\n        audio.Play();\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Stops the current BGM.\n    /// </summary>\n    /// <param name=\"fadeFrames\"></param>\n    /// <param name=\"waitEnd\"></param>\n    [CYFEventFunction] public void StopBGM(int fadeFrames = 0, bool waitEnd = false) {\n        if (EventManager.instance.bgmCoroutine)                                       throw new CYFException(\"General.StopBGM: The music is already fading.\");\n        if (!GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>().isPlaying) throw new CYFException(\"General.StopBGM: There is no current BGM.\");\n        if (fadeFrames < 0)                                                           throw new CYFException(\"General.StopBGM: The fade time has to be positive or equal to 0.\");\n        if (StCoroutine != null) StCoroutine(\"IFadeBGM\", new object[] { fadeFrames, waitEnd }, appliedScript.GetVar(\"_internalScriptName\").String);\n        if (!waitEnd)\n            appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Plays a selected sound at a given volume.\n    /// </summary>\n    /// <param name=\"sound\"></param>\n    /// <param name=\"volume\"></param>\n    [CYFEventFunction] public void PlaySound(string sound, float volume = 0.65f) {\n        volume = Mathf.Clamp01(volume);\n        if (AudioClipRegistry.GetSound(sound) == null)\n            throw new CYFException(\"General.PlaySound: The given BGM doesn't exist. Please check if you've spelled it correctly.\");\n        UnitaleUtil.PlaySound(\"PlaySound\", sound, volume);\n        //GameObject.Find(\"Player\").GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(sound), volume);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Saves the game. Pretty obvious, heh.\n    /// </summary>\n    [CYFEventFunction] public void Save(bool forced = false) { if (StCoroutine != null) StCoroutine(\"ISave\", new object[] { forced }, appliedScript.GetVar(\"_internalScriptName\").String); }\n\n    /// <summary>\n    /// Sends the player back to the title screen, making him lose his progression\n    /// </summary>\n    [CYFEventFunction] public void TitleScreen() {\n        UnitaleUtil.ExitOverworld(false);\n        SceneManager.LoadScene(\"TitleScreen\");\n        Object.Destroy(GameObject.Find(\"SpritePivot\"));\n    }\n\n    /// <summary>\n    /// Sets an encounter of the current mod folder, with a given encounter name\n    /// The boolean is used to tell if the encounter anim will be short\n    /// </summary>\n    /// <param name=\"encounterName\"></param>\n    /// <param name=\"anim\"></param>\n    /// <param name=\"ForceNoFlee\"></param>\n    [CYFEventFunction] public void SetBattle(string encounterName = \"\", string anim = \"normal\", bool ForceNoFlee = false) {\n        anim = anim.ToLower();\n        if (anim != \"normal\" && anim != \"fast\" && anim != \"instant\")\n            throw new CYFException(\"General.SetBattle: Invalid animation \\\"\" + anim + \"\\\".\\nIt should be\\\"normal\\\", \\\"fast\\\" or \\\"instant\\\".\");\n\n        PlayerOverworld.instance.SetEncounterAnim(encounterName, anim, ForceNoFlee);\n    }\n\n    [CYFEventFunction] public void EnterShop(string scriptName, bool instant = false) {\n        ShopScript.scriptName = scriptName;\n        if (StCoroutine != null) StCoroutine(\"IEnterShop\", instant, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaGeneralOW.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 114178ac6858b414187d4211013ff589\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaInventoryOW.cs",
    "content": "﻿using MoonSharp.Interpreter;\n\npublic class LuaInventoryOW {\n    public ScriptWrapper appliedScript;\n\n    [MoonSharpHidden] public LuaInventoryOW() { }\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    [MoonSharpHidden] public void SetEquip(string itemName) {\n        if (!Inventory.ItemExists(itemName))           throw new CYFException(\"The item \\\"\" + itemName + \"\\\" doesn't exist in the item list.\");\n        if (Inventory.InventoryNumber(itemName) == -1) throw new CYFException(\"You can't equip an item that isn't in the inventory.\");\n        Inventory.ChangeEquipment(Inventory.InventoryNumber(itemName), true);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public void SetWeapon(string weapon) { SetEquip(weapon); }\n    [CYFEventFunction] public void SetArmor(string armor)   { SetEquip(armor); }\n\n    [CYFEventFunction] public bool AddItem(string Name) {\n        try { return Inventory.AddItem(Name); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n\n    [CYFEventFunction] public void RemoveItem(int ID) { Inventory.RemoveItem(ID - 1); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public bool IsItemInTheInventory(string name) { try { return Inventory.InventoryNumber(name) != -1; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n\n    [CYFEventFunction] public bool ItemExists(string name) { try { return Inventory.ItemExists(name); } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n\n    [CYFEventFunction] public int GetItemID(string name) { try { return Inventory.InventoryNumber(name); } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n\n    [CYFEventFunction] public int GetItemCount() { try { return Inventory.inventory.Count; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n\n    [CYFEventFunction] public void SpawnBoxMenu() { if (StCoroutine != null) StCoroutine(\"ISpawnBoxMenu\", null, appliedScript.GetVar(\"_internalScriptName\").String); }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaInventoryOW.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e1c071746ea30a142a47ea8f0a74de4f\ntimeCreated: 1490255842\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaMapOW.cs",
    "content": "﻿using System.Linq;\nusing UnityEngine;\nusing MoonSharp.Interpreter;\nusing UnityEngine.SceneManagement;\n\npublic class LuaMapOW {\n    public ScriptWrapper appliedScript;\n\n    [MoonSharpHidden] public LuaMapOW() { }\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    [CYFEventFunction] public string GetMusic() { try { return Object.FindObjectOfType<MapInfos>().music; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetMusic(string value) { Object.FindObjectOfType<MapInfos>().music = value; appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public string GetModToLoad() { try { return Object.FindObjectOfType<MapInfos>().modToLoad; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetModToLoad(string value) { Object.FindObjectOfType<MapInfos>().modToLoad = value; appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public bool GetNoRandomEncounter() { try { return Object.FindObjectOfType<MapInfos>().noRandomEncounter; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetNoRandomEncounter(bool value) { Object.FindObjectOfType<MapInfos>().noRandomEncounter = value; appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public bool GetMusicKept() { try { return Object.FindObjectOfType<MapInfos>().isMusicKeptBetweenBattles; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetMusicKept(bool value) {\n        if (value != Object.FindObjectOfType<MapInfos>().isMusicKeptBetweenBattles) {\n            Object.FindObjectOfType<MapInfos>().isMusicKeptBetweenBattles = value;\n            AudioSource oldAs = value ? (AudioSource)(NewMusicManager.audiolist[\"src\"]) : (AudioSource)(NewMusicManager.audiolist[\"StaticKeptAudio\"]);\n            AudioSource newAs = value ? (AudioSource)(NewMusicManager.audiolist[\"StaticKeptAudio\"]) : (AudioSource)(NewMusicManager.audiolist[\"src\"]);\n            if (value) {\n                newAs.clip = oldAs.clip;\n                newAs.volume = oldAs.volume;\n                newAs.pitch = oldAs.pitch;\n                newAs.loop = oldAs.loop;\n                newAs.Play();\n                newAs.time = oldAs.time;\n                oldAs.Stop();\n            }\n        }\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public string GetName() {\n        try { return SceneManager.GetActiveScene().name; }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public string GetSaveName(string mapName) {\n        try {\n            string result;\n            UnitaleUtil.MapCorrespondanceList.TryGetValue(mapName, out result);\n            return result;\n        }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public string GetMusicMap(string mapName) {\n        if (SceneManager.GetActiveScene().name == mapName) return GetMusic();\n        try { return (string)EventManager.TryGetMapValue(mapName, \"Music\"); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public void SetMusicMap(string mapName, string value) {\n        if (SceneManager.GetActiveScene().name == mapName) SetMusic(value);\n        else                                               EventManager.TrySetMapValue(mapName, \"Music\", value);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public string GetModToLoadMap(string mapName) {\n        if (SceneManager.GetActiveScene().name == mapName) return GetModToLoad();\n        try { return (string)EventManager.TryGetMapValue(mapName, \"ModToLoad\"); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public void SetModToLoadMap(string mapName, string value) {\n        if (SceneManager.GetActiveScene().name == mapName) SetModToLoad(value);\n        else                                               EventManager.TrySetMapValue(mapName, \"ModToLoad\", value);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public bool GetNoRandomEncounterMap(string mapName) {\n        if (SceneManager.GetActiveScene().name == mapName) return GetMusicKept();\n        try { return (bool)EventManager.TryGetMapValue(mapName, \"MusicKept\"); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public void SetNoRandomEncounterMap(string mapName, bool value) {\n        if (SceneManager.GetActiveScene().name == mapName) SetNoRandomEncounter(value);\n        else                                               EventManager.TrySetMapValue(mapName, \"NoRandomEncounter\", value);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [CYFEventFunction] public bool GetMusicKeptMap(string mapName) {\n        if (SceneManager.GetActiveScene().name == mapName) return GetNoRandomEncounter();\n        try { return (bool)EventManager.TryGetMapValue(mapName, \"NoRandomEncounter\"); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n    [CYFEventFunction] public void SetMusicKeptMap(string mapName, bool value) {\n        if (SceneManager.GetActiveScene().name == mapName) SetMusicKept(value);\n        else                                               EventManager.TrySetMapValue(mapName, \"MusicKept\", value);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n    [CYFEventFunction] public bool HasPlayerBeenInMap(string mapName) {\n        try { return SceneManager.GetActiveScene().name == mapName || GlobalControls.GameMapData.Values.Any(md => md.Name == mapName); }\n        finally { appliedScript.Call(\"CYFEventNextCommand\"); }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaMapOW.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0e6cd6d25e7a8d34e927baf293b4a27b\ntimeCreated: 1498783464\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaPlayerOW.cs",
    "content": "﻿using UnityEngine;\nusing MoonSharp.Interpreter;\n\npublic class LuaPlayerOW {\n    public ScriptWrapper appliedScript;\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    [MoonSharpHidden] public LuaPlayerOW() { }\n\n    [CYFEventFunction] public int GetLevel() { try { return PlayerCharacter.instance.LV; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetLevel(int value) { PlayerCharacter.instance.SetLevel(value); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public float GetHP() { try { return PlayerCharacter.instance.HP; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetHP(float value) { setHP(value); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public int GetMaxHP() { try { return PlayerCharacter.instance.BasisMaxHP + PlayerCharacter.instance.MaxHP; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetMaxHP(int value) { setMaxHP(value - PlayerCharacter.instance.BasisMaxHP); appliedScript.Call(\"CYFEventNextCommand\"); }\n    [CYFEventFunction] public void ResetMaxHP() { setMaxHP(PlayerCharacter.instance.BasisMaxHP); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public string GetName() { try { return PlayerCharacter.instance.Name; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetName(string value) { PlayerCharacter.instance.Name = value; appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public int GetWeaponATK() { try { return PlayerCharacter.instance.WeaponATK; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public int GetArmorDEF() { try { return PlayerCharacter.instance.ArmorDEF; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public int GetATK() { try { return PlayerCharacter.instance.ATK; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public int GetDEF() { try { return PlayerCharacter.instance.DEF; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n\n    [CYFEventFunction] public int GetGold() { try { return PlayerCharacter.instance.Gold; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetGold(int value) { PlayerCharacter.instance.SetGold(value); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    [CYFEventFunction] public string GetWeapon() { try { return PlayerCharacter.instance.Weapon; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetWeapon(string value) { EventManager.instance.luaInventoryOw.SetEquip(value);}\n\n    [CYFEventFunction] public string GetArmor() { try { return PlayerCharacter.instance.Armor; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetArmor(string value) { EventManager.instance.luaInventoryOw.SetEquip(value); }\n\n    [CYFEventFunction] public int GetEXP() { try { return PlayerCharacter.instance.EXP; } finally { appliedScript.Call(\"CYFEventNextCommand\"); } }\n    [CYFEventFunction] public void SetEXP(int value) { PlayerCharacter.instance.SetEXP(value, true); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    /*public int Level {\n        get { return PlayerCharacter.instance.LV; }\n        set { PlayerCharacter.instance.SetLevel(value); }\n    }\n\n    public float HP {\n        get { return PlayerCharacter.instance.HP; }\n        set { setHP(value); }\n    }\n\n    public int MaxHP {\n        get { return PlayerCharacter.instance.MaxHP; }\n        set { setMaxHP(value - PlayerCharacter.instance.BasisMaxHP); }\n    }\n\n    public string Name {\n        get { return PlayerCharacter.instance.Name; }\n        set { PlayerCharacter.instance.Name = value; }\n    }\n\n    public int Gold {\n        get { return PlayerCharacter.instance.Gold; }\n        set { PlayerCharacter.instance.SetGold(value); }\n    }\n\n    public string Weapon {\n        get { return PlayerCharacter.instance.Weapon; }\n        set { EventManager.instance.luaInventoryOw.SetWeapon(value); }\n    }\n\n    public string Armor {\n        get { return PlayerCharacter.instance.Armor; }\n        set { EventManager.instance.luaInventoryOw.SetArmor(value); }\n    }\n\n    public int EXP {\n        get { return PlayerCharacter.instance.EXP; }\n        set { PlayerCharacter.instance.SetEXP(value, true); }\n    }*/\n\n    [CYFEventFunction] public void ForceHP(float newhp) { setHP(newhp, true); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    /// <summary>\n    /// Hurts the PlayerCharacter.instance with the given amount of damage. Heal()'s opposite.\n    /// </summary>\n    /// <param name=\"damage\">This one seems obvious</param>\n    [CYFEventFunction]\n    public void Hurt(int damage) {\n        UnitaleUtil.PlaySound(\"HurtSound\", damage >= 0 ? \"hurtsound\" : \"healsound\");\n\n        if (-damage + PlayerCharacter.instance.HP > PlayerCharacter.instance.MaxHP) PlayerCharacter.instance.HP = PlayerCharacter.instance.MaxHP;\n        else if (-damage + PlayerCharacter.instance.HP <= 0)                        PlayerCharacter.instance.HP = 1;\n        else                                                                        PlayerCharacter.instance.HP -= damage;\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Heals the PlayerCharacter.instance with the given amount of heal. Hurt()'s opposite.\n    /// </summary>\n    /// <param name=\"heal\">This one seems obvious too</param>\n    [CYFEventFunction]\n    public void Heal(int heal) { Hurt(-heal); appliedScript.Call(\"CYFEventNextCommand\"); }\n\n    /// <summary>\n    /// Enables or disables the PlayerCharacter.instance's movement\n    /// </summary>\n    /// <param name=\"canMove\">Can the PlayerCharacter.instance move?</param>\n    [CYFEventFunction]\n    public void CanMove(bool canMove) {\n        PlayerOverworld.instance.forceNoAction = !canMove;\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    [MoonSharpHidden]\n    public void setHP(float newHP, bool allowOverheal = false) {\n        if (newHP <= 0) {\n            EventManager.instance.luaGeneralOw.GameOver();\n            return;\n        }\n        UnitaleUtil.PlaySound(\"CollisionSoundChannel\", PlayerCharacter.instance.HP - newHP >= 0 ? \"hurtsound\" : \"healsound\");\n\n        newHP = Mathf.Min(Mathf.Round(newHP * Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma)) / Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma), ControlPanel.instance.HPLimit);\n        if (allowOverheal)\n            PlayerCharacter.instance.HP = newHP;\n        else {\n            // Heal: Keep the highest value between MaxHP and the current HP and don't go past MaxHP if the current HP isn't full\n            if (newHP > PlayerCharacter.instance.MaxHP && newHP > PlayerCharacter.instance.HP)\n                PlayerCharacter.instance.HP = Mathf.Max(PlayerCharacter.instance.MaxHP, PlayerCharacter.instance.HP);\n            else\n                PlayerCharacter.instance.HP = newHP;\n        }\n    }\n\n    [MoonSharpHidden]\n    public void setMaxHP(int value) {\n        if (value == PlayerCharacter.instance.MaxHP)\n            return;\n        if (value <= 0) {\n            setHP(0);\n            return;\n        }\n        if (value > ControlPanel.instance.HPLimit)\n            value = ControlPanel.instance.HPLimit;\n        else if (PlayerCharacter.instance.HP > value)\n            PlayerCharacter.instance.HP = value;\n        else\n            UnitaleUtil.PlaySound(\"CollisionSoundChannel\", \"healsound\");\n        PlayerCharacter.instance.MaxHPShift = value - PlayerCharacter.instance.BasisMaxHP;\n    }\n\n    [CYFEventFunction]\n    public void Teleport(string mapName, float posX, float posY, int direction = 0, bool NoFadeIn = false, bool NoFadeOut = false) {\n        TPHandler tp = Object.Instantiate(Resources.Load<TPHandler>(\"Prefabs/TP On-the-fly\"));\n        tp.sceneName = mapName;\n        tp.position = new Vector2(posX, posY);\n        tp.direction = direction;\n        tp.noFadeIn = NoFadeIn;\n        tp.noFadeOut = NoFadeOut;\n        tp.transform.position = PlayerOverworld.instance.gameObject.transform.position;\n        EventManager.instance.EndEvent();\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaPlayerOW.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/Overworld/LuaScreenOW.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing MoonSharp.Interpreter;\n\npublic class LuaScreenOW {\n    public ScriptWrapper appliedScript;\n\n    [MoonSharpHidden] public LuaScreenOW() { }\n\n    public delegate void LoadedAction(string coroName, object args, string evName);\n    [MoonSharpHidden] public static event LoadedAction StCoroutine;\n\n    //I know, there's WAY too much parameters in here, but I don't have the choice right now.\n    //If I find a way to get the Table's text from DynValues, I'll gladly reduce the number of\n    //parameters of this, but right now, even if it is very painful to enter directly 6 or 10 parameters,\n    //I don't find a proper way to do this. (Erm...plus, I have to say that if I put arrays into this,\n    //you'll have to write braces in the function, so just think that I give you a favor xP)\n    /// <summary>\n    /// Permits to display an image on the screen at given dimensions, position and color\n    /// </summary>\n    /// <param name=\"path\"></param>\n    /// <param name=\"id\"></param>\n    /// <param name=\"posX\"></param>\n    /// <param name=\"posY\"></param>\n    /// <param name=\"toneR\"></param>\n    /// <param name=\"toneG\"></param>\n    /// <param name=\"toneB\"></param>\n    /// <param name=\"toneA\"></param>\n    [CYFEventFunction] public void DispImg(string path, int id, float posX, float posY, int toneR = 255, int toneG = 255, int toneB = 255, int toneA = 255) {\n        GameObject image;\n        bool newImage = false;\n\n        if (GameObject.Find(\"Image\" + id) != null)\n            image = GameObject.Find(\"Image\" + id);\n        else {\n            newImage = true;\n            image = Object.Instantiate(Resources.Load<GameObject>(\"Prefabs/ImageEvent\"));\n            image.name = \"Image\" + id;\n            image.tag = \"Event\";\n            image.GetComponent<RectTransform>().SetParent(GameObject.Find(\"Canvas OW\").transform);\n            EventManager.instance.spriteControllers.Add(\"Image\" + id, LuaSpriteController.GetOrCreate(image));\n        }\n\n        image.GetComponent<Image>().sprite = SpriteRegistry.Get(path);\n        if (image.GetComponent<Image>().sprite == null)\n            throw new CYFException(\"Screen.DispImg: The sprite given doesn't exist.\");\n        if (toneR < 0 || toneR > 255 || toneR % 1 != 0 || toneG < 0 || toneG > 255 || toneG % 1 != 0 || toneB < 0 || toneB > 255 || toneB % 1 != 0)\n            throw new CYFException(\"Screen.DispImg: You can't input a value out of [0; 255] for a color value, as it is clamped from 0 to 255.\\nThe number have to be an integer.\");\n\n        if (toneA >= 0 && toneA <= 255 && toneR % 1 == 0)\n            image.GetComponent<Image>().color = new Color32((byte)toneR, (byte)toneG, (byte)toneB, (byte)toneA);\n        image.GetComponent<RectTransform>().sizeDelta = image.GetComponent<Image>().sprite.bounds.size * 100;\n        image.GetComponent<RectTransform>().position = (Vector2)Camera.main.transform.position + new Vector2(posX - 320, posY - 240);\n\n        if (newImage)\n            EventManager.instance.events.Add(image);\n\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Remove an image from the screen\n    /// </summary>\n    /// <param name=\"id\"></param>\n    [CYFEventFunction] public void SupprImg(int id) {\n        if (GameObject.Find(\"Image\" + id))\n            EventManager.instance.luaEventOw.Remove(\"Image\" + id);\n        else\n            UnitaleUtil.Warn(\"The image #\" + id + \" doesn't exist.\", false);\n        appliedScript.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Sets a tone directly, without transition\n    /// </summary>\n    /// <param name=\"anim\"></param>\n    /// <param name=\"waitEnd\"></param>\n    /// <param name=\"r\"></param>\n    /// <param name=\"g\"></param>\n    /// <param name=\"b\"></param>\n    /// <param name=\"a\"></param>\n    [CYFEventFunction] public void SetTone(bool anim, bool waitEnd, int r = 255, int g = 255, int b = 255, int a = 128) {\n        if (r < 0 || r > 255 || r % 1 != 0 || g < 0 || g > 255 || g % 1 != 0 || b < 0 || b > 255 || b % 1 != 0)\n            throw new CYFException(\"Screen.SetTone: You can't input a value out of [0; 255] for a color value, as it is clamped from 0 to 255.\\nThe number have to be an integer.\");\n        if (GameObject.Find(\"Tone\") == null) {\n            GameObject image = Object.Instantiate(Resources.Load<GameObject>(\"Prefabs/ImageEvent\"));\n            image.GetComponent<Image>().color = new Color(r / 255f, g / 255f, b / 255f, 0);\n            image.name = \"Tone\";\n            image.tag = \"Event\";\n            image.GetComponent<RectTransform>().SetParent(GameObject.Find(\"Canvas OW\").transform);\n            image.GetComponent<RectTransform>().sizeDelta = new Vector2(1000, 800);\n            image.GetComponent<RectTransform>().position = (Vector2)Camera.main.transform.position;\n            EventManager.instance.events.Add(image);\n        }\n        if (!anim) {\n            GameObject.Find(\"Tone\").GetComponent<Image>().color = new Color32((byte)r, (byte)g, (byte)b, (byte)a);\n            if (a == 0)\n                EventManager.instance.luaEventOw.Remove(\"Tone\");\n            appliedScript.Call(\"CYFEventNextCommand\");\n        } else if (StCoroutine != null)\n            StCoroutine(\"ISetTone\", new object[] { waitEnd, r, g, b, a }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n\n    /*/// <summary>\n    /// Rumbles the screen.\n    /// </summary>\n    /// <param name=\"seconds\"></param>\n    /// <param name=\"intensity\"></param>\n    [CYFEventFunction]\n    public void Rumble(float frames, float intensity = 3, bool fade = false) { StCoroutine(\"IRumble\", new object[] { frames, intensity, fade }, appliedScript.GetVar(\"_internalScriptName\").String); }*/\n\n    [CYFEventFunction] public void Flash(int frames, int colorR = 255, int colorG = 255, int colorB = 255, int colorA = 255, bool waitEnd = true) {\n        if (StCoroutine != null) StCoroutine(\"IFlash\", new object[] { frames, colorR, colorG, colorB, colorA, waitEnd }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n\n    [CYFEventFunction] public void CenterEventOnCamera(string name, int speed = 5, bool straightLine = false, bool waitEnd = true, string info = \"Screen.CenterEventOnCamera\") {\n        if (!GameObject.Find(name))\n            throw new CYFException(\"Screen.CenterEventOnCamera: The given event doesn't exist.\");\n\n        if (!EventManager.instance.events.Contains(GameObject.Find(name)))\n            throw new CYFException(\"Screen.CenterEventOnCamera: The given event doesn't exist.\");\n\n        if (StCoroutine != null)\n            StCoroutine(\"IMoveCamera\", new object[] {\n                (int) (GameObject.Find(name).transform.position.x - PlayerOverworld.instance.transform.position.x),\n                (int) (GameObject.Find(name).transform.position.y - PlayerOverworld.instance.transform.position.y),\n                speed, straightLine, waitEnd, info\n            }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n\n    [CYFEventFunction] public void MoveCamera(int pixX, int pixY, int speed = 5, bool straightLine = false, bool waitEnd = true) {\n        if (StCoroutine != null) StCoroutine(\"IMoveCamera\", new object[] { pixX, pixY, speed, straightLine, waitEnd, \"Screen.MoveCamera\" }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n\n    [CYFEventFunction] public void ResetCameraPosition(int speed = 5, bool straightLine = false, bool waitEnd = true) {\n        if (StCoroutine != null) StCoroutine(\"IMoveCamera\", new object[] { 0, 0, speed, straightLine, waitEnd, \"Screen.ResetCameraPosition\" }, appliedScript.GetVar(\"_internalScriptName\").String);\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Lua/CLRBindings/ProjectileController.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Lua binding to set and retrieve information for bullets in the game.\n/// </summary>\npublic class ProjectileController {\n    private Projectile p;\n    private readonly LuaSpriteController spr;\n    private readonly Dictionary<string, DynValue> vars = new Dictionary<string, DynValue>();\n    private float lastX;\n    private float lastY;\n    private float lastAbsX;\n    private float lastAbsY;\n    public static bool globalPixelPerfectCollision;\n\n    public ProjectileController(Projectile p) {\n        this.p = p;\n        spr = LuaSpriteController.GetOrCreate(p.gameObject, true);\n        spr.Reset();\n    }\n\n    // The x position of the sprite, relative to the arena position and its anchor.\n    public float x {\n        get { return p == null ? lastX : p.self.position.x - ArenaManager.arenaCenter.x; }\n        set { MoveTo(value, y); }\n    }\n\n    // The y position of the sprite, relative to the arena position and its anchor.\n    public float y {\n        get { return p == null ? lastY : p.self.position.y - ArenaManager.arenaCenter.y; }\n        set { MoveTo(x, value); }\n    }\n\n    // The x position of the sprite, relative to the bottom left corner of the screen.\n    public float absx {\n        get { return p == null ? lastAbsX : p.self.position.x; }\n        set { MoveToAbs(value, absy); }\n    }\n\n    // The y position of the sprite, relative to the bottom left corner of the screen.\n    public float absy {\n        get { return p == null ? lastAbsY : p.self.position.y; }\n        set { MoveToAbs(absx, value); }\n    }\n\n    //Bullet.Duplicate() has been suspended because of some bugs. Maybe that I'll get on it later.\n    /*private DynValue Duplicate(Transform parent, Transform current) {\n        Transform[] children = UnitaleUtil.GetFirstChildren(current.gameObject.transform);\n        int currentIndex = 1;\n        Table table = new Table(null);\n        if (current == p.transform)\n            p.ctrl = this;\n        //Bullet Replication\n        GameObject go = GameObject.Instantiate<GameObject>(current.gameObject);\n        go.transform.SetParent(parent);\n        go.GetComponent<LuaProjectile>().owner = current.GetComponent<LuaProjectile>().owner;\n        //Debug.Log(current.GetComponent<LuaProjectile>().ctrl);\n        //go.GetComponent<LuaProjectile>().ctrl = Instantiate(current.GetComponent<LuaProjectile>().ctrl);\n        //ProjectileController projectileController = new ProjectileController(go.GetComponent<Projectile>());\n        //projectileController.active = current.GetComponent<LuaProjectile>().ctrl.active;\n        //Debug.Log(\"isPersistent current \" + current.GetComponent<LuaProjectile>().ctrl.isPersistent);\n        //projectileController.isPersistent = current.GetComponent<LuaProjectile>().ctrl.isPersistent;\n        //Debug.Log(\"isPersistent new \" + projectileController.isPersistent);\n        //projectileController.vars = current.GetComponent<LuaProjectile>().ctrl.vars;\n        go.self.pivot = current.self.pivot;\n        go.self.anchorMin = current.self.anchorMin;\n        go.self.anchorMax = current.self.anchorMax;\n        go.self.sizeDelta = current.self.sizeDelta;\n        go.transform.localPosition = current.localPosition;\n        go.transform.localRotation = current.localRotation;\n        table.Set(currentIndex++, UserData.Create(go.GetComponent<LuaProjectile>().ctrl));\n        //foreach (string key in vars.Keys)\n        //    projectileController.SetVar(key, vars[key]);\n        foreach (Transform tf in UnitaleUtil.GetFirstChildren(go.transform))\n            Destroy(tf.gameObject);\n\n        //Children Replication\n        if (children.Length > 0)\n            for (int i = 0; i < children.Length; i++) {\n                DynValue tabledv = Duplicate(go.transform, children[i]);\n                for (int j = 0; j < tabledv.Table.Length; j++)\n                    table.Set(currentIndex++, tabledv.Table.Get(j + 1));\n            }\n        return DynValue.NewTable(table);\n    }\n\n    public DynValue Duplicate() {\n        return Duplicate(p.transform.parent, p.transform);\n    }*/\n\n    public bool ppcollision {\n        get {\n            if (p == null)\n                throw new CYFException(\"Attempted to get the collision mode of a removed bullet.\");\n            return p.isPP(); }\n        set {\n            if (p == null)\n                throw new CYFException(\"Attempted to set the collision mode of a removed bullet.\");\n            if (!p.isPP() && value)\n                p.texture = ((Texture2D)p.GetComponent<Image>().mainTexture).GetPixels32();\n            p.ppcollision = value;\n            p.ppchanged = true;\n        }\n    }\n\n    public bool ppchanged {\n        get {\n            if (p == null)\n                throw new CYFException(\"Attempted to get the value of bullet.ppchanged from a removed bullet.\");\n            return p.ppchanged;\n        }\n    }\n\n    public bool isactive {\n        get { return p != null; }\n    }\n\n    public bool isPersistent = false;\n\n    public string layer {\n        get { return spr.img.transform.parent.name == \"BulletPool\" ? \"\" : spr.img.transform.parent.name.Substring(0, spr.img.transform.parent.name.Length - 6); }\n        set {\n            Transform parent = spr.img.transform.parent;\n            try {\n                spr.img.transform.SetParent(GameObject.Find(value == \"\" ? \"BulletPool\" : value + \"Bullet\").transform);\n            } catch { spr.img.transform.SetParent(parent); }\n        }\n    }\n\n    public LuaSpriteController sprite {\n        get { return spr; }\n    }\n\n    /*public void UpdatePosition() {\n        x = p.self.anchoredPosition.x - ArenaManager.arenaCenter.x;\n        y = p.self.anchoredPosition.y - ArenaManager.arenaCenter.y;\n        absx = p.self.anchoredPosition.x;\n        absy = p.self.anchoredPosition.y;\n    }*/\n\n    public void ResetCollisionSystem() {\n        if (p == null)\n            throw new CYFException(\"Attempted to reset the personal collision system of a removed bullet.\");\n        p.ppchanged = false;\n        p.ppcollision = globalPixelPerfectCollision;\n    }\n\n    public void Remove() {\n        if (!isactive) return;\n        UnitaleUtil.RemoveChildren(p.gameObject);\n        lastX = x;\n        lastY = y;\n        lastAbsX = absx;\n        lastAbsY = absy;\n        if (p.gameObject.GetComponent<KeyframeCollection>() != null)\n            Object.Destroy(p.gameObject.GetComponent<KeyframeCollection>());\n        p.gameObject.GetComponent<Mask>().enabled = false;\n        p.gameObject.GetComponent<RectMask2D>().enabled = false;\n        spr.StopAnimation();\n        BulletPool.instance.Requeue(p);\n        p = null;\n    }\n\n    public void Move(float newX, float newY) { MoveToAbs(absx + newX, absy + newY); }\n\n    public void MoveTo(float newX, float newY) { MoveToAbs(ArenaManager.arenaCenter.x + newX, ArenaManager.arenaCenter.y + newY); }\n\n    public void MoveToAbs(float newX, float newY) {\n        if (p == null) {\n            if (GlobalControls.retroMode)\n                return;\n            throw new CYFException(\"Attempted to move a removed bullet. You can use a bullet's isactive property to check if it has been removed.\");\n        }\n\n        if (GlobalControls.retroMode) p.self.anchoredPosition = new Vector2(newX, newY);\n        else                          p.self.position = new Vector2(newX, newY);\n    }\n\n    public void SendToTop() { p.self.SetAsLastSibling(); }\n\n    public void SendToBottom() { p.self.SetAsFirstSibling(); }\n\n    private DynValue _OnHit = DynValue.Nil;\n    public DynValue OnHit {\n        get { return _OnHit; }\n        set {\n            if ((value.Type & (DataType.Nil | DataType.Function | DataType.ClrFunction)) == 0)\n                throw new CYFException(\"bullet.OnHit: This variable has to be a function!\");\n            if (value.Type == DataType.Function && value.Function.OwnerScript != p.owner)\n                throw new CYFException(\"bullet.OnHit: You can only use a function created in the same script as the projectile!\");\n            _OnHit = value;\n        }\n    }\n\n\n    public void SetVar(string name, DynValue value) {\n        if (name == null)\n            throw new CYFException(\"bullet.SetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        vars[name] = value;\n    }\n\n    public DynValue GetVar(string name) {\n        if (name == null)\n            throw new CYFException(\"bullet.GetVar: The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        DynValue retval;\n        return vars.TryGetValue(name, out retval) ? retval : null;\n    }\n\n    public DynValue this[string key] {\n        get { return GetVar(key); }\n        set { SetVar(key, value); }\n    }\n\n    public bool isColliding() {\n        if (p == null)\n            return false;\n        return p.isPP() ? p.HitTestPP() : p.HitTest();\n    }\n\n    ////////////////////\n    // Children stuff //\n    ////////////////////\n\n    public string name {\n        get { return p.gameObject.name; }\n    }\n\n    public int childIndex {\n        get { return p.self.GetSiblingIndex() + 1; }\n        set { p.self.SetSiblingIndex(value - 1); }\n    }\n    public int childCount {\n        get { return p.self.childCount; }\n    }\n\n    public DynValue GetParent() { return UnitaleUtil.GetObjectParent(p.self); }\n\n    public void SetParent(object parent) {\n        UnitaleUtil.SetObjectParent(this, parent);\n        LuaSpriteController sParent = parent as LuaSpriteController;\n        ProjectileController pParent = parent as ProjectileController;\n        if (pParent != null)\n            sParent = pParent.sprite;\n        if (sParent == null)\n            return;\n        if (sprite.img.GetComponent<MaskImage>())\n            sprite.img.GetComponent<MaskImage>().inverted = sParent._masked == LuaSpriteController.MaskMode.INVERTEDSPRITE || sParent._masked == LuaSpriteController.MaskMode.INVERTEDSTENCIL;\n    }\n\n    public DynValue GetChild(int index) {\n        if (index > childCount)\n            throw new CYFException(\"This object only has \" + childCount + \" children yet you try to get its child #\" + index);\n        return UnitaleUtil.GetObject(sprite.img.transform.GetChild(--index));\n    }\n\n    public DynValue[] GetChildren() {\n        DynValue[] tab = new DynValue[sprite.img.transform.childCount];\n        for (int i = 0; i < sprite.img.transform.childCount; i++)\n            tab[i] = GetChild(i + 1);\n        return tab;\n    }\n}"
  },
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  },
  {
    "path": "Assets/Scripts/Lua/ErrorDisplay.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Class to contain a Lua error message, which is displayed as soon as the Error scene loads.\n/// </summary>\npublic class ErrorDisplay : MonoBehaviour {\n    public static string Message;\n\n    private void Start() {\n        if (GameObject.Find(\"Main Camera OW\")) {\n            Destroy(GameObject.Find(\"Main Camera OW\"));\n            Destroy(GameObject.Find(\"Canvas OW\"));\n            Destroy(GameObject.Find(\"Canvas Two\"));\n            Destroy(GameObject.Find(\"Player\"));\n        }\n        UnitaleUtil.firstErrorShown = false;\n        string mess = !GlobalControls.modDev ? \"restart CYF\" : \"reload\";\n        GetComponent<Text>().text = Message + \"\\n\\nPress ESC to \" + mess;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/ErrorDisplay.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e56ebaefbc7b5bc44915ab30c9b65d86\ntimeCreated: 1449439723\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/FileLoader.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing MoonSharp.Interpreter.CoreLib;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\n/// <summary>\n/// Static utility class to take care of various file loading features in Unitale.\n/// </summary>\npublic static class FileLoader {\n    public static void calcDataRoot() {\n        DirectoryInfo rootInfo = new DirectoryInfo(Application.dataPath);\n\n        // Mac compatibility\n        if (Application.platform == RuntimePlatform.OSXPlayer)\n            rootInfo = rootInfo.Parent;\n\n        if (rootInfo == null) return;\n        string SysDepDataRoot = rootInfo.FullName;\n\n        while (true) {\n            DirectoryInfo[] dfs = rootInfo.GetDirectories();\n\n            if (dfs.Any(df => df.FullName == Path.Combine(SysDepDataRoot, \"Mods\"))) {\n                DataRoot = SysDepDataRoot.Replace('/', Path.DirectorySeparatorChar).Replace('\\\\', Path.DirectorySeparatorChar);\n                return;\n            }\n\n            try {\n                System.Diagnostics.Debug.Assert(rootInfo.Parent != null, \"rootInfo.Parent != null\");\n                rootInfo = new DirectoryInfo(rootInfo.Parent.FullName);\n            } catch {\n                UnitaleUtil.DisplayLuaError(\"CYF's Startup\", \"The engine detected no Mods folder in your files: are you sure it exists?\");\n                return;\n            }\n            SysDepDataRoot = rootInfo.FullName;\n            //Debug.Log(SysDepDataRoot);\n        }\n\n        //if (Application.platform == RuntimePlatform.OSXPlayer) /*OSX has stuff bundled in .app things*/                      SysDepDataRoot = rootInfo.Parent.Parent.FullName;\n        //else if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.OSXEditor) { /*everything is fine*/ }\n        //else                                                                                                                 SysDepDataRoot = rootInfo.Parent.FullName;\n    }\n\n    private static string _DataRoot;\n    /// <summary>\n    /// Get the full platform-dependent path to the application root (the folder in which the Unitale executable resides).\n    /// </summary>\n    public static string DataRoot {\n        get {\n            if (_DataRoot == null)\n                calcDataRoot();\n            return _DataRoot;\n        }\n        private set {\n            _DataRoot = value;\n            LoadModule.DataRoot = value;\n        }\n    }\n\n    /// <summary>\n    /// Get the full path to the main directory of the currently selected mod.\n    /// </summary>\n    public static string ModDataPath {\n        get { return Path.Combine(DataRoot, \"Mods/\" + StaticInits.MODFOLDER); }\n    }\n\n    /// <summary>\n    /// Get the path to the default Undertale assets directory.\n    /// </summary>\n    public static string DefaultDataPath {\n        get { return Path.Combine(DataRoot, \"Default\"); }\n    }\n\n    /// <summary>\n    /// Return the given file as a byte array.\n    /// </summary>\n    /// <param name=\"filename\">Path to file that should be read</param>\n    /// <param name=\"pathSuffix\">Suffix of the file after the mod or default folder</param>\n    /// <returns>Byte array containing all bytes in the file.</returns>\n    public static byte[] GetBytesFrom(ref string filename, string pathSuffix = \"Sprites/\") {\n        SanitizePath(ref filename, pathSuffix, true, true);\n        return File.ReadAllBytes(filename);\n    }\n\n    /// <summary>\n    /// Returns the path to the given file within the selected mod directory.\n    /// </summary>\n    /// <param name=\"filename\">Path to file relative to mod directory root</param>\n    /// <returns>Full path to the file specified</returns>\n    public static string PathToModFile(string filename) { return Path.Combine(ModDataPath, filename); }\n\n    /// <summary>\n    /// Returns the path to the given file within the default directory.\n    /// </summary>\n    /// <param name=\"filename\">Path to file relative to default directory root</param>\n    /// <returns>Full path to the file specified</returns>\n    public static string PathToDefaultFile(string filename) { return Path.Combine(DefaultDataPath, filename); }\n\n    public static bool SceneExists(string name) {\n        for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)\n            if (Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)) == name)\n                return true;\n        return false;\n    }\n\n    public static string GetScript(string path, string errorSource, string errorContext) {\n        path += path.EndsWith(\".lua\") ? \"\" : \".lua\";\n        FileInfo f = new FileInfo(Path.Combine(PathToModFile(\"Lua\"), path));\n        if (!f.Exists)\n            UnitaleUtil.DisplayLuaError(errorSource, \"Tried to load \" + errorContext + \" script \\\"\" + path + \"\\\" but it couldn't be found. Is it mispelled?\\n\\nFull path: \" + f.FullName);\n\n        SanitizePath(ref path, \"Lua/\", true, true);\n        return File.ReadAllText(path);\n    }\n\n    ///////////////////////////////////////////////////////////////\n    ///////////////////////////////////////////////////////////////\n    ///////////////////////////////////////////////////////////////\n\n    /// <summary>\n    /// Checks if a file exists in CYF's Default or Mods folder and returns a clean path to it without its extension using SanitizePath().\n    /// </summary>\n    /// <param name=\"fileName\">Path to the file to require, relative or absolute. Will also contain the clean path to the existing resource if found.</param>\n    /// <param name=\"pathSuffix\">String to add to the tested path to check in the given folder.</param>\n    /// <param name=\"errorOnFailure\">Defines whether the error screen should be displayed if the file isn't in either folder.</param>\n    /// <param name=\"needsAbsolutePath\">True if you want to get the absolute path to the file, false otherwise.</param>\n    /// <returns>True if the sanitization was successful, false otherwise.</returns>\n    public static bool GetRelativePathWithoutExtension(ref string fileName, string pathSuffix, bool errorOnFailure = true, bool needsAbsolutePath = false) {\n        bool result = SanitizePath(ref fileName, pathSuffix, errorOnFailure, needsAbsolutePath);\n        if (!result) return false;\n        int extIndex = fileName.LastIndexOf('.');\n        fileName = extIndex > 0 ? fileName.Substring(0, extIndex) : fileName;\n        return true;\n    }\n\n    public static Dictionary<string, string> relativeSanitizationDictionary = new Dictionary<string, string>();\n    public static Dictionary<string, string> absoluteSanitizationDictionary = new Dictionary<string, string>();\n\n    /// <summary>\n    /// Checks if a file exists in CYF's Default or Mods folder and returns a clean path to it.\n    /// It only runs RequireFile() if it's truly useful, otherwise it just checks if the file at the given path exists.\n    /// </summary>\n    /// <param name=\"fileName\">Path to the file to require, relative or absolute. Will also contain the clean path to the existing resource if found.</param>\n    /// <param name=\"pathSuffix\">String to add to the tested path to check in the given folder.</param>\n    /// <param name=\"needsToExist\">True if the file you are looking for needs to exist. In this case, the function will return false if it doesn't exist.</param>\n    /// <param name=\"needsAbsolutePath\">True if you want to get the absolute path to the file, false otherwise.</param>\n    /// <param name=\"errorOnFailure\">Defines whether the error screen should be displayed if the file isn't in either folder.</param>\n    /// <returns>True if the sanitization was successful, false otherwise.</returns>\n    public static bool SanitizePath(ref string fileName, string pathSuffix, bool needsToExist = true, bool needsAbsolutePath = false, bool errorOnFailure = true) {\n        string pathToTest = fileName.Contains(DataRoot) ? fileName : pathSuffix + fileName;\n        fileName = fileName.Replace('/', Path.DirectorySeparatorChar).Replace('\\\\', Path.DirectorySeparatorChar);\n\n        // Check if this same string has been passed to RequireFile before\n        if (needsAbsolutePath && absoluteSanitizationDictionary.ContainsKey(pathToTest)) {\n            fileName = absoluteSanitizationDictionary[pathToTest];\n            return true;\n        }\n        if (!needsAbsolutePath && relativeSanitizationDictionary.ContainsKey(pathToTest)) {\n            fileName = relativeSanitizationDictionary[pathToTest];\n            return true;\n        }\n\n        // Sanitize if path from CYF root, need to transform a relative path to an absolute path and vice-versa, or if there's an occurence of ..\n        bool leadingSlash = fileName.StartsWith(Path.DirectorySeparatorChar.ToString()) && !fileName.Contains(DataRoot);\n        if (!LoadModule.RequireFile(ref fileName, pathSuffix, needsToExist, needsAbsolutePath, errorOnFailure))\n            if (leadingSlash) {\n                // Passthrough: Remove the leading slash if the file wasn't found\n                if (!fileName.StartsWith(DataRoot)) fileName = fileName.Replace('\\\\', '/').TrimStart('/'); // TODO: Remove this for 0.7\n                if (!LoadModule.RequireFile(ref fileName, pathSuffix, needsToExist, needsAbsolutePath, errorOnFailure))\n                    return false;\n            } else\n                return false;\n\n        // Add the sanitized path if the file actually exists\n        if (needsAbsolutePath) absoluteSanitizationDictionary.Add(pathToTest, fileName);\n        else                   relativeSanitizationDictionary.Add(pathToTest, fileName);\n\n        // If the file doesn't exist but its existence is needed, throw an error\n        bool exists = pathToTest == \"\" || new FileInfo(fileName).Exists || new FileInfo(pathToTest).Exists || new FileInfo(PathToModFile(pathToTest)).Exists || new FileInfo(PathToDefaultFile(pathToTest)).Exists;\n        if (needsToExist && !exists) {\n            string toDisplay = fileName.Contains(DataRoot) ? fileName : new FileInfo(PathToModFile(pathToTest)).FullName;\n            throw new CYFException(\"Attempted to load \" + toDisplay + \" from either a mod or default directory, but it was missing in both.\");\n        }\n\n        return true;\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/FileLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 96f980fdf49d1b64eab18dcd0f6c45ac\ntimeCreated: 1446849472\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/LuaScriptBinder.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter;\nusing MoonSharp.Interpreter.Loaders;\nusing UnityEngine;\nusing Object = UnityEngine.Object;\n\ninternal class LuaTextManagerDescriptor : MoonSharp.Interpreter.Interop.StandardUserDataDescriptor {\n    public LuaTextManagerDescriptor(Type type, InteropAccessMode accessMode) : base(type, accessMode) { }\n    public override string AsString(object obj) { return \"LuaTextManager\"; }\n}\n\n/// <summary>\n/// Takes care of creating <see cref=\"Script\"/> objects with globally bound functions.\n/// Doubles as a dictionary for the SetGlobal/GetGlobal functions attached to these scripts.\n/// Is also used to store global variables from the game, to be accessed from Lua scripts.\n/// </summary>\npublic static class LuaScriptBinder {\n    private static Dictionary<string, DynValue> battleGlobals = new Dictionary<string, DynValue>();\n    private static Dictionary<string, DynValue> sessionGlobals = new Dictionary<string, DynValue>();\n    private static Dictionary<string, DynValue> permanentGlobals = new Dictionary<string, DynValue>();\n    private static readonly MusicManager mgr = new MusicManager();\n    private static readonly NewMusicManager newmgr = new NewMusicManager();\n\n    /// <summary>\n    /// Registers C# types with MoonSharp so we can bind them to Lua scripts later.\n    /// </summary>\n    static LuaScriptBinder() {\n        // Battle bindings\n        UserData.RegisterType<MusicManager>();\n        UserData.RegisterType<NewMusicManager>();\n        UserData.RegisterType<ProjectileController>();\n        UserData.RegisterType<LuaArenaStatus>();\n        UserData.RegisterType<LuaPlayerStatus>();\n        UserData.RegisterType<LuaInputBinding>();\n        UserData.RegisterType<LuaUnityTime>();\n        UserData.RegisterType<ScriptWrapper>();\n        UserData.RegisterType<LuaSpriteController>();\n        UserData.RegisterType<LuaInventory>();\n        UserData.RegisterType<Misc>();\n        UserData.RegisterType<LuaTextManager>(new LuaTextManagerDescriptor(typeof(LuaTextManager), InteropAccessMode.Default));\n        UserData.RegisterType<LuaFile>();\n        UserData.RegisterType<LuaSpriteShader>();\n        UserData.RegisterType<LuaSpriteShader.MatrixFourByFour>();\n        UserData.RegisterType<LuaDiscord>();\n        UserData.RegisterType<LuaPlayerUI>();\n        UserData.RegisterType<LifeBarController>();\n        UserData.RegisterType<LuaCYFObject>();\n\n        // Overworld bindings\n        UserData.RegisterType<LuaEventOW>();\n        UserData.RegisterType<LuaPlayerOW>();\n        UserData.RegisterType<LuaGeneralOW>();\n        UserData.RegisterType<LuaInventoryOW>();\n        UserData.RegisterType<LuaScreenOW>();\n        UserData.RegisterType<LuaMapOW>();\n    }\n\n    /// <summary>\n    /// Generates Script object with globally defined functions and objects bound, and the os/io/file modules taken out.\n    /// </summary>\n    /// <returns>Script object for use within Unitale</returns>\n    public static Script BindScript() {\n        Script script = new Script(CoreModules.Preset_Complete ^ CoreModules.IO ^ CoreModules.OS_System) { Options = { ScriptLoader = new FileSystemScriptLoader() } };\n        // library support\n        ((ScriptLoaderBase)script.Options.ScriptLoader).ModulePaths = new[] { FileLoader.PathToModFile(\"Lua/?.lua\"), FileLoader.PathToDefaultFile(\"Lua/?.lua\"), FileLoader.PathToModFile(\"Lua/Libraries/?.lua\"), FileLoader.PathToDefaultFile(\"Lua/Libraries/?.lua\") };\n        // separate function bindings\n        script.Globals[\"SetGlobal\"] = (Action<string, DynValue>)SetBattleGlobal;\n        script.Globals[\"GetGlobal\"] = (Func<string, DynValue>)GetBattleGlobal;\n        script.Globals[\"SetRealGlobal\"] = (Action<string, DynValue>)SetSessionGlobal;\n        script.Globals[\"GetRealGlobal\"] = (Func<string, DynValue>)GetSessionGlobal;\n        script.Globals[\"SetAlMightyGlobal\"] = (Action<string, DynValue>)SetPermanentGlobal;\n        script.Globals[\"GetAlMightyGlobal\"] = (Func<string, DynValue>)GetPermanentGlobal;\n\n        script.Globals[\"isCYF\"] = true;\n        script.Globals[\"isRetro\"] = GlobalControls.retroMode;\n        script.Globals[\"safe\"] = ControlPanel.instance.Safe;\n        #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n            script.Globals[\"windows\"] = true;\n        #else\n            script.Globals[\"windows\"] = false;\n        #endif\n\n        script.Globals[\"UnloadSprite\"] = (Action<string>)SpriteRegistry.Unload;\n\n        script.Globals[\"CYFversion\"] = GlobalControls.CYFversion;\n        script.Globals[\"LTSversion\"] = GlobalControls.LTSversion;\n        if (!UnitaleUtil.IsOverworld) {\n            script.Globals[\"CreateSprite\"] = (Func<string, string, int, DynValue>)SpriteUtil.MakeIngameSprite;\n            script.Globals[\"CreateLayer\"] = (Func<string, string, bool, bool>)SpriteUtil.CreateLayer;\n            script.Globals[\"CreateProjectileLayer\"] = (Action<string, string, bool>)SpriteUtil.CreateProjectileLayer;\n            script.Globals[\"SetFrameBasedMovement\"] = (Action<bool>)SetFrameBasedMovement;\n            script.Globals[\"SetAction\"] = (Action<string>)SetAction;\n            script.Globals[\"SetPPCollision\"] = (Action<bool>)SetPPCollision;\n            script.Globals[\"AllowPlayerDef\"] = (Action<bool>)AllowPlayerDef;\n            script.Globals[\"CreateText\"] = (Func<Script, DynValue, DynValue, int, string, int, LuaTextManager>)CreateText;\n            script.Globals[\"CreateBar\"] = (Func<float, float, float, float, LifeBarController>)LifeBarController.Create;\n            script.Globals[\"CreateBarWithSprites\"] = (Func<float, float, string, string, LifeBarController>)LifeBarController.Create;\n            script.Globals[\"GetCurrentState\"] = (Func<string>)GetState;\n            script.Globals[\"BattleDialog\"] = (Action<Script, DynValue>)EnemyEncounter.BattleDialog;\n            script.Globals[\"BattleDialogue\"] = (Action<Script, DynValue>)EnemyEncounter.BattleDialog;\n            script.Globals[\"CreateState\"] = (Action<string>)UIController.CreateNewUIState;\n\n            if (EnemyEncounter.doNotGivePreviousEncounterToSelf)\n                EnemyEncounter.doNotGivePreviousEncounterToSelf = false;\n            else\n                script.Globals[\"Encounter\"] = EnemyEncounter.script;\n\n            DynValue PlayerStatus = UserData.Create(PlayerController.luaStatus);\n            script.Globals.Set(\"Player\", PlayerStatus);\n            DynValue ArenaStatus = UserData.Create(ArenaManager.luaStatus);\n            script.Globals.Set(\"Arena\", ArenaStatus);\n            DynValue LuaUI = UserData.Create(new LuaPlayerUI());\n            script.Globals.Set(\"UI\", LuaUI);\n        } else if (!GlobalControls.isInShop) {\n            try {\n                DynValue PlayerOW = UserData.Create(EventManager.instance.luaPlayerOw);\n                script.Globals.Set(\"FPlayer\", PlayerOW);\n                DynValue EventOW = UserData.Create(EventManager.instance.luaEventOw);\n                script.Globals.Set(\"FEvent\", EventOW);\n                DynValue GeneralOW = UserData.Create(EventManager.instance.luaGeneralOw);\n                script.Globals.Set(\"FGeneral\", GeneralOW);\n                DynValue InventoryOW = UserData.Create(EventManager.instance.luaInventoryOw);\n                script.Globals.Set(\"FInventory\", InventoryOW);\n                DynValue ScreenOW = UserData.Create(EventManager.instance.luaScreenOw);\n                script.Globals.Set(\"FScreen\", ScreenOW);\n                DynValue MapOW = UserData.Create(EventManager.instance.luaMapOw);\n                script.Globals.Set(\"FMap\", MapOW);\n            } catch { /* ignored */ }\n        }\n        script.Globals[\"DEBUG\"] = (Action<string>)UnitaleUtil.WriteInLogAndDebugger;\n        script.Globals[\"EnableDebugger\"] = (Action<bool>)EnableDebugger;\n        // clr bindings\n        DynValue MusicMgr = UserData.Create(mgr);\n        script.Globals.Set(\"Audio\", MusicMgr);\n        DynValue NewMusicMgr = UserData.Create(newmgr);\n        script.Globals.Set(\"NewAudio\", NewMusicMgr);\n        // What? Why?\n        bool emptyInventory = false;\n        if (Inventory.inventory.Count == 0) {\n            Inventory.inventory.Add(new UnderItem(\"Testing Dog\"));\n            emptyInventory = true;\n        }\n        DynValue inv = UserData.Create(Inventory.luaInventory);\n        script.Globals.Set(\"Inventory\", inv);\n        if (emptyInventory)\n            Inventory.inventory.Clear();\n        DynValue InputMgr = UserData.Create(GlobalControls.luaInput);\n        script.Globals.Set(\"Input\", InputMgr);\n        DynValue Win = UserData.Create(new Misc());\n        script.Globals.Set(\"Misc\", Win);\n        DynValue TimeInfo = UserData.Create(new LuaUnityTime());\n        script.Globals.Set(\"Time\", TimeInfo);\n        DynValue DiscordMgr = UserData.Create(new LuaDiscord());\n        script.Globals.Set(\"Discord\", DiscordMgr);\n        return script;\n    }\n\n    private delegate TResult Func<T1, T2, T3, T4, T5, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5);\n    private delegate TResult Func<T1, T2, T3, T4, T5, T6, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg, T6 arg6);\n\n    public static string GetState() {\n        try { return (UIController.instance.frozenState != \"PAUSE\") ? UIController.instance.frozenState : UIController.instance.state; }\n        catch { return \"NONE (error)\"; }\n    }\n\n    public static DynValue GetBattleGlobal(string key) {\n        return GetGeneralGlobal(battleGlobals, \"GetGlobal\", key);\n    }\n\n    public static void SetBattleGlobal(string key, DynValue value) {\n        SetGeneralGlobal(battleGlobals, \"SetGlobal\", key, value);\n    }\n\n    public static DynValue GetSessionGlobal(string key) {\n        return GetGeneralGlobal(sessionGlobals, \"GetRealGlobal\", key);\n    }\n\n    public static void SetSessionGlobal(string key, DynValue value) {\n        SetGeneralGlobal(sessionGlobals, \"SetRealGlobal\", key, value);\n    }\n\n    public static DynValue GetPermanentGlobal(string key) {\n        return GetGeneralGlobal(permanentGlobals, \"GetAlMightyGlobal\", key);\n    }\n\n    public static void SetPermanentGlobal(string key, DynValue value) { SetPermanentGlobal(key, value, true); }\n    public static void SetPermanentGlobal(string key, DynValue value, bool reload) {\n        if (value.Type != DataType.Number && value.Type != DataType.String && value.Type != DataType.Boolean && value.Type != DataType.Nil) {\n            UnitaleUtil.WriteInLogAndDebugger(\"SetAlMightyGlobal: The value \\\"\" + key + \"\\\" can't be saved as permanent data because it is a \" + value.Type.ToString().ToLower() + \".\");\n            return;\n        }\n\n        SetGeneralGlobal(permanentGlobals, \"SetAlMightyGlobal\", key, value);\n        if (reload)\n            SaveLoad.SavePermanentGlobals(key);\n    }\n\n    private static DynValue GetGeneralGlobal(Dictionary<string, DynValue> dict, string funcName, string key) {\n        if (dict == null || key == null)\n            throw new CYFException(funcName + \": The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (!dict.ContainsKey(key))\n            return null;\n        if (dict[key].Type != DataType.Table)\n            return dict[key];\n\n        // Due to how MoonSharp tables require an owner, we have to create an entirely new table if we want to work with it in other scripts.\n        DynValue t = DynValue.NewTable(new Table(null));\n        foreach (TablePair pair in dict[key].Table.Pairs)\n            t.Table.Set(pair.Key, pair.Value);\n        return t;\n    }\n\n    private static void SetGeneralGlobal(Dictionary<string, DynValue> dict, string funcName, string key, DynValue value) {\n        if (dict == null || key == null)\n            throw new CYFException(funcName + \": The first argument (the index) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (dict.ContainsKey(key))\n            dict.Remove(key);\n        dict.Add(key, value);\n    }\n\n    /// <summary>\n    /// Clears the global dictionary. Used in the reset functionality, as everything is reinitialized.\n    /// </summary>\n    public static void ClearBattleGlobals() { battleGlobals.Clear(); }\n    public static void ClearSessionGlobals() { sessionGlobals.Clear(); }\n    public static void ClearPermanentGlobals() {\n        permanentGlobals.Clear();\n        SaveLoad.SavePermanentGlobals();\n    }\n\n    public static void ClearVariables() {\n        ClearSessionGlobals();\n\n        // Battle bindings\n        UserData.RegisterType<MusicManager>();\n        UserData.RegisterType<NewMusicManager>();\n        UserData.RegisterType<ProjectileController>();\n        UserData.RegisterType<LuaArenaStatus>();\n        UserData.RegisterType<LuaPlayerStatus>();\n        UserData.RegisterType<LuaInputBinding>();\n        UserData.RegisterType<LuaUnityTime>();\n        UserData.RegisterType<ScriptWrapper>();\n        UserData.RegisterType<LuaSpriteController>();\n        UserData.RegisterType<LuaInventory>();\n        UserData.RegisterType<Misc>();\n        UserData.RegisterType<LuaTextManager>(new LuaTextManagerDescriptor(typeof(LuaTextManager), InteropAccessMode.Default));\n        UserData.RegisterType<LuaFile>();\n        UserData.RegisterType<LuaSpriteShader>();\n        UserData.RegisterType<LuaSpriteShader.MatrixFourByFour>();\n        UserData.RegisterType<LuaDiscord>();\n        UserData.RegisterType<LuaPlayerUI>();\n        UserData.RegisterType<LifeBarController>();\n        UserData.RegisterType<LuaCYFObject>();\n\n        // Overworld bindings\n        UserData.RegisterType<LuaEventOW>();\n        UserData.RegisterType<LuaPlayerOW>();\n        UserData.RegisterType<LuaGeneralOW>();\n        UserData.RegisterType<LuaInventoryOW>();\n        UserData.RegisterType<LuaScreenOW>();\n        UserData.RegisterType<LuaMapOW>();\n    }\n\n    /// <summary>\n    /// Returns this script's dictionaries\n    /// </summary>\n    /// <returns></returns>\n    public static Dictionary<string, DynValue> GetAllBattleGlobals()    { return battleGlobals; }\n    public static Dictionary<string, DynValue> GetAllSessionGlobals()   { return sessionGlobals; }\n    public static Dictionary<string, DynValue> GetAllPermanentGlobals() { return permanentGlobals; }\n\n    /// <summary>\n    /// Replaces the current dictionary with the given one.\n    /// /!\\ THIS ERASES THE CURRENT DICTIONARY /!\\\n    /// </summary>\n    /// <param name=\"newDict\"></param>\n    public static void SetAllBattleGlobals(Dictionary<string, DynValue> newDict)    { battleGlobals = newDict; }\n    public static void SetAllSessionGlobals(Dictionary<string, DynValue> newDict)   { sessionGlobals = newDict; }\n    public static void SetAllPermanentGlobals(Dictionary<string, DynValue> newDict) { permanentGlobals = newDict; }\n\n    /// <summary>\n    /// Removes one or several keys from the dictionaries.\n    /// </summary>\n    /// <param name=\"str\"></param>\n    public static void RemoveBattleGlobal(string str)            { battleGlobals.Remove(str); }\n    public static void RemoveBattleGlobals(List<string> list)    { foreach (string str in list) battleGlobals.Remove(str); }\n    public static void RemoveBattleGlobals(string[] strs)        { foreach (string str in strs) battleGlobals.Remove(str); }\n    public static void RemoveSessionGlobal(string str) { sessionGlobals.Remove(str); }\n    public static void RemoveSessionGlobals(List<string> list) { foreach (string str in list) sessionGlobals.Remove(str); }\n    public static void RemoveSessionGlobals(string[] strs) { foreach (string str in strs) sessionGlobals.Remove(str); }\n    public static void RemovePermanentGlobal(string str)         { permanentGlobals.Remove(str); }\n    public static void RemovePermanentGlobals(List<string> list) { foreach (string str in list) permanentGlobals.Remove(str); }\n    public static void RemovePermanentGlobals(string[] strs)     { foreach (string str in strs) permanentGlobals.Remove(str); }\n\n    /// <summary>\n    /// Returns a list that contains all keys that contains the string given in argument.\n    /// </summary>\n    /// <param name=\"str\"></param>\n    /// <returns></returns>\n    public static List<string> GetKeysWithString(string str) {\n        List<string> list = new List<string>();\n        foreach (string key in sessionGlobals.Keys)\n            if (key.Contains(str))\n                list.Add(key);\n        return list;\n    }\n\n    public static void CopySessionGlobalsToBattleGlobals() {\n        sessionGlobals[\"CYFSwitch\"] = DynValue.NewBoolean(true);\n        foreach (string key in sessionGlobals.Keys) {\n            DynValue temp;\n            sessionGlobals.TryGetValue(key, out temp);\n            SetBattleGlobal(key, temp);\n        }\n    }\n\n    public static void SetFrameBasedMovement(bool b) { ControlPanel.instance.FrameBasedMovement = b; }\n\n    public static void SetAction(string action) {\n        try {\n            UIController.instance.forcedAction = (UIController.Actions)Enum.Parse(typeof(UIController.Actions), action, true);\n            if (UIController.instance.forcedAction != UIController.Actions.NONE)\n                UIController.instance.MovePlayerToAction(UIController.instance.forcedAction);\n        } catch { throw new CYFException(\"SetAction() can only take \\\"FIGHT\\\", \\\"ACT\\\", \\\"ITEM\\\" or \\\"MERCY\\\", but you entered \\\"\" + action + \"\\\".\"); }\n    }\n\n    public static void SetPPCollision(bool b) {\n        ProjectileController.globalPixelPerfectCollision = b;\n        foreach (LuaProjectile p in GameObject.Find(\"Canvas\").GetComponentsInChildren<LuaProjectile>(true))\n            if (!p.ppchanged)\n                p.ppcollision = b;\n    }\n\n    public static void AllowPlayerDef(bool b) { PlayerController.allowplayerdef = b; }\n\n    public static void SetPPAlphaLimit(float f) {\n        if (f < 0 || f > 1)  UnitaleUtil.DisplayLuaError(\"Pixel-Perfect alpha limit\", \"The alpha limit should be between 0 and 1.\");\n        else                 ControlPanel.instance.MinimumAlpha = f;\n    }\n\n    public static LuaTextManager CreateText(Script scr, DynValue text, DynValue position, int textWidth, string layer = \"BelowPlayer\", int bubbleHeight = -1) {\n        // Check if the arguments are what they should be\n        if (text == null || (text.Type != DataType.Table && text.Type != DataType.String))\n            throw new CYFException(\"CreateText: The text argument must be a non-empty table of strings or a simple string.\");\n        if (position == null || position.Type != DataType.Table || position.Table.Get(1).Type != DataType.Number || position.Table.Get(2).Type != DataType.Number)\n            throw new CYFException(\"CreateText: The position argument must be a non-empty table of two numbers.\");\n\n        GameObject go = Object.Instantiate(Resources.Load<GameObject>(\"Prefabs/CstmTxtContainer\"));\n        LuaTextManager luatm = go.GetComponentInChildren<LuaTextManager>();\n        luatm.MoveToAbs((float)position.Table.Get(1).Number, (float)position.Table.Get(2).Number);\n\n        UnitaleUtil.GetChildPerName(go.transform, \"BubbleContainer\").GetComponent<RectTransform>().pivot = new Vector2(0, 1);\n        UnitaleUtil.GetChildPerName(go.transform, \"BubbleContainer\").GetComponent<RectTransform>().localPosition = new Vector2(-12, 8);\n        UnitaleUtil.GetChildPerName(go.transform, \"BubbleContainer\").GetComponent<RectTransform>().sizeDelta = new Vector2(textWidth + 20, 100);     //Used to set the borders\n        UnitaleUtil.GetChildPerName(go.transform, \"BackHorz\").GetComponent<RectTransform>().sizeDelta = new Vector2(textWidth + 20, 100 - 20 * 2);   //BackHorz\n        UnitaleUtil.GetChildPerName(go.transform, \"BackVert\").GetComponent<RectTransform>().sizeDelta = new Vector2(textWidth - 20, 100);            //BackVert\n        UnitaleUtil.GetChildPerName(go.transform, \"CenterHorz\").GetComponent<RectTransform>().sizeDelta = new Vector2(textWidth + 16, 96 - 16 * 2);  //CenterHorz\n        UnitaleUtil.GetChildPerName(go.transform, \"CenterVert\").GetComponent<RectTransform>().sizeDelta = new Vector2(textWidth - 16, 96);           //CenterVert\n        luatm.Move(0, 0);\n        foreach (ScriptWrapper scrWrap in ScriptWrapper.instances) {\n            if (scrWrap.script != scr) continue;\n            luatm.SetCaller(scrWrap);\n            break;\n        }\n        // Layers don't exist in the overworld, so we don't set it\n        if (!UnitaleUtil.IsOverworld || GlobalControls.isInShop)\n            luatm.layer = layer;\n        else\n            luatm.layer = (layer == \"BelowPlayer\" ? \"Default\" : layer);\n\n        // Converts the text argument into a table if it's a simple string\n        text = text.Type == DataType.String ? DynValue.NewTable(scr, text) : text;\n\n        //////////////////////////////////////////\n        ///////////  LATE START SETTER  //////////\n        //////////////////////////////////////////\n\n        // Text objects' Late Start will be disabled if the first line of text contains [instant] before any regular characters\n        bool enableLateStart = true;\n\n        // if we've made it this far, then the text is valid.\n\n        // so, let's scan the first line of text for [instant]\n        string firstLine = text.Table.Get(1).String;\n\n        // if [instant] or [instant:allowcommand] is found, check for the earliest match, and whether it is at the beginning\n        if (firstLine.IndexOf(\"[instant]\", StringComparison.OrdinalIgnoreCase) > -1 || firstLine.IndexOf(\"[instant:allowcommand]\", StringComparison.OrdinalIgnoreCase) > -1) {\n            // determine whether [instant] or [instant:allowcommand] is first\n            string testFor = \"[instant]\";\n            if (firstLine.IndexOf(\"[instant:allowcommand]\", StringComparison.OrdinalIgnoreCase) > -1 &&\n                firstLine.IndexOf(\"[instant:allowcommand]\", StringComparison.OrdinalIgnoreCase) < firstLine.IndexOf(\"[instant]\", StringComparison.OrdinalIgnoreCase) || firstLine.IndexOf(\"[instant]\", StringComparison.OrdinalIgnoreCase) == -1)\n                testFor = \"[instant:allowcommand]\";\n\n            // grab all of the text that comes before the matched command\n            string precedingText = firstLine.Substring(0, firstLine.IndexOf(testFor, StringComparison.OrdinalIgnoreCase));\n\n            // remove all commands other than the matched command from this variable\n            while (precedingText.IndexOf('[') > -1) {\n                int i = 0;\n                if (UnitaleUtil.ParseCommandInline(precedingText, ref i) == null) break;\n                precedingText = precedingText.Replace(precedingText.Substring(0, i + 1), \"\");\n            }\n\n            // if the length of the remaining string is 0, then disable late start!\n            if (precedingText.Length == 0)\n                enableLateStart = false;\n        }\n\n        //////////////////////////////////////////\n        /////////// INITIAL FONT SETTER //////////\n        //////////////////////////////////////////\n\n        // If the first line of text has [font] at the beginning, use it initially!\n        if (firstLine.IndexOf(\"[font:\", StringComparison.OrdinalIgnoreCase) > -1 && firstLine.Substring(firstLine.IndexOf(\"[font:\", StringComparison.OrdinalIgnoreCase)).IndexOf(']') > -1) {\n            // grab all of the text that comes before the matched command\n            string precedingText = firstLine.Substring(0, firstLine.IndexOf(\"[font:\", StringComparison.OrdinalIgnoreCase));\n\n            // remove all commands other than the matched command from this variable\n            while (precedingText.IndexOf('[') > -1) {\n                int i = 0;\n                if (UnitaleUtil.ParseCommandInline(precedingText, ref i) == null) break;\n                precedingText = precedingText.Replace(precedingText.Substring(0, i + 1), \"\");\n            }\n\n            // if the length of the remaining string is 0, then set the font!\n            if (precedingText.Length == 0) {\n                int startCommand = firstLine.IndexOf(\"[font:\", StringComparison.OrdinalIgnoreCase);\n                string command = UnitaleUtil.ParseCommandInline(precedingText, ref startCommand);\n                if (command != null) {\n                    string fontPartOne = command.Substring(6);\n                    string fontPartTwo = fontPartOne.Substring(0, fontPartOne.IndexOf(\"]\", StringComparison.OrdinalIgnoreCase));\n                    UnderFont font = SpriteFontRegistry.Get(fontPartTwo);\n                    if (font == null)\n                        throw new CYFException(\"The font \\\"\" + fontPartTwo + \"\\\" doesn't exist.\\nYou should check if you made a typo, or if the font really is in your mod.\");\n                    luatm.SetFont(font);\n                } else luatm.ResetFont();\n            } else     luatm.ResetFont();\n        } else         luatm.ResetFont();\n\n        // Bubble variables\n        luatm.bubble = true;\n        luatm._textMaxWidth = textWidth;\n        luatm.bubbleHeight = bubbleHeight;\n\n        if (enableLateStart)\n            luatm.lateStartWaiting = true;\n        luatm.SetText(text, false);\n        luatm.ShowBubble();\n\n        if (!enableLateStart) return luatm;\n        luatm.LateStart();\n        return luatm;\n    }\n\n    public static void SetButtonLayer(string layer) {\n        GameObject obj1 = GameObject.Find(\"Stats\");\n        GameObject obj2 = GameObject.Find(\"UIRect\");\n        Transform parent1 = obj1.transform.parent;\n        Transform parent2 = obj2.transform.parent;\n        try {\n            if (layer == \"default\") {\n                obj1.transform.SetParent(GameObject.Find(\"Canvas\").transform);\n                obj1.transform.SetSiblingIndex(obj1.transform.parent.GetComponentInChildren<UIController>().transform.GetSiblingIndex() + 1);\n                obj2.transform.SetParent(GameObject.Find(\"Canvas\").transform);\n                obj2.transform.SetSiblingIndex(obj2.transform.parent.GetComponentInChildren<UIController>().transform.GetSiblingIndex() + 1);\n            } else {\n                obj1.transform.SetParent(GameObject.Find(layer + \"Layer\").transform);\n                obj2.transform.SetParent(GameObject.Find(layer + \"Layer\").transform);\n            }\n        }\n        catch {\n            obj1.transform.SetParent(parent1);\n            obj2.transform.SetParent(parent2);\n        }\n    }\n\n    public static void EnableDebugger(bool state) {\n        if (UserDebugger.instance == null)\n            return;\n\n        UserDebugger.instance.canShow = state;\n        if (state || !UserDebugger.instance.gameObject.activeSelf) return;\n        UserDebugger.instance.gameObject.SetActive(false);\n        Camera.main.GetComponent<FPSDisplay>().enabled = false;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Lua/LuaScriptBinder.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ade18da977c26fe4b9e5ad22d28ace1c\ntimeCreated: 1498875627\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/ScriptWrapper.cs",
    "content": "﻿using UnityEngine;\nusing MoonSharp.Interpreter;\nusing System;\nusing System.Collections.Generic;\n\npublic class ScriptWrapper {\n    [MoonSharpHidden] public static List<ScriptWrapper> instances = new List<ScriptWrapper>();\n    [MoonSharpHidden] public Script script;\n    public string scriptname = \"???\";\n    private const string toDoString = \"setmetatable({}, {__index=function(t, name) return _getv(name) end}) \";\n\n    public DynValue this[string key] {\n        get { return GetVar(key); }\n        set { SetVar(key, value); }\n    }\n\n    public ScriptWrapper(/*bool overworld = false*/) {\n        script = LuaScriptBinder.BindScript(/*overworld*/);\n        Bind(\"_getv\", (Func<Script, string, DynValue>)GetVar);\n        DoString(toDoString);\n        instances.Add(this);\n    }\n\n    public void Remove() {\n        instances.Remove(this);\n    }\n\n    internal DynValue DoString(string source) {\n        DynValue d = DynValue.Nil, res = DynValue.Nil;\n        try {\n            res = script.DoString(source, null, scriptname != \"???\" ? scriptname : null);\n        } catch (InterpreterException ex) {\n            UnitaleUtil.DisplayLuaError(scriptname, ex.DecoratedMessage == null ?\n                    ex.Message :\n                    UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message,\n                ex.DoNotDecorateMessage);\n        } catch (Exception ex) {\n            if (GlobalControls.retroMode)\n                return d;\n            if (ex.GetType().ToString() == \"System.IndexOutOfRangeException\" && ex.StackTrace.StartsWith(\"  at (wrapper stelemref) object:stelemref (object,intptr,object)\"\n                + \"\\r\\n  at MoonSharp.Interpreter.DataStructs.FastStack`1[MoonSharp.Interpreter.DynValue].Push\"))\n                UnitaleUtil.DisplayLuaError(scriptname, \"<b>Possible infinite loop</b>\\n\\nThis is a \" + ex.GetType() + \" error.\\n\\n\"\n                    + \"You almost definitely have an infinite loop in your code. A function tried to call itself infinitely. It could be a normal function or a metatable function.\"\n                    + \"\\n\\n\\nFull stracktrace (see CYF output log at <b>\" + Application.persistentDataPath + \"/output_log.txt</b>):\\n\\n\" + ex.StackTrace);\n            else\n                UnitaleUtil.DisplayLuaError(scriptname, \"This is a \" + ex.GetType() + \" error. Contact a dev and show them this screen, this must be an engine-side error.\\n\\n\" + ex.Message + \"\\n\\n\" + ex.StackTrace + \"\\n\");\n        }\n\n        return res;\n    }\n\n    public void SetVar(string key, DynValue value) {\n        if (key == null)\n            throw new CYFException(\"script.SetVar: The first argument (key) is nil.\\n\\nSee the documentation for proper usage.\");\n        script.Globals.Set(key, MoonSharpUtil.CloneIfRequired(script, value));\n    }\n\n    public DynValue GetVar(string key) { return GetVar(null, key); }\n\n    public DynValue GetVar(Script caller, string key) {\n        if (key == null)\n            throw new CYFException(\"script.GetVar: The first argument (key) is nil.\\n\\nSee the documentation for proper usage.\");\n        DynValue value = script.Globals.Get(key);\n        if (value == null || value.IsNil())  return DynValue.NewNil();\n        if (caller == null)                  return value;\n        return script.Globals[key] != null ? MoonSharpUtil.CloneIfRequired(caller, value) : null;\n    }\n\n    public DynValue Call(string function, DynValue arg) { return Call(function, new[] { arg }); }\n\n    public DynValue Call(string function, DynValue[] args = null, bool checkExist = false) { return Call(script.Globals.Get(function), function, args, checkExist); }\n\n    public DynValue Call(DynValue function, string functionName, DynValue arg, bool checkExist = false) { return Call(function, functionName, new[] { arg }, checkExist); }\n\n    public DynValue Call(DynValue function, string functionName, DynValue[] args = null, bool checkExist = false) {\n        if ((function.Type & (DataType.ClrFunction | DataType.Function)) == 0) {\n            if (checkExist && !GlobalControls.retroMode)\n                UnitaleUtil.DisplayLuaError(scriptname, \"Attempted to call the function \\\"\" + functionName + \"\\\", but it didn't exist.\");\n        } else\n            try { return script.Call(function, args ?? new DynValue[0]); } catch (Exception e) {\n                if (args != null && args[0].Type == DataType.Table && args.Length == 1) {\n                    DynValue[] argsNew = UnitaleUtil.TableToDynValueArray(args[0].Table);\n                    try { return script.Call(function, argsNew); } catch (Exception e2) {\n                        if (e2 as InterpreterException != null)\n                            e = e2;\n                    }\n                }\n\n                UnitaleUtil.HandleError(scriptname, functionName, e);\n            }\n        return DynValue.Nil;\n    }\n\n    internal void Bind(string key, object func)      { script.Globals[key] = func; }\n}"
  },
  {
    "path": "Assets/Scripts/Lua/ScriptWrapper.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1c71c6f14040f23478d7091596eed6f3\ntimeCreated: 1451373856\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Lua/StaticRegistries/AudioClipRegistry.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\npublic class AudioClipRegistry {\n    public static Dictionary<string, AudioClip> dict = new Dictionary<string, AudioClip>();\n    private static readonly string[] extensions = { \".ogg\", \".wav\" }; // Note: also requires support from FileLoader.getAudioClip().\n    private static readonly Dictionary<string, FileInfo> dictDefault = new Dictionary<string, FileInfo>();\n    private static readonly Dictionary<string, FileInfo> dictMod = new Dictionary<string, FileInfo>();\n\n    public static void Start() { LoadAllFrom(FileLoader.PathToDefaultFile(\"\")); }\n\n    public static void Set(string key, AudioClip value) {\n        if (dict.ContainsKey(key.ToLower()))\n            dict.Remove(key.ToLower());\n        dict[key.ToLower()] = value;\n    }\n\n    private static AudioClip Get(string key, string prefix) {\n        string k = key;\n\n        key = key.TrimStart('/', '\\\\');\n        string oggKey = key + (key.ToLower().EndsWith(\".ogg\") ? \"\" : \".ogg\");\n        string wavKey = key + (key.ToLower().EndsWith(\".wav\") ? \"\" : \".wav\");\n        if (!FileLoader.SanitizePath(ref oggKey, prefix, true, false, false)) {\n            FileLoader.SanitizePath(ref wavKey, prefix, true, false, !GlobalControls.retroMode);\n            key = wavKey;\n        } else\n            key = oggKey;\n\n        string lowerKey = key.ToLower();\n        return dict.ContainsKey(lowerKey) ? dict[lowerKey] : TryLoad(k, key, prefix);\n    }\n\n    public static AudioClip GetVoice(string key) {\n        if (key.Length >= 14 && key.Substring(0, 14).ToLower() == \"sounds/voices/\") key = key.Substring(14);\n        return Get(key, \"Sounds/Voices/\");\n    }\n\n    public static AudioClip GetSound(string key) {\n        key = (string)MusicManager.hiddenDictionary[key] ?? key;\n        if (key.Length >= 7 && key.Substring(0, 7).ToLower() == \"sounds/\") key = key.Substring(7);\n        return Get(key, \"Sounds/\");\n    }\n\n    public static AudioClip GetMusic(string key) {\n        if (key.Length >= 6 && key.Substring(0, 6).ToLower() == \"audio/\") key = key.Substring(6);\n        return Get(key, \"Audio/\");\n    }\n\n    public static AudioClip TryLoad(string origKey, string key, string prefix) {\n        string lowerKey = key.ToLower();\n        if (dictMod.ContainsKey(lowerKey))          dict[lowerKey] = GetAudioClip(dictMod[lowerKey].FullName);\n        else if (dictDefault.ContainsKey(lowerKey)) dict[lowerKey] = GetAudioClip(dictDefault[lowerKey].FullName);\n        else {\n            AudioClip audio = TryFetchFromMod(origKey, prefix + key);\n            if (audio == null) audio = TryFetchFromDefault(origKey, prefix + key);\n            if (audio == null) {\n                UnitaleUtil.Warn(\"The audio file \\\"\" + origKey + \"\\\" doesn't exist.\");\n                return null;\n            }\n            dict[lowerKey] = audio;\n        }\n        return dict[lowerKey];\n    }\n\n    private static AudioClip TryFetchFromDefault(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToDefaultFile(\"\"), key));\n        if (!tryF.Exists)\n            return null;\n\n        dictDefault[key] = tryF;\n        dict[key] = GetAudioClip(tryF.FullName);\n        return dict[key];\n    }\n\n    private static AudioClip TryFetchFromMod(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToModFile(\"\"), key));\n        if (!tryF.Exists)\n            return null;\n\n        dictMod[key] = tryF;\n        dict[key] = GetAudioClip(tryF.FullName);\n        return dict[key];\n    }\n\n    public static void Init() { LoadAllFrom(FileLoader.PathToModFile(\"\"), true); }\n\n    private static void LoadAllFrom(string directoryPath, bool mod = false) {\n        dict.Clear();\n        DirectoryInfo dInfo = new DirectoryInfo(directoryPath);\n\n        if (!dInfo.Exists) {\n            UnitaleUtil.DisplayLuaError(\"mod loading\", \"You tried to load the mod \\\"\" + StaticInits.MODFOLDER + \"\\\" but it can't be found.\\nAre you sure it exists?\");\n            throw new CYFException(\"mod loading\");\n        }\n\n        FileInfo[] fInfo = dInfo.GetFiles(\"*.*\", SearchOption.AllDirectories).Where(file => extensions.Contains(file.Extension)).ToArray();\n\n        if (mod) {\n            dictMod.Clear();\n            foreach (FileInfo file in fInfo) {\n                string k = file.FullName.Substring(directoryPath.Length + 1);\n                FileLoader.SanitizePath(ref k, \"\");\n                dictMod[k.ToLower()] = file;\n            }\n        } else {\n            dictDefault.Clear();\n            foreach (FileInfo file in fInfo) {\n                string k = file.FullName.Substring(directoryPath.Length + 1);\n                FileLoader.SanitizePath(ref k, \"\");\n                dictDefault[k.ToLower()] = file;\n            }\n        }\n    }\n\n    /// <summary>\n    /// Get an AudioClip at the given full path. Attempts to retrieve it from the AudioClipRegistry first by using folderRoot to extract the clip's name, otherwise attempts to load from disk.\n    /// </summary>\n    /// <param name=\"musicFilePath\">Full path to a file.</param>\n    /// <returns>AudioClip object on successful load, otherwise null.</returns>\n    public static AudioClip GetAudioClip(string musicFilePath) {\n        AudioType type;\n        if (musicFilePath.ToLower().EndsWith(\".ogg\"))      type = AudioType.OGGVORBIS;\n        else if (musicFilePath.ToLower().EndsWith(\".wav\")) type = AudioType.WAV;\n        else                                               return null;\n\n        UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip(new Uri(musicFilePath).AbsoluteUri.Replace(\"+\", \"%2B\"), type);\n        www.SendWebRequest();\n        while (!www.isDone) { } // hold up a bit while it's loading; delay isn't noticeable and loading will fail otherwise\n\n        AudioClip music = DownloadHandlerAudioClip.GetContent(www);\n        music.name = musicFilePath;\n        music.LoadAudioData();\n\n        Set(musicFilePath, music);\n        return music;\n    }\n}"
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    "path": "Assets/Scripts/Lua/StaticRegistries/ShaderRegistry.cs",
    "content": "﻿using System;\nusing System.IO;\nusing System.Linq;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.Networking; // See the comments above retrieveAssetBundle\n\npublic static class ShaderRegistry {\n    public static Material UI_DEFAULT_MATERIAL;\n    private static readonly Dictionary<string, Material> materialsDefault = new Dictionary<string, Material>();\n    private static readonly Dictionary<string, Material> materialsMod     = new Dictionary<string, Material>();\n    private static readonly Dictionary<string, AssetBundle> dictDefault = new Dictionary<string, AssetBundle>();\n    private static readonly Dictionary<string, AssetBundle> dictMod     = new Dictionary<string, AssetBundle>();\n    private static readonly string OSType = Misc.OSType.ToLower();\n\n    // Load all default AssetBundles into memory one time, and never unload them\n    // (except when the overworld gets restarted or whatnot)\n    public static void Start() {\n        UI_DEFAULT_MATERIAL = new Material(Shader.Find(\"UI/Default\"));\n        LoadAllFrom(FileLoader.PathToDefaultFile(\"Shaders\"), false);\n    }\n\n    // Retrieve a shader from a loaded AssetBundle\n    public static Material Get(string bundle, string key) {\n        string bundleL = bundle.ToLower();\n        string keyL = key.ToLower();\n        if (dictMod.ContainsKey(bundleL))\n            return materialsMod.ContainsKey(bundleL + keyL) ? materialsMod[bundleL + keyL] : TryLoad(bundleL, keyL, true, bundle, key);\n\n        if (dictDefault.ContainsKey(bundleL))\n            return materialsDefault.ContainsKey(bundleL + keyL) ? materialsDefault[bundleL + keyL] : TryLoad(bundleL, keyL, false, bundle, key);\n        throw new CYFException(\"Shader AssetBundle \\\"\" + bundle + \"\\\" could not be found in a mod or default directory.\");\n    }\n\n    // Creates a new Material with an extracted shader\n    private static Material TryLoad(string bundleLower, string keyLower, bool mod, string bundleName, string key) {\n        AssetBundle bundle = mod ? dictMod[bundleLower] : dictDefault[bundleLower];\n\n        if (!bundle.Contains(keyLower))\n            throw new CYFException(\"Shader AssetBundle \\\"\" + bundleName + \"\\\" does not contain shader \\\"\" + key + \"\\\".\");\n\n        Shader shade = bundle.LoadAsset(keyLower) as Shader;\n        if (shade != null && !shade.isSupported)\n            throw new CYFException(\"The shader \\\"\" + key + \"\\\" is not supported. It might not be suited for your OS, or this might be a problem with the shader itself.\");\n\n        Material mat = new Material(shade);\n        if (mod)    materialsMod[bundleLower + keyLower]     = mat;\n        else        materialsDefault[bundleLower + keyLower] = mat;\n        return mat;\n    }\n\n    // Unloads previous mod-specific Materials and opens AssetBundles for the new mod if applicable\n    public static void Init() {\n        materialsMod.Clear();\n        LoadAllFrom(FileLoader.PathToModFile(\"Shaders\"), true);\n        if (Camera.main.GetComponent<CameraShader>() && CameraShader.luashader != null)\n            CameraShader.luashader.Revert();\n    }\n\n    // Opens all AssetBundles in a directory and stores them\n    private static void LoadAllFrom(string directoryPath, bool mod) {\n        DirectoryInfo shaderFolder = new DirectoryInfo(directoryPath);\n\n        if (!shaderFolder.Exists)\n            return;\n\n        DirectoryInfo[] shaderFolderContents = shaderFolder.GetDirectories(\"*\", SearchOption.TopDirectoryOnly);\n\n        List<FileInfo> shaderBundles = shaderFolderContents.Select(d => d.GetFiles(\"*.*\", SearchOption.AllDirectories).Where(file => Path.GetExtension(file.Name) == \"\").ToArray())\n                                                           .Select(localShaders => localShaders.Single(s => s.Name == OSType))\n                                                           .Where(OSSpecificBundle => OSSpecificBundle != null).ToList();\n\n        if (mod) {\n            foreach (KeyValuePair<string, AssetBundle> pair in dictMod)\n                try { pair.Value.Unload(true); }\n                catch { /* ignored */ }\n\n            dictMod.Clear();\n            foreach (FileInfo file in shaderBundles) {\n                DirectoryInfo parent = file.Directory;\n                if (parent != null) dictMod[parent.Name] = RetrieveAssetBundle(file.FullName);\n            }\n        } else {\n            foreach (KeyValuePair<string, AssetBundle> pair in dictDefault)\n                try { pair.Value.Unload(true); }\n                catch { /* ignored */ }\n\n            dictDefault.Clear();\n            foreach (FileInfo file in shaderBundles) {\n                DirectoryInfo parent = file.Directory;\n                if (parent == null) continue;\n                string bundle  = parent.Name;\n                string bundleL = bundle.ToLower();\n                dictDefault[bundleL] = RetrieveAssetBundle(file.FullName);\n\n                // Fill up dict with Default Materials\n                string[] names = dictDefault[bundleL].GetAllAssetNames();\n                // GetAllAssetNames returns \"Assets/Editor/Shaders/myShader.shader\" instead of just \"myShader\"\n                // The default shaders have no subfolders, so we can safely just trim the string to everything after the last slash, and remove the \".shader\"\n                foreach (string key in names) {\n                    string[] bits   = key.Split('/');\n                    string   newKey = bits[bits.Length - 1].Replace(\".shader\", \"\");\n                    string   keyL   = newKey.ToLower();\n                    materialsDefault[bundleL + newKey] = TryLoad(bundleL, keyL, false, bundle, newKey);\n                }\n            }\n        }\n    }\n\n    // NOTE: According to this guide (https://blogs.unity3d.com/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/)\n    // using AssetBundle.LoadFromFile (and LoadFromFileAsync) is only recommended when you intend to take out a lot of assets at once, or continually.\n    // That is very not the goal for shaders in CYF, especially not Default shaders.\n    // As such, instead of using AssetBundle.LoadFromFile, I'm using the page's recommended alternative, UnityWebRequestAssetBundle.GetAssetBundle.\n    // If you wish to use the AssetBundle.LoadFromFile approach instead, uncomment the first line and comment the rest.\n    private static AssetBundle RetrieveAssetBundle(string fullPath) {\n        //return AssetBundle.LoadFromFile(fullPath);\n\n        try {\n            UnityWebRequest uwr = UnityWebRequestAssetBundle.GetAssetBundle(new Uri(fullPath).AbsoluteUri.Replace(\"+\", \"%2B\"));\n            uwr.SendWebRequest();\n            while (!uwr.isDone) { } // hold up a bit while it's loading; delay isn't noticeable and loading will fail otherwise\n            AssetBundle content = DownloadHandlerAssetBundle.GetContent(uwr);\n            if (content == null)   throw new CYFException(\"Error while loading the shader \\\"\" + fullPath + \"\\\".\\n\\nIt's likely that you have two identical shader AssetBundles loaded at once.\");\n            if (uwr.error != null) throw new CYFException(uwr.error);\n            return content;\n        } catch (CYFException e) {\n            UnitaleUtil.DisplayLuaError(\"loading a shader\", e.Message);\n        } catch (Exception e) {\n            UnitaleUtil.DisplayLuaError(\"loading a shader\", \"This is a \" + e.GetType() + \" error. Please show this screen to a developer.\\n\\n\" + e.Message + \"\\n\\n\" + e.StackTrace);\n        }\n        return null;\n    }\n}"
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  {
    "path": "Assets/Scripts/Lua/StaticRegistries/SpriteFontRegistry.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Xml;\nusing UnityEngine;\n\npublic static class SpriteFontRegistry {\n    public const string UI_DEFAULT_NAME = \"uidialog\";\n    public const string UI_DAMAGETEXT_NAME = \"uidamagetext\";\n    public const string UI_MONSTERTEXT_NAME = \"monster\";\n    public const string UI_SMALLTEXT_NAME = \"uibattlesmall\";\n\n    public static GameObject LETTER_OBJECT = Resources.Load<GameObject>(\"Prefabs/letter\");\n    public static GameObject BUBBLE_OBJECT = Resources.Load<GameObject>(\"Prefabs/DialogBubble\");\n    private static readonly Dictionary<string, FileInfo> dictDefault = new Dictionary<string, FileInfo>();\n    private static readonly Dictionary<string, FileInfo> dictMod = new Dictionary<string, FileInfo>();\n\n    private static readonly Dictionary<string, UnderFont> dict = new Dictionary<string, UnderFont>();\n\n    public static void Start() { LoadAllFrom(FileLoader.PathToDefaultFile(\"Sprites/UI/Fonts\")); }\n\n    public static UnderFont Get(string key) {\n        string k = key;\n        key = key.TrimStart('/', '\\\\') + (key.ToLower().EndsWith(\".png\") ? \"\" : \".png\");\n        FileLoader.SanitizePath(ref key, \"Sprites/UI/Fonts/\", false);\n        key = key.ToLower();\n        return dict.ContainsKey(key) ? dict[key] : TryLoad(k, key);\n    }\n\n    public static UnderFont TryLoad(string origKey, string key) {\n        if (!dictMod.ContainsKey(key) && !dictDefault.ContainsKey(key))\n            return TryFetchFromMod(origKey, key) ?? TryFetchFromDefault(origKey, key);\n        dict[key] = GetUnderFont(origKey);\n        return dict[key];\n    }\n\n    private static UnderFont TryFetchFromDefault(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToDefaultFile(\"Sprites/UI/Fonts/\"), origKey) + (origKey.ToLower().EndsWith(\".png\") ? \"\" : \".png\"));\n        if (!tryF.Exists)\n            return null;\n\n        dictDefault[key] = tryF;\n        dict[key] = GetUnderFont(origKey);\n        return dict[key];\n    }\n\n    private static UnderFont TryFetchFromMod(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToModFile(\"Sprites/UI/Fonts/\"), origKey.TrimStart('/')) + (origKey.ToLower().EndsWith(\".png\") ? \"\" : \".png\"));\n        if (!tryF.Exists)\n            return null;\n\n        dictMod[key] = tryF;\n        dict[key] = GetUnderFont(origKey);\n        return dict[key];\n    }\n\n    public static void Init() { LoadAllFrom(FileLoader.PathToModFile(\"Sprites/UI/Fonts\"), true); }\n\n    private static void LoadAllFrom(string directoryPath, bool mod = false) {\n        dict.Clear();\n        DirectoryInfo dInfo = new DirectoryInfo(directoryPath);\n\n        if (!dInfo.Exists)\n            return;\n\n        FileInfo[] fInfo = dInfo.GetFiles(\"*.png\", SearchOption.TopDirectoryOnly);\n\n        if (mod) {\n            dictMod.Clear();\n            foreach (FileInfo file in fInfo) {\n                string k = file.FullName;\n                FileLoader.SanitizePath(ref k, \"Sprites/UI/Fonts/\");\n                dictMod[k.ToLower()] = file;\n            }\n        } else {\n            dictDefault.Clear();\n            foreach (FileInfo file in fInfo) {\n                string k = file.FullName;\n                FileLoader.SanitizePath(ref k, \"Sprites/UI/Fonts/\");\n                dictDefault[k.ToLower()] = file;\n            }\n        }\n    }\n\n    private static UnderFont GetUnderFont(string fontName) {\n        XmlDocument xml = new XmlDocument();\n        string xmlPath = fontName + \".xml\";\n        if (!FileLoader.SanitizePath(ref xmlPath, \"Sprites/UI/Fonts/\", true, true))\n            return null;\n        try { xml.Load(xmlPath); }\n        catch (XmlException ex) {\n            UnitaleUtil.DisplayLuaError(\"Instanciating a font\", \"An error was encountered while loading the font \\\"\" + fontName + \"\\\":\\n\\n\" + ex.Message);\n            return null;\n        }\n        if (xml[\"font\"] == null) {\n            UnitaleUtil.DisplayLuaError(\"Instanciating a font\", \"The font '\" + fontName + \"' doesn't have a font element at its root.\");\n            return null;\n        }\n        Dictionary<char, Sprite> fontMap = LoadBuiltInFont(xml[\"font\"][\"spritesheet\"], fontName + \".png\");\n\n        UnderFont underfont;\n        try { underfont = new UnderFont(fontMap, fontName); }\n        catch {\n            UnitaleUtil.DisplayLuaError(\"Instanciating a font\", \"The fonts need a space character to compute their line height, and the font '\" + fontName + \"' doesn't have one.\");\n            return null;\n        }\n\n        if (xml[\"font\"][\"voice\"] != null) {\n            underfont.Sound = AudioClipRegistry.GetVoice(xml[\"font\"][\"voice\"].InnerText);\n            underfont.SoundName = xml[\"font\"][\"voice\"].InnerText;\n        }\n        if (xml[\"font\"][\"linespacing\"] != null)  underfont.LineSpacing = ParseUtil.GetFloat(xml[\"font\"][\"linespacing\"].InnerText);\n        if (xml[\"font\"][\"charspacing\"] != null)  underfont.CharSpacing = ParseUtil.GetFloat(xml[\"font\"][\"charspacing\"].InnerText);\n        if (xml[\"font\"][\"color\"] != null)        underfont.DefaultColor = ParseUtil.GetColor(xml[\"font\"][\"color\"].InnerText);\n\n        return underfont;\n    }\n\n    private static void AddLetter(Dictionary<char, Sprite> letters, char letter, Sprite s, string fontPath) {\n        if (letters.ContainsKey(letter)) {\n            UnitaleUtil.DisplayLuaError(\"\", \"Error while loading the font \" + fontPath + \"\\n\\nThe letter \\\" \" + letter + \" \\\" has been added several times to the font!\", true);\n            return;\n        }\n        letters.Add(letter, s);\n    }\n\n    private static Dictionary<char, Sprite> LoadBuiltInFont(XmlNode sheetNode, string fontPath) {\n        Sprite[] letterSprites = SpriteUtil.AtlasFromXml(sheetNode, SpriteUtil.FromFile(fontPath, \"Sprites/UI/Fonts/\"));\n        Dictionary<char, Sprite> letters = new Dictionary<char, Sprite>();\n        foreach (Sprite s in letterSprites) {\n            string name = s.name;\n            if (name.Length == 1)\n                AddLetter(letters, name[0], s, fontPath);\n            else\n                switch (name) {\n                    case \"slash\":         AddLetter(letters, '/', s, fontPath);   break;\n                    case \"dot\":           AddLetter(letters, '.', s, fontPath);   break;\n                    case \"pipe\":          AddLetter(letters, '|', s, fontPath);   break;\n                    case \"backslash\":     AddLetter(letters, '\\\\', s, fontPath);  break;\n                    case \"colon\":         AddLetter(letters, ':', s, fontPath);   break;\n                    case \"questionmark\":  AddLetter(letters, '?', s, fontPath);   break;\n                    case \"doublequote\":   AddLetter(letters, '\"', s, fontPath);   break;\n                    case \"asterisk\":      AddLetter(letters, '*', s, fontPath);   break;\n                    case \"space\":         AddLetter(letters, ' ', s, fontPath);   break;\n                    case \"lt\":            AddLetter(letters, '<', s, fontPath);   break;\n                    case \"rt\":            AddLetter(letters, '>', s, fontPath);   break;\n                    case \"ampersand\":     AddLetter(letters, '&', s, fontPath);   break;\n                }\n        }\n        return letters;\n    }\n}"
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    "path": "Assets/Scripts/Lua/StaticRegistries/SpriteRegistry.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic static class SpriteRegistry {\n    private static readonly Dictionary<string, Sprite> dict = new Dictionary<string, Sprite>();\n    public static Image GENERIC_SPRITE_PREFAB = Resources.Load<Image>(\"Prefabs/generic_sprite\");\n    public static Sprite EMPTY_SPRITE;\n    private static readonly Dictionary<string, FileInfo> dictDefault = new Dictionary<string, FileInfo>();\n    private static readonly Dictionary<string, FileInfo> dictMod = new Dictionary<string, FileInfo>();\n\n    public static void Start() { LoadAllFrom(FileLoader.PathToDefaultFile(\"Sprites\")); }\n\n    public static void Set(string key, Sprite value) {\n        dict[ProcessKey(key)] = value;\n    }\n\n    public static void Unload(string key) {\n        key = ProcessKey(key);\n        if (dict.ContainsKey(key))        dict.Remove(key);\n        if (dictMod.ContainsKey(key))     dictMod.Remove(key);\n        if (dictDefault.ContainsKey(key)) dictDefault.Remove(key);\n    }\n\n    public static Sprite Get(string origKey) {\n        origKey += origKey.ToLower().EndsWith(\".png\") ? \"\" : \".png\";\n        string key = ProcessKey(origKey);\n        return dict.ContainsKey(key) ? dict[key] : TryLoad(origKey, key);\n    }\n\n    public static Sprite GetMugshot(string key) { return Get(\"Mugshots/\" + key); }\n\n    private static Sprite TryLoad(string origKey, string key) {\n        if (dictMod.ContainsKey(key))          dict[key] = SpriteUtil.FromFile(origKey);\n        else if (dictDefault.ContainsKey(key)) dict[key] = SpriteUtil.FromFile(origKey);\n        else                                   return TryFetchFromMod(origKey, key) ?? TryFetchFromDefault(origKey, key);\n        return dict[key];\n    }\n\n    private static Sprite TryFetchFromDefault(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToDefaultFile(\"Sprites\"), origKey) + (origKey.ToLower().EndsWith(\".png\") ? \"\" : \".png\"));\n        if (!tryF.Exists) return null;\n\n        dictDefault[key] = tryF;\n        dict[key] = SpriteUtil.FromFile(origKey);\n        return dict[key];\n    }\n\n    private static Sprite TryFetchFromMod(string origKey, string key) {\n        FileInfo tryF = new FileInfo(Path.Combine(FileLoader.PathToModFile(\"Sprites\"), origKey.TrimStart('/')) + (origKey.ToLower().EndsWith(\".png\") ? \"\" : \".png\"));\n        if (!tryF.Exists) return null;\n\n        dictMod[key] = tryF;\n        dict[key] = SpriteUtil.FromFile(origKey);\n        return dict[key];\n    }\n\n    public static void Init() {\n        LoadAllFrom(FileLoader.PathToModFile(\"Sprites\"), true);\n        if (EMPTY_SPRITE == null) EMPTY_SPRITE = Get(\"empty\");\n    }\n\n    private static void LoadAllFrom(string directoryPath, bool mod = false) {\n        dict.Clear();\n        DirectoryInfo dInfo = new DirectoryInfo(directoryPath);\n\n        if (!dInfo.Exists) {\n            UnitaleUtil.DisplayLuaError(\"mod loading\", \"You tried to load the mod \\\"\" + StaticInits.MODFOLDER + \"\\\" but it can't be found, or at least its \\\"Sprites\\\" folder can't be found.\\nAre you sure it exists?\");\n            throw new CYFException(\"mod loading\");\n        }\n\n        FileInfo[] fInfoTest = dInfo.GetFiles(\"*.png\", SearchOption.AllDirectories);\n\n        if (mod) {\n            dictMod.Clear();\n            foreach (FileInfo file in fInfoTest)\n                dictMod[ProcessKey(file.FullName.Substring(directoryPath.Length + 1))] = file;\n        } else {\n            dictDefault.Clear();\n            foreach (FileInfo file in fInfoTest) {\n                string key = ProcessKey(file.FullName.Substring(directoryPath.Length + 1));\n                dictDefault[key] = file;\n            }\n        }\n    }\n\n    private static string ProcessKey(string key) {\n        key = key.TrimStart('/', '\\\\') + (key.ToLower().EndsWith(\".png\") ? \"\" : \".png\");\n        FileLoader.SanitizePath(ref key, \"Sprites/\");\n        return key.ToLower();\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Overworld/CYFAnimator.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\npublic class CYFAnimator : MonoBehaviour {\n    public int movementDirection = 0;\n    public string beginAnim = \"StopDown\";\n    public string specialHeader = \"\";\n    private int threeFramePass = 3;\n    private LuaSpriteController sprctrl;\n    private Vector3 lastPos;\n    private bool waitingForLateStart = true;\n\n    private void OnEnable()  { StaticInits.Loaded += LateStart; }\n    private void OnDisable() { StaticInits.Loaded -= LateStart; }\n\n    [System.Serializable] // Allows the edition of this data in the Unity Editor\n    public struct Anim {\n        public string name;\n        public string anims;\n        public float transitionTime;\n    }\n    public Anim[] anims;\n    private Anim GetAnimPerName(string animName) {\n        foreach (Anim anim in anims)\n            if (anim.name == animName)\n                return anim;\n        return new Anim();\n    }\n\n    public bool AnimExists(string animName) {\n        return GetAnimPerName(animName).name == null;\n    }\n\n    // Use this for initialization\n    public void LateStart() {\n        if (EventManager.instance.spriteControllers.ContainsKey(gameObject.name)) sprctrl = EventManager.instance.spriteControllers[gameObject.name];\n        else if (gameObject.name == \"Player\")                                     sprctrl = PlayerOverworld.instance.sprctrl;\n        else {\n            EventManager.instance.ResetEvents(false);\n            if (!EventManager.instance.spriteControllers.ContainsKey(gameObject.name))\n                throw new CYFException(\"A CYFAnimator component must be tied to an event, however the GameObject \" + gameObject.name + \" doesn't seem to have one.\");\n        }\n        lastPos = gameObject.transform.position;\n        if (!waitingForLateStart) return;\n        ReplaceAnim(beginAnim);\n        waitingForLateStart = false;\n    }\n\n    // Update is called once per frame\n    private void Update () {\n        if (waitingForLateStart)\n            return;\n        string animName = specialHeader;\n\n        if (GetAnimPerName(animName).name == null) {\n            if (gameObject.transform.position != lastPos) {\n                animName += \"Moving\";\n                threeFramePass = 0;\n            } else if (threeFramePass < 3) {\n                animName += \"Moving\";\n                threeFramePass++;\n            } else\n                animName += \"Stop\";\n            int currentDirection = movementDirection;\n\n            switch (currentDirection) {\n                case 2: animName += \"Down\"; break;\n                case 4: animName += \"Left\"; break;\n                case 6: animName += \"Right\"; break;\n                case 8: animName += \"Up\"; break;\n                case 0:\n                    if (beginAnim.Contains(\"Up\")) animName += \"Up\";\n                    if (beginAnim.Contains(\"Right\")) animName += \"Right\";\n                    if (beginAnim.Contains(\"Left\")) animName += \"Left\";\n                    if (beginAnim.Contains(\"Down\")) animName += \"Down\";\n                    break;\n            }\n        }\n\n        lastPos = gameObject.transform.position;\n        if (animName != beginAnim)\n            ReplaceAnim(animName);\n    }\n\n    private void ReplaceAnim(string animName) {\n        Anim anim = GetAnimPerName(animName);\n        try { sprctrl.SetAnimation(anim.anims.Replace(\" \", \"\").Replace(\"{\", \"\").Replace(\"}\", \"\").Split(','), anim.transitionTime); }\n        catch (Exception e) { throw new CYFException(\"Bad animation for event \\\"\" + gameObject.name + \"\\\", animation \\\"\" + animName + \"\\\":\\n\\n\" + e.Message + \"\\n\" + e.StackTrace); }\n        beginAnim = animName;\n    }\n}\n"
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    "path": "Assets/Scripts/Overworld/CYFAnimator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44f4eb1dd5662834c949b35a8b28394c\ntimeCreated: 1493027273\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/EnterNameScript.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\nusing System.Linq;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic class EnterNameScript : MonoBehaviour {\n    private bool weirdBackspaceShift;\n    private bool isNewGame = true;\n    private bool confirm;\n    private bool hackFirstString;\n    private string choiceLetter = \"A\", playerName = \"\";\n    private readonly Dictionary<string, string> specialNameDict = new Dictionary<string, string>();\n    private readonly string[] ForbiddenNames = { \"lukark\", \"rtl\", \"rhenaud\" };\n    private string confirmText;\n\n    public GameObject textObjFolder;\n    public AudioSource uiAudio;\n    public TextManager tmInstr, tmName, tmLettersMaj, tmLettersMin;\n\n    // Use this for initialization\n    private void Start() {\n        AddToDict();\n        isNewGame = SaveLoad.savedGame == null;\n        try { GameObject.Find(\"textframe_border_outer\").SetActive(false); }\n        catch { /* ignored */ }\n        tmInstr.SetTextQueue(new[] { new TextMessage((GlobalControls.crate ? \"GIV HMI A NAME!!!\" : \"Name the fallen human.\"), false, true) });\n        tmInstr.SetHorizontalSpacing(2);\n        tmName.SetHorizontalSpacing(2);\n        GameObject firstCamera = GameObject.Find(\"Main Camera\");\n        firstCamera.name = \"temp\";\n        if (GameObject.Find(\"Main Camera\"))\n            Destroy(GameObject.Find(\"Main Camera\"));\n        firstCamera.name = \"Main Camera\";\n        if (!isNewGame) {\n            playerName = PlayerCharacter.instance.Name;\n        } else {\n            Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_menu\");\n            Camera.main.GetComponent<AudioSource>().Play();\n        }\n        tmName.SetTextQueue(new[] { new TextMessage(playerName, false, true) });\n        tmLettersMaj.SetTextQueue(new[] { new TextMessage(\"[charspacing:52.2][linespacing:-1]ABCDEFG\\nHIJKLMN\\nOPQRSTU\\nVWXYZ\", false, true) });\n        tmLettersMaj.SetEffect(new ShakeEffect(tmLettersMaj));\n        tmLettersMin.SetTextQueue(new[] { new TextMessage(\"[charspacing:52.2][linespacing:-1]abcdefg\\nhijklmn\\nopqrstu\\nvwxyz\", false, true) });\n        tmLettersMin.SetEffect(new ShakeEffect(tmLettersMin));\n        for (int i = 0; i < tmLettersMaj.GetComponentsInChildren<Image>().Length; i ++)\n            tmLettersMaj.GetComponentsInChildren<Image>()[i].name = tmLettersMaj.GetComponentsInChildren<Image>()[i].sprite.name;\n        for (int i = 0; i < tmLettersMin.GetComponentsInChildren<Image>().Length; i ++)\n            tmLettersMin.GetComponentsInChildren<Image>()[i].name = tmLettersMaj.GetComponentsInChildren<Image>()[i].sprite.name.ToLower();\n        GameObject.Find(\"A\").GetComponent<Image>().color = new Color(1, 1, 0, 1);\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (confirm) return;\n        if (!hackFirstString && tmName.transform.childCount != 0 && !isNewGame) {\n            hackFirstString = true;\n            tmName.SetTextQueue(new[] { new TextMessage(playerName, false, true) });\n            tmName.MoveTo(-calcTotalLength(tmName) / 2, tmName.transform.localPosition.y);\n        }\n        if (GlobalControls.input.Down == ButtonState.PRESSED) {\n            switch (choiceLetter) {\n                case \"Quit\":      setColor(\"A\");                  break;\n                case \"Backspace\": setColor(\"D\");                  break;\n                case \"Done\":      setColor(\"G\");                  break;\n                case \"T\":\n                case \"U\":         setColor(choiceLetter[0] + 18); break;\n                case \"V\":\n                case \"W\":\n                case \"X\":\n                case \"Y\":\n                case \"Z\":         setColor(choiceLetter[0] + 11); break;\n                case \"t\":\n                case \"u\":         setColor(\"Done\");               break;\n                case \"v\":\n                case \"w\":         setColor(\"Quit\");               break;\n                case \"x\":\n                case \"y\":\n                case \"z\":         setColor(\"Backspace\");          break;\n                default:          setColor(choiceLetter[0] + 7);  break;\n            }\n        } else if (GlobalControls.input.Up == ButtonState.PRESSED) {\n            switch (choiceLetter) {\n                case \"Quit\":      setColor(\"v\");                  break;\n                case \"Backspace\": setColor(\"y\");                  break;\n                case \"Done\":      setColor(\"u\");                  break;\n                case \"a\":\n                case \"b\":\n                case \"c\":\n                case \"d\":\n                case \"e\":         setColor(choiceLetter[0] - 11); break;\n                case \"f\":\n                case \"g\":         setColor(choiceLetter[0] - 18); break;\n                case \"A\":\n                case \"B\":         setColor(\"Quit\");               break;\n                case \"C\":\n                case \"D\":\n                case \"E\":         setColor(\"Backspace\");          break;\n                case \"F\":\n                case \"G\":         setColor(\"Done\");               break;\n                default:          setColor(choiceLetter[0] - 7);  break;\n            }\n        } else if (GlobalControls.input.Right == ButtonState.PRESSED) {\n            switch (choiceLetter) {\n                case \"Quit\":      setColor(\"Backspace\");         break;\n                case \"Backspace\": setColor(\"Done\");              break;\n                case \"Done\":      setColor(\"Quit\");              break;\n                case \"G\":\n                case \"N\":\n                case \"U\":\n                case \"g\":\n                case \"n\":\n                case \"u\":         setColor(choiceLetter[0] - 6); break;\n                case \"Z\":\n                case \"z\":         setColor(choiceLetter[0] - 4); break;\n                default:          setColor(choiceLetter[0] + 1); break;\n            }\n        } else if (GlobalControls.input.Left == ButtonState.PRESSED) {\n            switch (choiceLetter) {\n                case \"Quit\":      setColor(\"Done\");              break;\n                case \"Backspace\": setColor(\"Quit\");              break;\n                case \"Done\":      setColor(\"Backspace\");         break;\n                case \"A\":\n                case \"H\":\n                case \"O\":\n                case \"a\":\n                case \"h\":\n                case \"o\":         setColor(choiceLetter[0] + 6); break;\n                case \"V\":\n                case \"v\":         setColor(choiceLetter[0] + 4); break;\n                default:          setColor(choiceLetter[0] - 1); break;\n            }\n        } else if (GlobalControls.input.Cancel == ButtonState.PRESSED) {\n            weirdBackspaceShift = true;\n            if (playerName.Length > 0)\n                playerName = playerName.Substring(0, playerName.Length - 1);\n            else\n                weirdBackspaceShift = false;\n            tmName.SetTextQueue(new[] { new TextMessage(playerName, false, true) });\n            tmName.MoveTo(-calcTotalLength(tmName) / 2, tmName.transform.localPosition.y);\n        } else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n            switch (choiceLetter) {\n                case \"Quit\":\n                    GameObject.Find(\"Main Camera\").GetComponent<AudioSource>().Stop();\n                    SceneManager.LoadScene(\"TitleScreen\");\n                    break;\n                case \"Backspace\": {\n                    weirdBackspaceShift = true;\n                    if (playerName.Length > 0)\n                        playerName = playerName.Substring(0, playerName.Length - 1);\n                    else\n                        weirdBackspaceShift = false;\n                    break;\n                }\n                case \"Done\": {\n                    if (playerName.Length > 0) {\n                        weirdBackspaceShift = false;\n                        confirm             = true;\n                        specialNameDict.TryGetValue(playerName.ToLower(), out confirmText);\n                        StartCoroutine(waitConfirm(ForbiddenNames.Contains(playerName.ToLower())));\n                        textObjFolder.SetActive(false);\n                    }\n\n                    break;\n                }\n                default: {\n                    if (playerName.Length < 9) playerName += choiceLetter;\n                    else                       playerName = playerName.Substring(0, 8) + choiceLetter;\n                    weirdBackspaceShift = false;\n                    break;\n                }\n            }\n            tmName.SetTextQueue(new[] { new TextMessage(playerName, false, true) });\n            tmName.MoveTo(-calcTotalLength(tmName) / 2, tmName.transform.localPosition.y);\n            uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n            return;\n        } else\n            return;\n        uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n    }\n\n    private void setColor(int a) { setColor(((char)a).ToString());  }\n    private void setColor(string str) {\n        if (choiceLetter.Length != 1) GameObject.Find(choiceLetter).GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);\n        else                          GameObject.Find(choiceLetter).GetComponent<Image>().color = new Color(1, 1, 1, 1);\n        choiceLetter = str;\n        if (choiceLetter.Length != 1) GameObject.Find(choiceLetter).GetComponent<SpriteRenderer>().color = new Color(1, 1, 0, 1);\n        else                          GameObject.Find(choiceLetter).GetComponent<Image>().color = new Color(1, 1, 0, 1);\n    }\n\n    private IEnumerator waitConfirm(bool isForbidden = false) {\n        yield return 0;\n        tmInstr.SetTextQueue(new[] { new TextMessage((confirmText ?? (GlobalControls.crate ? \"LAL GUD???\" : \"Is this name correct?\")), false, true) });\n        tmName.SetEffect(new ShakeEffect(tmName));\n        GameObject.Find(\"Backspace\").GetComponent<SpriteRenderer>().enabled = false;\n        tmLettersMaj.gameObject.SetActive(false);\n        tmLettersMin.gameObject.SetActive(false);\n        setColor(\"Quit\");\n        GameObject.Find(\"Done\").GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, isForbidden ? 0 : 1);\n        float diff = calcTotalLength(tmName)*2;\n        float actualX = tmName.transform.localPosition.x, actualY = tmName.transform.localPosition.y;\n        while (GlobalControls.input.Confirm != ButtonState.PRESSED) {\n            if (tmName.transform.localScale.x < 3) {\n                float scale = Mathf.Min(3, tmName.transform.localScale.x + 0.01f);\n                tmName.transform.localScale = new Vector3(scale, scale, 1);\n                tmName.MoveTo(actualX - (tmName.transform.localScale.x - 1) * diff / 2, actualY - (tmName.transform.localScale.x - 1) * diff / 6);\n            }\n            if ((GlobalControls.input.Left == ButtonState.PRESSED || GlobalControls.input.Right == ButtonState.PRESSED)\n                    && GameObject.Find(\"Done\").GetComponent<SpriteRenderer>().enabled &&!isForbidden) {\n                setColor(choiceLetter == \"Quit\" ? \"Done\": \"Quit\");\n                uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n            }\n            yield return 0;\n        }\n        uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n        if (choiceLetter == \"Quit\") {\n            textObjFolder.SetActive(true);\n            confirmText = null;\n            confirm = false;\n            tmName.transform.localScale = new Vector3(1, 1, 1);\n            tmName.SetEffect(null);\n            tmName.SetTextQueue(new[] { new TextMessage(playerName, false, true) });\n            tmName.MoveTo(-calcTotalLength(tmName)/2, 145);\n            tmInstr.SetTextQueue(new[] { new TextMessage((GlobalControls.crate ? \"QWIK QWIK QWIK!!!\" : \"Name the fallen human.\"), false, true) });\n            tmLettersMaj.gameObject.SetActive(true);\n            tmLettersMin.gameObject.SetActive(true);\n            GameObject.Find(\"Backspace\").GetComponent<SpriteRenderer>().enabled = true;\n            setColor(\"Done\");\n        } else {\n            PlayerCharacter.instance.Name = playerName;\n            if (isNewGame) {\n                GameObject.Find(\"Main Camera\").GetComponent<AudioSource>().Stop();\n                GameObject.Find(\"Main Camera\").GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(\"intro_holdup\"));\n                SpriteRenderer blank = GameObject.Find(\"Blank\").GetComponent<SpriteRenderer>();\n                while (blank.color.a <= 1) {\n                    if (tmName.transform.localScale.x < 3) {\n                        float scale = Mathf.Min(3, tmName.transform.localScale.x + 0.01f);\n                        tmName.transform.localScale = new Vector3(scale, scale, 1);\n                        tmName.MoveTo(actualX - (tmName.transform.localScale.x - 1f) * diff / 2f, actualY - (tmName.transform.localScale.x - 1f) * diff / 6);\n                    }\n                    blank.color = new Color(blank.color.r, blank.color.g, blank.color.b, blank.color.a + 0.003f);\n                    yield return 0;\n                }\n                while (GameObject.Find(\"Main Camera\").GetComponent<AudioSource>().isPlaying)\n                    yield return 0;\n                UnitaleUtil.ResetOW();\n                SceneManager.LoadScene(\"TransitionOverworld\");\n                DiscordControls.StartOW();\n            } else {\n                SaveLoad.Save();\n                SceneManager.LoadScene(\"TitleScreen\");\n            }\n        }\n    }\n\n    float calcTotalLength(TextManager txtmgr) {\n        int count = 0;\n        float totalWidth = 0;\n        RectTransform[] rts = txtmgr.gameObject.GetComponentsInChildren<RectTransform>();\n        for (int i = 0; i < rts.Length/2; i++) {\n            if (weirdBackspaceShift && i == rts.Length /2 - 1)\n                break;\n            totalWidth += rts[i*2].sizeDelta.x;\n            count++;\n        }\n        totalWidth += txtmgr.hSpacing * count;\n        return totalWidth;\n    }\n\n    private void AddToDict() {\n        specialNameDict.Add(\"lukark\",    \"Hey, that's my name!\\nDon't copy me.\");\n        specialNameDict.Add(\"rtl\",       \"Still my name, dude.\");\n        specialNameDict.Add(\"rhenao\",    \"The basis name.\");\n        specialNameDict.Add(\"rhenaud\",   \"My real name.\");\n\n        specialNameDict.Add(\"uduu\",      \"(Broken) The path to victory. Go to\\nthe 2nd map. Real name: UDUUL\");\n        specialNameDict.Add(\"thefail\",   \"(Broken) DO 3 BARREL ROLLS!!!\");\n        specialNameDict.Add(\"exception\", \"(Broken) It's me.\");\n        specialNameDict.Add(\"fugitive\",  \"(Broken) *flees*\\n/me flees\");\n        specialNameDict.Add(\"four\",      \"4\");\n\n        specialNameDict.Add(\"outbounds\", \"Go behind that dog!\");\n        specialNameDict.Add(\"soulless\",  \"They shall fall, one\\nafter another.\");\n\n        specialNameDict.Add(\"notfound\",  \"404\");\n        specialNameDict.Add(\"404\",       \"Name not found.\");\n        specialNameDict.Add(\"cyf\",       \"The true name.\\nCreate Your Frisk FTW!\");\n        specialNameDict.Add(\"credits\",   \"RhenaudTheLukark and lvkuln.\\nThat's it, I think.\");\n        specialNameDict.Add(\"mmmmmmmmm\", \"You just want to watch\\nthe engine burn.\");\n        specialNameDict.Add(\"wwwwwwwww\", \"You just want to watch\\nthe engine burn.\");\n        specialNameDict.Add(\"undertale\", \"Without this game,\\nthis wouldn't exist.\");\n\n        specialNameDict.Add(\"frisk\",     \"That'll do nothing here.\");\n        specialNameDict.Add(\"chara\",     \"Classic af. Your \\\"The true name.\\\"\\nis in another castle.\");\n        specialNameDict.Add(\"undyne\",    \"It's not like you'll\\nfind her, anyway.\");\n        specialNameDict.Add(\"alphys\",    \"Chances to see\\nher: 0%.\");\n        specialNameDict.Add(\"asgore\",    \"Goatdad can't kill\\nyou here.\");\n        specialNameDict.Add(\"toriel\",    \"Goatmom can't help\\nyou here.\");\n        specialNameDict.Add(\"papyrus\",   \"HAVING MORE THAN\\n6 CHARACTERS HELPS!\");\n        specialNameDict.Add(\"sans\",      \"no bad time for ya.\");\n        specialNameDict.Add(\"asriel\",    \"If that's your\\nchoice...\");\n        specialNameDict.Add(\"flowey\",    \"You sadist.\");\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/EnterNameScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0d40d86c0aa041e4a9cb93f4989d86b3\ntimeCreated: 1463999854\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/EventManager.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Reflection;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\nusing Coroutine = UnityEngine.Coroutine;\n\npublic class EventManager : MonoBehaviour {\n    public  static EventManager instance; // The instance of this class, only one EventManager should exist at all times\n    private static int _eventLayer;       // The id of the Event Layer\n    public  ScriptWrapper script;         // The non-coroutine script which is currently being run\n\n    public  List<GameObject> autoDone = new List<GameObject>();          // All auto event pages which have been run\n    public  List<GameObject> events = new List<GameObject>();            // This map's events\n    public  List<GameObject> initializedEvents = new List<GameObject>(); // All events with an initialization event page which have been initialized\n\n    public  Dictionary<GameObject, ScriptWrapper> eventScripts = new Dictionary<GameObject, ScriptWrapper>();             // Lua scripts loaded for event GameObjects\n    public  Dictionary<string, Coroutine> cSharpCoroutines = new Dictionary<string, Coroutine>(); // Coroutines run by usual overworld functions for each event\n    public  Dictionary<ScriptWrapper, int> coroutines = new Dictionary<ScriptWrapper, int>();                             // Event coroutines currently running\n    public  Dictionary<string, LuaSpriteController> spriteControllers = new Dictionary<string, LuaSpriteController>();    // Sprite objects spawned in the overworld\n\n    private static string _eventCodeFirst, _eventCodeLast;    // The internal Lua code loaded into event scripts (prefix and suffix)\n\n    private TextManager _textManager;   // The current TextManager\n    public  int actualEventIndex = -1;  // ID of the actual event we're running\n    public  bool readyToReLaunch;       // Used to prevent overworld GameOver errors\n    public  bool bgmCoroutine;          // Check if the BGM is already fading\n    public  bool passPressOnce;         // Used in order to prevent Confirm key actions to be run when they shouldn't\n    public  bool scriptRunning;         // Defines whether a script is being executed or not\n    public  bool ScriptRunning {        // This value takes in account whether the player can do something or not on top of checking if a script is being executed or not\n        get { return scriptRunning || PlayerOverworld.instance.forceNoAction; }\n        set { scriptRunning = value; }\n    }\n    public  bool onceReload;            // Reloads all events when a new map is entered\n    public  bool fadeOutToMap = true;   // Defines whether the next map transition will be instant or not\n    public  bool eventsLoading;         // True if initialization pages (event page 0) are currently being executed\n    public  bool eventsLoaded;          // True if all initialization pages (event page 0) have been executed\n    public  bool initialized;           // True if EventManager has been initialized properly. Might be useless?\n\n    private readonly Dictionary<Type, string> _boundValueName = new Dictionary<Type, string>();   // Used to generate the prefix and suffix of any event script\n    public LuaPlayerOW luaPlayerOw;         // Instance of LuaPlayerOW used to execute event functions\n    public LuaEventOW luaEventOw;           // Instance of LuaEventOW used to execute event functions\n    public LuaGeneralOW luaGeneralOw;       // Instance of LuaGeneralOW used to execute event functions\n    public LuaInventoryOW luaInventoryOw;   // Instance of LuaInventoryOW used to execute event functions\n    public LuaScreenOW luaScreenOw;         // Instance of LuaScreenOW used to execute event functions\n    public LuaMapOW luaMapOw;               // Instance of LuaMapOW used to execute event functions\n\n\n    /// <summary>\n    /// Run once when this component is created.\n    /// </summary>\n    public void LateStart() {\n        // Get the layer that will interact with our object, here EventLayer\n        _eventLayer = LayerMask.GetMask(\"EventLayer\");\n        _textManager = GameObject.Find(\"TextManager OW\").GetComponent<TextManager>();\n        // Create all instances of event function classes and store them\n        if (_boundValueName.Count == 0) {\n            _boundValueName.Add(typeof(LuaEventOW), \"Event\");\n            _boundValueName.Add(typeof(LuaPlayerOW), \"Player\");\n            _boundValueName.Add(typeof(LuaGeneralOW), \"General\");\n            _boundValueName.Add(typeof(LuaInventoryOW), \"Inventory\");\n            _boundValueName.Add(typeof(LuaScreenOW), \"Screen\");\n            _boundValueName.Add(typeof(LuaMapOW), \"Map\");\n            luaPlayerOw = new LuaPlayerOW();\n            luaEventOw = new LuaEventOW();\n            luaGeneralOw = new LuaGeneralOW(_textManager);\n            luaInventoryOw = new LuaInventoryOW();\n            luaScreenOw = new LuaScreenOW();\n            luaMapOw = new LuaMapOW();\n        }\n        instance = this;\n    }\n\n    /// <summary>\n    /// Run whenever this Component is enabled.\n    /// </summary>\n    private void OnEnable() {\n        LuaEventOW.StCoroutine += StCoroutine;\n        LuaPlayerOW.StCoroutine += StCoroutine;\n        LuaGeneralOW.StCoroutine += StCoroutine;\n        LuaInventoryOW.StCoroutine += StCoroutine;\n        LuaScreenOW.StCoroutine += StCoroutine;\n        LuaMapOW.StCoroutine += StCoroutine;\n        StaticInits.Loaded += AfterLoad;\n    }\n\n    /// <summary>\n    /// Run whenever this Component is disabled.\n    /// </summary>\n    private void OnDisable() {\n        LuaEventOW.StCoroutine -= StCoroutine;\n        LuaPlayerOW.StCoroutine -= StCoroutine;\n        LuaGeneralOW.StCoroutine -= StCoroutine;\n        LuaInventoryOW.StCoroutine -= StCoroutine;\n        LuaScreenOW.StCoroutine -= StCoroutine;\n        LuaMapOW.StCoroutine -= StCoroutine;\n        StaticInits.Loaded -= AfterLoad;\n    }\n\n    /// <summary>\n    /// Run whenever the map's mod is loaded.\n    /// It resets all current events, initializes all events with an initialization page and fade the map out when it's done.\n    /// </summary>\n    public void AfterLoad() {\n        eventsLoading = true;\n        if (script == null) {\n            // Only run once, when the map is loaded for the first time\n            if (!onceReload) {\n                onceReload = true;\n                ResetEvents();\n                TestEventDestruction();\n                PlayerOverworld.instance.utHeart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n            }\n            // Execute all initialization pages of events having one one after the other, one per frame\n            foreach (GameObject t in events)\n                if (t != null) {\n                    if (!UnitaleUtil.TestContainsListVector2(t.GetComponent<EventOW>().eventTriggers, 0) || initializedEvents.Contains(t))\n                        continue;\n                    initializedEvents.Add(t);\n                    ExecuteEvent(t, 0);\n                    return;\n                }\n\n            // Fade the map out when the map is initialized or there are events\n            if (initialized || events.Count != 0)\n                if (fadeOutToMap) FindObjectOfType<Fading>().BeginFade(-1);\n                else              FindObjectOfType<Fading>().FadeInstant(-1, true);\n            initialized = true;\n            fadeOutToMap = true;\n            eventsLoading = false;\n            eventsLoaded = true;\n        // If there's a current script, that means the map is already initialized, so we just check if said script's event is done\n        } else\n            CheckEndEvent();\n    }\n\n    /// <summary>\n    /// Checks if the current event script is done, and ends the event properly if it is.\n    /// </summary>\n    private void CheckEndEvent() {\n        if (script == null) return;\n        Table t = script.script.Globals;\n        if (t.Get(DynValue.NewString(\"CYFEventCoroutine\")).Coroutine.State == CoroutineState.Dead && GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color.a == 0)\n            EndEvent();\n    }\n\n    /// <summary>\n    /// Checks which script will be the target of future event function calls.\n    /// Might cause problems, CYFEventCheckRefresh might be skipped for some events given how it's set up.\n    /// </summary>\n    public void CheckCurrentEvent() {\n        // Focus on coroutine events\n        for (int count = 0; count < coroutines.Count; count++) {\n            ScriptWrapper scr = coroutines.ElementAt(count).Key;\n            Table t = scr.script.Globals;\n            if (!t.Get(DynValue.NewString(\"CYFEventCheckRefresh\")).Boolean) continue;\n            SetCurrentScript(scr);\n            t.Set(DynValue.NewString(\"CYFEventCheckRefresh\"), DynValue.NewBoolean(false));\n        }\n        // Focus on the current non-coroutine event\n        if (script == null) return;\n        Table t2 = script.script.Globals;\n        if (!t2.Get(DynValue.NewString(\"CYFEventCheckRefresh\")).Boolean) return;\n        SetCurrentScript(script);\n        t2.Set(DynValue.NewString(\"CYFEventCheckRefresh\"), DynValue.NewBoolean(false));\n    }\n\n    /// <summary>\n    /// Changes the target script of future event function calls.\n    /// </summary>\n    /// <param name=\"scr\">New target script.</param>\n    private void SetCurrentScript(ScriptWrapper scr) {\n        luaEventOw.appliedScript = scr;\n        luaGeneralOw.appliedScript = scr;\n        luaInventoryOw.appliedScript = scr;\n        luaPlayerOw.appliedScript = scr;\n        luaScreenOw.appliedScript = scr;\n        luaMapOw.appliedScript = scr;\n    }\n\n    /// <summary>\n    /// Called once every frame.\n    /// </summary>\n    private void Update() {\n        try {\n            // Executed once on map load\n            if (readyToReLaunch && SceneManager.GetActiveScene().name != \"TransitionOverworld\") {\n                readyToReLaunch = false;\n                LateStart();\n            }\n            // Stall the Update function as long as initialization pages have to be run\n            if (eventsLoading) {\n                AfterLoad();\n                return;\n            }\n            if (!eventsLoaded) return;\n\n            // Update the current non-coroutine event\n            CheckCurrentEvent();\n            // Remove any invalid event from the events list\n            TestEventDestruction();\n            // Update coroutine events\n            RunCoroutines();\n\n            if (script == null && !ScriptRunning && !PlayerOverworld.instance.inBattleAnim && !PlayerOverworld.instance.menuRunning[2]) {\n                // Run an available auto event\n                if (TestEventAuto()) return;\n                // If the Player pressed the Confirm key, check if it's in range of a button press event\n                if (GlobalControls.input.Confirm == ButtonState.PRESSED && !passPressOnce && (GameObject.Find(\"FadingBlack\") == null || GameObject.Find(\"FadingBlack\").GetComponent<Fading>().alpha <= 0)) {\n                    RaycastHit2D hit;\n                    TestEventPress(PlayerOverworld.instance.lastMove.x, PlayerOverworld.instance.lastMove.y, out hit);\n                } else\n                    passPressOnce = false;\n\n                if (events.Count != 0)\n                    for (int i = 0; i < events.Count; i ++) {\n                        GameObject go = events[i];\n                        EventOW ev = go.GetComponent<EventOW>();\n                        if (ev.actualPage < -1) { }\n                        // Remove all events which current event page is exactly -1\n                        else if (ev.actualPage == -1) {\n                            events.Remove(go);\n                            i--;\n                            Destroy(go);\n                        // Throw an error if an event's current event page doesn't exist\n                        } else if (!UnitaleUtil.TestContainsListVector2(ev.eventTriggers, ev.actualPage) && ev.eventTriggers.Count != 0) {\n                            UnitaleUtil.DisplayLuaError(ev.name, \"The trigger of the page #\" + ev.actualPage + \" doesn't exist.\\nYou'll need to add it via Unity, on this event's EventOW Component.\");\n                            return;\n                        }\n                    }\n            } else\n                passPressOnce = false;\n            CheckEndEvent();\n        } catch (InvalidOperationException e) { Debug.LogError(e.Message); }\n    }\n\n    /// <summary>\n    /// Tests if the player activates an event while he was hitting the Confirm button on the map.\n    /// </summary>\n    /// <param name=\"xDir\">Horizontal direction the Player is looking at.</param>\n    /// <param name=\"yDir\">Vertical direction the Player is looking at.</param>\n    /// <param name=\"hit\">RaycastHit2D object used to do stuff.</param>\n    public bool TestEventPress(float xDir, float yDir, out RaycastHit2D hit) {\n        BoxCollider2D boxCollider = GameObject.Find(\"Player\").GetComponent<BoxCollider2D>();\n        Transform playerTransform = GameObject.Find(\"Player\").transform;\n\n        // Store the start position to move from, based on the Player's current transform position\n        Vector2 start = new Vector2(playerTransform.position.x + playerTransform.localScale.x * boxCollider.offset.x,\n                                    playerTransform.position.y + playerTransform.localScale.y * boxCollider.offset.y);\n\n        // Calculate the end position based on the direction parameters passed in when calling Move and using our boxCollider\n        Vector2 dir = new Vector2(xDir, yDir);\n\n        // Calculate the current size of the Player's boxCollider\n        Vector2 size = new Vector2(boxCollider.size.x * PlayerOverworld.instance.PlayerPos.localScale.x, boxCollider.size.y * PlayerOverworld.instance.PlayerPos.localScale.y);\n\n        // Disable boxCollider so that the line cast doesn't hit the Player's own collider, and disable the non touching events' colliders\n        boxCollider.enabled = false;\n        foreach (GameObject go in events) {\n            if (GetTrigger(go, go.GetComponent<EventOW>().actualPage) > 0 && go.GetComponent<Collider2D>()) {\n                go.GetComponent<Collider2D>().enabled = false;\n            }\n        }\n\n        // Cast a box from start point to end point, checking collision on blockingLayer\n        hit = Physics2D.BoxCast(start, size, 0, dir, Mathf.Sqrt(Mathf.Pow(boxCollider.size.x * PlayerOverworld.instance.transform.localScale.x * xDir, 2) +\n                                                                Mathf.Pow(boxCollider.size.y * PlayerOverworld.instance.transform.localScale.y * yDir, 2)), _eventLayer);\n\n        // Re-enable the disabled colliders after BoxCast\n        boxCollider.enabled = true;\n        foreach (GameObject go in events)\n            if (GetTrigger(go, go.GetComponent<EventOW>().actualPage) > 0 && go.GetComponent<Collider2D>())\n                go.GetComponent<Collider2D>().enabled = true;\n\n        // Execute the event that our cast collided with if there's any\n        return hit.collider != null && ExecuteEvent(hit.collider.gameObject);\n    }\n\n    /// <summary>\n    /// Checks if an auto event page is ready to be executed, and runs it if there's any.\n    /// </summary>\n    /// <returns>True if an auto event page is run, false otherwise.</returns>\n    public bool TestEventAuto() {\n        GameObject go1 = null;\n        try {\n            foreach (GameObject go2 in events) {\n                go1 = go2;\n                if (GetTrigger(go2, go2.GetComponent<EventOW>().actualPage) != 2) continue;\n                if (autoDone.Contains(go2))                                       continue;\n                autoDone.Add(go2);\n                return ExecuteEvent(go2);\n            }\n\n            if (!go1) {\n                return false;\n            }\n        }\n        // Catch any Lua exception and display it on screen\n        catch (InterpreterException e) {\n            UnitaleUtil.DisplayLuaError((go1 != null ? go1.name : \"Unknown event\") + \", page #\" + (go1 != null ? go1.GetComponent<EventOW>().actualPage : 0),\n                                        UnitaleUtil.FormatErrorSource(e.DecoratedMessage, e.Message) + e.Message); }\n        // Catch any engine exception and display it on screen\n        catch (Exception e) {\n            UnitaleUtil.DisplayLuaError((go1 != null ? go1.name : \"Unknown event\") + \", page #\" + (go1 != null ? go1.GetComponent<EventOW>().actualPage : 0),\n                                        \"Unknown error of type \" + e.GetType() + \". Please send this to the main dev.\\n\\n\" + e.Message + \"\\n\\n\" + e.StackTrace);\n        }\n        return false;\n    }\n\n    /// <summary>\n    /// Removes any invalid event or any event ready to be destroyed in the events table .\n    /// </summary>\n    public void TestEventDestruction() {\n        for (int i = 0; i < events.Count; i++) {\n            GameObject go = events[i];\n            if (!go)                                              events.Remove(go);\n            else if (!go.GetComponent<EventOW>())                 events.Remove(go);\n            else if (go.GetComponent<EventOW>().actualPage == -1) luaEventOw.Remove(go.name);\n            else                                                  i ++;\n            i --;\n        }\n    }\n\n    /// <summary>\n    /// Runs all coroutine events one after the other.\n    /// </summary>\n    private void RunCoroutines() {\n        GameObject go1 = null;\n        try {\n            try {\n                // Run each coroutine\n                for (int count = 0; count < coroutines.Count; count++) {\n                    ScriptWrapper scr = coroutines.ElementAt(count).Key;\n                    if (scr == script)\n                        continue;\n                    GameObject go2 = eventScripts.FirstOrDefault(x => x.Value == scr).Key;\n                    go1 = go2;\n                    ExecuteEvent(go2, coroutines[scr], true);\n                }\n            } catch (Exception e) { Debug.LogError(e.Message); }\n            // If a coroutine has been deleted, remove the event\n            for (int i = events.Count - 1; i >= 0; i--) {\n                if (GetTrigger(events[i], events[i].GetComponent<EventOW>().actualPage) != 3 || coroutines.ContainsKey(eventScripts[events[i]]) || eventScripts[events[i]] == script) continue;\n                go1 = events[i];\n                ExecuteEvent(events[i], -1, true);\n            }\n        }\n        // Catch any Lua exception and display it on screen\n        catch (InterpreterException e) { UnitaleUtil.DisplayLuaError((go1 != null ? go1.name : \"Unknown event\") + \", page #\" + (go1 != null ? go1.GetComponent<EventOW>().actualPage : 0), e.DecoratedMessage); }\n        // Catch any engine exception and display it on screen\n        catch (Exception e) {\n            UnitaleUtil.DisplayLuaError((go1 != null ? go1.name : \"Unknown event\") + \", page #\" + (go1 != null ? go1.GetComponent<EventOW>().actualPage : 0),\n                                        \"Unknown error of type \" + e.GetType() + \". Please send this to the main dev.\\n\\n\" + e.Message + \"\\n\\n\" + e.StackTrace);\n        }\n    }\n\n    /// <summary>\n    /// Gets an event's given page trigger and returns it.\n    /// </summary>\n    /// <param name=\"go\">Target GameObject.</param>\n    /// <param name=\"index\">Index of the page to get the trigger of.</param>\n    /// <returns>The trigger of the event's given page.</returns>\n    public int GetTrigger(GameObject go, int index) {\n        foreach (Vector2 vec in go.GetComponent<EventOW>().eventTriggers)\n            if (System.Math.Abs(vec.x - index) < 0.0001f)\n                return (int)vec.y;\n        return -2;\n    }\n\n    /// <summary>\n    /// Resets the events by counting them all again, stopping the current events and destroying all the current images.\n    /// </summary>\n    /// <param name=\"resetScripts\">Set to true if you want all scripts to be reloaded as well.</param>\n    public void ResetEvents(bool resetScripts = true) {\n        coroutines.Clear();\n        initializedEvents.Clear();\n        events.Clear();\n        autoDone.Clear();\n        // Reset all loaded scripts in order to reload them later\n        if (resetScripts) {\n            spriteControllers.Clear();\n            eventScripts.Clear();\n            ScriptWrapper.instances.Clear();\n        }\n        PlayerOverworld.instance.parallaxes.Clear();\n        // Load all events\n        foreach (GameObject go in GameObject.FindGameObjectsWithTag(\"Event\")) {\n            events.Add(go);\n            if (go.GetComponent<BoxCollider2D>()) {\n                // Create the event's collider automatically if it's not set\n                if (go.GetComponent<BoxCollider2D>().size == new Vector2(0, 0))\n                    go.GetComponent<BoxCollider2D>().size = new Vector2(go.GetComponent<RectTransform>().sizeDelta.x / go.GetComponent<RectTransform>().localScale.x * 100,\n                                                                        go.GetComponent<RectTransform>().sizeDelta.y / go.GetComponent<RectTransform>().localScale.y * 100);\n                // Center the event's collider on the y axis if it's offset by -1 in both axis\n                // TODO: Pick another value? People might encounter this by accident\n                if (go.GetComponent<BoxCollider2D>().offset == new Vector2(-1, -1))\n                    go.GetComponent<BoxCollider2D>().offset = new Vector2(0, go.GetComponent<BoxCollider2D>().size.y / 2);\n            }\n\n            // Repopulate the spriteControllers table\n            spriteControllers[go.name] = LuaSpriteController.GetOrCreate(go);\n\n            // Initialize the event's script if scripts have been reset\n            if (resetScripts)\n                if (go.GetComponent<EventOW>().scriptToLoad != \"none\") {\n                    string scriptToLoad = go.GetComponent<EventOW>().scriptToLoad;\n                    eventScripts.Add(go, InitScript(scriptToLoad, go.GetComponent<EventOW>()));\n                }\n\n            // Start the event's animator if it has one\n            if (go.GetComponent<CYFAnimator>())\n                go.GetComponent<CYFAnimator>().LateStart();\n        }\n\n        // Store parallaxes if there are any\n        foreach (Transform t in UnitaleUtil.GetFirstChildren(null)) {\n            if (!t)            continue;\n            if (!t.gameObject) continue;\n            if (t.gameObject.name.Contains(\"Parallax\"))\n                PlayerOverworld.instance.parallaxes.Add(t);\n        }\n    }\n\n    /// <summary>\n    /// Executes an event page of a given GameObject.\n    /// </summary>\n    /// <param name=\"go\">The target GameObject.</param>\n    /// <param name=\"page\">Set to a given value if you want to start a given event page, otherwise triggers the event's current event page.</param>\n    /// <param name=\"isCoroutine\">Defines whether this event page should be run as a coroutine or not.</param>\n    /// <returns>True if it was successful, false otherwise.</returns>\n    [HideInInspector]\n    public bool ExecuteEvent(GameObject go, int page = -1, bool isCoroutine = false) {\n        // If there is a script running and the event isn't a coroutine, the event can't be run\n        if (script != null && !isCoroutine)\n            return false;\n        int eventIndex = -1;\n        // Retrieve the event's index in the events table\n        for (int i = 0; i < events.Count; i++)\n            if (events[i].Equals(go)) {\n                eventIndex = i;\n                break;\n            }\n        // If the event can't be found in the events table, something's wrong\n        if (eventIndex == -1) {\n            if (!isCoroutine)\n                UnitaleUtil.DisplayLuaError(\"Overworld engine\", \"Whoops! There is an error with event indexing.\");\n            return false;\n        }\n\n        // Related to CYF v0.6's secret\n        if (UnitaleUtil.IsSpecialAnnouncement(go.name) && page != 0) {\n            StartCoroutine(SpecialAnnouncementEvent());\n            return true;\n        }\n\n        // If the script we have to load exists, let's initialize it and then execute it\n        if (!isCoroutine) {\n            actualEventIndex = eventIndex;\n            PlayerOverworld.instance.PlayerNoMove = true;\n            ScriptRunning = true;\n        }\n        try {\n            // Retrieve the script we have to run the event from\n            // Special case for CYF v0.6's secret event, which code is hidden in the source code\n            var scr = UnitaleUtil.IsSpecialAnnouncement(go.name) ? InitScript(go.name, go.GetComponent<EventOW>()) : eventScripts[go];\n\n            // Add the coroutine to the coroutines table if it's not in it\n            if (isCoroutine && !coroutines.ContainsKey(scr)) coroutines.Add(scr, go.GetComponent<EventOW>().actualPage);\n            // Update the current script if the event isn't a coroutine\n            else if (!isCoroutine)                           script = scr;\n\n            // Focus all overworld function objects on the script we retrieved, then call the event's current or given page\n            SetCurrentScript(scr);\n            scr.Call(\"CYFEventStartEvent\", DynValue.NewString(\"EventPage\" + (page == -1 ? go.GetComponent<EventOW>().actualPage : page)));\n\n        // Catch any Lua exception and display it on screen\n        } catch (InterpreterException ex) {\n            UnitaleUtil.DisplayLuaError(go.GetComponent<EventOW>().scriptToLoad, ex.DecoratedMessage ?? ex.Message);\n            return false;\n        // Catch any engine exception and display it on screen\n        } catch (Exception ex) {\n            UnitaleUtil.DisplayLuaError(go.GetComponent<EventOW>().scriptToLoad, ex.Message);\n            return false;\n        }\n        // If the current script is not a coroutine, prevent the Confirm key press from doing any other action and set the text manager up\n        if (isCoroutine) return true;\n        _textManager.SetCaller(script);\n        _textManager.transform.parent.parent.SetAsLastSibling();\n        passPressOnce = true;\n        return true;\n    }\n\n    /// <summary>\n    /// Retrieves all functions from all event function objects and return them as strings.\n    /// </summary>\n    /// <param name=\"t\">Event function object to parse.</param>\n    /// <returns>A list of strings with the names of all functions of this object.</returns>\n    private IEnumerable<string> CreateBindListMember(Type t) {\n        MethodInfo[] methods = t.GetMethods();\n        return (from method in methods where MethodHasCyfEventFunctionAttribute(method) select method.Name).ToList();\n    }\n\n    /// <summary>\n    /// Checks if the given member (function) has the CYFEventFunction attribute.\n    /// </summary>\n    /// <param name=\"mb\">Function to check.</param>\n    /// <returns>True if the function has the CYFEventFunction attribute, false otherwise.</returns>\n    private static bool MethodHasCyfEventFunctionAttribute(MemberInfo mb) {\n        const bool includeInherited = false;\n        return mb.GetCustomAttributes(typeof(CYFEventFunction), includeInherited).Any();\n    }\n\n    /// <summary>\n    /// Generates the internal Lua code used by CYF events.\n    /// </summary>\n    private void GenerateEventCode() {\n        _eventCodeFirst = string.Empty;\n        // Parse all event function objects\n        foreach (Type t in _boundValueName.Keys) {\n            IEnumerable<string> members = CreateBindListMember(t);\n            _eventCodeFirst += \"\\n\" + _boundValueName[t] + \" = {\";\n            // Get all the functions of the current event function object and add it to the event script's prefix\n            foreach (string member in members)\n                // Store all functions as a call to CYFEventForwarder\n                _eventCodeFirst += \"\\n    \" + member + \" = function(...) CYFEventLastAction = '\" + _boundValueName[t] + \".\" + member + \"' return CYFEventForwarder(F\" + _boundValueName[t] + \".\" + member + \", ...) end,\";\n            // Throw an error if the user tries to add or get a value from the new, table-based object\n            _eventCodeFirst += \"\\n}\\nsetmetatable(\" + _boundValueName[t] + @\", {\n    __index = function(t, k)\n        error(\"\"cannot access field \"\" .. tostring(k) .. \"\" of userdata <\" + t + @\">\"\", 2)\n    end,\n    __newindex = function(t, k)\n        error(\"\"cannot access field \"\" .. tostring(k) .. \"\" of userdata <\" + t + @\">\"\", 2)\n    end\n})\";\n        }\n        _eventCodeFirst += @\"\nCYFEventCoroutine = coroutine.create(DEBUG) -- Coroutine for the current event script\nCYFEventCheckRefresh = true                 -- Variable checked for by the C# scripts\nCYFEventLastAction = \"\"\"\"                   -- Checked for in a workaround for General.Wait\nlocal CYFEventAlreadyLaunched = false\n\n-- Function to read regular Lua error messages and make them say 'line' and 'char' for readability\nlocal errorPattern = ':%([%d%-,]+%):'\nfunction CYFFormatError(err)\n    local code = err:match(errorPattern)\n    if code then\n        local before = err:sub(0, err:find(errorPattern) + (code:sub(0, 2) == ':(' and 1 or 0))\n        local numbers = err:match('[%d,%-]+%)'):sub(0, -2)\n        local after = err:sub(err:find(numbers:gsub('%-', '%%-'), #before) + #numbers)\n\n        -- There are only 3 possible formats for error messages\n        -- See Assets/Plugins/MoonSharp/Interpreter/Debugging/SourceRef.cs line 178\n        local allNums = {}\n        for num in numbers:gmatch('%d+') do\n            table.insert(allNums, num)\n        end\n        if numbers == numbers:match('%d+,%d+') then\n            numbers = 'line ' .. allNums[1] .. ', char ' .. allNums[2]\n        elseif numbers == numbers:match('%d+,%d+%-%d+') then\n            numbers = 'line ' .. allNums[1] .. ', char ' .. allNums[2] .. '-' .. allNums[3]\n        elseif numbers == numbers:match('%d+,%d+%-%d+,%d+') then\n            numbers = 'line ' .. allNums[1] .. ', char ' .. allNums[2] .. '-line ' .. allNums[3] .. ', char ' .. allNums[4]\n        end\n\n        return \"\"error in script \"\" .. _internalScriptName .. \"\"\\n\\n\"\" .. before .. numbers .. after\n    else\n        return err\n    end\nend\n\n-- Function called by the coroutine created in CYFEventStartEvent\nfunction CYFEventFuncToLaunch(x)\n    if _internalScriptName == nil then\n        _internalScriptName = '\";\n        _eventCodeLast = @\"'\n    end\n    local err\n    if not xpcall(x, function(err2) err = err2 end) then\n        error(CYFFormatError(err), 0)\n    end\nend\n\n-- Signals the end of an asynchronous event on the C# side and resumes the coroutine on the Lua side\nfunction CYFEventNextCommand()\n    CYFEventAlreadyLaunched = true\n    if tostring(coroutine.status(CYFEventCoroutine)) == 'suspended' then\n        local ok, errorMsg = coroutine.resume(CYFEventCoroutine)\n        if not ok then error(errorMsg, 0) end\n    end\nend\n\n-- Currently unused\nfunction CYFEventStopCommand() coroutine.yield() end\n\n-- Called whenever activating an overworld Event object's event pages; Creates a coroutine that runs the matching EventPage function\nfunction CYFEventStartEvent(func)\n    if _G[func] == nil then error(\"\"error in script \"\" .. _internalScriptName .. \"\"\\n\\nThe function \"\" .. func .. \"\" doesn't exist in the Event script.\"\", 0) end\n    CYFEventCoroutine = coroutine.create(function() CYFEventFuncToLaunch(_G[func]) end)\n    local ok, errorMsg = coroutine.resume(CYFEventCoroutine)\n    if not ok then error(errorMsg, 0) end\nend\n\n-- Function called by the fake table-based overworld objects, which runs necessary code for the C# side before running the real function (like General.Wait)\nfunction CYFEventForwarder(func, ...)\n    CYFEventAlreadyLaunched = false\n    CYFEventCheckRefresh = true\n    FGeneral.HiddenReloadAppliedScript()\n    local ok\n    local result\n    local hasArgs = false\n    for k, v in pairs(({...})) do\n        hasArgs = true\n        ok, result = pcall(func, ...)\n        break\n    end\n    if not hasArgs then\n        ok, result = pcall(func)\n    end\n    if not ok then\n        error(CYFFormatError(result), 0)\n    end\n    if not CYFEventAlreadyLaunched then coroutine.yield() end\n    return result\nend\";\n    }\n\n    // Handles 6 arguments for CreateText()\n    private delegate TResult Func<T1, T2, T3, T4, T5, T6, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg, T6 arg6);\n\n    /// <summary>\n    /// Initializes event scripts so they can be used later.\n    /// </summary>\n    /// <param name=\"eventName\">Name of the event script.</param>\n    /// <param name=\"ev\">Component of the event GameObject, it's best to use an EventOW.</param>\n    /// <returns>A new script wrapper allowing the user to run script functions.</returns>\n    private ScriptWrapper InitScript(string eventName, Component ev) {\n        // Create a ScriptWrapper object\n        ScriptWrapper scr = new ScriptWrapper { scriptname = eventName };\n        // Load a special script hidden within CYF's internals if we're loading CYF 0.6.5's secret\n        string scriptText = UnitaleUtil.IsSpecialAnnouncement(eventName) ? CYF_RELEASE_SCRIPT : FileLoader.GetScript(\"Events/\" + eventName, \"Loading an event\", \"event\");\n        if (scriptText == null) {\n            UnitaleUtil.DisplayLuaError(\"Launching an event\", \"The event \\\"\" + eventName + \"\\\" doesn't exist.\");\n            return null;\n        }\n\n        // Run engine-provided Lua code for Event scripts (generate it if needed)\n        if (_eventCodeFirst == null)\n            GenerateEventCode();\n        try { scr.script.DoString(_eventCodeFirst + ev.gameObject.name + _eventCodeLast, null, \"CYF internal event code (please report!)\"); }\n        // Catch any Lua exception and display it on screen\n        catch (InterpreterException ex) {\n            UnitaleUtil.DisplayLuaError(eventName, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n            return null;\n            // Catch any engine exception and display it on screen\n        } catch (Exception ex) {\n            UnitaleUtil.DisplayLuaError(eventName, ex.Message);\n            return null;\n        }\n\n        // Add a few useful functions to event scripts\n        scr.script.Globals[\"CreateLayer\"] = (Func<string, string, bool, bool>) SpriteUtil.CreateLayer;\n        scr.script.Globals[\"CreateSprite\"] = (Func<string, string, int, DynValue>) SpriteUtil.MakeIngameSprite;\n        scr.script.Globals[\"CreateText\"] = (Func<Script, DynValue, DynValue, int, string, int, LuaTextManager>) LuaScriptBinder.CreateText;\n\n        // Actually execute the loaded script\n        try { scr.DoString(scriptText); }\n        // Catch any Lua exception and display it on screen\n        catch (InterpreterException ex) {\n            UnitaleUtil.DisplayLuaError(eventName, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message);\n            return null;\n        }\n        // Catch any engine exception and display it on screen\n        catch (Exception ex) {\n            UnitaleUtil.DisplayLuaError(eventName, ex.Message);\n            return null;\n        }\n\n        return scr;\n    }\n\n    /// <summary>\n    /// Used in SetChoice, moves the soul sprite during a selection.\n    /// </summary>\n    /// <param name=\"selection\">Soul's position</param>\n    /// <param name=\"question\">Defines whether there's a question or not.</param>\n    /// <param name=\"threeLines\">True if the question spans over three lines.</param>\n    public void SetPlayerOnSelection(int selection, bool question = false, bool threeLines = false) {\n        if (question) {\n            if (threeLines)  selection += 2;\n            else             selection += 4;\n        }\n\n        int xMv = selection % _textManager.columnNumber;\n        int yMv = selection / _textManager.columnNumber;\n\n        if (_textManager.letters.Count > 0)\n            GameObject.Find(\"tempHeart\").GetComponent<RectTransform>().position =\n                new Vector3(_textManager.letters[0].image.transform.position.x + xMv * _textManager.columnShift,\n                            _textManager.letters[0].image.transform.position.y - yMv * _textManager.font.LineSpacing + 9,\n                            GameObject.Find(\"tempHeart\").GetComponent<RectTransform>().position.z);\n    }\n\n    /// <summary>\n    /// Computes the direction of a given vector following a computer's numeric pad. (2: Down, 4: Left, 6: Right, 8: Up, 0: Zero)\n    /// TODO: Change this function so it doesn't follow a numeric pad anymore.\n    /// </summary>\n    /// <param name=\"dir\">Vector to analyze.</param>\n    /// <returns>Return the direction of the vector following a computer's numeric pad. (2: Down, 4: Left, 6: Right, 8: Up, 0: Zero)</returns>\n    public int CheckDirection(Vector2 dir) {\n        // Case x = y = 0\n        if (dir == Vector2.zero)\n            return 0;\n\n        // Case x = 0\n        if (dir.x == 0)\n            return dir.y > 0 ? 8 : 2;\n        // Case y = 0\n        if (dir.y == 0)\n            return dir.x > 0 ? 6 : 4;\n\n        // Compare both magnitudes\n        float tempDir = dir.y / dir.x;\n        // Case y magnitude > x magnitude\n        if (tempDir > 1 || tempDir < -1)\n            return dir.y > 0 ? 8 : 2;\n        // Case x magnitude > y magnitude\n        return dir.x > 0 ? 6 : 4;\n    }\n\n    /// <summary>\n    /// Used to store various data when saving the game or unloading the map.\n    /// </summary>\n    /// <param name=\"addPlayer\">True if you want to save the Player's data in this map as well.</param>\n    public void SetEventStates(bool addPlayer = false) {\n        string id = SceneManager.GetActiveScene().name;\n        EventOW[] eventOws = (EventOW[])FindObjectsOfType(typeof(EventOW));\n\n        // Create or retrieve a MapData object to store all of this map's data\n        GameState.MapData mapInfos = GlobalControls.GameMapData.ContainsKey(id) ? GlobalControls.GameMapData[id] : new GameState.MapData();\n\n        // Remove this map from the current save data if it exists\n        if (GlobalControls.GameMapData.ContainsKey(id))\n            GlobalControls.GameMapData.Remove(id);\n\n        // Store this map's data\n        MapInfos mi = FindObjectOfType<MapInfos>();\n        mapInfos.Name = SceneManager.GetActiveScene().name;\n        mapInfos.Music = mi.music;\n        mapInfos.ModToLoad = mi.modToLoad;\n        mapInfos.MusicKept = mi.isMusicKeptBetweenBattles;\n        mapInfos.NoRandomEncounter = mi.noRandomEncounter;\n\n        // Copy the data of each event which has been saved before\n        Dictionary<string, GameState.EventInfos> eis = new Dictionary<string, GameState.EventInfos>();\n        foreach (string str in GlobalControls.EventData.Keys)\n            eis.Add(str, GlobalControls.EventData[str]);\n\n        // Add the Player's data to the map if it has been requested\n        if (addPlayer) {\n            GameState.EventInfos eiPlayer = new GameState.EventInfos {\n                CurrPage = 0,\n                CurrSpriteNameOrCYFAnim = GameObject.Find(\"Player\").GetComponent<CYFAnimator>().specialHeader,\n                NoCollision = false,\n                Anchor = UnitaleUtil.VectorToVect(GameObject.Find(\"Player\").GetComponent<RectTransform>().anchorMax),\n                Pivot = UnitaleUtil.VectorToVect(GameObject.Find(\"Player\").GetComponent<RectTransform>().pivot)\n            };\n            eis.Add(\"Player\", eiPlayer);\n        }\n\n        foreach (EventOW ev in eventOws) {\n            // Only save events linked to scripts\n            if (ev.name.Contains(\"Image\") || ev.name.Contains(\"Tone\"))\n                continue;\n            // If this event has been saved before, remove it from the save file in order to overwrite the event's data\n            if (eis.ContainsKey(ev.name))\n                eis.Remove(ev.name);\n            try {\n                // Fill in the event's data\n                GameState.EventInfos ei = new GameState.EventInfos {\n                    CurrPage = ev.actualPage,\n                    CurrSpriteNameOrCYFAnim = ev.GetComponent<CYFAnimator>()\n                        ? ev.GetComponent<CYFAnimator>().specialHeader\n                        : spriteControllers[ev.name].spritename != \"empty\"\n                            ? spriteControllers[ev.name].spritename\n                            : instance.spriteControllers[ev.name].img.GetComponent<SpriteRenderer>()\n                                ? instance.spriteControllers[ev.name].img.GetComponent<SpriteRenderer>().sprite.name\n                                : instance.spriteControllers[ev.name].img.GetComponent<Image>().sprite.name,\n                    NoCollision = ev.gameObject.layer == 0,\n                    Anchor = UnitaleUtil.VectorToVect(ev.GetComponent<RectTransform>().anchorMax),\n                    Pivot = UnitaleUtil.VectorToVect(ev.GetComponent<RectTransform>().pivot)\n                };\n                // Add it to the saved events dictionary\n                eis.Add(ev.name, ei);\n            } catch { /* ignored */ }\n        }\n        // Store all of the map's data in the current save data object\n        mapInfos.EventInfo = eis;\n        GlobalControls.GameMapData.Add(id, mapInfos);\n        //MapDataParser();\n        // Clear all sprites\n        spriteControllers.Clear();\n    }\n\n    /// <summary>\n    /// Tries to change a map value.\n    /// </summary>\n    /// <param name=\"mapName\">Name of the target map.</param>\n    /// <param name=\"var\">Name of the variable to change.</param>\n    /// <param name=\"val\">New value of the target variable.</param>\n    public static void TrySetMapValue(string mapName, string var, object val) {\n        var = var.ToLower();\n        // Stop the function if the value we're trying to change doesn't exist\n        if (var != \"music\" && var != \"modtoload\" && var != \"musickept\" && var != \"norandomencounter\")\n            throw new CYFException(\"You tried to change a map's \\\"\" + var + \"\\\" value but it doesn't exist.\\nYou can only choose between \\\"Music\\\", \\\"ModToLoad\\\", \\\"MusicKept\\\" and \\\"NoRandomEncounter\\\".\");\n        // MusicKept and NoRandomEncounter are both booleans so we check for their value\n        if (var == \"musickept\" || var == \"norandomencounter\") {\n            switch (val.ToString().ToLower()) {\n                case \"true\":  val = true;  break;\n                case \"false\": val = false; break;\n                default:\n                    throw new CYFException(\"\\\"MusicKept\\\" and \\\"NoRandomEncounter\\\" are boolean values. You can only enter \\\"true\\\" or \\\"false\\\".\");\n            }\n        }\n\n        // Update the value in the saved map dictionary\n        foreach (KeyValuePair<string, GameState.MapData> kvp in GlobalControls.GameMapData) {\n            if (kvp.Value.Name != mapName) continue;\n\n            // Get the right map\n            GameState.MapData mapData = kvp.Value;\n            GlobalControls.GameMapData.Remove(kvp.Key);\n\n            // Change the right value and update the map\n            switch (var) {\n                case \"music\":     mapData.Music = val.ToString();        break;\n                case \"modtoload\": mapData.ModToLoad = val.ToString();    break;\n                case \"musickept\": mapData.MusicKept = (bool)val;         break;\n                default:          mapData.NoRandomEncounter = (bool)val; break;\n            }\n            GlobalControls.GameMapData.Add(kvp.Key, mapData);\n            return;\n        }\n\n        GameState.TempMapData tmi = new GameState.TempMapData();\n        bool found = false;\n        // Update the value in the map changes dictionary if it exists\n        foreach (KeyValuePair<string, GameState.TempMapData> kvp in GlobalControls.TempGameMapData) {\n            if (kvp.Key != mapName) continue;\n            // Get the right map\n            tmi = kvp.Value;\n            found = true;\n            break;\n        }\n\n        // If this map isn't in the map changes dictionary, add it\n        if (!found) {\n            tmi = new GameState.TempMapData {\n                MusicChanged = false,\n                ModToLoadChanged = false,\n                MusicKeptChanged = false,\n                NoRandomEncounterChanged = false\n            };\n        }\n\n        switch (var) {\n            // Change the right value and update\n            case \"music\":\n                tmi.Music = val.ToString();\n                tmi.MusicChanged = true;\n                break;\n            case \"modtoload\":\n                tmi.ModToLoad = val.ToString();\n                tmi.ModToLoadChanged = true;\n                break;\n            case \"musickept\":\n                tmi.MusicKept = (bool)val;\n                tmi.MusicKeptChanged = true;\n                break;\n            default:\n                tmi.NoRandomEncounter = (bool)val;\n                tmi.NoRandomEncounterChanged = true;\n                break;\n        }\n        GlobalControls.TempGameMapData.Add(mapName, tmi);\n    }\n\n    /// <summary>\n    /// Tries to get a map value.\n    /// </summary>\n    /// <param name=\"mapName\">Name of the target map.</param>\n    /// <param name=\"var\">Name of the variable to change.</param>\n    /// <returns>Value of the target variable.</returns>\n    public static object TryGetMapValue(string mapName, string var) {\n        var = var.ToLower();\n        // Get the value in the current save if the Player visited that map\n        foreach (GameState.MapData md in GlobalControls.GameMapData.Values)\n            if (md.Name == mapName)\n                switch (var) {\n                    case \"music\":     return md.Music;\n                    case \"modtoload\": return md.ModToLoad;\n                    case \"musickept\": return md.MusicKept;\n                    default:          return md.NoRandomEncounter;\n                }\n\n        // Get the value in the current map changes dictionary if the map was changed at some point\n        foreach (GameState.TempMapData tmd in GlobalControls.TempGameMapData.Values)\n            if (tmd.Name == mapName)\n                switch (var) {\n                    case \"music\":     return tmd.Music;\n                    case \"modtoload\": return tmd.ModToLoad;\n                    case \"musickept\": return tmd.MusicKept;\n                    default:          return tmd.NoRandomEncounter;\n                }\n\n        int buildIndex = -1;\n        // Try to get the value from the unvisited map's scene if it exists\n        // Test whether the map exists or not\n        for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++) {\n            if (mapName == Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i))) {\n                buildIndex = i;\n                break;\n            }\n            if (i == SceneManager.sceneCountInBuildSettings - 1)\n                throw new CYFException(\"The scene \\\"\" + mapName + \"\\\" doesn't exist.\\nYou must enter the scene's file name, not its alias.\");\n        }\n\n        // Retrieve the value from the unvisited scene\n        foreach (GameObject go in SceneManager.GetSceneByBuildIndex(buildIndex).GetRootGameObjects()) {\n            if (!go.GetComponent<MapInfos>()) continue;\n            switch (var) {\n                case \"music\":     return go.GetComponent<MapInfos>().music;\n                case \"modtoload\": return go.GetComponent<MapInfos>().modToLoad;\n                case \"musickept\": return go.GetComponent<MapInfos>().isMusicKeptBetweenBattles;\n                default:          return go.GetComponent<MapInfos>().noRandomEncounter;\n            }\n        }\n        return null;\n    }\n\n    /// <summary>\n    /// Debug function used to print all data saved for a map.\n    /// </summary>\n    public static void MapDataParser() {\n        string str = \"MapData = {\\n\";\n        bool once = false, once2 = false;\n        foreach (string id in GlobalControls.GameMapData.Keys) {\n            str += once ? \",\\n\" : \"\";\n            if (!once) once = true;\n            str += \"  scene \" + id + \" for\\n\";\n            GameState.MapData mi = GlobalControls.GameMapData[id];\n            str += \"    Name = \\\"\" + mi.Name + \"\\\"\\n\";\n            str += \"    Music = \\\"\" + mi.Music + \"\\\"\\n\";\n            str += \"    ModToLoad = \\\"\" + mi.ModToLoad + \"\\\"\\n\";\n            str += \"    MusicKept = \" + mi.MusicKept + \"\\n\";\n            str += \"    NoRandomEncounter = \" + mi.NoRandomEncounter + \"\\n\";\n            str += \"    EventInfo = {\\n\";\n            foreach (string str2 in mi.EventInfo.Keys) {\n                str += once2 ? \",\\n\" : \"\";\n                if (!once2) once2 = true;\n                GameState.EventInfos ei = mi.EventInfo[str2];\n                str += \"      name = \\\"\" + str2 + \"\\\" for \\n\";\n                str += \"        CurrPage = \" + ei.CurrPage + \"\\n\";\n                str += \"        CurrSpriteNameOrCYFAnim = \\\"\" + ei.CurrSpriteNameOrCYFAnim + \"\\\"\\n\";\n                str += \"        NoCollision = \" + ei.NoCollision + \"\\n\";\n                str += \"        Anchor = \" + UnitaleUtil.VectToVector(ei.Anchor) + \"\\n\";\n                str += \"        Pivot = \" + UnitaleUtil.VectToVector(ei.Pivot) + \"\";\n            }\n            str += \"\\n    }\";\n            once2 = false;\n        }\n        str += \"\\n}\";\n        print(str);\n    }\n\n    /// <summary>\n    /// Copies the data saved for a map and apply it to the current map.\n    /// </summary>\n    /// <param name=\"mi\">Map object to update.</param>\n    /// <param name=\"id\">Name of the map to retrieve data from.</param>\n    public static void GetMapState(MapInfos mi, string id) {\n        // Retrieve data from the map changes dictionary if it's the first time the Player enters it\n        if (!GlobalControls.GameMapData.ContainsKey(id)) {\n            if (!GlobalControls.TempGameMapData.ContainsKey(SceneManager.GetActiveScene().name)) return;\n            GameState.TempMapData tmd = GlobalControls.TempGameMapData[SceneManager.GetActiveScene().name];\n            GlobalControls.TempGameMapData.Remove(SceneManager.GetActiveScene().name);\n            if (tmd.MusicChanged)             mi.music = tmd.Music;\n            if (tmd.ModToLoadChanged)         mi.modToLoad = tmd.ModToLoad;\n            if (tmd.MusicKeptChanged)         mi.isMusicKeptBetweenBattles = tmd.MusicKept;\n            if (tmd.NoRandomEncounterChanged) mi.noRandomEncounter = tmd.NoRandomEncounter;\n            return;\n        }\n\n        // Fill in the MapInfos object from the saved data for this map\n        GameState.MapData miSave = GlobalControls.GameMapData[id];\n        mi.music = miSave.Music;\n        mi.modToLoad = miSave.ModToLoad;\n        mi.isMusicKeptBetweenBattles = miSave.MusicKept;\n        mi.noRandomEncounter = miSave.NoRandomEncounter;\n\n        // Copy the data for each event into the given MapInfos\n        foreach (string str in miSave.EventInfo.Keys) {\n            try {\n                GameObject go = GameObject.Find(str);\n                // If the event doesn't exist, go to the next event\n                if (go == null)\n                    continue;\n\n                GameState.EventInfos ei = miSave.EventInfo[str];\n                // Fill in Player or event-specific data\n                if (str == \"Player\")\n                    go.GetComponent<CYFAnimator>().specialHeader = ei.CurrSpriteNameOrCYFAnim;\n                else {\n                    EventOW ev = go.GetComponent<EventOW>();\n                    if (!ev)\n                        continue;\n\n                    ev.actualPage = ei.CurrPage;\n                    ev.gameObject.layer = ei.NoCollision ? 0 : 21;\n\n                    try {\n                        // Sets data to the event's animator if it exists\n                        if (ev.GetComponent<CYFAnimator>())\n                            ev.GetComponent<CYFAnimator>().specialHeader = ei.CurrSpriteNameOrCYFAnim;\n                        // Sets the event's sprite using auto-load if it exists\n                        else if (ev.GetComponent<AutoloadResourcesFromRegistry>())\n                            ev.GetComponent<AutoloadResourcesFromRegistry>().SpritePath = ei.CurrSpriteNameOrCYFAnim;\n                        // Sets the event's sprite directly otherwise\n                        else if (ev.GetComponent<Image>())\n                            ev.GetComponent<Image>().sprite = SpriteRegistry.Get(ei.CurrSpriteNameOrCYFAnim);\n                        else\n                            ev.GetComponent<SpriteRenderer>().sprite = SpriteRegistry.Get(ei.CurrSpriteNameOrCYFAnim);\n                    } catch {\n                        Debug.LogWarning(\"Map loading: Couldn't load sprite \" + ei.CurrSpriteNameOrCYFAnim + \" for object \" + ev.name);\n                        // ignored\n                    }\n                }\n                go.GetComponent<RectTransform>().anchorMax = UnitaleUtil.VectToVector(ei.Anchor);\n                go.GetComponent<RectTransform>().anchorMin = UnitaleUtil.VectToVector(ei.Anchor);\n                go.GetComponent<RectTransform>().pivot = UnitaleUtil.VectToVector(ei.Pivot);\n            } catch (Exception e) { Debug.LogError(e); }\n        }\n    }\n\n    /// <summary>\n    /// Ends the current event.\n    /// </summary>\n    public void EndEvent() {\n        PlayerOverworld.instance.textmgr.SetTextFrameAlpha(0);\n        PlayerOverworld.instance.textmgr.SetTextQueue(new TextMessage[] { });\n        PlayerOverworld.instance.PlayerNoMove = false;\n        PlayerOverworld.instance.UIPos = 0;\n        ScriptRunning = false;\n        script = null;\n    }\n\n    /// <summary>\n    /// Starts a coroutine triggered by a standard overworld function.\n    /// </summary>\n    /// <param name=\"coroutineName\">Name of the coroutine to start.</param>\n    /// <param name=\"args\">Arguments of the coroutine.</param>\n    /// <param name=\"evName\">Name of the event calling this coroutine.</param>\n    public void StCoroutine(string coroutineName, object args, string evName) {\n        // Create the key that will be stored in the cSharpCoroutines table\n        string key = evName + \".\" + coroutineName;\n        // End this coroutine if this event is already running it\n        ForceEndCoroutine(key);\n        Coroutine newCoroutine;\n        // Create the coroutine by itself, passing arguments if needed\n        if (args == null)                 newCoroutine = StartCoroutine(coroutineName);\n        else if (!args.GetType().IsArray) newCoroutine = StartCoroutine(coroutineName, args);\n        else                              newCoroutine = StartCoroutine(coroutineName, (object[])args);\n        cSharpCoroutines.Add(key, newCoroutine);\n    }\n\n    /// <summary>\n    /// Stops a coroutine immediately.\n    /// </summary>\n    /// <param name=\"key\">Key of the coroutine as it is stored in the cSharpCoroutines table.</param>\n    public void ForceEndCoroutine(string key) {\n        // Stops the coroutine if it exists and remove it from the table\n        if (!cSharpCoroutines.ContainsKey(key)) return;\n        Coroutine existingCoroutine;\n        cSharpCoroutines.TryGetValue(key, out existingCoroutine);\n        if (existingCoroutine != null)\n            StopCoroutine(existingCoroutine);\n        cSharpCoroutines.Remove(key);\n    }\n\n    /// <summary>\n    /// Hidden C# event script starting the sequence related to CYF v0.6's secret.\n    /// Don't tell anyone it's an actual event script function!\n    /// </summary>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator SpecialAnnouncementEvent() {\n        // Prevents the Player from moving\n        luaPlayerOw.CanMove(false);\n        // This very weird RealGlobal is used in order to know if we should delete the event spawning CYF v0.6's secret\n        // Makes the event disappear the next time it's encountered\n        LuaScriptBinder.SetSessionGlobal(\"1a6377e26b5119334e651552be9f17f8d92e83c9\", DynValue.NewBoolean(false));\n\n        // Get all sprites from the Resources/Sprites folder\n        Sprite[] resourceSprites = Resources.LoadAll<Sprite>(\"Sprites\");\n        Dictionary<string, Sprite> sprites = resourceSprites.ToDictionary(spr => spr.name);\n        // Get all audio files from the Resources/Audios folder\n        AudioClip[] resourceAudios = Resources.LoadAll<AudioClip>(\"Audios\");\n        Dictionary<string, AudioClip> audios = resourceAudios.ToDictionary(audioClip => audioClip.name);\n\n        // Retrieve the event object related to CYF v0.6's secret\n        GameObject go = GameObject.Find(\"4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\");\n        // Set the event's sprite to mm2\n        go.GetComponent<SpriteRenderer>().sprite = sprites[\"mm2\"];\n        // Make the sprite more visible\n        go.transform.position = new Vector3(go.transform.position.x, go.transform.position.y, -1);\n        // Stop all audios\n        NewMusicManager.StopAll();\n        // Play the sound 4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\n        AudioSource audioSource = NewMusicManager.CreateChannelAndGetAudioSource(\"4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\");\n        audioSource.loop = false;\n        audioSource.clip = audios[\"sound\"];\n        audioSource.Play();\n        // Wait until the audio's done playing\n        while (audioSource.isPlaying)\n            yield return 0;\n        // Destroy the overworld, and enter CYF v0.6's secret scene\n        NewMusicManager.DestroyChannel(\"4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\");\n        SceneManager.LoadScene(\"SpecialAnnouncement\");\n        Destroy(GameObject.Find(\"Player\"));\n        Destroy(GameObject.Find(\"Canvas OW\"));\n        Destroy(GameObject.Find(\"Canvas Two\"));\n        Destroy(GameObject.Find(\"Main Camera OW\"));\n    }\n\n    /// <summary>\n    /// Hidden event initialization function used for the event related to CYF v0.6's secret.\n    /// </summary>\n    private const string CYF_RELEASE_SCRIPT = \"function EventPage0()\\n\" +\n                                              \"    if not GetRealGlobal(\\\"1a6377e26b5119334e651552be9f17f8d92e83c9\\\") then\\n\" +\n                                              \"        Event.Remove(Event.GetName())\\n\" +\n                                              \"    end\\n\" +\n                                              \"end\\n\" +\n                                              \"function EventPage1() end\";\n\n    //-----------------------------------------------------------------------------------------------------------\n    //                                        ---   Lua Functions   ---\n    //\n    //                All event commands have to be finished with script.Call(\"CYFEventNextCommand\");\n    //               If you need to return a value to the lua script, try to use try the finally block.\n    //\n    //                    Plus, if you want to create functions, test first if the GameObject the\n    //                     player is accessing to is an event: if you don't, you'll be a really\n    //                             bad person and you'll go to hell. Don't ask why tho.\n    //                          (aka the function can cause errors and it'll be your fault)\n    //-----------------------------------------------------------------------------------------------------------\n\n    /// <summary>\n    /// Gives the Player a choice, the result will be stored in the variable 'lastChoice' in the event script after the choice is done.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * bool question - True if you want a question to be shown, false otherwise.\n    /// * bool oneLiners - Two booleans in a table defining whether the two options are one line long or not.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator ISetChoice(object[] args) {\n        ScriptWrapper scr = luaGeneralOw.appliedScript;\n\n        // Retrieve all arguments\n        bool question;\n        bool[] oneLiners;\n        try { question = (bool)args[0]; }   catch { throw new CYFException(\"The argument \\\"question\\\" must be a boolean.\"); }\n        try { oneLiners = (bool[])args[1]; } catch { throw new CYFException(\"The argument \\\"oneLiners\\\" must be a boolean table.\"); }\n\n        // Stop if this function is used in a coroutine\n        if (coroutines.ContainsKey(scr) && script != scr) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.SetChoice: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.SetChoice: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n            yield break;\n        }\n\n        // Wait for the message to be displayed\n        while (!_textManager.LineComplete())\n            yield return 0;\n\n        int actualChoice = 0;\n\n        // Spawn the choice soul and move it in front of the first (left) option\n        GameObject tempHeart = new GameObject(\"tempHeart\", typeof(RectTransform));\n        tempHeart.GetComponent<RectTransform>().sizeDelta = new Vector2(16, 16);\n        tempHeart.transform.SetParent(GameObject.Find(\"Canvas OW\").transform);\n        Image img = tempHeart.AddComponent<Image>();\n        img.sprite = PlayerOverworld.instance.utHeart.sprite;\n        img.color = new Color(1, 0, 0, 1);\n        SetPlayerOnSelection(actualChoice, question, !oneLiners[0]);\n\n        // Main loop of the choice dialogue\n        while (true) {\n            int xMov = GlobalControls.input.Right == ButtonState.PRESSED ? 1 : GlobalControls.input.Left == ButtonState.PRESSED ? -1 : 0;\n            // Move the soul in front of the current selected option if one of the Left or Right keys are pressed\n            if (xMov != 0) {\n                actualChoice = UnitaleUtil.SelectionChoice(2, actualChoice, xMov, 0, 1, 2, false);\n                SetPlayerOnSelection(actualChoice, question, !oneLiners[actualChoice]);\n            // Confirm the selected option if a Confirm key is pressed\n            } else if (GlobalControls.input.Confirm == ButtonState.PRESSED)\n                if (!_textManager.LineComplete() && _textManager.CanSkip())\n                    _textManager.SkipLine();\n                else\n                    break;\n            yield return 0;\n        }\n        // Sets the value of the variable 'lastChoice' in the current script to 0 if the left option was picked or to 1 otherwise\n        script.script.Globals.Set(DynValue.NewString(\"lastChoice\"), DynValue.NewNumber(actualChoice));\n        Destroy(tempHeart);\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Moves a given event to given coordinates.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * string eventName - The name of the event we're moving.\n    /// * float dirX - The end x position of the event starting from the bottom left corner of the map.\n    /// * float dirY - The end y position of the event starting from the bottom left corner of the map.\n    /// * bool wallPass - True if the event can walk through walls, false otherwise.\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IMoveEventToPoint(object[] args) { //NEED PARENTAL REMOVE\n        ScriptWrapper scr = (ScriptWrapper)args[0];\n\n        // Retrieve all arguments\n        string eventName;\n        float dirX, dirY;\n        bool wallPass, waitEnd;\n        try { eventName = (string)args[1];   } catch { throw new CYFException(\"The argument \\\"name\\\" must be a string.\"); }\n        try { dirX = (float)args[2];    } catch { throw new CYFException(\"The argument \\\"dirX\\\" must be a number.\"); }\n        try { dirY = (float)args[3];    } catch { throw new CYFException(\"The argument \\\"dirY\\\" must be a number.\"); }\n        try { wallPass = (bool)args[4]; } catch { throw new CYFException(\"The argument \\\"wallPass\\\" must be a boolean.\"); }\n        try { waitEnd = (bool)args[5];  } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n\n        if (waitEnd)\n            // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n            if (coroutines.ContainsKey(scr) && script != scr) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Event.MoveToPoint: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n            } else if (eventsLoading) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Event.MoveToPoint: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n\n        for (int i = 0; i < events.Count || eventName == \"Player\"; i++)\n            // Get the right event or the Player\n            if (eventName == events[i].name || eventName == \"Player\") {\n                GameObject go = eventName == \"Player\" ? GameObject.Find(\"Player\") : events[i];\n                // For usual events, we must move its parent, SpritePivot, instead of itself\n                Transform target = null;\n                if (go.transform.parent != null)\n                    if (go.transform.parent.name == \"SpritePivot\")\n                        target = go.transform.parent;\n                target = target ?? go.transform;\n\n                // Check if the target is already being moved in another MoveEventToPoint call\n                ScriptWrapper isMovingSource = eventName == \"Player\" ? go.GetComponent<PlayerOverworld>().isMovingSource : go.GetComponent<EventOW>().isMovingSource;\n                Vector2 roundedPos = new Vector2(Mathf.Round(target.position.x * 1000) / 1000, Mathf.Round(target.position.y * 1000) / 1000);\n                Vector2 roundedEnd = new Vector2(Mathf.Round(dirX              * 1000) / 1000, Mathf.Round(dirY              * 1000) / 1000);\n                // If it's where it should be, stop the target's movement\n                if (roundedPos == roundedEnd)\n                    if (eventName == \"Player\")\n                        go.GetComponent<PlayerOverworld>().isMovingSource = null;\n                    else\n                        go.GetComponent<EventOW>().isMovingSource = null;\n                // Properly end the current call of this coroutine if the target is already being moved\n                if (isMovingSource != null && isMovingSource != scr && (eventName == \"Player\" ? go.GetComponent<PlayerOverworld>().isMovingWaitEnd : go.GetComponent<EventOW>().isMovingWaitEnd))\n                    isMovingSource.Call(\"CYFEventNextCommand\");\n                // Update some values related to movement\n                if (eventName == \"Player\") {\n                    go.GetComponent<PlayerOverworld>().isMovingSource = null;\n                    go.GetComponent<PlayerOverworld>().isMovingWaitEnd = waitEnd;\n                } else {\n                    go.GetComponent<EventOW>().isMovingSource = null;\n                    go.GetComponent<EventOW>().isMovingWaitEnd = waitEnd;\n                }\n\n                // If we're not waiting for the end of function, go to the next line\n                if (!waitEnd)\n                    scr.Call(\"CYFEventNextCommand\");\n\n                // Store the target's initial position\n                Vector2 originalPosition = new Vector2(target.position.x, target.position.y);\n                // Store the distance between the target's initial and final position\n                Vector2 endPoint = new Vector2(dirX - target.position.x, dirY - target.position.y);\n\n                // The animation process is automatic, if you renamed the Animation's triggers and animations as the Player's\n                if (go.GetComponent<CYFAnimator>()) {\n                    int direction = CheckDirection(endPoint);\n                    go.GetComponent<CYFAnimator>().movementDirection = direction;\n                }\n\n                while (true) {\n                    Vector2 clamped = Vector2.ClampMagnitude(endPoint, 1);\n\n                    // Try to move the target by 1 pixel\n                    var moveTest = PlayerOverworld.instance.AttemptMove(clamped.x, clamped.y, go, wallPass);\n                    // Increment the distance from the initial position\n                    var distanceFromStart = new Vector2(target.position.x - originalPosition.x, target.position.y - originalPosition.y);\n\n                    // Update some values related to movement\n                    if (eventName == \"Player\") {\n                        go.GetComponent<PlayerOverworld>().isBeingMoved    = (moveTest || wallPass) && distanceFromStart.magnitude > 0;\n                        go.GetComponent<PlayerOverworld>().isMoving        = (moveTest || wallPass) && distanceFromStart.magnitude > 0;\n                        go.GetComponent<PlayerOverworld>().isMovingSource  = scr;\n                        go.GetComponent<PlayerOverworld>().isMovingWaitEnd = waitEnd;\n                    } else {\n                        go.GetComponent<EventOW>().isMovingSource  = ((moveTest || wallPass) && distanceFromStart.magnitude > 0) ? scr : null;\n                        go.GetComponent<EventOW>().isMovingWaitEnd = waitEnd;\n                    }\n\n                    // If the distance between the initial position of the target and its current position is greater than\n                    // the distance between the initial position of the target and its final position, the movement is done\n                    // If the target collides with something and can't go through walls, end the movement\n                    if (distanceFromStart.magnitude >= endPoint.magnitude || (!moveTest && !wallPass)) {\n                        // Move the target to its final position if it reached it\n                        if (distanceFromStart.magnitude >= endPoint.magnitude)\n                            target.position = new Vector3(dirX, dirY, target.position.z);\n\n                        // Update some values related to movement\n                        if (eventName == \"Player\") {\n                            go.GetComponent<PlayerOverworld>().isBeingMoved    = false;\n                            go.GetComponent<PlayerOverworld>().isMoving        = false;\n                            go.GetComponent<PlayerOverworld>().isMovingSource  = null;\n                            go.GetComponent<PlayerOverworld>().isMovingWaitEnd = false;\n                        } else {\n                            go.GetComponent<EventOW>().isMovingSource  = null;\n                            go.GetComponent<EventOW>().isMovingWaitEnd = false;\n                        }\n\n                        // If we're waiting for the end of function, go to the next line\n                        if (waitEnd)\n                            scr.Call(\"CYFEventNextCommand\");\n                        yield break;\n                    }\n                    yield return 0;\n\n                    // If the target doesn't exist anymore, exit the function right now\n                    if (go != null) continue;\n                    scr.Call(\"CYFEventNextCommand\");\n                    yield break;\n                }\n            }\n        // If the event can't be found, throw a warning in CYF's console\n        UnitaleUtil.WriteInLogAndDebugger(\"Event.MoveToPoint: The name you entered in the function doesn't exist. Did you forget to add the 'Event' tag?\");\n        scr.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Wait for the Player to press a Confirm key.\n    /// </summary>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IWaitForInput() {\n        ScriptWrapper scr = luaGeneralOw.appliedScript;\n\n        // Stop if this function is used in a coroutine\n        if (coroutines.ContainsKey(scr) && script != scr) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.WaitForInput: This function cannot be used in a coroutine.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.WaitForInput: This function cannot be used in EventPage0.\");\n            yield break;\n        }\n\n        // Wait until the Player presses a Confirm key\n        while (GlobalControls.input.Confirm != ButtonState.PRESSED)\n            yield return 0;\n\n        scr.Call(\"CYFEventNextCommand\");\n    }\n\n    /// <summary>\n    /// Progressively sets the tone of the overworld map.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// * int r - Red value of the tone image, clamped between 0 and 255.\n    /// * int g - Green value of the tone image, clamped between 0 and 255.\n    /// * int b - Blue value of the tone image, clamped between 0 and 255.\n    /// * int a - Alpha value of the tone image, clamped between 0 and 255.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator ISetTone(object[] args) {\n        ScriptWrapper scr = luaScreenOw.appliedScript;\n\n        // Retrieve all arguments\n        bool waitEnd;\n        int r, g, b, a;\n        try { waitEnd = (bool)args[0]; } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n        try { r = (int)args[1];        } catch { throw new CYFException(\"The argument \\\"r\\\" must be a number.\"); }\n        try { g = (int)args[2];        } catch { throw new CYFException(\"The argument \\\"g\\\" must be a number.\"); }\n        try { b = (int)args[3];        } catch { throw new CYFException(\"The argument \\\"b\\\" must be a number.\"); }\n        try { a = (int)args[4];        } catch { throw new CYFException(\"The argument \\\"a\\\" must be a number.\"); }\n\n        if (waitEnd) {\n            // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n            if (coroutines.ContainsKey(scr) && script != scr) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Screen.SetTone: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n            // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n            if (eventsLoading) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Screen.SetTone: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n        }\n\n        // Get the tone's current color and compute the color differences between the current and future tone\n        Color c = GameObject.Find(\"Tone\").GetComponent<Image>().color;\n\n        int[] currents = { (int)(c.r * 255), (int)(c.g * 255), (int)(c.b * 255), (int)(c.a * 255) };\n        int[] lacks = { r - currents[0], g - currents[1], b - currents[2], a - currents[3] };\n        int[] beginLacks = lacks;\n        float[] realLacks = { lacks[0], lacks[1], lacks[2], lacks[3] };\n\n        // Compute which value has the highest difference, which we will use to know when the function is done\n        float highest = lacks.Aggregate<int, float>(0, (current, i) => Mathf.Abs(i) > current ? Mathf.Abs(i) : current);\n        float beginHighest = highest;\n\n        // If we're not waiting for the end of function, go to the next line\n        if (!waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n\n        // Slowly change the tone's color until we reach the requested one\n        while (GameObject.Find(\"Tone\") != null && highest > 0) {\n            for (int i = 0; i < realLacks.Length; i++)\n                realLacks[i] -= beginLacks[i] * 4 / beginHighest;\n            if (highest <= 4)\n                GameObject.Find(\"Tone\").GetComponent<Image>().color = new Color32((byte)r, (byte)g, (byte)b, (byte)a);\n            else {\n                GameObject.Find(\"Tone\").GetComponent<Image>().color = new Color32((byte)(r - Mathf.RoundToInt(realLacks[0])), (byte)(g - Mathf.RoundToInt(realLacks[1])),\n                                                                                  (byte)(b - Mathf.RoundToInt(realLacks[2])), (byte)(a - Mathf.RoundToInt(realLacks[3])));\n            }\n            highest -= 4;\n            yield return 0;\n        }\n\n        // If we're waiting for the end of function, go to the next line\n        if (waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Progressively rotates an event in 3D.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * string eventName - The name of the event to rotate.\n    /// * float rotateX - Rotation value of the X axis in degrees. Might not end up as the same value as it was given due to how 3D rotation works.\n    /// * float rotateY - Rotation value of the Y axis in degrees. Might not end up as the same value as it was given due to how 3D rotation works.\n    /// * float rotateZ - Rotation value of the Z axis in degrees. Might not end up as the same value as it was given due to how 3D rotation works.\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IRotateEvent(object[] args) {\n        ScriptWrapper scr = (ScriptWrapper)args[0];\n\n        // Retrieve all arguments\n        string eventName;\n        float rotateX, rotateY, rotateZ;\n        bool waitEnd;\n        try { eventName = (string)args[1]; } catch { throw new CYFException(\"The argument \\\"name\\\" must be a string.\"); }\n        try { rotateX = (float)args[2]; } catch { throw new CYFException(\"The argument \\\"rotateX\\\" must be a number.\"); }\n        try { rotateY = (float)args[3]; } catch { throw new CYFException(\"The argument \\\"rotateY\\\" must be a number.\"); }\n        try { rotateZ = (float)args[4]; } catch { throw new CYFException(\"The argument \\\"rotateZ\\\" must be a number.\"); }\n        try { waitEnd = (bool)args[5]; } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n\n        if (waitEnd)\n            // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n            if (coroutines.ContainsKey(scr) && script != scr) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Event.Rotate: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n            } else if (eventsLoading) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"Event.Rotate: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n\n        for (int i = 0; i < events.Count || eventName == \"Player\"; i++) {\n            // Get the right event or the Player\n            GameObject go = events[i];\n            if (eventName != go.name && eventName != \"Player\") continue;\n            if (eventName == \"Player\")\n                go = GameObject.Find(\"Player\");\n\n            // Check if the target is already being rotated in another RotateEvent call\n            ScriptWrapper isRotatingSource = eventName == \"Player\" ? go.GetComponent<PlayerOverworld>().isRotatingSource : go.GetComponent<EventOW>().isRotatingSource;\n            // If it's in the right rotation, stop the target's rotation\n            if (go.transform.rotation.eulerAngles.x == rotateX && go.transform.rotation.eulerAngles.y == rotateY && go.transform.rotation.eulerAngles.z == rotateZ)\n                if (eventName == \"Player\")\n                    go.GetComponent<PlayerOverworld>().isRotatingSource = null;\n                else\n                    go.GetComponent<EventOW>().isRotatingSource = null;\n            // Properly end the current call of this coroutine if the target is already being moved\n            if (isRotatingSource != null && isRotatingSource != scr && (eventName == \"Player\" ? go.GetComponent<PlayerOverworld>().isRotatingWaitEnd : go.GetComponent<EventOW>().isRotatingWaitEnd))\n                isRotatingSource.Call(\"CYFEventNextCommand\");\n            // Update some values related to rotation\n            if (eventName == \"Player\") {\n                go.GetComponent<PlayerOverworld>().isRotatingSource = scr;\n                go.GetComponent<PlayerOverworld>().isRotatingWaitEnd = waitEnd;\n            } else {\n                go.GetComponent<EventOW>().isRotatingSource = scr;\n                go.GetComponent<EventOW>().isRotatingWaitEnd = waitEnd;\n            }\n\n            // If we're not waiting for the end of function, go to the next line\n            if (!waitEnd)\n                scr.Call(\"CYFEventNextCommand\");\n\n            // Compute how many degrees are lacking before reaching the requested rotation\n            float lackX = rotateX - go.transform.rotation.eulerAngles.x;\n            float lackY = rotateY - go.transform.rotation.eulerAngles.y;\n            float lackZ = rotateZ - go.transform.rotation.eulerAngles.z;\n\n            // Compute which axis has the highest difference\n            var highest = Mathf.Abs(lackX) > Mathf.Abs(lackY) ? lackX : lackY;\n            highest = Mathf.Abs(highest) < Mathf.Abs(lackZ) ? lackZ : highest;\n\n            bool reverse = highest > 0;\n            var basisHighest = Mathf.Abs(highest);\n\n            while (highest != 0) {\n                // Progressively rotate the target 4 degrees at a time\n                if ((highest > -4 && highest < 4))\n                    break;\n                go.transform.rotation = Quaternion.Euler(rotateX + ((basisHighest - Mathf.Abs(highest - basisHighest)) * lackX / basisHighest),\n                    rotateY + ((basisHighest - Mathf.Abs(highest - basisHighest)) * lackY / basisHighest),\n                    rotateZ + ((basisHighest - Mathf.Abs(highest - basisHighest)) * lackZ / basisHighest));\n                highest += reverse ? -4 : 4;\n                yield return 0;\n            }\n            // Set the target's rotation to the requested rotation\n            go.GetComponent<RectTransform>().rotation = Quaternion.Euler(rotateX, rotateY, rotateZ);\n\n            // Update some values related to rotation\n            // TODO: Find a way to compress this code? Duplicate code\n            if (eventName == \"Player\") {\n                go.GetComponent<PlayerOverworld>().isRotatingSource  = null;\n                go.GetComponent<PlayerOverworld>().isRotatingWaitEnd = false;\n            } else {\n                go.GetComponent<EventOW>().isRotatingSource  = null;\n                go.GetComponent<EventOW>().isRotatingWaitEnd = false;\n            }\n\n            // If we're waiting for the end of function, go to the next line\n            if (waitEnd)\n                scr.Call(\"CYFEventNextCommand\");\n\n            yield break;\n        }\n        // If the event can't be found, throw a warning in CYF's console\n        UnitaleUtil.WriteInLogAndDebugger(\"Event.Rotate: The name you entered in the function isn't an event's name. Did you forget to add the 'Event' tag?\");\n        scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Fades the audio out over a given amount of frames.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * int fadeFrames - The amount of frames before the BGM is completely stopped.\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IFadeBGM(object[] args) {\n        ScriptWrapper scr = luaScreenOw.appliedScript;\n\n        // Retrieve all arguments\n        int fadeFrames;\n        bool waitEnd;\n        try { fadeFrames = (int)args[0]; } catch { throw new CYFException(\"The argument \\\"fadeFrames\\\" must be an integer.\"); }\n        try { waitEnd = (bool)args[1]; } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n\n        if (waitEnd)\n            // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n            if (coroutines.ContainsKey(scr) && script != scr) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.StopBGM: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n            } else if (eventsLoading) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.StopBGM: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n\n        bgmCoroutine = true;\n\n        // If we're not waiting for the end of function, go to the next line\n        if (!waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n\n        // Get the current overworld audio\n        AudioSource currentOverworldAudio = UnitaleUtil.GetCurrentOverworldAudio();\n        float frames = 0, startVolume = currentOverworldAudio.volume;\n        // Fade the audio out over fadeFrames frames\n        while (frames < fadeFrames) {\n            currentOverworldAudio.volume = startVolume - (startVolume * frames / fadeFrames);\n            frames++;\n            yield return 0;\n        }\n        // Stop the audio and reset the volume\n        currentOverworldAudio.Stop();\n        currentOverworldAudio.volume = startVolume;\n        bgmCoroutine = false;\n\n        // If we're waiting for the end of function, go to the next line\n        if (!waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Fades the audio out over a given amount of frames.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * int frames - The amount of frames during which the flash will be visible.\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IFlash(object[] args) {\n        ScriptWrapper scr = luaScreenOw.appliedScript;\n\n        // Retrieve all arguments\n        int frames, colorR, colorG, colorB, colorA;\n        bool waitEnd;\n        try { frames = (int)args[0]; } catch { throw new CYFException(\"The argument \\\"frames\\\" must be a number.\"); }\n        try { colorR = (int)args[1]; } catch { throw new CYFException(\"The argument \\\"colorR\\\" must be a number.\"); }\n        try { colorG = (int)args[2]; } catch { throw new CYFException(\"The argument \\\"colorG\\\" must be a number.\"); }\n        try { colorB = (int)args[3]; } catch { throw new CYFException(\"The argument \\\"colorB\\\" must be a number.\"); }\n        try { colorA = (int)args[4]; } catch { throw new CYFException(\"The argument \\\"colorA\\\" must be a number.\"); }\n        try { waitEnd = (bool)args[5]; } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n\n        if (waitEnd) {\n            // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n            if (coroutines.ContainsKey(scr) && script != scr) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname,\n                    \"Screen.Flash: This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n                yield break;\n                // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n            }\n            if (eventsLoading) {\n                UnitaleUtil.DisplayLuaError(scr.scriptname,\n                    \"Screen.Flash: This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n                yield break;\n            }\n        }\n\n        // If we're not waiting for the end of function, go to the next line\n        if (!waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n\n        // Create a new GameObject named 'flash' at the middle of the screen\n        GameObject flash = new GameObject(\"flash\", typeof(Image));\n        flash.transform.SetParent(GameObject.Find(\"Canvas OW\").transform);\n        flash.transform.position = Camera.main.transform.position + new Vector3(0, 0, 1);\n        flash.GetComponent<RectTransform>().sizeDelta = new Vector2(1000, 800);\n\n        // Change the flash's color and fade it out over time\n        flash.GetComponent<Image>().color = new Color32((byte)colorR, (byte)colorG, (byte)colorB, (byte)colorA);\n        for (int frame = 0; frame < frames; frame++) {\n            if (frame != 0)\n                flash.GetComponent<Image>().color = new Color32((byte)colorR, (byte)colorG, (byte)colorB, (byte)(colorA - colorA * frame / frames));\n            yield return 0;\n        }\n        Destroy(flash);\n\n        // If we're waiting for the end of function, go to the next line\n        if (waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Displays a window for the Player to save the game, or save the game forcefully.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * bool forced - True to prevent the save dialogue to appear and save regardless of the Player's choice.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator ISave(object[] args) {\n        ScriptWrapper scr = luaGeneralOw.appliedScript;\n\n        // Retrieve all arguments\n        bool forced;\n        try { forced = (bool)args[0]; } catch { throw new CYFException(\"The argument \\\"forced\\\" must be a boolean.\"); }\n\n        if (forced) {\n            // Save the game immediately if requested\n            SaveLoad.Save(true);\n            if (scr != null)\n                scr.Call(\"CYFEventNextCommand\");\n            yield break;\n        }\n        // Stop if this function is used in a coroutine and the save prompt must be displayed\n        if (coroutines.ContainsKey(scr) && script != scr) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.Save: This function cannot be used in a coroutine.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event and the save prompt must be displayed\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.Save: This function cannot be used in EventPage0.\");\n            yield break;\n        }\n\n        bool save = true;\n        Color c = PlayerOverworld.instance.utHeart.color;\n        // Move the Player to the first choice of the save dialogue box and display it\n        PlayerOverworld.instance.utHeart.transform.position = new Vector3(151 + Camera.main.transform.position.x - 320, 224 + Camera.main.transform.position.y - 240,\n                                                                          PlayerOverworld.instance.utHeart.transform.position.z);\n        PlayerOverworld.instance.utHeart.color = new Color(c.r, c.g, c.b, 1);\n        // Display the save dialogue box\n        GameObject.Find(\"save_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 1);\n        GameObject.Find(\"save_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 1);\n        GameObject.Find(\"save_border_outer\").transform.SetAsLastSibling();\n        PlayerOverworld.instance.utHeart.transform.SetAsLastSibling();\n        // Retrieve all of the save dialogue box's texts\n        TextManager txtLevel = GameObject.Find(\"TextManagerLevel\").GetComponent<TextManager>(), txtTime = GameObject.Find(\"TextManagerTime\").GetComponent<TextManager>(),\n                    txtMap = GameObject.Find(\"TextManagerMap\").GetComponent<TextManager>(), txtName = GameObject.Find(\"TextManagerName\").GetComponent<TextManager>(),\n                    txtSave = GameObject.Find(\"TextManagerSave\").GetComponent<TextManager>(), txtReturn = GameObject.Find(\"TextManagerReturn\").GetComponent<TextManager>();\n\n        // Update all of the save dialogue box's texts\n        if (SaveLoad.savedGame != null) {\n            var playerName = SaveLoad.savedGame.player.Name;\n            double playerLevel = SaveLoad.savedGame.player.LV;\n\n            txtName.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + playerName, false, true) });\n            txtLevel.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]LV\" + playerLevel, false, true) });\n            txtTime.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + UnitaleUtil.TimeFormatter(SaveLoad.savedGame.playerTime), false, true) });\n            GameObject.Find(\"TextManagerTime\").GetComponent<TextManager>().MoveTo(180f - UnitaleUtil.PredictTextWidth(txtTime), 68);\n            txtMap.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + SaveLoad.savedGame.lastScene, false, true) });\n        } else {\n            txtName.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]EMPTY\", false, true) });\n            txtLevel.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]LV0\", false, true) });\n            txtTime.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]0:00\", false, true) });\n            GameObject.Find(\"TextManagerTime\").GetComponent<TextManager>().MoveTo(130f, 68);\n            txtMap.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]--\", false, true) });\n        }\n        txtSave.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]Save\", false, true) });\n        txtReturn.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]Return\", false, true) });\n\n        // Hide the text dialogue box\n        GameObject.Find(\"Mugshot\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n        yield return 0;\n\n        // Main loop of the save dialogue\n        bool end = false;\n        while (true) {\n            // Move the soul in front of the current selected option if one of the Left or Right keys are pressed\n            if (GlobalControls.input.Left == ButtonState.PRESSED || GlobalControls.input.Right == ButtonState.PRESSED) {\n                PlayerOverworld.instance.utHeart.transform.position = new Vector3((save ? 331 : 151) + Camera.main.transform.position.x - 320,\n                                                                                  PlayerOverworld.instance.utHeart.transform.position.y,\n                                                                                  PlayerOverworld.instance.utHeart.transform.position.z);\n                save = !save;\n            // Select automatically \"Return\" if a Cancel key has been pressed\n            } else if (GlobalControls.input.Cancel == ButtonState.PRESSED) {\n                end = true;\n            // Choose the currently selected option if a Confirm key has been pressed\n            } else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                if (save) {\n                    // Save the game\n                    SaveLoad.Save(true);\n                    // Update the save dialogue box's data\n                    PlayerOverworld.instance.utHeart.color = new Color(c.r, c.g, c.b, 0);\n                    txtName.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + PlayerCharacter.instance.Name, false, true) });\n                    txtLevel.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]LV\" + PlayerCharacter.instance.LV, false, true) });\n                    txtTime.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + UnitaleUtil.TimeFormatter(SaveLoad.savedGame.playerTime), false, true) });\n                    GameObject.Find(\"TextManagerTime\").GetComponent<TextManager>().MoveTo(180f - UnitaleUtil.PredictTextWidth(txtTime), 68);\n                    txtMap.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\" + SaveLoad.savedGame.lastScene, false, true) });\n                    txtSave.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]File saved.\", false, true) });\n                    txtReturn.SetTextQueue(new[] { new TextMessage(\"[charspacing:2]\", false, true) });\n                    foreach (Image img in GameObject.Find(\"save_interior\").transform.GetComponentsInChildren<Image>())\n                        img.color = new Color(1, 1, 0, 1);\n                    GameObject.Find(\"save_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 1);\n                    GameObject.Find(\"Player\").GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(\"saved\"));\n                    GameObject.Find(\"Mugshot\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                    GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                    GameObject.Find(\"textframe_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n                    // Wait until the Player presses the Confirm key again\n                    do {\n                        passPressOnce = true;\n                        yield return 0;\n                    } while (GlobalControls.input.Confirm != ButtonState.PRESSED);\n                }\n                end = true;\n            }\n\n            // Hides the save dialogue box\n            if (end) {\n                PlayerOverworld.instance.utHeart.color = new Color(c.r, c.g, c.b, 0);\n                txtName.HideTextObject(); txtLevel.HideTextObject(); txtTime.HideTextObject(); txtMap.HideTextObject(); txtSave.HideTextObject(); txtReturn.HideTextObject();\n                GameObject.Find(\"save_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                GameObject.Find(\"save_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n                script.Call(\"CYFEventNextCommand\");\n                yield break;\n            }\n            yield return 0;\n        }\n    }\n\n    /// <summary>\n    /// Moves the overworld camera by a given amount of pixels horizontally and vertically, possibly in a straight line.\n    /// </summary>\n    /// <param name=\"args\">Most coroutines have the same argument, which is a table of values.\n    /// This one should include, in order:\n    /// * int pixX - Amount of pixels to move the camera by horizontally.\n    /// * int pixY - Amount of pixels to move the camera by vertically.\n    /// * int speed - Amount of pixels the camera will move by each frame.\n    /// * bool straightLine - True if you want the camera to move in a straight line to its destination, false otherwise.\n    /// * bool waitEnd - True if the script has to wait for the end of the coroutine, false otherwise.\n    /// * string info - Internal value used to display the name of the function calling this coroutine in case of an error.\n    /// </param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IMoveCamera(object[] args) {\n        ScriptWrapper scr = luaScreenOw.appliedScript;\n\n        // Retrieve all arguments\n        int pixX, pixY, speed;\n        bool straightLine, waitEnd;\n        string info;\n        try { pixX = (int)args[0];          } catch { throw new CYFException(\"The argument \\\"pixX\\\" must be a number.\"); }\n        try { pixY = (int)args[1];          } catch { throw new CYFException(\"The argument \\\"pixY\\\" must be a number.\"); }\n        try { speed = (int)args[2];         } catch { throw new CYFException(\"The argument \\\"speed\\\" must be a number.\"); }\n        try { straightLine = (bool)args[3]; } catch { throw new CYFException(\"The argument \\\"straightLine\\\" must be a boolean.\"); }\n        try { waitEnd = (bool)args[4];      } catch { throw new CYFException(\"The argument \\\"waitEnd\\\" must be a boolean.\"); }\n        try { info = (string)args[5];       } catch { throw new CYFException(\"The argument \\\"info\\\" must be a string.\"); }\n\n        // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n        if (coroutines.ContainsKey(scr) && script != scr && waitEnd) {\n            UnitaleUtil.DisplayLuaError(instance.events[instance.actualEventIndex].name, info + \": This function cannot be used in a coroutine with \\\"waitEnd\\\" set to true.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(instance.events[instance.actualEventIndex].name, info + \": This function cannot be used in EventPage0 with \\\"waitEnd\\\" set to true.\");\n            yield break;\n        }\n        // Stop if the camera's speed is negative as it will cause an infinite loop.\n        if (speed <= 0) {\n            UnitaleUtil.DisplayLuaError(instance.events[instance.actualEventIndex].name, info + \": The speed of the camera must be strictly positive.\");\n            yield break;\n        }\n\n        // Compute the horizontal and vertical moving speed of the camera\n        float currentX = PlayerOverworld.instance.cameraShift.x, currentY = PlayerOverworld.instance.cameraShift.y,\n              xSpeed = currentX > pixX ? -speed : speed, ySpeed = currentY > pixY ? -speed : speed;\n        if (straightLine) {\n            Vector2 clamped = Vector2.ClampMagnitude(new Vector2(pixX - currentX, pixY - currentY), speed);\n            xSpeed = clamped.x;\n            ySpeed = clamped.y;\n        }\n\n        // If we're not waiting for the end of function, go to the next line\n        if (!waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n\n        while (currentX != pixX || currentY != pixY) {\n            // Move the camera horizontally if it's not where it should be\n            if (currentX != pixX)\n                if (Mathf.Abs(xSpeed) < Mathf.Abs(pixX - currentX)) {\n                    currentX += xSpeed;\n                    PlayerOverworld.instance.cameraShift.x += xSpeed;\n                // Move the camera to its final x position if the camera's speed is greater than the distance between the camera's position and the camera's final position\n                } else {\n                    currentX = pixX;\n                    PlayerOverworld.instance.cameraShift.x = pixX;\n                }\n\n            // Move the camera vertically if it's not where it should be\n            if (currentY != pixY)\n                if (Mathf.Abs(ySpeed) < Mathf.Abs(pixY - currentY)) {\n                    currentY += ySpeed;\n                    PlayerOverworld.instance.cameraShift.y += ySpeed;\n                // Move the camera to its final y position if the camera's speed is greater than the distance between the camera's position and the camera's final position\n                } else {\n                    currentY = pixY;\n                    PlayerOverworld.instance.cameraShift.y = pixY;\n                }\n            yield return 0;\n        }\n        // If we're waiting for the end of function, go to the next line\n        if (waitEnd)\n            scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Waits for a given amount of frames before resuming the function's execution.\n    /// </summary>\n    /// <param name=\"frames\">Frames to wait for before resuming the script's execution. There are 60 frames per second.</param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IWait(int frames) {\n        ScriptWrapper scr = luaGeneralOw.appliedScript;\n        // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n        if (coroutines.ContainsKey(scr) && script != scr) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.Wait: This function cannot be used in a coroutine.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.Wait: This function cannot be used in EventPage0.\");\n            yield break;\n        }\n        // Wait for a given amount of frames\n        int curr = 0;\n        while (curr != frames) {\n            curr++;\n            yield return 0;\n        }\n        // Go to the next function if this function hasn't been interrupted\n        if (scr.GetVar(\"CYFEventLastAction\").String == \"General.Wait\")\n            scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Fades the screen out and sends the Player to a Shop.\n    /// </summary>\n    /// <param name=\"instant\">True if you want to be sent to the Shop instantaneously.</param>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator IEnterShop(bool instant) {\n        ScriptWrapper scr = luaGeneralOw.appliedScript;\n        // Stop if this function is used in a coroutine and we have to wait for the end of the function to continue\n        if (coroutines.ContainsKey(scr) && script != scr) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.EnterShop: This function cannot be used in a coroutine.\");\n            yield break;\n        }\n        // Stop if this function is used in the initialization page of an event and we have to wait for the end of the function to continue\n        if (eventsLoading) {\n            UnitaleUtil.DisplayLuaError(scr.scriptname, \"General.EnterShop: This function cannot be used in EventPage0.\");\n            yield break;\n        }\n        // Fade the screen out for a second\n        if (!instant) {\n            Fading fade = FindObjectOfType<Fading>();\n            float fadeTime = fade.BeginFade(1);\n            yield return new WaitForSeconds(fadeTime);\n        }\n        // End this event\n        EndEvent();\n\n        // Teleport the Player to a standard Shop scene and configure the shop\n        PlayerOverworld.HideOverworld(\"Shop\");\n        GlobalControls.isInShop = true;\n        SceneManager.LoadScene(\"Shop\", LoadSceneMode.Additive);\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Spawns the box menu, allowing the Player to store items in it.\n    /// </summary>\n    /// <returns>All coroutines must return an IEnumerator object, don't mind it.</returns>\n    private IEnumerator ISpawnBoxMenu() {\n        ScriptWrapper scr = luaInventoryOw.appliedScript;\n        // Add the component that takes care of the item box to the item box UI\n        GameObject.Find(\"itembox\").AddComponent<ItemBoxUI>();\n        // Prevent the Player from doing anything while the menu is up\n        PlayerOverworld.instance.PlayerNoMove = true;\n\n        yield return 0;\n        // Prevent the Player from doing anything while the menu is up again, in case the first call was reverted\n        PlayerOverworld.instance.PlayerNoMove = true;\n        // Wait until the item box component is deleted\n        while (ItemBoxUI.active)\n            yield return 0;\n\n        scr.Call(\"CYFEventNextCommand\");\n        yield return 0;\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Overworld/EventManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a642b03daace7a24b85df7b6296af679\ntimeCreated: 1497559775\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 600\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/EventOW.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\n\npublic class EventOW : MonoBehaviour {\n    public string scriptToLoad;\n    public int actualPage;\n    public List<Vector2> eventTriggers = new List<Vector2>();\n    public float moveSpeed;\n    [HideInInspector] public ScriptWrapper isMovingSource;\n    [HideInInspector] public bool isMovingWaitEnd = false;\n    [HideInInspector] public ScriptWrapper isRotatingSource;\n    [HideInInspector] public bool isRotatingWaitEnd = false;\n\n    public void OnTriggerEnter2D(Collider2D col) {\n        if (EventManager.instance.readyToReLaunch || EventManager.instance.script != null || EventManager.instance.ScriptRunning || EventManager.instance.eventsLoading || PlayerOverworld.instance.inBattleAnim || PlayerOverworld.instance.menuRunning[2]) return;\n        if (EventManager.instance.GetTrigger(gameObject, actualPage) == 1 && col == GameObject.Find(\"Player\").GetComponent<BoxCollider2D>())\n            EventManager.instance.ExecuteEvent(gameObject);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/EventOW.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 846d0d1a9b9e1c14884c79473a1f1d14\ntimeCreated: 1461397834\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/Fading.cs",
    "content": "﻿using UnityEngine;\n\npublic class Fading : MonoBehaviour {\n    public SpriteRenderer fade;        // The texture that will overlay the screen. This can be a black image or a loading graphic\n    [HideInInspector]\n    public float fadeSpeed = 3f;       // The fading speed\n    public float alpha = 1.0f;         // The texture's alpha between 0 and 1\n\n    private int fadeDir = 1;          // The direction to fade : in = -1 or out = 1\n    private bool eventSent;\n\n    public delegate void LoadedAction();\n    public static event LoadedAction FinishFade;\n    public static event LoadedAction StartFade;\n\n    private void Update() {\n        if (fade == null)\n            fade = GetComponent<SpriteRenderer>();\n        if ((fade.color.a > 0 && fadeDir == -1) || (fade.color.a < 1 && fadeDir == 1)) {\n            // Fade in/out the alpha value using a direction, a speed and Time.deltatime to convert the operations to seconds\n            alpha += fadeDir * fadeSpeed * Time.deltaTime;\n\n            // Force (clamp) the number between 0 and 1 because GUI.color uses alpha values between 0 and 1\n            //alpha = Mathf.Clamp01(alpha);\n            //print(alpha);\n            fade.color = new Color(0, 0, 0, alpha);\n        } else if (!eventSent) {\n            eventSent = true;\n            if (FinishFade != null)\n                FinishFade();\n        }\n        /*GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, alpha);                // Set the alpha value\n        GUI.depth = drawDepth;                                                              // Make the black texture render on top (drawn last)\n        GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), fadeOutTexture);       // Draw the texture to fit the entire screen area*/\n    }\n\n    // Sets fadeDir to the direction parameter making the scene fade in if -1 and out if 1\n    public float BeginFade(int direction) {\n        gameObject.transform.SetAsLastSibling();\n        fadeDir = direction;\n        eventSent = false;\n        alpha = direction == 1 ? 0 : 1;\n        fade.color = new Color(0, 0, 0, alpha);\n        if (StartFade != null && StaticInits.MODFOLDER != \"@Title\")\n            StartFade();\n        return 1f / fadeSpeed;     // Return the fadeSpeed variable so it's easy to time the Application.LoadLevel();\n    }\n\n    public void FadeInstant(int direction, bool needSig = false) {\n        gameObject.transform.SetAsLastSibling();\n        fadeDir = direction;\n        alpha = direction == 1 ? 1 : 0;\n        fade.color = new Color(0, 0, 0, alpha);\n        if (!needSig || FinishFade == null) return;\n        if (StartFade != null) StartFade();\n        FinishFade();\n    }\n\n    // LoadScene is called when a level is loaded. It takes loaded level index (int) as a parameter so you can limit the fade in to certain scenes\n    /*public void LoadScene(Scene scene, LoadSceneMode mode) {\n        string index = SceneManager.GetActiveScene().name;\n        if (!GlobalControls.nonOWScenes.Contains(index)) {\n            BeginFade(-1);          // Call the fade in function\n        }\n\n    }*/\n}"
  },
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    "path": "Assets/Scripts/Overworld/Fading.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6d1238b2133fb7f43b3ff2efc445e7d3\ntimeCreated: 1459034449\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/GameState.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing System.Linq;\nusing System.Collections;\nusing System.Collections.Generic;\nusing MoonSharp.Interpreter;\n\n/// <summary>\n/// Class used as a database that is saved and loaded during the game.\n/// Is used as the savefile in SaveLoad.\n/// </summary>\n[System.Serializable]\npublic class GameState {\n    public static GameState current;\n    public Hashtable soundDictionary;\n    public ControlPanel controlpanel;\n    public PlayerCharacter player;\n    public Dictionary<string, string> playerVariablesStr = new Dictionary<string, string>();\n    public Dictionary<string, double> playerVariablesNum = new Dictionary<string, double>();\n    public Dictionary<string, bool> playerVariablesBool = new Dictionary<string, bool>();\n    public string lastScene;\n    public Dictionary<string, MapData> mapInfos = new Dictionary<string, MapData>();\n    public Dictionary<string, TempMapData> tempMapInfos = new Dictionary<string, TempMapData>();\n    public List<string> inventory = new List<string>();\n    public List<string> boxContents = new List<string>();\n    public float playerTime;\n    public string CYFversion = \"\";\n\n    [System.Serializable]\n    public struct EventInfos {\n        public int CurrPage;\n        public bool NoCollision;\n        public string CurrSpriteNameOrCYFAnim;\n        public Vect Anchor;\n        public Vect Pivot;\n    }\n\n    [System.Serializable]\n    public struct MapData {\n        public string Name;\n        public string Music;\n        public string ModToLoad;\n        public bool MusicKept;\n        public bool NoRandomEncounter;\n        public Dictionary<string, EventInfos> EventInfo;\n    }\n\n    [System.Serializable]\n    public struct TempMapData {\n        public string Name;\n        public string Music;\n        public bool MusicChanged;\n        public string ModToLoad;\n        public bool ModToLoadChanged;\n        public bool MusicKept;\n        public bool MusicKeptChanged;\n        public bool NoRandomEncounter;\n        public bool NoRandomEncounterChanged;\n    }\n\n    [System.Serializable]\n    public struct Vect {\n        public float x;\n        public float y;\n        public float z;\n    }\n\n    public void SaveGameVariables() {\n        CYFversion = GlobalControls.CYFversion;\n\n        try {\n            GameObject Player = GameObject.Find(\"Player\");\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosX\", DynValue.NewNumber(Player.transform.position.x));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosY\", DynValue.NewNumber(Player.transform.position.y));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosZ\", DynValue.NewNumber(Player.transform.position.z));\n        } catch {\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosX\", DynValue.NewNumber(SaveLoad.savedGame.playerVariablesNum[\"PlayerPosX\"]));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosY\", DynValue.NewNumber(SaveLoad.savedGame.playerVariablesNum[\"PlayerPosY\"]));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosZ\", DynValue.NewNumber(SaveLoad.savedGame.playerVariablesNum[\"PlayerPosZ\"]));\n        }\n\n        string mapName;\n        if (UnitaleUtil.MapCorrespondanceList.ContainsKey(SceneManager.GetActiveScene().name))                        mapName = UnitaleUtil.MapCorrespondanceList[SceneManager.GetActiveScene().name];\n        else if (GlobalControls.nonOWScenes.Contains(SceneManager.GetActiveScene().name) || GlobalControls.isInFight) mapName = SaveLoad.savedGame.lastScene;\n        else                                                                                                          mapName = SceneManager.GetActiveScene().name;\n        lastScene = mapName;\n\n        soundDictionary = MusicManager.hiddenDictionary;\n        controlpanel = ControlPanel.instance;\n        player = PlayerCharacter.instance;\n\n        inventory.Clear();\n        foreach (UnderItem item in Inventory.inventory)\n            inventory.Add(item.Name);\n\n        boxContents.Clear();\n        foreach (UnderItem item in ItemBox.items)\n            boxContents.Add(item.Name);\n\n        playerTime = Time.time - GlobalControls.overworldTimestamp;\n\n        try {\n            foreach (string key in LuaScriptBinder.GetAllSessionGlobals().Keys) {\n                DynValue dv;\n                LuaScriptBinder.GetAllSessionGlobals().TryGetValue(key, out dv);\n                switch (dv.Type) {\n                    case DataType.Number:  playerVariablesNum.Add(key, dv.Number);   break;\n                    case DataType.String:  playerVariablesStr.Add(key, dv.String);   break;\n                    case DataType.Boolean: playerVariablesBool.Add(key, dv.Boolean); break;\n                    case DataType.Nil:     LuaScriptBinder.RemoveSessionGlobal(key);              break;\n                    default:\n                        UnitaleUtil.WriteInLogAndDebugger(\"The saved value \\\"\" + key + \"\\\" is erroneous because a \" + dv.Type.ToString().ToLower() + \" can't be saved. Deleting it now.\");\n                        LuaScriptBinder.RemoveSessionGlobal(key);\n                        break;\n                }\n            }\n        } catch { /* ignored */ }\n\n        mapInfos = GlobalControls.GameMapData;\n        tempMapInfos = GlobalControls.TempGameMapData;\n    }\n\n    public void LoadGameVariables(bool loadGlobals = true) {\n        GlobalControls.TempGameMapData = tempMapInfos;\n        GlobalControls.GameMapData = mapInfos;\n\n        foreach (string key in playerVariablesNum.Keys) {\n            if (!loadGlobals && !key.Contains(\"PlayerPos\")) continue;\n            double a;\n            playerVariablesNum.TryGetValue(key, out a);\n            LuaScriptBinder.SetSessionGlobal(key, DynValue.NewNumber(a));\n        }\n        if (loadGlobals) {\n            foreach (string key in playerVariablesStr.Keys) {\n                string a;\n                playerVariablesStr.TryGetValue(key, out a);\n                LuaScriptBinder.SetSessionGlobal(key, DynValue.NewString(a));\n            }\n\n            foreach (string key in playerVariablesBool.Keys) {\n                bool a;\n                playerVariablesBool.TryGetValue(key, out a);\n                LuaScriptBinder.SetSessionGlobal(key, DynValue.NewBoolean(a));\n            }\n        }\n\n        Inventory.inventory.Clear();\n        foreach (string str in inventory)\n            Inventory.inventory.Add(new UnderItem(str));\n\n        ItemBox.items.Clear();\n        foreach (string str in boxContents)\n            ItemBox.items.Add(new UnderItem(str));\n\n        PlayerCharacter.instance = player;\n        ControlPanel.instance = controlpanel;\n        MusicManager.hiddenDictionary = soundDictionary;\n\n        string mapName = UnitaleUtil.MapCorrespondanceList.ContainsValue(lastScene) ? UnitaleUtil.MapCorrespondanceList.FirstOrDefault(x => x.Value == lastScene).Key : lastScene;\n\n        LuaScriptBinder.SetSessionGlobal(\"PlayerMap\", DynValue.NewString(mapName));\n    }\n}\n\n"
  },
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    "path": "Assets/Scripts/Overworld/GameState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4243c54affe4cdf45bd33458a0a03768\ntimeCreated: 1463846231\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/IntroManager.cs",
    "content": "﻿using System;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\n\npublic class IntroManager : MonoBehaviour {\n    private TextManager text;\n    private Image img;\n    public string[] imagePaths, textsToDisplay, specialEffects, goToNextDirect;\n    private bool finish, start = true, pause, fadeMusic, sameImage, mask;\n    private float timer, timerEffect;\n    private int currentIndex;\n\n    private enum Effect { NONE, SCROLLUP, SCROLLDOWN, SCROLLLEFT, SCROLLRIGHT };\n    private Effect currentEffect = Effect.NONE;\n\n    // Use this for initialization\n    private void Start () {\n        if (!SaveLoad.started) {\n            StaticInits.Start();\n            SaveLoad.Start();\n            new ControlPanel();\n            new PlayerCharacter();\n            #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n                Misc.WindowName = GlobalControls.crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName;\n            #endif\n            SaveLoad.LoadPermanentGlobals();\n            LuaScriptBinder.SetSessionGlobal(\"ModFolder\", MoonSharp.Interpreter.DynValue.NewString(\"@Title\"));\n            UnitaleUtil.AddKeysToMapCorrespondanceList();\n        }\n        Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_intro\");\n        Camera.main.GetComponent<AudioSource>().Play();\n        if (imagePaths.Length != textsToDisplay.Length)\n            throw new Exception(\"You need to have the same number of images and lines of text.\");\n        text = FindObjectOfType<TextManager>();\n        img = GameObject.Find(\"CutsceneImages\").GetComponent<Image>();\n        text.SetVerticalSpacing(6);\n        text.SetHorizontalSpacing(6);\n        if (SpriteRegistry.Get(\"Intro/mask\") != null) {\n            mask = true;\n            GameObject.Find(\"Mask\").GetComponent<Image>().sprite = SpriteRegistry.Get(\"Intro/mask\");\n            GameObject.Find(\"Mask\").GetComponent<Image>().color = new Color(1, 1, 1, 1);\n        }\n\n        TextMessage[] mess = new TextMessage[textsToDisplay.Length];\n        for (int i = 0; i < mess.Length; i ++)\n            mess[i] = new TextMessage(\"[waitall:2]\" + textsToDisplay[i], false, false);\n        text.SetTextQueue(mess);\n        img.sprite = SpriteRegistry.Get(\"Intro/\" + imagePaths[0]);\n        img.SetNativeSize();\n        if (specialEffects[0] != string.Empty)\n            try { ApplyEffect((Effect)Enum.Parse(typeof(Effect), specialEffects[currentIndex].ToUpper())); }\n            catch { UnitaleUtil.DisplayLuaError(\"IntroManager\", \"The effect \" + specialEffects[currentIndex] + \" doesn't exist.\"); }\n        if (goToNextDirect[0] == \"Y\")\n            timer = 0.5f;\n    }\n\n    // Update is called once per frame\n    private void Update () {\n        timer += Time.deltaTime;\n        //Effect update\n        if (CheckEffect() &&!start &&!finish &&!fadeMusic)\n            UpdateEffect();\n        //Stop the intro\n        if (Input.anyKeyDown && !Input.GetKeyDown(KeyCode.F4)) {\n            Camera.main.GetComponent<AudioSource>().Stop();\n            Camera.main.GetComponent<AudioSource>().volume = 1;\n            SceneManager.LoadScene(\"TitleScreen\");\n        }\n        //Fade out\n        if (finish &&!fadeMusic &&!CheckEffect()) {\n            if (timer < 1.75f &&!pause)\n                pause = true;\n\n            if (timer < 1.75f && timer > 1 &&!sameImage)\n                img.color = new Color(img.color.r, img.color.g, img.color.b, (-timer + 1.75f) * 4/3);\n            else if (timer > 1.75f && pause) {\n                pause = false;\n                timer = 0.0f;\n                finish = false;\n                img.color = new Color(img.color.r, img.color.g, img.color.b, 0);\n                //Check end of intro\n                if (text.AllLinesComplete()) {\n                    fadeMusic = true;\n                    text.HideTextObject();\n                } else {\n                    img.sprite = SpriteRegistry.Get(\"Intro/\" + imagePaths[++currentIndex]);\n                    img.SetNativeSize();\n                    img.rectTransform.pivot = new Vector2(0.5f, 0.5f);\n                    img.rectTransform.position = new Vector2(320, 240);\n                    timerEffect = 0.0f;\n                    if (specialEffects[currentIndex] != string.Empty)\n                        try { ApplyEffect((Effect)Enum.Parse(typeof(Effect), specialEffects[currentIndex])); }\n                        catch { UnitaleUtil.DisplayLuaError(\"IntroManager\", \"The effect \" + specialEffects[currentIndex] + \" doesn't exist.\"); }\n                    text.NextLineText();\n                    start = true;\n                }\n            }\n        }\n        //Fade in\n        else if (start &&!fadeMusic) {\n            if (timer < 0.5f &&!sameImage)\n                img.color = new Color(img.color.r, img.color.g, img.color.b, 2 * timer);\n            else {\n                start = false;\n                img.color = new Color(img.color.r, img.color.g, img.color.b, 1);\n                timer = 0.0f;\n                if (currentIndex != textsToDisplay.Length - 1)\n                    switch (goToNextDirect[currentIndex + 1]) {\n                        case \"Y\": sameImage = true;  break;\n                        case \"N\": sameImage = false; break;\n                        default:  sameImage = imagePaths[currentIndex] == imagePaths[currentIndex + 1]; break;\n                    }\n                else\n                    sameImage = false;\n            }\n        }\n        //End of intro\n        else if (fadeMusic) {\n            if (timer < 1)\n                Camera.main.GetComponent<AudioSource>().volume = 1 - timer;\n            else {\n                Camera.main.GetComponent<AudioSource>().Stop();\n                Camera.main.GetComponent<AudioSource>().volume = 1;\n                SceneManager.LoadScene(\"TitleScreen\");\n            }\n        }\n        //End of current page\n        else if (text.LineComplete() &&!start &&!CheckEffect()) {\n            finish = true;\n            timer = 0;\n        }\n    }\n\n    private void ApplyEffect(Effect e) {\n        currentEffect = e;\n        switch(e) {\n            case Effect.SCROLLUP:\n                if (img.rectTransform.sizeDelta.y < (mask ? 220 : 480))\n                    UnitaleUtil.DisplayLuaError(\"IntroManager\", \"You can't apply a scroll down effect on an image which has a lower y boundary than the screen's y boundary.\");\n                img.rectTransform.pivot = new Vector2(0.5f, 1);\n                img.rectTransform.position = new Vector2(img.rectTransform.position.x, mask ? img.rectTransform.sizeDelta.y + 204 : img.rectTransform.sizeDelta.y);\n                break;\n            case Effect.SCROLLDOWN:\n                if (img.rectTransform.sizeDelta.y < (mask ? 220 : 480))\n                    UnitaleUtil.DisplayLuaError(\"IntroManager\", \"You can't apply a scroll down effect on an image which has a lower y boundary than the screen's y boundary.\");\n                img.rectTransform.pivot = new Vector2(0.5f, 0);\n                img.rectTransform.position = new Vector2(img.rectTransform.position.x, mask ? 424 - img.rectTransform.sizeDelta.y : 480 - img.rectTransform.sizeDelta.y);\n                break;\n            case Effect.SCROLLLEFT:\n                if (img.rectTransform.sizeDelta.x < (mask ? 400 : 640))\n                    UnitaleUtil.DisplayLuaError(\"IntroManager\", \"You can't apply a scroll down effect on an image which has a lower x boundary than the screen's x boundary.\");\n                img.rectTransform.pivot = new Vector2(0, 0.5f);\n                img.rectTransform.position = new Vector2(mask ? 520 - img.rectTransform.sizeDelta.x : 640 - img.rectTransform.sizeDelta.y, img.rectTransform.position.y);\n                break;\n            case Effect.SCROLLRIGHT:\n                if (img.rectTransform.sizeDelta.x < (mask ? 400 : 640))\n                    UnitaleUtil.DisplayLuaError(\"IntroManager\", \"You can't apply a scroll down effect on an image which has a lower x boundary than the screen's x boundary.\");\n                img.rectTransform.pivot = new Vector2(1, 0.5f);\n                img.rectTransform.position = new Vector2(mask ? img.rectTransform.sizeDelta.x + 120 : img.rectTransform.sizeDelta.x, img.rectTransform.position.y);\n                break;\n        }\n    }\n\n    private void UpdateEffect() {\n        if (timerEffect < 4)\n            timerEffect += Time.deltaTime;\n        else\n            switch (currentEffect) {\n                case Effect.SCROLLUP:    img.rectTransform.position = new Vector2(img.rectTransform.position.x, img.rectTransform.position.y - 1);  break;\n                case Effect.SCROLLDOWN:  img.rectTransform.position = new Vector2(img.rectTransform.position.x, img.rectTransform.position.y + 1);  break;\n                case Effect.SCROLLRIGHT: img.rectTransform.position = new Vector2(img.rectTransform.position.x + 1, img.rectTransform.position.y);  break;\n                case Effect.SCROLLLEFT:  img.rectTransform.position = new Vector2(img.rectTransform.position.x - 1, img.rectTransform.position.y);  break;\n            }\n    }\n\n    private bool CheckEffect() {\n        switch (currentEffect) {\n            case Effect.SCROLLUP:    return img.rectTransform.position.y > (mask ? 424 : 480);\n            case Effect.SCROLLDOWN:  return img.rectTransform.position.y < (mask ? 204 : 0);\n            case Effect.SCROLLRIGHT: return img.rectTransform.position.x < (mask ? 120 : 0);\n            case Effect.SCROLLLEFT:  return img.rectTransform.position.x > (mask ? 520 : 640);\n            default:                 return false;\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/Overworld/IntroManager.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Overworld/ItemBoxUI.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing MoonSharp.Interpreter;\n\npublic class ItemBoxUI : MonoBehaviour {\n    private readonly List<TextManager> inventory = new List<TextManager>();\n    private readonly List<LuaSpriteController> inventorySprites = new List<LuaSpriteController>();\n    private readonly List<TextManager> boxContents = new List<TextManager>();\n    private readonly List<LuaSpriteController> boxContentsSprites = new List<LuaSpriteController>();\n\n    private GameObject player;\n\n    private bool inventoryColumn = true;\n    private int lineIndex;\n\n    public static bool active;\n\n    private void Start() {\n        if (Inventory.inventory.Count == 0 && ItemBox.items.Count == 0) {\n            System.Random rnd = new System.Random();\n            string[] words = { \"effort\", \"time\", \"feeling\" };\n\n            Table text = new Table(EventManager.instance.luaInventoryOw.appliedScript.script);\n            text.Set(DynValue.NewNumber(1), DynValue.NewString(\"You have no items.[w:10]\\nYou put a little \" + words[rnd.Next(0, 3)] + \"\\rinto the box.\"));\n\n            EventManager.instance.luaGeneralOw.SetDialog(DynValue.NewTable(text));\n            Destroy(this);\n            return;\n        }\n\n        active = true;\n\n        GetComponent<Image>().color = new Color(1, 1, 1, 1);\n\n        player = GameObject.Find(\"utHeartMenu\");\n        Color c = player.GetComponent<Image>().color;\n        player.GetComponent<Image>().color = new Color(c.r, c.g, c.b, 1);\n\n        for (int i = 0; i < Inventory.inventorySize; i++) {\n            GameObject go = new GameObject();\n            go.AddComponent<RectTransform>();\n            go.AddComponent<TextManager>();\n            TextManager tm = go.GetComponent<TextManager>();\n            tm.transform.SetParent(transform);\n            tm.MoveTo(80, 410 - (i * 32));\n            inventory.Add(tm);\n\n            LuaSpriteController sprite = (LuaSpriteController) (SpriteUtil.MakeIngameSprite(\"px\", -1).UserData.Object);\n            sprite.img.transform.SetParent(transform);\n            sprite.SetPivot(0, 0.5f);\n            sprite.MoveToAbs(Misc.cameraX + 92, Misc.cameraY + 386 - (i * 32));\n            sprite.xscale = 190;\n            sprite.color = new[] { 1f, 0f, 0f };\n            inventorySprites.Add(sprite);\n        }\n\n        for (int i = 0; i < ItemBox.capacity; i++) {\n            GameObject go = new GameObject();\n            go.AddComponent<RectTransform>();\n            go.AddComponent<TextManager>();\n            TextManager tm = go.GetComponent<TextManager>();\n            tm.transform.SetParent(transform);\n            tm.MoveTo(372, 410 - (i * 32));\n            boxContents.Add(tm);\n\n            LuaSpriteController sprite = (LuaSpriteController) (SpriteUtil.MakeIngameSprite(\"px\", -1).UserData.Object);\n            sprite.img.transform.SetParent(transform);\n            sprite.SetPivot(0, 0.5f);\n            sprite.MoveToAbs(Misc.cameraX + 384, Misc.cameraY + 386 - (i * 32));\n            sprite.xscale = 190;\n            sprite.color = new[] { 1f, 0f, 0f };\n            boxContentsSprites.Add(sprite);\n        }\n        RefreshDisplay();\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n            List<UnderItem> selectedInv = inventoryColumn ? Inventory.inventory : ItemBox.items;\n            List<UnderItem> otherInv = inventoryColumn ? ItemBox.items : Inventory.inventory;\n            int otherInvCapacity = inventoryColumn ? ItemBox.capacity : Inventory.inventorySize;\n\n            if (lineIndex < selectedInv.Count) {\n                UnderItem item = selectedInv[lineIndex];\n                if (otherInv.Count < otherInvCapacity) {\n                    if (inventoryColumn) {\n                        ItemBox.AddToBox(item.Name);\n                        Inventory.RemoveItem(lineIndex);\n                    } else {\n                        Inventory.AddItem(item.Name);\n                        ItemBox.RemoveFromBox(lineIndex);\n                    }\n                    UnitaleUtil.PlaySound(\"SeparateSound\", \"menuconfirm\");\n                } else\n                    UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            } else\n                UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            RefreshDisplay();\n\n        } else if (GlobalControls.input.Up == ButtonState.PRESSED) {\n            lineIndex--;\n            if (lineIndex < 0)\n                lineIndex = (inventoryColumn ? Inventory.inventorySize : ItemBox.capacity) - 1;\n            UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            RefreshDisplay();\n\n        } else if (GlobalControls.input.Down == ButtonState.PRESSED) {\n            lineIndex++;\n            if (lineIndex >= (inventoryColumn ? Inventory.inventorySize : ItemBox.capacity))\n                lineIndex = 0;\n            UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            RefreshDisplay();\n\n        } else if (GlobalControls.input.Left == ButtonState.PRESSED || GlobalControls.input.Right == ButtonState.PRESSED) {\n            if (lineIndex >= Inventory.inventorySize || lineIndex >= ItemBox.capacity) return;\n            inventoryColumn = !inventoryColumn;\n            UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            RefreshDisplay();\n\n        } else if (GlobalControls.input.Cancel == ButtonState.PRESSED) {\n            UnitaleUtil.PlaySound(\"SeparateSound\", \"menumove\");\n            DestroySelf();\n        }\n    }\n\n    private void RefreshDisplay() {\n        player.transform.position = new Vector3(Misc.cameraX + (inventoryColumn ? 58 : 350), Misc.cameraY + 390 - (lineIndex * 32), GameObject.Find(\"utHeartMenu\").transform.position.z);\n\n        for (int i = 0; i < Inventory.inventorySize; i++) {\n            TextManager tm = inventory[i];\n\n            string text = i < Inventory.inventory.Count ? Inventory.inventory[i].Name : \"\";\n            tm.SetText(new TextMessage(\"[font:uidialoglilspace]\" + text, false, true));\n\n            inventorySprites[i].alpha = i < Inventory.inventory.Count ? 0f : 1f;\n        }\n\n        for (int i = 0; i < ItemBox.capacity; i++) {\n            TextManager tm = boxContents[i];\n\n            string text = i < ItemBox.items.Count ? ItemBox.items[i].Name : \"\";\n            tm.SetText(new TextMessage(\"[font:uidialoglilspace]\" + text, false, true));\n\n            boxContentsSprites[i].alpha = i < ItemBox.items.Count ? 0f : 1f;\n        }\n    }\n\n    private void DestroySelf() {\n        while (inventory.Count > 0) {\n            inventory[0].HideTextObject();\n            Destroy(inventory[0].gameObject);\n            inventory.RemoveAt(0);\n            inventorySprites[0].Remove();\n            inventorySprites.RemoveAt(0);\n        }\n        while (boxContents.Count > 0) {\n            boxContents[0].HideTextObject();\n            Destroy(boxContents[0].gameObject);\n            boxContents.RemoveAt(0);\n            boxContentsSprites[0].Remove();\n            boxContentsSprites.RemoveAt(0);\n        }\n\n        Color c = player.GetComponent<Image>().color;\n        player.GetComponent<Image>().color = new Color(c.r, c.g, c.b, 0);\n\n        GetComponent<Image>().color = new Color(1, 1, 1, 0);\n\n        active = false;\n        Destroy(this);\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Overworld/ItemBoxUI.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 48b69983e984f9a469fe1ad40ade1b11\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/MapInfos.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\n\npublic class MapInfos : MonoBehaviour {\n    public string music;\n    public string modToLoad;\n    public bool isMusicKeptBetweenBattles;\n    public bool noRandomEncounter;\n\n    private void Start() {\n        EventManager.GetMapState(this, SceneManager.GetActiveScene().name);\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Overworld/MapInfos.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a4ef58bda0647d48b67028c05b00813\ntimeCreated: 1461397496\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/MapLoader.cs",
    "content": "﻿using System.Xml;\n\npublic static class MapLoader {\n    public static void LoadMap(string path) {\n        XmlDocument xml = new XmlDocument();\n        string xmlPath = path + \".xml\";\n        if (!FileLoader.SanitizePath(ref xmlPath, \"Maps\"))\n            return;\n        xml.Load(xmlPath);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/MapLoader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 08d4e22df93ecbf4aaa607cb97a45b3b\ntimeCreated: 1503581534\nlicenseType: Free\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/PermanentGameState.cs",
    "content": "﻿using System.Collections.Generic;\nusing MoonSharp.Interpreter;\n\n/// <summary>\n/// Class used as a database that is saved and loaded during the game.\n/// Is used as the save file in SaveLoad.\n/// </summary>\n[System.Serializable] public class AlMightyGameState {\n    public static GameState current;\n    public Dictionary<string, string> AlMightyVariablesStr = new Dictionary<string, string>();\n    public Dictionary<string, double> AlMightyVariablesNum = new Dictionary<string, double>();\n    public Dictionary<string, bool> AlMightyVariablesBool = new Dictionary<string, bool>();\n\n    public void SaveAllGlobals() {\n        AlMightyVariablesNum.Clear();\n        AlMightyVariablesStr.Clear();\n        AlMightyVariablesBool.Clear();\n        try {\n            foreach (string key in LuaScriptBinder.GetAllPermanentGlobals().Keys) {\n                DynValue dv;\n                LuaScriptBinder.GetAllPermanentGlobals().TryGetValue(key, out dv);\n                if (dv != null)\n                    switch (dv.Type) {\n                        case DataType.Number:  AlMightyVariablesNum.Add(key, dv.Number);   break;\n                        case DataType.String:  AlMightyVariablesStr.Add(key, dv.String);   break;\n                        case DataType.Boolean: AlMightyVariablesBool.Add(key, dv.Boolean); break;\n                        case DataType.Nil:     LuaScriptBinder.RemoveSessionGlobal(key);  break;\n                        default:\n                            UnitaleUtil.WriteInLogAndDebugger(\"The permanent global \\\"\" + key + \"\\\" is erroneous because a \" + dv.Type.ToString().ToLower() + \" can't be saved. Deleting it now.\");\n                            LuaScriptBinder.RemovePermanentGlobal(key);\n                            break;\n                    }\n            }\n        } catch { /* ignored */ }\n    }\n\n    public void LoadAllGlobals() {\n        foreach (string key in AlMightyVariablesNum.Keys) {\n            double a;\n            AlMightyVariablesNum.TryGetValue(key, out a);\n            LuaScriptBinder.SetPermanentGlobal(key, DynValue.NewNumber(a), false);\n        }\n\n        foreach (string key in AlMightyVariablesStr.Keys) {\n            string a;\n            AlMightyVariablesStr.TryGetValue(key, out a);\n            LuaScriptBinder.SetPermanentGlobal(key, DynValue.NewString(a), false);\n        }\n\n        foreach (string key in AlMightyVariablesBool.Keys) {\n            bool a;\n            AlMightyVariablesBool.TryGetValue(key, out a);\n            LuaScriptBinder.SetPermanentGlobal(key, DynValue.NewBoolean(a), false);\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/PermanentGameState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 783e6f50ee5a9c0448c479cf2dbee385\ntimeCreated: 1470732119\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/PlayerOverworld.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\nusing System.IO;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\n\npublic class PlayerOverworld : MonoBehaviour {\n    public static PlayerOverworld instance;\n    public int BlockingLayer;               //Layer on which collision will be checked\n    public int EventLayer;                  //Layer of the events, colliding too\n    public int forcedMove = 0;              //Direction of a forced move\n    //public int rolled = 0;\n    public float speed;\n    public static float audioCurrTime;\n    public bool firstTime = false;          //Boolean used to not launch another event a the end of the previous event\n    public bool inBattleAnim;\n    public bool PlayerNoMove {              //Is the player not able to move?\n        get { return _playerNoMove || forceNoAction || inBattleAnim; }\n        set { _playerNoMove = value; isMoving = false; }\n    }\n    public bool forceNoAction = false;\n    public bool[] menuRunning = { false, false, false, false, false };\n    public Vector2 lastMove;                //The Player's last input\n    public Vector2 cameraShift = new Vector2();\n    public Vector2 backgroundSize = new Vector3(640, 480);\n    public Transform PlayerPos;             //The Transform component attached to this object\n    public Image utHeart;\n    public static AudioSource audioKept;\n    public LuaSpriteController sprctrl;\n    public TextManager textmgr;             //The map's text manager\n    public List<Transform> parallaxes = new List<Transform>();\n\n    public bool isMoving;\n    public bool isMovingWaitEnd;\n    public ScriptWrapper isMovingSource;\n    public bool isBeingMoved;\n    public ScriptWrapper isRotatingSource;\n    public bool isRotatingWaitEnd;\n\n    private bool _playerNoMove;\n    private int battleWalkCount;            //Will be used to check the battle appearance\n    private float TimeIndicator;            //A time indicator used for the soul's movement during the pre-Encounter anim\n    private Rigidbody2D rb2D;               //The Rigidbody2D component attached to this object\n    private AudioSource uiAudio;            //AudioSource used for the pre-Encounter sounds\n    private CYFAnimator animator;\n\n    //private bool lockedCamera = false;    //Used to stop the camera's position refresh\n\n    public int UIPos; // 0: Auto-decide UI position; 1: Bottom; 2: Top\n\n    //Start overrides the Start function of MovingObject\n    public void Start() {\n        instance = this;\n\n        GameObject Player = GameObject.Find(\"Player\");\n        uiAudio = Player.GetComponent<AudioSource>();\n        utHeart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n        utHeart.color = new Color(utHeart.color.r, utHeart.color.g, utHeart.color.b, 0);\n\n        //StartCoroutine(LaunchMusic());\n\n        //Get a component reference to the Player's transform\n        PlayerPos = Player.transform.parent;\n\n        //If the player's position already exists, move the player to it\n        if (LuaScriptBinder.GetSessionGlobal(\"PlayerPosX\") != null && LuaScriptBinder.GetSessionGlobal(\"PlayerPosY\") != null && LuaScriptBinder.GetSessionGlobal(\"PlayerPosZ\") != null) {\n            Vector2 temp = new Vector3((float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosX\").Number, (float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosY\").Number, (float)LuaScriptBinder.GetSessionGlobal(\"PlayerPosZ\").Number);\n            PlayerPos.position = temp;\n        } else\n            PlayerPos.position = Vector3.zero;\n\n        //Get a component reference to the Player's animator component\n        //animator = Player.GetComponent<Animator>();\n        sprctrl = LuaSpriteController.GetOrCreate(Player.gameObject);\n        sprctrl.loopmode = \"LOOP\";\n        animator = Player.GetComponent<CYFAnimator>();\n\n        //Get a component reference to this object's Rigidbody2D\n        rb2D = Player.GetComponent<Rigidbody2D>();\n\n        //Get the layer that blocks our object, here BlockingLayer and EventLayer\n        BlockingLayer = LayerMask.GetMask(\"BlockingLayer\");\n        EventLayer = LayerMask.GetMask(\"EventLayer\");\n\n        textmgr = GameObject.Find(\"TextManager OW\").GetComponent<TextManager>();\n\n        //How many times the player has to move before encounter an enemy\n        battleWalkCount = Math.RandomRange(300, 1000);\n\n        //Let's set the last movement to Down.\n        lastMove = new Vector2(0, 1);\n\n        EventManager.instance = GameObject.Find(\"Main Camera OW\").GetComponent<EventManager>();\n\n        if (NewMusicManager.Exists(\"StaticKeptAudio\")) return;\n        audioKept = NewMusicManager.CreateChannelAndGetAudioSource(\"StaticKeptAudio\");\n        audioKept.loop = true;\n        DontDestroyOnLoad(audioKept);\n    }\n\n    private IEnumerator OnEnable2() {\n        yield return 0;\n\n        if (NewMusicManager.audiolist.ContainsKey(\"src\"))             NewMusicManager.audiolist.Remove(\"src\");\n        if (NewMusicManager.audiolist.ContainsKey(\"StaticKeptAudio\")) NewMusicManager.audiolist.Remove(\"StaticKeptAudio\");\n\n        MusicManager.src = Camera.main.GetComponent<AudioSource>();\n        NewMusicManager.audiolist.Add(\"src\", MusicManager.src);\n        //NewMusicManager.audioname.Add(\"src\", MusicManager.filename);\n        if (audioKept)\n            NewMusicManager.audiolist.Add(\"StaticKeptAudio\", audioKept);\n        //NewMusicManager.audioname.Add(\"StaticKeptAudio\", \"Sorry, nyi\");\n\n        PlayerPos = GameObject.Find(\"Player\").transform;\n        Color color = PlayerPos.GetComponent<SpriteRenderer>().color;\n        GameObject.Find(\"PlayerEncounter\").GetComponent<Image>().color = new Color(color.r, color.g, color.b, 0);\n        GameObject.Find(\"EncounterBubble\").GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);\n        PlayerPos.GetComponent<SpriteRenderer>().color = new Color(color.r, color.g, color.b, 1);\n\n        GameObject.Find(\"black\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n        Image heart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n        heart.color = new Color(heart.color.r, heart.color.g, heart.color.b, 0);\n\n        StartCoroutine(TextCoroutine());\n    }\n\n    public void RestartMusic() {\n        MapInfos mi = GameObject.Find(\"Background\").GetComponent<MapInfos>();\n        AudioSource owAudio = UnitaleUtil.GetCurrentOverworldAudio();\n\n        if (owAudio == audioKept) {\n            GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>().Stop();\n            GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>().clip = null;\n            GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>().time = 0;\n        } else {\n            audioKept.Stop();\n            audioKept.clip = null;\n            audioKept.time = 0;\n        }\n        if (owAudio.name.Contains(\"Camera\"))\n            owAudio = GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>();\n\n        if (owAudio.clip == null) {\n            if (mi.music != \"none\") {\n                owAudio.clip = AudioClipRegistry.GetMusic(mi.music);\n                owAudio.Play();\n            } else\n                owAudio.Stop();\n        } else {\n            //Get the file's name with this...thing?\n            string test = owAudio.clip.name.Replace('\\\\', '/').Split(new[] { \"/Audio/\" }, System.StringSplitOptions.RemoveEmptyEntries)[1].Split('.')[0];\n            if (test != mi.music) {\n                if (mi.music != \"none\") {\n                    owAudio.Stop();\n                    owAudio.clip = AudioClipRegistry.GetMusic(mi.music);\n                    owAudio.Play();\n                } else\n                    owAudio.Stop();\n            } else if (!owAudio.isPlaying && owAudio != audioKept) {\n                owAudio.time = audioCurrTime;\n                audioCurrTime = 0;\n                if (owAudio.time == 0) owAudio.Play();\n                else                   owAudio.UnPause();\n            }\n        }\n    }\n\n    private void OnEnable() {\n        SceneManager.sceneLoaded += LoadScene;\n        Fading.FinishFade += FinishFade;\n\n        ControlPanel.instance.FrameBasedMovement = false;\n        try {\n            EventManager.instance.ScriptRunning = false;\n            EventManager.instance.script = null;\n        } catch { /* ignored */ }\n\n        if (GlobalControls.realName != null)\n            PlayerCharacter.instance.Name = GlobalControls.realName;\n\n        TimeIndicator = 0;\n        inBattleAnim = false;\n\n        StartCoroutine(OnEnable2());\n    }\n\n\n    private void OnDisable() {\n        SceneManager.sceneLoaded -= LoadScene;\n        Fading.FinishFade -= FinishFade;\n    }\n\n    private void LoadScene(Scene scene, LoadSceneMode mode) { PlayerNoMove = true; } //Scene loading\n    private void FinishFade() { PlayerNoMove = false; } // Scene loaded\n\n    private void NextText() {\n        if (textmgr.CanAutoSkipAny(true) || textmgr.LineComplete()) {\n            if (!textmgr.AllLinesComplete())\n                textmgr.NextLineText();\n            else if (textmgr.LineCount() != 0) {\n                EventManager.instance.passPressOnce = true;\n                textmgr.transform.parent.parent.SetAsFirstSibling();\n                textmgr.SetTextQueue(null);\n                textmgr.HideTextObject();\n                textmgr.SetHorizontalSpacing(textmgr.font.CharSpacing);\n                textmgr.SetVerticalSpacing();\n                textmgr.SetTextFrameAlpha(0);\n                if (EventManager.instance.script != null)\n                    EventManager.instance.script.Call(\"CYFEventNextCommand\");\n                else\n                    PlayerNoMove = false; //End text no event\n            }\n        }\n    }\n\n    private IEnumerator TextCoroutine() {\n        while (true) {\n            yield return 0;\n            if (!GameObject.Find(\"textframe_border_outer\")) continue;\n            if (GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color.a == 0) continue;\n            try {\n                if (textmgr.CanAutoSkipAny(true))\n                    NextText();\n                if (GlobalControls.input.Cancel == ButtonState.PRESSED && !textmgr.LineComplete() && textmgr.CanSkip()) {\n                    if (EventManager.instance.script != null && EventManager.instance.script.GetVar(\"playerskipdocommand\").Boolean)\n                        textmgr.DoSkipFromPlayer();\n                    else\n                        textmgr.SkipLine();\n                } else if (GlobalControls.input.Confirm == ButtonState.PRESSED && !EventManager.instance.passPressOnce)\n                    NextText();\n            } catch { /* ignored */ }\n        }\n    }\n\n    private void Update() {\n        if (GameOverBehavior.gameOverContainerOw.activeSelf)\n            return;\n\n        //Used to increment TimeIndicator for our pre-Encounter anim\n        if (TimeIndicator > 0 && TimeIndicator < 1) {\n            TimeIndicator += Time.deltaTime;\n\n            if (TimeIndicator > 1)\n                TimeIndicator = 1;\n\n            Image heart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n            Image playerMask = GameObject.Find(\"PlayerEncounter\").GetComponent<Image>();\n            Vector2 positionCamera = Camera.main.transform.position;\n            Vector2 end = new Vector2(PlayerPos.position.x - (positionCamera.x - 320 + 48), PlayerPos.position.y + playerMask.sprite.texture.height / 2.5f - (positionCamera.y - 240 + 25));\n\n            //Here we move the heart to the place it'll be on the beginning of the battle\n            if ((Vector2)heart.transform.position != end)\n                heart.transform.position = new Vector3(PlayerPos.position.x - end.x * TimeIndicator, PlayerPos.position.y + playerMask.sprite.texture.height / 2.5f - end.y * TimeIndicator, 0);\n        }\n\n        int horizontal = 0;     //Used to store the horizontal move direction\n        int vertical = 0;       //Used to store the vertical move direction\n        int currentDirection = 0;\n        //If you locked the player, do nothing\n        if (!PlayerNoMove) {\n            int left = GlobalControls.input.Left > 0 ? 1 : 0;\n            int right = GlobalControls.input.Right > 0 ? 1 : 0;\n            int up = GlobalControls.input.Up > 0 ? 1 : 0;\n            int down = GlobalControls.input.Down > 0 ? 1 : 0;\n            horizontal = right - left;\n            vertical = up - down;\n            //Just some animations switches\n            if (animator.movementDirection == 0) {\n                if (up == 1)         currentDirection = 8;\n                else if (down == 1)  currentDirection = 2;\n                else if (right == 1) currentDirection = 6;\n                else if (left == 1)  currentDirection = 4;\n            }\n            if (GlobalControls.input.Up == ButtonState.PRESSED)         currentDirection = 8;\n            else if (GlobalControls.input.Right == ButtonState.PRESSED) currentDirection = 6;\n            else if (GlobalControls.input.Left == ButtonState.PRESSED)  currentDirection = 4;\n            else if (GlobalControls.input.Down == ButtonState.PRESSED)  currentDirection = 2;\n            if ((animator.beginAnim.Contains(\"Up\") && GlobalControls.input.Up <= 0) ||  (animator.beginAnim.Contains(\"Right\") && GlobalControls.input.Right <= 0) ||\n                (animator.beginAnim.Contains(\"Left\") && GlobalControls.input.Left <= 0) ||  (animator.beginAnim.Contains(\"Down\") && GlobalControls.input.Down <= 0)) {\n                if (horizontal < 0)      currentDirection = 4;\n                else if (horizontal > 0) currentDirection = 6;\n                else if (vertical > 0)   currentDirection = 8;\n                else if (vertical < 0)   currentDirection = 2;\n            }\n        }\n\n        if (currentDirection != 0) animator.movementDirection = currentDirection;\n\n        if (!isBeingMoved)\n            isMoving = AttemptMove(horizontal, vertical);\n\n        if (GlobalControls.input.Menu == ButtonState.PRESSED)\n            if (menuRunning[2] && !menuRunning[3] && !menuRunning[4])\n                CloseMenu(true);\n        menuRunning[4] = false;\n    }\n\n    //Moves the object\n    public void Move(float xDir, float yDir, GameObject go) {\n        Transform goTransform = go.transform;\n        if (goTransform.parent != null)\n            if (goTransform.parent.name == \"SpritePivot\")\n                goTransform = goTransform.parent;\n\n        //Don't calculate anything if no movement\n        if (xDir != 0 || yDir != 0) {\n            //Creates the movement of our object\n            Vector2 end = new Vector2(xDir, yDir);\n            if (go == rb2D.gameObject) end *= speed;\n            else                       end *= go.GetComponent<EventOW>().moveSpeed;\n\n            goTransform.position += (Vector3)end;\n        }\n\n        //If the GameObject is the player, check if the camera can follow him or not\n        if (go == gameObject && !inBattleAnim && GameObject.Find(\"Background\") != null) {\n            RectifyCameraPosition(new Vector2(goTransform.GetChild(0).position.x, goTransform.GetChild(0).position.y + Mathf.Round(PlayerPos.GetChild(0).GetComponent<SpriteRenderer>().sprite.texture.height / 2f)));\n            GameObject.Find(\"Canvas OW\").transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -10);\n        }\n\n        //Decrease battleWalkCount if the player is moving freely\n        if ((xDir != 0 || yDir != 0) && !PlayerNoMove && EventManager.instance.script == null && go == gameObject)\n            battleWalkCount--;\n    }\n\n    //testMove returns true if it is able to move and false if not.\n    //testMove takes parameters for x direction, y direction and a RaycastHit2D to check collision\n    public bool TestMove(float xDir, float yDir, out RaycastHit2D hit, GameObject go) {\n        Transform goTransform = go.transform;\n        BoxCollider2D boxCollider = go.GetComponent<BoxCollider2D>();\n        if (!boxCollider) {\n            hit = new RaycastHit2D();\n            return true;\n        }\n\n        //Store start position to move from, based on objects current transform position\n        Vector2 start = new Vector2(goTransform.position.x + goTransform.localScale.x * boxCollider.offset.x,\n                                    goTransform.position.y + goTransform.localScale.x * boxCollider.offset.y);\n\n        //Calculate end position based on the direction parameters passed in when calling Move and using our boxCollider\n        Vector2 dir = new Vector2(xDir, yDir);\n\n        //Calculate the current size of the object's boxCollider\n        Vector2 size = new Vector2(boxCollider.size.x * goTransform.localScale.x, boxCollider.size.y * goTransform.localScale.y);\n\n        //Disable the boxCollider so that linecast doesn't hit this object's own collider\n        boxCollider.enabled = false;\n\n        float moveSpeed = go == rb2D.gameObject ? this.speed : go.GetComponent<EventOW>().moveSpeed;\n        //Cast a line from start point to end point checking collision on blockingLayer and then EventLayer\n        hit = Physics2D.BoxCast(start, size, 0, dir, Mathf.Sqrt(Mathf.Pow(xDir * moveSpeed, 2) + Mathf.Pow(yDir * moveSpeed, 2)), BlockingLayer);\n        if (hit.transform == null)\n            hit = Physics2D.BoxCast(start, size, 0, dir, Mathf.Sqrt(Mathf.Pow(xDir * moveSpeed, 2) + Mathf.Pow(yDir * moveSpeed, 2)), EventLayer);\n\n        //Re-enable boxCollider after BoxCast\n        boxCollider.enabled = true;\n\n        //Check if anything was hit\n        //If something was hit, return false, Move was unsuccesful\n        return hit.transform == null;\n    }\n\n    public bool AttemptMove(float xDir, float yDir, GameObject go = null, bool wallPass = false) {\n        if (go == null)\n            go = gameObject;\n\n        //If there's an input, register the last input\n        if (!(xDir == 0 && yDir == 0) && go == gameObject)\n            lastMove = new Vector2(xDir, yDir);\n\n        bool canMove2;\n\n        //Check if nothing was hit by BoxCast\n        //If nothing was hit, move normally\n        if (wallPass || go.layer == 0 || (xDir == 0 && yDir == 0)) {\n            canMove2 = !(xDir == 0 && yDir == 0);\n            Move(xDir, yDir, go);\n        } else {\n            //Hit will store whatever our linecast hits when Move is called\n            RaycastHit2D hit;\n\n            //Set canMove to true if Move was successful, false if failed\n            bool canMove = TestMove(xDir, yDir, out hit, go);\n            canMove2 = canMove;\n\n            if (hit.transform == null)                   Move(xDir, yDir, go);\n            //If we can go on sides\n            else if (TestMove(xDir, 0, out hit, go)) Move(xDir, 0, go);\n            //if we can go up or down\n            else if (TestMove(0, yDir, out hit, go)) Move(0, yDir, go);\n            else                                         Move(0, 0, go);\n        }\n\n        //If we moved enough to set battleWalkCount to 0...\n        if (battleWalkCount != 0) return canMove2;\n        if (!GameObject.Find(\"Background\").GetComponent<MapInfos>().noRandomEncounter) {\n            battleWalkCount = -1;\n\n            //...let's set an encounter!\n            SetEncounterAnim();\n        } else\n            battleWalkCount = Math.RandomRange(300, 1000);\n\n        return canMove2;\n    }\n\n    /// <summary>\n    /// The encounter anim, that ends to a battle\n    /// </summary>\n    /// <param name=\"encounterName\">The name of the encounter. If not set, the encounter will be random.</param>\n    /// <param name=\"anim\"></param>\n    /// <param name=\"ForceNoFlee\"></param>\n    public void SetEncounterAnim(string encounterName = \"\", string anim = \"normal\", bool ForceNoFlee = false) { StartCoroutine(AnimationBeforeBattle(encounterName, anim, ForceNoFlee)); }\n\n    //The function that creates the animation before the encounter\n    private IEnumerator AnimationBeforeBattle(string encounterName = \"\", string anim = \"normal\", bool ForceNoFlee = false) {\n        bool quickAnim = (anim ==    \"fast\");\n        bool instant   = (anim == \"instant\");\n\n        PlayerNoMove = true; //Begin encounter\n        inBattleAnim = true;\n        //Here are the player's soul and a black sprite, we'll need to make them go up\n        Image heart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n        Image playerMask = GameObject.Find(\"PlayerEncounter\").GetComponent<Image>();\n        Image blackFont = GameObject.Find(\"black\").GetComponent<Image>();\n\n        playerMask.GetComponent<Image>().sprite = PlayerPos.GetComponent<SpriteRenderer>().sprite;\n        audioCurrTime = MusicManager.src.time;\n        Camera.main.GetComponent<AudioSource>().Stop();\n\n        blackFont.transform.SetAsLastSibling();\n        playerMask.transform.SetAsLastSibling();\n        heart.transform.SetAsLastSibling();\n\n        //If you want a quick animation, we just keep the end of the anim\n        if (!quickAnim && !instant) {\n            uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"BeginBattle1\"));\n\n            //Shows the encounter bubble, the \"!\" on the player\n            SpriteRenderer EncounterBubble = GameObject.Find(\"EncounterBubble\").GetComponent<SpriteRenderer>();\n            EncounterBubble.color = new Color(EncounterBubble.color.r, EncounterBubble.color.g, EncounterBubble.color.b, 1f);\n            EncounterBubble.transform.position = new Vector3(EncounterBubble.transform.position.x, PlayerPos.position.y + playerMask.sprite.texture.height + 6);\n\n            yield return new WaitForSeconds(0.5f);\n        }\n        //Set the heart's position to the player's position\n        heart.transform.position = new Vector3(PlayerPos.position.x, PlayerPos.position.y + (playerMask.sprite.texture.height / 2.5f), -5100);\n        Vector2 positionCamera = Camera.main.transform.position;\n        Vector2 end = new Vector2(PlayerPos.position.x - (positionCamera.x - 320 + 48), PlayerPos.position.y + PlayerPos.GetComponent<RectTransform>().sizeDelta.y / 2 - (positionCamera.y - 240 + 25));\n        blackFont.transform.position = new Vector3(positionCamera.x, positionCamera.y, blackFont.transform.position.z);\n        blackFont.color = new Color(blackFont.color.r, blackFont.color.g, blackFont.color.b, 1f);\n\n        Vector2 nativeSizeDelta = new Vector2(PlayerPos.GetComponent<SpriteRenderer>().sprite.texture.width, PlayerPos.GetComponent<SpriteRenderer>().sprite.texture.height);\n        playerMask.transform.position = new Vector3(PlayerPos.position.x, PlayerPos.position.y, -5040);\n        playerMask.sprite = PlayerPos.GetComponent<SpriteRenderer>().sprite;\n        playerMask.rectTransform.sizeDelta = new Vector2(nativeSizeDelta.x * Mathf.Abs(sprctrl.xscale), nativeSizeDelta.y * Mathf.Abs(sprctrl.yscale)) / 100;\n        //playerMask.transform.localScale = new Vector3(PlayerPos.lossyScale.x / playerMask.transform.lossyScale.x, PlayerPos.lossyScale.y / playerMask.transform.lossyScale.y, 1);\n\n        Color color = PlayerPos.GetComponent<SpriteRenderer>().color;\n        PlayerPos.GetComponent<SpriteRenderer>().color = new Color(color.r, color.g, color.b, 0);\n        playerMask.GetComponent<Image>().color = new Color(color.r, color.g, color.b, 1);\n\n        if (!instant){\n            for (int i = 0; i < 2; i++) {\n                heart.color = new Color(heart.color.r, heart.color.g, heart.color.b, 1f);\n                uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"BeginBattle2\"));\n                yield return new WaitForSeconds(0.075f);\n\n                heart.color = new Color(heart.color.r, heart.color.g, heart.color.b, 0f);\n                yield return new WaitForSeconds(0.075f);\n            }\n        }\n\n        playerMask.color = new Color(color.r, color.g, color.b, 0);\n        heart.color = new Color(heart.color.r, heart.color.g, heart.color.b, 1f);\n        blackFont.color = new Color(blackFont.color.r, blackFont.color.g, blackFont.color.b, 1f);\n\n        //-----------------------------------------------\n\n        uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"BeginBattle3\"));\n\n        TimeIndicator += Time.deltaTime;\n\n        if (TimeIndicator > 1)\n            TimeIndicator = 1;\n\n        Vector3 finalPosition = new Vector3(positionCamera.x - 320 + 48, positionCamera.y - 240 + 25, -5100f);\n        //Here we move the heart to the place it'll be on the beginning of the battle\n        if (heart.transform.position != finalPosition)\n            heart.transform.position = new Vector3(PlayerPos.position.x - (end.x * TimeIndicator), (PlayerPos.position.y + (playerMask.sprite.texture.height / 2.5f)) - (end.y * TimeIndicator), 0);\n\n        if (!instant)\n            yield return new WaitForSeconds(1f);\n\n        //Set the heart's position\n        heart.transform.position = finalPosition;\n\n        if (instant) {\n            color = PlayerPos.GetComponent<SpriteRenderer>().color;\n            GameObject.Find(\"PlayerEncounter\").GetComponent<Image>().color = new Color(color.r, color.g, color.b, 0);\n            GameObject.Find(\"EncounterBubble\").GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);\n            PlayerPos.GetComponent<SpriteRenderer>().color = new Color(color.r, color.g, color.b, 1);\n\n            GameObject.Find(\"black\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n            heart.color = new Color(heart.color.r, heart.color.g, heart.color.b, 0);\n        }\n\n        //Launch the battle\n        StartCoroutine(SetEncounter(encounterName, ForceNoFlee));\n        yield return 0;\n    }\n\n    //The function that is used to launch a battle\n    private IEnumerator SetEncounter(string encounterName = \"\", bool ForceNoFlee = false, bool instant = false) {\n        //Saves our last map and the position of our player, before the battle\n        string mapName = UnitaleUtil.MapCorrespondanceList.ContainsKey(SceneManager.GetActiveScene().name) ? UnitaleUtil.MapCorrespondanceList[SceneManager.GetActiveScene().name] : SceneManager.GetActiveScene().name;\n        LuaScriptBinder.SetSessionGlobal(\"PlayerMap\", DynValue.NewString(mapName));\n        Transform tf = rb2D.transform;\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosX\", DynValue.NewNumber(tf.position.x));\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosY\", DynValue.NewNumber(tf.position.y));\n        LuaScriptBinder.SetSessionGlobal(\"PlayerPosZ\", DynValue.NewNumber(tf.position.z));\n\n        //Sets the mod's folder and the encounter file's name to know what file we have to load\n        string ModFolder = StaticInits.MODFOLDER, Encounter;\n        LuaScriptBinder.SetSessionGlobal(\"ModFolder\", DynValue.NewString(ModFolder));\n        if (ForceNoFlee)\n            LuaScriptBinder.SetSessionGlobal(\"ForceNoFlee\", DynValue.NewBoolean(true));\n\n        DirectoryInfo di = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods/\" + StaticInits.MODFOLDER + \"/Lua/Encounters\"));\n        FileInfo[] encounterFiles = di.GetFiles();\n\n        if (string.IsNullOrEmpty(encounterName)) {\n            ArrayList encounterNames = new ArrayList();\n            foreach (FileInfo encounterFile in encounterFiles) {\n                if (!encounterFile.Name.EndsWith(\".lua\") || encounterFile.Name[0] == '#')\n                    continue;\n                encounterNames.Add(Path.GetFileNameWithoutExtension(encounterFile.Name));\n            }\n            switch (encounterNames.Count) {\n                case 0:\n                    UnitaleUtil.DisplayLuaError(\"Overworld System\", \"There's no valid encounter to launch.\\nYou need to have at least 1 encounter in your mod that doesn't have a '#' as its first character!\");\n                    yield break;\n                case 1:\n                    Encounter = Path.GetFileNameWithoutExtension(encounterNames[0].ToString());\n                    break;\n                default:\n                    Encounter = Path.GetFileNameWithoutExtension(encounterNames[Math.RandomRange(0, encounterNames.Count)].ToString());\n                    break;\n            }\n        } else\n            Encounter = Path.GetFileNameWithoutExtension(encounterName);\n\n        //Let's set the folder and file we want to load.\n        StaticInits.MODFOLDER = ModFolder;\n        StaticInits.ENCOUNTER = Encounter;\n\n        //We save the state of the events.\n        EventManager.instance.SetEventStates(true);\n\n        LuaScriptBinder.ClearBattleGlobals();\n\n        if (!instant)\n            yield return new WaitForEndOfFrame();\n        FindObjectOfType<Fading>().FadeInstant(1);\n\n        //Reset how many times the player has to move before encounter an enemy\n        battleWalkCount = Math.RandomRange(300, 1000);\n\n        //GameObject.Find(\"Main Camera OW\").tag = \"Untagged\";\n        HideOverworld(\"Battle\");\n        EventManager.instance.eventsLoaded = false;\n\n        //Now, we load our battle.\n        GlobalControls.isInFight = true;\n        SceneManager.LoadScene(\"Battle\", LoadSceneMode.Additive);\n        DiscordControls.StartBattle(ModFolder, Encounter);\n        yield return 0;\n    }\n\n    /// <summary>\n    /// Sets a dialogue (old method).\n    /// </summary>\n    /// <param name=\"textTable\">The text that'll be printed</param>\n    /// <param name=\"rearranged\">Will the text be rearranged? (\\r replacements etc)</param>\n    /// <param name=\"mugshots\">The mugshots that'll be used in the dialogue box</param>\n    public void SetDialog(string[] textTable, bool rearranged, DynValue mugshots = null) {\n        if (textTable[0] == string.Empty) {\n            UnitaleUtil.WriteInLogAndDebugger(\"Old SetDialog: There is no text to print!\");\n            return;\n        }\n\n        TextMessage[] textmsg = new TextMessage[textTable.Length];\n\n        for (int i = 0; i < textTable.Length; i++)\n            textmsg[i] = new TextMessage(textTable[i], rearranged, false, mugshots);\n        PlayerNoMove = true; //Old SetDialog\n        EventManager.instance.passPressOnce = true;\n\n        textmgr.SetTextFrameAlpha(1);\n\n        //textmgr.setTextQueue(textmsg, mugshots);\n        textmgr.SetTextQueue(textmsg);\n        textmgr.transform.parent.parent.SetAsLastSibling();\n    }\n\n    /// <summary>\n    /// Rectifies the position of the camera, to be sure that the background will always be on tha camera.\n    /// </summary>\n    /// <param name=\"pos\"></param>\n    /// <returns></returns>\n    public void RectifyCameraPosition(Vector3 pos) {\n        if (pos.x < 320) pos.x = 320;\n        else if (pos.x > backgroundSize.x - 320) pos.x = Mathf.RoundToInt(backgroundSize.x - 320);\n        if (pos.y < 240) pos.y = 240;\n        else if (pos.y > backgroundSize.y - 240) pos.y = Mathf.RoundToInt(backgroundSize.y - 240);\n\n        pos += (Vector3)cameraShift;\n        pos.z = -10000;\n        Camera.main.transform.position = pos;\n\n        foreach (Transform t in parallaxes) {\n            if (!t)\n                continue;\n            Vector3 dimPlx = t.GetComponent<RectTransform>().sizeDelta * t.localScale.x;\n            t.position = new Vector3(Mathf.Round(dimPlx.x) > 640 ? (dimPlx.x / 2 + (backgroundSize.x - dimPlx.x) * ((pos.x - 320) / (backgroundSize.x - 640))) : t.position.x,\n                                     Mathf.Round(dimPlx.y) > 480 ? (dimPlx.y / 2 + (backgroundSize.y - dimPlx.y) * ((pos.y - 240) / (backgroundSize.y - 480))) : t.position.y, t.position.z);\n        }\n    }\n\n    public static void AutoSetUIPos() {\n        if (instance.UIPos == 0) {\n            float cameraOffset = (GameObject.Find(\"Main Camera OW\").GetComponent<RectTransform>().position.y - 240);\n            float playerPos = Mathf.Ceil(instance.gameObject.GetComponent<RectTransform>().position.y - cameraOffset);\n\n            SetUIPos(playerPos < 230);\n        } else\n            SetUIPos(instance.UIPos == 2);\n    }\n\n    public static void SetUIPos(bool top = false) {\n        instance.UIPos = top ? 2 : 1;\n        float cameraOffset = (GameObject.Find(\"Main Camera OW\").GetComponent<RectTransform>().position.y - 240);\n\n        RectTransform textframe = GameObject.Find(\"textframe_border_outer\").GetComponent<RectTransform>();\n        RectTransform menustat = GameObject.Find(\"menustat_border_outer\").GetComponent<RectTransform>();\n\n        // Inverted position\n        if (top) {\n            // Text box\n            textframe.position = new Vector3(textframe.position.x, 318 + cameraOffset, textframe.position.z);\n            // Stat box\n            menustat.localPosition = new Vector3(menustat.localPosition.x, -192, menustat.localPosition.z);\n        // Normal position\n        } else {\n            // Text box\n            textframe.position = new Vector3(textframe.position.x, 8 + cameraOffset, textframe.position.z);\n            // Stat box\n            menustat.localPosition = new Vector3(menustat.localPosition.x, 78, menustat.localPosition.z);\n        }\n    }\n\n    public static IEnumerator LaunchMenu() {\n        instance.PlayerNoMove = true; instance.menuRunning[2] = true; instance.menuRunning[3] = false; instance.menuRunning[4] = true; //Start menu\n        GameObject.Find(\"MenuContainer\").transform.SetAsLastSibling();\n        TextManager[] txtmgrs = GameObject.Find(\"MenuContainer\").GetComponentsInChildren<TextManager>();\n        instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n        /* 0-6   : Menu\n           7-17  : Item\n           18-27 : Stat */\n        foreach (TextManager txt in txtmgrs)\n            txt.SetHorizontalSpacing(2);\n\n        instance.UIPos = 0;\n        AutoSetUIPos();\n\n        GameObject.Find(\"TextManager OW\").GetComponent<TextManager>().SetText(new TextMessage(\"\", false, false));\n        GameObject.Find(\"menustat_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 1);\n        GameObject.Find(\"menuchoice_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 1);\n        GameObject.Find(\"menustat_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 1);\n        GameObject.Find(\"menuchoice_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 1);\n\n        txtmgrs[0].SetText(new TextMessage(\"\" + PlayerCharacter.instance.Name, false, true));\n        if (GlobalControls.crate) {\n            txtmgrs[1].SetText(new TextMessage(\"[font:menu]LV \" + PlayerCharacter.instance.LV, false, true));\n            txtmgrs[2].SetText(new TextMessage(\"[font:menu]PH \" + (int)PlayerCharacter.instance.HP + \"/\" + PlayerCharacter.instance.MaxHP, false, true));\n            txtmgrs[3].SetText(new TextMessage(\"[font:menu]G  \" + PlayerCharacter.instance.Gold, false, true));\n            txtmgrs[4].SetText(new TextMessage((Inventory.inventory.Count > 0 ? \"\" : \"[color:808080]\") + \"TEM\", false, true));\n            txtmgrs[5].SetText(new TextMessage(\"TAST\", false, true));\n            txtmgrs[6].SetText(new TextMessage(\"LECL\", false, true));\n        } else {\n            txtmgrs[1].SetText(new TextMessage(\"[font:menu]LV \" + PlayerCharacter.instance.LV, false, true));\n            txtmgrs[2].SetText(new TextMessage(\"[font:menu]HP \" + (int)PlayerCharacter.instance.HP + \"/\" + PlayerCharacter.instance.MaxHP, false, true));\n            txtmgrs[3].SetText(new TextMessage(\"[font:menu]G  \" + PlayerCharacter.instance.Gold, false, true));\n            txtmgrs[4].SetText(new TextMessage((Inventory.inventory.Count > 0 ? \"\" : \"[color:808080]\") + \"ITEM\", false, true));\n            txtmgrs[5].SetText(new TextMessage(\"STAT\", false, true));\n            txtmgrs[6].SetText(new TextMessage(\"CELL\", false, true));\n        }\n        GameObject.Find(\"Mugshot\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n        Color c = GameObject.Find(\"utHeartMenu\").GetComponent<Image>().color;\n        GameObject.Find(\"utHeartMenu\").GetComponent<Image>().color = new Color(c.r, c.g, c.b, 1);\n        GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-255, 35, GameObject.Find(\"utHeartMenu\").transform.position.z);\n        int choice = 2;\n        yield return 0;\n        while (!instance.menuRunning[3]) {\n            if (!instance.menuRunning[0]) {\n                if (GlobalControls.input.Up == ButtonState.PRESSED) {\n                    choice = (choice + 1) % 3;\n                    GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-255, 35 - ((2 - choice % 3) * 36), GameObject.Find(\"utHeartMenu\").transform.position.z);\n                } else if (GlobalControls.input.Down == ButtonState.PRESSED) {\n                    choice = (choice + 2) % 3;\n                    GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-255, 35 - ((2 - choice % 3) * 36), GameObject.Find(\"utHeartMenu\").transform.position.z);\n                } else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                    instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                    instance.menuRunning[0] = true;\n                    switch (choice) {\n                        case 2: {\n                            //ITEM\n                            int invCount = Inventory.inventory.Count;\n                            if (invCount == 0) {\n                                instance.menuRunning[0] = false;\n                            } else {\n                                for (int i = 0; i != invCount; i++)\n                                    txtmgrs[i + 7].SetText(new TextMessage(Inventory.inventory[i].Name, false, true));\n                                if (GlobalControls.crate) {\n                                    txtmgrs[15].SetText(new TextMessage(\"SUE\",  false, true));\n                                    txtmgrs[16].SetText(new TextMessage(\"FINO\", false, true));\n                                    txtmgrs[17].SetText(new TextMessage(\"DORP\", false, true));\n                                } else {\n                                    txtmgrs[15].SetText(new TextMessage(\"USE\",  false, true));\n                                    txtmgrs[16].SetText(new TextMessage(\"INFO\", false, true));\n                                    txtmgrs[17].SetText(new TextMessage(\"DROP\", false, true));\n                                }\n                                GameObject.Find(\"Mugshot\").GetComponent<Image>().color                = new Color(1, 1, 1, 0);\n                                GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                                GameObject.Find(\"textframe_interior\").GetComponent<Image>().color     = new Color(0, 0, 0, 0);\n                                GameObject.Find(\"item_border_outer\").GetComponent<Image>().color      = new Color(1, 1, 1, 1);\n                                GameObject.Find(\"item_interior\").GetComponent<Image>().color          = new Color(0, 0, 0, 1);\n                                GameObject.Find(\"utHeartMenu\").transform.localPosition                = new Vector3(-48, 143, GameObject.Find(\"utHeartMenu\").transform.position.z);\n                                int index = 0;\n                                yield return 0;\n                                while (instance.menuRunning[0] && !instance.menuRunning[1] && !instance.menuRunning[3]) {\n                                    if (GlobalControls.input.Down == ButtonState.PRESSED) {\n                                        index = (index + 1) % invCount;\n                                        instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n                                        GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, 143 - 32 * index, GameObject.Find(\"utHeartMenu\").transform.position.z);\n                                    } else if (GlobalControls.input.Up == ButtonState.PRESSED) {\n                                        index = (index + invCount - 1) % invCount;\n                                        instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n                                        GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, 143 - 32 * index, GameObject.Find(\"utHeartMenu\").transform.position.z);\n                                    } else if (GlobalControls.input.Cancel == ButtonState.PRESSED) {\n                                        instance.menuRunning[0] = false;\n                                        for (int i = 7; i <= 17; i++) txtmgrs[i].HideTextObject();\n                                        GameObject.Find(\"Mugshot\").GetComponent<Image>().color                = new Color(1, 1, 1, 0);\n                                        GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                                        GameObject.Find(\"textframe_interior\").GetComponent<Image>().color     = new Color(0, 0, 0, 0);\n                                        GameObject.Find(\"item_border_outer\").GetComponent<Image>().color      = new Color(1, 1, 1, 0);\n                                        GameObject.Find(\"item_interior\").GetComponent<Image>().color          = new Color(0, 0, 0, 0);\n                                        GameObject.Find(\"utHeartMenu\").transform.localPosition                = new Vector3(-255, 35 - ((2 - choice % 3) * 36), GameObject.Find(\"utHeartMenu\").transform.position.z);\n                                    } else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                                        instance.menuRunning[1] = true;\n                                        instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                                        int index2 = 0;\n                                        GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, -137, GameObject.Find(\"utHeartMenu\").transform.position.z); // -53,42,156\n                                        yield return 0;\n                                        while (instance.menuRunning[1] && !instance.menuRunning[3]) {\n                                            if (GlobalControls.input.Left == ButtonState.PRESSED) {\n                                                instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n                                                index2 = (index2 + 2) % 3;\n                                                switch (index2) {\n                                                    case 0: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                    case 1: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(47,  -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                    case 2: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(161, -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                }\n                                            } else if (GlobalControls.input.Right == ButtonState.PRESSED) {\n                                                instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menumove\"));\n                                                index2 = (index2 + 1) % 3;\n                                                switch (index2) {\n                                                    case 0: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                    case 1: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(47,  -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                    case 2: GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(161, -137, GameObject.Find(\"utHeartMenu\").transform.position.z); break;\n                                                }\n                                            } else if (GlobalControls.input.Cancel == ButtonState.PRESSED) {\n                                                GameObject.Find(\"utHeartMenu\").transform.localPosition = new Vector3(-48, 143 - 32 * index, GameObject.Find(\"utHeartMenu\").transform.position.z);\n                                                instance.menuRunning[1]                                = false;\n                                            } else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                                                instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                                                for (int i = 7; i <= 17; i++) txtmgrs[i].HideTextObject();\n                                                GameObject.Find(\"item_border_outer\").GetComponent<Image>().color = new Color(1,   1,   1,   0);\n                                                GameObject.Find(\"item_interior\").GetComponent<Image>().color     = new Color(0,   0,   0,   0);\n                                                GameObject.Find(\"utHeartMenu\").GetComponent<Image>().color       = new Color(c.r, c.g, c.b, 0);\n                                                instance.menuRunning[3]                                          = true;\n                                                switch (index2) {\n                                                    case 0:\n                                                        instance.textmgr.SetEffect(null);\n                                                        Inventory.UseItem(index);\n                                                        //Update the stat text managers again, which means you can see the item's effects immediately\n                                                        txtmgrs[0].SetText(new TextMessage(\"\" + PlayerCharacter.instance.Name, false, true));\n                                                        if (GlobalControls.crate) {\n                                                            txtmgrs[1].SetText(new TextMessage(\"[font:menu]LV \" + PlayerCharacter.instance.LV, false, true));\n                                                            txtmgrs[2].SetText(new TextMessage(\"[font:menu]PH \" + (int)PlayerCharacter.instance.HP + \"/\" + PlayerCharacter.instance.MaxHP, false, true));\n                                                            txtmgrs[3].SetText(new TextMessage(\"[font:menu]G  \" + PlayerCharacter.instance.Gold, false, true));\n                                                            txtmgrs[4].SetText(new TextMessage((Inventory.inventory.Count > 0 ? \"\" : \"[color:808080]\") + \"TEM\", false, true));\n                                                            txtmgrs[5].SetText(new TextMessage(\"TAST\", false, true));\n                                                            txtmgrs[6].SetText(new TextMessage(\"LECL\", false, true));\n                                                        } else {\n                                                            txtmgrs[1].SetText(new TextMessage(\"[font:menu]LV \" + PlayerCharacter.instance.LV, false, true));\n                                                            txtmgrs[2].SetText(new TextMessage(\"[font:menu]HP \" + (int)PlayerCharacter.instance.HP + \"/\" + PlayerCharacter.instance.MaxHP, false, true));\n                                                            txtmgrs[3].SetText(new TextMessage(\"[font:menu]G  \" + PlayerCharacter.instance.Gold, false, true));\n                                                            txtmgrs[4].SetText(new TextMessage((Inventory.inventory.Count > 0 ? \"\" : \"[color:808080]\") + \"ITEM\", false, true));\n                                                            txtmgrs[5].SetText(new TextMessage(\"STAT\", false, true));\n                                                            txtmgrs[6].SetText(new TextMessage(\"CELL\", false, true));\n                                                        }\n                                                        break;\n                                                    case 1:\n                                                        string str;\n                                                        Inventory.NametoDesc.TryGetValue(Inventory.inventory[index].Name, out str);\n                                                        instance.textmgr.SetEffect(null);\n                                                        instance.textmgr.SetText(new TextMessage(\"\\\"\" + Inventory.inventory[index].Name + \"\\\"\\n\" + str, true, false));\n                                                        instance.textmgr.transform.parent.parent.SetAsLastSibling();\n                                                        break;\n                                                    case 2:\n                                                        instance.textmgr.SetEffect(null);\n                                                        instance.textmgr.SetText(new TextMessage(GlobalControls.crate ? (\"U DORPED TEH \" + Inventory.inventory[index].Name + \"!!!!!\")\n                                                                                                                      : \"You dropped the \" + Inventory.inventory[index].Name + \".\", true, false));\n                                                        instance.textmgr.transform.parent.parent.SetAsLastSibling();\n                                                        Inventory.RemoveItem(index);\n                                                        break;\n                                                }\n                                                while (instance.PlayerNoMove)\n                                                    yield return 0;\n                                                yield return CloseMenu(true);\n                                            }\n                                            yield return 0;\n                                        }\n                                    }\n                                    yield return 0;\n                                }\n                            }\n                            break;\n                        }\n                        case 1: {\n                            // STAT\n                            GameObject.Find(\"utHeartMenu\").GetComponent<Image>().color = new Color(c.r, c.g, c.b, 0);\n                            txtmgrs[18].SetText(new TextMessage(\"\\\"\" + PlayerCharacter.instance.Name      + \"\\\"\",                           false, true));\n                            txtmgrs[19].SetText(new TextMessage(\"LV \"                                     + PlayerCharacter.instance.LV,    false, true));\n                            txtmgrs[20].SetText(new TextMessage(\"HP \" + PlayerCharacter.instance.HP + \"/\" + PlayerCharacter.instance.MaxHP, false, true));\n                            if (GlobalControls.crate) {\n                                txtmgrs[21].SetText(new TextMessage(\"TA \" + (PlayerCharacter.instance.ATK + PlayerCharacter.instance.WeaponATK) + \" (\" + PlayerCharacter.instance.WeaponATK + \")\", false, true));\n                                txtmgrs[22].SetText(new TextMessage(\"DF \" + (PlayerCharacter.instance.DEF + PlayerCharacter.instance.ArmorDEF) + \" (\" + PlayerCharacter.instance.ArmorDEF + \")\", false, true));\n                                txtmgrs[23].SetText(new TextMessage(\"EPX: \" + PlayerCharacter.instance.EXP, false, true));\n                                txtmgrs[24].SetText(new TextMessage(\"NETX: \" + PlayerCharacter.instance.GetNext(), false, true));\n                                txtmgrs[25].SetText(new TextMessage(\"WAEPON: \" + PlayerCharacter.instance.Weapon, false, true));\n                                txtmgrs[26].SetText(new TextMessage(\"AROMR: \" + PlayerCharacter.instance.Armor, false, true));\n                                txtmgrs[27].SetText(new TextMessage(\"GLOD: \" + PlayerCharacter.instance.Gold, false, true));\n                            } else {\n                                txtmgrs[21].SetText(new TextMessage(\"AT \" + (PlayerCharacter.instance.ATK + PlayerCharacter.instance.WeaponATK) + \" (\" + PlayerCharacter.instance.WeaponATK + \")\", false, true));\n                                txtmgrs[22].SetText(new TextMessage(\"DF \" + (PlayerCharacter.instance.DEF + PlayerCharacter.instance.ArmorDEF) + \" (\" + PlayerCharacter.instance.ArmorDEF + \")\", false, true));\n                                txtmgrs[23].SetText(new TextMessage(\"EXP: \" + PlayerCharacter.instance.EXP, false, true));\n                                txtmgrs[24].SetText(new TextMessage(\"NEXT: \" + PlayerCharacter.instance.GetNext(), false, true));\n                                txtmgrs[25].SetText(new TextMessage(\"WEAPON: \" + PlayerCharacter.instance.Weapon, false, true));\n                                txtmgrs[26].SetText(new TextMessage(\"ARMOR: \" + PlayerCharacter.instance.Armor, false, true));\n                                txtmgrs[27].SetText(new TextMessage(\"GOLD: \" + PlayerCharacter.instance.Gold, false, true));\n                            }\n                            GameObject.Find(\"Mugshot\").GetComponent<Image>().color                = new Color(1, 1, 1, 0);\n                            GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                            GameObject.Find(\"textframe_interior\").GetComponent<Image>().color     = new Color(0, 0, 0, 0);\n                            GameObject.Find(\"stat_border_outer\").GetComponent<Image>().color      = new Color(1, 1, 1, 1);\n                            GameObject.Find(\"stat_interior\").GetComponent<Image>().color          = new Color(0, 0, 0, 1);\n                            yield return 0;\n                            while (instance.menuRunning[0] && !instance.menuRunning[3]) {\n                                if (GlobalControls.input.Cancel == ButtonState.PRESSED || GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                                    GameObject.Find(\"utHeartMenu\").GetComponent<Image>().color = new Color(c.r, c.g, c.b, 1);\n                                    instance.uiAudio.PlayOneShot(AudioClipRegistry.GetSound(\"menuconfirm\"));\n                                    instance.menuRunning[0] = false;\n                                    for (int i = 18; i <= 27; i++) txtmgrs[i].HideTextObject();\n                                    GameObject.Find(\"Mugshot\").GetComponent<Image>().color                = new Color(1, 1, 1, 0);\n                                    GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n                                    GameObject.Find(\"textframe_interior\").GetComponent<Image>().color     = new Color(0, 0, 0, 0);\n                                    GameObject.Find(\"stat_border_outer\").GetComponent<Image>().color      = new Color(1, 1, 1, 0);\n                                    GameObject.Find(\"stat_interior\").GetComponent<Image>().color          = new Color(0, 0, 0, 0);\n                                }\n                                yield return 0;\n                            }\n                            break;\n                        }\n                        default: //CELL\n                            yield return CloseMenu();\n                            instance.textmgr.SetEffect(null);\n                            instance.textmgr.SetText(new TextMessage(GlobalControls.crate ? \"NO CELPLHONE ALOLWDE!!!\" : \"But you don't have a cellphone... [w:10]yet.\", true, false));\n                            instance.textmgr.transform.parent.parent.SetAsLastSibling();\n                            break;\n                    }\n                } else if (GlobalControls.input.Cancel == ButtonState.PRESSED)\n                    yield return CloseMenu(true);\n            }\n            yield return 0;\n        }\n        while (instance.PlayerNoMove)\n            yield return 0;\n        instance.menuRunning[2] = false;\n        instance.menuRunning[3] = false;\n    }\n\n    private static bool CloseMenu(bool endOfInText = false) {\n        foreach (Transform tf in GameObject.Find(\"MenuContainer\").GetComponentsInChildren<Transform>()) {\n            if (tf.GetComponent<Image>()) tf.gameObject.GetComponent<Image>().color = new Color(tf.gameObject.GetComponent<Image>().color.r,\n                                                                                                tf.gameObject.GetComponent<Image>().color.b,\n                                                                                                tf.gameObject.GetComponent<Image>().color.g, 0);\n            if (tf.GetComponent<TextManager>()) tf.gameObject.GetComponent<TextManager>().HideTextObject();\n        }\n        instance.menuRunning = new[] { false, false, !endOfInText, true, true };\n        GameObject.Find(\"Mugshot\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_border_outer\").GetComponent<Image>().color = new Color(1, 1, 1, 0);\n        GameObject.Find(\"textframe_interior\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n        GameObject.Find(\"TextManager OW\").GetComponent<TextManager>().skipNowIfBlocked = true;\n        if (endOfInText)\n            instance.PlayerNoMove = false; //Close menu\n        SetUIPos();\n        instance.UIPos = 0;\n        return true;\n    }\n\n    private static readonly List<string> overworldMusics = new List<string>();\n\n    public static void HideOverworld(string callFrom = \"Unknown\") {\n        Camera.main.GetComponent<FPSDisplay>().enabled = false;\n        overworldMusics.Clear();\n        List<string> toDelete = new List<string>();\n        foreach (string str in NewMusicManager.audiolist.Keys) {\n            AudioSource audio = (AudioSource)NewMusicManager.audiolist[str];\n            if (!audio) {\n                toDelete.Add(str);\n                continue;\n            }\n\n            if (audio.name.Contains(\"StaticKeptAudio\")) continue;\n            if (!audio.isPlaying || str == \"src\") continue;\n            overworldMusics.Add(str);\n            NewMusicManager.Stop(str);\n        }\n        foreach (string str in toDelete)\n            if (str != \"src\")\n                NewMusicManager.DestroyChannel(str);\n        MusicManager.src.Stop();\n        GameObject go2 = new GameObject();\n        GameObject go = Instantiate(go2);\n        Destroy(go2);\n        go.name = \"GameObject\";\n        foreach (Transform t in UnitaleUtil.GetFirstChildren(null, true))\n            if (t != go && !t.name.Contains(\"AudioChannel\") && t.name != \"BGCamera\")\n                if (callFrom == \"Shop\" && t.name == \"Main Camera OW\") {\n                    t.GetComponent<EventManager>().enabled = false;\n                    t.GetComponent<TransitionOverworld>().enabled = false;\n                    t.transform.position = new Vector3(320, 240, t.transform.position.z);\n                } else\n                    t.SetParent(go.transform);\n\n        go.SetActive(false);\n    }\n\n    public static void ShowOverworld(string callFrom = \"Unknown\") {\n        GameObject go = (from tf in UnitaleUtil.GetFirstChildren(null, true) where tf.gameObject.name == \"GameObject\" select tf.gameObject).FirstOrDefault();\n        if (go != null) {\n            go.SetActive(true);\n            if (GameObject.Find(\"Main Camera\"))\n                Destroy(GameObject.Find(\"Main Camera\"));\n            foreach (Transform tf in UnitaleUtil.GetFirstChildren(go.transform, true)) {\n                try {\n                    tf.SetParent(null);\n                    if (tf.name == \"Canvas OW\" || tf.name == \"Canvas Two\" || tf.name == \"Main Camera OW\" || tf.name == \"GameOverContainer\" || tf.name == \"BGCamera\")\n                        DontDestroyOnLoad(tf.gameObject);\n                    else if (tf.childCount > 0)\n                        if (tf.GetChild(0).name == \"Player\")\n                            DontDestroyOnLoad(tf.gameObject);\n                } catch { /* ignored */ }\n            }\n        }\n\n        instance.StartCoroutine(ShowOverworld2(callFrom));\n    }\n\n    private static IEnumerator ShowOverworld2(string callFrom) {\n        yield return 0;\n        if (callFrom == \"Battle\") {\n            Destroy(GameObject.Find(\"psContainer\"));\n            Destroy(GameObject.Find(\"GameObject\"));\n            GameObject.Find(\"Main Camera OW\").GetComponent<CameraShader>().Awake();\n            DiscordControls.ShowOWScene(SceneManager.GetActiveScene().name);\n        }\n\n        FindObjectOfType<Fading>().fade.color = new Color(0, 0, 0, 1);\n        foreach (string str in overworldMusics)\n            try {\n                if (!NewMusicManager.Exists(str))\n                    NewMusicManager.CreateChannel(str);\n                AudioSource channel = ((AudioSource)NewMusicManager.audiolist[str]);\n                string clipNameWithPrefix = NewMusicManager.GetAudioName(str);\n                if (clipNameWithPrefix.StartsWith(\"music:\"))      NewMusicManager.PlayMusic(str, NewMusicManager.GetAudioName(str, false), channel.loop, channel.volume);\n                else if (clipNameWithPrefix.StartsWith(\"sound:\")) NewMusicManager.PlaySound(str, NewMusicManager.GetAudioName(str, false), channel.loop, channel.volume);\n                else if (clipNameWithPrefix.StartsWith(\"voice:\")) NewMusicManager.PlayVoice(str, NewMusicManager.GetAudioName(str, false), channel.loop, channel.volume);\n            } catch { /* ignored */ }\n\n        overworldMusics.Clear();\n        instance.OnDisable();\n        instance.OnEnable();\n        if (callFrom == \"Shop\") {\n            GameObject maincamera = GameObject.Find(\"Main Camera OW\");\n            maincamera.GetComponent<EventManager>().enabled = true;\n            maincamera.GetComponent<TransitionOverworld>().enabled = true;\n        } else {\n            bool restart = true;\n            foreach (TPHandler tp in FindObjectsOfType<TPHandler>())\n                if (tp.gameObject.name.Contains(\"TP On-the-fly\"))\n                    restart = StaticInits.MODFOLDER == FindObjectOfType<MapInfos>().modToLoad;\n            if (restart)\n                instance.RestartMusic();\n        }\n        yield return 0;\n        foreach (Transform tf in UnitaleUtil.GetFirstChildren(GameObject.Find(\"Canvas OW\").transform, true))\n            if (tf.gameObject.GetComponent<UserDebugger>()) {\n                tf.gameObject.GetComponent<UserDebugger>().Start();\n                break;\n            }\n        StaticInits.SendLoaded();\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Overworld/PlayerOverworld.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f8cf8619ec337c54ea4e60411b51f440\ntimeCreated: 1498875628\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 410\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/SaveLoad.cs",
    "content": "﻿using System;\nusing UnityEngine;\nusing System.Runtime.Serialization.Formatters.Binary;\nusing System.IO;\n\n/// <summary>\n/// A static class that is used to load and save a gamestate.\n/// </summary>\npublic static class SaveLoad {\n    public static GameState savedGame;                     // The current session save\n    public static AlMightyGameState permanentGameState;   // The permanent save\n    public static bool started;\n\n    public static void Start() {\n        started = true;\n        try {\n            if (File.Exists(Application.persistentDataPath + \"/save.gd\")) {\n                Debug.Log(\"We found a save at this location : \" + Application.persistentDataPath + \"/save.gd\");\n                BinaryFormatter bf = new BinaryFormatter();\n                FileStream file = File.Open(Application.persistentDataPath + \"/save.gd\", FileMode.Open);\n                savedGame = (GameState)bf.Deserialize(file);\n                if (savedGame.CYFversion == null || string.Compare(savedGame.CYFversion, GlobalControls.OverworldVersion, StringComparison.OrdinalIgnoreCase) < 0)\n                    throw new CYFException(\"Your save file is from <b>CYF v\" + (savedGame.CYFversion ?? \"0.6.3 or earlier\") + \"</b>, \"\n                  + \"but you are currently running <b>CYF v\" + GlobalControls.CYFversion + \"</b>. Your save is incompatible with this version of CYF.\\n\\n\"\n                  + \"To fix this, you must delete your save file. It can be found here: \\n<b>\"\n                  + Application.persistentDataPath + \"/save.gd</b>\\n\\n\"\n                  + \"Or, you can <b>Press R now</b> to delete your save and close CYF.\\n\"\n                  + \"Tell me if you have any more problems, and thanks for following my fork! ^^\");\n                file.Close();\n            } else\n                Debug.Log(\"There's no save at all.\");\n        } catch (CYFException c) {\n            GlobalControls.allowWipeSave = true;\n            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, c.Message, true);\n        } catch (Exception e) {\n            GlobalControls.allowWipeSave = true;\n            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"Have you saved on a previous or newer version of CYF? Your save isn't compatible with this version.\\n\\n\"\n           + \"To fix this, you must delete your save file. It can be found here: \\n<b>\"\n           + Application.persistentDataPath + \"/save.gd</b>\\n\\n\"\n           + \"Or, you can <b>Press R now</b> to delete your save and close CYF.\\n\"\n           + \"Tell me if you have any more problems, and thanks for following my fork! ^^\\n\\nError encountered:\\n\"\n           + e.Message + \"\\n\" + e.StackTrace, true);\n        }\n    }\n\n    public static void Save(bool saveMapState = false) {\n        if (saveMapState)\n            EventManager.instance.SetEventStates(true);\n        GameState currentGame = new GameState();\n        currentGame.SaveGameVariables();\n        BinaryFormatter bf = new BinaryFormatter();\n        //Application.persistentDataPath is a string, so if you wanted you can put that into unitaleutil.writeinlog if you want to know where save games are located\n        FileStream file = File.Create(Application.persistentDataPath + \"/save.gd\");\n        bf.Serialize(file, currentGame);\n        savedGame = currentGame;\n        Debug.Log(\"Save created at this location : \" + Application.persistentDataPath + \"/save.gd\");\n        file.Close();\n    }\n\n    public static bool Load(bool loadGlobals = true) {\n        if (File.Exists(Application.persistentDataPath + \"/save.gd\")) {\n            Debug.Log(\"We found a save at this location : \" + Application.persistentDataPath + \"/save.gd\");\n            BinaryFormatter bf = new BinaryFormatter();\n            FileStream file = File.Open(Application.persistentDataPath + \"/save.gd\", FileMode.Open);\n            GameState currentGame = (GameState)bf.Deserialize(file);\n            currentGame.LoadGameVariables(loadGlobals);\n            file.Close();\n            return true;\n        }\n        Debug.Log(\"There's no save to load.\");\n        savedGame = null;\n        return false;\n    }\n\n    public static void SavePermanentGlobals(string key = null) {\n        permanentGameState = new AlMightyGameState();\n        permanentGameState.SaveAllGlobals();\n        File.Delete(Application.persistentDataPath + \"/AlMightySave.gd\");\n        BinaryFormatter bf = new BinaryFormatter();\n        //Application.persistentDataPath is a string, so if you wanted you can put that into unitaleutil.writeinlog if you want to know where save games are located\n        FileStream file = File.Create(Application.persistentDataPath + \"/AlMightySave.gd\");\n        bf.Serialize(file, permanentGameState);\n        Debug.Log(key == null ? \"Permanent globals have been saved!\" : \"The permanent global \\\"\" + key + \"\\\" has been saved!\");\n        file.Close();\n    }\n\n    public static bool LoadPermanentGlobals() {\n        if (File.Exists(Application.persistentDataPath + \"/AlMightySave.gd\")) {\n            Debug.Log(\"We found a permanent save at this location : \" + Application.persistentDataPath + \"/AlMightySave.gd\");\n            BinaryFormatter bf = new BinaryFormatter();\n            FileStream file = File.Open(Application.persistentDataPath + \"/AlMightySave.gd\", FileMode.Open);\n            permanentGameState = (AlMightyGameState)bf.Deserialize(file);\n            permanentGameState.LoadAllGlobals();\n            file.Close();\n            return true;\n        }\n        Debug.Log(\"There is no permanent save to load.\");\n        return false;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/SaveLoad.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 21947f5cd1de16143987cb1177aa9537\ntimeCreated: 1463031214\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/ShopScript.cs",
    "content": "﻿using System;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class ShopScript : MonoBehaviour {\n    public static string scriptName;\n    private int numberOfChoices = 4;\n    private int selection;\n    private bool waitForSelection;\n    private bool infoActive;\n    private bool interrupted;\n    private string[] mainName;\n    private DynValue[] mainInfo;\n    private int[] mainPrice;\n    private int currentItemIndex;\n    private int sellItem = -1;\n    private readonly State[] canSelect = { State.MENU, State.BUY, State.BUYCONFIRM, State.SELL, State.SELLCONFIRM, State.TALK };\n    private readonly State[] bigTexts = { State.SELL, State.SELLCONFIRM, State.TALKINPROGRESS, State.INTERRUPT, State.EXIT };\n\n    private enum State { MENU, BUY, BUYCONFIRM, SELL, SELLCONFIRM, TALK, TALKINPROGRESS, EXIT, INTERRUPT }\n    private State currentState = State.MENU;\n    private State interruptState = State.MENU;\n\n    private TPHandler tp;\n    public TextManager tmMain, tmChoice, tmInfo, tmBigTalk, tmGold, tmItem;\n    public GameObject tmInfoParent, utHeart;\n    public ScriptWrapper script;\n\n    // Use this for initialization\n    private void Start() {\n        FindObjectOfType<Fading>().BeginFade(-1);\n\n        tmBigTalk.SetTextQueue(new[] { new TextMessage(\"[novoice]\", false, true) });\n        EnableBigText(false);\n\n        if (scriptName == null)\n            throw new CYFException(\"You must give a valid script name to the function General.EnterShop()\");\n\n        script = new ScriptWrapper {\n            scriptname = scriptName\n        };\n        string scriptText = FileLoader.GetScript(\"Shops/\" + scriptName, \"Loading a shop\", \"event\");\n\n        try {\n            script.DoString(scriptText);\n            script.SetVar(\"background\", UserData.Create(LuaSpriteController.GetOrCreate(GameObject.Find(\"Background\"))));\n            script.script.Globals[\"Interrupt\"] = ((Action<DynValue, string>) Interrupt);\n            script.script.Globals[\"CreateSprite\"] = (Func<string, string, int, DynValue>) SpriteUtil.MakeIngameSprite;\n            script.script.Globals[\"CreateLayer\"] = (Func<string, string, bool, bool>) SpriteUtil.CreateLayer;\n            script.script.Globals[\"CreateText\"] = (Func<Script, DynValue, DynValue, int, string, int, LuaTextManager>) LuaScriptBinder.CreateText;\n            UnitaleUtil.TryCall(script, \"Start\");\n\n            tmMain.SetCaller(script);\n            tmChoice.SetCaller(script);\n            tmInfo.SetCaller(script);\n            tmBigTalk.SetCaller(script);\n\n            tmMain.SetTextQueue(new[] { new TextMessage(\"[linespacing:11]\" + script.GetVar(\"maintalk\").String, true, false) });\n            tmChoice.SetTextQueue(new[] { new TextMessage(\"[novoice][font:uidialoglilspace][linespacing:9]    Buy\\n    Sell\\n    Talk\\n    Exit\", false, true) });\n            tmGold.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + PlayerCharacter.instance.Gold + \"G\", false, true) });\n            tmItem.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + Inventory.inventory.Count + \"/8\", false, true) });\n            tmInfo.SetTextQueue(new[] { new TextMessage(\"[novoice]\", false, true) });\n\n            Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(script.GetVar(\"music\").String);\n            Camera.main.GetComponent<AudioSource>().time = 0;\n            Camera.main.GetComponent<AudioSource>().Play();\n\n            SetPlayerOnSelection();\n        }\n        catch (InterpreterException ex) { UnitaleUtil.DisplayLuaError(scriptName, ex.DecoratedMessage != null ? UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message : ex.Message); }\n        catch (Exception ex)            { UnitaleUtil.DisplayLuaError(scriptName, \"Unknown error. Usually means you're missing a sprite.\\nSee documentation for details.\\nStacktrace below in case you wanna notify a dev.\\n\\nError: \" + ex.Message + \"\\n\\n\" + ex.StackTrace); }\n\n    }\n\n    private delegate TResult Func<T1, T2, T3, T4, T5, T6, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg, T6 arg6);\n\n    // void CreateLayer(string name, string relatedTag = \"BelowUI\", bool before = false) { SpriteUtil.CreateLayer(name, relatedTag, before); }\n    // DynValue CreateSprite(string filename, string tag = \"BelowUI\", int childNumber = -1) { return SpriteUtil.MakeIngameSprite(filename, tag, childNumber); }\n\n    private static TextMessage[] BuildTextFromTable(DynValue text, string beforeText) {\n        TextMessage[] msgs = new TextMessage[text.Type == DataType.Table ? text.Table.Length : 1];\n        for (int i = 0; i < msgs.Length; i++)\n            if (text.Type == DataType.Table) msgs[i] = new RegularMessage(beforeText + text.Table.Get(i + 1).String);\n            else                             msgs[i] = new RegularMessage(beforeText + text.String);\n        return msgs;\n    }\n\n    private void Interrupt(DynValue text, string nextState = \"MENU\") {\n        if (currentState == State.INTERRUPT) return;\n        UnitaleUtil.TryCall(script, \"OnInterrupt\", DynValue.NewString(nextState));\n        try { interruptState = (State)Enum.Parse(typeof(State), nextState, true); }\n        catch { throw new CYFException(\"\\\"\" + nextState + \"\\\" is not a valid shop state.\"); }\n        ChangeState(State.INTERRUPT, -1, text);\n    }\n\n    private void EnableBigText(bool enable) {\n        if (enable) {\n            if (!tmMain.IsFinished())   tmMain.SkipLine();\n            if (!tmChoice.IsFinished()) tmChoice.SkipLine();\n        }\n        tmBigTalk.transform.parent.parent.gameObject.SetActive(enable);\n    }\n\n    private void ChangeState(State state, int select = -1, object arg = null) {\n        EnableBigText(bigTexts.Contains(state));\n        if (currentState == State.INTERRUPT)\n            interrupted = false;\n        currentState = state;\n        //Switch comparison states\n        string text;\n        switch (state) {\n            case State.MENU:\n                UnitaleUtil.TryCall(script, \"EnterMenu\");\n                if (!interrupted) {\n                    sellItem = -1;\n                    if (select != -1)\n                        selection = select;\n                    numberOfChoices = 4;\n                    tmChoice.SetTextQueue(new[] { new TextMessage(\"[novoice][font:uidialoglilspace][linespacing:9]    Buy\\n    Sell\\n    Talk\\n    Exit\", false, true) });\n                    tmMain.SetTextQueue(new[] { new TextMessage(\"[linespacing:11]\" + script.GetVar(\"maintalk\").String, true, false) });\n                    tmGold.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + PlayerCharacter.instance.Gold + \"G\", false, true) });\n                    tmItem.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + Inventory.inventory.Count + \"/8\", false, true) });\n                    infoActive = false;\n                    tmInfoParent.transform.position = new Vector3(tmInfoParent.transform.position.x, 70, tmInfoParent.transform.position.z);\n                }\n                break;\n            case State.BUYCONFIRM:\n                currentItemIndex = selection;\n                selection = 1;\n                numberOfChoices = 2;\n                tmChoice.SetTextQueue(new[] { new TextMessage(\"[font:uidialoglilspace][linespacing:0][novoice]Buy for\\n\" + mainPrice[currentItemIndex] + \"G?\\n\\n    Yes\\n    No\", false, true) });\n                break;\n            case State.SELLCONFIRM:\n                currentItemIndex = selection;\n                selection = 1;\n                numberOfChoices = 2;\n                tmBigTalk.SetTextQueue(new[] { new TextMessage(\"\\n[linespacing:11][font:uidialoglilspace][novoice]          Sell the \" + Inventory.inventory[currentItemIndex].Name + \" for \" +\n                                                               Inventory.NametoPrice[Inventory.inventory[currentItemIndex].Name] / 5 + \"G?\\n\\n              Yes\\tNo\" +\n                                                               \"\\n\\n\\t   [color:ffff00](\" + PlayerCharacter.instance.Gold + \"G)\", false, true) });\n                break;\n            case State.BUY:\n                UnitaleUtil.TryCall(script, \"EnterBuy\");\n                if (!interrupted) {\n                    if (select != -1)\n                        selection = select;\n                    text = BuildBuyString().Replace(\"\\n\", \" \\n\").Replace(\"\\r\", \" \\r\").Replace(\"\\t\", \" \\t\");\n                    numberOfChoices = text.Split('\\n', '\\r', '\\t').Length;\n                    tmChoice.SetTextQueue(new[] { new TextMessage(\"[linespacing:9][font:uidialoglilspace]\" + script.GetVar(\"buytalk\").String, false, false) });\n                    tmMain.SetTextQueue(new[] { new TextMessage(\"[novoice][linespacing:11][font:uidialoglilspace]\" + text, false, true) });\n                    tmGold.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + PlayerCharacter.instance.Gold + \"G\", false, true) });\n                    tmItem.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + Inventory.inventory.Count + \"/8\", false, true) });\n                }\n                break;\n            case State.SELL:\n                UnitaleUtil.TryCall(script, \"EnterSell\");\n                if (!interrupted) {\n                    if (select != -1)\n                        selection = select;\n                    if (sellItem == -1)\n                        sellItem = Inventory.inventory.Count;\n                    text = BuildSellString();\n                    numberOfChoices = Inventory.inventory.Count + 1;\n                    tmBigTalk.SetTextQueue(new[] { new TextMessage(\"[novoice][font:uidialoglilspace][linespacing:11]\" + text, false, true) });\n                    if (Inventory.inventory.Count == 0) {\n                        UnitaleUtil.TryCall(script, \"FailSell\", DynValue.NewString(\"empty\"));\n                        if (!interrupted)\n                            HandleCancel();\n                    }\n                }\n                break;\n            case State.TALK:\n                UnitaleUtil.TryCall(script, \"EnterTalk\");\n                if (!interrupted) {\n                    if (select != -1)\n                        selection = select;\n                    text = BuildTalkString();\n                    numberOfChoices = mainName.Length + 1;\n                    tmMain.SetTextQueue(new[] { new TextMessage(\"[linespacing:11]\" + text, false, true) });\n                    tmChoice.SetTextQueue(new[] { new TextMessage(\"[font:uidialoglilspace][linespacing:9]\" + script.GetVar(\"talktalk\").String, false, false) });\n                }\n                break;\n            case State.TALKINPROGRESS:\n                UnitaleUtil.TryCall(script, \"SuccessTalk\", DynValue.NewString(mainName[selection]));\n                if (!interrupted) {\n                    TextMessage[] texts = BuildTalkResultStrings();\n                    tmBigTalk.SetTextQueue(texts);\n                    utHeart.GetComponent<Image>().enabled = false;\n                }\n                break;\n            case State.EXIT:\n                UnitaleUtil.TryCall(script, \"EnterExit\");\n                if (!interrupted) {\n                    TextMessage[] texts2 = BuildTextFromTable(script.GetVar(\"exittalk\"), \"[linespacing:11]\");\n                    tmBigTalk.SetTextQueue(texts2);\n                    utHeart.GetComponent<Image>().enabled = false;\n                }\n                break;\n            case State.INTERRUPT:\n                tmBigTalk.SetTextQueue(BuildTextFromTable((DynValue) arg, \"[linespacing:11]\"));\n                utHeart.GetComponent<Image>().enabled = false;\n                interrupted = true;\n                break;\n        }\n        if (canSelect.Contains(state))\n            waitForSelection = true;\n    }\n\n    private void SetPlayerOnSelection() {\n        if (Array.IndexOf(canSelect, currentState) == -1)\n            return;\n        TextManager tm = null;\n        switch (currentState) {\n            case State.MENU:\n            case State.BUYCONFIRM:\n                tm = tmChoice;\n                break;\n            case State.BUY:\n            case State.TALK:\n                tm = tmMain;\n                break;\n            case State.SELL:\n            case State.SELLCONFIRM:\n                tm = tmBigTalk;\n                break;\n        }\n\n        if (tm == null) return;\n\n        int usedSelection = selection;\n        if (currentState == State.BUYCONFIRM)  usedSelection += 3;\n        if (currentState == State.SELLCONFIRM) usedSelection += 6;\n\n        Vector3 v = tm.letters[GetIndexFirstCharOfGivenLine(tm, usedSelection)].image.transform.position;\n        utHeart.transform.position = new Vector3(v.x - 16, v.y + 8, v.z);\n        if (currentState != State.BUY) return;\n        infoActive = selection != numberOfChoices - 1;\n        if (!infoActive) return;\n        string info = mainPrice[selection] == 0 ? \"SOLD OUT\" : mainInfo[selection].String;\n        tmInfo.SetTextQueue(new[] { new TextMessage(\"[novoice][font:uidialoglilspace]\" + info, false, true) });\n    }\n\n    private static int GetIndexFirstCharOfGivenLine(TextManager tm, int choiceIndex = 0) {\n        string text = tm.textQueue[0].Text;\n        int count = -1, columnsUsed = 0, bracketCount = 0, bracketBegin = 0;\n        for (int i = 0; i < text.Length; i++) {\n            if (tm.letters.Any(data => data.index == i))\n                count++;\n\n            switch (text[i]) {\n                case ' ':\n                case '*': continue;\n                case '[':\n                    if (bracketCount == 0)\n                        bracketBegin = i;\n                    bracketCount++;\n                    break;\n                case '\\n':\n                case '\\r':\n                    choiceIndex -= tm.columnNumber - columnsUsed;\n                    columnsUsed = 0;\n                    continue;\n                case '\\t':\n                    choiceIndex--;\n                    columnsUsed++;\n                    continue;\n            }\n\n            if (bracketCount == 0 && choiceIndex <= 0) return count;\n\n            if (text[i] == ']' && bracketCount > 0)\n                bracketCount--;\n\n            // Unmatched open bracket at end of text\n            if (bracketCount > 0 && i == text.Length - 1) {\n                bracketCount = 0;\n                i = bracketBegin;\n            }\n        }\n        return 0;\n    }\n\n    private string BuildBuyString() {\n        string result = \"[font:uidialoglilspace][linespacing:11]\";\n        DynValue[] itemName, itemInfo, itemPrice;\n        try {\n            itemName = UnitaleUtil.TableToDynValueArray(script.GetVar(\"buylist\").Table.Get(1).Table);\n            itemInfo = UnitaleUtil.TableToDynValueArray(script.GetVar(\"buylist\").Table.Get(2).Table);\n            itemPrice = UnitaleUtil.TableToDynValueArray(script.GetVar(\"buylist\").Table.Get(3).Table);\n        } catch { throw new CYFException(\"The variable \\\"buylist\\\" must contain a table!\"); }\n\n        mainName = new string[itemName.Length];\n        mainInfo = new DynValue[itemName.Length];\n        mainPrice = new int[itemName.Length];\n\n        for (int i = 0; i < itemName.Length; i ++) {\n            if (i < itemPrice.Length && itemPrice[i].Type != DataType.Number && itemPrice[i].Number % 1 != 0) throw new CYFException(\"The price table must contain integers.\");\n            if (!Inventory.NametoDesc.Keys.Contains(itemName[i].String))\n                throw new CYFException(\"The item \\\"\" + itemName[i].String + \"\\\" doesn't exist in the inventory database.\");\n            mainName[i] = itemName[i].String;\n            mainInfo[i] = i >= itemInfo.Length ? DynValue.NewString(Inventory.NametoDesc[itemName[i].String]) : itemInfo[i];\n            mainPrice[i] = i >= itemPrice.Length ? Inventory.NametoPrice[mainName[i]] : (int)itemPrice[i].Number;\n            try {\n                if (mainPrice[i] == -1) mainPrice[i] = Inventory.NametoPrice[mainName[i]];\n                if (mainPrice[i] == 0)  result += \"  [color:808080]--- SOLD OUT ---[color:ffffff]\\n\";\n                else                    result += \"  \" + mainPrice[i] + \"G - \" + mainName[i] + \"\\n\";\n            } catch { throw new CYFException(\"The item \\\"\" + mainName[i] + \"\\\" doesn't have a price in the database.\"); }\n        }\n        return result + \"  Exit\";\n    }\n\n    private string BuildTalkString() {\n        DynValue talks, talkResults;\n        try {\n            talks = script.GetVar(\"talklist\").Table.Get(1);\n            talkResults = script.GetVar(\"talklist\").Table.Get(2);\n        } catch { throw new CYFException(\"The variable talklist must be an array which contains two other arrays.\"); }\n\n        string result = \"[font:uidialoglilspace][linespacing:11]\";\n        if (talks.Type == DataType.Table) {\n            mainName = new string[talks.Table.Length];\n            mainInfo = new DynValue[talks.Table.Length];\n            for (int i = 0; i < talks.Table.Length; i ++) {\n                mainName[i] = talks.Table.Get(i + 1).String;\n                result += \"  \" + mainName[i] + \"\\n\";\n                mainInfo[i] = talkResults.Table.Get(i + 1);\n            }\n        } else\n            throw new CYFException(\"The variable talklist must be an array which contains two other arrays.\");\n        return result + \"  Exit\";\n    }\n\n    private TextMessage[] BuildTalkResultStrings() { return BuildTextFromTable(mainInfo[selection], \"[linespacing:11]\"); }\n\n    private string BuildSellString() {\n        string result = \"\";\n        mainName = new string[Inventory.inventory.Count];\n        for (int i = 0; i < 8; i ++) {\n            if (i < Inventory.inventory.Count) {\n                int price = Inventory.NametoPrice[Inventory.inventory[i].Name];\n                result += \"  \" + (i % 2 == 0 ? \"\" : \"  \") + (price == 0 ? \"NO!\" : price / 5 + \"G\") + \" - \" + Inventory.inventory[i].ShortName;\n            } else if (i < sellItem) result += \"  [color:888888](thanks PURCHASE)\";\n            else                     result += \" \";\n            result += (i % 2 == 0 ? \"\\t\" : \"\\n\");\n        }\n        return result + \"  [color:ffffff]Exit\\t                [color:ffff00](\" + PlayerCharacter.instance.Gold + \"G)\";\n    }\n\n    private void HandleAction() {\n        switch (currentState) {\n            case State.EXIT:\n                break;\n            case State.MENU:\n                switch (selection) {\n                    case 0: ChangeState(State.BUY, 0);  break;\n                    case 1: ChangeState(State.SELL, 0); break;\n                    case 2: ChangeState(State.TALK, 0); break;\n                    case 3: HandleCancel();             break;\n                }\n                break;\n            case State.BUY:\n                if (selection == numberOfChoices - 1) HandleCancel();\n                else {\n                    ChangeState(State.BUYCONFIRM, 0);\n                    if (mainPrice[currentItemIndex] == 0) {\n                        UnitaleUtil.TryCall(script, \"FailBuy\", DynValue.NewString(\"soldout\"));\n                        HandleCancel();\n                    }\n                }\n                break;\n            case State.SELL:\n                if (selection == 8) HandleCancel();\n                else {\n                    ChangeState(State.SELLCONFIRM, 0);\n                    if (Inventory.NametoPrice[Inventory.inventory[currentItemIndex].Name] == 0) {\n                        UnitaleUtil.PlaySound(\"SeparateSound\", \"ShopFail\");\n                        UnitaleUtil.TryCall(script, \"FailSell\", DynValue.NewString(\"cantsell\"));\n                        HandleCancel();\n                    }\n                }\n                break;\n            case State.TALK:\n                if (selection == numberOfChoices - 1) HandleCancel();\n                else                                  ChangeState(State.TALKINPROGRESS);\n                break;\n            case State.BUYCONFIRM:\n                if (selection == numberOfChoices - 1) UnitaleUtil.TryCall(script, \"ReturnBuy\");\n                else {\n                    if (PlayerCharacter.instance.Gold < mainPrice[currentItemIndex]) UnitaleUtil.TryCall(script, \"FailBuy\", DynValue.NewString(\"gold\"));\n                    else if (Inventory.inventory.Count == Inventory.inventorySize)   UnitaleUtil.TryCall(script, \"FailBuy\", DynValue.NewString(\"full\"));\n                    else if (mainPrice[currentItemIndex] == 0)                       UnitaleUtil.TryCall(script, \"FailBuy\", DynValue.NewString(\"soldout\"));\n                    else {\n                        UnitaleUtil.TryCall(script, \"SuccessBuy\", DynValue.NewString(mainName[currentItemIndex]));\n                        UnitaleUtil.PlaySound(\"SeparateSound\", \"ShopSuccess\");\n                        PlayerCharacter.instance.SetGold(PlayerCharacter.instance.Gold - mainPrice[currentItemIndex]);\n                        Inventory.AddItem(mainName[currentItemIndex]);\n                        tmGold.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + PlayerCharacter.instance.Gold + \"G\", false, true) });\n                        tmItem.SetTextQueue(new[] { new TextMessage(\"[novoice]\" + Inventory.inventory.Count + \"/8\", false, true) });\n                    }\n                }\n                if (!interrupted) {\n                    selection = currentItemIndex;\n                    HandleCancel();\n                }\n                break;\n            case State.SELLCONFIRM:\n                if (selection == numberOfChoices - 1) UnitaleUtil.TryCall(script, \"ReturnSell\");\n                else {\n                    UnitaleUtil.TryCall(script, \"SuccessSell\", DynValue.NewString(mainName[currentItemIndex]));\n                    UnitaleUtil.PlaySound(\"SeparateSound\", \"ShopSuccess\");\n                    PlayerCharacter.instance.SetGold(PlayerCharacter.instance.Gold + Inventory.NametoPrice[Inventory.inventory[currentItemIndex].Name] / 5);\n                    Inventory.RemoveItem(currentItemIndex);\n                    if (currentItemIndex == Inventory.inventory.Count && Inventory.inventory.Count != 1)\n                        currentItemIndex--;\n                }\n                if (!interrupted) {\n                    currentItemIndex = 0;\n                    selection = currentItemIndex;\n                    HandleCancel();\n                }\n                break;\n        }\n    }\n\n    private void HandleCancel(bool fromKey = false) {\n        switch (currentState) {\n            case State.MENU:        if (!fromKey) ChangeState(State.EXIT);                 break;\n            case State.BUY:\n            case State.SELL:\n            case State.TALK:        ChangeState(State.MENU, (int)(currentState - 1) / 2 ); break;\n            case State.BUYCONFIRM:  ChangeState(State.BUY, currentItemIndex);              break;\n            case State.SELLCONFIRM: ChangeState(State.SELL, currentItemIndex);             break;\n        }\n    }\n\n    private void SelectionInputManager() {\n        utHeart.GetComponent<Image>().enabled = true;\n        int xMov = GlobalControls.input.Left == ButtonState.PRESSED ? -1 : GlobalControls.input.Right == ButtonState.PRESSED ? 1 : 0;\n        int yMov = GlobalControls.input.Up   == ButtonState.PRESSED ? -1 : GlobalControls.input.Down  == ButtonState.PRESSED ? 1 : 0;\n        if (xMov != 0 || yMov != 0) {\n            switch (currentState) {\n                case State.MENU:        selection = UnitaleUtil.SelectionChoice(4, selection, xMov, yMov, 4, 1); break;\n                case State.TALK:\n                case State.BUY:         selection = UnitaleUtil.SelectionChoice(numberOfChoices, selection, xMov, yMov, numberOfChoices, 1); break;\n                case State.BUYCONFIRM:  selection = UnitaleUtil.SelectionChoice(2, selection, xMov, yMov, 2, 1); break;\n                case State.SELLCONFIRM: selection = UnitaleUtil.SelectionChoice(2, selection, xMov, yMov, 1, 2, false); break;\n                case State.SELL:\n                    if (selection == 8 && yMov == -1)\n                        selection = numberOfChoices - 2 - (numberOfChoices - 2) % 2;\n                    else\n                        selection = UnitaleUtil.SelectionChoice(selection < 8 && (xMov != 0 || selection % 2 == 1) ? numberOfChoices - 1 : 9, selection, xMov, yMov, 5, 2);\n\n                    if (currentState == State.SELL && selection >= numberOfChoices - 1)\n                        selection = 8;\n                    break;\n            }\n            SetPlayerOnSelection();\n        } else if (GlobalControls.input.Confirm == ButtonState.PRESSED)\n            HandleAction();\n        else if (GlobalControls.input.Cancel == ButtonState.PRESSED)\n            HandleCancel(true);\n    }\n\n    private void TextInputManager() {\n        if (GlobalControls.input.Cancel == ButtonState.PRESSED && !tmBigTalk.LineComplete() && tmBigTalk.CanSkip()) {\n            if (script.GetVar(\"playerskipdocommand\").Boolean)\n                tmBigTalk.DoSkipFromPlayer();\n            else\n                tmBigTalk.SkipLine();\n        } else if ((GlobalControls.input.Confirm == ButtonState.PRESSED || tmBigTalk.CanAutoSkipAny(true)) && tmBigTalk.LineComplete() && !tmBigTalk.AllLinesComplete())\n            tmBigTalk.NextLineText();\n        else if ((GlobalControls.input.Confirm == ButtonState.PRESSED || tmBigTalk.CanAutoSkipAny(true)) && tmBigTalk.AllLinesComplete()) {\n            switch (currentState) {\n                case State.TALKINPROGRESS:\n                    ChangeState(State.TALK);\n                    utHeart.GetComponent<Image>().enabled = true;\n                    EnableBigText(false);\n                    break;\n                case State.EXIT:\n                    if (tp != null)\n                        break;\n                    if (script.GetVar(\"returnscene\").Type != DataType.String)\n                        throw new CYFException(\"The variable \\\"returnscene\\\" must be a string.\");\n                    if (script.GetVar(\"returnpos\").Type != DataType.Table)\n                        throw new CYFException(\"The variable \\\"returnpos\\\" must be a table.\");\n                    else if (script.GetVar(\"returnpos\").Table.Length < 2)\n                        throw new CYFException(\"The variable \\\"returnpos\\\" must be a table with two numbers.\");\n                    else if (script.GetVar(\"returnpos\").Table.Get(1).Type != DataType.Number || script.GetVar(\"returnpos\").Table.Get(2).Type != DataType.Number)\n                        throw new CYFException(\"The variable \\\"returnpos\\\" must be a table with two numbers.\");\n\n                    if (script.GetVar(\"returndir\").Type != DataType.Number)\n                        throw new CYFException(\"The variable \\\"returndir\\\" must be a number.\");\n                    else if (script.GetVar(\"returndir\").Number > 8 || script.GetVar(\"returndir\").Number < 2 || script.GetVar(\"returndir\").Number % 2 == 1)\n                        throw new CYFException(\"The variable \\\"returndir\\\" must be either 2 (Down), 4 (Left), 6 (Right) or 8 (Up).\");\n\n                    tmBigTalk.HideTextObject();\n\n                    tp = Instantiate(Resources.Load<TPHandler>(\"Prefabs/TP On-the-fly\"));\n                    tp.sceneName = script.GetVar(\"returnscene\").String;\n                    tp.position = new Vector2((float) script.GetVar(\"returnpos\").Table.Get(1).Number, (float) script.GetVar(\"returnpos\").Table.Get(2).Number);\n                    tp.direction = (int) script.GetVar(\"returndir\").Number;\n                    script.Remove();\n                    DontDestroyOnLoad(tp);\n                    StartCoroutine(tp.LaunchTP());\n                    break;\n                case State.INTERRUPT:\n                    utHeart.GetComponent<Image>().enabled = true;\n                    EnableBigText(false);\n                    ChangeState(interruptState);\n                    break;\n            }\n        }\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (script.GetVar(\"Update\") != null)\n            UnitaleUtil.TryCall(script, \"Update\");\n        if (waitForSelection) {\n            SetPlayerOnSelection();\n            waitForSelection = false;\n        }\n        if (canSelect.Contains(currentState)) SelectionInputManager();\n        else                                  TextInputManager();\n        if (infoActive && tmInfoParent.transform.position.y != 234) {\n            tmInfoParent.transform.position = new Vector3(tmInfoParent.transform.position.x,\n                                                          tmInfoParent.transform.position.y + 6 <= 234 ? tmInfoParent.transform.position.y + 6 : 234,\n                                                          tmInfoParent.transform.position.z);\n        } else if (!infoActive && tmInfoParent.transform.position.y != 70)\n            tmInfoParent.transform.position = new Vector3(tmInfoParent.transform.position.x,\n                                                          tmInfoParent.transform.position.y - 6 >= 70 ? tmInfoParent.transform.position.y - 6 : 70,\n                                                          tmInfoParent.transform.position.z);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Overworld/ShopScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47f2627eecbdab3448e2f99131e367e9\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/SpecialAnnouncementScript.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class SpecialAnnouncementScript : MonoBehaviour {\n    // Globally used variables\n    public  Text        mainText,  subText;  // Text objects used for the old CYF v0.6 secret and the new part of the secret\n    public  AudioSource mainAudio, subAudio; // Audio objects, first one used for the two vocal messages, the second one used for Goat Sound\n    private LuaSpriteController mainSprite, subSprite, fadeSprite, pauseSprite; // Sprites used for both animated characters, the fade effect and the pause button\n    private int phase = 0; // Current speech phase\n    private float punderTime = 0; // Used to store the current time when switching to the old text to the new one\n    private string lastPunderSprite = \"\", lastLuSprite = \"\"; // Variables used to know whether we should change the current animated sprite or not\n    private bool firstTalk = false; // Used in order to know when to fade in the first animated character\n    private readonly Dictionary<string, Sprite> punderSprites = new Dictionary<string, Sprite>(); // Dictionaries storing the two animated characters' sprites\n    private readonly Dictionary<string, Sprite> luSprites = new Dictionary<string, Sprite>(); // Dictionaries storing the two animated characters' sprites\n    private readonly Dictionary<string, AudioClip> audioFiles = new Dictionary<string, AudioClip>(); // Dictionary storing all of the project's files\n\n    // MisriHalek reference variables\n    public  Image misriHalek;\n    private Vector2 MHPos;\n    private bool MHStarted;\n    private bool MHJustStarted;\n\n    // Volume check variables\n    private float lastTime;\n    private const int sampleDataLength = 256;\n    private float clipVolume;\n    private float[] clipSampleData;\n\n    // Dictionary associating two functions: the goal is to associate a current time value and its punder face\n    private readonly Dictionary<Func<float, bool>, Func<string>> punderFaceList = new Dictionary<Func<float, bool>, Func<string>> {\n        { x => x == 0,     () => \"veryHappy\" },\n        { x => x < 7.5,    () => \"question\" },\n        { x => x < 8.5,    () => \"idle\" },\n        { x => x < 18.5,   () => \"happy\" },\n        { x => x < 21,     () => \"perv\" },\n        { x => x < 23,     () => \"misriHalek\" },\n        { x => x < 28.5,   () => \"happy\" },\n        { x => x < 42,     () => \"serious\" },\n        { x => x < 55.5,   () => \"happy\" },\n        { x => x < 57.5,   () => \"serious\" },\n        { x => x < 58,     () => \"happy\" },\n        { x => x < 59,     () => \"sad\" },\n        { x => x < 60,     () => \"happy\" },\n        { x => x < 62,     () => \"sad\" },\n        { x => x < 64.5,   () => \"happy\" },\n        { x => x < 74,     () => \"serious\" },\n        { x => x < 80,     () => \"idle\" },\n        { x => x < 94.7,   () => \"serious\" },\n        { x => x < 107.5,  () => \"happy\" },\n        { x => x < 117,    () => \"serious\" },\n        { x => x < 120.25, () => \"happy\" },\n        { x => x < 120.4,  () => \"undyne2\" },\n        { x => x < 120.55, () => \"undyne\" },\n        { x => x < 120.65, () => \"undyne2\" },\n        { x => x < 120.75, () => \"undyne3\" },\n        { x => x < 121,    () => \"undyne\" },\n        { x => x < 129,    () => \"happy\" },\n        { x => x < 130,    () => \"questionHappy\" },\n        { x => x < 133.5,  () => \"happy\" },\n        { x => x < 137,    () => \"determined\" },\n        { x => x < 138.6,  () => \"happy\" },\n        { x => x < 139.25, () => \"laugh\" },\n        { x => x < 143.1,  () => \"happy\" },\n        { x => x < 150,    () => \"veryHappy\" }\n    };\n\n    // Dictionary associating two functions: the goal is to associate a current time value and its punder face\n    private readonly Dictionary<Func<float, bool>, Func<string>> luFaceList = new Dictionary<Func<float, bool>, Func<string>> {\n        { x => x < 2,    () => \"NormalNormal\" },\n        { x => x < 3.5,  () => \"WaveNormal\" },\n        { x => x < 6.3,  () => \"NormalNormal\" },\n        { x => x < 8,    () => \"PointNormal\" },\n        { x => x < 12.4, () => \"NormalSad\" },\n        { x => x < 14.5, () => \"NormalNormal\" },\n        { x => x < 18.4, () => \"PointHappy\" },\n        { x => x < 19.5, () => \"NormalNormal\" },\n        { x => x < 22.4, () => \"HoldNormal\" },\n        { x => x < 27.2, () => \"PointNormal\" },\n        { x => x < 31.1, () => \"NormalHappy\" },\n        { x => x < 32.2, () => \"NormalNormal\" },\n        { x => x < 34.4, () => \"NormalHappy\" },\n        { x => x < 38,   () => \"WaveHappy\" },\n    };\n\n    // Use this for initialization\n    private void Start() {\n        // Load CYF's save file\n        StaticInits.Start();\n        SaveLoad.Start();\n\n        // Set up CYF's basic objects\n        new ControlPanel();\n        new PlayerCharacter();\n        #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n            Misc.WindowName = GlobalControls.crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName;\n        #endif\n        // Load CYF's permanent globals\n        SaveLoad.LoadPermanentGlobals();\n\n        // Load all resources needed for this animation to play\n        Sprite[] punderSprs = Resources.LoadAll<Sprite>(\"Sprites/Punder\");\n        foreach (Sprite spr in punderSprs)\n            punderSprites.Add(spr.name, spr);\n\n        Sprite[] luSprs = Resources.LoadAll<Sprite>(\"Sprites/Lu\");\n        foreach (Sprite spr in luSprs)\n            luSprites.Add(spr.name, spr);\n\n        AudioClip[] adcs = Resources.LoadAll<AudioClip>(\"Audios\");\n        foreach (AudioClip adc in adcs)\n            audioFiles.Add(adc.name, adc);\n\n        // Create all sprites needed for the animation\n        mainSprite = (LuaSpriteController) SpriteUtil.MakeIngameSprite(\"empty\", \"Default\").UserData.Object;\n        mainSprite.alpha = 0;\n        mainSprite.SetPivot(.5f, 0);\n        mainSprite.x = 0;\n        mainSprite.y = 20;\n\n        fadeSprite = (LuaSpriteController) SpriteUtil.MakeIngameSprite(\"black\", \"Default\").UserData.Object;\n        fadeSprite.alpha = 0;\n\n        pauseSprite = (LuaSpriteController) SpriteUtil.MakeIngameSprite(\"empty\", \"Default\").UserData.Object;\n        SetSprite(Resources.Load<Sprite>(\"Sprites/pause\"), \"\", pauseSprite);\n        pauseSprite.alpha = 0;\n\n        subSprite = (LuaSpriteController) SpriteUtil.MakeIngameSprite(\"empty\", \"Lu\").UserData.Object;\n        subSprite.x = 0;\n        subSprite.y = -400;\n        SetSprite(\"HoldNormal0\", false);\n\n        // Preload all other audio files to prevent lag spikes\n        foreach (AudioClip clip in audioFiles.Values) {\n            mainAudio.clip = clip;\n            mainAudio.Play();\n        }\n        mainAudio.clip = audioFiles[\"MisriHalek\"];\n        mainAudio.loop = false;\n        mainAudio.Play();\n\n        clipSampleData = new float[sampleDataLength];\n    }\n\n    // Set the main or sub sprite using a string key\n    private void SetSprite(string key, bool main) {\n        LuaSpriteController spr = main ? mainSprite : subSprite;\n        SetSprite(key, spr, main ? 0 : 1);\n    }\n\n    // Set a sprite using a string key\n    private void SetSprite(string key, LuaSpriteController spr, int main = -1) {\n        Dictionary<string, Sprite> sprDict = main == 0 ? punderSprites : luSprites;\n        SetSprite(sprDict[key], key, spr, main);\n    }\n\n    // Set a given sprite to a sprite controller\n    protected virtual void SetSprite(Sprite key, string strKey, LuaSpriteController spr, int main = -1) {\n        if (key == null)\n            throw new Exception(\"Tried to set sprite with key \\\"\" + strKey + \"\\\".\");\n        if (main >= 0 && main <= 1 && (main == 0 ? lastPunderSprite : lastLuSprite) == strKey) return;\n        spr.img.GetComponent<Image>().sprite            = key;\n        spr.img.GetComponent<RectTransform>().sizeDelta = new Vector2(key.texture.width, key.texture.height);\n        switch (main) {\n            case 0: lastPunderSprite = strKey; break;\n            case 1:\n                lastLuSprite = strKey;\n                spr.Scale(2, 2);\n                break;\n        }\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (mainAudio.time != lastTime) {\n            lastTime = mainAudio.time;\n\n            // Compute which sprite to use\n            string currentSprite = (punderTime == 0 ? punderFaceList : luFaceList).First(sw => sw.Key(mainAudio.time)).Value();\n\n            int talkLevel = 0;\n            if (mainAudio.isPlaying) {\n                // Compute the current and following sound samples to know which sprite to display\n                // I read 256 samples, which is about 20ms on a 44khz stereo clip, beginning at the current sample position of the clip\n                // I compute the average of the volume of these samples and use it to know which sprite to display\n                mainAudio.clip.GetData(clipSampleData, mainAudio.timeSamples);\n                clipVolume = 0f;\n                foreach (float sample in clipSampleData)\n                    clipVolume += Mathf.Abs(sample);\n                clipVolume /= sampleDataLength;\n\n                if (punderTime == 0) talkLevel = clipVolume > 0.031 ? 1 : 0; // -30dB\n                else                 talkLevel = clipVolume > 0.056 ? 2 : clipVolume > 0.01 ? 1 : 0; // -25db & -40db\n                if (!firstTalk && talkLevel > 0)\n                    firstTalk = true;\n            }\n\n            // Actually set the sprite using the volume computed earlier\n            string suffix = punderTime == 0 ? (talkLevel > 0 ? \"T\" : \"\") : talkLevel.ToString();\n            SetSprite(currentSprite + (currentSprite.Contains(\"undyne\") ? \"\" : suffix), punderTime == 0);\n        }\n\n        // Fades the first animated character in when the volume is high enough\n        if (firstTalk && mainSprite.alpha < 1)\n            mainSprite.alpha += Time.deltaTime;\n\n        if (punderTime > 0) {\n            // Fade in the other elements while playing the second thing\n            if (mainAudio.time <= 2 && fadeSprite.alpha < 1)\n                fadeSprite.alpha = Mathf.Min(.5f, mainAudio.time / 3);\n        }\n\n        CheckPhaseEvent();\n    }\n\n    // Execute a range of events\n    private void CheckPhaseEvent() {\n        if (punderTime == 0)\n            switch (phase) {\n                case 0:\n                    if (mainAudio.time >= 15) {\n                        phase ++;\n                        mainText.text = \"(This friend in question is MisriHalek, the guy who made...)\";\n                    }\n                    break;\n                case 1:\n                    if (mainAudio.time >= 21) {\n                        if (!MHStarted) {\n                            mainText.text = \"(This friend in question is MisriHalek, the guy who made this dude down there!)\";\n                            mainAudio.time = 21;\n                            mainAudio.Pause();\n                            MHStarted = true;\n                            MHJustStarted = true;\n                            misriHalek.transform.localPosition = new Vector2(360, -360);\n                            MHPos = misriHalek.transform.localPosition;\n                            subAudio.loop = false;\n                            subAudio.clip = audioFiles[\"GoatSound\"];\n                            subAudio.Play();\n                        }\n\n                        if (subAudio.time != 0 && MHPos.x > 280 && subAudio.time < subAudio.clip.length / 2) MHPos = new Vector2(MHPos.x - 5, MHPos.y + 10);\n                        else if (subAudio.time == 0 && MHPos.x < 360)                                        MHPos = new Vector2(MHPos.x + 5, MHPos.y - 10);\n                        else if (MHJustStarted)                                                              MHJustStarted = false;\n                        else if (subAudio.time == 0 && !subAudio.isPlaying && !MHJustStarted) {\n                            phase++;\n                            mainAudio.UnPause();\n                            mainText.text = \"\";\n                        }\n\n                        misriHalek.transform.localPosition = subAudio.time != 0 ? new Vector2(MHPos.x + (float)(UnityEngine.Random.value - .5) * 10, MHPos.y + (float)(UnityEngine.Random.value - .5) * 10) : MHPos;\n                    }\n                    break;\n                case 2:\n                    if (mainAudio.time >= 73) {\n                        phase++;\n                        mainText.text = \"(You really should write this down :P)\";\n                    }\n                    break;\n                case 3:\n                    if (mainAudio.time >= 80) {\n                        phase++;\n                        mainText.text = \"\";\n                    }\n                    break;\n                case 4:\n                    if (mainAudio.time >= 116) {\n                        phase++;\n                        mainText.text = \"(Yep, shared. However, let the others discover what you discovered by yourself, it's funnier that way for them!)\";\n                    }\n                    break;\n                case 5:\n                    if (mainAudio.time >= 125) {\n                        phase++;\n                        mainText.text = \"\";\n                    }\n                    break;\n                case 6:\n                    if (mainAudio.time >= 133.5) {\n                        phase++;\n                        mainText.text = \"(I ordered a Frisk, but all I got was a crate!)\";\n                    }\n                    break;\n                case 7:\n                    if (mainAudio.time >= 143) {\n                        phase++;\n\n                        subAudio.loop = false;\n                        subAudio.clip = audioFiles[\"ButtonSound\"];\n                        subAudio.Play();\n\n                        pauseSprite.alpha = 1;\n                        mainAudio.time = 143;\n                        punderTime = mainAudio.time;\n                        mainAudio.time = 0;\n                        mainAudio.clip = audioFiles[\"Rhenny\"];\n                        mainAudio.loop = false;\n                        mainAudio.Play();\n                    }\n                    break;\n                default:\n                    phase++;\n                    mainText.text = \"(I ordered a Frisk, but all I got was a crate!)\\n\\nThanks for listening to the end guys, you can now close the game!\";\n                    break;\n            }\n        else {\n            switch (phase) {\n                case 8:\n                    if (mainAudio.time >= 1.2) {\n                        subSprite.y = Mathf.Min(-160f, subSprite.y + 6);\n                        if (subSprite.y >= -160f) phase++;\n                    }\n                    break;\n                case 9:\n                    if (mainAudio.time >= 18.5) {\n                        subSprite.y = Mathf.Max(-400f, subSprite.y - 6);\n                        if (subSprite.y <= -400f) phase++;\n                    }\n                    break;\n                case 10:\n                    if (mainAudio.time >= 20) {\n                        subText.rectTransform.localPosition = new Vector3(subText.rectTransform.localPosition.x, Mathf.Min(-92, subText.rectTransform.localPosition.y + 4), subText.rectTransform.localPosition.z);\n                        subSprite.y = Mathf.Min(-138f, subSprite.y + 4);\n                        if (subSprite.y >= -138f) phase++;\n                    }\n                    break;\n                case 11:\n                    if (mainAudio.time >= 22.4) {\n                        subSprite.y = Mathf.Max(-160, subSprite.y - 4);\n                        if (subSprite.y <= -160f) phase++;\n                    }\n                    break;\n                case 12:\n                    if (mainAudio.time >= mainAudio.clip.length - 2) {\n                        subSprite.y = Mathf.Max(-400f, subSprite.y - 10);\n                        if (subSprite.y <= -400f) phase++;\n                    }\n                    break;\n            }\n\n            if (mainAudio.isPlaying) return;\n            subAudio.loop = false;\n            subAudio.clip = audioFiles[\"ButtonSound\"];\n            subAudio.Play();\n\n            pauseSprite.alpha = 0;\n            fadeSprite.alpha  = 0;\n            mainAudio.clip    = audioFiles[\"MisriHalek\"];\n            mainAudio.loop    = false;\n            mainAudio.time    = punderTime;\n            punderTime        = 0;\n            mainAudio.Play();\n        }\n    }\n}\n"
  },
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    "path": "Assets/Scripts/Overworld/SpecialAnnouncementScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 68da3a59a7fef2545a932ae833649006\ntimeCreated: 1498950759\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/TPHandler.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing System.Collections;\nusing System.Linq;\n\npublic class TPHandler : MonoBehaviour {\n    public string sceneName;            //The name of the scene we'll load\n    public Vector2 position;            //The future position of our player\n    public int direction = 0;           //The direction of the player\n    public bool activated;              //Checks if we're already in a TP\n    public bool noFadeIn;\n    public bool noFadeOut;\n\n    private Collider2D playerC2D;       //The player's Collider2D\n    private Collider2D objectC2D;       //This object's Collider2D\n\n    //Use this for initialization\n    private void Start() {\n        //Same for the object we're testing\n        objectC2D = GetComponent<Collider2D>();\n\n        if (!GlobalControls.isInShop) {\n            //Finds the player in the GameObject list, and store its Collider2D\n            playerC2D = GameObject.Find(\"Player\").GetComponent<Collider2D>();\n        }\n    }\n\n    private void OnTriggerEnter2D(Object col) {\n        if (activated || col != playerC2D || PlayerOverworld.instance.PlayerNoMove || EventManager.instance.script != null) return;\n        activated = true;\n        objectC2D.enabled = false;\n        StaticInits.MODFOLDER = GameObject.Find(\"Background\").GetComponent<MapInfos>().modToLoad;\n        gameObject.transform.SetParent(null);\n        DontDestroyOnLoad(gameObject);\n        StartCoroutine(LaunchTP());\n    }\n\n    //launchTP makes our tp, and lots of other nice stuff\n    public IEnumerator LaunchTP() {\n        PlayerOverworld.instance.PlayerNoMove = true; //Launch TP\n        if (GameObject.Find(\"FadingBlack\"))\n            if (!noFadeIn) {\n                float fadeTime = GameObject.Find(\"FadingBlack\").GetComponent<Fading>().BeginFade(1);\n                yield return new WaitForSeconds(fadeTime);\n            } else\n                GameObject.Find(\"FadingBlack\").GetComponent<Fading>().FadeInstant(1);\n        EventManager.instance.fadeOutToMap = !noFadeOut;\n\n        if (GlobalControls.isInShop) {\n            PlayerOverworld.ShowOverworld(\"Shop\");\n            GlobalControls.isInShop = false;\n        }\n        EventManager.instance.SetEventStates();\n        GlobalControls.EventData.Clear();\n\n        if (!FileLoader.SceneExists(sceneName)) {\n            UnitaleUtil.DisplayLuaError(\"Teleportation script\", \"The map named \\\"\" + sceneName + \"\\\" doesn't exist.\");\n            yield break;\n        }\n        if (GlobalControls.nonOWScenes.Contains(sceneName)) {\n            UnitaleUtil.DisplayLuaError(\"Teleportation script\", \"Sorry, but \\\"\" + sceneName + \"\\\" is not the name of an overworld scene.\");\n            yield break;\n        }\n        SceneManager.LoadScene(sceneName);\n        StartCoroutine(TransitionOverworld.GetIntoDaMap(\"tphandler\", new object[] { position, this }));\n    }\n\n    public void LaunchTPInternal() {\n        StartCoroutine(LaunchTP());\n    }\n}\n"
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    "path": "Assets/Scripts/Overworld/TPHandler.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cafce2c3f7e465f478d7b302ab1b8236\ntimeCreated: 1458856694\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Overworld/Title.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing System.Collections;\n\npublic class Title : MonoBehaviour {\n    public int phase;\n    public int indexChoice = 0;\n    private float diff, actualX, actualY;\n    private bool initPhase;\n    private int choiceLetter;\n    private readonly string[] firstPhaseEventNames = { \"Continue\", \"Reset\", \"ChangeName\" };\n    private readonly string[] secondPhaseEventNames = { \"No\", \"Yes\" };\n\n    public TextManager tmName, TextManagerName, TextManagerLevel, TextManagerTime, TextManagerMap;\n    public GameObject Logo, LogoCrate, RetromodeCanvas;\n    public SpriteRenderer PressEnterOrZ;\n\n    // Use this for initialization\n    private void Start() {\n        if (!SaveLoad.started) {\n            StaticInits.Start();\n            SaveLoad.Start();\n            new ControlPanel();\n            new PlayerCharacter();\n            #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n                Misc.WindowName = GlobalControls.crate ? ControlPanel.instance.WinodwBsaisNmae : ControlPanel.instance.WindowBasisName;\n            #endif\n            SaveLoad.LoadPermanentGlobals();\n            LuaScriptBinder.SetSessionGlobal(\"ModFolder\", MoonSharp.Interpreter.DynValue.NewString(\"@Title\"));\n            UnitaleUtil.AddKeysToMapCorrespondanceList();\n        }\n        GameObject firstCamera = GameObject.Find(\"Main Camera\");\n        firstCamera.SetActive(false);\n        if (GameObject.Find(\"Main Camera\")) Destroy(firstCamera);\n        else                                firstCamera.SetActive(true);\n        tmName.SetHorizontalSpacing(2);\n        tmName.SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_DEFAULT_NAME));\n        diff = calcTotalLength(tmName);\n        actualX = tmName.transform.localPosition.x;\n        actualY = tmName.transform.localPosition.y;\n        if (GlobalControls.crate) {\n            Logo.GetComponent<SpriteRenderer>().enabled = false;\n            LogoCrate.GetComponent<SpriteRenderer>().enabled = true;\n        }\n        DontDestroyOnLoad(Camera.main.gameObject);\n        StartCoroutine(TitlePhase1());\n    }\n\n    private IEnumerator TitlePhase1() {\n        Camera.main.GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(\"intro_noise\"));\n        while (Camera.main.GetComponent<AudioSource>().isPlaying)\n            yield return 0;\n        while (phase == 0) {\n            PressEnterOrZ.color = new Color(255, 255, 255, PressEnterOrZ.color.a == 1 ? 0 : 1);\n            yield return new WaitForSeconds(1);\n        }\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (GlobalControls.input.Confirm == ButtonState.PRESSED && phase == 0) {\n            phase++;\n            Camera.main.GetComponent<AudioSource>().Stop();\n            Destroy(RetromodeCanvas);\n            StopCoroutine(TitlePhase1());\n        } else switch (phase) {\n            case 1: {\n                if (!initPhase) {\n                    initPhase = true;\n\n                    Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetMusic(\"mus_menu\");\n                    Camera.main.GetComponent<AudioSource>().Play();\n                    try {\n                        if (!SaveLoad.Load()) {\n                            SceneManager.LoadScene(\"EnterName\");\n                        } else {\n                            PressEnterOrZ.gameObject.SetActive(false);\n                            Logo.SetActive(false);\n                            LogoCrate.SetActive(false);\n                            GameObject.Find(\"Back1\").SetActive(false);\n                            TextManagerName.SetHorizontalSpacing(2);\n                            TextManagerLevel.SetHorizontalSpacing(2);\n                            TextManagerTime.SetHorizontalSpacing(2);\n                            TextManagerMap.SetHorizontalSpacing(2);\n                            TextManagerName.SetTextQueue(new[] { new TextMessage(PlayerCharacter.instance.Name, false, true) });\n                            TextManagerLevel.SetTextQueue(new[] { new TextMessage((GlobalControls.crate ? \"VL\" : \"LV\") + PlayerCharacter.instance.LV, false, true) });\n                            TextManagerTime.SetTextQueue(new[] {new TextMessage(UnitaleUtil.TimeFormatter(SaveLoad.savedGame.playerTime), false, true) });\n                            TextManagerMap.SetTextQueue(new[] { new TextMessage(SaveLoad.savedGame.lastScene, false, true) });\n                            tmName.SetTextQueue(new[] { new TextMessage(PlayerCharacter.instance.Name, false, true) });\n                            diff = calcTotalLength(tmName);\n                            tmName.SetEffect(new ShakeEffect(tmName));\n                        }\n                    } catch {\n                        GlobalControls.allowWipeSave = true;\n                        if (GlobalControls.crate)\n                            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"U USED AN ODL VERSOIN OF CFY? IT ISN'T COMAPTIBEL.\\n\\n\"\n                                                                             + \"DELEET UR SAVE OT NOT HVAE DA ERRRO AGAIN. HREE: <b>\\n\"\n                                                                             + Application.persistentDataPath + \"/save.gd</b>\\n\\n\"\n                                                                             + \"OR <b>PERS R NWO</b> TO DELEET SAV N CLOSE YCF.\\n\\n\\n\"\n                                                                             + \"IF MOAR PORBLMES, TELL EM! :D\\n\\n\");\n                        else\n                            UnitaleUtil.DisplayLuaError(StaticInits.ENCOUNTER, \"Have you saved on a previous or newer version of CYF? Your save isn't compatible with this version.\\n\\n\"\n                                                                             + \"To fix this, you must delete your save file. It can be found here: \\n<b>\"\n                                                                             + Application.persistentDataPath + \"/save.gd</b>\\n\\n\"\n                                                                             + \"Or, you can <b>Press R now</b> to delete your save and close CYF.\\n\\n\\n\"\n                                                                             + \"Tell me if you have any more problems, and thanks for following my fork! ^^\\n\\n\");\n                    }\n                } else {\n                    if (GlobalControls.input.Right == ButtonState.PRESSED || GlobalControls.input.Left == ButtonState.PRESSED)\n                        setColor(choiceLetter == 2 ? 2 : (choiceLetter + 1) % 2);\n                    if (GlobalControls.input.Up == ButtonState.PRESSED || GlobalControls.input.Down == ButtonState.PRESSED)\n                        setColor(choiceLetter == 2 ? 0 : 2);\n                    else if (GlobalControls.input.Confirm == ButtonState.PRESSED)\n                        switch (choiceLetter) {\n                            case 0:\n                                phase = -1;\n                                StartCoroutine(LoadGame());\n                                break;\n                            case 1:\n                                phase                                                                                    = 2;\n                                GameObject.Find(firstPhaseEventNames[choiceLetter]).GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);\n                                GameObject.Find(\"CanvasReset\").transform.position                                        = new Vector3(320, 240, -500);\n                                setColor(0, 2);\n                                break;\n                            case 2:\n                                SceneManager.LoadScene(\"EnterName\");\n                                break;\n                        }\n                }\n\n                break;\n            }\n            case 2: {\n                if (tmName.transform.localScale.x < 3) {\n                    float scale = Mathf.Min(3, tmName.transform.localScale.x + 0.01f);\n                    tmName.transform.localScale = new Vector3(scale, scale, 1);\n                    tmName.MoveTo(actualX - ((tmName.transform.localScale.x - 1) * diff / 2),\n                                  actualY - ((tmName.transform.localScale.x - 1) * diff / 6));\n                }\n                if (GlobalControls.input.Right == ButtonState.PRESSED || GlobalControls.input.Left == ButtonState.PRESSED)\n                    setColor((choiceLetter + 1) % 2, 2);\n                else if (GlobalControls.input.Confirm == ButtonState.PRESSED) {\n                    if (choiceLetter == 1) {\n                        Camera.main.GetComponent<AudioSource>().Stop();\n                        Camera.main.GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(\"intro_holdup\"));\n                        phase = -1;\n                        StartCoroutine(NewGame());\n                    } else {\n                        phase                                                                                     = 1;\n                        GameObject.Find(secondPhaseEventNames[choiceLetter]).GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);\n                        GameObject.Find(\"CanvasReset\").transform.position                                         = new Vector3(320,     240,     50);\n                        tmName.transform.localPosition                                                            = new Vector3(actualX, actualY, tmName.transform.localPosition.z);\n                        tmName.transform.localScale                                                               = new Vector3(1,       1,       1);\n                        setColor(0);\n                    }\n                }\n\n                break;\n            }\n        }\n    }\n\n    private void setColor(int nbr, int mode = 1) {\n        string obj = mode == 1 ? firstPhaseEventNames[choiceLetter] : secondPhaseEventNames[choiceLetter];\n        GameObject.Find(obj).GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);\n        choiceLetter = nbr;\n        obj = mode == 1 ? firstPhaseEventNames[choiceLetter] : secondPhaseEventNames[choiceLetter];\n        GameObject.Find(obj).GetComponent<SpriteRenderer>().color = new Color(1, 1, 0, 1);\n    }\n\n    private IEnumerator LoadGame() {\n        DontDestroyOnLoad(gameObject);\n        UnitaleUtil.ResetOW();\n        SceneManager.LoadScene(\"TransitionOverworld\");\n        DiscordControls.StartOW();\n        yield return 0;\n        //yield return Application.isLoadingLevel;\n        //GameObject.Find(\"Player\").transform.position = new Vector3(;\n        StaticInits.InitAll(LuaScriptBinder.GetSessionGlobal(\"ModFolder\").String, true);\n        if (GameObject.Find(\"Main Camera\"))\n            Destroy(GameObject.Find(\"Main Camera\"));\n        Destroy(gameObject);\n    }\n\n    private IEnumerator NewGame() {\n        SpriteRenderer blank = GameObject.Find(\"Blank\").GetComponent<SpriteRenderer>();\n        while (blank.color.a <= 1) {\n            if (tmName.transform.localScale.x < 3) {\n                float scale = Mathf.Min(3, tmName.transform.localScale.x + 0.01f);\n                tmName.transform.localScale = new Vector3(scale, scale, 1);\n                tmName.MoveTo(actualX - ((tmName.transform.localScale.x - 1) * diff / 2),\n                              actualY - ((tmName.transform.localScale.x - 1) * diff / 6));\n            }\n            blank.color = new Color(blank.color.r, blank.color.g, blank.color.b, blank.color.a + 0.003f);\n            yield return 0;\n        }\n        while (Camera.main.GetComponent<AudioSource>().isPlaying)\n            yield return 0;\n        PlayerCharacter.instance.Reset(false);\n        LuaScriptBinder.ClearVariables();\n        GlobalControls.GameMapData.Clear();\n        Inventory.inventory.Clear();\n        DontDestroyOnLoad(gameObject);\n        UnitaleUtil.ResetOW();\n        SceneManager.LoadScene(\"TransitionOverworld\");\n        DiscordControls.StartOW();\n        yield return 0;\n        GlobalControls.overworldTimestamp += (SaveLoad.savedGame != null ? SaveLoad.savedGame.playerTime : 0f);\n        //yield return Application.isLoadingLevel;\n        if (GameObject.Find(\"Main Camera\"))\n            Destroy(GameObject.Find(\"Main Camera\"));\n        Destroy(gameObject);\n    }\n\n    public float calcTotalLength(TextManager txtmgr, float addNextValue = 0, int fromLetter = -1, int toLetter = -1) {\n        float totalWidth = 0, totalMaxWidth = 0, lastY = 0;\n\n        RectTransform[] rts = txtmgr.gameObject.GetComponentsInChildren<RectTransform>();\n        int count = 0, begin = fromLetter > 1 ? fromLetter : 1, objective = toLetter > 1 && toLetter < rts.Length ? toLetter : rts.Length;\n        for (int i = begin; i < objective; i++) {\n            if (rts[i].position.y != lastY) {\n                totalWidth += txtmgr.hSpacing * (count - 1);\n                if (totalWidth > totalMaxWidth)\n                    totalMaxWidth = totalWidth;\n                totalWidth = 0; count = 0;\n                lastY = rts[i].position.y;\n            }\n            totalWidth += rts[i].sizeDelta.x;\n            count++;\n        }\n        totalWidth += addNextValue;\n        if (addNextValue != 0) count++;\n        if (totalWidth != 0) totalWidth += txtmgr.hSpacing * (count - 1);\n        return totalWidth;\n    }\n}"
  },
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  },
  {
    "path": "Assets/Scripts/Overworld/TransitionOverworld.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\nusing System.Collections;\nusing System.Linq;\nusing MoonSharp.Interpreter;\n\npublic class TransitionOverworld : MonoBehaviour {\n    public string FirstLevelToLoad;\n    public Vector2 BeginningPosition;\n\n    private void Start() {\n        bool isStart = false;\n\n        // Set timestamp for Overworld to calculate total play time\n        GlobalControls.overworldTimestamp = Time.time - (SaveLoad.savedGame != null ? SaveLoad.savedGame.playerTime : 0f);\n        // Forcefully disable retromode if it is on\n        if (GlobalControls.retroMode) {\n            GlobalControls.retroMode = false;\n            try { LuaScriptBinder.SetPermanentGlobal(\"CYFRetroMode\", DynValue.NewBoolean(false), true); }\n            catch { /* ignored */ }\n        }\n\n        GameOverBehavior.gameOverContainerOw = GameObject.Find(\"GameOverContainer\");\n        GameOverBehavior.gameOverContainerOw.SetActive(false);\n        if (GameObject.Find(\"GameOverContainer\")) {\n            Destroy(GameOverBehavior.gameOverContainerOw);\n            GameOverBehavior.gameOverContainerOw = GameObject.Find(\"GameOverContainer\");\n            GameOverBehavior.gameOverContainerOw.SetActive(false);\n        }\n        DontDestroyOnLoad(GameOverBehavior.gameOverContainerOw);\n\n        if (LuaScriptBinder.GetSessionGlobal(\"PlayerPosX\") == null || LuaScriptBinder.GetSessionGlobal(\"PlayerPosY\") == null || LuaScriptBinder.GetSessionGlobal(\"PlayerPosZ\") == null) {\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosX\", DynValue.NewNumber(BeginningPosition.x));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosY\", DynValue.NewNumber(BeginningPosition.y));\n            LuaScriptBinder.SetSessionGlobal(\"PlayerPosZ\", DynValue.NewNumber(0));\n        }\n        if (GameObject.Find(\"Main Camera\"))\n            Destroy(GameObject.Find(\"Main Camera\"));\n        //Used only for the 1st scene\n        if (LuaScriptBinder.GetSessionGlobal(\"PlayerMap\") == null) {\n            isStart = true;\n            SaveLoad.Start();\n\n            string mapName2 = UnitaleUtil.MapCorrespondanceList.ContainsKey(FirstLevelToLoad) ? UnitaleUtil.MapCorrespondanceList[FirstLevelToLoad] : FirstLevelToLoad;\n            LuaScriptBinder.SetSessionGlobal(\"PlayerMap\", DynValue.NewString(mapName2));\n\n            StaticInits.MODFOLDER = \"\";\n            /*StaticInits.Initialized = false;\n            GameObject.Find(\"Main Camera OW\").GetComponent<StaticInits>().initAll();*/\n            GlobalControls.realName = PlayerCharacter.instance.Name;\n        }\n        //Check if there is two Main Camera OW objects\n        GameObject temp = GameObject.Find(\"Main Camera OW\");\n        temp.SetActive(false);\n        if (GameObject.Find(\"Main Camera OW\"))\n            Destroy(GameObject.Find(\"Main Camera OW\"));\n        temp.SetActive(true);\n\n        // After battle tweaks\n        ControlPanel.instance.FrameBasedMovement = false;\n        if (GlobalControls.realName != null)\n            PlayerCharacter.instance.Name = GlobalControls.realName;\n\n        //Destroy(gameObject);\n\n        DontDestroyOnLoad(GameObject.Find(\"Canvas OW\"));\n        DontDestroyOnLoad(GameObject.Find(\"Canvas Two\"));\n        DontDestroyOnLoad(GameObject.Find(\"Player\").transform.parent.gameObject);\n        DontDestroyOnLoad(GameObject.Find(\"Main Camera OW\"));\n        string mapName;\n        if (!isStart)\n            try {\n                mapName = UnitaleUtil.MapCorrespondanceList.ContainsValue(LuaScriptBinder.GetSessionGlobal(\"PlayerMap\").String)\n                    ? UnitaleUtil.MapCorrespondanceList.FirstOrDefault(x => x.Value == LuaScriptBinder.GetSessionGlobal(\"PlayerMap\").String).Key\n                    : LuaScriptBinder.GetSessionGlobal(\"PlayerMap\").String;\n            } catch { mapName = LuaScriptBinder.GetSessionGlobal(\"PlayerMap\").String; }\n        else\n            mapName = FirstLevelToLoad;\n\n        if (!FileLoader.SceneExists(mapName)) {\n            UnitaleUtil.DisplayLuaError(\"TransitionOverworld\", \"The map named \\\"\" + mapName + \"\\\" doesn't exist.\");\n            return;\n        }\n        if (GlobalControls.nonOWScenes.Contains(mapName)) {\n            UnitaleUtil.DisplayLuaError(\"TransitionOverworld\", \"Sorry, but \\\"\" + mapName + \"\\\" is not the name of an overworld scene.\");\n            return;\n        }\n        SceneManager.LoadScene(mapName);\n        GameObject.Find(\"Don't show it again\").GetComponent<Image>().color = new Color(0, 0, 0, 0);\n        StartCoroutine(GetIntoDaMap(\"transitionoverworld\", null));\n    }\n\n    public static IEnumerator GetIntoDaMap(string call, object[] neededArgs) {\n        if (GameObject.Find(\"Main Camera OW\")) {\n            GameObject.Find(\"Main Camera OW\").GetComponent<EventManager>().readyToReLaunch = true;\n            GameObject.Find(\"Main Camera OW\").tag = \"MainCamera\";\n        }\n\n        //Clear any leftover Sprite and Text objects that are no longer connected to any scripts\n        foreach (Transform child in GameObject.Find(\"Canvas Two\").transform)\n            if (!child.name.EndsWith(\"Layer\"))\n                Destroy(child.gameObject);\n            else {\n                foreach (Transform child2 in child)\n                    Destroy(child2.gameObject);\n            }\n\n        //Reset the player's shader between rooms. The player should realistically be the only sprite object carried between scenes.\n        if (PlayerOverworld.instance && PlayerOverworld.instance.sprctrl != null)\n            PlayerOverworld.instance.sprctrl.shader.Revert();\n\n        yield return 0;\n\n        Camera.main.transparencySortMode = TransparencySortMode.CustomAxis;\n        Camera.main.transparencySortAxis = new Vector3(0.0f, 1.0f, 1000000.0f);\n\n        try { PlayerOverworld.instance.backgroundSize = GameObject.Find(\"Background\").GetComponent<RectTransform>().sizeDelta * GameObject.Find(\"Background\").GetComponent<RectTransform>().localScale.x; }\n        catch { UnitaleUtil.WriteInLogAndDebugger(\"RectifyCameraPosition: The 'Background' GameObject is missing.\"); }\n\n        EventManager.instance.onceReload = false;\n        //Permits to reload the current data if needed\n        MapInfos mi = GameObject.Find(\"Background\").GetComponent<MapInfos>();\n        if (StaticInits.MODFOLDER != mi.modToLoad) {\n            StaticInits.InitAll(mi.modToLoad, true);\n            LuaScriptBinder.SetSessionGlobal(\"ModFolder\", DynValue.NewString(StaticInits.MODFOLDER));\n            if (call == \"transitionoverworld\") {\n                EventManager.instance.ScriptRunning = false;\n                EventManager.instance.script = null;\n            }\n        }\n\n        AudioSource audio = UnitaleUtil.GetCurrentOverworldAudio();\n        if (mi.isMusicKeptBetweenBattles) {\n            Camera.main.GetComponent<AudioSource>().Stop();\n            Camera.main.GetComponent<AudioSource>().clip = null;\n        } else {\n            PlayerOverworld.audioKept.Stop();\n            PlayerOverworld.audioKept.clip = null;\n        }\n\n        //Starts the music if there's no music\n        if (audio.clip == null) {\n            if (mi.music != \"none\") {\n                audio.clip = AudioClipRegistry.GetMusic(mi.music);\n                audio.time = 0;\n                audio.Play();\n            } else\n                audio.Stop();\n        } else {\n            //Get the file's name with this...thing?\n            string test = audio.clip.name.Replace('\\\\', '/').Split(new[] { \"/Audio/\" }, System.StringSplitOptions.RemoveEmptyEntries)[1].Split('.')[0];\n            if (test != mi.music) {\n                if (mi.music != \"none\") {\n                    audio.clip = AudioClipRegistry.GetMusic(mi.music);\n                    audio.time = 0;\n                    audio.Play();\n                } else\n                    audio.Stop();\n            }\n        }\n\n        Image utHeart = GameObject.Find(\"utHeart\").GetComponent<Image>();\n        utHeart.color = new Color(utHeart.color.r, utHeart.color.g, utHeart.color.b, 0);\n        PlayerOverworld.instance.cameraShift = Vector2.zero;\n        if (call == \"tphandler\") {\n            GameObject.Find(\"Player\").transform.parent.position = (Vector2)neededArgs[0];\n            PlayerOverworld.instance.gameObject.GetComponent<CYFAnimator>().movementDirection = ((TPHandler)neededArgs[1]).direction;\n            ((TPHandler)neededArgs[1]).activated = false;\n            Destroy(((TPHandler)neededArgs[1]).gameObject);\n        }\n\n        if (GameObject.Find(\"Don't show it again\"))\n            Destroy(GameObject.Find(\"Don't show it again\"));\n        DiscordControls.ShowOWScene(SceneManager.GetActiveScene().name);\n        StaticInits.SendLoaded();\n    }\n}\n"
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    "path": "Assets/Scripts/PlayerControllers/.vs/VSWorkspaceState.json",
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  },
  {
    "path": "Assets/Scripts/PlayerControllers/AbstractSoul.cs",
    "content": "﻿using UnityEngine;\n\npublic abstract class AbstractSoul {\n    public float realSpeed;\n    public float speed; // actual player speed used in game update cycles\n    private bool isHalfSpeed;\n\n    //private PlayerController player;\n\n    protected AbstractSoul() { realSpeed = speed = ControlPanel.instance.PlayerMovementPerSec; }\n\n    public abstract Color color { get; }\n\n    public void SetSpeed(float s) {\n        realSpeed = s;\n        speed = realSpeed / (isHalfSpeed ? 2 : 1);\n    }\n\n    public void setHalfSpeed(bool _isHalfSpeed) {\n        speed = realSpeed / (_isHalfSpeed ? 2 : 1);\n        isHalfSpeed = _isHalfSpeed;\n    }\n\n    public abstract Vector2 GetMovement(float xDir, float yDir);\n\n    public virtual void PostMovement(float xDelta, float yDelta) { }\n}"
  },
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  },
  {
    "path": "Assets/Scripts/PlayerControllers/BlueSoul.cs",
    "content": "﻿using UnityEngine;\n\npublic class BlueSoul : AbstractSoul {\n    private bool jumping;\n    private bool falling = true;\n    private float ySpeed;\n    private const int jumpYSpeed = 60 * 4;\n    private const int maxFallSpeed = 60 * 9;\n    private const int jumpDecelerationSpeed = 60 * 7;\n    private int fallSpeed; // appears to increase per update and then reset\n    private const int fallSpeedIncrement = 60;\n\n    public BlueSoul() {\n        fallSpeed = -fallSpeedIncrement; // mildly filthy hack to assure one frame of midair hold\n    }\n\n    public override Color color {\n        get { return Color.blue; }\n    }\n\n    public override Vector2 GetMovement(float xDir, float yDir) {\n        // pressing up arrow\n        if (yDir == 1 &&!jumping &&!falling) {\n            ySpeed = jumpYSpeed;\n            jumping = true;\n            falling = false;\n        }\n\n        // releasing up arrow\n        if (yDir == 0 && jumping &&!falling) {\n            if (ySpeed > 0)\n                ySpeed = 0;\n            jumping = false;\n            falling = true;\n        }\n\n        // while midair\n        if (jumping)\n            ySpeed -= jumpDecelerationSpeed * Time.deltaTime;\n\n        if (falling) {\n            fallSpeed += fallSpeedIncrement;\n            ySpeed -= fallSpeed * Time.deltaTime;\n        }\n\n        // turning point\n        if (ySpeed <= 0) {\n            jumping = false;\n            falling = true;\n        }\n\n        // if fall speed is too high\n        if (ySpeed < -maxFallSpeed)\n            ySpeed = -maxFallSpeed;\n\n        return new Vector2(xDir * speed, ySpeed);\n    }\n\n    public override void PostMovement(float xDelta, float yDelta) {\n        if (!falling || fallSpeed <= 0 || yDelta != 0.0f) return;\n        falling   = false;\n        fallSpeed = -fallSpeedIncrement;\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/PlayerControllers/PlayerController.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing MoonSharp.Interpreter;\n\npublic class PlayerController : MonoBehaviour {\n    /// <summary>\n    /// Singleton of this class: only one PlayerController object can exist at a time in the project.\n    /// </summary>\n    [HideInInspector]\n    public static PlayerController instance;\n\n    /// <summary>\n    /// Lua object used by modders to interact or retrieve informations on the Player.\n    /// </summary>\n    [HideInInspector]\n    public static LuaPlayerStatus luaStatus;\n\n    /// <summary>\n    /// The RectTransform of the inner box of the battle arena - set using Unity Inspector.\n    /// </summary>\n    public RectTransform arenaBounds;\n\n    /// <summary>\n    /// The absolute position of the Player on screen, used mainly by projectiles for collision detection.\n    /// </summary>\n    [HideInInspector]\n    public Rect playerAbs;\n\n    /// <summary>\n    /// The Player's HP.\n    /// </summary>\n    internal float HP {\n        get { return PlayerCharacter.instance.HP; }\n        set { PlayerCharacter.instance.HP = value; }\n    }\n\n    /// <summary>\n    /// Invulnerability timer duing which the Player blinks and is invulnerable as long as this value is greater than 0.\n    /// </summary>\n    internal float invulTimer;\n\n    /// <summary>\n    /// The Player's RectTransform.\n    /// </summary>\n    internal RectTransform self;\n\n    /// <summary>\n    /// How long it takes to do a full blink (appear+disappear), in seconds.\n    /// </summary>\n    private const float BLINK_CYCLE_SECONDS = 0.18f;\n\n    /// <summary>\n    /// Pixels to inset the Player's hitbox, as a temporary replacement for having actually good hitboxes.\n    /// </summary>\n    private const int HITBOX_INSET = 4;\n\n    /// <summary>\n    /// The hurt sound component attached to the Player.\n    /// </summary>\n    private static AudioSource playerAudio;\n\n    /// <summary>\n    /// Intended direction for movement; -1 OR 1 for x, -1 OR 1 for y. Multiplied by speed in Move() function.\n    /// </summary>\n    private Vector2 intendedShift;\n\n    /// <summary>\n    /// True if the Player is moving, false otherwise. Set in the Move function, retrieved through isMoving().\n    /// </summary>\n    private bool moving;\n\n    /// <summary>\n    /// If true, the engine ignores movement inputs. Done when the player should be controlled by something else, like the UI.\n    /// </summary>\n    public bool overrideControl;\n\n    /// <summary>\n    /// Player's image.\n    /// </summary>\n    public Image selfImg;\n\n    /// <summary>\n    /// Player's texture.\n    /// </summary>\n    public Color32[] texture;\n\n    /// <summary>\n    /// Contains a Soul type that affects what player movement does.\n    /// Only the Red soul is used for now.\n    /// </summary>\n    public AbstractSoul soul;\n\n    /// <summary>\n    /// True if the Player's defense should be taken in account when computing damage dealt to them, false otherwise.\n    /// </summary>\n    public static bool allowplayerdef;\n\n    /// <summary>\n    /// The last movement of the player.\n    /// </summary>\n    public Vector2 lastMovement;\n\n    public int lastEnemyChosen = -1;\n    public float lastHitMult = -1;\n\n    /// <summary>\n    /// Contains directions the player can go in. This is to make abstracting out controls and adding control schemes at a later point easier.\n    /// </summary>\n    private enum Directions { UP, DOWN, LEFT, RIGHT };\n\n    public void Start() {\n        HP = PlayerCharacter.instance.HP;\n    }\n\n    public static void PlaySound(string sound) {\n        UnitaleUtil.PlaySound(\"CollisionSoundChannel\", sound);\n    }\n\n    public string deathMusic;\n    public string[] deathText;\n    public bool deathEscape = true;\n    private int soundDelay;\n\n    /// <summary>\n    /// Hurts the player and makes them invulnerable for invulnerabilitySeconds.\n    /// </summary>\n    /// <param name=\"damage\">Damage to deal to the player.</param>\n    /// <param name=\"invulnerabilitySeconds\">Optional invulnerability time for the player, in seconds.</param>\n    /// <param name=\"isDefIgnored\">If false, will use Undertale's damage formula.</param>\n    /// <param name=\"playSound\">If false, this function will not play any sound clips.</param>\n    /// <returns></returns>\n    public virtual void Hurt(float damage = 3, float invulnerabilitySeconds = 1.7f, bool isDefIgnored = false, bool playSound = true) {\n        if (!isDefIgnored)\n            if (allowplayerdef && damage > 0) {\n                damage = damage + 2 - Mathf.FloorToInt((PlayerCharacter.instance.DEF + PlayerCharacter.instance.ArmorDEF) / 5f);\n                if (damage <= 0)\n                    damage = 1;\n            }\n        // Set timer and play the hurt sound if player was actually hurt\n\n        // Reset the hurt timer if the arguments passed are (0, 0)\n        if (damage == 0 && invulnerabilitySeconds == 0) {\n            invulTimer = 0;\n            selfImg.enabled = true;\n            return;\n        }\n\n        if (damage >= 0 && (invulTimer <= 0 || invulnerabilitySeconds < 0)) {\n            if (soundDelay < 0 && playSound) {\n                soundDelay = 2;\n                PlaySound(\"hurtsound\");\n            }\n\n            if (invulnerabilitySeconds >= 0) invulTimer = invulnerabilitySeconds;\n            if (damage != 0)                 SetHP(HP - damage, true);\n        } else if (damage < 0) {\n            if (playSound)\n                PlaySound(\"healsound\");\n            SetHP(HP - damage);\n        }\n    }\n\n    public void SetHP(float newhp, bool allowOverheal = false) {\n        newhp = Mathf.Min(Mathf.Round(newhp * Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma)) / Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma), ControlPanel.instance.HPLimit);\n\n        // Retromode: Make Player.hp act as an integer\n        if (GlobalControls.retroMode)\n            newhp = Mathf.Floor(newhp);\n\n        if (newhp <= 0 && !deathEscape)\n            return;\n\n        if (newhp <= 0) {\n            deathEscape = false;\n            if (GlobalControls.isInFight) {\n                UnitaleUtil.TryCall(EnemyEncounter.script, \"BeforeDeath\");\n                if (deathEscape)\n                    return;\n\n                DynValue dialogues = EnemyEncounter.script.GetVar(\"deathtext\");\n                if (dialogues == null)            deathText = null;\n                else if (dialogues.Table == null) deathText = dialogues.String != null ? new[] { dialogues.String } : null;\n                else {\n                    deathText = new string[dialogues.Table.Length];\n                    for (int i = 0; i < dialogues.Table.Length; i++)\n                        deathText[i] = dialogues.Table.Get(i + 1).String;\n                }\n                deathMusic = EnemyEncounter.script.GetVar(\"deathmusic\").String;\n                if (deathMusic == \"\")\n                    deathMusic = null;\n            }\n            if (!MusicManager.IsStoppedOrNull(PlayerOverworld.audioKept)) {\n                GetComponent<GameOverBehavior>().musicBefore = PlayerOverworld.audioKept;\n                GetComponent<GameOverBehavior>().music = GetComponent<GameOverBehavior>().musicBefore.clip;\n                GetComponent<GameOverBehavior>().musicBefore.Stop();\n            } else if (!MusicManager.IsStoppedOrNull(Camera.main.GetComponent<AudioSource>())) {\n                GetComponent<GameOverBehavior>().musicBefore = Camera.main.GetComponent<AudioSource>();\n                GetComponent<GameOverBehavior>().music = GetComponent<GameOverBehavior>().musicBefore.clip;\n                GetComponent<GameOverBehavior>().musicBefore.Stop();\n            } else {\n                GetComponent<GameOverBehavior>().musicBefore = null;\n                GetComponent<GameOverBehavior>().music = null;\n            }\n            HP = 0;\n            invulTimer = 0;\n            selfImg.enabled = true;\n            setControlOverride(true);\n            RectTransform rt = gameObject.GetComponent<RectTransform>();\n            Vector2 pos = rt.position;\n            rt.position = new Vector3(pos.x, pos.y, -1000);\n            GlobalControls.stopScreenShake = true;\n            gameObject.GetComponent<GameOverBehavior>().StartDeath(deathText, deathMusic);\n            return;\n        }\n\n        if (allowOverheal)\n            HP = newhp;\n        else {\n            // Heal: Keep the highest value between MaxHP and the current HP and don't go past MaxHP if the current HP isn't full\n            if (newhp > PlayerCharacter.instance.MaxHP && newhp > PlayerCharacter.instance.HP)\n                HP = Mathf.Max(PlayerCharacter.instance.MaxHP, PlayerCharacter.instance.HP);\n            else\n                HP = newhp;\n        }\n\n        deathEscape = true;\n        if (UIStats.instance)\n            UIStats.instance.setHP(HP);\n    }\n\n    public void SetMaxHPShift(int newMHP, float invulnerabilitySeconds = 1.7f, bool set = false, bool canHeal = false, bool sound = true) {\n        int oldMHP = PlayerCharacter.instance.MaxHP;\n\n        if (!set) newMHP += oldMHP;\n        newMHP = Mathf.Min(newMHP, ControlPanel.instance.HPLimit);\n\n        if (sound) {\n            playerAudio.clip = AudioClipRegistry.GetSound(newMHP < oldMHP ? \"hurtsound\" : \"healsound\");\n            playerAudio.Play();\n        }\n        // Add invulnerability if MaxHP was removed\n        if (oldMHP > newMHP)\n            invulTimer = invulnerabilitySeconds;\n\n        // Death\n        if (newMHP <= 0) {\n            SetHP(0);\n            return;\n        }\n\n        // No change\n        if (newMHP == oldMHP)\n            return;\n\n        PlayerCharacter.instance.MaxHPShift = newMHP - PlayerCharacter.instance.BasisMaxHP;\n\n        if (sound) {\n            playerAudio.clip = AudioClipRegistry.GetSound(newMHP < oldMHP ? \"hurtsound\" : \"healsound\");\n            playerAudio.Play();\n        }\n\n        // Heal the MaxHP difference if canHeal is true and MaxHP was added\n        if (canHeal && oldMHP < newMHP)\n            SetHP(PlayerCharacter.instance.HP + (newMHP - oldMHP));\n\n        // TODO: Remove overheal reset in 0.7\n        if (PlayerCharacter.instance.HP > PlayerCharacter.instance.MaxHP)\n            SetHP(PlayerCharacter.instance.MaxHP);\n        if (UIStats.instance)\n            UIStats.instance.setMaxHP();\n    }\n\n    public bool isHurting() { return invulTimer > 0; }\n\n    // Check if player is moving, used in orange/blue projectiles to see if they should hurt or not\n    public bool isMoving() { return moving; }\n\n    // Modify absolute player position, accounting for walls\n    public void ModifyPosition(float xMove, float yMove, bool ignoreBounds) {\n        float xPos = self.anchoredPosition.x + xMove;\n        float yPos = self.anchoredPosition.y + yMove;\n\n        SetPosition(xPos, yPos, ignoreBounds);\n    }\n\n    public void MoveDirect(Vector2 pos) {\n        lastMovement = pos;\n        float oldXPos = self.anchoredPosition.x, oldYPos = self.anchoredPosition.y;\n        ModifyPosition(pos.x, pos.y, false);\n        MovementDelta(oldXPos, oldYPos);\n    }\n\n    // move within arena boundaries given 'directional' vector (non-unit: x is -1 OR 1 and y is -1 OR 1)\n    public virtual void Move(Vector2 dir) {\n        Vector2 soulDir = soul.GetMovement(dir.x, dir.y);\n        if (ControlPanel.instance.FrameBasedMovement) soulDir *= 1.0f/60.0f;\n        else                                          soulDir *= Time.deltaTime;\n        lastMovement = soulDir;\n\n        // reusing the direction Vector2 for position to save ourselves the creation of a new object\n        float oldXPos = self.anchoredPosition.x, oldYPos = self.anchoredPosition.y;\n        ModifyPosition(soulDir.x, soulDir.y, false);\n        MovementDelta(oldXPos, oldYPos);\n    }\n\n    // set to ignore regular battle arena controls and updates. Used to forfeit control to UI without disabling player controller.\n    public void setControlOverride(bool overrideControls) {\n        this.overrideControl = overrideControls;\n        soul.setHalfSpeed(false);\n    }\n\n    public void SetPosition(float xPos, float yPos, bool ignoreBounds) {\n        // check if new position would be out of arena bounds, and modify accordingly if it is\n        if (!ignoreBounds) {\n            xPos = Mathf.Clamp(xPos, arenaBounds.position.x - arenaBounds.sizeDelta.x / 2 + self.rect.size.x / 2,\n                                     arenaBounds.position.x + arenaBounds.sizeDelta.x / 2 - self.rect.size.x / 2);\n            yPos = Mathf.Clamp(yPos, arenaBounds.position.y - arenaBounds.sizeDelta.y / 2 + self.rect.size.y / 2,\n                                     arenaBounds.position.y + arenaBounds.sizeDelta.y / 2 - self.rect.size.y / 2);\n        }\n\n        // set player position on screen\n        self.anchoredPosition = new Vector2(xPos, yPos);\n        // modify the player rectangle position so projectiles know where it is\n        playerAbs.x = self.anchoredPosition.x - self.rect.size.x / 2 + HITBOX_INSET;\n        playerAbs.y = self.anchoredPosition.y - self.rect.size.y / 2 + HITBOX_INSET;\n    }\n\n    public void SetSoul(AbstractSoul s) {\n        selfImg.color = s.color;\n        soul = s;\n        // if still holding X keep the slow applied\n        if (InputUtil.Held(GlobalControls.input.Cancel))\n            s.setHalfSpeed(true);\n    }\n\n    /// <summary>\n    /// Built-in Unity function for initialization.\n    /// </summary>\n    public void Awake() {\n        //HP = PlayerCharacter.instance.MaxHP;\n        self = GetComponent<RectTransform>();\n        selfImg = GetComponent<Image>();\n        playerAbs = new Rect(0, 0, selfImg.sprite.texture.width - HITBOX_INSET * 2, selfImg.sprite.texture.height - HITBOX_INSET * 2);\n        instance = this;\n        playerAudio = GetComponent<AudioSource>();\n        SetSoul(new RedSoul());\n        luaStatus = new LuaPlayerStatus(this);\n    }\n\n    /// <summary>\n    /// Modifies the movement direction based on input. Broken up into single ifs so pressing opposing keys prevents you from moving.\n    /// </summary>\n    private void HandleInput() {\n        if (InputUtil.Held(GlobalControls.input.Up))    intendedShift += ModifyMovementDirection(Directions.UP);\n        if (InputUtil.Held(GlobalControls.input.Down))  intendedShift += ModifyMovementDirection(Directions.DOWN);\n        if (InputUtil.Held(GlobalControls.input.Left))  intendedShift += ModifyMovementDirection(Directions.LEFT);\n        if (InputUtil.Held(GlobalControls.input.Right)) intendedShift += ModifyMovementDirection(Directions.RIGHT);\n\n        if (InputUtil.Pressed(GlobalControls.input.Cancel))       soul.setHalfSpeed(true);\n        else if (InputUtil.Released(GlobalControls.input.Cancel)) soul.setHalfSpeed(false);\n    }\n\n    // given an input direction, let intendedShift carry 'directional' vector (non-unit: x is -1 OR 1 and y is -1 OR 1)\n    private Vector2 ModifyMovementDirection(Directions d) {\n        switch (d) {\n            case Directions.UP:     return Vector2.up;\n            case Directions.DOWN:   return Vector2.down;\n            case Directions.LEFT:   return Vector2.left;\n            case Directions.RIGHT:  return Vector2.right;\n            default:                return Vector2.zero;\n        }\n    }\n\n    private void MovementDelta(float oldX, float oldY) {\n        float xDelta = self.anchoredPosition.x - oldX;\n        float yDelta = self.anchoredPosition.y - oldY;\n\n        // if the position is the same, the player hasnt moved - by doing it like this we account\n        // for things like being moved by external factors like being shoved by boundaries\n        // TODO: account for external factors like being moved by other scripts (enemies e.a.)\n        if (xDelta == 0.0f && yDelta == 0.0f) moving = false;\n        else                                  moving = true;\n        soul.PostMovement(xDelta, yDelta);\n    }\n\n    /// <summary>\n    /// Built-in Unity function called once per frame.\n    /// </summary>\n    private void Update() {\n        // DEBUG CONTROLS\n        /*if (Input.GetKeyDown(KeyCode.Alpha1))\n            SetSoul(new RedSoul(this));\n        else if (Input.GetKeyDown(KeyCode.Alpha2))\n            SetSoul(new BlueSoul(this));*/\n        // END DEBUG CONTROLS\n        /*\n        if (!ArenaManager.instance.needsInit && (tempQueue.x != -5000 || tempQueue.y != -5000)) {\n            SetPosition(tempQueue.x, tempQueue.y, tempQueue2);\n            tempQueue = new Vector2(-5000, -5000);\n        }\n        */\n\n        // prevent player actions from working and the timer from decreasing, if the game is paused\n        if (UIController.instance.frozenState != \"PAUSE\")\n            return;\n\n        // handle input and movement, unless control is overridden by the UI controller, for instance\n        if (!overrideControl) {\n            intendedShift = Vector2.zero; // reset direction we are going in\n            HandleInput(); // get direction we want to go in\n            Move(intendedShift);\n        }\n\n        // if the invulnerability timer has more than 0 seconds (usually when you get hurt), blink to reflect the hurt state\n        if (invulTimer > 0.0f) {\n            invulTimer -= Time.deltaTime;\n            selfImg.enabled = !(invulTimer % BLINK_CYCLE_SECONDS > BLINK_CYCLE_SECONDS / 2.0f) || invulTimer <= 0.0f;\n        }\n\n        // constantly update the hitbox to match the position of the sprite itself\n        if (!GlobalControls.retroMode) {\n            playerAbs.x = luaStatus.sprite.absx - HITBOX_INSET;\n            playerAbs.y = luaStatus.sprite.absy - HITBOX_INSET;\n        }\n\n        soundDelay--;\n    }\n}"
  },
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    "path": "Assets/Scripts/PlayerControllers/PlayerController.cs.meta",
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  },
  {
    "path": "Assets/Scripts/PlayerControllers/RedSoul.cs",
    "content": "﻿using UnityEngine;\n\npublic class RedSoul : AbstractSoul {\n    public override Color color {\n        get { return Color.red; }\n    }\n\n    public override Vector2 GetMovement(float xDir, float yDir) {\n        Vector2 newDir = new Vector2(xDir * speed, yDir * speed);\n        return newDir;\n    }\n}"
  },
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    "path": "Assets/Scripts/PlayerControllers/RedSoul.cs.meta",
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  },
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    "path": "Assets/Scripts/PlayerControllers.meta",
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  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/KeybindEntry.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\npublic class KeybindEntry : MonoBehaviour {\n    public static KeybindSettings controller;\n    public string Name;\n    public Button Edit, Reset, Clear;\n    public Text Text, KeyList;\n    public Image Image;\n\n    void Start() {\n        Name = gameObject.name;\n        if (controller == null)\n            controller = FindObjectOfType<KeybindSettings>();\n\n        Edit.onClick.AddListener(() => {\n            if (controller.listening == this) controller.StopListening();\n            else                              controller.StartListening(this);\n        });\n        Reset.onClick.AddListener(() => {\n            controller.ResetKeybind(this);\n        });\n        Clear.onClick.AddListener(() => {\n            controller.ClearKeybind(this);\n        });\n\n        if (GlobalControls.crate) {\n            Edit.GetComponentInChildren<Text>().text = \"GO\";\n            Reset.GetComponentInChildren<Text>().text = \"OLD\";\n            Clear.GetComponentInChildren<Text>().text = \"BYEE\";\n            switch (Text.text) {\n                case \"Confirm\": Text.text = \"YASS GO\"; break;\n                case \"Cancel\":  Text.text = \"RATIO'D\"; break;\n                case \"Menu\":    Text.text = \"YUMMY\";   break;\n                case \"Up\":      Text.text = \"EYUP\";    break;\n                case \"Down\":    Text.text = \"DONN\";    break;\n                case \"Left\":    Text.text = \"LETFE\";   break;\n                case \"Right\":   Text.text = \"RITE\";    break;\n                default:                               break;\n            }\n            KeyList.text = Temmify.Convert(KeyList.text);\n        }\n    }\n\n    public void SetKeyList(string keyList) { KeyList.text = keyList; }\n    public void SetEditText(string text) { Edit.GetComponentInChildren<Text>().text = text; }\n\n    public void SetColor(Color c) {\n        Image.color = c;\n        Text.color = c;\n        KeyList.color = c;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/KeybindEntry.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9580cf12eed84fd479de25a93c2e8b8d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -1\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/KeybindSettings.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UI;\n\npublic class KeybindSettings : MonoBehaviour {\n    public KeybindEntry Confirm, Cancel, Menu, Up, Left, Down, Right;\n    public Text Listening;\n    public Button Save, ResetAll, Restore, Back;\n\n    private Dictionary<string, List<string>> tempKeybinds = new Dictionary<string, List<string>>();\n\n    private CYFTimer textHijackTimer;\n    private CYFTimer resetAllTimer;\n    private CYFTimer restoreTimer;\n    private CYFTimer notSavedExitTimer;\n\n    [HideInInspector] public KeybindEntry listening = null;\n\n    void Start() {\n        foreach (KeyValuePair<string, List<string>> keybind in KeyboardInput.playerKeys)\n            tempKeybinds[keybind.Key] = new List<string>(keybind.Value);\n\n        textHijackTimer = new CYFTimer(3, UpdateListeningText);\n        resetAllTimer = new CYFTimer(3, CancelResetAll);\n        restoreTimer = new CYFTimer(3, CancelRestore);\n        notSavedExitTimer = new CYFTimer(3, CancelNoSaveExit);\n\n        Save.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"SAV\" : \"Save\";\n        CancelResetAll();\n        CancelRestore();\n        CancelNoSaveExit();\n        UpdateListeningText();\n\n        Save.onClick.AddListener(() => {\n            if (listening != null)\n                StopListening();\n            SaveKeybinds();\n        });\n        ResetAll.onClick.AddListener(() => {\n            if (listening != null)\n                StopListening();\n            if (resetAllTimer.IsElapsing()) {\n                resetAllTimer.Stop();\n                ResetAll.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"BYEEEE\" : \"Reset All\";\n                Reload(true);\n            } else {\n                resetAllTimer.Start();\n                ResetAll.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"DONUT!1\" : \"You sure?\";\n            }\n        });\n        Restore.onClick.AddListener(() => {\n            if (listening != null)\n                StopListening();\n            if (restoreTimer.IsElapsing()) {\n                restoreTimer.Stop();\n                Restore.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"GO OLD\" : \"Restore\";\n                FactoryResetKeybinds();\n            } else {\n                restoreTimer.Start();\n                Restore.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"DONUT!1\" : \"You sure?\";\n            }\n        });\n        Back.onClick.AddListener(() => {\n            if (listening != null)\n                StopListening();\n\n            bool foundUnsaved = false;\n            foreach (KeyValuePair<string, List<string>> keybind in tempKeybinds)\n                if (!keybind.Value.SequenceEqual(KeyboardInput.playerKeys[keybind.Key])) {\n                    foundUnsaved = true;\n                    break;\n                }\n\n            if (!foundUnsaved || notSavedExitTimer.IsElapsing()) {\n                notSavedExitTimer.Stop();\n                SceneManager.LoadScene(\"Options\");\n            } else {\n                notSavedExitTimer.Start();\n                Back.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"DONUT!1\" : \"You sure?\";\n                UnitaleUtil.PlaySound(\"Reset\", \"hurtsound\");\n                HijackListeningText(GlobalControls.crate ? \"ONO BAD DID NO SAV NO GO AAAA\"\n                                                         : \"Some keys have not been saved! Are you sure you wanna exit?\", \"ff0000\");\n            }\n        });\n\n        Reload();\n    }\n\n    public void CancelResetAll() {\n        ResetAll.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"LAL BAD\" : \"Reset All\";\n    }\n    public void CancelRestore() {\n        Restore.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"GO OLD\" : \"Restore\";\n    }\n    public void CancelNoSaveExit() {\n        Back.GetComponentInChildren<Text>().text = GlobalControls.crate ? \"BYEEEE\" : \"Back\";\n    }\n\n    public void LoadKeybinds() {\n        KeyboardInput.LoadPlayerKeys();\n        tempKeybinds.Clear();\n        foreach (KeyValuePair<string, List<string>> keybind in KeyboardInput.playerKeys)\n            tempKeybinds[keybind.Key] = new List<string>(keybind.Value);\n        foreach (KeybindEntry keybind in new KeybindEntry[] { Confirm, Cancel, Menu, Up, Left, Down, Right })\n            UpdateKeyList(keybind);\n        UpdateColor();\n    }\n\n    public void SaveKeybinds() {\n        string invalidReason = null;\n\n        Dictionary<string, string[]> conflicts = KeyboardInput.GetConflicts(tempKeybinds);\n        if (conflicts.Count > 0) {\n            string[] conflict = conflicts[conflicts.Keys.First()];\n            invalidReason = \"Please get rid of key conflicts before saving this configuration.\";\n        }\n\n        if (invalidReason == null)\n            foreach (KeyValuePair<string, List<string>> p in tempKeybinds)\n                if (p.Value.Count == 0) {\n                    invalidReason = \"The keybind \\\"\" + p.Key + \"\\\" is unbound! Please add at least one key to it.\";\n                    break;\n                }\n\n        if (invalidReason != null) {\n            UnitaleUtil.PlaySound(\"Reset\", \"hurtsound\");\n            HijackListeningText(GlobalControls.crate ? \"BAD KEEBLEDS NOOOO GO AWAY\" : invalidReason, \"ff0000\");\n            return;\n        }\n\n        KeyboardInput.SaveKeybinds(tempKeybinds);\n        Reload();\n\n        UnitaleUtil.PlaySound(\"Save\", \"saved\");\n        HijackListeningText(GlobalControls.crate ? \"KEEBLEDS OKOK!1!!1!\" : \"Keybinds saved!\");\n    }\n\n    public void HijackListeningText(string text, string color = \"ffff00\") {\n        Listening.text = \"<color=#\" + color + \">\" + text + \"</color>\";\n        if (textHijackTimer.IsElapsing())\n            textHijackTimer.Stop();\n        textHijackTimer.Start();\n    }\n\n    public void Reload(bool isReset = false) {\n        LoadKeybinds();\n\n        if (isReset) {\n            UnitaleUtil.PlaySound(\"Reset\", \"hurtsound\");\n            HijackListeningText(GlobalControls.crate ? \"KEEBLEDS BYEEEE!1!1!!\" : \"Keybinds reset!\");\n        }\n    }\n\n    public void FactoryResetKeybinds() {\n        tempKeybinds.Clear();\n        foreach (KeyValuePair<string, List<string>> keybind in KeyboardInput.defaultKeys)\n            tempKeybinds[keybind.Key] = new List<string>(keybind.Value);\n        foreach (KeybindEntry keybind in new KeybindEntry[] { Confirm, Cancel, Menu, Up, Left, Down, Right })\n            UpdateKeyList(keybind);\n        UpdateColor();\n\n        UnitaleUtil.PlaySound(\"Reset\", \"hurtsound\");\n        HijackListeningText(GlobalControls.crate ? \"KEEBLEDS OLD NOWWW!!1!!!\" : \"Keybinds restored to their default state!\");\n    }\n\n    public void UpdateColor() {\n        List<string> conflictingKeybinds = new List<string>();\n        Dictionary<string, string[]> conflicts = KeyboardInput.GetConflicts(tempKeybinds);\n        foreach (string[] conflictArray in conflicts.Values)\n            foreach (string conflict in conflictArray)\n                if (!conflictingKeybinds.Contains(conflict))\n                    conflictingKeybinds.Add(conflict);\n\n        foreach (KeybindEntry keybind in new KeybindEntry[] { Confirm, Cancel, Menu, Up, Left, Down, Right }) {\n            Color c;\n            if (listening != null && listening.Name == keybind.Name)                                    c = new Color(1, 1, 0);\n            else if (tempKeybinds[keybind.Name].Count == 0)                                             c = new Color(1, 0, 0);\n            else if (conflictingKeybinds.Contains(keybind.Name))                                        c = new Color(1, 0, 0);\n            else if (!tempKeybinds[keybind.Name].SequenceEqual(KeyboardInput.playerKeys[keybind.Name])) c = new Color(1, 1, 1);\n            else                                                                                        c = new Color(0.7f, 0.7f, 0.7f);\n            keybind.SetColor(c);\n        }\n    }\n\n    public void UpdateKeyList(KeybindEntry keybind) {\n        string keyList = string.Join(\", \", tempKeybinds[keybind.Name].OrderBy(k => k.Length).ToArray());\n        keybind.SetKeyList(GlobalControls.crate ? Temmify.Convert(keyList) : keyList);\n    }\n\n    public void AddKeyToKeybind(KeybindEntry keybind, string key) {\n        tempKeybinds[keybind.Name].Add(key);\n        UpdateKeyList(keybind);\n        UpdateColor();\n    }\n\n    public void RemoveKeyFromKeybind(KeybindEntry keybind, string key) {\n        tempKeybinds[keybind.Name].Remove(key);\n        UpdateKeyList(keybind);\n        UpdateColor();\n    }\n\n    public void ResetKeybind(KeybindEntry keybind) {\n        if (listening != null)\n            StopListening();\n        tempKeybinds[keybind.Name] = new List<string>(KeyboardInput.playerKeys[keybind.Name]);\n\n        UpdateKeyList(keybind);\n        UpdateListeningText();\n        UpdateColor();\n    }\n\n    public void ClearKeybind(KeybindEntry keybind) {\n        if (listening != null)\n            StopListening();\n\n        tempKeybinds[keybind.Name].Clear();\n\n        UpdateKeyList(keybind);\n        UpdateListeningText();\n        UpdateColor();\n    }\n\n    public void StartListening(KeybindEntry keybind) {\n        if (listening != null)\n            StopListening();\n        listening = keybind;\n        listening.SetEditText(GlobalControls.crate ? \"NO GO\" : \"Stop\");\n\n        UpdateListeningText();\n        UpdateColor();\n    }\n\n    public void StopListening() {\n        if (listening != null)\n            listening.SetEditText(GlobalControls.crate ? \"GO\" : \"Edit\");\n        listening = null;\n\n        UpdateListeningText();\n        UpdateColor();\n    }\n\n    public void UpdateListeningText() {\n        textHijackTimer.Stop();\n        Dictionary<string, string[]> conflicts = KeyboardInput.GetConflicts(tempKeybinds);\n        if (listening) {\n            string crateText = \"WAAAT\";\n            switch (listening.Name) {\n                case \"Confirm\": crateText = \"YASS GO\"; break;\n                case \"Cancel\":  crateText = \"RATIO'D\"; break;\n                case \"Menu\":    crateText = \"YUMMY\";   break;\n                case \"Up\":      crateText = \"EYUP\";    break;\n                case \"Down\":    crateText = \"DONN\";    break;\n                case \"Left\":    crateText = \"LETFE\";   break;\n                case \"Right\":   crateText = \"RITE\";    break;\n                default:                               break;\n            }\n            Listening.text = GlobalControls.crate ? \"NO DEF! ME HER GUD! HER \" + crateText + \"1!!1!1\"\n                                                  : \"Listening for \" + listening.Name + \". Press a key to add/remove it! ESC to stop.\";\n        } else if (conflicts.Count == 0)\n            Listening.text = GlobalControls.crate ? \"<color=#b5b5b5>ME DEF! NO HER GUD! HLEP1!!1!1</color>\"\n                                                  : \"<color=#b5b5b5>Not currently listening...</color>\";\n        else {\n            string[] conflict = conflicts[conflicts.Keys.First()];\n            Listening.text = GlobalControls.crate ? \"BAD KEEBLEDS NOOOO GO AWAY\"\n                                                  : \"Conflict detected: \" + conflicts.Keys.First().ToString() + \" used for both \" + conflict[0] + \" and \" + conflict[1] + \".\";\n        }\n    }\n\n    void Update() {\n        textHijackTimer.Update();\n        resetAllTimer.Update();\n        restoreTimer.Update();\n        notSavedExitTimer.Update();\n\n        if (listening != null) {\n            foreach (KeyCode keycode in Enum.GetValues(typeof(KeyCode))) {\n                string key = keycode.ToString();\n                if (Input.GetKeyDown(keycode)) {\n                    if (keycode == KeyCode.Escape)                                           StopListening();\n                    else if (tempKeybinds[listening.Name].Contains(key))                     RemoveKeyFromKeybind(listening, key);\n                    else if (keycode != KeyCode.Mouse0 && !key.StartsWith(\"JoystickButton\")) AddKeyToKeybind(listening, key);\n                }\n            }\n\n            foreach (KeyValuePair<string, float> axis in KeyboardInput.axes) {\n                string axisName = null;\n                float state = Input.GetAxis(axis.Key);\n                if (state >= 0.7f && axis.Value < 0.7f)        axisName = axis.Key + \" +\";\n                else if (state <= -0.7f && axis.Value > -0.7f) axisName = axis.Key + \" -\";\n\n                if (axisName == null)\n                    continue;\n\n                if (tempKeybinds[listening.Name].Contains(axisName)) RemoveKeyFromKeybind(listening, axisName);\n                else                                                 AddKeyToKeybind(listening, axisName);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/KeybindSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aab9c60fbfe800a4c8b71de27310ecf4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/MenuButton.cs",
    "content": "using UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\n\npublic class MenuButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {\n    public Color NormalColor;\n    public Color HoverColor;\n\n    private const float animateTimerMaxValue = 2; // number of frames it takes to animate\n    private float animateTimer;\n    private int animateDirection = -1; // -1 for Fade Out, 1 for Fade In\n    public bool lockAnimation = false;\n\n    public void Update() {\n        if (animateDirection == 1 && animateTimer < animateTimerMaxValue) {\n            animateTimer++;\n\n            float mult = animateTimer/animateTimerMaxValue;\n\n            GetComponent<Image>().color = new Color(NormalColor.r + (mult * (HoverColor.r - NormalColor.r)),\n                                                    NormalColor.g + (mult * (HoverColor.g - NormalColor.g)),\n                                                    NormalColor.b + (mult * (HoverColor.b - NormalColor.b)),\n                                                    NormalColor.a + (mult * (HoverColor.a - NormalColor.a)));\n        } else if (animateDirection == -1 && animateTimer > 0) {\n            animateTimer--;\n\n            float mult = animateTimer/animateTimerMaxValue;\n\n            GetComponent<Image>().color = new Color(NormalColor.r + (mult * (HoverColor.r - NormalColor.r)),\n                                                    NormalColor.g + (mult * (HoverColor.g - NormalColor.g)),\n                                                    NormalColor.b + (mult * (HoverColor.b - NormalColor.b)),\n                                                    NormalColor.a + (mult * (HoverColor.a - NormalColor.a)));\n        } else if (animateTimer == 0 && animateDirection != 0) {\n            animateDirection = 0;\n            GetComponent<Image>().color = NormalColor;\n        }\n    }\n\n    public void StartAnimation(int dir) {\n        animateDirection = dir;\n    }\n\n    public void Reset() {\n        animateDirection = -1;\n        animateTimer = 1;\n        Update();\n    }\n\n    public void OnPointerEnter(PointerEventData ped) {\n        if (!lockAnimation)\n            StartAnimation(1);\n    }\n\n    public void OnPointerExit(PointerEventData ped) {\n        if (!lockAnimation)\n            StartAnimation(-1);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/MenuButton.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 525e6c79af09d3a4cbba3b47269cf03f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/ModPage.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\n\npublic class ModPage {\n    public DirectoryInfo path;\n    public bool isMod;\n    public bool isOpen = true;\n    public bool isNestedOpen { get { return (parent == null ? true : parent.isNestedOpen) && isOpen; } }\n    public bool isHidden { get { return parent != null ? !parent.isNestedOpen : false; } }\n\n    public ModPage parent;\n    public List<ModPage> children = new List<ModPage>();\n    public int linkedFolders = 0;\n    public int deepLinkedFolders { get { return children.Select(p => p.deepLinkedFolders).Sum() + linkedFolders; } }\n    public int linkedMods = 0;\n    public int deepLinkedMods { get { return children.Select(p => p.deepLinkedMods).Sum() + linkedMods; } }\n    public int linkedChildren { get { return linkedFolders + linkedMods; } }\n    public int deepLinkedChildren { get { return deepLinkedFolders + deepLinkedMods; } }\n    public int shownChildrenAndSelf { get { return isHidden ? 0 : 1 + children.Select(p => p.shownChildrenAndSelf).Sum(); } }\n    public int nestLevel { get { return parent == null ? 0 : parent.nestLevel + 1; } }\n\n    public ModPage(DirectoryInfo _path, bool _isMod) {\n        path = _path;\n        isMod = _isMod;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/ModPage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a2a9df2978499ff41a1e3d57a0a56513\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/OptionsScript.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\nusing System.IO;\nusing MoonSharp.Interpreter;\nusing System.Collections.Generic;\n\npublic class OptionsScript : MonoBehaviour {\n    // used to prevent the player from erasing session/permanent globals or their save by accident\n    private int SessionGlobalResetCooldown;\n    private int PermanentGlobalResetCooldown;\n    private int SaveCooldown;\n\n    // used to update the Description periodically\n    private int DescriptionTimer;\n\n    // used to store the state of CrateYourFrisk at the start of the scene\n    private bool LocalCrate;\n    private bool CrateUnlocked;\n\n    // game objects\n    public GameObject ResetSG, ResetPG, ClearSave, Safe, Retro, Scale, Discord, Keys, Crate, Exit;\n    public Text Description;\n\n    // Used for controller selection\n    private int selectedButton = -99;\n    private List<MenuButton> buttons = new List<MenuButton>();\n\n    // Use this for initialization\n    private void Start() {\n        LocalCrate = GlobalControls.crate;\n        CrateUnlocked = LuaScriptBinder.GetPermanentGlobal(\"CrateYourFrisk\") != null;\n\n        buttons.AddRange(new MenuButton[] {\n            ResetSG.GetComponent<MenuButton>(),\n            ResetPG.GetComponent<MenuButton>(),\n            ClearSave.GetComponent<MenuButton>(),\n            Safe.GetComponent<MenuButton>(),\n            Retro.GetComponent<MenuButton>(),\n            Scale.GetComponent<MenuButton>(),\n            Discord.GetComponent<MenuButton>(),\n            Keys.GetComponent<MenuButton>(),\n            Exit.GetComponent<MenuButton>()\n        });\n        if (CrateUnlocked)\n            buttons.Insert(buttons.Count - 1, Crate.GetComponent<MenuButton>());\n\n        // add button functions\n\n        // reset session globals\n        ResetSG.GetComponent<Button>().onClick.AddListener(() => {\n            if (SessionGlobalResetCooldown > 0) {\n                LuaScriptBinder.ClearVariables();\n                SessionGlobalResetCooldown = 60 * 2;\n                ResetSG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Session Globals Erased!\" : \"SEESHUN GOLBELZ DELEET!!!!!\";\n            } else {\n                SessionGlobalResetCooldown = 60 * 2;\n                ResetSG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Are you sure?\" : \"R U SUR???\";\n            }\n        });\n\n        // reset permanent globals\n        ResetPG.GetComponent<Button>().onClick.AddListener(() => {\n            if (PermanentGlobalResetCooldown > 0) {\n                LuaScriptBinder.ClearPermanentGlobals();\n                PermanentGlobalResetCooldown = 60 * 2;\n                ResetPG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Permanent Globals Erased!\" : \"PREMZ GOLBELZ DELEET!!!!!\";\n\n                // Add useful permanent globals\n                LuaScriptBinder.SetPermanentGlobal(\"CYFSafeMode\", DynValue.NewBoolean(ControlPanel.instance.Safe));\n                LuaScriptBinder.SetPermanentGlobal(\"CYFRetroMode\", DynValue.NewBoolean(GlobalControls.retroMode));\n                LuaScriptBinder.SetPermanentGlobal(\"CYFWindowScale\", DynValue.NewNumber(ScreenResolution.windowScale));\n                if (CrateUnlocked)\n                    LuaScriptBinder.SetPermanentGlobal(\"CrateYourFrisk\", DynValue.NewBoolean(GlobalControls.crate));\n\n            } else {\n                PermanentGlobalResetCooldown = 60 * 2;\n                ResetPG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Are you sure?\" : \"R U SUR???\";\n            }\n        });\n\n        // clear Save\n        ClearSave.GetComponent<Button>().onClick.AddListener(() => {\n            if (SaveCooldown > 0) {\n                File.Delete(Application.persistentDataPath + \"/save.gd\");\n                SaveCooldown = 60 * 2;\n                ClearSave.GetComponentInChildren<Text>().text = !LocalCrate ? \"Save wiped!\" : \"RIP\";\n            } else {\n                SaveCooldown = 60 * 2;\n                ClearSave.GetComponentInChildren<Text>().text = !LocalCrate ? \"Are you sure?\" : \"R U SUR???\";\n            }\n        });\n\n        // toggle safe mode\n        Safe.GetComponent<Button>().onClick.AddListener(() => {\n            ControlPanel.instance.Safe = !ControlPanel.instance.Safe;\n\n            // save Safe Mode preferences to permanent globals\n            LuaScriptBinder.SetPermanentGlobal(\"CYFSafeMode\", DynValue.NewBoolean(ControlPanel.instance.Safe));\n\n            Safe.GetComponentInChildren<Text>().text = !LocalCrate\n                ? (\"Safe mode: \" + (ControlPanel.instance.Safe ? \"On\" : \"Off\"))\n                : (\"SFAE MDOE: \" + (ControlPanel.instance.Safe ? \"ON\" : \"OFF\"));\n        });\n        Safe.GetComponentInChildren<Text>().text = !LocalCrate\n            ? (\"Safe mode: \" + (ControlPanel.instance.Safe ? \"On\" : \"Off\"))\n            : (\"SFAE MDOE: \" + (ControlPanel.instance.Safe ? \"ON\" : \"OFF\"));\n\n        // toggle retrocompatibility mode\n        Retro.GetComponent<Button>().onClick.AddListener(() => {\n            GlobalControls.retroMode =!GlobalControls.retroMode;\n\n            // save RetroMode preferences to permanent globals\n            LuaScriptBinder.SetPermanentGlobal(\"CYFRetroMode\", DynValue.NewBoolean(GlobalControls.retroMode));\n\n            Retro.GetComponentInChildren<Text>().text = !LocalCrate\n                ? (\"Retrocompatibility Mode: \" + (GlobalControls.retroMode ? \"On\" : \"Off\"))\n                : ( \"RETORCMOAPTIILBIYT MOD: \" + (GlobalControls.retroMode ? \"ON\" : \"OFF\"));\n        });\n        Retro.GetComponentInChildren<Text>().text = !LocalCrate\n            ? (\"Retrocompatibility Mode: \" + (GlobalControls.retroMode ? \"On\" : \"Off\"))\n            : ( \"RETORCMOAPTIILBIYT MOD: \" + (GlobalControls.retroMode ? \"ON\" : \"OFF\"));\n\n        // change window scale\n        Scale.GetComponent<Button>().onClick.AddListener(() => {\n            #if UNITY_EDITOR\n                int maxScale = 0;\n            #else\n                int maxScale = Mathf.FloorToInt(System.Math.Min(Screen.currentResolution.width / 640f, Screen.currentResolution.height / 480f));\n            #endif\n            if (ScreenResolution.windowScale < maxScale)\n                ScreenResolution.windowScale += 1;\n            else\n                ScreenResolution.windowScale = 1;\n            ScreenResolution.tempWindowScale = ScreenResolution.windowScale;\n            ScreenResolution.SetFullScreen(Screen.fullScreen);\n\n            // save RetroMode preferences to permanent globals\n            LuaScriptBinder.SetPermanentGlobal(\"CYFWindowScale\", DynValue.NewNumber(ScreenResolution.windowScale));\n\n            Scale.GetComponentInChildren<Text>().text = !LocalCrate\n                ? \"Window Scale: \"  + ScreenResolution.windowScale + \"x\"\n                : \"WEENDO STRECH: \" + ScreenResolution.windowScale + \"X\";\n        });\n        Scale.GetComponentInChildren<Text>().text = !LocalCrate\n            ? \"Window Scale: \" + ScreenResolution.windowScale  + \"x\"\n            : \"WEENDO STRECH: \" + ScreenResolution.windowScale + \"X\";\n\n        // Discord Rich Presence\n        // Change Discord Status Visibility\n        Discord.GetComponent<Button>().onClick.AddListener(() => {\n            Discord.GetComponentInChildren<Text>().text = (!LocalCrate ? \"Discord Display: \" : \"DEESCORD DESPLAY: \") + DiscordControls.ChangeVisibilitySetting(1);\n        });\n        Discord.GetComponentInChildren<Text>().text = (!LocalCrate ? \"Discord Display: \" : \"DEESCORD DESPLAY: \") + DiscordControls.ChangeVisibilitySetting(0);\n\n        Keys.GetComponent<Button>().onClick.AddListener(() => {\n            SceneManager.LoadScene(\"KeybindSettings\");\n        });\n        Keys.GetComponentInChildren<Text>().text = !LocalCrate ? \"Keybinds...\" : \"KEEBLEDS!1!!!1\";\n\n        // Enable / Disable Crate Your Frisk\n        Crate.GetComponent<Button>().onClick.AddListener(() => {\n            GlobalControls.crate = !GlobalControls.crate;\n            LuaScriptBinder.SetPermanentGlobal(\"CrateYourFrisk\", DynValue.NewBoolean(GlobalControls.crate));\n\n            Crate.GetComponentInChildren<Text>().text = !LocalCrate\n                ? \"Crate Your Frisk: \" + (GlobalControls.crate ? \"On\" : \"Off\")\n                : \"BAD SPELING: \" + (GlobalControls.crate ? \"ON\" : \"OFF\");\n        });\n        Crate.GetComponentInChildren<Text>().text = !LocalCrate ? \"Crate Your Frisk: Off\" : \"BAD SPELING: ON\";\n        // Hide the Crate button if CrateYourFrisk is nil\n        Crate.SetActive(CrateUnlocked);\n\n        // exit\n        Exit.GetComponent<Button>().onClick.AddListener(() => {\n            GlobalControls.ReloadCrate();\n            SceneManager.LoadScene(\"ModSelect\");\n        });\n\n        // Crate Your Frisk\n        if (!LocalCrate) return;\n        // labels\n        GameObject.Find(\"OptionsLabel\").GetComponent<Text>().text     = \"OPSHUNS\";\n        GameObject.Find(\"DescriptionLabel\").GetComponent<Text>().text = \"MORE TXET\";\n\n        // buttons\n        ResetSG.GetComponentInChildren<Text>().text   = \"RESTE SESSHUN GOLBALZ\";\n        ResetPG.GetComponentInChildren<Text>().text   = \"RESTE PERMZ GOLBALZ\";\n        ClearSave.GetComponentInChildren<Text>().text = \"WYPE SAV\";\n        Exit.GetComponentInChildren<Text>().text      = \"EXIT TOO MAD SELCT\";\n    }\n\n    // Gets the text the description should use based on what button is currently being hovered over\n    private string GetDescription(string buttonName) {\n        string response;\n        switch(buttonName) {\n            case \"ResetSG\":\n                response = \"Resets all Session Global, also known as Real Globals.\\n\\n\"\n                         + \"Session Globals are variables that persist through battles, but are deleted when CYF is closed.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"ResetPG\":\n                response = \"Resets all Permanent Globals, also known as AlMighty Globals.\\n\\n\"\n                         + \"Permanent Globals are variables that are saved to a file, and stay even after you close CYF.\\n\\n\"\n                         + \"The options on this screen are stored as Permanent Globals.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"ClearSave\":\n                response = \"Clears your save file.\\n\\n\"\n                         + \"This is the save file used for CYF's Overworld.\\n\\n\"\n                         + \"Your save file is located at:\\n\\n\";\n                if (!LocalCrate)\n                    // return response + Application.persistentDataPath + \"/save.gd</size></b>\";\n                    return response + \"<b><size='14'>\" + Application.persistentDataPath + \"/save.gd</size></b>\";\n                else\n                    return Temmify.Convert(response) + \"<b><size='14'>\" + Application.persistentDataPath + \"/save.gd</size></b>\";\n            case \"Safe\":\n                response = \"Toggles safe mode.\\n\\n\"\n                         + \"This does nothing on its own, but mod authors can detect if you have this enabled, and use it to filter unsafe content, such as blood, gore, and swear words.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"Retro\":\n                response = \"Toggles retrocompatibility mode.\\n\\n\"\n                         + \"This mode is designed specifically to make encounters imported from Unitale v0.2.1a act as they did on the old engine.\\n\\n\\n\\n\";\n                if (!LocalCrate)\n                    return response + \"<b>CAUTION!\\nDISABLE</b> this for mods made for CYF. This feature should only be used with Mods made for\\n<b>Unitale v0.2.1a</b>.\";\n                else\n                    return Temmify.Convert(response) + \"<b>\" + Temmify.Convert(\"CAUTION!\\nDISABLE\") + \"</b> \" + Temmify.Convert(\"this for mods made for CYF.\");\n            case \"Scale\":\n                response = \"Scales the window in Windowed mode.\\n\\n\"\n                         + \"This is useful for especially large screens (such as 4k monitors).\\n\\n\"\n                         + \"Has no effect in Fullscreen mode.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"Discord\":\n                response = \"Changes how much Discord Rich Presence should display on your profile regarding you playing Create Your Frisk.\\n\\n\"\n                         + \"<b>Everything</b>: Everything is displayed: the mod you're playing, a timestamp and a description.\\n\\n\"\n                         + \"<b>Game Only</b>: Only shows that you're playing Create Your Frisk.\\n\\n\"\n                         + \"<b>Nothing</b>: Disables Discord Rich Presence entirely.\\n\\n\"\n                         + \"If CYF's connection to Discord is lost, you will have to restart CYF if you want your rich presence back.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"Keys\":\n                response = \"Allows you to change the keys bound to CYF's default keybinds, such as Confirm or Cancel.\\n\\n\"\n                         + \"That way, you can make so your wild keyboard scheme still works properly (and comfortably) with CYF!\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"Crate\":\n                response = \"Enables or disables the Crate Your Frisk mode of the engine.\\n\\n\"\n                         + \"This mode adds several surprises such as scrambled text or modified Player battle choices.\\n\\n\"\n                         + \"Unlocked through the completion of CYF v0.5's secret.\\n\\n\"\n                         + \"The changes are applied when you leave the Options menu.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            case \"Exit\":\n                response = \"Returns to the Mod Select screen.\";\n                return !LocalCrate ? response : Temmify.Convert(response);\n            default:\n                return !LocalCrate ? \"Hover over an option and its description will appear here!\" : \"HOVR OVR DA TING N GET TEXT HEAR!!\";\n        }\n    }\n\n    private void SelectButton(int dir) {\n        // Deselect the old button\n        if (selectedButton >= 0) {\n            buttons[selectedButton].lockAnimation = false;\n            buttons[selectedButton].StartAnimation(-1);\n        }\n\n        selectedButton += dir;\n\n        // Clamp the button number between existing buttons\n        if (selectedButton < -10)                    selectedButton = 0;\n        else if (selectedButton < 0)                 selectedButton = buttons.Count - 1;\n        else if (selectedButton > buttons.Count - 1) selectedButton = 0;\n\n        // Select the new button\n        buttons[selectedButton].StartAnimation(1);\n        buttons[selectedButton].lockAnimation = true;\n    }\n\n    // Used to animate scrolling left or right.\n    private void Update() {\n        // Button controls\n        // Press the currently selected button\n        if (GlobalControls.input.Confirm == ButtonState.PRESSED && selectedButton >= 0)\n            buttons[selectedButton].GetComponent<Button>().onClick.Invoke();\n        // Exit the Options menu\n        if (GlobalControls.input.Cancel == ButtonState.PRESSED)\n            buttons[buttons.Count - 1].GetComponent<Button>().onClick.Invoke();\n        // Move up and down to navigate the buttons\n        if (GlobalControls.input.Up == ButtonState.PRESSED)\n            SelectButton(-1);\n        if (GlobalControls.input.Down == ButtonState.PRESSED)\n            SelectButton(1);\n\n        // Update the description every 1/6th of a second\n        if (DescriptionTimer > 0)\n            DescriptionTimer--;\n        else {\n            DescriptionTimer = 10;\n\n            // Try to find which button the player is hovering over\n            string hoverItem = null;\n            // If the player is within the range of the buttons\n            int mousePosX = (int)((ScreenResolution.mousePosition.x / ScreenResolution.displayedSize.x) * 640);\n            int mousePosY = (int)((Input.mousePosition.y / ScreenResolution.displayedSize.y) * 480);\n            if (mousePosX >= 40 && mousePosX <= 290) {\n                if      (mousePosY <= 420 && mousePosY > 380) hoverItem = \"ResetSG\";\n                else if (mousePosY <= 380 && mousePosY > 340) hoverItem = \"ResetPG\";\n                else if (mousePosY <= 340 && mousePosY > 300) hoverItem = \"ClearSave\";\n                else if (mousePosY <= 300 && mousePosY > 260) hoverItem = \"Safe\";\n                else if (mousePosY <= 260 && mousePosY > 220) hoverItem = \"Retro\";\n                else if (mousePosY <= 220 && mousePosY > 180) hoverItem = \"Scale\";\n                else if (mousePosY <= 180 && mousePosY > 140) hoverItem = \"Discord\";\n                else if (mousePosY <= 140 && mousePosY > 100) hoverItem = \"Keys\";\n                else if (mousePosY <= 100 && mousePosY >  60 && CrateUnlocked) hoverItem = \"Crate\";\n                else if (mousePosY <=  60 && mousePosY >  20) hoverItem = \"Exit\";\n            }\n\n            // Change the description to the current one\n            if (hoverItem != null)        Description.GetComponent<Text>().text = GetDescription(hoverItem);\n            // Else go back to the one selected by the inputs\n            else if (selectedButton >= 0) Description.GetComponent<Text>().text = GetDescription(buttons[selectedButton].name);\n            // Else pick the default description\n            else                          Description.GetComponent<Text>().text = GetDescription(\"\");\n        }\n\n        // Make the player click twice to reset RG or AG, or to wipe their save\n        if (SessionGlobalResetCooldown > 0)\n            SessionGlobalResetCooldown -= 1;\n        else if (SessionGlobalResetCooldown == 0) {\n            SessionGlobalResetCooldown = -1;\n            ResetSG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Reset Session Globals\" : \"RSETE SESSHUN GOLBELZ\";\n        }\n\n        if (PermanentGlobalResetCooldown > 0)\n            PermanentGlobalResetCooldown -= 1;\n        else if (PermanentGlobalResetCooldown == 0) {\n            PermanentGlobalResetCooldown = -1;\n            ResetPG.GetComponentInChildren<Text>().text = !LocalCrate ? \"Reset Permanent Globals\" : \"RESET PERMZ GOLBELZ\";\n        }\n\n        if (SaveCooldown > 0)\n            SaveCooldown -= 1;\n        else if (SaveCooldown == 0) {\n            SaveCooldown = -1;\n            ClearSave.GetComponentInChildren<Text>().text = !LocalCrate ? \"Wipe Save\" : \"WYPE SAV\";\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/OptionsScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c2ea8601668b5c64488fed0712837d69\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PregamePlaceholder/SelectOMatic.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.EventSystems;\nusing UnityEngine.UI;\nusing UnityEngine.SceneManagement;\n\npublic class SelectOMatic : MonoBehaviour {\n    private static int currentPageID;\n    private static List<DirectoryInfo> mods, folders;\n    private static List<ModPage> modPages;\n    private Dictionary<string, Sprite> bgs = new Dictionary<string, Sprite>();\n    private bool animationDone = true;\n    private float animationTimer;\n    public EventSystem eventSystem;\n\n    private static float modListScroll;         // Used to keep track of the position of the mod list specifically. Resets if you press escape\n    private static float encounterListScroll;   // Used to keep track of the position of the encounter list. Resets if you press escape\n\n    private float ExitButtonAlpha = 5f;         // Used to fade the \"Exit\" button in and out\n    private float OptionsButtonAlpha = 5f;      // Used to fade the \"Options\" button in and out\n\n    private static int selectedItem;            // Used to let users navigate the mod and encounter menus with the arrow keys!\n\n    public GameObject encounterBox, devMod, content, retromodeWarning;\n    public GameObject btnList,              btnBack,              btnNext,              btnExit,              btnOptions;\n    public Text       ListText, ListShadow, BackText, BackShadow, NextText, NextShadow, ExitText, ExitShadow, OptionsText, OptionsShadow;\n    public GameObject ModContainer,  ModBackground,     ModTitle,     ModTitleShadow,     EncounterCount,     EncounterCountShadow,     FolderText,     FolderTextShadow;\n    public GameObject AnimContainer, AnimModBackground, AnimModTitle, AnimModTitleShadow, AnimEncounterCount, AnimEncounterCountShadow, AnimFolderText, AnimFolderTextShadow;\n\n    // Use this for initialization\n    private void Start() {\n        Destroy(GameObject.Find(\"Player\"));\n        Destroy(GameObject.Find(\"Main Camera OW\"));\n        Destroy(GameObject.Find(\"Canvas OW\"));\n        Destroy(GameObject.Find(\"Canvas Two\"));\n        UnitaleUtil.firstErrorShown = false;\n\n        // Load directory info\n        DirectoryInfo modsFolder = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods\"));\n\n        // Deep mod detection in CYF's Mods folder\n        List<DirectoryInfo>[] deepSearch = DeepModSearch(modsFolder);\n        mods = deepSearch[0];\n        folders = deepSearch[1];\n\n        // Add mods and folders together, sort them by name, then by ownership\n        List<DirectoryInfo> modsAndFolders = new List<DirectoryInfo>(mods);\n        modsAndFolders.AddRange(folders);\n        modsAndFolders.Sort((a, b) => string.Compare(a.Name, b.Name, StringComparison.OrdinalIgnoreCase));\n\n        modPages = modsAndFolders.Select(d => new ModPage(d, mods.Contains(d))).ToList();\n\n        BuildModPagesHierarchy();\n\n        // Sort folders, then mods attached to them\n        SortModsAndFolders(modsAndFolders, true);\n        SortModsAndFolders(modsAndFolders, false);\n\n        // Close all folders!\n        CloseAllFolders();\n\n        // Make sure that there is at least one playable mod present\n        if (modPages.Count == 0) {\n            GlobalControls.modDev = false;\n            UnitaleUtil.DisplayLuaError(\"loading\", \"<b>Your mod folder is empty!</b>\\nYou need at least 1 playable mod to use the Mod Selector.\\n\\n\"\n                + \"Remember:\\n1. Mods whose names start with \\\"@\\\" do not count\\n2. Folders without encounter files or with only encounters whose names start with \\\"@\\\" do not count\");\n            return;\n        }\n\n        // Bind button functions\n        btnBack.GetComponent<Button>().onClick.RemoveAllListeners();\n        btnBack.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            if (!animationDone) return;\n            modFolderSelection();\n            ScrollMods(-1);\n        });\n        btnNext.GetComponent<Button>().onClick.RemoveAllListeners();\n        btnNext.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            if (!animationDone) return;\n            modFolderSelection();\n            ScrollMods( 1);\n        });\n\n        // Give the mod list button a function\n        btnList.GetComponent<Button>().onClick.RemoveAllListeners();\n        btnList.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            if (animationDone)\n                modFolderMiniMenu();\n        });\n        // Grab the exit button, and give it some functions\n        btnExit.GetComponent<Button>().onClick.RemoveAllListeners();\n        btnExit.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            SceneManager.LoadScene(\"Disclaimer\");\n            DiscordControls.StartTitle();\n        });\n\n        // Add devMod button functions\n        if (GlobalControls.modDev) {\n            btnOptions.GetComponent<Button>().onClick.RemoveAllListeners();\n            btnOptions.GetComponent<Button>().onClick.AddListener(() => {\n                eventSystem.SetSelectedGameObject(null);\n                SceneManager.LoadScene(\"Options\");\n            });\n        }\n\n        // Crate Your Frisk initializer\n        if (GlobalControls.crate) {\n            //Exit button\n            ExitText.text   = \"← BYEE (RATIO'D)\";\n            ExitShadow.text = ExitText.text;\n\n            //Options button\n            OptionsText.text   = \"OPSHUNZ (YUMMY) →\";\n            OptionsShadow.text = OptionsText.text;\n\n            //Back button within scrolling list\n            content.transform.Find(\"Back/Text\").GetComponent<Text>().text = \"← BCAK\";\n\n            //Mod list button\n            ListText.gameObject.GetComponent<Text>().text   = \"MDO LITS\";\n            ListShadow.gameObject.GetComponent<Text>().text = \"MDO LITS\";\n        }\n\n        if (retromodeWarning)\n            retromodeWarning.SetActive(GlobalControls.retroMode);\n\n        modFolderSelection();\n\n        // Check if the encounter still exists\n        ModPage modPage = modPages[currentPageID];\n        if (modPage != null) {\n            // Open all folders containing the mod\n            while (modPage.parent != null) {\n                modPage = modPage.parent;\n                if (!modPage.isOpen)\n                    OpenOrCloseFolder(modPages.FindIndex(p => p == modPage));\n            }\n        }\n\n        // This check will be true if we just exited out of an encounter\n        // If that's the case, we want to open the encounter list so the user only has to click once to re enter\n        if (StaticInits.ENCOUNTER != \"\") {\n            // Check to see if there is more than one encounter in the mod just exited from\n            // Note: Encounters starting with @ are ignored\n            DirectoryInfo encounterFiles = new DirectoryInfo(Path.Combine(FileLoader.ModDataPath, \"Lua/Encounters\"));\n            string[] encounterNames = encounterFiles.GetFiles(\"*.lua\").Select(f => Path.GetFileNameWithoutExtension(f.Name)).Where(f => !f.StartsWith(\"@\")).ToArray();\n\n            // Highlight the chosen encounter whenever the user exits the mod menu\n            if (encounterNames.Length > 1) {\n                int temp = selectedItem;\n                encounterSelection();\n                selectedItem = temp;\n                content.transform.GetChild(selectedItem).GetComponent<MenuButton>().StartAnimation(1);\n            }\n            // Move the scrolly bit to where it was when the player entered the encounter\n            content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, encounterListScroll);\n\n            // Start the Exit button at half transparency\n            ExitButtonAlpha                       = 0.5f;\n            ExitText.GetComponent<Text>().color   = new Color(1f, 1f, 1f, 0.5f);\n            ExitShadow.GetComponent<Text>().color = new Color(0f, 0f, 0f, 0.5f);\n\n            // Start the Options button at half transparency\n            if (GlobalControls.modDev) {\n                OptionsButtonAlpha                       = 0.5f;\n                OptionsText.GetComponent<Text>().color   = new Color(1f, 1f, 1f, 0.5f);\n                OptionsShadow.GetComponent<Text>().color = new Color(0f, 0f, 0f, 0.5f);\n            }\n        // Player is coming here from the Disclaimer scene\n        } else {\n            // When the player enters from the Disclaimer screen, reset stored scroll positions\n            modListScroll       = 0.0f;\n            encounterListScroll = 0.0f;\n        }\n\n        // Reset it to let us accurately tell if the player just came here from the Disclaimer scene or the Battle scene\n        StaticInits.ENCOUNTER = \"\";\n    }\n\n    /// <summary>\n    /// This function performs a deep search for mods in the selected folder.\n    /// Note that the function is recursive: it calls itself on subfolders if it finds any.\n    /// A mod must satisfy a few conditions to be detected:\n    /// - It must contain the folders Sprites and Lua/Encounters.\n    /// - Its Lua/Encounters folder must contain at least one sprite.\n    /// - Its root folder must not be CYF's Mods folder.\n    /// - Its root folder must not be hidden nor start with the character @.\n    /// </summary>\n    /// <param name=\"dir\">Directory to start the deep search from (usually the Mods folder)</param>\n    /// <param name=\"currentDepth\">Current depth of the search</param>\n    /// <param name=\"maxDepth\">Maximum depth of the search</param>\n    /// <returns>The mods and notable folders found during the deep search</returns>\n    private List<DirectoryInfo>[] DeepModSearch(DirectoryInfo dir, int currentDepth = 0, int maxDepth = 4) {\n        List<DirectoryInfo> mods = new List<DirectoryInfo>();\n        List<DirectoryInfo> folders = new List<DirectoryInfo>();\n        DirectoryInfo modsDirectory = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods\"));\n\n        foreach (DirectoryInfo modFolder in dir.GetDirectories()) {\n            // Ignore folders whose name start with @.\n            if (modFolder.Name.StartsWith(\"@\"))\n                continue;\n\n            // The mod folder should not be hidden.\n            if ((modFolder.Attributes & FileAttributes.Hidden) == FileAttributes.Hidden)\n                continue;\n\n            // Do not explore junctions!\n            if ((modFolder.Attributes & FileAttributes.ReparsePoint) == FileAttributes.ReparsePoint)\n                continue;\n\n            // Check if the current folder is a valid mod.\n            try {\n                // The mod folder should contain a Lua folder.\n                DirectoryInfo luaFolder = modFolder.GetDirectories().First(d => d.Name == \"Lua\");\n                // The mod's Lua folder should contain an Encounters folder.\n                DirectoryInfo encountersFolder = luaFolder.GetDirectories().First(d => d.Name == \"Encounters\");\n                // The mod's Encounters folder should contain at least one selectable Encounter.\n                if (!encountersFolder.GetFiles().Any(p => !p.Name.StartsWith(\"@\")))\n                    throw new InvalidOperationException();\n                // The mod folder should contain a Sprites folder.\n                DirectoryInfo spritesFolder = modFolder.GetDirectories().First(d => d.Name == \"Sprites\");\n\n                // If all conditions are satisfied, add the current folder as a mod.\n                mods.Add(modFolder);\n                DirectoryInfo modParentFolder = modFolder.Parent;\n                if (!folders.Where(d => UnitaleUtil.DirectoryPathsEqual(d, modParentFolder)).Any() && !UnitaleUtil.DirectoryPathsEqual(modParentFolder, modsDirectory))\n                    folders.Add(modParentFolder);\n                continue;\n            } catch { }\n\n            // Recursive call\n            if (currentDepth < maxDepth && modFolder.GetDirectories().Length > 0) {\n                List<DirectoryInfo>[] childData = DeepModSearch(modFolder, currentDepth + 1, maxDepth);\n                mods.AddRange(childData[0]);\n                folders.AddRange(childData[1]);\n            }\n        }\n\n        // Prevent folder duplicates\n        folders = folders.Where((d, index) => folders.FindIndex(d2 => UnitaleUtil.DirectoryPathsEqual(d2, d)) == index).ToList();\n        return new List<DirectoryInfo>[] { mods, folders };\n    }\n\n    // A special function used specifically for error handling\n    // It re-generates the mod list, and selects the first mod\n    // Used for cases where the player selects a mod or encounter that no longer exists\n    private void HandleErrors() {\n        Debug.LogWarning(\"Mod or Encounter not found! Resetting mod list...\");\n        currentPageID = 0;\n        bgs = new Dictionary<string, Sprite>();\n        Start();\n    }\n\n    private IEnumerator LaunchMod() {\n        // First: make sure the mod is still here and can be opened\n        if (!new DirectoryInfo(modPages[currentPageID].path.FullName + \"/Lua/Encounters/\").Exists\n         || !File.Exists(modPages[currentPageID].path.FullName + \"/Lua/Encounters/\" + StaticInits.ENCOUNTER + \".lua\")) {\n            HandleErrors();\n            yield break;\n        }\n\n        // Dim the background to indicate loading\n        ModBackground.GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.1875f);\n\n        // Store the current position of the scrolly bit\n        encounterListScroll = content.GetComponent<RectTransform>().anchoredPosition.y;\n\n        yield return new WaitForEndOfFrame();\n        try {\n            StaticInits.InitAll(StaticInits.MODFOLDER, true);\n            if (UnitaleUtil.firstErrorShown)\n                throw new Exception();\n            Debug.Log(\"Loading \" + StaticInits.ENCOUNTER);\n            GlobalControls.isInFight = true;\n            DiscordControls.StartBattle(modPages[currentPageID].path.Name, StaticInits.ENCOUNTER);\n            SceneManager.LoadScene(\"Battle\");\n        } catch (Exception e) {\n            ModBackground.GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.25f);\n            Debug.LogError(\"An error occured while loading a mod:\\n\" + e.Message + \"\\n\\n\" + e.StackTrace);\n        }\n    }\n\n    // Shows a mod's \"page\".\n    private void ShowMod(int id) {\n        DirectoryInfo modsDirectory = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods\"));\n        // Error handler\n        // If current index is now out of range\n        if (id < 0 || id >= modPages.Count) {\n            HandleErrors();\n            return;\n        }\n\n        ModPage modPage = modPages[id];\n\n        // If currently selected mod is not a folder and doesn't exist anymore, throw an error\n        if (modPage.isMod\n            && (!new DirectoryInfo(modPage.path.FullName + \"/Lua/Encounters\").Exists\n            || new DirectoryInfo(modPage.path.FullName + \"/Lua/Encounters\").GetFiles(\"*.lua\").Length == 0)) {\n            HandleErrors();\n            return;\n        }\n\n        string relativePath = UnitaleUtil.MakeRelativePath(Path.Combine(FileLoader.DataRoot, \"Mods/\"), modPage.path.FullName);\n        if (modPage.isMod) {\n            // Update currently selected mod folder\n            StaticInits.MODFOLDER = relativePath;\n\n            // Make clicking the background go to the encounter select screen\n            ModBackground.GetComponent<Button>().onClick.RemoveAllListeners();\n            ModBackground.GetComponent<Button>().onClick.AddListener(() => {\n                eventSystem.SetSelectedGameObject(null);\n                if (animationDone) {\n                    encounterSelection();\n                    content.transform.GetChild(selectedItem).GetComponent<MenuButton>().StartAnimation(1);\n                }\n            });\n\n            // Update the background\n            var ImgComp = ModBackground.GetComponent<Image>();\n            FileLoader.absoluteSanitizationDictionary.Clear();\n            FileLoader.relativeSanitizationDictionary.Clear();\n            // First, check if we already have this mod's background loaded in memory\n            if (bgs.ContainsKey(modPage.path.Name)) {\n                ImgComp.sprite = bgs[modPage.path.Name];\n            } else {\n                // if not, find it and store it\n                try {\n                    Sprite thumbnail = SpriteUtil.FromFile(\"preview.png\");\n                    ImgComp.sprite = thumbnail;\n                } catch {\n                    try {\n                        Sprite bg = SpriteUtil.FromFile(\"bg.png\");\n                        ImgComp.sprite = bg;\n                    } catch { ImgComp.sprite = SpriteUtil.FromFile(\"black.png\"); }\n                }\n                bgs.Add(modPage.path.Name, ImgComp.sprite);\n            }\n\n            // Get all encounters in the mod's Encounters folder\n            DirectoryInfo encountersFolder = new DirectoryInfo(Path.Combine(FileLoader.ModDataPath, \"Lua/Encounters\"));\n            string[] encounters = encountersFolder.GetFiles(\"*.lua\").Select(f => Path.GetFileNameWithoutExtension(f.Name)).Where(f => !f.StartsWith(\"@\")).ToArray();\n\n            // List # of encounters, or name of encounter if there is only one\n            if (encounters.Length == 1) {\n                EncounterCount.GetComponent<Text>().text = encounters[0];\n                // Crate Your Frisk version\n                if (GlobalControls.crate)\n                    EncounterCount.GetComponent<Text>().text = Temmify.Convert(encounters[0],  true);\n\n                // Make clicking the bg directly open the encounter\n                ModBackground.GetComponent<Button>().onClick.RemoveAllListeners();\n                ModBackground.GetComponent<Button>().onClick.AddListener(() => {\n                    eventSystem.SetSelectedGameObject(null);\n                    if (!animationDone) return;\n                    StaticInits.ENCOUNTER = encounters[0];\n                    StartCoroutine(LaunchMod());\n                });\n            } else {\n                EncounterCount.GetComponent<Text>().text = \"Has \" + encounters.Length + \" encounters\";\n                // Crate Your Frisk version\n                if (GlobalControls.crate)\n                    EncounterCount.GetComponent<Text>().text = \"HSA \" + encounters.Length + \" ENCUOTNERS\";\n            }\n            EncounterCountShadow.GetComponent<Text>().text = EncounterCount.GetComponent<Text>().text;\n        } else {\n            // Make clicking the background open or close the folder\n            ModBackground.GetComponent<Button>().onClick.RemoveAllListeners();\n            ModBackground.GetComponent<Button>().onClick.AddListener(() => {\n                eventSystem.SetSelectedGameObject(null);\n                if (animationDone) {\n                    OpenOrCloseFolder(id);\n                    ShowMod(id);\n                }\n            });\n\n            // Update the background\n            var imgComp = ModBackground.GetComponent<Image>();\n            imgComp.sprite = Resources.Load<Sprite>(\"Sprites/Folder\" + (modPage.isOpen ? \"Open\" : \"Closed\"));\n\n            // List # of mods\n            EncounterCount.GetComponent<Text>().text = \"Has \" + modPage.deepLinkedMods + \" mods\";\n            // Crate Your Frisk version\n            if (GlobalControls.crate)\n                EncounterCount.GetComponent<Text>().text = \"HSA \" + modPage.deepLinkedMods + \" MDOS\";\n            EncounterCountShadow.GetComponent<Text>().text = EncounterCount.GetComponent<Text>().text;\n        }\n\n        // Update the text\n        ModTitle.GetComponent<Text>().text = modPage.path.Name;\n        // Crate Your Frisk version\n        if (GlobalControls.crate)\n            ModTitle.GetComponent<Text>().text = Temmify.Convert(modPage.path.Name, true);\n        ModTitleShadow.GetComponent<Text>().text = ModTitle.GetComponent<Text>().text;\n\n        // Give the parent folder if the mod is nested\n        if (!UnitaleUtil.DirectoryPathsEqual(modPage.path.Parent, modsDirectory)) {\n            List<string> folders = relativePath.Split(Path.DirectorySeparatorChar).ToList();\n            folders.RemoveAt(folders.Count - 1);\n            FolderText.GetComponent<Text>().text = \"Belongs to the folder \" + string.Join(Path.DirectorySeparatorChar + \"\", folders.ToArray());\n        } else {\n            FolderText.GetComponent<Text>().text = \"\";\n        }\n        FolderTextShadow.GetComponent<Text>().text = FolderText.GetComponent<Text>().text;\n\n        // Update the color of the arrows\n        if (modPages.Count == 1) {\n            BackText.color = new Color(0.25f, 0.25f, 0.25f, 1f);\n            NextText.color = new Color(0.25f, 0.25f, 0.25f, 1f);\n        } else {\n            BackText.color = new Color(1f, 1f, 1f, 1f);\n            NextText.color = new Color(1f, 1f, 1f, 1f);\n        }\n    }\n\n    // Goes to the next or previous mod with a little scrolling animation.\n    // -1 for left, 1 for right\n    private void ScrollMods(int dir) {\n        // First, determine if the next mod should be shown\n        bool animate = modPages.Where(p => !p.isHidden).Count() > 1;\n\n        // If the new mod is being shown, start the animation!\n        if (!animate) return;\n        animationTimer = dir / 10f;\n        animationDone  = false;\n\n        // Enable the \"ANIM\" assets\n        AnimContainer.SetActive(true);\n        AnimContainer.transform.localPosition                 = new Vector2(0, 0);\n        AnimModBackground       .GetComponent<Image>().sprite = ModBackground.GetComponent<Image>().sprite;\n        AnimModTitleShadow      .GetComponent<Text>().text    = ModTitleShadow.GetComponent<Text>().text;\n        AnimModTitle            .GetComponent<Text>().text    = ModTitle.GetComponent<Text>().text;\n        AnimEncounterCountShadow.GetComponent<Text>().text    = EncounterCountShadow.GetComponent<Text>().text;\n        AnimEncounterCount      .GetComponent<Text>().text    = EncounterCount.GetComponent<Text>().text;\n        AnimFolderTextShadow    .GetComponent<Text>().text    = FolderTextShadow.GetComponent<Text>().text;\n        AnimFolderText          .GetComponent<Text>().text    = FolderText.GetComponent<Text>().text;\n\n        // Move all real assets to the side\n        ModBackground.transform.Translate(640        * dir, 0, 0);\n        ModTitleShadow.transform.Translate(640       * dir, 0, 0);\n        ModTitle.transform.Translate(640             * dir, 0, 0);\n        EncounterCountShadow.transform.Translate(640 * dir, 0, 0);\n        EncounterCount.transform.Translate(640       * dir, 0, 0);\n        FolderTextShadow.transform.Translate(640     * dir, 0, 0);\n        FolderText.transform.Translate(640           * dir, 0, 0);\n\n        // Actually choose the next visible mod\n        do { currentPageID = Math.Mod(currentPageID + dir, modPages.Count); }\n        while (modPages[currentPageID].isHidden);\n\n        ShowMod(currentPageID);\n    }\n\n    // Used to animate scrolling left or right.\n    private void Update() {\n        // Animation updating section\n        if (AnimContainer.activeSelf) {\n            animationTimer = animationTimer > 0 ? Mathf.Floor(animationTimer + 1) : Mathf.Ceil (animationTimer - 1);\n\n            int distance = (int)((20 - Mathf.Abs(animationTimer)) * 3.4 * -Mathf.Sign(animationTimer));\n\n            AnimContainer.transform.Translate(distance, 0, 0);\n            ModContainer.transform.Translate(distance, 0, 0);\n\n            if (Mathf.Abs(animationTimer) == 20) {\n                AnimContainer.SetActive(false);\n\n                // Manual movement because I can't change the movement multiplier to a precise enough value\n                ModContainer.transform.Translate((int)(2 * -Mathf.Sign(animationTimer)), 0, 0);\n\n                animationTimer = 0;\n                animationDone = true;\n            }\n        }\n\n        // Prevent scrolling too far in the encounter box\n        if (encounterBox.activeSelf) {\n            if (content.GetComponent<RectTransform>().anchoredPosition.y < -200)\n                content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -200);\n            else if (content.GetComponent<RectTransform>().anchoredPosition.y > (content.transform.childCount - 1) * 30)\n                content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, (content.transform.childCount - 1) * 30);\n        }\n\n        // Detect hovering over the Exit button and handle fading\n        if (ScreenResolution.mousePosition.x / ScreenResolution.displayedSize.x * 640 < 70 && Input.mousePosition.y / ScreenResolution.displayedSize.y * 480 > 450 && ExitButtonAlpha < 1f) {\n            ExitButtonAlpha += 0.05f;\n            ExitText.color   = new Color(1f, 1f, 1f, ExitButtonAlpha);\n            ExitShadow.color = new Color(0f, 0f, 0f, ExitButtonAlpha);\n        } else if (ExitButtonAlpha > 0.5f) {\n            ExitButtonAlpha -= 0.05f;\n            ExitText.color   = new Color(1f, 1f, 1f, ExitButtonAlpha);\n            ExitShadow.color = new Color(0f, 0f, 0f, ExitButtonAlpha);\n        }\n\n        // Detect hovering over the Options button and handle fading\n        if (GlobalControls.modDev) {\n            if (ScreenResolution.mousePosition.x / ScreenResolution.displayedSize.x * 640 > 550 && Input.mousePosition.y / ScreenResolution.displayedSize.y * 480 > 450 && OptionsButtonAlpha < 1f) {\n                OptionsButtonAlpha += 0.05f;\n                OptionsText.color   = new Color(1f, 1f, 1f, OptionsButtonAlpha);\n                OptionsShadow.color = new Color(0f, 0f, 0f, OptionsButtonAlpha);\n            } else if (OptionsButtonAlpha > 0.5f) {\n                OptionsButtonAlpha -= 0.05f;\n                OptionsText.color   = new Color(1f, 1f, 1f, OptionsButtonAlpha);\n                OptionsShadow.color = new Color(0f, 0f, 0f, OptionsButtonAlpha);\n            }\n        }\n\n        // Controls:\n\n        ////////////////// Main: ////////////////////////////////////\n        //        Confirm: Start encounter (if mod has only one    //\n        //                 encounter), or open encounter list      //\n        //         Cancel: Return to Disclaimer screen             //\n        //             Up: Open the mod list                       //\n        //           Menu: Open the options menu                   //\n        //           Left: Scroll left                             //\n        //          Right: Scroll right                            //\n        ////////////////// Encounter or Mod list: ///////////////////\n        //        Confirm: Start an encounter, or select a mod     //\n        //         Cancel: Exit                                    //\n        //             Up: Move up                                 //\n        //           Down: Move down                               //\n        //           Menu: Open/Close the folder                   //\n        /////////////////////////////////////////////////////////////\n\n        if (!encounterBox.activeSelf) {\n            // Main controls\n            if (animationDone) {\n                // Move left\n                if (GlobalControls.input.Left == ButtonState.PRESSED)       ScrollMods(-1);\n                // Move right\n                else if (GlobalControls.input.Right == ButtonState.PRESSED) ScrollMods(1);\n                // Open the mod list\n                else if (GlobalControls.input.Up == ButtonState.PRESSED) {\n                    modFolderMiniMenu();\n                    content.transform.GetChild(selectedItem).GetComponent<MenuButton>().StartAnimation(1);\n                // Open the encounter list or start the encounter (if there is only one encounter)\n                } else if (GlobalControls.input.Confirm == ButtonState.PRESSED)\n                    ModBackground.GetComponent<Button>().onClick.Invoke();\n            }\n\n            // Access the Options menu\n            if (GlobalControls.input.Menu == ButtonState.PRESSED)\n                btnOptions.GetComponent<Button>().onClick.Invoke();\n            // Return to the Disclaimer screen\n            if (GlobalControls.input.Cancel == ButtonState.PRESSED)\n                btnExit.GetComponent<Button>().onClick.Invoke();\n        } else {\n            // Encounter or Mod List controls\n            if (GlobalControls.input.Up == ButtonState.PRESSED || GlobalControls.input.Down == ButtonState.PRESSED) {\n                // Store previous value of selectedItem\n                int previousSelectedItem = selectedItem;\n\n                // Move up or down the list\n                selectedItem += GlobalControls.input.Up == ButtonState.PRESSED ? -1 : 1;\n\n                // Keep the selector in-bounds\n                if (selectedItem < 0)                                     selectedItem = content.transform.childCount - 1;\n                else if (selectedItem > content.transform.childCount - 1) selectedItem = 0;\n\n                // Animate the old button\n                GameObject previousButton = content.transform.GetChild(previousSelectedItem).gameObject;\n                previousButton.GetComponent<MenuButton>().StartAnimation(-1);\n\n                // Animate the new button\n                GameObject newButton = content.transform.GetChild(selectedItem).gameObject;\n                newButton.GetComponent<MenuButton>().StartAnimation(1);\n\n                // Scroll to the newly chosen button if it is hidden!\n                float buttonTopEdge    = -newButton.GetComponent<RectTransform>().anchoredPosition.y + 100;\n                float buttonBottomEdge = -newButton.GetComponent<RectTransform>().anchoredPosition.y + 100 + 30;\n\n                float topEdge    = content.GetComponent<RectTransform>().anchoredPosition.y;\n                float bottomEdge = content.GetComponent<RectTransform>().anchoredPosition.y + 230;\n\n                // Button is above the top of the view\n                if (topEdge > buttonTopEdge)\n                    content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, buttonTopEdge);\n                // Button is below the bottom of the view\n                else if (bottomEdge < buttonBottomEdge)\n                    content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, buttonBottomEdge - 230);\n            }\n\n            // Exit\n            if (GlobalControls.input.Cancel == ButtonState.PRESSED)\n                ModBackground.GetComponent<Button>().onClick.Invoke();\n            // Select the mod or encounter\n            else if (GlobalControls.input.Confirm == ButtonState.PRESSED)\n                content.transform.GetChild(selectedItem).GetComponent<Button>().onClick.Invoke();\n\n            // Open/Close the current folder\n            if (GlobalControls.input.Menu == ButtonState.PRESSED)\n                if (content.transform.GetChild(selectedItem).Find(\"QuickFolderButton\").gameObject.activeSelf)\n                    content.transform.GetChild(selectedItem).Find(\"QuickFolderButton\").GetComponent<Button>().onClick.Invoke();\n        }\n    }\n\n    // Shows the \"mod page\" screen.\n    private void modFolderSelection() {\n        eventSystem.SetSelectedGameObject(null);\n        UnitaleUtil.printDebuggerBeforeInit = \"\";\n        ShowMod(currentPageID);\n\n        // Hide the 4 buttons if needed\n        if (!GlobalControls.modDev)\n            devMod.SetActive(false);\n\n        // Show the mod list button\n        btnList.SetActive(true);\n\n        // If the encounter box is visible, remove all encounter buttons before hiding\n        if (encounterBox.activeSelf) {\n            foreach (Transform b in content.transform) {\n                if (b.gameObject.name != \"Back\")\n                    Destroy(b.gameObject);\n                else\n                    b.GetComponent<MenuButton>().Reset();\n            }\n        }\n        // Hide the encounter selection box\n        encounterBox.SetActive(false);\n    }\n\n    // Shows the list of available encounters in a mod.\n    private void encounterSelection() {\n        // Hide the mod list button\n        btnList.SetActive(false);\n\n        // Automatically choose \"back\"\n        selectedItem = 0;\n\n        // Make clicking the background exit the encounter selection screen\n        ModBackground.GetComponent<Button>().onClick.RemoveAllListeners();\n        ModBackground.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            if (animationDone)\n                modFolderSelection();\n        });\n        // Show the encounter selection box\n        encounterBox.SetActive(true);\n        // Reset the encounter box's position\n        content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);\n\n        // Give the back button its function\n        GameObject back = content.transform.Find(\"Back\").gameObject;\n        back.GetComponent<Button>().onClick.RemoveAllListeners();\n        back.GetComponent<Button>().onClick.AddListener(modFolderSelection);\n\n        DirectoryInfo di = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods/\" + StaticInits.MODFOLDER + \"/Lua/Encounters\"));\n        if (!di.Exists || di.GetFiles().Length <= 0) return;\n        string[] encounters = di.GetFiles(\"*.lua\").Select(f => Path.GetFileNameWithoutExtension(f.Name)).Where(f => !f.StartsWith(\"@\")).ToArray();\n\n        int count = 0;\n        foreach (string encounter in encounters) {\n            count += 1;\n\n            // Create a button for each encounter file\n            GameObject button = Instantiate(back);\n\n            // Set parent and name\n            button.transform.SetParent(content.transform);\n            button.name = \"EncounterButton\";\n\n            // Set position\n            button.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 100 - count * 30);\n\n            // Set color\n            button.GetComponent<Image>().color                        = new Color(0.75f, 0.75f, 0.75f, 0.5f);\n            button.GetComponent<MenuButton>().NormalColor             = new Color(0.75f, 0.75f, 0.75f, 0.5f);\n            button.GetComponent<MenuButton>().HoverColor              = new Color(0.75f, 0.75f, 0.75f, 1f);\n            button.transform.Find(\"Fill\").GetComponent<Image>().color = new Color(0.5f,  0.5f,  0.5f,  0.5f);\n\n            // Set text\n            button.transform.Find(\"Text\").GetComponent<Text>().text = Path.GetFileNameWithoutExtension(encounter);\n            if (GlobalControls.crate)\n                button.transform.Find(\"Text\").GetComponent<Text>().text = Temmify.Convert(Path.GetFileNameWithoutExtension(encounter), true);\n\n            // Finally, set function!\n            string filename = Path.GetFileNameWithoutExtension(encounter);\n\n            int tempCount = count;\n\n            button.GetComponent<Button>().onClick.RemoveAllListeners();\n            button.GetComponent<Button>().onClick.AddListener(() => {\n                eventSystem.SetSelectedGameObject(null);\n                selectedItem          = tempCount;\n                StaticInits.ENCOUNTER = filename;\n                StartCoroutine(LaunchMod());\n            });\n        }\n    }\n\n    // Opens the scrolling interface and lets the user browse their mods.\n    private void modFolderMiniMenu() {\n        // Hide the mod list button\n        btnList.SetActive(false);\n\n        // Automatically select the current mod when the mod list appears\n        selectedItem = FindPageIndex(currentPageID) + 1;\n\n        // Give the back button its function\n        GameObject back = content.transform.Find(\"Back\").gameObject;\n        back.GetComponent<Button>().onClick.RemoveAllListeners();\n        back.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            // Reset the encounter box's position\n            modListScroll = 0.0f;\n            modFolderSelection();\n        });\n\n        // Make clicking the background exit this menu\n        ModBackground.GetComponent<Button>().onClick.RemoveAllListeners();\n        ModBackground.GetComponent<Button>().onClick.AddListener(() => {\n            eventSystem.SetSelectedGameObject(null);\n            if (!animationDone) return;\n            // Store the encounter box's position so it can be remembered upon exiting a mod\n            modListScroll = content.GetComponent<RectTransform>().anchoredPosition.y;\n            modFolderSelection();\n        });\n        // Show the encounter selection box\n        encounterBox.SetActive(true);\n        // Move the encounter box to the stored position, for easier mod browsing\n        content.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, modListScroll);\n\n        int count = -1;\n        for (int i = 0; i < modPages.Count; i++) {\n            ModPage modPage = modPages[i];\n            if (modPage.isHidden)\n                continue;\n\n            count++;\n\n            // Create a button for each mod\n            GameObject button = Instantiate(back);\n\n            // Set parent and name\n            button.transform.SetParent(content.transform);\n            button.name = \"ModButton\";\n\n            // Set position\n            button.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 100 - (count + 1) * 30);\n            button.GetComponent<RectTransform>().sizeDelta = new Vector2(430 - 20 * modPage.nestLevel, 30);\n            button.transform.Find(\"Fill\").GetComponent<RectTransform>().sizeDelta = new Vector2(420 - 20 * modPage.nestLevel, 20);\n\n            // Set color\n            button.GetComponent<Image>().color = new Color(0.75f, 0.75f, 0.75f, 0.5f);\n            button.GetComponent<MenuButton>().NormalColor = new Color(0.75f, 0.75f, 0.75f, 0.5f);\n            button.GetComponent<MenuButton>().HoverColor  = new Color(0.75f, 0.75f, 0.75f, 1f);\n            button.transform.Find(\"Fill\").GetComponent<Image>().color = new Color(0.5f, 0.5f, 0.5f, 0.5f);\n\n            // Set text\n            button.transform.Find(\"Text\").GetComponent<Text>().text = modPage.path.Name;\n            if (GlobalControls.crate)\n                button.transform.Find(\"Text\").GetComponent<Text>().text = Temmify.Convert(modPage.path.Name, true);\n\n            // Set extra nesting elements\n            if (modPage.nestLevel > 0)\n                button.transform.Find(\"ChildLink\").gameObject.SetActive(true);\n            if (modPage.children.Count > 0 && modPage.isNestedOpen) {\n                button.transform.Find(\"ParentLink\").gameObject.SetActive(true);\n                button.transform.Find(\"ParentLink\").GetComponent<RectTransform>().sizeDelta = new Vector2(2, -15 + 30 * (modPage.shownChildrenAndSelf - 1));\n            }\n\n            int tempCount = i;\n\n            // Set the quick folder opening/closing icon for folders\n            if (!modPage.isMod) {\n                button.transform.Find(\"QuickFolderButton\").gameObject.SetActive(true);\n                button.transform.Find(\"QuickFolderButton\").Find(\"QuickFolderButtonImage\").GetComponent<Image>().sprite = Resources.Load<Sprite>(\"Sprites/QuickFolder\" + (modPage.isOpen ? \"Open\" : \"Closed\"));\n                button.transform.Find(\"QuickFolderButton\").GetComponent<Button>().onClick.RemoveAllListeners();\n                button.transform.Find(\"QuickFolderButton\").GetComponent<Button>().onClick.AddListener(() => {\n                    eventSystem.SetSelectedGameObject(null);\n                    // Store the encounter box's position so it can be remembered upon exiting a mod\n                    modListScroll = content.GetComponent<RectTransform>().anchoredPosition.y;\n                    int buttonsInModList = content.transform.childCount;\n\n                    currentPageID = tempCount;\n                    OpenOrCloseFolder(currentPageID);\n                    modFolderSelection();\n                    while (modPages[currentPageID].isHidden)\n                        currentPageID--;\n                    ShowMod(currentPageID);\n                    modFolderMiniMenu();\n                    content.transform.GetChild(buttonsInModList + selectedItem - 1).GetComponent<MenuButton>().StartAnimation(1);\n                });\n            }\n\n            // Finally, set function!\n            button.GetComponent<Button>().onClick.RemoveAllListeners();\n            button.GetComponent<Button>().onClick.AddListener(() => {\n                eventSystem.SetSelectedGameObject(null);\n                // Store the encounter box's position so it can be remembered upon exiting a mod\n                modListScroll = content.GetComponent<RectTransform>().anchoredPosition.y;\n\n                currentPageID = tempCount;\n                modFolderSelection();\n                ShowMod(currentPageID);\n            });\n        }\n    }\n\n    // Links mods and folders together through a parent/child system\n    private void BuildModPagesHierarchy() {\n        DirectoryInfo modsDirectory = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods\"));\n\n        foreach (ModPage modPage in modPages) {\n            DirectoryInfo directory = modPage.path;\n\n            do { directory = directory.Parent; }\n            while (!UnitaleUtil.DirectoryPathsEqual(directory, modsDirectory) && !folders.Any(d => UnitaleUtil.DirectoryPathsEqual(d, directory)));\n\n            if (!UnitaleUtil.DirectoryPathsEqual(directory, modsDirectory) && folders.Any(d => UnitaleUtil.DirectoryPathsEqual(d, directory))) {\n                ModPage parentPage = modPages.Find(p => UnitaleUtil.DirectoryPathsEqual(p.path, directory));\n                parentPage.children.Add(modPage);\n                modPage.parent = parentPage;\n            }\n        }\n    }\n\n    private int FindPageIndex(int id) {\n        ModPage page = modPages[id];\n        if (page == null)\n            return -1;\n\n        int resultId = 0;\n        for (int i = 0; i < id; i++)\n            if (!modPages[i].isHidden)\n                resultId++;\n\n        return resultId;\n    }\n\n    // Closes or opens a given folder\n    private void OpenOrCloseFolder(int id) {\n        ModPage page = modPages[id];\n        if (page == null)\n            return;\n        page.isOpen = !page.isOpen;\n    }\n\n    // Closes all folders\n    private void CloseAllFolders() {\n        for (int i = 0; i < modPages.Count; i++) {\n            ModPage modPage = modPages[i];\n            if (modPage.isOpen)\n                OpenOrCloseFolder(i);\n        }\n    }\n\n    // Sorts mods and folders so that anything that belongs to a folder is right under it alphabetically\n    // If a folder contains folders and mods, folders will be first alphabetically, then mods will be sorted alphabetically\n    private void SortModsAndFolders(List<DirectoryInfo> modsAndFolders, bool sortingFolders) {\n        DirectoryInfo modsDirectory = new DirectoryInfo(Path.Combine(FileLoader.DataRoot, \"Mods\"));\n\n        // For each folder, link it to its parent, and put it at the end of its child list\n        for (int i = 0; i < modsAndFolders.Count; i++) {\n            DirectoryInfo directory = modsAndFolders[i];\n            if (folders.Where(d => UnitaleUtil.DirectoryPathsEqual(d, directory)).Any() && !sortingFolders)\n                continue;\n            if (mods.Where(d => UnitaleUtil.DirectoryPathsEqual(d, directory)).Any() && sortingFolders)\n                continue;\n\n            DirectoryInfo currentDirectory = directory;\n            while (!UnitaleUtil.DirectoryPathsEqual(currentDirectory.Parent, modsDirectory)) {\n                currentDirectory = currentDirectory.Parent;\n                // If the parent folder is recognized, move the current directory and its children under it\n                if (modsAndFolders.Where(d => UnitaleUtil.DirectoryPathsEqual(d, currentDirectory)).Any()) {\n                    ModPage currentPage = modPages.Find(p => UnitaleUtil.DirectoryPathsEqual(p.path, directory));\n                    ModPage parentPage = modPages.Find(p => UnitaleUtil.DirectoryPathsEqual(p.path, currentDirectory));\n\n                    // Move the current folder to the right place\n                    int oldPageIndex = modPages.FindIndex(p => p == currentPage);\n                    int newPageIndex = modPages.FindIndex(p => p == parentPage);\n                    newPageIndex += parentPage.deepLinkedChildren + (oldPageIndex > newPageIndex ? 1 : 0);\n                    modPages.Remove(currentPage);\n                    modPages.Insert(newPageIndex, currentPage);\n\n                    // Move all rightfully sorted children as well\n                    for (int j = 0; j < currentPage.deepLinkedChildren; j++) {\n                        if (newPageIndex > oldPageIndex) {\n                            oldPageIndex--;\n                            newPageIndex--;\n                        }\n                        ModPage childPage = modPages[oldPageIndex];\n                        modPages.Remove(childPage);\n                        modPages.Insert(newPageIndex, childPage);\n                    }\n\n                    if (sortingFolders) parentPage.linkedFolders++;\n                    else                parentPage.linkedMods++;\n\n                    break;\n                }\n            }\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Projectile/LuaProjectile.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine.UI;\n\npublic class LuaProjectile : Projectile {\n    public override void OnStart() {\n        self.sizeDelta = GetComponent<Image>().sprite.rect.size;\n        ctrl.sprite.nativeSizeDelta = self.sizeDelta;\n        if (!isPP() || GlobalControls.retroMode) {\n            selfAbs.width = self.rect.width;\n            selfAbs.height = self.rect.height;\n        }\n        GetComponent<Image>().enabled = true;\n    }\n\n    public void setSprite(string newSprite) {\n        if (newSprite == null)\n            throw new CYFException(\"You can't set a projectile's sprite to nil!\");\n        SpriteUtil.SwapSpriteFromFile(this, newSprite);\n        if (!UnitaleUtil.IsOverworld) name = newSprite;\n    }\n\n    public override void OnProjectileHit() {\n        if (ctrl.OnHit.Type != DataType.Nil)\n            try { owner.Call(ctrl.OnHit, ctrl); }\n            catch (ScriptRuntimeException ex) {\n                UnitaleUtil.DisplayLuaError((owner.Globals[\"wavename\"] != null) ? (string) owner.Globals[\"wavename\"] : \"[wave script filename here]\\n(should be a filename, sorry! missing feature)\", UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message, ex.DoNotDecorateMessage);\n            }\n        else if (owner.Globals.Get(\"OnHit\").Type != DataType.Nil)\n            try { owner.Call(owner.Globals[\"OnHit\"], ctrl); }\n            catch (ScriptRuntimeException ex) {\n                UnitaleUtil.DisplayLuaError((owner.Globals[\"wavename\"] != null) ? (string)owner.Globals[\"wavename\"] : \"[wave script filename here]\\n(should be a filename, sorry! missing feature)\", UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message, ex.DoNotDecorateMessage);\n            }\n        else\n            PlayerController.instance.Hurt();\n    }\n}"
  },
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    "path": "Assets/Scripts/Projectile/LuaProjectile.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Projectile/Projectile.cs",
    "content": "﻿using MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n// The base projectile class. All projectiles, including new/combined types, should inherit from this.\npublic abstract class Projectile : MonoBehaviour {\n    /*\n     * Commented out because Z indices don't really work yet because the Unity 5 UI likes to work differently, despite operating in world space.\n     *\n    public const float Z_INDEX_INITIAL = 30.0f; //Z index the projectiles start spawning at, reset after every wave\n    public static float Z_INDEX_NEXT { //Used to set the initial Z position for projectiles when they're created.\n        get {\n            zIndexCurrent -= 0.001f;\n            return zIndexCurrent;\n        }\n        set { zIndexCurrent = value; }\n    }\n    private static float zIndexCurrent = Z_INDEX_INITIAL;\n     */\n\n    internal Script owner;\n    protected internal RectTransform self; // RectTransform of this projectile\n    protected internal ProjectileController ctrl;\n    protected internal Color32[] texture;\n    private static Color32[] playerHitbox;\n    private Image img;\n    public bool needUpdateTex = true;\n    public Rect selfAbs = new Rect(-999, -999, 0, 0); // Rectangle containing position and size of this projectile\n\n    private bool currentlyVisible = true; // Used to keep track of whether this object is currently visible to potentially save time in SetRenderingActive().\n    //private bool Collision = false;\n\n    public bool ppcollision;\n    public bool ppchanged;\n\n    public bool needSizeRefresh;\n    private float internalRotation = -1;\n\n    /// <summary>\n    /// Built-in Unity function run for initialization\n    /// </summary>\n    private void Awake() {\n        if (playerHitbox == null) {\n            playerHitbox = new Color32[64];\n            for (int i = 0; i < 64; i++)\n                playerHitbox[i].a = 255;\n        }\n        self = GetComponent<RectTransform>();\n        ctrl = new ProjectileController(this);\n    }\n\n    /// <summary>\n    /// Built-in Unity function run on enabling this object\n    /// </summary>\n    private void OnEnable() {\n        self = GetComponent<RectTransform>();\n        img = GetComponent<Image>();\n        img.color = Color.white;\n        img.rectTransform.eulerAngles = Vector3.zero;\n        Vector2 half = new Vector2(0.5f, 0.5f);\n        img.rectTransform.anchorMax = half;\n        img.rectTransform.anchorMin = half;\n        img.rectTransform.pivot = half;\n        self.sizeDelta = img.sprite.rect.size;\n        //selfAbs = new Rect(self.anchoredPosition.x - self.rect.width / 2, self.anchoredPosition.y - self.rect.height / 2, self.sizeDelta.x, self.sizeDelta.y);\n        ppchanged = false;\n        ppcollision = ProjectileController.globalPixelPerfectCollision;\n        OnStart();\n        if (PlayerController.instance.texture == null)\n            PlayerController.instance.texture = ((Texture2D)PlayerController.instance.selfImg.mainTexture).GetPixels32();\n    }\n\n    /// <summary>\n    /// Renew the attached Projectile Controller. This is done whenever this projectile is dequeued from the bullet pool.\n    /// </summary>\n    public void renewController() { ctrl = new ProjectileController(this); }\n\n    public bool isPP() { return ppcollision && ppchanged || ProjectileController.globalPixelPerfectCollision && !ppchanged; }\n\n    /// <summary>\n    /// Built-in Unity function run at the end of every frame\n    /// </summary>\n    private void Update() {\n        //ctrl.UpdatePosition();\n        //OnUpdate();\n        if (!GlobalControls.retroMode && (needSizeRefresh || internalRotation != self.eulerAngles.z))\n            UpdateHitRect();\n        internalRotation = self.eulerAngles.z;\n\n        float Offsetx, Offsety;\n        if (self.pivot.x != 0.5f || self.pivot.y != 0.5f) {\n            float Px = (0.5f - self.pivot.x) * ctrl.sprite.width * ctrl.sprite.xscale;\n            float Py = (0.5f - self.pivot.y) * ctrl.sprite.height * ctrl.sprite.yscale;\n            float Pdist = Mathf.Sqrt(Mathf.Pow(Px, 2) + Mathf.Pow(Py, 2));\n            float Pang = Mathf.Atan2(Py, Px) + Mathf.Deg2Rad * ctrl.sprite.rotation;\n            float Centerx = Pdist * Mathf.Cos(Pang);\n            float Centery = Pdist * Mathf.Sin(Pang);\n            Offsetx = Centerx - selfAbs.width / 2;\n            Offsety = Centery - selfAbs.height / 2;\n        } else {\n            Offsetx = -0.5f * selfAbs.width;\n            Offsety = -0.5f * selfAbs.height;\n        }\n\n        selfAbs.x = self.position.x + Offsetx;\n        selfAbs.y = self.position.y + Offsety;\n\n        if (!HitTest()) return;\n        if (isPP()) {\n            if (HitTestPP())\n                OnProjectileHit();\n        } else\n            OnProjectileHit();\n    }\n\n    /// <summary>\n    /// Overrideable start function to set projectile-specific settings.\n    /// </summary>\n    public virtual void OnStart() { }\n\n    /// <summary>\n    /// Overrideable update function to execute on every frame.\n    /// </summary>\n    public virtual void OnUpdate() { }\n\n    /// <summary>\n    /// Overrideable method that executes when player is hit. Usually, this calls Hurt() on the player in some way.\n    /// </summary>\n    public virtual void OnProjectileHit() { PlayerController.instance.Hurt(); }\n\n    /// <summary>\n    /// Updates the projectile's hitbox.\n    /// </summary>\n    public virtual void UpdateHitRect() {\n        if (ppcollision && ppchanged || ProjectileController.globalPixelPerfectCollision && !ppchanged) {\n            float cst = self.eulerAngles.z * Mathf.Deg2Rad;\n            selfAbs.width = Mathf.CeilToInt(self.sizeDelta.x * Mathf.Abs(Mathf.Cos(cst)) + self.sizeDelta.y * Mathf.Abs(Mathf.Sin(cst)));\n            selfAbs.height = Mathf.CeilToInt(self.sizeDelta.y * Mathf.Abs(Mathf.Cos(cst)) + self.sizeDelta.x * Mathf.Abs(Mathf.Sin(cst)));\n        } else {\n            selfAbs.width = self.sizeDelta.x;\n            selfAbs.height = self.sizeDelta.y;\n            needSizeRefresh = false;\n        }\n    }\n\n    /// <summary>\n    /// Return the rectangle surrounding this projectile.\n    /// </summary>\n    /// <returns>The rectangle surrounding this projectile.</returns>\n    public Rect getRekt() { return selfAbs; }\n\n    /// <summary>\n    /// Enable or disable rendering of this projectile and its children.\n    /// </summary>\n    /// <param name=\"active\">true to enable rendering, false to disable</param>\n    protected void SetRenderingActive(bool active) {\n        // dont cycle through children if they arent changing state anyway\n        if (currentlyVisible == active)\n            return;\n        if (img != null)\n            img.enabled = active;\n        Image[] images = GetComponentsInChildren<Image>();\n        foreach (Image image in images)\n            image.enabled = active;\n        currentlyVisible = active;\n    }\n\n    /// <summary>\n    /// Overrideable method run on every frame that should update the hitbox and return true if this projectile is hitting the player.\n    /// </summary>\n    /// <returns>true if there's a collision, otherwise false</returns>\n    public virtual bool HitTest() {\n        return selfAbs.Overlaps(PlayerController.instance.playerAbs);\n    }\n\n    /// <summary>\n    /// Function that replaces the old Sprite Collision system by a Pixel-Perfect Collision system.\n    /// </summary>\n    /// <returns>true if there's a collision, otherwise false</returns>\n    public bool HitTestPP() {\n        if (!selfAbs.Overlaps(PlayerController.instance.playerAbs)) return false;\n        // TODO: Store a table of textures instead of a single texture and replace it when it's not on anymore?\n        // Ex: animated bullets will often need to reload their sprite\n        if (needUpdateTex) {\n            texture = ((Texture2D)img.mainTexture).GetPixels32();\n            needUpdateTex = false;\n        }\n\n        Vector2 positionPlayerFromProjectile = (Vector2)PlayerController.instance.self.position - selfAbs.position - (selfAbs.size + PlayerController.instance.playerAbs.size) / 2;\n        return UnitaleUtil.TestPP(playerHitbox, texture, ctrl.sprite.rotation, 8, img.mainTexture.height, new Vector2(ctrl.sprite.xscale, ctrl.sprite.yscale), positionPlayerFromProjectile);\n    }\n}"
  },
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    "path": "Assets/Scripts/Projectile/Projectile.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Rendering/CYFSprite.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// Class used to mark sprite objects. Holds its controller and such.\n/// </summary>\npublic class CYFSprite : MonoBehaviour {\n    public LuaSpriteController ctrl;\n\n    public void LateUpdate() {\n        if (ctrl == null || !ctrl.limbo || ctrl.removed) return;\n        UnitaleUtil.RemoveChildren(gameObject, true);\n        ctrl.removed = true;\n        ctrl.limbo = false;\n        Destroy(gameObject);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Rendering/CYFSprite.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6c7b8a91bf13f244b93c1a72a65984e5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Rendering/CameraShader.cs",
    "content": "using UnityEngine;\nusing UnityEditor;\n\npublic class CameraShader : MonoBehaviour {\n    public Material material;\n    public static LuaSpriteShader luashader;\n    public static TextureWrapMode H = TextureWrapMode.Clamp;\n    public static TextureWrapMode V = TextureWrapMode.Clamp;\n\n    public void Awake() {\n        material = ShaderRegistry.UI_DEFAULT_MATERIAL;\n        luashader = new LuaSpriteShader(\"camera\", gameObject);\n    }\n\n    private void OnRenderImage(Texture source, RenderTexture destination) {\n        source.wrapModeU = H;\n        source.wrapModeV = V;\n        Graphics.Blit(source, destination, material);\n    }\n}\n\n#if UNITY_EDITOR\n    // Base code by Xaurrien on the Unity forums\n    // http://answers.unity.com/answers/975894/view.html\n    [CustomEditor(typeof(CameraShader))]\n    public class CameraShaderEditor : Editor {\n        private CameraShader cs;\n        private MaterialEditor editor;\n\n        private void OnEnable() {\n            cs = (CameraShader)target;\n            if (cs != null && cs.material != null)\n                editor = (MaterialEditor)CreateEditor(cs.material);\n        }\n\n        public override void OnInspectorGUI() {\n            EditorGUI.BeginChangeCheck();\n            EditorGUILayout.PropertyField(serializedObject.FindProperty(\"material\"));\n\n            if (EditorGUI.EndChangeCheck()) {\n                serializedObject.ApplyModifiedProperties();\n\n                if (editor != null)\n                    DestroyImmediate(editor);\n\n                if (cs != null && cs.material != null)\n                    editor = (MaterialEditor)CreateEditor(cs.material);\n            }\n\n            if (editor == null) return;\n            editor.DrawHeader();\n\n            bool isDefault = cs != null && !AssetDatabase.GetAssetPath(cs.material).StartsWith(\"Assets\");\n            using (new EditorGUI.DisabledGroupScope(isDefault))\n                editor.OnInspectorGUI();\n        }\n\n        private void OnDisable() {\n            if (editor != null)\n                DestroyImmediate(editor);\n        }\n    }\n#endif\n"
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    "content": "fileFormatVersion: 2\nguid: b7283c6f35cfc2a40b16bb214a8d4f62\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Rendering/EarthboundBG.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// A C# version of the Earthbound background which was in the MOTHER 3 / Undertale crossover battle, as seen here:\n/// https://www.youtube.com/watch?v=2t8LbQYbFsk\n/// Performs terribly but still included for programming reference. The video version was actually a shader.\n/// </summary>\npublic class EarthboundBG : MonoBehaviour\n{\n    public Sprite layer1;\n    public Sprite layer2;\n    private Color32[] l1Src;\n\n    private Sprite l1Mod;\n\n    private readonly Dictionary<int, Color32> colorTable = new Dictionary<int, Color32>();\n\n    private BGMode mode = BGMode.SINE;\n\n    private float A = 16.0f; //Amplitude\n    private float F = 0.1f; //Frequency\n    private float S = 0.1f; //Speed\n    private float C = 1.0f; //Offset used for vertical compression mode only\n\n    //private int palIndex = 0;\n\n    public enum BGMode\n    {\n        SINE,\n        INTERLACED_SINE,\n        VERTICAL_COMPRESSION\n    }\n\n    // Use this for initialization\n    private void Start()\n    {\n        Texture2D l1ModTex = new Texture2D(layer1.texture.width, layer1.texture.height);\n        l1Mod = Sprite.Create(l1ModTex, new Rect(0, 0, l1ModTex.width, l1ModTex.height), Vector2.zero);\n        if (GetComponent<Image>() != null)\n        {\n            GetComponent<Image>().sprite = l1Mod;\n        }\n        l1Mod.name = \"test\";\n\n        Color32[] imgPalCycle = layer1.texture.GetPixels32();\n        foreach (Color32 color in imgPalCycle)\n        {\n            if (!colorTable.ContainsKey(color.GetHashCode()))\n                colorTable.Add(color.GetHashCode(), color);\n        }\n\n        l1Src = layer1.texture.GetPixels32();\n    }\n\n    public void A_Change(string inField)\n    {\n        float.TryParse(inField, out A);\n    }\n\n    public void F_Change(string inField)\n    {\n        float.TryParse(inField, out F);\n    }\n\n    public void S_Change(string inField)\n    {\n        float.TryParse(inField, out S);\n    }\n\n    public void C_Change(string inField)\n    {\n        float.TryParse(inField, out C);\n    }\n\n    public void setMode(BGMode m)\n    {\n        this.mode = m;\n    }\n\n    private void handleControls()\n    {\n        if (Input.GetKeyDown(KeyCode.Q))\n            setMode(BGMode.SINE);\n        else if (Input.GetKeyDown(KeyCode.W))\n            setMode(BGMode.INTERLACED_SINE);\n        else if (Input.GetKeyDown(KeyCode.E))\n            setMode(BGMode.VERTICAL_COMPRESSION);\n    }\n\n    // Update is called once per frame\n    private void Update()\n    {\n        handleControls();\n        for (int y = 0; y < layer1.texture.height; y++)\n        {\n            int offset = (int)(A * Mathf.Sin(F * y + S * Time.frameCount));\n\n            int new_x = 0;\n            int new_y = y;\n\n            switch (mode)\n            {\n                case BGMode.SINE:\n                    new_x = offset;\n                    break;\n\n                case BGMode.INTERLACED_SINE:\n                    new_x = (y % 2 == 0) ? offset : -offset;\n                    break;\n\n                case BGMode.VERTICAL_COMPRESSION:\n                    new_y = Math.Mod((int)(y * C + offset), layer1.texture.height);\n                    break;\n            }\n            for (int x = 0; x < layer1.texture.width; x++)\n            {\n                new_x = Math.Mod(new_x, layer1.texture.width);\n                // Color32 newColor = l1Src[new_y * layer1.texture.width + new_x];\n                // int index = Math.mod(colorTable[newColor.GetHashCode()], colorTable.Count);\n                // im1Mod[y * layer1.texture.width + x] = colorTable[newColor.GetHashCode()];\n                l1Mod.texture.SetPixel(x, y, l1Src[new_y * layer1.texture.width + new_x]);\n                new_x++;\n            }\n        }\n        l1Mod.texture.Apply();\n    }\n}"
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    "path": "Assets/Scripts/Rendering/MaskImage.cs",
    "content": "// Base code by nicloay on the Unity forums\n// https://answers.unity.com/questions/1243493/invert-ui-mask.html?childToView=1492803#answer-1492803\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class MaskImage : Image {\n    public bool inverted = false;\n\n    protected override void Start() {\n        base.Start();\n        if (material.name == \"Default UI Material\")\n            material = Instantiate(material);\n    }\n\n    public override Material materialForRendering {\n        get {\n            Material result = base.materialForRendering;\n            if (result.HasProperty(\"_StencilComp\"))\n                result.SetInt(\"_StencilComp\", inverted ? 6 : result.GetInt(\"_StencilComp\"));\n            if (inverted)\n                result.EnableKeyword(\"CYF_INVERTED_MASK\");\n            else\n                result.DisableKeyword(\"CYF_INVERTED_MASK\");\n            return result;\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Rendering/ParticleDuplicator.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Script to attach to gameobjects with UnityEngine.UI.Image components, used to dissolve them into particles.\n/// </summary>\npublic class ParticleDuplicator : MonoBehaviour {\n    private struct ParticleData {\n        public readonly float x;\n        public readonly float y;\n        public readonly Color c;\n\n        public ParticleData(float x, float y, Color c) {\n            this.x = x;\n            this.y = y;\n            this.c = c;\n        }\n    }\n    private const int particleLimit = 16383;\n\n    public void Activate(LuaSpriteController sprctrl) {\n        bool hasImage = GetComponent<Image>();\n        Sprite sprite = hasImage ? GetComponent<Image>().sprite : GetComponent<SpriteRenderer>().sprite;\n\n        int xLength = Mathf.FloorToInt(Mathf.Abs(sprctrl.xscale) * sprite.rect.width),\n            yLength = Mathf.FloorToInt(Mathf.Abs(sprctrl.yscale) * sprite.rect.height);\n\n        // Get sprite viewport coordinates and pixel width/height on display\n        RectTransform rt = GetComponent<RectTransform>();\n        bool posScaleX = sprctrl.xscale > 0, posScaleY = sprctrl.yscale > 0;\n        // Apply horizontal negative scale\n        float radSprRot = Mathf.Deg2Rad * sprctrl.rotation * (posScaleX ? 1 : -1);\n        // Apply vertical negative scale\n        if (!posScaleY) radSprRot -= (radSprRot - Mathf.PI) * 2;\n        // Take in account the pivot and scale\n        float distFromPivotX = rt.pivot.x * rt.sizeDelta.x * (posScaleX ? 1 : -1) + (posScaleX ? 0 : rt.sizeDelta.x),\n              distFromPivotY = rt.pivot.y * rt.sizeDelta.y * (posScaleY ? 1 : -1) + (posScaleY ? 0 : rt.sizeDelta.y);\n        Vector2 bottomLeft = new Vector2(rt.position.x - Mathf.Cos(radSprRot) * distFromPivotX + Mathf.Sin(radSprRot) * distFromPivotY,\n                                         rt.position.y - Mathf.Sin(radSprRot) * distFromPivotX - Mathf.Cos(radSprRot) * distFromPivotY);\n\n        // Modify particle placement to reform the original sprite, and put back into particle system\n        Vector2 movementPerHorzPix = new Vector2(Mathf.Cos(radSprRot),  Mathf.Sin(radSprRot));\n        Vector2 movementPerVertPix = new Vector2(-Mathf.Sin(radSprRot), Mathf.Cos(radSprRot));\n\n        List<ParticleData> particleData = new List<ParticleData>();\n        float maxY = -9999, minY = 9999;\n\n        // Optimization: Only count valid pixels (non-zero alpha)\n        for (int y = 0; y < yLength; y++) {\n            float realY = posScaleY ? y / sprctrl.yscale : (y / sprctrl.yscale + sprite.rect.height - 1);\n            int usedY = posScaleY ? Mathf.FloorToInt(realY) : Mathf.CeilToInt(realY);\n            for (int x = 0; x < xLength; x++) {\n                float realX = posScaleX ? x / sprctrl.xscale : (x / sprctrl.xscale + sprite.rect.width - 1);\n                int usedX = posScaleX ? Mathf.FloorToInt(realX) : Mathf.CeilToInt(realX);\n                Color c = sprite.texture.GetPixel((int)sprite.rect.x + usedX, (int)sprite.rect.y + usedY) * GetComponent<Image>().color;\n                if (c.a == 0.0f) continue;\n\n                float xPos = bottomLeft.x + x * movementPerHorzPix.x + y * movementPerVertPix.x,\n                      yPos = bottomLeft.y + x * movementPerHorzPix.y + y * movementPerVertPix.y;\n\n                particleData.Add(new ParticleData(xPos, yPos, c));\n\n                if (yPos < minY) minY = yPos;\n                if (yPos > maxY) maxY = yPos;\n            }\n        }\n\n        if (particleData.Count == 0)\n            return;\n\n        // Emit particles from particle system and retrieve into particles array\n        // Particle Systems have a limit of 16383 particles because of the new BakeMesh function\n        // For that reason, each particle system can have up to 16383 particles\n        List<ParticleSystem.Particle[]> particleList = new List<ParticleSystem.Particle[]>();\n        List<ParticleSystem> particleSystems = new List<ParticleSystem>();\n\n        int particlesLeft = particleData.Count;\n        while (particlesLeft > 0) {\n            GameObject psgo = Instantiate(Resources.Load<GameObject>(\"Prefabs/MonsterDuster\"));\n            psgo.transform.SetParent(gameObject.transform.parent);\n            psgo.transform.SetSiblingIndex(gameObject.transform.GetSiblingIndex() + 1);\n            ParticleSystem ps = psgo.GetComponent<ParticleSystem>();\n\n            int currParticles = Mathf.Min(particlesLeft, particleLimit);\n            ps.Emit(currParticles);\n            particlesLeft -= currParticles;\n\n            particleList.Add(new ParticleSystem.Particle[currParticles]);\n            particleSystems.Add(ps);\n\n            ps.GetParticles(particleList[particleList.Count - 1]);\n        }\n\n        int currentPS = 0;\n        for (int i = 0; i < particleData.Count; i++) {\n            ParticleData data = particleData[i];\n\n            // Update particle system index\n            int particleID = i % particleLimit;\n            if (i % particleLimit == 0 && i > 0) {\n                particleSystems[currentPS].SetParticles(particleList[currentPS], particleList[currentPS].Length);\n                currentPS++;\n            }\n\n            particleList[currentPS][particleID].position = new Vector2(data.x, data.y);\n            particleList[currentPS][particleID].startColor = data.c;\n            particleList[currentPS][particleID].startSize = 1; // We have to assume a square aspect ratio for pixels here\n            particleList[currentPS][particleID].remainingLifetime = particleList[currentPS][particleID].startLifetime = (maxY - data.y) / (maxY - minY) * 1.5f + Random.value * 0.3f;\n        }\n\n        particleSystems[currentPS].SetParticles(particleList[currentPS], particleList[currentPS].Length);\n\n        sprctrl.alpha = 0;\n    }\n}"
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  {
    "path": "Assets/Scripts/Status/PlayerCharacter.cs",
    "content": "﻿using UnityEngine;\n\n[System.Serializable]public class PlayerCharacter {\n    public static PlayerCharacter instance;\n    public int LV = 1;\n    public float HP {\n        get { return _HP; }\n        set { _HP = UnitaleUtil.CropDecimal(value); }\n    }\n    public float _HP = 20;\n    private int realbasishp = 20;\n    public int BasisMaxHP {\n        get { return realbasishp; }\n        set {\n            realbasishp = value;\n            MaxHP = BasisMaxHP + MaxHPShift;\n        }\n    }\n    private int realmhps;\n    public int MaxHPShift {\n        get { return realmhps; }\n        set {\n            realmhps = value;\n            MaxHP = BasisMaxHP + MaxHPShift;\n        }\n    }\n    public int MaxHP = 20;\n    private string _Name = ControlPanel.instance.BasisName;\n    public string Name {\n        get {\n            return _Name;\n        }\n        set {\n            string shortName = value;\n            if (shortName.Length > 9)\n                shortName = value.Substring(0, 9);\n            _Name = shortName;\n        }\n    }\n    public int WeaponATK;\n    public int ArmorDEF;\n    public int ATK = 10;      // internally, ATK is what Undertale's menu shows + 10\n    public int DEF = 10;      // not unused anymore!\n    public int EXP;\n    public int Gold;\n    public string Weapon = \"Stick\";\n    public string Armor = \"Bandage\";\n    private int[] LevelUpTable = { 10, 30, 70, 120, 200, 300, 500, 800, 1200, 1700, 2500, 3500, 5000, 7000, 10000, 15000, 25000, 50000, 99999, 100000 };\n\n    /*private string[] names = new string[]{\n        \"Chara\",  \"Dai\",    \"Dog\",   \"MTT\",    \"Papyru\",\n        \"Bones\",  \"Gira\",   \"Ophie\", \"Rhenao\", \"Neos\",\n        \"Tokeur\", \"Mehry\",  \"Yuri\",  \"Lukark\", \"Void\",\n        \"Daku\",   \"Shu\",    \"Palb\",  \"Aerun\",  \"Ram\",\n        \"UUU\",    \"Schnei\", \"Hoot\",  \"Kali\",   \"Sanga\",\n        \"Joeyw\",  \"Aye\",    \"d0p1\",  \"B-Box\",  \"Eddy\",\n        \"Touza\",  \"Redder\", \"Eliya\", \"Qwerty\", \"Elogio\",\n        \"Sanso\"\n    };*/\n\n    public PlayerCharacter() {\n        instance = this;\n    }\n\n    public void Reset(bool resetName = true) {\n        if (resetName)\n            Name = ControlPanel.instance.BasisName;\n        SetLevel(1);\n        SetEXP(0);\n        SetGold(0);\n        Weapon = \"Stick\";\n        Armor = \"Bandage\";\n        WeaponATK = 0;\n        ArmorDEF = 0;\n        HP = MaxHP;\n        MusicManager.SetSoundDictionary(\"RESETDICTIONARY\", \"\");\n    }\n\n    public int GetNext() {\n        for (int i = 1; i < 20; i++)\n            if (EXP < LevelUpTable[i - 1])\n                return LevelUpTable[i - 1] - EXP;\n        return 0;\n    }\n\n    public void SetEXP(int value, bool checkLevel = false) {\n        EXP = value > ControlPanel.instance.EXPLimit ? ControlPanel.instance.EXPLimit : value;\n        if (checkLevel)\n            CheckLevel();\n    }\n\n    public void SetGold(int value) {\n        Gold = value > ControlPanel.instance.GoldLimit ? ControlPanel.instance.GoldLimit : value;\n    }\n\n    public bool AddBattleResults(int exp, int gold) {\n        SetEXP(exp + EXP);\n        SetGold(gold + Gold);\n        return CheckLevel();\n    }\n\n    public bool CheckLevel() {\n        if (LV > 20) return false; //In case that you want to go further than LV 20, the level won't be resetted.\n\n        for (int i = 0; i < LevelUpTable.Length; i++)\n            if (EXP < LevelUpTable[i]) {\n                if (LV == i + 1) return false;\n                //UnitaleUtil.writeInLog(i);\n                float currentHP = HP;\n                if (i + 1 < 20) {\n                    BasisMaxHP = 16 + 4 * (i + 1);\n                    //HP = currentHP + 4 * (i + 1 - LV);\n                } else {\n                    BasisMaxHP = 16 + 4 * (i + 1) + 3;\n                    //HP = currentHP + 4 * (i + 1 - LV) + 3;\n                }\n                if (LV > i + 1)\n                    HP = currentHP;\n                ATK   = 8 + 2 * (i + 1);\n                LV    = i + 1;\n                MaxHP = BasisMaxHP + MaxHPShift;\n                return true;\n            }\n        return false;\n    }\n\n    public void SetLevel(int level) {\n        if (level < 1) level = 1;\n        else if (level > ControlPanel.instance.LevelLimit) level = ControlPanel.instance.LevelLimit;\n\n        BasisMaxHP = 16 + 4 * level;\n        ATK = 8 + 2 * level;\n        DEF = 10 + (int)Mathf.Floor((level - 1) / 4f);\n        LV = level;\n        EXP = level <= 1 ? 0 : level <= 20 ? LevelUpTable[level - 2] : 99999;\n\n        if (LV >= 20)\n            BasisMaxHP += 3;\n        MaxHP = BasisMaxHP + MaxHPShift;\n        if (MaxHP > ControlPanel.instance.HPLimit) {\n            MaxHPShift = ControlPanel.instance.HPLimit - BasisMaxHP;\n            MaxHP = BasisMaxHP + MaxHPShift;\n        }\n        if (HP > MaxHP)\n            HP = MaxHP;\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Tests/ArenaSwagger.cs",
    "content": "﻿using UnityEngine;\n\n// continually modifies arena size\npublic class ArenaSwagger : MonoBehaviour {\n    public RectTransform outer;\n    public RectTransform inner;\n\n    private void Update() {\n        inner.sizeDelta = new Vector2(200 - 100 * Mathf.Sin(Time.time), 125 - 75 * Mathf.Cos(0.4f + Time.time));\n        outer.sizeDelta = new Vector2(inner.sizeDelta.x + 10, inner.sizeDelta.y + 10);\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Tests/BlookSwagger.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n// spook wiggling class - this wiggles the blook\npublic class BlookSwagger : MonoBehaviour {\n    private RectTransform self;\n    private Image selfImg;\n    private Color selfColor;\n    private float xOrigin;\n    private float yOrigin;\n\n    private void Start() {\n        self = GetComponent<RectTransform>();\n        selfImg = GetComponent<Image>();\n        selfColor = selfImg.color;\n        xOrigin = self.anchoredPosition.x;\n        yOrigin = self.anchoredPosition.y;\n    }\n\n    private void Update() {\n        self.anchoredPosition = new Vector2(xOrigin, yOrigin + 10 * Mathf.Sin(Time.time));\n        selfColor.a = 0.7f + 0.2f * Mathf.Sin(1f + Time.time * 0.6f);\n        selfImg.color = selfColor;\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Tests/LetterWiggle.cs",
    "content": "﻿using UnityEngine;\n\npublic class LetterWiggle : MonoBehaviour {\n    private float wiggleX;\n    private float wiggleY;\n    private float wiggleTime;\n    private float timer;\n    private RectTransform self;\n\n    private void Start() {\n        wiggleTime = Random.Range(4.0f, 15.0f);\n        self = GetComponent<RectTransform>();\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        if (timer > wiggleTime) {\n            timer = 0.0f;\n            wiggleTime = Random.Range(4.0f, 15.0f);\n            self.position = new Vector2(self.position.x - wiggleX, self.position.y - wiggleY);\n        }\n\n        timer += Time.deltaTime;\n\n        if (timer > wiggleTime) {\n            wiggleX = Random.Range(-2.0f, 2.0f);\n            wiggleY = Random.Range(-2.0f, 2.0f);\n            self.position = new Vector2(self.position.x + wiggleX, self.position.y + wiggleY);\n        }\n    }\n}"
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    "path": "Assets/Scripts/Tests/ProgrammaticFontTest.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// The testing class that preceded TextManager (Which is somehow even worse). Kept for historical reasons.\n/// </summary>\npublic class ProgrammaticFontTest : MonoBehaviour {\n    private const string fontName = \"unnamed_2012\";\n\n    private readonly Dictionary<char, Sprite> letters = new Dictionary<char, Sprite>();\n    public GameObject letterObj;\n    private float letterTimer = -0.1f;\n    private const float timePerLetter = 1.0f / 30;\n    private int currentLetter;\n    private AudioSource letterSound;\n    private List<Image> letterReferences;\n    private Sprite[] letterSprites;\n    private GameObject canvas;\n    private float currentX = 15;\n    private float currentY = 450;\n    private const string teststr = \"* the quick brown fox jumps over\\n  the lazy dog.\\n* THE QUICK BROWN FOX JUMPS OVER\\n  THE LAZY DOG.\\n* Jerry.\";\n\n    // string teststr = \"* \";\n\n    // Use this for initialization\n    private void Start() {\n        letterSound = GetComponent<AudioSource>();\n        canvas = GameObject.Find(\"Canvas\");\n        letterSprites = Resources.LoadAll<Sprite>(\"Fonts/\" + fontName);\n        foreach (Sprite s in letterSprites) {\n            string letterName = s.name;\n            if (letterName.Length == 1) {\n                letters.Add(letterName[0], s);\n            } else\n                switch (letterName) {\n                    case \"slash\":        letters.Add('/', s);  break;\n                    case \"dot\":          letters.Add('.', s);  break;\n                    case \"pipe\":         letters.Add('|', s);  break;\n                    case \"backslash\":    letters.Add('\\\\', s); break;\n                    case \"colon\":        letters.Add(':', s);  break;\n                    case \"questionmark\": letters.Add('?', s);  break;\n                    case \"doublequote\":  letters.Add('\"', s);  break;\n                    case \"asterisk\":     letters.Add('*', s);  break;\n                    case \"space\":        letters.Add(' ', s);  break;\n                }\n        }\n        NewCopy();\n    }\n\n    private void NewCopy() {\n        letterReferences = new List<Image>();\n        for (int i = 0; i < teststr.Length; i++) {\n            if (teststr[i] == '\\n') {\n                currentX = 15;\n                currentY -= 28;\n                continue;\n            }\n\n            GameObject singleLtr = Instantiate(letterObj);\n            RectTransform ltrRect = singleLtr.GetComponent<RectTransform>();\n            Image ltrImg = singleLtr.GetComponent<Image>();\n\n            ltrRect.SetParent(canvas.transform);\n\n            ltrImg.sprite = letters[letters.ContainsKey(teststr[i]) ? teststr[i] : '?'];\n\n            letterReferences.Add(ltrImg);\n\n            ltrRect.position = new Vector2(currentX, currentY + (letters.ContainsKey(teststr[i]) ? letters[teststr[i]].border.w - letters[teststr[i]].border.y : 0));\n            ltrImg.SetNativeSize();\n            ltrImg.enabled = false;\n\n            currentX += ltrRect.rect.width + 2;\n        }\n    }\n\n    // Update is called once per frame\n    private void Update() {\n        /*if (Input.GetKeyDown(KeyCode.Space))\n        {\n            currentX = 15;\n            currentY -= 56;\n            newCopy();\n            currentLetter = 0;\n        }*/\n        letterTimer += Time.deltaTime;\n        if (!(letterTimer > timePerLetter)) return;\n        if (currentLetter >= letterReferences.Count) return;\n        if (teststr[currentLetter] == '\\n')\n            letterTimer = -1.0f;\n        else {\n            letterTimer                             = 0.0f;\n            letterReferences[currentLetter].enabled = true;\n            letterSound.Play();\n        }\n        currentLetter++;\n    }\n\n    public void OnGUI() {\n        if (Event.current.type != EventType.KeyDown) return;\n        char c = Event.current.character;\n        switch (c) {\n            case '\\0': return;\n            case '\\n': currentX =  15;\n                       currentY -= 28;\n                       return;\n        }\n\n        GameObject    singleLtr = Instantiate(letterObj);\n        RectTransform ltrRect   = singleLtr.GetComponent<RectTransform>();\n        Image         ltrImg    = singleLtr.GetComponent<Image>();\n\n        ltrRect.SetParent(canvas.transform);\n\n        ltrImg.sprite    = letters[letters.ContainsKey(c) ? c : '?'];\n        ltrRect.position = new Vector2(currentX, currentY + (letters.ContainsKey(c) ? letters[c].border.w - letters[c].border.y : 0));\n        ltrImg.SetNativeSize();\n        ltrImg.enabled = true;\n\n        currentX += ltrRect.rect.width + 2;\n        letterSound.Play();\n    }\n}"
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    "path": "Assets/Scripts/Tests/TextSceneInsertion.cs",
    "content": "﻿using UnityEngine;\n\npublic class TextSceneInsertion : MonoBehaviour {\n    // Use this for initialization\n    private void Start() {\n        SpriteFontRegistry.Init();\n        TextManager tm = FindObjectOfType<TextManager>();\n        tm.SetFont(SpriteFontRegistry.Get(\"wingdings\"));\n        //tm.setText(new TextMessage(\"the quick brown fox jumps over\\rthe lazy dog.\\nTHE QUICK BROWN FOX JUMPS OVER\\rTHE LAZY DOG.\\nJerry.\", true, false));\n        //tm.setText(new RegularMessage(\"THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG?\\nTEST! TEST? TEST:TEST, TEST/TEST. TEST\\\\TEST\\n0123456789\"));\n        tm.SetText(new RegularMessage(\"THE QUICK BROWN\\rFOX JUMPS OVER\\rTHE LAZY DOG\\nthe quick brown\\rfox jumps over\\rthe lazy dog\\n0123456789\"));\n    }\n\n    // Update is called once per frame\n    private void Update() { }\n}"
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    "path": "Assets/Scripts/Tests/UndertaleSaveReader.cs",
    "content": "﻿using System;\nusing System.IO;\nusing UnityEngine;\n\npublic class UndertaleSaveReader : MonoBehaviour {\n    private void Start() {\n        FileStream f = File.OpenRead(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), \"UNDERTALE/undertale.ini\"));\n        StreamReader r = new StreamReader(f);\n        Debug.Log(r.ReadToEnd());\n    }\n}"
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    "path": "Assets/Scripts/Text/Letter.cs",
    "content": "﻿using UnityEngine;\n\npublic class Letter : MonoBehaviour {\n    public Vector2 basisPos;\n    public TextEffectLetter effect = null;\n    public int characterNumber;\n    public bool started;\n\n    private void Start() {\n        basisPos = transform.position;\n        started = true;\n    }\n\n    private void Update() {\n        if (effect == null || !started) return;\n        effect.UpdateEffects();\n    }\n}"
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    "path": "Assets/Scripts/Text/MonsterMessage.cs",
    "content": "﻿public class MonsterMessage : TextMessage {\n    public MonsterMessage(string text) : base(text, false, false) { }\n}"
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    "path": "Assets/Scripts/Text/RegularMessage.cs",
    "content": "﻿public class RegularMessage : TextMessage {\n    public RegularMessage(string text) : base(text, true, false) { }\n}"
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    "path": "Assets/Scripts/Text/SelectMessage.cs",
    "content": "﻿using System.Collections.Generic;\n\n/// <summary>\n/// This class creates a text used in selection phases. It takes a string array and transforms it into a selection text.\n/// Then, the text is sent to the TextMessage class.\n/// </summary>\npublic class SelectMessage : TextMessage {\n    public SelectMessage(IList<string> options, bool singleList, int columns, IList<string> colorPrefixes = null) : base(\"\", false, true) {\n        string finalMessage = \"\";          // String that will contain all our text when finished\n        const string itemSpacing = \"  \";   // String that contains the needed shift for each item\n        const string rowTwoSpacing = \"\\t\"; // String that contains a tabulation character that puts the text to the right\n        string prefix = \"* \";              // Prefix used for new lines\n\n        // If there is no option, there is an error somewhere : Let's create it then by throwing an ArgumentException\n        if (options.Count == 0)\n            throw new CYFException(\"Can't create a select message for zero options.\");\n\n        // For each option...\n        for (int i = 0; i < options.Count; i++) {\n            string intermedPrefix = \"\";\n            string intermedSuffix = \"\";\n            // If the option isn't null, has an existing color and this color isn't null or empty, we'll add the color as a prefix and put a white color tag as a suffix\n            if (colorPrefixes != null && i < colorPrefixes.Count && !string.IsNullOrEmpty(colorPrefixes[i])) {\n                intermedPrefix = colorPrefixes[i];\n                intermedSuffix = \"[color:ffffff][alpha:ff]\";\n            }\n            int index = 0;\n            string commands = \"\";\n            bool gotIt = false;\n            bool needExit = false;\n            if (options[i] != null)\n                if (options[i].Length > 0)\n                    while (options[i][index] == '[') {\n                        if (!(i == 0 && options[i].Length >= 10 + index && (options[i].Substring(index, 10) == \"[starcolor\" || options[i].Substring(index, 8) == \"[letters\"))) {\n                            for (int j = index; j < options[i].Length; j++)\n                                if (options[i][j] == ']') { // TODO: Somehow apply UnitaleUtil.ParseCommandInLine here maybe?\n                                    commands += options[i].Substring(index, j + 1);\n                                    options[i] = options[i].Substring(index + j + 1, options[i].Length - index - j - 1);\n                                    gotIt = true;\n                                    break;\n                                }\n                            if (!gotIt)\n                                break;\n                        } else\n                            while (options[i][index] != ']') {\n                                index++;\n                                if (index != options[i].Length) continue;\n                                needExit = true;\n                                break;\n                            }\n                        if (needExit)\n                            break;\n                    }\n            // If the option is null, empty or equal to \"\\tPAGE 1\" (used for enemy pages), there will not be any prefix\n            if (options[i] == null || options[i] == \"\" || options[i].Contains(\"PAGE \"))\n                prefix = \"\";\n            else if (i > 0)\n                if (options[i-1] == null || options[i-1] == \"\")\n                    prefix = \"* \";\n            if (options[i] != null)\n                options[i] = options[i].TrimStart('*', ' ');\n            // If this is a single list, we don't need text on the right side of the textbox\n            if (singleList)                      finalMessage += commands + itemSpacing + intermedPrefix + prefix + options[i] + intermedSuffix + \"\\n\";\n            // If the option is on the first column, it'll be at the left side of the textbox\n            else if (i % columns == 0)           finalMessage += commands + itemSpacing + intermedPrefix + prefix + options[i] + intermedSuffix;\n            // If the option is on the last column, add a chariot return\n            else if (i % columns == columns - 1) finalMessage += commands + rowTwoSpacing + itemSpacing + intermedPrefix + prefix + options[i] + intermedSuffix + \"\\n\";\n            // Else, we'll put the textwith a tab\n            else                                 finalMessage += commands + rowTwoSpacing + itemSpacing + intermedPrefix + prefix + options[i] + intermedSuffix;\n        }\n\n        // This function sends finalMessage to the real text handler function\n        Setup(finalMessage, false, true, true, true);\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Text/TextEffect/RotatingEffect.cs",
    "content": "﻿using UnityEngine;\n\npublic class RotatingEffect : TextEffect {\n    private float sinTimer;\n    private readonly float intensity;\n    private const float rotSpeed = 7.0f;\n    private readonly float effectStep;\n\n    public RotatingEffect(TextManager textMan, float intensity = 1.5f, float step = 0f) : base(textMan) {\n        this.intensity = intensity != 0 ? intensity : 1.5f;\n        effectStep = step;\n    }\n\n    protected override void UpdateInternal() {\n        for (int i = 0; i < textMan.letters.Count; i++) {\n            float iDiv = sinTimer * rotSpeed + i / 3.0f + effectStep * i;\n\n            LuaSpriteController ctrl = LuaSpriteController.GetOrCreate(textMan.letters[i].image.gameObject);\n            Vector2 oldPosition = positions[i];\n            positions[i] = new Vector2(intensity * -Mathf.Sin(iDiv), intensity * Mathf.Cos(iDiv));\n            ctrl.Move(positions[i].x - oldPosition.x, positions[i].y - oldPosition.y);\n        }\n\n        sinTimer += Time.deltaTime;\n    }\n}"
  },
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    "path": "Assets/Scripts/Text/TextEffect/RotatingEffect.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffect/ShakeEffect.cs",
    "content": "﻿using UnityEngine;\n\ninternal class ShakeEffect : TextEffect {\n    private readonly float intensity;\n    private bool skipNextFrame;\n\n    public ShakeEffect(TextManager textMan, float intensity = 1.0f) : base(textMan) {\n        this.intensity = intensity > 0 ? intensity : 1.0f;\n    }\n\n    protected override void UpdateInternal() {\n        if (skipNextFrame) {\n            skipNextFrame = false;\n            return;\n        }\n        skipNextFrame = true;\n\n        for (int i = 0; i < textMan.letters.Count; i++) {\n            LuaSpriteController ctrl = LuaSpriteController.GetOrCreate(textMan.letters[i].image.gameObject);\n            float random = Random.value * 2.0f * Mathf.PI;\n            Vector2 oldPosition = positions[i];\n            positions[i] = new Vector2(Mathf.Sin(random) * intensity, Mathf.Cos(random) * intensity);\n            ctrl.Move(positions[i].x - oldPosition.x, positions[i].y - oldPosition.y);\n        }\n    }\n}"
  },
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    "path": "Assets/Scripts/Text/TextEffect/ShakeEffect.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffect/TextEffect.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\npublic abstract class TextEffect {\n    protected TextManager textMan;\n    protected List<Vector2> positions;\n\n    protected TextEffect(TextManager textMan) {\n        this.textMan = textMan;\n        positions = new List<Vector2>();\n        foreach (TextManager.LetterData l in textMan.letters)\n            positions.Add(new Vector2());\n    }\n\n    public void UpdateEffects() {\n        while (textMan.letters.Count > positions.Count) positions.Add(new Vector2());\n        while (textMan.letters.Count < positions.Count) positions.RemoveAt(positions.Count - 1);\n        UpdateInternal();\n    }\n    protected abstract void UpdateInternal();\n\n    public void ResetPositions() {\n        for (int i = 0; i < positions.Count; i++) {\n            if (textMan != null && i < textMan.letters.Count && textMan.letters[i].image != null)\n                textMan.letters[i].image.transform.position -= (Vector3)positions[i];\n        }\n    }\n}"
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    "path": "Assets/Scripts/Text/TextEffect/TextEffect.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffect/TwitchEffect.cs",
    "content": "﻿using UnityEngine;\n\npublic class TwitchEffect : TextEffect {\n    private int selectedChar = -1;\n    private int updateCount;\n    private readonly float intensity;\n    private readonly int avgWigFrames = 48;\n    private readonly int wigFrameVariety = 16;\n    private int nextWigInFrames;\n    private LuaSpriteController ctrl;\n\n    public TwitchEffect(TextManager textMan, float intensity = 2.0f, int step = 0) : base(textMan) {\n        this.intensity = intensity > 0 ? intensity : 2.0f;\n\n        if (step > 0) {\n            avgWigFrames = step;\n            wigFrameVariety = step / 3;\n        }\n        nextWigInFrames = GetNextWigTime();\n    }\n\n    protected override void UpdateInternal() {\n        if (textMan.letters.Count == 0)\n            return;\n\n        // Move back last character\n        if (updateCount == 0 && selectedChar >= 0 && selectedChar < textMan.letters.Count && ctrl != null) {\n            ctrl.Move(-positions[selectedChar].x, -positions[selectedChar].y);\n            positions[selectedChar] = new Vector2();\n        }\n\n        updateCount++;\n        if (updateCount < nextWigInFrames)\n            return;\n        updateCount = 0;\n        nextWigInFrames = GetNextWigTime();\n\n        float random = Random.value * 2.0f * Mathf.PI;\n        selectedChar = Random.Range(0, textMan.letters.Count);\n        positions[selectedChar] = new Vector2(Mathf.Sin(random) * intensity, Mathf.Cos(random) * intensity);\n\n        ctrl = LuaSpriteController.GetOrCreate(textMan.letters[selectedChar].image.gameObject);\n        ctrl.Move(positions[selectedChar].x, positions[selectedChar].y);\n    }\n\n    private int GetNextWigTime() { return avgWigFrames + Mathf.RoundToInt(wigFrameVariety * (Random.value * 2 - 1)); }\n}"
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  },
  {
    "path": "Assets/Scripts/Text/TextEffectLetter/RotatingEffectLetter.cs",
    "content": "﻿using UnityEngine;\n\npublic class RotatingEffectLetter : TextEffectLetter {\n    private float sinTimer;\n    private readonly float intensity;\n    private const float rotSpeed = 7.0f;\n    private readonly float effectStep;\n\n    public RotatingEffectLetter(Letter letter, float intensity = 1.5f, float step = 0f) : base(letter) {\n        this.intensity = intensity != 0 ? intensity : 1.5f;\n        effectStep = step;\n    }\n\n    protected override void UpdateInternal() {\n        float iDiv = sinTimer * rotSpeed + effectStep;\n        sinTimer += Time.deltaTime;\n\n        float oldXPos = xPos;\n        float oldYPos = yPos;\n        xPos = intensity * -Mathf.Sin(iDiv);\n        yPos = intensity * Mathf.Cos(iDiv);\n        ctrl.Move(xPos - oldXPos, yPos - oldYPos);\n    }\n}"
  },
  {
    "path": "Assets/Scripts/Text/TextEffectLetter/RotatingEffectLetter.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffectLetter/ShakeEffectLetter.cs",
    "content": "﻿using UnityEngine;\n\npublic class ShakeEffectLetter : TextEffectLetter {\n    private readonly float intensity;\n    private bool skipNextFrame;\n\n    public ShakeEffectLetter(Letter letter, float intensity = 1.0f) : base(letter) {\n        this.intensity = intensity > 0 ? intensity : 1.0f;\n    }\n\n    protected override void UpdateInternal() {\n        if (skipNextFrame) {\n            skipNextFrame = false;\n            return;\n        }\n        skipNextFrame = true;\n\n        float random = Random.value * 2.0f * Mathf.PI;\n        float oldXPos = xPos;\n        float oldYPos = yPos;\n        xPos = Mathf.Sin(random) * intensity;\n        yPos = Mathf.Cos(random) * intensity;\n        ctrl.Move(xPos - oldXPos, yPos - oldYPos);\n    }\n}"
  },
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    "path": "Assets/Scripts/Text/TextEffectLetter/ShakeEffectLetter.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffectLetter/TextEffectLetter.cs",
    "content": "﻿public abstract class TextEffectLetter {\n    protected Letter letter;\n    protected LuaSpriteController ctrl;\n    protected float xPos = 0, yPos = 0;\n\n    protected TextEffectLetter(Letter letter) {\n        this.letter = letter;\n        ctrl = LuaSpriteController.GetOrCreate(letter.gameObject);\n    }\n\n    public void UpdateEffects() { UpdateInternal(); }\n    protected abstract void UpdateInternal();\n\n    public void ResetPositions() {\n        if (letter && ctrl != null)\n            ctrl.Move(-xPos, -yPos);\n    }\n}"
  },
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    "path": "Assets/Scripts/Text/TextEffectLetter/TextEffectLetter.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Text/TextEffectLetter/TwitchEffectLetter.cs",
    "content": "﻿using UnityEngine;\n\npublic class TwitchEffectLetter : TextEffectLetter {\n    private int updateCount;\n    private readonly float intensity;\n    private readonly int avgWigFrames = 500;\n    private readonly int wigFrameVariety = 400;\n    private int nextWigInFrames;\n\n    public TwitchEffectLetter(Letter letter, float intensity = 2.0f, int step = 0) : base(letter) {\n        this.intensity = intensity > 0 ? intensity : 2.0f;\n\n        if (step > 0) {\n            avgWigFrames = step;\n            wigFrameVariety = step * 4 / 5;\n        }\n        nextWigInFrames = GetNextWigTime();\n    }\n\n    protected override void UpdateInternal() {\n        if (updateCount == 0)\n            ctrl.Move(-xPos, -yPos);\n\n        updateCount++;\n        if (updateCount < nextWigInFrames)\n            return;\n        updateCount = 0;\n        nextWigInFrames = GetNextWigTime();\n\n        float random = Random.value * 2.0f * Mathf.PI;\n        xPos = Mathf.Sin(random) * intensity;\n        yPos = Mathf.Cos(random) * intensity;\n        ctrl.Move(xPos, yPos);\n    }\n\n    private int GetNextWigTime() { return avgWigFrames + Mathf.RoundToInt(wigFrameVariety * (Random.value * 2 - 1)); }\n}"
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  {
    "path": "Assets/Scripts/Text/TextManager.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing MoonSharp.Interpreter;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n// TODO less code duplicate-y way of pulling commands out of the text.\npublic class TextManager : MonoBehaviour {\n\n    public struct LetterData {\n        public int index;\n        public Image image;\n        public Sprite sprite;\n        public Vector2 position;\n        public bool commandColorSet, commandAlphaSet;\n        public LetterData(int index, Image image, Sprite sprite, Vector2 position, bool commandColorSet, bool commandAlphaSet) {\n            this.index = index;\n            this.image = image;\n            this.sprite = sprite;\n            this.position = position;\n            this.commandColorSet = commandColorSet;\n            this.commandAlphaSet = commandAlphaSet;\n        }\n    }\n    internal List<LetterData> letters = new List<LetterData>();\n    public List<Vector2> letterAdjustShifts = new List<Vector2>();\n\n    protected UnderFont defaultFont;\n    protected string defaultVoice;\n    [MoonSharpHidden] public UnderFont font { get; protected set; }\n    [MoonSharpHidden] public string fontVoice;\n    private string commandVoice;\n\n    protected TextEffect textEffect;\n    private string letterEffect = \"none\";\n    private float letterEffectStep;\n    private float letterEffectStepCount;\n    private float letterIntensity;\n\n    public static string[] commandList = { \"color\", \"alpha\", \"charspacing\", \"linespacing\", \"starcolor\", \"instant\", \"font\", \"effect\", \"noskip\", \"w\", \"waitall\", \"novoice\",\n                                           \"next\", \"finished\", \"nextthisnow\", \"noskipatall\", \"waitfor\", \"speed\", \"letters\", \"lettersperframe\", \"voice\", \"func\", \"mugshot\",\n                                           \"music\", \"sound\", \"health\", \"lettereffect\"};\n    public static string[] movementCommands = { \"charspacing\", \"linespacing\", \"font\" };\n    public int currentLine;\n    [MoonSharpHidden] public int _textMaxWidth;\n    public int currentCharacter;\n    public int currentReferenceCharacter;\n    public bool currentSkippable = true;\n    private bool decoratedTextOffset;\n    private RectTransform self;\n\n    private float currentX;\n    private float currentY;\n    private float startingLineX;\n    private float startingLineY;\n\n    // Variables that have to do with \"[instant]\"\n    private bool instantActive; // Will be true if \"[instant]\" or \"[instant:allowcommand]\" have been activated\n    private bool instantCommand; // Will be true only if \"[instant:allowcommand]\" has been activated\n\n    private bool paused;\n    private bool muted;\n    private bool skippableToNextLine;\n    private bool autoSkipAll;\n    private bool autoSkip;\n    private bool skipFromPlayer;\n    private bool firstChar;\n\n    internal float hSpacing = 3;\n    internal float vSpacing;\n\n    public LuaSpriteController mugshotMask;\n    public LuaSpriteController mugshot;\n    private string[] mugshotList;\n    private bool lineHasMugshot;\n    private float mugshotTimer;\n\n    // private int letterSpeed = 1;\n    private int lettersToDisplay;\n    private int lettersToDisplayOnce;\n    private KeyCode waitingChar = KeyCode.None;\n    private string waitingKeybind = null;\n\n    protected Color commandColor = Color.white;\n    protected Color defaultColor = Color.white;\n    protected Color fontDefaultColor = Color.white;\n    protected bool commandColorSet, commandAlphaSet;\n\n    private float letterTimer;\n    private float timePerLetter;\n    private const float singleFrameTiming = 1.0f / 20;\n    protected Vector3 internalRotation = Vector3.zero;\n\n    public int columnShift = 265;\n    public int columnNumber = 2;\n\n    protected bool hidden = true;\n\n    // The rotation of the text\n    public float rotation {\n        get { return transform.eulerAngles.z; }\n        set {\n            // We mod the value from 0 to 360 because angles are between 0 and 360 normally\n            internalRotation.z = Math.Mod(value, 360);\n            transform.eulerAngles = internalRotation;\n        }\n    }\n\n    [MoonSharpHidden] public ScriptWrapper caller;\n\n    [MoonSharpHidden] public TextMessage[] textQueue { get; protected set; }\n    //public string[] mugshotsPath;\n    //public bool overworld;\n    [MoonSharpHidden] public bool skipNowIfBlocked = false;\n\n    [MoonSharpHidden] public bool lateStartWaiting = false; // Lua text objects will use a late start\n    public TextManager() {\n        defaultVoice = null;\n        textEffect = null;\n        letterIntensity = 0.0f;\n        currentLine = 0;\n        _textMaxWidth = 0;\n        currentCharacter = 0;\n        currentReferenceCharacter = 0;\n        decoratedTextOffset = false;\n        instantActive = false;\n        instantCommand = false;\n        autoSkipAll = false;\n        autoSkip = false;\n        skipFromPlayer = false;\n        firstChar = false;\n        vSpacing = 0;\n        mugshotList = null;\n        lettersToDisplay = 1;\n        lettersToDisplayOnce = 0;\n        commandColorSet = false;\n        commandAlphaSet = false;\n        letterTimer = 0.0f;\n        textQueue = null;\n    }\n\n    [MoonSharpHidden] public void SetCaller(ScriptWrapper s) { caller = s; }\n\n    public void SetFont(UnderFont font, bool inline = false) {\n        this.font = font;\n\n        if (!inline || defaultFont == null) {\n            defaultFont = font;\n            defaultVoice = font.SoundName;\n            fontDefaultColor = font.DefaultColor;\n        }\n\n        vSpacing = 0;\n        hSpacing = font.CharSpacing;\n\n        defaultColor = font.DefaultColor;\n        fontVoice = font.SoundName;\n        if (this as LuaTextManager) {\n            if ((this as LuaTextManager).textColorSet) defaultColor =   ((LuaTextManager) this)._color;\n            if ((this as LuaTextManager).textAlphaSet) defaultColor.a = ((LuaTextManager) this).alpha;\n        }\n        commandColor = defaultColor;\n    }\n\n    public string GetVoice() {\n        string voice = commandVoice ?? fontVoice;\n        return voice != \"none\" ? voice : null;\n    }\n\n    [MoonSharpHidden] public void SetHorizontalSpacing(float spacing = 3) { hSpacing = spacing; }\n    [MoonSharpHidden] public void SetVerticalSpacing(float spacing = 0) { vSpacing = spacing; }\n\n    [MoonSharpHidden] public void ResetFont() {\n        if (font == null || defaultFont == null)\n            if (GetType() == typeof(LuaTextManager) && !((LuaTextManager)this).isMainTextObject)\n                ((LuaTextManager) this).SetFont(SpriteFontRegistry.UI_MONSTERTEXT_NAME);\n            else\n                SetFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_DEFAULT_NAME));\n        font = defaultFont;\n        System.Diagnostics.Debug.Assert(defaultFont != null, \"defaultFont != null\");\n        fontVoice = defaultVoice ?? font.SoundName;\n        fontDefaultColor = font.DefaultColor;\n        hSpacing = font.CharSpacing;\n\n        if (!(this as LuaTextManager))\n            defaultColor = fontDefaultColor;\n        else {\n            if (!(this as LuaTextManager).textColorSet) {\n                defaultColor.r = fontDefaultColor.r;\n                defaultColor.g = fontDefaultColor.g;\n                defaultColor.b = fontDefaultColor.b;\n            }\n            if (!(this as LuaTextManager).textAlphaSet)\n                defaultColor.a = fontDefaultColor.a;\n        }\n\n        // Default voice in the overworld\n        if (gameObject.name == \"TextManager OW\")\n            defaultVoice = \"monsterfont\";\n    }\n\n    protected virtual void Awake() {\n        self = gameObject.GetComponent<RectTransform>();\n        timePerLetter = singleFrameTiming;\n\n        Transform parent = this as LuaTextManager ? (this as LuaTextManager).GetContainer().transform.parent : transform.parent;\n        if (parent == null || (!parent.Find(\"Mugshot\") && !parent.Find(\"MugshotMask\")))\n            return;\n        mugshot = LuaSpriteController.GetOrCreate((parent.Find(\"Mugshot\") ?? parent.Find(\"MugshotMask\").GetChild(0)).gameObject);\n        if (parent.Find(\"MugshotMask\"))\n            mugshotMask = LuaSpriteController.GetOrCreate(parent.Find(\"MugshotMask\").gameObject);\n    }\n\n    public void SetPause(bool pause) { paused = pause; }\n\n    public bool IsPaused() { return paused; }\n\n    [MoonSharpHidden] public bool IsFinished() {\n        return currentCharacter >= textQueue[currentLine].Text.Length;\n    }\n\n    [MoonSharpHidden] public void SetMute(bool newMuted) { muted = newMuted; }\n\n    public void SetText(TextMessage text) { SetTextQueue(new[] { text }); }\n\n    public bool GetAutoLineBreak() {\n        if (textQueue[currentLine].ForceNoAutoLineBreak) return false;\n        if (!GlobalControls.isInFight || EnemyEncounter.script.GetVar(\"autolinebreak\").Boolean) return true;\n        return (this as LuaTextManager) != null && this != UIController.instance.mainTextManager;\n    }\n\n    [MoonSharpHidden] public void SetTextQueue(TextMessage[] newTextQueue) {\n        if (newTextQueue == null)\n            newTextQueue = new TextMessage[] { };\n\n        if (UnitaleUtil.IsOverworld && (gameObject.name == \"TextManager OW\"))\n            PlayerOverworld.AutoSetUIPos();\n\n        ResetFont();\n        if (mugshotList != null) {\n            bool oldLineHasMugshot = lineHasMugshot;\n            SetMugshot(DynValue.NewNil());\n            SetMugshotShift(oldLineHasMugshot);\n        }\n        hidden = newTextQueue.Length == 0;\n        textQueue = newTextQueue;\n        currentLine = 0;\n        ShowLine(0);\n    }\n\n    [MoonSharpHidden] public void SetTextQueueAfterValue(int BeginText) {\n        ResetFont();\n        currentLine = BeginText;\n        ShowLine(BeginText);\n    }\n\n    [MoonSharpHidden] public void ResetCurrentCharacter() {\n        currentCharacter = 0;\n        currentReferenceCharacter = 0;\n    }\n\n    [MoonSharpHidden] public void AddToTextQueue(TextMessage text) { AddToTextQueue(new[] { text }); }\n\n    [MoonSharpHidden] public void AddToTextQueue(TextMessage[] textQueueToAdd) {\n        if (AllLinesComplete())\n            SetTextQueue(textQueueToAdd);\n        else {\n            int length = textQueue.Length + textQueueToAdd.Length;\n            TextMessage[] newTextQueue = new TextMessage[length];\n            textQueue.CopyTo(newTextQueue, 0);\n            textQueueToAdd.CopyTo(newTextQueue, textQueue.Length);\n            textQueue = newTextQueue;\n        }\n    }\n\n    [MoonSharpHidden] public bool CanSkip() { return currentSkippable; }\n    [MoonSharpHidden] public bool CanAutoSkip() { return autoSkip; }\n    [MoonSharpHidden] public bool CanSkipToNextLine() { return skippableToNextLine; }\n    [MoonSharpHidden] public bool CanAutoSkipAll() { return autoSkipAll; }\n    [MoonSharpHidden] public bool CanAutoSkipAny(bool onlySkippableIfConfirm = false) { return CanAutoSkip() || (CanSkipToNextLine() && (!onlySkippableIfConfirm || GlobalControls.input.Confirm == ButtonState.PRESSED)) || CanAutoSkipAll(); }\n\n    public int LineCount() {\n        return textQueue == null ? 0 : textQueue.Length;\n    }\n\n    public bool LineComplete() {\n        return textQueue == null || instantActive || currentCharacter == textQueue[currentLine].Text.Length;\n    }\n\n    [MoonSharpHidden] public bool AllLinesComplete() {\n        return textQueue == null || currentLine == textQueue.Length - 1 && LineComplete();\n    }\n\n    public void SetMugshotShift(bool oldLineHasMugshot) {\n        if (lineHasMugshot && !oldLineHasMugshot) {\n            Move(117, 0);\n            _textMaxWidth -= 117;\n        } else if (!lineHasMugshot && oldLineHasMugshot) {\n            Move(-117, 0);\n            _textMaxWidth += 117;\n        }\n    }\n\n    public void SetMugshot(DynValue text) {\n        if (mugshot == null || text == null)\n            return;\n        if (text.Type != DataType.String && text.Type != DataType.Table && text.Type != DataType.Nil && text.Type != DataType.Void)\n            throw new CYFException(\"Mugshots can either be nil, strings or tables of strings ending with a number, yet it's currently a \" + text.Type + \".\");\n        if (text.Type == DataType.Table) {\n            Table t = text.Table;\n            for (int i = 1; i <= t.Length; i++) {\n                DynValue d = t.Get(i);\n                if (d.Type != DataType.String && !(d.Type == DataType.Number && i == t.Length))\n                    throw new CYFException(\"Mugshots can either be nil, strings or tables of strings ending with a number, yet the current table has a \" + d.Type + \".\");\n            }\n        }\n\n        mugshotTimer = 0.2f;\n        List<string> mugshots = new List<string>();\n        if (text != null && text.String != \"null\") {\n            if (text.Type == DataType.Table) {\n                foreach (DynValue dv in text.Table.Values) {\n                    if (dv.Type == DataType.String)\n                        mugshots.Add(\"Mugshots/\" + dv.String);\n                    else if (dv.Type == DataType.Number)\n                        mugshotTimer = (float)(dv.Number > 0 ? dv.Number : 0.2f);\n                }\n            } else\n                mugshots.Add(\"Mugshots/\" + text.String);\n        } else\n            mugshots.Add(\"Mugshots/\");\n\n        mugshot.StopAnimation();\n        bool mugshotSet = mugshots.Count > 0 && mugshots[0] != \"Mugshots/\" && mugshots[0] != \"Mugshots/null\";\n        if (mugshotSet) {\n            mugshotList = mugshots.ToArray();\n            mugshot.alpha = 1;\n            try {\n                if (mugshotList.Length > 1)\n                    mugshot.SetAnimation(mugshotList, mugshotTimer);\n                else\n                    mugshot.Set(mugshotList[0]);\n            } catch (CYFException e) {\n                UnitaleUtil.DisplayLuaError(\"Setting a mugshot\", e.Message);\n            }\n        } else {\n            mugshotList = null;\n            mugshot.alpha = 0;\n            mugshot.Set(\"empty\");\n        }\n    }\n\n    protected void ShowLine(int line) {\n        if (textQueue == null) return;\n        if (line >= textQueue.Length) return;\n        if (textQueue[line] == null) return;\n        if (lateStartWaiting) return;\n        bool oldLineHasMugshot = lineHasMugshot;\n        SetMugshot(textQueue[line].Mugshot);\n\n        if (!(this as LuaTextManager) || (this as LuaTextManager).needFontReset)\n            ResetFont();\n        commandColor     = defaultColor;\n        commandColorSet  = false;\n        commandAlphaSet  = false;\n        currentSkippable = true;\n        skippableToNextLine = false;\n        autoSkip         = false;\n        autoSkipAll      = false;\n        instantCommand   = false;\n        skipFromPlayer   = false;\n        firstChar        = false;\n        lineHasMugshot   = mugshotList != null;\n        commandVoice     = null;\n\n        SetMugshotShift(oldLineHasMugshot);\n\n        timePerLetter = singleFrameTiming;\n        letterTimer   = 0.0f;\n        DestroyChars();\n        currentLine = line;\n        currentCharacter          = 0;\n        currentReferenceCharacter = 0;\n        letterEffect              = \"none\";\n        instantActive = textQueue[line].ShowImmediate;\n\n        float rot = rotation;\n        rotation = 0;\n        float xScale = 1, yScale = 1;\n        LuaTextManager ltm = this as LuaTextManager;\n        if (ltm) {\n            xScale = ltm.xscale;\n            yScale = ltm.yscale;\n        }\n        if (ltm) ltm.SpawnText();\n        else     SpawnText();\n        rotation = rot;\n\n        if (UnitaleUtil.IsOverworld && this == PlayerOverworld.instance.textmgr) {\n            if (textQueue[line].ActualText) {\n                if (transform.parent.GetComponent<Image>().color.a == 0)\n                    SetTextFrameAlpha(1);\n            } else {\n                if (transform.parent.GetComponent<Image>().color.a == 1)\n                    SetTextFrameAlpha(0);\n                HideTextObject();\n            }\n        }\n\n        // Move the text up a little if there are more than 3 lines so they can possibly fit in the arena\n        if (!GlobalControls.retroMode && !UnitaleUtil.IsOverworld && UIController.instance && this == UIController.instance.mainTextManager) {\n            int     lines = (textQueue[line].Text.Split('\\n').Length > 3 && (UIController.instance.state == \"ACTIONSELECT\" || UIController.instance.state == \"DIALOGRESULT\")) ? 4 : 3;\n            Vector3 pos   = self.localPosition;\n\n            // remove the offset\n            self.localPosition  = new Vector3(pos.x, pos.y - (decoratedTextOffset ? 9 : 0), pos.z);\n            pos                 = self.localPosition;\n            decoratedTextOffset = false;\n\n            // add the offset if necessary\n            if (lines != 4) return;\n            decoratedTextOffset = true;\n            self.localPosition  = new Vector3(pos.x, pos.y + (decoratedTextOffset ? 9 : 0), pos.z);\n        } else if (gameObject.name == \"TextManager OW\") {\n            int lines = textQueue[line].Text.Split('\\n').Length;\n            lines = lines >= 4 ? 4 : 3;\n            Vector3 pos = gameObject.GetComponent<RectTransform>().localPosition;\n            MoveTo(pos.x, 22 + ((lines - 1) * font.LineSpacing / 2));\n        }\n    }\n\n    [MoonSharpHidden] public void SetTextFrameAlpha(float a) {\n        string objectName = UnitaleUtil.IsOverworld ? \"textframe_border_outer\" : \"arena_border_outer\";\n\n        GameObject target = GameObject.Find(objectName);\n        List<Image> imagesChild = target.GetComponentsInChildren<Image>().ToList();\n        imagesChild.Add(target.GetComponent<Image>());\n\n        foreach (Image img in imagesChild)\n            img.color = new Color(img.color.r, img.color.g, img.color.b, a);\n    }\n\n    [MoonSharpHidden] public bool HasNext() { return currentLine + 1 < LineCount(); }\n\n    [MoonSharpHidden] public void NextLineText() { ShowLine(++currentLine); }\n\n    [MoonSharpHidden] public void DoSkipFromPlayer() {\n        skipFromPlayer = true;\n\n        if ((GlobalControls.isInFight && EnemyEncounter.script.GetVar(\"playerskipdocommand\").Boolean) || !GlobalControls.isInFight)\n            instantCommand = true;\n\n        if (!GlobalControls.retroMode)\n            InUpdateControlCommand(DynValue.NewString(\"instant\"), currentCharacter);\n        else\n            SkipLine();\n    }\n\n    public virtual void SkipLine() {\n        if (lateStartWaiting) return;\n        foreach (LetterData d in letters)\n            d.image.enabled = true;\n        currentCharacter = textQueue[currentLine].Text.Length;\n        currentReferenceCharacter = letters.Count;\n    }\n\n    public void SetEffect(TextEffect effect) {\n        if (textEffect != null)\n            textEffect.ResetPositions();\n        textEffect = effect;\n    }\n    public void SetEffect(string effect, float intensity = -1, float step = 0) {\n        if (effect == null)\n            throw new CYFException(\"Text.SetEffect: The first argument (the effect name) is nil.\\n\\nSee the documentation for proper usage.\");\n        if (textEffect != null)\n            textEffect.ResetPositions();\n        switch (effect.ToLower()) {\n            case \"none\":\n                textEffect = null;\n                break;\n            case \"twitch\":\n                textEffect = new TwitchEffect(this, intensity != -1 ? intensity : 2, (int)step);\n                break;\n            case \"shake\":\n                textEffect = new ShakeEffect(this, intensity != -1 ? intensity : 1);\n                break;\n            case \"rotate\":\n                textEffect = new RotatingEffect(this, intensity != -1 ? intensity : 1.5f, step);\n                break;\n\n            default:\n                throw new CYFException(\"The effect \\\"\" + effect + \"\\\" doesn't exist.\\nYou can only choose between \\\"none\\\", \\\"twitch\\\", \\\"shake\\\" and \\\"rotate\\\".\");\n        }\n    }\n\n    [MoonSharpHidden] protected void DestroyChars() {\n        foreach (Transform child in gameObject.transform) {\n            if (child.GetComponent<SpriteRenderer>() == null && child.GetComponent<Image>() == null) continue;\n            LuaSpriteController.GetOrCreate(child.gameObject).Remove();\n        }\n        letters.Clear();\n        letterAdjustShifts.Clear();\n    }\n\n    [MoonSharpHidden] public void HideTextObject() {\n        DestroyChars();\n        hidden = true;\n    }\n\n    private void SpawnTextSpaceTest(int i, string currentText, out string currentText2) {\n        currentText2 = currentText;\n        bool decorated = textQueue[currentLine].Decorated;\n        float decorationLength = decorated ? UnitaleUtil.PredictTextWidth(this, 0, 1, true) : 0;\n\n        // Gets the first character of the line and the last character after the current space\n        int finalIndex = i + 1, beginIndex = i;\n\n        for (; beginIndex > 0; beginIndex--)\n            if (currentText[beginIndex] == '\\n' || currentText[beginIndex] == '\\r')\n                break;\n        for (; finalIndex < currentText.Length - 1; finalIndex++)\n            if (currentText[finalIndex] == ' ' || currentText[finalIndex] == '\\n' || currentText[finalIndex] == '\\r')\n                break;\n\n        if (currentText[beginIndex] == '\\n' || currentText[beginIndex] == '\\r')                                   beginIndex++;\n        if (currentText[finalIndex] == '\\n' || currentText[finalIndex] == ' ' || currentText[finalIndex] == '\\r') finalIndex--;\n\n        if (_textMaxWidth > 0 && UnitaleUtil.PredictTextWidth(this, beginIndex, finalIndex, true) > _textMaxWidth) {\n            // If the line's too long, do something!\n            int wordBeginIndex = currentText2[i] == ' ' ? i + 1 : i;\n            if (UnitaleUtil.PredictTextWidth(this, wordBeginIndex, finalIndex) > _textMaxWidth - decorationLength) {\n                // Word is taking the entire line\n                for (int currentIndex = wordBeginIndex; currentIndex <= finalIndex; currentIndex++) {\n                    if (!(UnitaleUtil.PredictTextWidth(this, beginIndex, currentIndex) > _textMaxWidth)) continue;\n                    currentText2                =  currentText2.Substring(0, currentIndex) + \"\\n\" + (decorated ? \"  \" : \"\") + currentText2.Substring(currentIndex, currentText2.Length - currentIndex);\n                    textQueue[currentLine].Text =  currentText2;\n                    finalIndex                  += decorated ? 3 : 1;\n                    beginIndex                  =  currentIndex;\n                }\n            } else\n                // Line is too long\n                currentText2 = currentText2.Substring(0, wordBeginIndex - 1) + \"\\n\" + (decorated ? \"  \" : \"\") + currentText2.Substring(wordBeginIndex, currentText.Length - wordBeginIndex);\n        }\n        textQueue[currentLine].Text = currentText2;\n    }\n\n    private int CreateLetter(string currentText, int index) {\n        GameObject singleLtr = Instantiate(SpriteFontRegistry.LETTER_OBJECT);\n        RectTransform ltrRect = singleLtr.GetComponent<RectTransform>();\n\n        LuaTextManager luaThis = this as LuaTextManager;\n        bool isLua = luaThis != null;\n\n        ltrRect.localScale = new Vector3(isLua ? luaThis.xscale : 1f, isLua ? luaThis.yscale : 1f, ltrRect.localScale.z);\n\n        Image ltrImg = singleLtr.GetComponent<Image>();\n        ltrRect.SetParent(gameObject.transform);\n        ltrImg.sprite = font.Letters[currentText[index]];\n\n        letters.Add(new LetterData(index, ltrImg, font.Letters[currentText[index]], new Vector2(), commandColorSet, commandAlphaSet));\n        letterAdjustShifts.Add(new Vector2());\n\n        ltrImg.SetNativeSize();\n\n        Color resultColor = commandColor;\n        if (isLua) {\n            if (!commandColorSet && luaThis.textColorSet) {\n                resultColor.r = luaThis._color.r;\n                resultColor.g = luaThis._color.g;\n                resultColor.b = luaThis._color.b;\n            }\n            if (!commandAlphaSet && luaThis.textAlphaSet)\n                resultColor.a = commandColor.a;\n        }\n        ltrImg.color = resultColor;\n        ltrImg.enabled = textQueue[currentLine].ShowImmediate || (GlobalControls.retroMode && instantActive);\n\n        return letters.Count - 1;\n    }\n\n    private void MoveLetter(string currentText, int letterIndex) {\n        LetterData letter = letters[letterIndex];\n        RectTransform rt = letter.image.GetComponent<RectTransform>();\n\n        float letterShift = letter.sprite.border.w - letter.sprite.border.y;\n\n        if (GetType() == typeof(LuaTextManager) || gameObject.name == \"TextParent\" || gameObject.name == \"ReviveText\")\n            // Allow Game Over fonts to enjoy the fixed text positioning, too!\n            rt.localPosition = new Vector3(currentX, currentY + letterShift, 0);\n        else\n            // Keep what we already have for all text boxes that are not Text Objects in an encounter\n            rt.localPosition = new Vector3(currentX, currentY + (letterShift + 2), 0);\n\n        rt.eulerAngles = new Vector3(0, 0, rotation);\n        letters[letterIndex] = new LetterData(letter.index, letter.image, letter.sprite, rt.anchoredPosition, letters[letterIndex].commandColorSet, letters[letterIndex].commandAlphaSet);\n    }\n\n    protected virtual void SpawnText() {\n        string currentText = textQueue[currentLine].Text;\n        letters.Clear();\n        letterAdjustShifts.Clear();\n        if (currentText.Length > 1 && GetAutoLineBreak())\n            SpawnTextSpaceTest(0, currentText, out currentText);\n\n        // Work-around for [instant] and [instant:allowcommand] at the beginning of a line of text\n        bool skipImmediate = false;\n        string skipCommand = \"\";\n\n        for (int i = 0; i < currentText.Length; i++) {\n            switch (currentText[i]) {\n                case '[':\n                    int currentChar = i;\n                    string command = UnitaleUtil.ParseCommandInline(currentText, ref i);\n                    if (command == null)\n                        i = currentChar;\n                    else {\n                        // Work-around for [noskip], [instant] and [instant:allowcommand]\n                        if (!GlobalControls.retroMode) {\n                            // The goal of this is to allow for commands executed \"just before\" [instant] on the first frame\n                            // Example: \"[func:test][instant]...\"\n\n                            // Special case for \"[noskip]\", \"[instant]\" and \"[instant:allowcommand]\"\n                            if (command == \"noskip\" || command == \"instant\" || command == \"instant:allowcommand\") {\n                                // Copy all text before the command\n                                string precedingText = currentText.Substring(0, i - (command.Length + 1));\n\n                                // Remove all commands, store them for later if using instant\n                                List<string> commands = command == \"noskip\" ? null : new List<string>();\n\n                                while (precedingText.IndexOf('[') > -1) {\n                                    int j = precedingText.IndexOf('['), k = j;\n                                    if (UnitaleUtil.ParseCommandInline(precedingText, ref k) == null) break;\n                                    if (commands != null)\n                                        commands.Add(precedingText.Substring(j + 1, (k - j) - 1));\n                                    precedingText = precedingText.Replace(precedingText.Substring(j, (k - j) + 1), \"\");\n                                }\n\n                                // Confirm that our command is at the beginning!\n                                if (precedingText.Length == 0)\n                                    if (command == \"noskip\")\n                                        PreCreateControlCommand(command);\n                                    else {\n                                        // Execute all commands that came before [instant] through InUpdateControlCommand\n                                        foreach (string cmd in commands)\n                                            InUpdateControlCommand(DynValue.NewString(cmd));\n\n                                        skipImmediate = true;\n                                        skipCommand = command;\n                                        // InUpdateControlCommand(DynValue.NewString(command), i);\n                                    }\n                            } else if (command.Length < 7 || command.Substring(0, 7) != \"instant\")\n                                PreCreateControlCommand(command);\n                        } else\n                            PreCreateControlCommand(command);\n                        continue;\n                    }\n                    break;\n                case ' ':\n                    if (i + 1 == currentText.Length || currentText[i + 1] == ' ')\n                        break;\n                    if (GetAutoLineBreak()) {\n                        SpawnTextSpaceTest(i, currentText, out currentText);\n                        if (currentText[i] != ' ') {\n                            i--;\n                            continue;\n                        }\n                    }\n                    break;\n            }\n\n            if (!font.Letters.ContainsKey(currentText[i]))\n                continue;\n\n            CreateLetter(currentText, i);\n        }\n        LuaTextManager ltm = this as LuaTextManager;\n        if (ltm && ltm.adjustTextDisplay)\n            ltm.Scale(ltm.xscale, ltm.yscale);\n        MoveLetters();\n\n        // Work-around for [instant] and [instant:allowcommand] at the beginning of a line of text\n        if (skipImmediate)\n            InUpdateControlCommand(DynValue.NewString(skipCommand));\n    }\n\n    private float[] ComputeTextSpacings() {\n        LuaTextManager ltm = this as LuaTextManager;\n        float normalizedHSpacing = hSpacing;\n        float normalizedVSpacing = vSpacing + font.LineSpacing;\n        if (ltm && ltm.adjustTextDisplay) {\n            float spaceHeight = font.Letters[' '].rect.height;\n\n            // Normalize shifts so they're integers\n            bool isNormalizedHSpacingPositive = normalizedHSpacing >= 0.001f;\n            normalizedHSpacing = Mathf.Round((normalizedHSpacing - 0.001f) * ltm.xscale);\n            if (isNormalizedHSpacingPositive)\n                normalizedHSpacing = Mathf.Max(1, normalizedHSpacing);\n            normalizedHSpacing /= ltm.xscale;\n\n            float relativeVSpacing = normalizedVSpacing - spaceHeight;\n            bool isRelativeVSpacingPositive = relativeVSpacing >= 0.001f;\n            relativeVSpacing = Mathf.Round((relativeVSpacing - 0.001f) * ltm.yscale);\n            if (isRelativeVSpacingPositive)\n                relativeVSpacing = Mathf.Max(1, relativeVSpacing);\n            relativeVSpacing /= ltm.yscale;\n            normalizedVSpacing = relativeVSpacing + spaceHeight;\n        }\n\n        return new float[] { normalizedHSpacing, normalizedVSpacing };\n    }\n\n    public void MoveLetters() {\n        ResetFont();\n\n        float baseHSpacing = hSpacing;\n        float baseVSpacing = vSpacing;\n\n        currentX = 0.01f;\n        currentY = 0.01f;\n\n        // allow Game Over fonts to enjoy the fixed text positioning, too!\n        LuaTextManager ltm = this as LuaTextManager;\n        if (!ltm && gameObject.name != \"TextParent\" && gameObject.name != \"ReviveText\")\n            currentY -= font.LineSpacing;\n\n        startingLineX = currentX;\n        startingLineY = currentY;\n\n        float[] spacings = ComputeTextSpacings();\n        float normalizedHSpacing = spacings[0];\n        float normalizedVSpacing = spacings[1];\n\n        string currentText = textQueue[currentLine].Text;\n        int tabCount = 0;\n        for (int i = 0; i < currentText.Length; i++) {\n            int currentChar = i;\n            switch (currentText[i]) {\n                case '[':\n                    string command = UnitaleUtil.ParseCommandInline(currentText, ref i);\n                    if (command == null || !movementCommands.Contains(command.Split(':')[0]))\n                        i = currentChar;\n                    else {\n                        PreCreateControlCommand(command, true);\n                        spacings = ComputeTextSpacings();\n                        normalizedHSpacing = spacings[0];\n                        normalizedVSpacing = spacings[1];\n                    }\n                    break;\n                case '\\n':\n                    currentX = startingLineX + normalizedVSpacing * Mathf.Sin(rotation * Mathf.Deg2Rad);\n                    currentY = startingLineY - normalizedVSpacing * Mathf.Cos(rotation * Mathf.Deg2Rad);\n                    startingLineX = currentX;\n                    startingLineY = currentY;\n                    tabCount = 0;\n                    break;\n                case '\\t':\n                    currentX = ++tabCount * columnShift;\n                    break;\n            }\n            if (currentChar == i && letters.Exists(l => l.index == i)) {\n                LetterData letter = letters.Find(l => l.index == i);\n                MoveLetter(currentText, letters.IndexOf(letter));\n                RectTransform rt = letter.image.GetComponent<RectTransform>();\n                currentX += (rt.rect.width * rt.localScale.x + normalizedHSpacing) * Mathf.Cos(rotation * Mathf.Deg2Rad);\n                currentY += (rt.rect.width * rt.localScale.x + normalizedHSpacing) * Mathf.Sin(rotation * Mathf.Deg2Rad);\n            }\n        }\n\n        hSpacing = baseHSpacing;\n        vSpacing = baseVSpacing;\n    }\n\n    private bool CheckCommand() {\n        if (currentLine >= textQueue.Length)\n            return false;\n        if (currentCharacter >= textQueue[currentLine].Text.Length) return false;\n        if (textQueue[currentLine].Text[currentCharacter] != '[') return false;\n        int    currentChar = currentCharacter;\n        string command     = UnitaleUtil.ParseCommandInline(textQueue[currentLine].Text, ref currentCharacter);\n        if (command != null) {\n            currentCharacter++; // we're not in a continuable loop so move to the character after the ] manually\n\n            DynValue commandDV = DynValue.NewString(command);\n            InUpdateControlCommand(commandDV, currentCharacter);\n\n            return true;\n        }\n        currentCharacter = currentChar;\n        return false;\n    }\n\n    protected virtual void Update() {\n        if (mugshotList != null)\n            if (UnitaleUtil.IsOverworld && mugshot.alpha != 0 && mugshotList.Length > 1) {\n                if (!mugshot.animcomplete && (letterTimer < 0 || LineComplete())) {\n                    mugshot.StopAnimation();\n                    mugshot.Set(mugshotList.Last());\n                } else if (mugshot.animcomplete && !(letterTimer < 0 || LineComplete()))\n                    mugshot.SetAnimation(mugshotList, mugshotTimer);\n            }\n\n        if (!isactive || textQueue[currentLine] == null || paused || lateStartWaiting)\n            return;\n\n        if (textEffect != null)\n            textEffect.UpdateEffects();\n\n        if (GlobalControls.retroMode && instantActive || currentCharacter >= textQueue[currentLine].Text.Length)\n            return;\n\n        if (waitingChar != KeyCode.None) {\n            if (Input.GetKeyDown(waitingChar)) waitingChar = KeyCode.None;\n            else                               return;\n        }\n        if (waitingKeybind != null) {\n            if (KeyboardInput.StateFor(waitingKeybind) == ButtonState.PRESSED) waitingKeybind = null;\n            else                                                               return;\n        }\n\n        letterTimer += Time.deltaTime;\n        if ((letterTimer >= timePerLetter || firstChar) && !LineComplete()) {\n            int repeats = timePerLetter == 0f ? 1 : (int)Mathf.Floor(letterTimer / timePerLetter);\n\n            bool soundPlayed = firstChar && lettersToDisplay > 1;\n            int lastLetter = -1;\n\n            for (int i = 0; i < repeats; i++) {\n                if (lettersToDisplayOnce > 0)\n                    HandleShowLettersOnce(ref soundPlayed, ref lastLetter);\n                else\n                    for (int j = 0; j < lettersToDisplay; j++)\n                        if (!HandleShowLetter(ref soundPlayed, ref lastLetter))\n                            break;\n\n                if (letterTimer < timePerLetter)\n                    break;\n\n                if (!firstChar)\n                    letterTimer -= timePerLetter;\n                else {\n                    firstChar = false;\n                    return;\n                }\n            }\n        }\n    }\n\n    private void HandleShowLettersOnce(ref bool soundPlayed, ref int lastLetter) {\n        while (lettersToDisplayOnce != 0 && !instantCommand) {\n            if (!HandleShowLetter(ref soundPlayed, ref lastLetter, true)) return;\n            lettersToDisplayOnce--;\n        }\n    }\n\n    private bool HandleShowLetter(ref bool soundPlayed, ref int lastLetter, bool fromOnce = false) {\n        if (lastLetter != currentCharacter) {\n            float oldLetterTimer = letterTimer;\n            int oldLettersToDisplay = lettersToDisplay;\n            int oldLettersToDisplayOnce = lettersToDisplayOnce;\n            lastLetter = currentCharacter;\n            while (CheckCommand()) {\n                if ((fromOnce && lettersToDisplayOnce != oldLettersToDisplayOnce) || (!fromOnce && lettersToDisplay != oldLettersToDisplay))\n                    return false;\n                if ((GlobalControls.retroMode && instantActive) || letterTimer != oldLetterTimer || waitingChar != KeyCode.None || paused)\n                    return false;\n            }\n            if (currentCharacter >= textQueue[currentLine].Text.Length)\n                return false;\n        }\n\n        if (letters.Exists(l => l.index == currentCharacter)) {\n            Image im = letters.Find(l => l.index == currentCharacter).image;\n            if (im == null) return false;\n            im.enabled = true;\n            letterEffectStepCount += letterEffectStep;\n            if (im.GetComponent<Letter>().effect != null)\n                im.GetComponent<Letter>().effect.ResetPositions();\n            switch (letterEffect.ToLower()) {\n                case \"twitch\": im.GetComponent<Letter>().effect = new TwitchEffectLetter(im.GetComponent<Letter>(), letterIntensity, (int)letterEffectStep);   break;\n                case \"rotate\": im.GetComponent<Letter>().effect = new RotatingEffectLetter(im.GetComponent<Letter>(), letterIntensity, letterEffectStepCount); break;\n                case \"shake\":  im.GetComponent<Letter>().effect = new ShakeEffectLetter(im.GetComponent<Letter>(), letterIntensity);                           break;\n                default:       im.GetComponent<Letter>().effect = null;                                                                                        break;\n            }\n\n            currentReferenceCharacter++;\n        }\n\n        if (!string.IsNullOrEmpty(GetVoice()) && !muted && !soundPlayed && (GlobalControls.retroMode || (currentCharacter < textQueue[currentLine].Text.Length && textQueue[currentLine].Text[currentCharacter] != ' '))) {\n            soundPlayed = true;\n            try { UnitaleUtil.PlayVoice(\"BubbleSound\", GetVoice()); }\n            catch (CYFException e) { UnitaleUtil.DisplayLuaError(\"Playing a voice\", e.Message); }\n        }\n\n        currentCharacter++;\n        return true;\n    }\n\n    private void PreCreateControlCommand(string command, bool movementCommand = false) {\n        string[] cmds = UnitaleUtil.SpecialSplit(':', command);\n        // Only allow letter movement commands on the letter movement pass\n        if (movementCommand && !movementCommands.Contains(cmds[0]))\n            return;\n        string[] args = new string[0];\n        if (cmds.Length == 2) {\n            args = UnitaleUtil.SpecialSplit(',', cmds[1], true);\n            cmds[1] = args[0];\n        }\n        // TODO: Restore errors for 0.7\n        switch (cmds[0].ToLower()) {\n            case \"color\":\n                float oldAlpha = commandColor.a;\n                commandColorSet = args.Length >= 1;\n                try { commandColor = commandColorSet ? ParseUtil.GetColor(cmds[1]) : defaultColor; }\n                catch { Debug.LogError(\"[color:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the text's color but it's not a valid hexadecimal color value.\"); }\n                commandColor.a = oldAlpha;\n                break;\n            case \"alpha\":\n                commandAlphaSet = args.Length >= 1;\n                try { commandColor.a = commandAlphaSet ? ParseUtil.GetByte(cmds[1]) / 255 : defaultColor.a; }\n                catch { Debug.LogError(\"[alpha:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the text's alpha but it's not a valid hexadecimal value.\"); }\n\n                break;\n            case \"charspacing\":\n                try {\n                    if (cmds.Length > 1 && cmds[1].ToLower() == \"default\") SetHorizontalSpacing(font.CharSpacing);\n                    else                                                   SetHorizontalSpacing(ParseUtil.GetFloat(cmds[1]));\n                } catch (CYFException) {\n                    Debug.LogError(\"[charspacing:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the text's horizontal spacing but it's not a valid number value.\");\n                }\n                break;\n            case \"linespacing\":\n                try {\n                    if (cmds.Length > 1)\n                        SetVerticalSpacing(ParseUtil.GetFloat(cmds[1]));\n                } catch (CYFException) {\n                    Debug.LogError(\"[linespacing:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the text's vertical spacing but it's not a valid number value.\");\n                }\n                break;\n\n            case \"starcolor\":\n                try {\n                    Color starColor = ParseUtil.GetColor(cmds[1]);\n                    int indexOfStar = textQueue[currentLine].Text.IndexOf('*'); // HACK oh my god lol\n                    if (indexOfStar > -1)\n                        if (letters.Exists(l => l.index == indexOfStar))\n                            letters.Find(l => l.index == indexOfStar).image.color = starColor;\n                } catch (CYFException) {\n                    Debug.LogError(\"[starcolor:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the color of the text's star, but it's not a valid hexadecimal color value.\");\n                }\n                break;\n\n            case \"instant\":\n                if (GlobalControls.retroMode)\n                    instantActive = true;\n                else\n                    InUpdateControlCommand(DynValue.NewString(command));\n                break;\n\n            case \"noskip\":\n                if (args.Length == 0) currentSkippable = false;\n                break;\n\n            case \"font\":\n                UnderFont uf = SpriteFontRegistry.Get(cmds[1]);\n                if (uf == null) {\n                    UnitaleUtil.DisplayLuaError(\"[font:x] usage\", \"The font \\\"\" + cmds[1] + \"\\\" doesn't exist.\\nYou should check if you made a typo, or if the font really is in your mod.\", false);\n                    break;\n                }\n                SetFont(uf, true);\n                if (GetType() == typeof(LuaTextManager) && ((LuaTextManager)this).bubble)\n                    ((LuaTextManager) this).UpdateBubble();\n                break;\n\n            case \"effect\":\n                float step = args.Length > 2 ? ParseUtil.GetFloat(args[2]) : 0;\n                SetEffect(cmds[1].ToLower(), args.Length > 1 ? ParseUtil.GetFloat(args[1]) : -1, step);\n                break;\n\n            case \"mugshot\":\n                DynValue temp = DynValue.NewNil();\n                if (args.Length > 0)\n                    temp = args[0][0] == '{' ? UnitaleUtil.RebuildTableFromString(args[0]) : DynValue.NewString(args[0]);\n\n                bool oldLineHasMugshot = lineHasMugshot;\n                if (temp.Type != DataType.Nil && temp.Type != DataType.Void && !(temp.Type == DataType.String && (temp.String == \"null\" || temp.String == \"\")))\n                    lineHasMugshot = true;\n                SetMugshotShift(oldLineHasMugshot);\n                break;\n        }\n    }\n\n    private void InUpdateControlCommand(DynValue command, int index = 0) {\n        string[] cmds = UnitaleUtil.SpecialSplit(':', command.String);\n        string[] args = new string[0];\n        if (cmds.Length > 1) {\n            args = UnitaleUtil.SpecialSplit(',', cmds[1], true);\n            cmds[1] = args[0];\n        }\n\n        string tag = cmds[cmds.Length - 1];\n        if (tag == \"skipover\" && instantActive) return;\n        if (tag == \"skiponly\" && !instantActive) return;\n\n        // TODO: Restore errors for 0.7\n        switch (cmds[0].ToLower()) {\n            case \"noskip\":\n                if (args.Length == 0)      currentSkippable = false;\n                else if (args[0] == \"off\") currentSkippable = true;\n                break;\n\n            case \"waitfor\":\n                try {\n                    if (KeyboardInput.KeybindExists(cmds[1])) {\n                        waitingKeybind = cmds[1];\n                        return;\n                    }\n                    waitingChar = (KeyCode)Enum.Parse(typeof(KeyCode), cmds[1]);\n                }\n                catch { Debug.LogError(\"[waitfor:x] usage - The key \\\"\" + cmds[1] + \"\\\" is neither a valid key or a known keybind.\"); }\n                break;\n\n            case \"w\":\n                try { letterTimer = timePerLetter - singleFrameTiming * ParseUtil.GetInt(cmds[1]); }\n                catch { Debug.LogError(\"[w:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to wait for a certain amount of frames, but it's not a valid integer value.\"); }\n                break;\n\n            case \"waitall\":\n                try { timePerLetter = singleFrameTiming * ParseUtil.GetInt(cmds[1]); }\n                catch { Debug.LogError(\"[waitall:x] usage - You used the value \\\"\" + cmds[1] + \"\\\" to set the text's waiting time between letters, but it's not a valid integer value.\"); }\n                break;\n\n            case \"novoice\":     commandVoice = \"none\";      break;\n            case \"next\":        autoSkipAll = true;         break;\n            case \"finished\":    skippableToNextLine = true; break;\n            case \"nextthisnow\": autoSkip = true;            break;\n            case \"speed\":\n                try {\n                    //you can only set text speed to a number >= 0\n                    float newSpeedValue = ParseUtil.GetFloat(args[0]);\n                    // protect against divide-by-zero errors\n                    if (newSpeedValue > 0f)\n                        timePerLetter = singleFrameTiming / newSpeedValue;\n                    else if (newSpeedValue == 0f)\n                        timePerLetter = 0f;\n                } catch {\n                    Debug.LogError(\"[speed:x] usage - You used the value \\\"\" + args[0] + \"\\\" to set the text's typing speed, but it's not a valid number value.\");\n                }\n                break;\n\n            case \"letters\":\n                try {\n                    lettersToDisplayOnce = ParseUtil.GetInt(args[0]);\n                    firstChar = true;\n                    Update();\n                } catch { Debug.LogError(\"[letters:x] usage - You used the value \\\"\" + args[0] + \"\\\" to display a given amount of letters instantly, but it's not a valid integer value.\"); }\n                break;\n\n            case \"lettersperframe\":\n                try { lettersToDisplay = ParseUtil.GetInt(args[0]); }\n                catch { Debug.LogError(\"[lettersperframe:x] usage - You used the value \\\"\" + args[0] + \"\\\" to display a given amount of letters every frame, but it's not a valid integer value.\"); }\n                break;\n\n            case \"voice\":\n                if (cmds[1].ToLower() != \"default\") {\n                    try {\n                        AudioClipRegistry.GetVoice(cmds[1].ToLower());\n                        commandVoice = cmds[1].ToLower();\n                    } catch (InterpreterException) { UnitaleUtil.Warn(\"The voice file \" + cmds[1].ToLower() + \" doesn't exist. Note that all sound files use lowercase letters only.\", false); }\n                } else\n                    commandVoice = null;\n                break;\n\n            case \"instant\":\n                if (args.Length != 0 && (args.Length > 1 || args[0] != \"allowcommand\"))\n                    break;\n\n                instantActive = true;\n\n                if (command.String == \"instant:allowcommand\")\n                    instantCommand = true;\n\n                // First:  Find the active line of text\n                string currentText = textQueue[currentLine].Text;\n\n                // Second: Find the position to \"end\" at\n                // This will either be: [instant:stop], [instant:stopall] or the end of the string\n                int pos = currentText.Length;\n\n                for (int i = index; i < pos; i++) {\n                    if (!skipFromPlayer) {\n                        if ((currentText.Substring(i)).Length < 13 || pos - i < 13 || currentText.Substring(i, 13) != \"[instant:stop\") continue;\n                        pos = i - 1;\n                        break;\n                    }\n\n                    if ((currentText.Substring(i)).Length < 16 || pos - i < 16 || currentText.Substring(i, 16) != \"[instant:stopall\") continue;\n                    pos = i - 1;\n                    break;\n                }\n\n                // Third: Show all letters (and execute all commands, if applicable) between `index` and `pos`\n                bool soundPlayed = true;\n                int lastLetter = -1;\n                int destination = System.Math.Min(pos, textQueue[currentLine].Text.Length);\n                while (currentCharacter < destination)\n                    HandleShowLetter(ref soundPlayed, ref lastLetter);\n\n                // This is a catch-all.\n                // If a line of text starts with [instant], the above code will not display the letters it passes over,\n                // due to how HandleShowLetter is coded.\n                foreach (LetterData letter in letters.Where(l => l.index >= index && l.index < pos))\n                    letter.image.enabled = true;\n\n                // Fourth:  Update variables\n                if (pos < currentText.Length) {\n                    instantActive  = false;\n                    instantCommand = false;\n                    letterTimer = timePerLetter;\n                }\n\n                skipFromPlayer = false;\n                break;\n\n            case \"func\":\n                try {\n                    if (caller == null)\n                        UnitaleUtil.DisplayLuaError(\"???\", \"Func called but no script to reference. This is the engine's fault, not yours.\");\n                    if (args.Length > 1) {\n                        //Check array as argument\n                        if (args.Length == 2) {\n                            args[1] = args[1].Trim();\n                            if (args[1][0] == '{' && args[1][args[1].Length - 1] == '}') {\n                                args[1] = args[1].Substring(1, args[1].Length - 2);\n                                string[] newArgs = UnitaleUtil.SpecialSplit(',', args[1], true);\n                                Array.Resize(ref args, 1 + newArgs.Length);\n                                Array.Copy(newArgs, 0, args, 1, newArgs.Length);\n                            }\n                        }\n\n                        DynValue[] argsbis = new DynValue[args.Length - 1];\n                        for (int i = 1; i < args.Length; i++)\n                            argsbis[i - 1] = ComputeArgument(args[i]);\n                        if (caller != null)\n                            caller.Call(args[0], argsbis, true);\n                    } else if (caller != null)\n                        caller.Call(cmds[1], null, true);\n                } catch (InterpreterException ex) { UnitaleUtil.DisplayLuaError(caller.scriptname, UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message); }\n                break;\n\n            case \"mugshot\":\n                DynValue temp = DynValue.NewNil();\n                if (args.Length > 0)\n                    temp = args[0][0] == '{' ? UnitaleUtil.RebuildTableFromString(args[0]) : DynValue.NewString(args[0]);\n\n                SetMugshot(temp);\n                break;\n\n            case \"music\":\n                switch (args[0]) {\n                    case \"play\":    Camera.main.GetComponent<AudioSource>().Play();    break;\n                    case \"pause\":   Camera.main.GetComponent<AudioSource>().Pause();   break;\n                    case \"unpause\": Camera.main.GetComponent<AudioSource>().UnPause(); break;\n                    case \"stop\":\n                    case \"null\":\n                    case \"\":\n                    case \"nil\":     Camera.main.GetComponent<AudioSource>().Stop();    break;\n                    default:\n                        Camera.main.GetComponent<AudioSource>().clip = AudioClipRegistry.GetSound(args[0]);\n                        Camera.main.GetComponent<AudioSource>().Play();\n                        break;\n                }\n                break;\n\n            case \"sound\":\n                //In a battle\n                GameObject.Find(GameObject.Find(\"player\") != null ? \"player\" : \"Player\").GetComponent<AudioSource>().PlayOneShot(AudioClipRegistry.GetSound(args[0]));\n                break;\n\n            case \"health\":\n                args[0] = args[0].Replace(\" \", \"\");\n                bool killable = false;\n                if (args.Length > 1) {\n                    args[1] = args[1].Replace(\" \", \"\");\n                    if (args[1] == \"killable\")\n                        killable = true;\n                }\n                float HP = PlayerCharacter.instance.HP, MaxHP = PlayerCharacter.instance.MaxHP, tryHP = 0;\n                try { tryHP = ParseUtil.GetInt(args[0]); }\n                catch {\n                    if (args[0] != \"Max\" && args[0] != \"Max-1\" && args[0] != \"kill\") {\n                        Debug.LogError(\"[health:x] usage - You used the value \\\"\" + args[0] + \"\\\" to set the player's HP, but it's not a valid integer value.\");\n                        return;\n                    }\n                }\n\n                if ((args[0].Contains(\"-\") && args[0] != \"Max-1\") || args[0] == \"kill\") PlayerController.PlaySound(\"hurtsound\");\n                else if (args.Length > 1) {\n                    if (args[1] == \"set\" && tryHP < HP)                                 PlayerController.PlaySound(\"hurtsound\");\n                    else                                                                PlayerController.PlaySound(\"healsound\");\n                } else                                                                  PlayerController.PlaySound(\"healsound\");\n\n                switch (args[0]) {\n                    case \"kill\":  SetHP(0);         break;\n                    case \"Max-1\": SetHP(MaxHP - 1); break;\n                    case \"Max\":   SetHP(MaxHP);     break;\n                    default: {\n                        if (!killable) {\n                            if (args.Length > 1) {\n                                if (args[1] == \"set\")\n                                    SetHP(Mathf.Max(tryHP, 1));\n                            } else  SetHP(Mathf.Max(HP + tryHP, 1));\n                        } else      SetHP(HP + tryHP);\n\n                        break;\n                    }\n                }\n                break;\n\n            case \"lettereffect\":\n                letterEffect = args[0];\n\n                if (args.Length > 1) {\n                    try { letterIntensity = ParseUtil.GetFloat(args[1]); }\n                    catch { Debug.LogError(\"[lettereffect:x] usage - You used the value \\\"\" + args[1] + \"\\\" to set the letter effect's intensity, but it's not a valid number value.\"); }\n                } else\n                    letterIntensity = 0;\n\n                if (args.Length > 2) {\n                    try {\n                        letterEffectStep = ParseUtil.GetFloat(args[2]);\n                        letterEffectStepCount = 0;\n                    } catch { Debug.LogError(\"[lettereffect:x] usage - You used the value \\\"\" + args[2] + \"\\\" to set the letter effect's step, but it's not a valid number value.\"); }\n                } else {\n                    letterEffectStep = 0;\n                    letterEffectStepCount = 0;\n                }\n                break;\n        }\n    }\n\n    private DynValue ComputeArgument(string arg) {\n        arg = arg.Trim();\n        Type type = UnitaleUtil.CheckRealType(arg);\n        DynValue dyn;\n        //Boolean\n        if (type == typeof(bool))\n            dyn = DynValue.NewBoolean(arg.Replace(\" \", \"\") == \"true\");\n        //Number\n        else if (type == typeof(float)) {\n            arg = arg.Replace(\" \", \"\");\n            float number = CreateNumber(arg);\n            dyn = DynValue.NewNumber(number);\n        }\n        //String\n        else\n            dyn = DynValue.NewString(arg);\n        return dyn;\n    }\n\n    private void SetHP(float newhp) {\n        if (GlobalControls.isInFight) {\n            PlayerController.instance.SetHP(newhp);\n            return;\n        }\n        float HP;\n        newhp = Mathf.Round(newhp * Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma)) / Mathf.Pow(10, ControlPanel.instance.MaxDigitsAfterComma);\n        if (newhp <= 0) {\n            GameOverBehavior gob = FindObjectOfType<GameOverBehavior>();\n            if (!MusicManager.IsStoppedOrNull(PlayerOverworld.audioKept)) {\n                gob.musicBefore = PlayerOverworld.audioKept;\n                gob.music = gob.musicBefore.clip;\n                gob.musicBefore.Stop();\n            } else if (!MusicManager.IsStoppedOrNull(Camera.main.GetComponent<AudioSource>())) {\n                gob.musicBefore = Camera.main.GetComponent<AudioSource>();\n                gob.music = gob.musicBefore.clip;\n                gob.musicBefore.Stop();\n            } else {\n                gob.musicBefore = null;\n                gob.music = null;\n            }\n            PlayerCharacter.instance.HP = 0;\n            RectTransform rt = gameObject.GetComponent<RectTransform>();\n            MoveToAbs(rt.position.x, rt.position.y);\n            gob.StartDeath();\n            return;\n        }\n        //HP greater than Max, heal, already more HP than Max\n\n        if (newhp > PlayerCharacter.instance.MaxHP && newhp > PlayerCharacter.instance.HP && PlayerCharacter.instance.HP > PlayerCharacter.instance.MaxHP)\n            HP = PlayerCharacter.instance.HP;\n        //HP greater than Max, heal\n        else if (newhp > PlayerCharacter.instance.MaxHP && newhp > PlayerCharacter.instance.HP) HP = PlayerCharacter.instance.MaxHP;\n        else                                                                                    HP = newhp;\n        if (HP > ControlPanel.instance.HPLimit)                                                 HP = ControlPanel.instance.HPLimit;\n        PlayerCharacter.instance.HP = HP;\n    }\n\n    public virtual void Move(float newX, float newY) {\n        MoveToAbs(transform.position.x + newX, transform.position.y + newY);\n    }\n\n    public virtual void MoveTo(float newX, float newY) {\n        MoveToAbs(transform.parent.position.x + newX, transform.parent.position.y + newY);\n    }\n\n    public virtual void MoveToAbs(float newX, float newY, bool resetAdjustShift = false) {\n        transform.position = new Vector3(Mathf.Round(newX), Mathf.Round(newY), transform.position.z);\n    }\n\n    private float CreateNumber(string str) {\n        float number = 0, dot = -1;\n        int index = 0;\n        bool negative = false;\n        foreach (char c in str) {\n            switch (c) {\n                case '-': negative = true; continue;\n                case ' ': {\n                    if (dot != -1)\n                        dot++;\n                    continue;\n                }\n                case '.':\n                    dot = index;\n                    index++;\n                    continue;\n            }\n\n            if (dot == -1) number = number * 10 + c - 48;\n            else           number += ((float)c - 48) / Mathf.Pow(10, - (dot - index));\n            index++;\n        }\n        if (negative)\n            return -number;\n        return number;\n    }\n\n    public virtual bool isactive {\n        get { return !hidden; }\n    }\n}"
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  {
    "path": "Assets/Scripts/Text/TextMessage.cs",
    "content": "﻿using MoonSharp.Interpreter;\n\npublic class TextMessage {\n    public TextMessage(string text, bool decorated, bool showImmediate, bool actualText = true, DynValue mugshot = null) {\n        Setup(text, decorated, showImmediate, actualText, false, mugshot);\n    }\n\n    public TextMessage(string text, bool decorated, bool showImmediate, DynValue mugshot, bool actualText = true) {\n        Setup(text, decorated, showImmediate, actualText, false, mugshot);\n    }\n\n    public string Text { get; set; }\n    public bool Decorated { get; private set; }\n    public bool ShowImmediate { get; private set; }\n    public bool ActualText { get; private set; }\n    public bool ForceNoAutoLineBreak { get; private set; }\n    public DynValue Mugshot { get; private set; }\n\n    public void AddToText(string textToAdd) { Text += textToAdd; }\n\n    protected void Setup(string text, bool decorated, bool showImmediate, bool actualText = true, bool forceNoAutoLineBreak = false, DynValue mugshot = null) {\n        text = Unescape(text); // compensate for unity inspector autoescaping control characters\n        text = text.Replace(\"[name]\", PlayerCharacter.instance.Name);\n        Text = decorated ? DecorateText(text) : text;\n        Decorated = decorated;\n        ShowImmediate = showImmediate;\n        ActualText = actualText;\n        ForceNoAutoLineBreak = forceNoAutoLineBreak;\n        Mugshot = mugshot;\n    }\n\n    public void SetText(string text) { Text = text; }\n\n    private static string DecorateText(string text) {\n        string textNew = \"\";\n        if (text == null)\n            return null;\n        string[] lines = text.Split('\\n');\n        string[] linesCommands = new string[lines.Length];\n        if (text.Length != 0)\n            for (int i = 0; i < lines.Length; i++) {\n                bool needExit = false;\n                int index = 0;\n                if (lines[i].Length != 0)\n                    while (lines[i][index] == '[') {\n                        if (!(lines[i].Length >= 10 + index && (lines[i].Substring(index, 10) == \"[starcolor\" || lines[i].Substring(index, 8) == \"[letters\"))) {\n                            if (lines[i][index] == '[') { // TODO: Somehow apply UnitaleUtil.ParseCommandInLine here maybe?\n                                bool command = false;\n                                for (int j = index; j < lines[i].Length; j++)\n                                    if (lines[i][j] == ']') {\n                                        command = true;\n                                        linesCommands[i] += lines[i].Substring(index, j + 1);\n                                        lines[i] = lines[i].Substring(index + j + 1, lines[i].Length - index - j - 1);\n                                        break;\n                                    }\n                                if (!command || lines[i].Length == 0) break;\n                            }\n                        } else\n                            while (lines[i][index] != ']') {\n                                index++;\n                                if (index != lines[i].Length) continue;\n                                needExit = true;\n                                break;\n                            }\n\n                        if (needExit)\n                            break;\n                    }\n\n                if (lines[i].Length != 0)\n                    if (lines[i][0] == ' ')\n                        lines[i] = lines[i].Substring(1, lines[i].Length - 1);\n\n                if (i == lines.Length - 1) textNew += lines[i];\n                else                       textNew += lines[i] + '\\n';\n            }\n        int nCount = 0;\n        string newText = linesCommands[nCount++] + \"* \";\n        foreach (char c in textNew) {\n            switch (c) {\n                case '\\n': newText += \"\\n\" + linesCommands[nCount ++] + \"* \"; break;\n                case '\\r': newText += \"\\n  \";                                 break;\n                default:   newText += c;                                      break;\n            }\n        }\n        return newText;\n    }\n\n    private static string Unescape(string str) {\n        try { return str.Replace(\"\\\\n\", \"\\n\").Replace(\"\\\\r\", \"\\r\").Replace(\"\\\\t\", \"\\t\"); }\n        catch { return str; }\n    }\n}"
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  },
  {
    "path": "Assets/Scripts/Text/UnderFont.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\npublic class UnderFont {\n    public UnderFont(Dictionary<char, Sprite> letters, string name) {\n        Name = name;\n        Letters = letters;\n        Sound = null;\n        SoundName = \"\";\n        try { LineSpacing = Letters[' '].rect.height * 1.5f; }\n        catch { throw new CYFException(\"The font \\\"\" + name + \"\\\" doesn't have a space character, however the font needs one.\"); }\n        CharSpacing = 3;\n        DefaultColor = Color.white;\n    }\n\n    public string Name { get; private set; }\n    public Dictionary<char, Sprite> Letters { get; private set; }\n    public AudioClip Sound { get; set; }\n    public string SoundName { get; set; }\n    public Color DefaultColor { get; set; }\n    public float LineSpacing { get; set; }\n    public float CharSpacing { get; set; }\n}"
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  },
  {
    "path": "Assets/Scripts/UnityUIParticles/Editor/ParticleSystemMeshGeneratorEditor.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEditor;\n\nnamespace UnityUiParticles\n{\n    [CustomEditor(typeof(ParticleSystemMeshGenerator), false)]\n    [CanEditMultipleObjects]\n    public class ParticleSystemMeshGeneratorEditor : Editor\n    {\n        SerializedProperty _material;\n        SerializedProperty _trailsMaterial;\n        ParticleSystemMeshGenerator _particleSystemMeshGenerator;\n\n        void OnEnable()\n        {\n            _material = serializedObject.FindProperty(\"_material\");\n            _trailsMaterial = serializedObject.FindProperty(\"_trailsMaterial\");\n            _particleSystemMeshGenerator = (ParticleSystemMeshGenerator)target;\n        }\n\n        public override void OnInspectorGUI()\n        {\n            serializedObject.Update();\n            EditorGUILayout.PropertyField(_material);\n            EditorGUILayout.PropertyField(_trailsMaterial);\n            serializedObject.ApplyModifiedProperties();\n\n            string error = Check(_particleSystemMeshGenerator);\n            if (!string.IsNullOrEmpty(error))\n                EditorGUILayout.HelpBox(error, MessageType.Error);\n        }\n\n        public static string Check(ParticleSystemMeshGenerator psmg)\n        {\n            var errors = new List<string>();\n\n            var ps = psmg.GetComponent<ParticleSystem>();\n            var psRenderer = psmg.GetComponent<ParticleSystemRenderer>();\n            ParticleSystem.MainModule mainModule = ps.main;\n            ParticleSystem.TextureSheetAnimationModule texSheetAnimationModule = ps.textureSheetAnimation;\n\n            if (psRenderer.enabled)\n                errors.Add(\"ParticleSystemRenderer has to be disabled for UI Particles\");\n\n            // Using Trails module leads to using 2 materials with 2 different textures determined inside each material.\n            // Sprites mode in Texture sheet animation module requires CanvasRenderer.SetTexture that overrides texture for all materials.\n            // Also the requirement of the 'Sprites' mode that all the sprites were inside the same texture, makes it redundant.\n            // Just use the 'Grid' mode instead.\n            if (texSheetAnimationModule.enabled && texSheetAnimationModule.mode == ParticleSystemAnimationMode.Sprites)\n                errors.Add(\"Texture sheet animation 'Sprites' mode is unsupported for UI Particles\");\n\n            switch (mainModule.simulationSpace)\n            {\n                case ParticleSystemSimulationSpace.World:\n                    if (mainModule.scalingMode != ParticleSystemScalingMode.Hierarchy)\n                        errors.Add(\"Scaling mode for 'World' simulation space has to be 'Hierarchy' in UI Particles\");\n                    break;\n\n                case ParticleSystemSimulationSpace.Local:\n                    if (mainModule.scalingMode != ParticleSystemScalingMode.Local)\n                        errors.Add(\"Scaling mode for 'Local' simulation space has to be 'Local' in UI Particles\");\n                    break;\n            }\n\n            return errors.Count > 0 ? string.Join(\"\\n\", errors.ToArray()) : null;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/UnityUIParticles/Editor/ParticleSystemMeshGeneratorEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a5fc764ac55d24bdb9a4075cd48a61ac\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Scripts/UnityUIParticles/Editor.meta",
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  },
  {
    "path": "Assets/Scripts/UnityUIParticles/Internal/BakingCamera.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace UnityUiParticles.Internal\n{\n    internal class BakingCamera : MonoBehaviour\n    {\n        static BakingCamera _instance;\n        Camera _camera;\n        int _refCount;\n\n        void Awake()\n        {\n            // Attach camera to special scene\n            DontDestroyOnLoad(gameObject);\n        }\n\n        public static void RegisterConsumer()\n        {\n            if (_instance == null)\n            {\n                var gameObject = new GameObject(typeof(BakingCamera).Name);\n\n                // This camera object is just for internal use\n                gameObject.hideFlags = HideFlags.HideAndDontSave;\n\n                _instance = gameObject.AddComponent<BakingCamera>();\n                _instance._camera = gameObject.AddComponent<Camera>();\n                _instance._camera.orthographic = true;\n\n                // Turn camera off because particle mesh baker will use only camera matrix\n                gameObject.SetActive(false);\n            }\n            _instance._refCount++;\n        }\n\n        public static void UnregisterConsumer()\n        {\n            if (_instance == null)\n                throw new Exception(\"BakingCamera has no instance\");\n\n            _instance._refCount--;\n            if (_instance._refCount == 0)\n            {\n                if (Application.isPlaying)\n                    Destroy(_instance.gameObject);\n                else\n                    DestroyImmediate(_instance.gameObject);\n                _instance = null;\n            }\n        }\n\n        public static Camera GetCamera(Canvas canvas)\n        {\n            // Adjust camera orthographic size to canvas size\n            // for canvas-based coordinates of particles' size and speed.\n            Vector2 size = ((RectTransform)canvas.transform).rect.size;\n            _instance._camera.orthographicSize = Mathf.Max(size.x, size.y) * canvas.scaleFactor;\n            return _instance._camera;\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/UnityUIParticles/Internal/MeshHelper.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace UnityUiParticles.Internal\n{\n    internal class MeshHelper\n    {\n        public Mesh mainMesh \n        {\n            get \n            {\n                return _mainMesh;\n            }\n        }\n\n        Mesh _mainMesh;\n        List<Mesh> _temporaryMeshes;\n        int _temporaryMeshIndex;\n        CombineInstance[] _meshCombine;\n\n        public static MeshHelper Create()\n        {\n            return new MeshHelper\n            {\n                _mainMesh = CreateMesh()\n            };\n        }\n\n        public void Destroy()\n        {\n            DestroyMesh(_mainMesh);\n            _mainMesh = null;\n\n            if (_temporaryMeshes != null)\n            {\n                foreach (Mesh temporaryMesh in _temporaryMeshes)\n                    DestroyMesh(temporaryMesh);\n                _temporaryMeshes = null;\n            }\n\n            _meshCombine = null;\n        }\n\n        public void Clear()\n        {\n            _mainMesh.Clear();\n\n            if (_temporaryMeshes != null)\n            {\n                foreach (Mesh mesh in _temporaryMeshes)\n                    mesh.Clear();\n            }\n        }\n\n        public Mesh GetTemporaryMesh()\n        {\n            if (_temporaryMeshes == null)\n                _temporaryMeshes = new List<Mesh>();\n\n            if (_temporaryMeshIndex >= _temporaryMeshes.Count)\n                _temporaryMeshes.Add(CreateMesh());\n\n            return _temporaryMeshes[_temporaryMeshIndex++];\n        }\n\n        public void CombineTemporaryMeshes(Matrix4x4 m)\n        {\n            int temporaryMeshesCount = _temporaryMeshIndex;\n            if (_meshCombine == null || _meshCombine.Length != temporaryMeshesCount)\n            {\n                _meshCombine = new CombineInstance[temporaryMeshesCount];\n                for (int i = 0; i < temporaryMeshesCount; i++)\n                    _meshCombine[i].mesh = _temporaryMeshes[i];\n            }\n\n            for (int i = 0; i < temporaryMeshesCount; i++)\n                _meshCombine[i].transform = m;\n\n            _mainMesh.CombineMeshes(_meshCombine, false, true);\n            _temporaryMeshIndex = 0;\n        }\n\n        static Mesh CreateMesh()\n        {\n            var mesh = new Mesh();\n            mesh.MarkDynamic();\n            return mesh;\n        }\n\n        static void DestroyMesh(Mesh mesh)\n        {\n            if (Application.isPlaying)\n                Object.Destroy(mesh);\n            else\n                Object.DestroyImmediate(mesh);\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/UnityUIParticles/Internal/MeshHelper.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1087964ca383e4481afd7e84fba1dad5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Scripts/UnityUIParticles/Internal.meta",
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  },
  {
    "path": "Assets/Scripts/UnityUIParticles/LICENSE.md",
    "content": "The MIT License (MIT)\n\nCopyright © 2019 Kirill Belonogov\n\nPermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE."
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  },
  {
    "path": "Assets/Scripts/UnityUIParticles/ParticleSystemMeshGenerator.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.Rendering;\nusing UnityEngine.UI;\n\nnamespace UnityUiParticles\n{\n    using Internal;\n\n    [RequireComponent(typeof(ParticleSystem))]\n    public class ParticleSystemMeshGenerator : MaskableGraphic\n    {\n        static readonly Matrix4x4 ScaleZ = Matrix4x4.Scale(new Vector3(1f, 1f, 0.00001f));\n\n        [SerializeField]\n        Material _material;\n        [SerializeField]\n        Material _trailsMaterial;\n\n        ParticleSystem _particleSystem;\n        ParticleSystemRenderer _particleSystemRenderer;\n        ParticleSystem.MainModule _mainModule;\n        ParticleSystem.TrailModule _trailsModule;\n        MeshHelper _meshHelper;\n        Material[] _maskMaterials;\n        Canvas _parentCanvas;\n\n        protected override void Awake()\n        {\n            base.Awake();\n\n            _particleSystem = GetComponent<ParticleSystem>();\n            _particleSystemRenderer = GetComponent<ParticleSystemRenderer>();\n            _mainModule = _particleSystem.main;\n            _trailsModule = _particleSystem.trails;\n        }\n\n        protected override void OnEnable()\n        {\n            base.OnEnable();\n\n            _meshHelper = MeshHelper.Create();\n            _maskMaterials = new Material[2];\n\n            BakingCamera.RegisterConsumer();\n\n            _parentCanvas = null;\n            Canvas.willRenderCanvases += Refresh;\n        }\n\n        protected override void OnDisable()\n        {\n            base.OnDisable();\n\n            Canvas.willRenderCanvases -= Refresh;\n\n            _meshHelper.Destroy();\n            _meshHelper = null;\n\n            foreach (Material maskMaterial in _maskMaterials)\n                StencilMaterial.Remove(maskMaterial);\n            _maskMaterials = null;\n\n            BakingCamera.UnregisterConsumer();\n        }\n\n#if UNITY_EDITOR\n        protected override void Reset()\n        {\n            base.Reset();\n\n            raycastTarget = false;\n            GetComponent<ParticleSystemRenderer>().enabled = false;\n        }\n#endif\n\n        void Refresh()\n        {\n            Canvas parentCanvas = GetParentCanvas();\n            if (parentCanvas == null)\n                return;\n\n            _meshHelper.Clear();\n\n            if (_particleSystem.particleCount > 0)\n            {\n                Camera meshBakingCamera = BakingCamera.GetCamera(parentCanvas);\n                _particleSystemRenderer.BakeMesh(_meshHelper.GetTemporaryMesh(), meshBakingCamera);\n                bool isTrailsEnabled = _trailsModule.enabled;\n\n                if (isTrailsEnabled)\n                    _particleSystemRenderer.BakeTrailsMesh(_meshHelper.GetTemporaryMesh(), meshBakingCamera);\n\n                if (canvasRenderer.materialCount != (isTrailsEnabled ? 2 : 1))\n                    SetMaterialDirty();\n\n                var matrix = _mainModule.simulationSpace == ParticleSystemSimulationSpace.World ?\n                    transform.worldToLocalMatrix : Matrix4x4.identity;\n                _meshHelper.CombineTemporaryMeshes(ScaleZ * matrix);\n            }\n\n            canvasRenderer.SetMesh(_meshHelper.mainMesh);\n        }\n\n        Canvas GetParentCanvas()\n        {\n            if (_parentCanvas == null)\n                _parentCanvas = GetComponentInParent<Canvas>();\n            return _parentCanvas;\n        }\n\n        //\n        // Essential overrides\n        //\n\n        protected override void UpdateGeometry()\n        {\n        }\n\n        protected override void OnDidApplyAnimationProperties()\n        {\n        }\n\n        protected override void UpdateMaterial()\n        {\n            canvasRenderer.materialCount = _trailsModule.enabled ? 2 : 1;\n            canvasRenderer.SetMaterial(GetModifiedMaterial(_material, 0), 0);\n            if (_trailsModule.enabled)\n                canvasRenderer.SetMaterial(GetModifiedMaterial(_trailsMaterial, 1), 1);\n        }\n\n        // Overloaded version for multiple materials\n        Material GetModifiedMaterial(Material baseMaterial, int index)\n        {\n            Material baseMat = baseMaterial;\n            if (m_ShouldRecalculateStencil)\n            {\n                m_ShouldRecalculateStencil = false;\n\n                if (maskable)\n                {\n                    Transform sortOverrideCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);\n                    m_StencilValue = MaskUtilities.GetStencilDepth(transform, sortOverrideCanvas) + index;\n                }\n                else\n                {\n                    m_StencilValue = 0;\n                }\n            }\n\n            Mask component = GetComponent<Mask>();\n            if (m_StencilValue > 0 && (component == null || !component.IsActive()))\n            {\n                int stencilId = (1 << m_StencilValue) - 1;\n                Material maskMaterial = StencilMaterial.Add(baseMat, stencilId, StencilOp.Keep, CompareFunction.Equal,\n                    ColorWriteMask.All, stencilId, 0);\n                StencilMaterial.Remove(_maskMaterials[index]);\n                _maskMaterials[index] = maskMaterial;\n                baseMat = _maskMaterials[index];\n            }\n\n            return baseMat;\n        }\n    }\n}\n"
  },
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    "path": "Assets/Scripts/UnityUIParticles/ParticleSystemMeshGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3a53b2c77c3ee42c996af863e49168f6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/UnityUIParticles/README.md",
    "content": "# UnityUiParticles\nUnity ParticleSystem for built-in UI\n\n[![](https://img.shields.io/badge/requirement-Unity%202018.2%2B-green.svg)](https://unity3d.com)\n\nFull compatibility with Unity UI Canvas: sorting order, masking, UI shaders etc...\nSize and speed of particles are in canvas-based coordinate system.\n\n## Usage\nJust add ParticleSystemMeshGenerator to gameobject with ParticleSystem.\n\n## Restrictions\nTexture sheet animation 'Sprites' mode is unsupported due to availability of using the\n'Trails' module. It requires second material in one canvas renderer.\nOn the other hand, 'Sprites' mode requires all the sprites were inside the same texture, which makes it redundant.\nJust use the 'Grid' mode instead.  \nCamera for baking mesh - Orthographic\n\n## Requirements\nUnity **2018.2+** due to new interface for ParticleSystemRender:\n* BakeMesh\n* BakeTrailsMesh\n\n## License\n* MIT\n\n## Credits\nMade by [Kirill Belonogov](https://github.com/ken48)."
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  {
    "path": "Assets/Scripts/Util/AutoloadResourcesFromRegistry.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Behaviour that retrieves resources from the built-in registry rather than setting them on the components in the Unity Editor.\n/// </summary>\nclass AutoloadResourcesFromRegistry : MonoBehaviour {\n    [Header(\"Image Resource\")]\n    public string SpritePath;\n    [Header(\"Audio Resource\")]\n    public bool Loop;\n\n    private bool loadRequested;\n    private int tries;\n\n    private void Start() {\n        LateStart();\n    }\n\n    private void OnEnable() {\n        if (UnitaleUtil.IsOverworld) Fading.StartFade += LateStart;\n        StaticInits.Loaded += LateStart;\n    }\n\n    private void OnDisable() {\n        if (UnitaleUtil.IsOverworld) Fading.StartFade -= LateStart;\n        StaticInits.Loaded -= LateStart;\n    }\n\n    private void LateStart() {\n        if (!StaticInits.Initialized) return;\n        loadRequested = true;\n        if (string.IsNullOrEmpty(SpritePath))\n            Destroy(this);\n        else if (GlobalControls.isInFight || StaticInits.MODFOLDER == FindObjectOfType<MapInfos>().modToLoad) {\n            Sprite spr = null;\n            try { spr = SpriteRegistry.Get(SpritePath); }\n            catch (MoonSharp.Interpreter.ScriptRuntimeException ex) {\n                UnitaleUtil.DisplayLuaError(\"Autoloading a resource - \" + SpritePath, ex.DecoratedMessage != null ? UnitaleUtil.FormatErrorSource(ex.DecoratedMessage, ex.Message) + ex.Message : ex.Message);\n            }\n\n            if (spr == null) {\n                // Needs to wait for mod loading\n                if (tries < 10) tries++;\n                else            UnitaleUtil.DisplayLuaError(\"AutoloadResourcesFromRegistry\", \"You tried to load the sprite \\\"\" + SpritePath + \"\\\", but it doesn't exist.\");\n                return;\n            }\n            Image                  img  = GetComponent<Image>();\n            SpriteRenderer         img2 = GetComponent<SpriteRenderer>();\n            ParticleSystemRenderer img3 = GetComponent<ParticleSystemRenderer>();\n            if (img != null || img2 != null) {\n                LuaSpriteController sprCtrl = LuaSpriteController.GetOrCreate(gameObject);\n                sprCtrl.Set(SpritePath);\n            } else if (img3 != null)\n                img3.material.mainTexture = spr.texture;\n            else\n                throw new CYFException(\"The GameObject \" + name + \" doesn't have an Image, Sprite Renderer or Particle System component.\");\n\n            Destroy(this);\n        }\n    }\n\n    public void Update() {\n        if (loadRequested)\n            LateStart();\n    }\n}\n"
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  {
    "path": "Assets/Scripts/Util/CYFEventFunctionAttribute.cs",
    "content": "﻿using System;\n\n[AttributeUsage(AttributeTargets.All)]\npublic class CYFEventFunction : Attribute { }\n"
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    "path": "Assets/Scripts/Util/CYFEventFunctionAttribute.cs.meta",
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    "path": "Assets/Scripts/Util/CYFException.cs",
    "content": "﻿public class CYFException : MoonSharp.Interpreter.ScriptRuntimeException {\n    public CYFException(string message) : base(message) { }\n}"
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  {
    "path": "Assets/Scripts/Util/CYFException.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c35490301c1f9d141a97dd63259ab04b\ntimeCreated: 1488156694\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/CYFTimer.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\npublic class CYFTimer {\n    private readonly float triggerTime = 0;\n    private float startTime = 0;\n    private bool elapsing = false;\n    private readonly Action func;\n\n    public CYFTimer(float triggerTime, Action func) {\n        this.triggerTime = triggerTime;\n        this.func = func;\n    }\n\n    public void Start() {\n        startTime = Time.time;\n        elapsing = true;\n    }\n\n    public void Stop() {\n        elapsing = false;\n    }\n\n    public bool IsElapsing() {\n        return elapsing;\n    }\n\n    public void Update() {\n        if (elapsing)\n            if (Time.time - startTime > triggerTime) {\n                func();\n                Stop();\n            }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Util/CYFTimer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3593f4eeb5bc00549b8026116a051023\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/ControlPanel.cs",
    "content": "﻿/// <summary>\n/// This class will be used to store all customizable game variables, such as the Max HP Limit, the Max Level limit and such.\n/// </summary>\n[System.Serializable]public class ControlPanel {\n    public static ControlPanel instance;\n    public int LevelLimit = 99;\n    public int HPLimit = 999;\n    public int EXPLimit = 99999;\n    public int GoldLimit = 99999;\n    public float MaxDigitsAfterComma = 5;\n    public float PlayerMovementPerSec = 120.0f;\n    public float MinimumAlpha = 0.5f;\n    public string BasisName = \"Rhenao\";\n    public string WindowBasisName = \"Create Your Frisk v\" + GlobalControls.CYFversion + \" LTS \" + (GlobalControls.BetaVersion > 0 ? (GlobalControls.LTSversion + 1) + \" b\" + GlobalControls.BetaVersion : \"\" + GlobalControls.LTSversion);\n    public string WinodwBsaisNmae = \"Crate Your Frisk v\" + GlobalControls.CYFversion + \" LTS \" + (GlobalControls.BetaVersion > 0 ? (GlobalControls.LTSversion + 1) + \" b\" + GlobalControls.BetaVersion : \"\" + GlobalControls.LTSversion);\n    public bool FrameBasedMovement = false;\n    public bool Safe = false;\n    #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN\n        public bool windows = true;\n    #else\n        public bool windows = false;\n    #endif\n\n    public ControlPanel() { instance = this; }\n}\n"
  },
  {
    "path": "Assets/Scripts/Util/ControlPanel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a9f636572ad33d447a169ffe0c70427b\ntimeCreated: 1468150585\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/FPSDisplay.cs",
    "content": "﻿using UnityEngine;\n\npublic class FPSDisplay : MonoBehaviour {\n    private const float updateTime = 1;\n    private float currentTime = .9999f, lastValue;\n\n    private void OnGUI() {\n        if (currentTime >= updateTime) {\n            currentTime %= updateTime;\n            lastValue = Mathf.RoundToInt(1 / Time.deltaTime);\n        }\n\n        GUIStyle style = new GUIStyle();\n\n        #if !UNITY_EDITOR\n            Rect rect = new Rect(0, 0, 640 * ScreenResolution.tempWindowScale, 24 * ScreenResolution.tempWindowScale);\n        #else\n            Rect rect = new Rect(0, 0, Screen.width, Screen.height / 20f);\n        #endif\n        style.alignment = TextAnchor.UpperLeft;\n        style.fontSize = Screen.fullScreen ? 24 * Screen.height / 480 : 24 * ScreenResolution.tempWindowScale;\n        style.normal.textColor = new Color(1, 1, 1, 1);\n        string text = string.Format(\"{0:0.} fps\", lastValue);\n        GUI.Label(rect, text, style);\n        currentTime += Time.deltaTime;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Util/FPSDisplay.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3705032f8204464f8c52eb8313efd79\ntimeCreated: 1469357615\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/InputUtil.cs",
    "content": "﻿public static class InputUtil {\n    public static bool Released(ButtonState s) { return s == ButtonState.RELEASED; }\n    public static bool Pressed(ButtonState s)  { return s == ButtonState.PRESSED; }\n    public static bool Held(ButtonState s)     { return s > 0; }\n}"
  },
  {
    "path": "Assets/Scripts/Util/InputUtil.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 48225e3ec72290f40b3fe498bde2a5d2\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/LateUpdater.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\nusing System;\n\n/// <summary>\n/// Stupid utility class that waits a frame before running whatever's inside because RectTransform's inherited positions aren't accurate on startup. Nice.\n/// </summary>\npublic class LateUpdater : MonoBehaviour {\n    public static List<Action> lateInit = new List<Action>();\n    public static List<Action> lateActions = new List<Action>();\n    private int frametimer;\n\n    public static void Init() { InvokeList(lateInit); }\n\n    private void Update() {\n        if (frametimer > 0) {\n            InvokeList(lateActions);\n            Destroy(this);\n        }\n        frametimer++;\n    }\n\n    private static void InvokeList(ICollection<Action> l){\n        foreach (Action a in l)\n            a.Invoke();\n        l.Clear();\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/Util/LateUpdater.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c4ad3223d63ab6c4aaf6641272b8ed00\ntimeCreated: 1498875627\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/Math.cs",
    "content": "﻿using System;\npublic static class Math {\n    private static readonly Random rng = new Random(); // unityengine's random can't be used outside of its main thread, so just to be safe here\n\n    public static int Mod(int x, int mod) { return ((x % mod) + mod) % mod; }\n    public static float Mod(float x, float mod) { return ((x % mod) + mod) % mod; }\n    public static int RandomRange(int minInclusive, int maxExclusive) { return rng.Next(minInclusive, maxExclusive); }\n}"
  },
  {
    "path": "Assets/Scripts/Util/Math.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 126496fdd995ddd49903eba88611b76d\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/MoonSharpUtil.cs",
    "content": "﻿using MoonSharp.Interpreter;\n\npublic static class MoonSharpUtil {\n    public static DynValue CloneIfRequired(Script newOwner, DynValue value) {\n        return value == null ? null : value.Type == DataType.Table ? RecursiveTableOwnership(newOwner, value) : value;\n    }\n\n    private static DynValue RecursiveTableOwnership(Script newOwner, DynValue tableSource) {\n        DynValue t = DynValue.NewTable(newOwner);\n        foreach (TablePair pair in tableSource.Table.Pairs) {\n            DynValue val = pair.Value;\n            switch (val.Type) {\n                case DataType.Table: {\n                    DynValue newOwnedSubtable = RecursiveTableOwnership(newOwner, val);\n                    t.Table.Set(pair.Key, newOwnedSubtable);\n                    break;\n                }\n                case DataType.ClrFunction: t.Table.Set(pair.Key, DynValue.NewCallback(pair.Value.Callback)); break;\n                case DataType.Function:    t.Table.Set(pair.Key, DynValue.NewClosure(pair.Value.Function));  break;\n                default:                   t.Table.Set(pair.Key, pair.Value);                                break;\n            }\n        }\n        return t;\n    }\n}\n"
  },
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    "path": "Assets/Scripts/Util/MoonSharpUtil.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Util/ParseUtil.cs",
    "content": "﻿using System;\nusing System.Globalization;\nusing UnityEngine;\n\npublic static class ParseUtil {\n    public static bool TestInt(string s) {\n        int i;\n        return int.TryParse(s, NumberStyles.Any, CultureInfo.InvariantCulture, out i);\n    }\n\n    public static int GetInt(string s) {\n        int i;\n        if (int.TryParse(s, NumberStyles.Any, CultureInfo.InvariantCulture, out i))  return i;\n        throw new CYFException(\"Int parse failed : \\\"\" + s + \"\\\"\");\n    }\n\n    public static float GetFloat(string s) {\n        float f;\n        if (float.TryParse(s, NumberStyles.Any, CultureInfo.InvariantCulture, out f))  return f;\n        throw new CYFException(\"Float parse failed : \\\"\" + s + \"\\\"\");\n    }\n\n    public static float GetByte(string s) {\n        byte f;\n        if (byte.TryParse(s, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out f))  return f;\n        throw new CYFException(\"Byte parse failed : \\\"\" + s + \"\\\"\");\n    }\n\n    public static Color GetColor(string s) {\n        uint intColor;\n        if (!uint.TryParse(s, NumberStyles.AllowHexSpecifier, CultureInfo.InvariantCulture, out intColor)) throw new CYFException(\"Float parse failed : \\\"\" + s + \"\\\"\");\n        float r = ((intColor >> 16) & 255) / 255.0f;\n        float g = ((intColor >> 8)  & 255) / 255.0f;\n        float b = (intColor         & 255) / 255.0f;\n        return new Color(r, g, b);\n    }\n\n    public static string GetBytesFromColor(Color c, bool allowAlpha = false) {\n        ulong intColor = ((ulong)Mathf.RoundToInt(c.r * 255) << 16) + ((ulong)Mathf.RoundToInt(c.g * 255) << 8) + (ulong)Mathf.RoundToInt(c.b * 255);\n        if (allowAlpha)\n            intColor = (intColor << 8) + (ulong)Mathf.RoundToInt(c.a * 255);\n        return intColor.ToString(\"X\" + (allowAlpha ? 8 : 6));\n    }\n\n    public static bool TryParseEnum<T>(Type type, string value, out T result) {\n        try {\n            result = (T)Enum.Parse(type, value);\n        } catch {\n            result = default(T);\n            return false;\n        }\n        return true;\n    }\n}"
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    "path": "Assets/Scripts/Util/ParseUtil.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Util/RTUtil.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// RectTransform utility class for functions Unitale uses a lot, but aren't in natively as they're specific.\n/// </summary>\npublic static class RTUtil {\n    /// <summary>\n    /// Get the center of a RectTransform in absolute screen coordinates (in pixels).\n    /// </summary>\n    /// <param name=\"rt\">RectTransform you want the center of</param>\n    /// <returns>Screen coordinates of the RectTransform's center</returns>\n    public static Vector2 AbsCenterOf(RectTransform rt) { return new Vector2(rt.position.x + rt.rect.width * (0.5f - rt.pivot.x), rt.position.y + rt.rect.height * (0.5f - rt.pivot.y)); }\n}\n"
  },
  {
    "path": "Assets/Scripts/Util/RTUtil.cs.meta",
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  },
  {
    "path": "Assets/Scripts/Util/RetromodeWarning.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\n\n/// <summary>\n/// Class used to draw a warning if retromode is on.\n/// </summary>\npublic class RetromodeWarning : MonoBehaviour {\n    private float hoverTimer;\n    private bool hovered;\n\n    private void Start () {\n        if (!GlobalControls.retroMode)\n            Destroy(gameObject);\n        transform.position = new Vector3(320, -140, transform.position.z);\n    }\n\n    /// <summary>\n    /// Will move the warning and increase its alpha if the mouse hovers over it\n    /// </summary>\n    private void Update () {\n        hoverTimer = Mathf.Clamp01(hoverTimer + (hovered ? 1 : -1) * Time.deltaTime * 3);\n        transform.position = new Vector3(320, (1 - hoverTimer) * -140, transform.position.z);\n        transform.GetComponent<Image>().color = new Color(1, 1, 1, 0.5f + 0.5f * hoverTimer);\n        hovered = false;\n    }\n\n    private void OnMouseOver() {\n        hovered = true;\n    }\n}\n"
  },
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    "path": "Assets/Scripts/Util/RetromodeWarning.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ff9d9366a237ec442b51866e75d917b5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/SpriteUtil.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Xml;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing MoonSharp.Interpreter;\nusing Object = UnityEngine.Object;\n\npublic static class SpriteUtil {\n    public const float PIXELS_PER_UNIT = 100.0f;\n\n    public static void SwapSpriteFromFile(Component target, string filename, int bubbleID = -1) {\n        try {\n            if (bubbleID != -1) {\n                FileInfo fi = new FileInfo(Path.ChangeExtension(FileLoader.PathToModFile(\"Sprites/\" + filename + \".png\"), \"xml\"));\n                if (!fi.Exists)\n                    fi = new FileInfo(Path.ChangeExtension(FileLoader.PathToDefaultFile(\"Sprites/\" + filename + \".png\"), \"xml\"));\n                if (fi.Exists) {\n                    XmlDocument xmld = new XmlDocument();\n                    xmld.Load(fi.FullName);\n                    if (xmld[\"spritesheet\"] != null && \"single\".Equals(xmld[\"spritesheet\"].GetAttribute(\"type\")))\n                        if (!UnitaleUtil.IsOverworld)\n                            UIController.instance.encounter.EnabledEnemies[bubbleID].bubbleWidth = ParseUtil.GetFloat(xmld[\"spritesheet\"].GetElementsByTagName(\"width\").Count > 0\n                                ? xmld[\"spritesheet\"].GetElementsByTagName(\"width\")[0].InnerText\n                                : xmld[\"spritesheet\"].GetElementsByTagName(\"wideness\")[0].InnerText);\n                } else\n                    UIController.instance.encounter.EnabledEnemies[bubbleID].bubbleWidth = 0;\n            }\n        } catch (Exception) {\n            UIController.instance.encounter.EnabledEnemies[bubbleID].bubbleWidth = 0;\n        }\n\n        Sprite newSprite;\n        if (bubbleID != -1) {\n            if (filename.Length == 0) {\n                Debug.LogError(\"SwapSprite: Filename is empty!\");\n                return;\n            }\n            newSprite = FromFile(filename + \".png\");\n            if (newSprite == null)\n                throw new CYFException(\"The sprite Sprites/\" + filename + \".png doesn't exist.\");\n            SpriteRegistry.Set(filename, newSprite);\n        } else\n            newSprite = SpriteRegistry.Get(filename);\n\n        if (newSprite == null)\n            throw new CYFException(\"The sprite Sprites/\" + filename + \".png doesn't exist.\");\n\n        Image img = target.GetComponent<Image>();\n        if (!img) {\n            SpriteRenderer img2 = target.GetComponent<SpriteRenderer>();\n            img2.sprite = newSprite;\n        } else\n            img.sprite = newSprite;\n        target.GetComponent<RectTransform>().sizeDelta = new Vector2(newSprite.texture.width, newSprite.texture.height);\n    }\n\n    public static Sprite SpriteWithXml(XmlNode spriteNode, Sprite source) {\n        XmlNode xmlRect = spriteNode.SelectSingleNode(\"rect\");\n        Rect spriteRect = new Rect(0, 0, source.texture.width, source.texture.height);\n        if (xmlRect != null && xmlRect.Attributes != null)\n            spriteRect = new Rect(int.Parse(xmlRect.Attributes[\"x\"].Value), int.Parse(xmlRect.Attributes[\"y\"].Value),\n                                  int.Parse(xmlRect.Attributes[\"w\"].Value), int.Parse(xmlRect.Attributes[\"h\"].Value));\n        XmlNode xmlBorder = spriteNode.SelectSingleNode(\"border\");\n        Vector4 spriteBorder = Vector4.zero;\n        if (xmlBorder != null && xmlBorder.Attributes != null)\n            spriteBorder = new Vector4(int.Parse(xmlBorder.Attributes[\"x\"].Value), int.Parse(xmlBorder.Attributes[\"y\"].Value),\n                                       int.Parse(xmlBorder.Attributes[\"z\"].Value), int.Parse(xmlBorder.Attributes[\"w\"].Value));\n\n        Sprite s = Sprite.Create(source.texture, spriteRect, new Vector2(0.5f, 0.5f), PIXELS_PER_UNIT, 0, SpriteMeshType.FullRect, spriteBorder);\n        if (spriteNode.Attributes != null && spriteNode.Attributes[\"name\"] != null)\n            s.name = spriteNode.Attributes[\"name\"].Value;\n        return s;\n    }\n\n    public static Sprite[] AtlasFromXml(XmlNode sheetNode, Sprite source) {\n        try { return (from XmlNode child in sheetNode.ChildNodes where child.Name.Equals(\"sprite\") select SpriteWithXml(child, source)).ToArray(); }\n        catch (Exception ex) {\n            UnitaleUtil.DisplayLuaError(\"[XML document]\", \"One of the sprites' XML documents was invalid. This could be a corrupt or edited file.\\n\\n\" + ex.Message);\n            return null;\n        }\n    }\n\n    public static Sprite FromFile(string fullPath, string pathSuffix = \"Sprites/\") {\n        string relativeFileName = fullPath;\n        Texture2D SpriteTexture = new Texture2D(1, 1, TextureFormat.RGBA32, false);\n        SpriteTexture.LoadImage(FileLoader.GetBytesFrom(ref fullPath, pathSuffix));\n        SpriteTexture.filterMode = FilterMode.Point;\n        SpriteTexture.wrapMode = TextureWrapMode.Clamp;\n\n        Sprite newSprite = Sprite.Create(SpriteTexture, new Rect(0, 0, SpriteTexture.width, SpriteTexture.height), new Vector2(0.5f, UnitaleUtil.IsOverworld ? 0 : 0.5f), PIXELS_PER_UNIT);\n\n        FileLoader.SanitizePath(ref relativeFileName, pathSuffix);\n        newSprite.name = relativeFileName.Substring(0, relativeFileName.Length - 4);\n\n        //optional XML loading\n        FileInfo fi = new FileInfo(Path.ChangeExtension(fullPath, \"xml\"));\n        if (!fi.Exists) return newSprite;\n        XmlDocument xmld = new XmlDocument();\n        xmld.Load(fi.FullName);\n        if (xmld[\"spritesheet\"] != null && \"single\".Equals(xmld[\"spritesheet\"].GetAttribute(\"type\")))\n            return SpriteWithXml(xmld[\"spritesheet\"].GetElementsByTagName(\"sprite\")[0], newSprite);\n        return newSprite;\n    }\n    public static DynValue MakeIngameSprite(string filename, int childNumber = -1) { return MakeIngameSprite(filename, \"BelowArena\", childNumber); }\n\n    public static DynValue MakeIngameSprite(string filename, string tag = \"BelowArena\", int childNumber = -1) {\n        string canvas = UnitaleUtil.IsOverworld ? \"Canvas Two/\" : \"Canvas/\";\n        tag = (UnitaleUtil.IsOverworld && tag == \"BelowArena\") ? \"Default\" : tag;\n        if (ParseUtil.TestInt(tag) && childNumber == -1) {\n            childNumber = ParseUtil.GetInt(tag);\n            tag = UnitaleUtil.IsOverworld ? \"Default\" : \"BelowArena\";\n        }\n\n        Image i = Object.Instantiate(SpriteRegistry.GENERIC_SPRITE_PREFAB);\n        LuaSpriteController sprCtrl;\n        if (!string.IsNullOrEmpty(filename)) {\n            SwapSpriteFromFile(i, filename);\n            sprCtrl = LuaSpriteController.GetOrCreate(i.gameObject);\n            // TODO: Restore in 0.7\n            //if (!UnitaleUtil.IsOverworld) i.name = filename;\n            sprCtrl.spritename = filename;\n        } else\n            throw new CYFException(\"You can't create a sprite object with a nil sprite!\");\n        if (!GameObject.Find(tag + \"Layer\") && tag != \"none\")\n            if ((!UnitaleUtil.IsOverworld && tag == \"BelowArena\") || (UnitaleUtil.IsOverworld && tag == \"Default\"))\n                i.transform.SetParent(GameObject.Find(canvas).transform);\n            else\n                throw new CYFException(\"The sprite layer \" + tag + \" doesn't exist.\");\n        else {\n            i.transform.SetParent(GameObject.Find(tag == \"none\" ? canvas : tag + \"Layer\").transform, true);\n            if (childNumber != -1)\n                i.transform.SetSiblingIndex(childNumber - 1);\n        }\n        return UserData.Create(sprCtrl, LuaSpriteController.data);\n    }\n\n    public static bool CreateLayer(string name, string relatedTag = \"BasisNewest\", bool before = false) {\n        string canvas = UnitaleUtil.IsOverworld ? \"Canvas Two/\" : \"Canvas/\";\n        if (name == null || GameObject.Find(canvas + name + \"Layer\") != null)\n            return false;\n        if (relatedTag != \"VeryHighest\" && relatedTag != \"VeryLowest\" && relatedTag != \"BasisNewest\" && GameObject.Find(canvas + relatedTag + \"Layer\") == null)\n            return false; // throw new CYFException(\"CreateLayer: Tried to make a new layer \" + (before ? \"below\" : \"above\") + \" the layer \\\"\" + relatedTag + \"\\\", but it didn't exist.\");\n\n        GameObject go = new GameObject(name + \"Layer\", typeof(RectTransform));\n        string testName = relatedTag + \"Layer\";\n        List<Transform> rts = UnitaleUtil.GetFirstChildren(GameObject.Find(canvas).transform);\n        if (relatedTag != \"VeryHighest\" && relatedTag != \"VeryLowest\") {\n            if (relatedTag == \"BasisNewest\")\n                testName = \"BelowArenaLayer\";\n            for (int j = 0; j < rts.Count; j++) {\n                if (rts[j].name != testName) continue;\n                go.transform.SetParent(GameObject.Find(canvas).transform, true);\n                go.transform.SetSiblingIndex(j + (before ? 0 : 1));\n                break;\n            }\n        } else {\n            go.transform.SetParent(GameObject.Find(canvas).transform, true);\n            switch (relatedTag) {\n                case \"VeryHighest\": go.transform.SetAsLastSibling();  break;\n                case \"VeryLowest\":  go.transform.SetAsFirstSibling(); break;\n            }\n        }\n\n        go.GetComponent<RectTransform>().anchorMax = new Vector2(0, 0);\n        go.GetComponent<RectTransform>().anchorMin = new Vector2(0, 0);\n        go.GetComponent<RectTransform>().sizeDelta = new Vector2(1, 1);\n        go.transform.position = new Vector2(0, 0);\n        return true;\n    }\n\n    public static void CreateProjectileLayer(string name, string relatedTag = \"\", bool before = false) {\n        GameObject go = new GameObject(name + \"Bullet\", typeof(RectTransform));\n        RectTransform[] rts = GameObject.Find(\"Canvas\").GetComponentsInChildren<RectTransform>();\n        for (int j = 0; j < rts.Length; j++) {\n            string testName;\n            if (relatedTag == \"\") testName = \"BulletPool\";\n            else                  testName = relatedTag + \"Bullet\";\n\n            if (rts[j].name != testName) continue;\n            go.transform.SetParent(GameObject.Find(\"Canvas\").transform, true);\n            go.transform.SetSiblingIndex(j + (before ? 0 : 1));\n            break;\n        }\n        go.GetComponent<RectTransform>().anchorMax = new Vector2(0, 0);\n        go.GetComponent<RectTransform>().anchorMin = new Vector2(0, 0);\n        go.GetComponent<RectTransform>().pivot = new Vector2(0, 0);\n        go.GetComponent<RectTransform>().sizeDelta = new Vector2(0, 0);\n        go.transform.position = new Vector3(0, 0, -0.005f);\n    }\n}"
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  {
    "path": "Assets/Scripts/Util/StaticInits.cs",
    "content": "﻿using System.Diagnostics;\nusing MoonSharp.Interpreter.CoreLib;\nusing UnityEngine;\n\npublic static class StaticInits {\n    public static string _MODFOLDER;\n    public static string MODFOLDER {\n        get { return _MODFOLDER; }\n        set {\n            _MODFOLDER = value;\n            LoadModule.ModFolder = value;\n        }\n    }\n\n    public static string ENCOUNTER = \"\";\n    public static string EDITOR_MODFOLDER = \"@Title\";\n    private static bool firstInit;\n\n    public static bool Initialized { get; set; }\n\n    public delegate void LoadedAction();\n    public static event LoadedAction Loaded;\n\n    private static void OnEnable() {  UIController.SendToStaticInit += SendLoaded; }\n    private static void OnDisable() { UIController.SendToStaticInit -= SendLoaded; }\n\n    public static void Start() {\n        if (!firstInit) {\n            firstInit = true;\n            SpriteRegistry.Start();\n            AudioClipRegistry.Start();\n            SpriteFontRegistry.Start();\n            ShaderRegistry.Start();\n        }\n        if (string.IsNullOrEmpty(MODFOLDER))\n            MODFOLDER = EDITOR_MODFOLDER;\n        //if (CurrMODFOLDER != MODFOLDER || CurrENCOUNTER != ENCOUNTER)\n        InitAll(MODFOLDER);\n        Initialized = true;\n    }\n\n    public static void InitAll(string mod, bool shaders = false) {\n        MODFOLDER = mod;\n        Initialized = false;\n        if (!GlobalControls.isInFight || GlobalControls.modDev) {\n            FileLoader.absoluteSanitizationDictionary.Clear();\n            FileLoader.relativeSanitizationDictionary.Clear();\n\n            //UnitaleUtil.createFile();\n            Stopwatch sw = new Stopwatch(); //benchmarking terrible loading times\n            sw.Start();\n\n            SpriteRegistry.Init();\n            sw.Stop();\n            UnityEngine.Debug.Log(\"Sprite registry loading time: \" + sw.ElapsedMilliseconds + \"ms\");\n            sw.Reset();\n\n            sw.Start();\n            AudioClipRegistry.Init();\n            sw.Stop();\n            UnityEngine.Debug.Log(\"Audio clip registry loading time: \" + sw.ElapsedMilliseconds + \"ms\");\n            sw.Reset();\n\n            sw.Start();\n            SpriteFontRegistry.Init();\n            sw.Stop();\n            UnityEngine.Debug.Log(\"Sprite font registry loading time: \" + sw.ElapsedMilliseconds + \"ms\");\n            sw.Reset();\n\n            if (shaders) {\n                sw.Start();\n                ShaderRegistry.Init();\n                sw.Stop();\n                UnityEngine.Debug.Log(\"Shader registry loading time: \" + sw.ElapsedMilliseconds + \"ms\");\n                sw.Reset();\n            }\n        }\n        LateUpdater.Init(); // must be last; lateupdater's initialization is for classes that depend on the above registries\n        MusicManager.src = Camera.main.GetComponent<AudioSource>();\n        SendLoaded();\n        Initialized = true;\n        //CurrENCOUNTER = ENCOUNTER;\n        //CurrMODFOLDER = MODFOLDER;\n    }\n\n    public static void SendLoaded() {\n        if (Loaded != null)\n            Loaded();\n    }\n\n    /*public static void Reset() {\n        Initialized = false;\n        LuaScriptBinder.Clear();\n        PlayerCharacter.instance.Reset();\n    }*/\n}"
  },
  {
    "path": "Assets/Scripts/Util/StaticInits.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 78442f37a69919a409f51348d2557607\ntimeCreated: 1498875626\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 100\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/Util/UnitaleUtil.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.SceneManagement;\nusing MoonSharp.Interpreter;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Object = UnityEngine.Object;\nusing System.IO;\n\n/// <summary>\n/// Utility class for the Unitale engine.\n/// </summary>\npublic static class UnitaleUtil {\n    internal static bool firstErrorShown; //Keeps track of whether an error already appeared, prevents subsequent errors from overriding the source.\n    public static string printDebuggerBeforeInit = \"\";\n    /*internal static string fileName = Application.dataPath + \"/Logs/log-\" + DateTime.Now.ToString().Replace('/', '-').Replace(':', '-') + \".txt\";\n    internal static StreamWriter sr;\n\n    public static void createFile() {\n        if (!Directory.Exists(Application.dataPath + \"/Logs\"))\n            Directory.CreateDirectory(Application.dataPath + \"/Logs\");\n        if (!File.Exists(fileName))\n            sr = File.CreateText(fileName);\n    }*/\n\n    public static void WriteInLogAndDebugger(string mess) {\n        try {\n            /*sr.WriteLine(\"By DEBUG: \" + mess.Replace(\"\\n\", \"\\\\n\").Replace(\"\\r\", \"\\\\r\").Replace(\"\\t\", \"\\\\t\"));\n            sr.Flush();*/\n            UserDebugger.instance.UserWriteLine(mess);\n        } catch /*(Exception e)*/ {\n            //Debug.Log(\"Couldn't write on the log:\\n\" + e.Message + \"\\nMessage: \" + mess);\n            printDebuggerBeforeInit += (printDebuggerBeforeInit == \"\" ? \"\" : \"\\n\") + mess;\n        }\n    }\n\n    public static void Warn(string line, bool show = true) {\n        line = \"[WARN]\" + line;\n        if (!GlobalControls.retroMode && show) {\n            WriteInLogAndDebugger(line);\n            return;\n        }\n        try { UserDebugger.instance.Warn(line); } catch { printDebuggerBeforeInit += (printDebuggerBeforeInit == \"\" ? \"\" : \"\\n\") + line; }\n    }\n\n    /*/// <summary>\n    /// This was previously used to create error messages for display in the UI controller, but is now obsolete as this is displayed in a separate scene.\n    /// </summary>\n    /// <param name=\"source\">Name of the offending script</param>\n    /// <param name=\"decoratedMessage\">Decorated error messages as given by the InterpreterException thrown by the Lua script</param>\n    /// <returns>TextMessage for display in a TextManager.</returns>\n    public static TextMessage createLuaError(string source, string decoratedMessage) {\n        string returnValue = \"[font:monster][color:ffffff]error in script \" + source + \"\\n\";\n        int lineLetterCount = 0;\n        int maxChars = 50;\n        for (int i = 0; i < decoratedMessage.Length; i++) {\n            if (lineLetterCount >= maxChars && decoratedMessage[i] == ' ' || decoratedMessage[i] == '\\n') {\n                returnValue += \"\\n\"; // linebreak on spaces after maxChars characters\n                lineLetterCount = 0;\n            } else {\n                returnValue += decoratedMessage[i];\n                lineLetterCount++;\n            }\n        }\n        return new TextMessage(returnValue, false, true);\n    }*/\n\n    public static bool IsOverworld {\n        get {\n            if (SceneManager.GetActiveScene().name == \"TransitionOverworld\")\n                return true;\n            if (GlobalControls.nonOWScenes.Contains(SceneManager.GetActiveScene().name))\n                return false;\n            return !GlobalControls.isInFight;\n        }\n    }\n\n    /// <summary>\n    /// Loads the Error scene with the Lua error that occurred.\n    /// </summary>\n    /// <param name=\"source\">Name of the script that caused the error.</param>\n    /// <param name=\"decoratedMessage\">Error that was thrown. In MoonSharp's case, this is the DecoratedMessage property from its InterpreterExceptions.</param>\n    /// <param name=\"DoNotDecorateMessage\">Set to true to hide \"error in script x\" at the top. This arg is true when using error(..., 0).</param>\n    public static void DisplayLuaError(string source, string decoratedMessage, bool DoNotDecorateMessage = false) {\n        if (firstErrorShown)\n            return;\n        firstErrorShown = true;\n        ScreenResolution.ResetAfterBattle();\n        ErrorDisplay.Message = (!DoNotDecorateMessage ? \"error in script \" + source + \"\\n\\n\" : \"\") + decoratedMessage;\n        if (Application.isEditor) SceneManager.LoadSceneAsync(\"Error\"); // prevents editor from crashing\n        else                      SceneManager.LoadScene(\"Error\");\n        Debug.Log(\"It's a Lua error! : \" + ErrorDisplay.Message);\n        ScreenResolution.wideFullscreen = true;\n    }\n\n    /// <summary>\n    /// Handles most CYF errors related to script execution\n    /// </summary>\n    /// <param name=\"scriptname\">Name of the script, used for the error message</param>\n    /// <param name=\"function\">Name of the function, used for the error message</param>\n    /// <param name=\"e\">Exception to handle</param>\n    public static void HandleError(string scriptname, string function, Exception e) {\n        if (e as InterpreterException != null) {\n            InterpreterException ie = e as InterpreterException;\n            DisplayLuaError(scriptname, ie.DecoratedMessage == null ? ie.Message : FormatErrorSource(ie.DecoratedMessage, ie.Message) + ie.Message, ie.DoNotDecorateMessage);\n        } else if (GlobalControls.retroMode)\n            return;\n        else if (e.GetType().ToString() == \"System.IndexOutOfRangeException\" && e.StackTrace.Contains(\"at MoonSharp.Interpreter.DataStructs.FastStack`1[MoonSharp.Interpreter.DynValue].Push\"))\n            DisplayLuaError(scriptname + \", calling the function \" + function, \"<b>Possible infinite loop</b>\\n\\nThis is a \" + e.GetType() + \" error.\"\n                                                                             + \"\\n\\nYou almost definitely have an infinite loop in your code. A function tried to call itself infinitely. It could be a normal function or a metatable function.\"\n                                                                             + \"\\n\\nFull stracktrace (see CYF output log at <b>\" + Application.persistentDataPath + \"/output_log.txt</b>):\"\n                                                                             + \"\\n\" + e.StackTrace);\n        else\n            DisplayLuaError(scriptname + \", calling the function \" + function, \"This is a \" + e.GetType() + \" error. Contact a dev and show them this screen, this must be an engine-side error.\"\n                                                                             + \"\\n\\n\" + e.Message\n                                                                             + \"\\n\\nFull stracktrace (see CYF output log at <b>\" + Application.persistentDataPath + \"/output_log.txt</b>):\"\n                                                                             + \"\\n\" + e.StackTrace + \"\\n\");\n    }\n\n    public static string FormatErrorSource(string DecoratedMessage, string message) {\n        string source = DecoratedMessage.Substring(0, DecoratedMessage.Length - message.Length);\n        Regex validator = new Regex(@\"\\(\\d+,\\d+(-[\\d,]+)?\\)\"); //Finds `(13,9-16)` or `(13,9-14,10)` or `(20,0)`\n        Match scanned = validator.Match(source);\n        if (!scanned.Success) return source;\n        string stacktrace = scanned.Value;\n        validator = new Regex(@\"(\\d+),(\\d+)\"); //Finds `13,9`\n        MatchCollection matches = validator.Matches(stacktrace);\n\n        //Add \"line \" and \"char \" before some numbers\n        return matches.Cast<Match>().Aggregate(source, (current, match) => current.Replace(match.Value, \"line \" + match.Groups[1].Value + \", char \" + match.Groups[2].Value));\n    }\n\n    public static AudioSource GetCurrentOverworldAudio() {\n        //if (GameObject.Find(\"Main Camera OW\") && Camera.main != GameObject.Find(\"Main Camera OW\")) return GameObject.Find(\"Main Camera OW\").GetComponent<AudioSource>();\n        return GameObject.Find(\"Background\").GetComponent<MapInfos>().isMusicKeptBetweenBattles ? PlayerOverworld.audioKept : Camera.main.GetComponent<AudioSource>();\n    }\n\n    public static Vector3 VectToVector(GameState.Vect v)    { return new Vector3(v.x, v.y, v.z); }\n    public static GameState.Vect VectorToVect(Vector3 vect) { return new GameState.Vect() { x = vect.x, y = vect.y, z = vect.z }; }\n\n    public static Array ListToArray<T>(List<T> lst) {\n        T[] arr = new T[lst.Count];\n        for (int i = 0; i < lst.Count; i++)\n            arr[i] = lst[i];\n        return arr;\n    }\n\n    public static List<T> ArrayToList<T>(T[] arr) {\n        List<T> lst = new List<T>(arr.Length);\n        for (int i = 0; i < arr.Length; i++)\n            lst[i] = arr[i];\n        return lst;\n    }\n\n    public static DynValue[] TableToDynValueArray(Table table) {\n        DynValue[] array = new DynValue[table.Length];\n        for (int i = 1; i <= table.Length; i++) {\n            DynValue v = table.Get(i);\n            array[i - 1] = v;\n        }\n        return array;\n    }\n\n    public static Table DynValueArrayToTable(DynValue[] array) {\n        Table table = new Table(null);\n        for (int i = 1, l = array.Length; i <= l; i++)\n            table.Set(i, array[i - 1]);\n        return table;\n    }\n\n    public static string ParseCommandInline(string input, ref int currentChar, bool onlyAcceptExistingCommands = true) {\n        int start = currentChar;\n        currentChar++;\n        string control = \"\"; int count = 1;\n        for (; currentChar < input.Length; currentChar++) {\n            if (input[currentChar] == '[')\n                count++;\n            else if (input[currentChar] == ']') {\n                count--;\n                if (count == 0) {\n                    if (onlyAcceptExistingCommands && !TextManager.commandList.Contains(control.Split(':')[0]))\n                        break;\n                    return control;\n                }\n            }\n            control += input[currentChar];\n        }\n        currentChar = start;\n        return null;\n    }\n\n    /// <summary>\n    /// Predicts the length of the text using the letters' size and various tags.\n    /// </summary>\n    /// <param name=\"txtmgr\">Text object</param>\n    /// <param name=\"fromLetter\">Letter of the current line of text to count from</param>\n    /// <param name=\"toLetter\">Letter of the current line of text to count to</param>\n    /// <param name=\"countEOLSpace\">True if we count spaces (spaces are usually skipped)</param>\n    /// <param name=\"getLastSpace\">True if we count the letter spacing after the last letter of the text</param>\n    /// <returns>The length of the text in pixels</returns>\n    public static float PredictTextWidth(TextManager txtmgr, int fromLetter = -1, int toLetter = -1, bool countEOLSpace = false) {\n        float totalWidth = 0, totalWidthSpaceTest = 0, totalMaxWidth = 0, hSpacing = txtmgr.font.CharSpacing, columns = 0;\n        List<float> columnsMaxWidth = new List<float>();\n        if (fromLetter == -1)                                                                                       fromLetter = 0;\n        if (txtmgr.textQueue == null)                                                                               return 0;\n        if (txtmgr.textQueue[txtmgr.currentLine] == null)                                                           return 0;\n        if (toLetter == -1)                                                                                         toLetter = txtmgr.textQueue[txtmgr.currentLine].Text.Length - 1;\n        if (fromLetter > toLetter || fromLetter < 0 || toLetter > txtmgr.textQueue[txtmgr.currentLine].Text.Length) return -1;\n\n        for (int i = fromLetter; i <= toLetter; i++) {\n            switch (txtmgr.textQueue[txtmgr.currentLine].Text[i]) {\n                case '[':\n                    string str = ParseCommandInline(txtmgr.textQueue[txtmgr.currentLine].Text, ref i);\n                    if (str == null) {\n                        if (txtmgr.font.Letters.ContainsKey(txtmgr.textQueue[txtmgr.currentLine].Text[i]))\n                            totalWidth += txtmgr.font.Letters[txtmgr.textQueue[txtmgr.currentLine].Text[i]].textureRect.size.x + hSpacing;\n                    } else if (str.Split(':')[0] == \"charspacing\")\n                        hSpacing = str.Split(':')[1].ToLower().Trim() == \"default\" ? txtmgr.font.CharSpacing : ParseUtil.GetFloat(str.Split(':')[1]);\n                    break;\n                case '\\t':\n                    // Add columns if they're not empty or filled with spaces\n                    if (totalWidthSpaceTest == totalWidth)\n                        columnsMaxWidth.Add(totalWidth);\n                    totalWidth = txtmgr.columnShift * ++columns;\n                    if (countEOLSpace)\n                        totalWidthSpaceTest = totalWidth;\n                    break;\n                case '\\r':\n                case '\\n':\n                    columns = 0;\n                    columnsMaxWidth.Add(totalWidthSpaceTest);\n                    totalWidthSpaceTest = columnsMaxWidth.Max(w => w);\n                    totalMaxWidth = Mathf.Max(totalMaxWidth, totalWidthSpaceTest - hSpacing);\n                    totalWidth = 0;\n                    totalWidthSpaceTest = 0;\n                    columnsMaxWidth.Clear();\n                    break;\n                default:\n                    if (txtmgr.font.Letters.ContainsKey(txtmgr.textQueue[txtmgr.currentLine].Text[i])) {\n                        totalWidth += txtmgr.font.Letters[txtmgr.textQueue[txtmgr.currentLine].Text[i]].textureRect.size.x + hSpacing;\n                        // Do not count spaces\n                        if (txtmgr.textQueue[txtmgr.currentLine].Text[i] != ' ' || countEOLSpace)\n                            totalWidthSpaceTest = totalWidth;\n                    }\n                    break;\n            }\n        }\n        totalMaxWidth = Mathf.Max(totalMaxWidth, totalWidthSpaceTest - hSpacing);\n        return Mathf.Max(totalMaxWidth, 0);\n    }\n\n    /// <summary>\n    /// Computes the text's width using the x position of all of the text's letters.\n    /// This function assumes the text's letters have been created.\n    /// </summary>\n    /// <param name=\"txtmgr\">Text object</param>\n    /// <param name=\"fromLetter\">Letter of the current line of text to count from</param>\n    /// <param name=\"toLetter\">Letter of the current line of text to count to</param>\n    /// <param name=\"countEOLSpace\">True if we count spaces (spaces are usually skipped)</param>\n    /// <returns>The length of the text in pixels</returns>\n    public static float CalcTextWidth(TextManager txtmgr, int fromLetter = -1, int toLetter = -1, bool countEOLSpace = false) {\n        if (txtmgr.textQueue == null || txtmgr.textQueue[txtmgr.currentLine] == null)                                return 0;\n        if (fromLetter > toLetter || fromLetter < -1 || toLetter > txtmgr.textQueue[txtmgr.currentLine].Text.Length) return 0;\n        if (fromLetter == -1)                                                                                        fromLetter = 0;\n        if (toLetter == -1)                                                                                          toLetter = txtmgr.textQueue[txtmgr.currentLine].Text.Length - 1;\n\n        float maxX = Mathf.NegativeInfinity, minX = Mathf.Infinity;\n        LuaTextManager ltm = txtmgr as LuaTextManager;\n\n        // Add text pos in case of tab\n        if (fromLetter == 0) {\n            minX = Mathf.Min(minX, ltm.absx);\n            maxX = Mathf.Max(maxX, ltm.absx);\n        }\n\n        for (int i = fromLetter; i <= toLetter; i++) {\n            if (!txtmgr.letters.Any(l => l.index == i))\n                continue;\n            if (txtmgr.textQueue[txtmgr.currentLine].Text[i] == ' ' && !countEOLSpace)\n                continue;\n\n            TextManager.LetterData letter = txtmgr.letters.Find(l => l.index == i);\n            float letterPosMin = letter.image.rectTransform.position.x,\n                  letterPosMax = letter.image.rectTransform.position.x + letter.image.rectTransform.rect.width * letter.image.rectTransform.localScale.x;\n            minX = Mathf.Min(minX, letterPosMin, letterPosMax);\n            maxX = Mathf.Max(maxX, letterPosMin, letterPosMax);\n        }\n        return Mathf.Max(maxX - minX, 0) / (ltm ? ltm.xscale : 1);\n    }\n\n    public static float CalcTextHeight(TextManager txtmgr, int fromLetter = -1, int toLetter = -1, bool countEOLSpace = false) {\n        if (txtmgr.textQueue == null || txtmgr.textQueue[txtmgr.currentLine] == null)                               return 0;\n        if (fromLetter == -1)                                                                                       fromLetter = 0;\n        if (toLetter == -1)                                                                                         toLetter = txtmgr.textQueue[txtmgr.currentLine].Text.Length - 1;\n        if (fromLetter > toLetter || fromLetter < 0 || toLetter > txtmgr.textQueue[txtmgr.currentLine].Text.Length) return 0;\n\n        float maxY = Mathf.NegativeInfinity, minY = Mathf.Infinity;\n        LuaTextManager ltm = txtmgr as LuaTextManager;\n\n        for (int i = fromLetter; i <= toLetter; i++) {\n            if (!txtmgr.letters.Any(l => l.index == i))\n                continue;\n            if (txtmgr.textQueue[txtmgr.currentLine].Text[i] == ' ' && !countEOLSpace)\n                continue;\n\n            TextManager.LetterData letter = txtmgr.letters.Find(l => l.index == i);\n            float letterPosMin = letter.image.rectTransform.position.y,\n                  letterPosMax = letter.image.rectTransform.position.y + letter.image.rectTransform.rect.height * letter.image.rectTransform.localScale.y;\n            minY = Mathf.Min(minY, letterPosMin, letterPosMax);\n            maxY = Mathf.Max(maxY, letterPosMin, letterPosMax);\n        }\n        return Mathf.Max(maxY - minY, 0) / (ltm ? ltm.yscale : 1);\n    }\n\n    public static DynValue RebuildTableFromString(string text) {\n        text = text.Trim();\n        if (text[0] != '{' || text[text.Length-1] != '}') {\n            Debug.LogError(\"RebuildTableFromString: The value given is not a reconstructible table!\");\n            return DynValue.Nil;\n        }\n        Table t = ConstructTable(text.TrimStart('{').TrimEnd('}'));\n        return DynValue.NewTable(t);\n    }\n\n    private static Table ConstructTable(string text) {\n        Table t = new Table(null);\n        int inOtherTable = 0;\n        string currentValue = \"\";\n        DynValue valueName = null;\n\n        bool inString = false, inSlashEffect1 = false, inSlashEffect2 = false;\n        foreach (char c in text) {\n            if (inSlashEffect1)      inSlashEffect1 = false;\n            else if (inSlashEffect2) inSlashEffect2 = false;\n\n            if (!inSlashEffect2) {\n                if (c == '{' && !inString) {\n                    if (inOtherTable != 1)\n                        currentValue += c;\n                    inOtherTable++;\n                } else if (c == '}' && !inString) {\n                    inOtherTable--;\n                    if (inOtherTable == 0) {\n                        if (valueName == null) t.Append(DynValue.NewTable(ConstructTable(currentValue)));\n                        else                   t.Set(valueName, DynValue.NewTable(ConstructTable(currentValue)));\n                        currentValue = \"\";\n                        valueName    = null;\n                    } else\n                        currentValue += c;\n                } else if (c == '\"' && inOtherTable != 0)\n                    inString = !inString;\n                else if (c == '\\\\') {\n                    inSlashEffect1 = true;\n                    inSlashEffect2 = true;\n                } else if (c == ',' && (!inString || inOtherTable != 0)) {\n                    currentValue = currentValue.Trim();\n                    Type     type = CheckRealType(currentValue);\n                    DynValue dv;\n                    if (type      == typeof(bool))       dv = DynValue.NewBoolean(currentValue == \"true\");\n                    else if (type == typeof(float)) dv      = DynValue.NewNumber(ParseUtil.GetFloat(currentValue));\n                    else                            dv      = DynValue.NewString(currentValue.Trim('\"'));\n                    if (valueName == null) t.Append(dv);\n                    else                   t.Set(valueName, dv);\n                    valueName    = null;\n                    currentValue = \"\";\n                } else if (c == '=' && (!inString || inOtherTable != 0)) {\n                    currentValue = currentValue.Trim();\n                    Type type = CheckRealType(currentValue);\n                    if (type == typeof(bool))       valueName = DynValue.NewBoolean(currentValue == \"true\");\n                    else if (type == typeof(float)) valueName = DynValue.NewNumber(ParseUtil.GetFloat(currentValue));\n                    else                            valueName = DynValue.NewString(currentValue.Trim('\"'));\n                } else\n                    currentValue += c;\n            } else\n                currentValue += c;\n        }\n\n        // Parse one final time for the end of the string\n        Type typey = CheckRealType(currentValue);\n        DynValue dynv;\n        if (typey == typeof(bool))       dynv = DynValue.NewBoolean(currentValue == \"true\");\n        else if (typey == typeof(float)) dynv = DynValue.NewNumber(ParseUtil.GetFloat(currentValue));\n        else                            dynv = DynValue.NewString(currentValue.Trim('\"'));\n        if (valueName == null) t.Append(dynv);\n        else                   t.Set(valueName, dynv);\n\n        return t;\n    }\n\n    public static string[] SpecialSplit(char c, string str, bool countTables = false) {\n        bool inString = false; int lastIndex = 0, tableStack = 0;\n        List<string> tempArray = new List<string>();\n        for (int i = 0; i < str.Length; i++) {\n            if (countTables)\n                if (str[i] == '{')\n                    tableStack++;\n            if (str[i] == '\"') {\n                inString =!inString;\n                continue;\n            }\n            if (str[i] == c &&!inString && ((tableStack == 0 && countTables) ||!countTables)) {\n                tempArray.Add(str.Substring(lastIndex, i - lastIndex).Trim());\n                lastIndex = i + 1;\n            }\n            if (!countTables) continue;\n            if (str[i] == '}' && tableStack > 0)\n                tableStack--;\n        }\n        tempArray.Add(str.Substring(lastIndex, str.Length - lastIndex).Trim());\n        return (string[])ListToArray(tempArray);\n    }\n\n    public static void Dust(GameObject go, LuaSpriteController spr) {\n        if (go.GetComponent<ParticleDuplicator>() == null)\n            go.AddComponent<ParticleDuplicator>();\n\n        // Move it to the nearest remanent object\n        while (go.transform.parent.GetComponent<CYFSprite>() && go.transform.parent.GetComponent<CYFSprite>().ctrl.limbo)\n            go.transform.SetParent(go.transform.parent.parent);\n\n        go.GetComponent<ParticleDuplicator>().Activate(spr);\n    }\n\n    /// <summary>\n    /// Check DynValues parameter's value types. DOESN'T WORK WITH MULTIDIMENSIONNAL ARRAYS!\n    /// (For now it doesn't work with arrays at all :c)\n    /// </summary>\n    /// <param name=\"parameter\"></param>\n    /// <returns></returns>\n    public static Type CheckRealType(string parameter) {\n        string parameterNoSpace = parameter.Replace(\" \", \"\");\n\n        //Boolean\n        //If the string is equal to \"true\" or \"false\", this is a boolean\n        if (parameterNoSpace == \"false\" || parameterNoSpace == \"true\")\n            return typeof(bool);\n\n        //Number (here float)\n        bool isNumber = parameterNoSpace.All(c => c == '0' || c == '1' || c == '2' || c == '3' || c == '4' || c == '5' || c == '6' || c == '7' || c == '8' || c == '9' || c == '.' || c == ',' || c == ' ' || c == '-');\n        //If each parameter is a number, a dot, a space or a minus, this is a number\n        return isNumber ? typeof(float) : typeof(string);\n\n        //String\n        //If all our attempts to check other types failed, this is really a string\n    }\n\n    public static float CropDecimal(float number) {\n        float basisNumber = number;\n        int dec = DecimalCount(number);\n        return Mathf.Round(basisNumber * Mathf.Pow(10, dec)) / Mathf.Pow(10, dec);\n    }\n\n    public static int DecimalCount(float number) {\n        int dec = 0, ninecount = 0, zerocount = 0;\n        number %= 1;\n        bool zeromode = false, ninemode = false, something = false;\n        while (number != 0) {\n            number *= 10;\n            if (!something) {\n                if (!zeromode &&!ninemode) {\n                    if (Mathf.Floor(number) == 0)      zeromode = true;\n                    else if (Mathf.Floor(number) == 9) ninemode = true;\n                    else                               something = true;\n                } else if ((Mathf.Floor(number) != 0 && zeromode) || (Mathf.Floor(number) != 9 && ninemode))\n                    something = true;\n            } else {\n                if (Mathf.Floor(number) == 0)      { zerocount++;   ninecount = 0; }\n                else if (Mathf.Floor(number) == 9) { ninecount++;   zerocount = 0; }\n                else                               { ninecount = 0; zerocount = 0; }\n            }\n            dec++;\n            number %= 1;\n            if (ninecount == 3 || zerocount == 3)\n                return dec - 3;\n            if (dec == ControlPanel.instance.MaxDigitsAfterComma)\n                return dec;\n        }\n        return dec;\n    }\n\n    public static bool TestContainsListVector2(List<Vector2> list, int testValue) {\n        return list.Any(v => v.x == testValue);\n    }\n\n    public static void PlaySound(string basis, string sound, float volume = 0.65f) {\n        for (int i = 1; i > 0; i++) {\n            object audio = NewMusicManager.audiolist[basis + i];\n            if (audio != null) {\n                if (audio.ToString().ToLower() != \"null\") {\n                    if (!NewMusicManager.isStopped(basis + i))\n                        continue;\n                } else {\n                    NewMusicManager.audiolist.Remove(basis + i);\n                    NewMusicManager.CreateChannel(basis + i);\n                }\n            } else\n                NewMusicManager.CreateChannel(basis + i);\n            NewMusicManager.PlaySound(basis + i, sound);\n            NewMusicManager.SetVolume(basis + i, volume);\n            break;\n        }\n    }\n\n    public static void PlayVoice(string basis, string voice, float volume = 0.65f) { PlaySound(basis, \"Voices/\" + voice, volume); }\n\n    /// <summary>\n    /// Checks if the Player and a given bullet collide.\n    /// TODO: Extend this function so it can handle two different random objects, instead of forcing one of them to be the Player.\n    /// </summary>\n    /// <param name=\"playerMatrix\">List of pixels depicting the Player's hitbox. Currently is 8x8 with no transparent pixel.</param>\n    /// <param name=\"bulletMatrix\">List of pixels depicting the bullet's sprite.</param>\n    /// <param name=\"rotation\">Difference between the bullet's rotation and the Player's rotation.</param>\n    /// <param name=\"playerHeight\">Height of the Player's hitbox. Currently always 8.</param>\n    /// <param name=\"bulletHeight\">Height of the bullet's sprite.</param>\n    /// <param name=\"scale\">Scale difference between the bullet and the Player.</param>\n    /// <param name=\"fromCenterProjectile\">Position difference between the two objects.</param>\n    /// <returns>True if the two objects collide, false otherwise.</returns>\n    public static bool TestPP(Color32[] playerMatrix, Color32[] bulletMatrix, float rotation, int playerHeight, int bulletHeight, Vector2 scale, Vector2 fromCenterProjectile) {\n        // Get the bullet's and Player's widths\n        int bulletWidth = bulletMatrix.Length / bulletHeight, playerWidth = playerMatrix.Length / playerHeight;\n        // As rotation is given in degrees, transform it into a value in radians\n        rotation *= Mathf.Deg2Rad;\n        // Setup vectors to store the starting point and vertical and horizontal distance between the bullet's pixels\n        Vector2 start = new Vector2(), xDiff = new Vector2(), yDiff = new Vector2();\n\n        // For each pixel in the Player's hitbox...\n        for (int currentHeight = 0; currentHeight < playerHeight && currentHeight >= 0; currentHeight ++)\n            for (int currentWidth = 0; currentWidth < playerWidth && currentWidth >= 0; currentWidth ++) {\n                int roundedValX, roundedValY;\n\n                // Three times: (0, 0), (1, 0) and (0, 1)\n                if ((currentWidth == 0 && currentHeight < 2) || (currentWidth < 2 && currentHeight == 0)) {\n                    // Compute the horizontal and vertical distance between the two objects\n                    float dx = currentWidth + fromCenterProjectile.x,\n                          dy = currentHeight + fromCenterProjectile.y;\n                    if (scale.x < 0) dx = -dx;\n                    if (scale.y < 0) dy = -dy;\n\n                    // Compute the distance between the center of the two objects\n                    float DFromCenter = Mathf.Sqrt(Mathf.Pow(dx, 2) + Mathf.Pow(dy, 2)),\n                    // Compute the angle between the two objects\n                          angle = Mathf.Atan2(dy, dx) - rotation,\n                    // Compute the real coordinates of the bullet's pixel relative to the Player's hitbox\n                          fullValX = bulletWidth  / 2f + Mathf.Cos(angle) * DFromCenter / Mathf.Abs(scale.x),\n                          fullValY = bulletHeight / 2f + Mathf.Sin(angle) * DFromCenter / Mathf.Abs(scale.y);\n                    // Get a rounded value for table checks\n                    roundedValX = Mathf.FloorToInt(fullValX);\n                    roundedValY = Mathf.FloorToInt(fullValY);\n\n                    // Compute the starting point for (0, 0)\n                    if (currentWidth == 0 && currentHeight == 0) start = new Vector2(fullValX, fullValY);\n                    // Compute the distance between two horizontal pixels for (1, 0)\n                    else if (currentHeight == 0)                 xDiff = new Vector2(fullValX - start.x, fullValY - start.y);\n                    // Compute the distance between two vertical pixels for (0, 1)\n                    else                                         yDiff = new Vector2(fullValX - start.x, fullValY - start.y);\n                // Use the distance and starting point we computed above to compute where the current pixel is\n                } else {\n                    roundedValX = Mathf.FloorToInt(start.x + xDiff.x * currentWidth + yDiff.x * currentHeight);\n                    roundedValY = Mathf.FloorToInt(start.y + xDiff.y * currentWidth + yDiff.y * currentHeight);\n                }\n\n                // Don't check the computed bullet's pixel if it doesn't exist, duh\n                int pixelIndex = Mathf.FloorToInt(roundedValY * bulletWidth + roundedValX);\n                if (pixelIndex < 0 || pixelIndex >= bulletMatrix.Length)\n                    continue;\n\n                // If the bullet's pixel's alpha is 0, continue to the next pixel\n                if (bulletMatrix[pixelIndex].a == 0) continue;\n                if (roundedValY >= 0 && roundedValY < bulletHeight && roundedValX >= 0 && roundedValX < bulletWidth)\n                    // All checks are passed: the two objects collide\n                    return true;\n            }\n        // After checking all pixels in the Player's hitbox, if we haven't found a colliding pixel, then the two objects don't collide\n        return false;\n    }\n\n    /*public static Color32[] RotateMatrixOld(Color32[] matrix, float rotation, int height, Vector2 scale, out Vector2 sizeDelta) {\n        int width = matrix.Length / height, shiftX = 0, shiftY = 0;\n        float rotationVal = rotation, iVal = 0, jVal = 0, angleVal = 0, Dval = 0;\n        if (rotation >= 135 && rotation <= 315) shiftX--;\n        if (rotation >= 45 && rotation <= 235) shiftY--;\n        rotation *= Mathf.Deg2Rad;\n        float realX = scale.x * (width * Mathf.Abs(Mathf.Cos(rotation)) + height * Mathf.Abs(Mathf.Sin(rotation))),\n              realY = scale.y * (height * Mathf.Abs(Mathf.Cos(rotation)) + width * Mathf.Abs(Mathf.Sin(rotation)));\n        int x = Mathf.FloorToInt(realX) + 2, y = Mathf.FloorToInt(realY) + 2, totalVal = 0, totalValX = 0, totalValY = 0;\n        sizeDelta = new Vector2(x, y);\n        Color32[] ret = new Color32[x * y];\n        try {\n            for (float currentHeight = 0; currentHeight < height; currentHeight += 1.0f / scale.x)\n                for (float currentWidth = 0; currentWidth < width; currentWidth += 1.0f / scale.y) {\n                    int tempCurrentHeight = Mathf.FloorToInt(currentHeight), tempCurrentWidth = Mathf.FloorToInt(currentWidth);\n                    iVal = currentHeight + shiftY; jVal = currentWidth + shiftX;\n                    if (ControlPanel.instance.MinimumAlpha == 0) {\n                        if (matrix[tempCurrentHeight * width + tempCurrentWidth].a == 0)\n                            continue;\n                    } else if (matrix[tempCurrentHeight * width + tempCurrentWidth].a < ControlPanel.instance.MinimumAlpha)\n                        continue;\n                    float D = Mathf.Sqrt(Mathf.Pow(tempCurrentHeight - height / 2, 2) + Mathf.Pow(tempCurrentWidth - width / 2, 2)), oldangle;\n                    Dval = D;\n                    if (D == 0) oldangle = 0;\n                    else oldangle = Mathf.Acos((tempCurrentWidth - width / 2) / D);\n                    if (currentHeight <= height / 2f)\n                        oldangle = -oldangle;\n                    float angle = oldangle + rotation;\n                    angleVal = angle;\n                    totalValX = Mathf.RoundToInt(y / 2 + Mathf.Sin(angle) * D * scale.x);\n                    totalValY = Mathf.RoundToInt(x / 2 + Mathf.Cos(angle) * D * scale.y);\n                    totalVal = Mathf.RoundToInt((((y / 2 + Mathf.Sin(angle) * D) + shiftX) * x) + (x / 2 + Mathf.Cos(angle) * D) + shiftY);\n                    ret[Mathf.RoundToInt((totalValX + shiftX) * x + (totalValY + shiftY))] = matrix[tempCurrentHeight * width + tempCurrentWidth];\n                }\n        } catch { Debug.LogError(\"Debug : rotation = \" + rotationVal + \" D = \" + Dval + \" currentWidth = \" + jVal + \" currentHeight = \" + iVal + \" angle(/Pi) = \" + angleVal / Mathf.PI + \" total = \" + totalVal + \" (\" + totalValX + \" / \" + totalValY + \") / \" + ret.Length); }\n        return ret;\n    }*/\n\n    /*public static Rect GetFurthestCoordinates(Color32[] tex, int height, Transform tf) {\n        int width = tex.Length / height;\n        Vector4 coords = new Vector4(0, width, 0, height);\n        for (int currentHeight = 0; currentHeight < height; currentHeight++)\n            for (int currentWidth = 0; currentWidth < width; currentWidth++) {\n                if (ControlPanel.instance.MinimumAlpha == 0) {\n                    if (tex[currentHeight * width + currentWidth].a == 0)\n                        continue;\n                } else if (tex[currentHeight * width + currentWidth].a < ControlPanel.instance.MinimumAlpha)\n                    continue;\n                if (tex[currentHeight * width + currentWidth].a < ControlPanel.instance.MinimumAlpha)\n                    continue;\n                if (currentWidth > coords.x)  coords.x = currentWidth;  //maxHorz\n                if (currentWidth < coords.y)  coords.y = currentWidth;  //minHorz\n                if (currentHeight > coords.z) coords.z = currentHeight; //maxVert\n                if (currentHeight < coords.w) coords.w = currentHeight; //minVert\n            }\n        Vector2 offset = new Vector2((coords.x + coords.y) / 2 - width / 2, (coords.z + coords.w) / 2 - height / 2);\n        Rect maxDist = new Rect (tf.position.x - Mathf.Ceil((coords.x - coords.y + 1) / 2) + offset.x,\n                                 tf.position.y - Mathf.Ceil((coords.z - coords.w + 1) / 2) + offset.y, coords.x - coords.y + 1, coords.z - coords.w + 1);\n        //Rect maxDist = new Rect (tf.position.x, tf.position.y, coords.y - coords.x, coords.w - coords.z);\n        //Debug.Log(maxDist);\n        return maxDist;\n    }*/\n\n    public static Transform GetChildPerName(Transform parent, string name, bool isInclusive = false, bool getInactive = false) {\n        if (parent == null)\n            throw new CYFException(\"If you want the parent to be null, find the object with GameObject.Find() directly.\");\n\n        Transform[] children = parent.GetComponentsInChildren<Transform>(getInactive);\n        return (from go in children where (getInactive || go.gameObject.activeInHierarchy) && (go.name == name || isInclusive && go.name.Contains(name)) select go.transform).FirstOrDefault();\n    }\n\n    public static List<Transform> GetFirstChildren(Transform parent, bool getInactive = false) {\n        List<Transform> firstChildren = new List<Transform>();\n        firstChildren.AddRange(parent != null ? parent.GetComponentsInChildren<Transform>(getInactive).Where(child => child.parent == parent)\n                                              : Resources.FindObjectsOfTypeAll<Transform>().Where(tf => tf.hideFlags == HideFlags.None && tf.parent == null && (getInactive || tf.gameObject.activeInHierarchy)));\n        return firstChildren;\n    }\n\n    public static void RemoveChildren(GameObject go, bool immediate = false, bool firstPass = true) {\n        foreach (Transform t in GetFirstChildren(go.transform, true)) {\n            // Bullet to delete recursively\n            if (t.GetComponent<Projectile>())\n                t.GetComponent<Projectile>().ctrl.Remove();\n            // Sprite to delete recursively\n            else if (t.GetComponent<CYFSprite>())\n                if (immediate) LuaSpriteController.GetOrCreate(t.gameObject).spr.LateUpdate();\n                else           LuaSpriteController.GetOrCreate(t.gameObject).Remove();\n            // Text object to delete\n            else if (t.GetComponentInChildren<LuaTextManager>())\n                t.GetComponentInChildren<LuaTextManager>().Remove();\n            // Dusting object: move it back to a valid parent\n            else if (t.GetComponentInChildren<ParticleSystem>())\n                while (t.parent.GetComponent<CYFSprite>() && (t.parent.GetComponent<CYFSprite>().ctrl.limbo || t.transform.parent.gameObject == go))\n                    t.SetParent(t.parent.parent);\n            // Normally this shouldn't happen, just a failsafe\n            else\n                throw new CYFException(\"For some reason, it seems you're trying to remove something which is neither a sprite, bullet or text object.\");\n        }\n\n        if (firstPass && !immediate)\n            RemoveChildren(go, false, false);\n    }\n\n    public static Dictionary<string, string> MapCorrespondanceList = new Dictionary<string, string>();\n\n    public static void AddKeysToMapCorrespondanceList() {\n        MapCorrespondanceList.Clear();\n        MapCorrespondanceList.Add(\"test\", \"Snowdin - Big boy map\");\n        MapCorrespondanceList.Add(\"test2\", \"Hotland - Crossroads\");\n        // MapCorrespondanceList.Add(\"test3\", \"The Core - The test map\");\n        MapCorrespondanceList.Add(\"test4\", \"The Core - Bridge\");\n        MapCorrespondanceList.Add(\"test5\", \"Snowdin - Cooler bridge\");\n        MapCorrespondanceList.Add(\"test-1\", \"How did you find this one?\");\n        MapCorrespondanceList.Add(\"Void\", \"The final map...?\");\n    }\n\n    public static void ResetOW(bool resetSave = false) {\n        EventManager.instance = null;\n        GameState.current = null;\n        ItemBoxUI.active = false;\n        GlobalControls.realName = null;\n        PlayerOverworld.instance = null;\n        PlayerOverworld.audioCurrTime = 0;\n        PlayerOverworld.audioKept = null;\n        if (resetSave)\n            SaveLoad.Load();\n        ShopScript.scriptName = null;\n    }\n\n    public static void ExitOverworld(bool totalUnload = true) {\n        foreach (string str in NewMusicManager.audiolist.Keys)\n            if ((AudioSource)NewMusicManager.audiolist[str] != null && str != \"src\")\n                Object.Destroy(((AudioSource)NewMusicManager.audiolist[str]).gameObject);\n        NewMusicManager.audiolist.Clear();\n        NewMusicManager.audioname.Clear();\n        Object.Destroy(GameObject.Find(\"Player\"));\n        Object.Destroy(GameObject.Find(\"Canvas OW\"));\n        Object.Destroy(GameObject.Find(\"Canvas Two\"));\n        if (GameOverBehavior.gameOverContainerOw)\n            Object.Destroy(GameOverBehavior.gameOverContainerOw);\n        StaticInits.InitAll(\"@Title\");\n        ResetOW(true);\n        PlayerCharacter.instance.Reset();\n        Inventory.inventory.Clear();\n        Inventory.RemoveAddedItems();\n        ScriptWrapper.instances.Clear();\n        GlobalControls.isInFight = false;\n        GlobalControls.isInShop = false;\n        LuaScriptBinder.ClearBattleGlobals();\n        LuaScriptBinder.ClearSessionGlobals();\n        Object.Destroy(GameObject.Find(\"Main Camera OW\"));\n    }\n\n    public static string TimeFormatter(float time) {\n        float seconds = Mathf.Floor(Mathf.Floor(time));\n        float minutes = Mathf.Floor(seconds / 60);\n        //float hours = Mathf.Floor(minutes / 60);\n        return minutes + \":\" + string.Format(\"{0,2:00}\", seconds % 60);\n    }\n\n    public static bool IsSpecialAnnouncement(string str) {\n        return str == \"4eab1af3ab6a932c23b3cdb8ef618b1af9c02088\";\n    }\n\n    public static string NormalizePath(string path) {\n        return Path.GetFullPath(new Uri(path).LocalPath)\n                   .TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar)\n                   .ToUpperInvariant();\n    }\n\n    public static bool DirectoryPathsEqual(DirectoryInfo a, DirectoryInfo b) {\n        return NormalizePath(a.FullName) == NormalizePath(b.FullName);\n    }\n\n    /// <summary>\n    /// Creates a relative path from one file or folder to another.\n    /// </summary>\n    /// <param name=\"fromPath\">Contains the directory that defines the start of the relative path.</param>\n    /// <param name=\"toPath\">Contains the path that defines the endpoint of the relative path.</param>\n    /// <returns>The relative path from the start directory to the end path or <c>toPath</c> if the paths are not related.</returns>\n    /// <exception cref=\"ArgumentNullException\"></exception>\n    /// <exception cref=\"UriFormatException\"></exception>\n    /// <exception cref=\"InvalidOperationException\"></exception>\n    public static string MakeRelativePath(string fromPath, string toPath) {\n        if (string.IsNullOrEmpty(fromPath))\n            throw new ArgumentNullException(\"fromPath\");\n        if (string.IsNullOrEmpty(toPath))\n            throw new ArgumentNullException(\"toPath\");\n\n        Uri fromUri = new Uri(fromPath);\n        Uri toUri = new Uri(toPath);\n\n        if (fromUri.Scheme != toUri.Scheme) { return toPath; } // path can't be made relative.\n\n        Uri relativeUri = fromUri.MakeRelativeUri(toUri);\n        string relativePath = Uri.UnescapeDataString(relativeUri.ToString());\n\n        if (toUri.Scheme.Equals(\"file\", StringComparison.InvariantCultureIgnoreCase)) {\n            relativePath = relativePath.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);\n        }\n\n        return relativePath;\n    }\n\n    public static bool TryCall(ScriptWrapper script, string func, DynValue param) { return TryCall(script, func, new[] { param }); }\n    public static bool TryCall(ScriptWrapper script, string func, DynValue[] param = null) {\n        DynValue sval = script.GetVar(func);\n        script.Call(func, param);\n        return (sval.Type & (DataType.Function | DataType.ClrFunction)) != 0;\n    }\n\n    public static int SelectionChoice(int items, int current, int xMov, int yMov, int rows, int columns, bool verticalRollaround = true) {\n        int pageItems = rows * columns;\n        int pageNumber = Mathf.CeilToInt(items / (float)pageItems);\n        int currentPage = current / pageItems;\n        int currentItem = current % pageItems;\n        int lastPageItemNumber = Math.Mod(items - 1, pageItems) + 1;\n        int xPos = currentItem % columns;\n        int yPos = currentItem / columns;\n\n        xPos += xMov;\n        yPos += yMov;\n\n        // Horizontal movement\n        if (xMov != 0) {\n            // Right bound\n            if (xPos >= columns || (currentPage == pageNumber - 1 && xPos >= lastPageItemNumber - yPos * columns)) {\n                xPos = 0;\n                if (verticalRollaround)\n                    currentPage++;\n            }\n            // Left bound\n            if (xPos < 0) {\n                if (currentPage == 0) xPos = Math.Mod(lastPageItemNumber - yPos * columns - 1, columns);\n                else                  xPos = columns - 1;\n                if (verticalRollaround)\n                    currentPage--;\n            }\n        }\n\n        // Vertical movement\n        // Down bound\n        if (yPos >= rows || (currentPage == pageNumber - 1 && yPos >= Mathf.CeilToInt((lastPageItemNumber - xPos) / (float)columns))) {\n            yPos = 0;\n            if (!verticalRollaround)\n                currentPage++;\n        }\n        // Up bound\n        if (yPos < 0) {\n            if (currentPage == pageNumber - 1) yPos = Mathf.CeilToInt((lastPageItemNumber - xPos) / (float)columns) - 1;\n            else                               yPos = rows - 1;\n            if (!verticalRollaround)\n                currentPage--;\n        }\n\n        // Page underflow\n        while (currentPage < 0)\n            currentPage += pageNumber;\n        // Page overflow\n        while (currentPage >= pageNumber)\n            currentPage -= pageNumber;\n\n        int result = xPos + yPos * columns + currentPage * pageItems;\n        if (result >= items)\n            result = items - 1;\n\n        return result;\n    }\n\n    public static Transform GetTransform(object o) {\n        LuaSpriteController sSelf = o as LuaSpriteController;\n        if (sSelf != null) return sSelf.img.transform;\n        LuaTextManager tSelf = o as LuaTextManager;\n        if (tSelf != null) return tSelf.GetContainer().transform;\n        ProjectileController pSelf = o as ProjectileController;\n        if (pSelf != null) return pSelf.sprite.img.transform;\n        LuaCYFObject oSelf = o as LuaCYFObject;\n        if (oSelf != null) return oSelf.transform;\n        Transform tsSelf = o as Transform;\n        if (tsSelf != null) return tsSelf;\n        return null;\n    }\n\n    public static DynValue GetObject(Transform t) {\n        if (t == null)\n            return DynValue.NewNil();\n\n        GameObject go = t.gameObject;\n        if (LuaSpriteController.HasSpriteController(go))\n            return UserData.Create(LuaSpriteController.GetOrCreate(go));\n        if (t.GetComponent<LuaProjectile>() != null)\n            return UserData.Create(t.GetComponent<LuaProjectile>().ctrl);\n        if (t.GetComponent<LuaTextManager>() != null)\n            return UserData.Create(t.GetComponent<LuaTextManager>());\n        for (int i = 0; i < t.childCount; i++) {\n            Transform child = t.GetChild(i);\n            if (child.GetComponent<LuaTextManager>() != null)\n                return UserData.Create(child.GetComponent<LuaTextManager>());\n        }\n        return UserData.Create(new LuaCYFObject(t));\n    }\n\n    public static DynValue GetObjectParent(Transform t) {\n        return GetObject(t.parent);\n    }\n\n    public static void SetObjectParent(object self, object p) {\n        if (p == null)\n            throw new CYFException(\"SetParent(): Can't set nil as parent.\");\n\n        LuaSpriteController sSelf = self as LuaSpriteController;\n        LuaSpriteController sParent = p as LuaSpriteController;\n\n        if (sSelf != null && sSelf.tag == \"event\")\n            throw new CYFException(\"sprite.SetParent(): Cannot set the prent of an overworld event's sprite.\");\n        if ((sSelf != null && sSelf.tag == \"letter\") ^ (sParent != null && sParent.tag == \"letter\"))\n            throw new CYFException(\"sprite.SetParent(): Cannot be used between letter sprites and other objects.\");\n\n        Transform t = GetTransform(p);\n        if (t == null) {\n            DynValue d = p as DynValue;\n            throw new CYFException(\"SetParent(): Can't set an object of type \" + d.GetType().ToString() + \" as a parent!\");\n        }\n        GetTransform(self).SetParent(GetTransform(p));\n    }\n}\n"
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    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// Utility behaviour for gyrating any dogs that appear onscreen. Can be used with non-dog objects, but not recommended.\n/// </summary>\npublic class DogGyrator : MonoBehaviour {\n    private RectTransform dog;\n\n    private void Start()  { dog = GetComponent<RectTransform>(); }\n    private void Update() { dog.Rotate(Vector3.forward * 90 * Time.deltaTime); }\n}\n"
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    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\n// Turns any string into \"Tem speak\".\npublic static class Temmify {\n    // Secret function used for \"Temmifying\" text in Crate Your Frisk mode\n    public static string Convert(string sentence, bool random = false) {\n        if (!random)\n            Random.InitState(0);\n\n        // a list of every character that can be swapped\n        const string swappableCharacters = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ\";\n        // uncomment this line to allow numbers to be swapped:\n        // swappableCharacters += \"0123456789\";\n\n        // a list of characters that should be multiplied like crazy!!!!!\n        const string multiplyCharacters = \"!?\";\n\n        string[] words = sentence.Split(new[] {' '}, System.StringSplitOptions.RemoveEmptyEntries);\n\n        // separate words by items in multiplyCharacters\n        List<string> newWords = new List<string>();\n\n        foreach (string word in words) {\n            bool separated = false;\n\n            for (int j = 0; j < word.Length; j++) {\n                if (!multiplyCharacters.Contains(word.Substring(j, 1))) continue;\n                string before = word.Substring(0, j);\n                string after  = word.Substring(j);\n\n                if (before.Length > 0) newWords.Add(before);\n                if (after.Length > 0)  newWords.Add(after);\n\n                separated = true;\n                break;\n            }\n\n            if (!separated)\n                newWords.Add(word);\n        }\n\n        words = newWords.ToArray();\n\n        for (int i = 0; i < words.Length; i++) {\n            // capitalize every word\n            words[i] = words[i].ToUpper();\n\n            if (words[i].Length < 4 && !multiplyCharacters.Contains(words[i].Substring(0, 1))) continue;\n            // only words with at least 5% of their letters moved will be allowed\n            List<int> changesMade              = new List<int>();\n            bool      hasAnyEditableCharacters = false;\n\n            do {\n                for (int j = 0; j < words[i].Length; j++) {\n                    // special for the first character\n                    /*if (j == 0 && swappableCharacters.Contains(words[i].Substring(j, 1)) && Random.Range(1, 6) == 1\n                            && !changesMade.Contains(j)) {\n                            words[i] = words[i].Substring(1, 1)\n                                     + words[i].Substring(0, 1)\n                                     + words[i].Substring(2);\n                            changesMade.Add(j + 1);\n                        } else {*/\n\n                    /*\n                        DEBUGGER\n                        string spaces = \"\";\n\n                        for (int k = 0; k < words[i].Length; k++)\n                            if (k == j)\n                                spaces += \"^\";\n                            else if (changesMade.Contains(k))\n                                spaces += words[i].Substring(k, 1);\n                            else\n                                spaces += \" \";\n\n                        Debug.Log(words[i] + \"\\n\" + spaces);\n                        */\n\n\n                    if (((j <= 0 || j >= words[i].Length - 2) && !multiplyCharacters.Contains(words[i].Substring(j, 1))) || changesMade.Contains(j)) continue;\n                    // if character is swappable, see if it can be swapped\n                    if (swappableCharacters.Contains(words[i].Substring(j,     1))\n                     && swappableCharacters.Contains(words[i].Substring(j + 1, 1))\n                     && words[i].Substring(j, 1) != words[i].Substring(j + 1, 1)\n                     && !changesMade.Contains(j)) {\n                        hasAnyEditableCharacters = true;\n                        if (Random.Range(1, 4) != 1) continue;\n                        words[i] = words[i].Substring(0,     j)\n                                 + words[i].Substring(j + 1, 1)\n                                 + words[i].Substring(j,     1)\n                                 + words[i].Substring(j + 2);\n                        changesMade.Add(j + 1);\n                    } else if (multiplyCharacters.Contains(words[i].Substring(j, 1)) && !changesMade.Contains(j)) {\n                        hasAnyEditableCharacters = true;\n\n                        int randomAddition = Random.Range(2, 5);\n\n                        string toAdd = words[i].Substring(j, 1);\n                        for (int k = 0; k < randomAddition; k++) {\n                            toAdd += words[i].Substring(j, 1);\n                            changesMade.Add(j + k);\n                        }\n                        changesMade.Add(j + randomAddition);\n\n                        words[i] = words[i].Substring(0, j > 0 ? j : 0)\n                                 + toAdd\n                                 + words[i].Substring(j + 1);\n                        /*\n                                for (var k = 0f; k < randomAddition; k++) {\n                                    words[i] = words[i].Substring(0, j > 0 ? j : 0)\n                                             + words[i].Substring(j, 1)\n                                             + words[i].Substring(j, 1)\n                                             + words[i].Substring(j + 1);\n                                    changesMade.Add(j + 1);\n                                }\n                                changesMade.Add(j);\n                                */\n                        j += randomAddition + 1;\n                    }\n                }\n                // emergency: if the word is 3 characters or greater but can't be changed, just exit\n                if (!hasAnyEditableCharacters)\n                    break;\n                // random: there's a 1 in 7, or 14% chance, that the loop will end and the word won't be modified further\n                if (Random.Range(1, 8) == 1)\n                    break;\n            } while (changesMade.Count / (float)words[i].Length < 0.05);\n            changesMade.Clear();\n        }\n\n        sentence = \"\";\n\n        for (int i = 0; i < words.Length; i++) {\n            if (i < words.Length - 1 && multiplyCharacters.Contains(words[i + 1].Substring(0, 1)))\n                sentence += words[i];\n            else\n                sentence += words[i] + \" \";\n        }\n        sentence = sentence.Substring(0, sentence.Length - 1);\n\n        return sentence;\n    }\n}\n"
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vt 0.2776557 0.6968476
vt 0.2223443 0.6968476
vt 0.05567763 0.8183039
vt 0.110989 0.8183039
vt 0.110989 0.8483628
vt 0.05567763 0.8483628
vt 0.7223443 0.7880008
vt 0.7776557 0.7880008
vt 0.7776557 0.8180597
vt 0.7223443 0.8180597
vt 0.6667888 0.7880008
vt 0.7221001 0.7880008
vt 0.7221001 0.8180597
vt 0.6667888 0.8180597
vt 0.9445665 0.7880008
vt 0.9998779 0.7880008
vt 0.9998779 0.8180597
vt 0.9445665 0.8180597
vt 0.1112332 0.8789099
vt 0.1665446 0.8789099
vt 0.1665446 0.9089688
vt 0.1112332 0.9089688
vt 0.05567763 0.8789099
vt 0.110989 0.8789099
vt 0.110989 0.9089688
vt 0.05567763 0.9089688
vt 0.6667888 0.8183039
vt 0.7221001 0.8183039
vt 0.7221001 0.8483628
vt 0.6667888 0.8483628
vt 0.9445665 0.8183039
vt 0.9998779 0.8183039
vt 0.9998779 0.8483628
vt 0.9445665 0.8483628
vt 0.7223443 0.8486069
vt 0.7776557 0.8486069
vt 0.7776557 0.8786658
vt 0.7223443 0.8786658
vt 0.6667888 0.8486069
vt 0.7221001 0.8486069
vt 0.7221001 0.8786658
vt 0.6667888 0.8786658
vt 0.9445665 0.8486069
vt 0.9998779 0.8486069
vt 0.9998779 0.8786658
vt 0.9445665 0.8786658
vt 0.1112332 0.9092129
vt 0.1665446 0.9092129
vt 0.1665446 0.9392719
vt 0.1112332 0.9392719
vt 0.05567763 0.9092129
vt 0.110989 0.9092129
vt 0.110989 0.9392719
vt 0.05567763 0.9392719
vt 0.05567763 0.5152736
vt 0.110989 0.5152736
vt 0.110989 0.5453324
vt 0.05567763 0.5453324
vt 0.6667888 0.8789099
vt 0.7221001 0.8789099
vt 0.7221001 0.9089688
vt 0.6667888 0.9089688
vt 0.9445665 0.8789099
vt 0.9998779 0.8789099
vt 0.9998779 0.9089688
vt 0.9445665 0.9089688
vt 0.1112332 0.939516
vt 0.1665446 0.939516
vt 0.1665446 0.9695749
vt 0.1112332 0.9695749
vt 0.389011 0.4546675
vt 0.4443224 0.4546675
vt 0.4443224 0.4847264
vt 0.389011 0.4847264
vt 0.2778999 0.3637584
vt 0.3332113 0.3637584
vt 0.3332113 0.3938173
vt 0.2778999 0.3938173
vt 0.2223443 0.3637584
vt 0.2776557 0.3637584
vt 0.2776557 0.3938173
vt 0.2223443 0.3938173

# Normal
vn 0 0 -1

# Groups (Count = 3)

g mesh_0001
f 1/1/1 2/2/1 3/3/1 4/4/1
f 5/1/1 1/2/1 4/3/1 6/4/1
f 7/1/1 5/2/1 6/3/1 8/4/1
f 9/1/1 7/2/1 8/3/1 10/4/1
f 11/1/1 9/2/1 10/3/1 12/4/1
f 13/1/1 11/2/1 12/3/1 14/4/1
f 15/1/1 13/2/1 14/3/1 16/4/1
f 17/1/1 15/2/1 16/3/1 18/4/1
f 19/1/1 17/2/1 18/3/1 20/4/1
f 21/1/1 19/2/1 20/3/1 22/4/1
f 23/1/1 21/2/1 22/3/1 24/4/1
f 25/1/1 23/2/1 24/3/1 26/4/1
f 27/1/1 25/2/1 26/3/1 28/4/1
f 29/1/1 27/2/1 28/3/1 30/4/1
f 31/1/1 29/2/1 30/3/1 32/4/1
f 33/1/1 31/2/1 32/3/1 34/4/1
f 35/1/1 33/2/1 34/3/1 36/4/1
f 37/1/1 35/2/1 36/3/1 38/4/1
f 39/1/1 37/2/1 38/3/1 40/4/1
f 41/1/1 39/2/1 40/3/1 42/4/1
f 43/1/1 41/2/1 42/3/1 44/4/1
f 45/1/1 43/2/1 44/3/1 46/4/1
f 47/1/1 45/2/1 46/3/1 48/4/1
f 49/1/1 47/2/1 48/3/1 50/4/1
f 51/1/1 49/2/1 50/3/1 52/4/1
f 53/1/1 51/2/1 52/3/1 54/4/1
f 55/1/1 53/2/1 54/3/1 56/4/1
f 4/1/1 3/2/1 57/3/1 58/4/1
f 6/1/1 4/2/1 58/3/1 59/4/1
f 8/1/1 6/2/1 59/3/1 60/4/1
f 10/1/1 8/2/1 60/3/1 61/4/1
f 12/1/1 10/2/1 61/3/1 62/4/1
f 14/1/1 12/2/1 62/3/1 63/4/1
f 16/1/1 14/2/1 63/3/1 64/4/1
f 18/1/1 16/2/1 64/3/1 65/4/1
f 20/1/1 18/2/1 65/3/1 66/4/1
f 22/1/1 20/2/1 66/3/1 67/4/1
f 24/1/1 22/2/1 67/3/1 68/4/1
f 26/1/1 24/2/1 68/3/1 69/4/1
f 28/1/1 26/2/1 69/3/1 70/4/1
f 30/1/1 28/2/1 70/3/1 71/4/1
f 32/1/1 30/2/1 71/3/1 72/4/1
f 34/1/1 32/2/1 72/3/1 73/4/1
f 36/1/1 34/2/1 73/3/1 74/4/1
f 38/1/1 36/2/1 74/3/1 75/4/1
f 40/1/1 38/2/1 75/3/1 76/4/1
f 42/1/1 40/2/1 76/3/1 77/4/1
f 44/1/1 42/2/1 77/3/1 78/4/1
f 46/1/1 44/2/1 78/3/1 79/4/1
f 48/1/1 46/2/1 79/3/1 80/4/1
f 50/1/1 48/2/1 80/3/1 81/4/1
f 52/1/1 50/2/1 81/3/1 82/4/1
f 54/1/1 52/2/1 82/3/1 83/4/1
f 56/1/1 54/2/1 83/3/1 84/4/1
f 85/1/1 56/2/1 84/3/1 86/4/1
f 58/1/1 57/2/1 87/3/1 88/4/1
f 59/1/1 58/2/1 88/3/1 89/4/1
f 60/1/1 59/2/1 89/3/1 90/4/1
f 61/1/1 60/2/1 90/3/1 91/4/1
f 62/1/1 61/2/1 91/3/1 92/4/1
f 63/1/1 62/2/1 92/3/1 93/4/1
f 64/1/1 63/2/1 93/3/1 94/4/1
f 65/1/1 64/2/1 94/3/1 95/4/1
f 66/1/1 65/2/1 95/3/1 96/4/1
f 67/1/1 66/2/1 96/3/1 97/4/1
f 68/1/1 67/2/1 97/3/1 98/4/1
f 69/1/1 68/2/1 98/3/1 99/4/1
f 70/1/1 69/2/1 99/3/1 100/4/1
f 71/1/1 70/2/1 100/3/1 101/4/1
f 72/1/1 71/2/1 101/3/1 102/4/1
f 73/1/1 72/2/1 102/3/1 103/4/1
f 74/1/1 73/2/1 103/3/1 104/4/1
f 75/1/1 74/2/1 104/3/1 105/4/1
f 76/1/1 75/2/1 105/3/1 106/4/1
f 77/1/1 76/2/1 106/3/1 107/4/1
f 78/1/1 77/2/1 107/3/1 108/4/1
f 79/1/1 78/2/1 108/3/1 109/4/1
f 80/1/1 79/2/1 109/3/1 110/4/1
f 81/1/1 80/2/1 110/3/1 111/4/1
f 82/1/1 81/2/1 111/3/1 112/4/1
f 83/1/1 82/2/1 112/3/1 113/4/1
f 84/1/1 83/2/1 113/3/1 114/4/1
f 86/5/1 84/6/1 114/7/1 115/8/1
f 88/1/1 87/2/1 116/3/1 117/4/1
f 89/1/1 88/2/1 117/3/1 118/4/1
f 90/1/1 89/2/1 118/3/1 119/4/1
f 91/1/1 90/2/1 119/3/1 120/4/1
f 92/1/1 91/2/1 120/3/1 121/4/1
f 93/1/1 92/2/1 121/3/1 122/4/1
f 94/1/1 93/2/1 122/3/1 123/4/1
f 95/1/1 94/2/1 123/3/1 124/4/1
f 96/1/1 95/2/1 124/3/1 125/4/1
f 97/1/1 96/2/1 125/3/1 126/4/1
f 98/1/1 97/2/1 126/3/1 127/4/1
f 99/1/1 98/2/1 127/3/1 128/4/1
f 100/1/1 99/2/1 128/3/1 129/4/1
f 101/1/1 100/2/1 129/3/1 130/4/1
f 102/1/1 101/2/1 130/3/1 131/4/1
f 103/1/1 102/2/1 131/3/1 132/4/1
f 104/1/1 103/2/1 132/3/1 133/4/1
f 105/1/1 104/2/1 133/3/1 134/4/1
f 106/1/1 105/2/1 134/3/1 135/4/1
f 107/1/1 106/2/1 135/3/1 136/4/1
f 108/1/1 107/2/1 136/3/1 137/4/1
f 109/1/1 108/2/1 137/3/1 138/4/1
f 110/1/1 109/2/1 138/3/1 139/4/1
f 111/1/1 110/2/1 139/3/1 140/4/1
f 112/1/1 111/2/1 140/3/1 141/4/1
f 113/1/1 112/2/1 141/3/1 142/4/1
f 114/1/1 113/2/1 142/3/1 143/4/1
f 115/5/1 114/6/1 143/7/1 144/8/1
f 145/5/1 115/6/1 144/7/1 146/8/1
f 147/5/1 145/6/1 146/7/1 148/8/1
f 149/5/1 147/6/1 148/7/1 150/8/1
f 117/1/1 116/2/1 151/3/1 152/4/1
f 118/1/1 117/2/1 152/3/1 153/4/1
f 119/1/1 118/2/1 153/3/1 154/4/1
f 120/1/1 119/2/1 154/3/1 155/4/1
f 121/1/1 120/2/1 155/3/1 156/4/1
f 122/1/1 121/2/1 156/3/1 157/4/1
f 123/1/1 122/2/1 157/3/1 158/4/1
f 124/1/1 123/2/1 158/3/1 159/4/1
f 125/1/1 124/2/1 159/3/1 160/4/1
f 126/1/1 125/2/1 160/3/1 161/4/1
f 127/1/1 126/2/1 161/3/1 162/4/1
f 128/1/1 127/2/1 162/3/1 163/4/1
f 129/1/1 128/2/1 163/3/1 164/4/1
f 130/1/1 129/2/1 164/3/1 165/4/1
f 131/1/1 130/2/1 165/3/1 166/4/1
f 132/1/1 131/2/1 166/3/1 167/4/1
f 133/1/1 132/2/1 167/3/1 168/4/1
f 134/1/1 133/2/1 168/3/1 169/4/1
f 135/1/1 134/2/1 169/3/1 170/4/1
f 136/1/1 135/2/1 170/3/1 171/4/1
f 137/1/1 136/2/1 171/3/1 172/4/1
f 138/1/1 137/2/1 172/3/1 173/4/1
f 139/1/1 138/2/1 173/3/1 174/4/1
f 140/1/1 139/2/1 174/3/1 175/4/1
f 141/1/1 140/2/1 175/3/1 176/4/1
f 142/1/1 141/2/1 176/3/1 177/4/1
f 143/1/1 142/2/1 177/3/1 178/4/1
f 179/9/1 180/10/1 181/11/1 182/12/1
f 183/9/1 179/10/1 182/11/1 184/12/1
f 185/9/1 183/10/1 184/11/1 186/12/1
f 187/9/1 185/10/1 186/11/1 188/12/1
f 189/9/1 187/10/1 188/11/1 190/12/1
f 191/9/1 189/10/1 190/11/1 192/12/1
f 193/9/1 191/10/1 192/11/1 194/12/1
f 195/9/1 193/10/1 194/11/1 196/12/1
f 197/9/1 195/10/1 196/11/1 198/12/1
f 199/9/1 197/10/1 198/11/1 200/12/1
f 201/9/1 199/10/1 200/11/1 202/12/1
f 203/9/1 201/10/1 202/11/1 204/12/1
f 205/9/1 203/10/1 204/11/1 206/12/1
f 207/9/1 205/10/1 206/11/1 208/12/1
f 209/9/1 207/10/1 208/11/1 210/12/1
f 211/9/1 209/10/1 210/11/1 212/12/1
f 213/9/1 211/10/1 212/11/1 214/12/1
f 215/9/1 213/10/1 214/11/1 216/12/1
f 217/9/1 215/10/1 216/11/1 218/12/1
f 219/9/1 217/10/1 218/11/1 220/12/1
f 221/9/1 219/10/1 220/11/1 222/12/1
f 223/9/1 221/10/1 222/11/1 224/12/1
f 225/9/1 223/10/1 224/11/1 226/12/1
f 227/9/1 225/10/1 226/11/1 228/12/1
f 229/9/1 227/10/1 228/11/1 230/12/1
f 231/9/1 229/10/1 230/11/1 232/12/1
f 233/9/1 231/10/1 232/11/1 234/12/1

g mesh_0002
f 1/9/1 2/10/1 3/11/1 4/12/1
f 5/9/1 1/10/1 4/11/1 6/12/1
f 7/9/1 5/10/1 6/11/1 8/12/1
f 9/13/1 7/14/1 8/15/1 10/16/1
f 11/9/1 9/10/1 10/11/1 12/12/1
f 13/9/1 11/10/1 12/11/1 14/12/1
f 15/9/1 13/10/1 14/11/1 16/12/1
f 17/9/1 15/10/1 16/11/1 18/12/1
f 19/13/1 17/14/1 18/15/1 20/16/1
f 21/9/1 19/10/1 20/11/1 22/12/1
f 23/9/1 21/10/1 22/11/1 24/12/1
f 25/9/1 23/10/1 24/11/1 26/12/1
f 27/9/1 25/10/1 26/11/1 28/12/1
f 29/13/1 27/14/1 28/15/1 30/16/1
f 31/9/1 29/10/1 30/11/1 32/12/1
f 33/9/1 31/10/1 32/11/1 34/12/1
f 35/9/1 33/10/1 34/11/1 36/12/1
f 37/9/1 35/10/1 36/11/1 38/12/1
f 39/13/1 37/14/1 38/15/1 40/16/1
f 41/9/1 39/10/1 40/11/1 42/12/1
f 43/9/1 41/10/1 42/11/1 44/12/1
f 45/9/1 43/10/1 44/11/1 46/12/1
f 47/9/1 45/10/1 46/11/1 48/12/1
f 49/13/1 47/14/1 48/15/1 50/16/1
f 51/9/1 49/10/1 50/11/1 52/12/1
f 53/9/1 51/10/1 52/11/1 54/12/1
f 55/9/1 53/10/1 54/11/1 56/12/1
f 235/17/1 55/18/1 56/19/1 85/20/1
f 236/17/1 235/18/1 85/19/1 237/20/1
f 238/17/1 236/18/1 237/19/1 239/20/1
f 240/17/1 238/18/1 239/19/1 241/20/1
f 4/9/1 3/10/1 57/11/1 58/12/1
f 6/9/1 4/10/1 58/11/1 59/12/1
f 8/9/1 6/10/1 59/11/1 60/12/1
f 10/21/1 8/22/1 60/23/1 61/24/1
f 12/9/1 10/10/1 61/11/1 62/12/1
f 14/9/1 12/10/1 62/11/1 63/12/1
f 16/9/1 14/10/1 63/11/1 64/12/1
f 18/9/1 16/10/1 64/11/1 65/12/1
f 20/21/1 18/22/1 65/23/1 66/24/1
f 22/9/1 20/10/1 66/11/1 67/12/1
f 24/9/1 22/10/1 67/11/1 68/12/1
f 26/9/1 24/10/1 68/11/1 69/12/1
f 28/9/1 26/10/1 69/11/1 70/12/1
f 30/21/1 28/22/1 70/23/1 71/24/1
f 32/9/1 30/10/1 71/11/1 72/12/1
f 34/9/1 32/10/1 72/11/1 73/12/1
f 36/9/1 34/10/1 73/11/1 74/12/1
f 38/9/1 36/10/1 74/11/1 75/12/1
f 40/21/1 38/22/1 75/23/1 76/24/1
f 42/9/1 40/10/1 76/11/1 77/12/1
f 44/9/1 42/10/1 77/11/1 78/12/1
f 46/9/1 44/10/1 78/11/1 79/12/1
f 48/9/1 46/10/1 79/11/1 80/12/1
f 50/21/1 48/22/1 80/23/1 81/24/1
f 52/9/1 50/10/1 81/11/1 82/12/1
f 54/9/1 52/10/1 82/11/1 83/12/1
f 56/9/1 54/10/1 83/11/1 84/12/1
f 85/25/1 56/26/1 84/27/1 86/28/1
f 237/25/1 85/26/1 86/27/1 242/28/1
f 239/25/1 237/26/1 242/27/1 243/28/1
f 241/25/1 239/26/1 243/27/1 244/28/1
f 58/9/1 57/10/1 87/11/1 88/12/1
f 59/9/1 58/10/1 88/11/1 89/12/1
f 60/9/1 59/10/1 89/11/1 90/12/1
f 61/29/1 60/30/1 90/31/1 91/32/1
f 62/9/1 61/10/1 91/11/1 92/12/1
f 63/9/1 62/10/1 92/11/1 93/12/1
f 64/9/1 63/10/1 93/11/1 94/12/1
f 65/9/1 64/10/1 94/11/1 95/12/1
f 66/29/1 65/30/1 95/31/1 96/32/1
f 67/9/1 66/10/1 96/11/1 97/12/1
f 68/9/1 67/10/1 97/11/1 98/12/1
f 69/9/1 68/10/1 98/11/1 99/12/1
f 70/9/1 69/10/1 99/11/1 100/12/1
f 71/29/1 70/30/1 100/31/1 101/32/1
f 72/9/1 71/10/1 101/11/1 102/12/1
f 73/9/1 72/10/1 102/11/1 103/12/1
f 74/9/1 73/10/1 103/11/1 104/12/1
f 75/9/1 74/10/1 104/11/1 105/12/1
f 76/29/1 75/30/1 105/31/1 106/32/1
f 77/9/1 76/10/1 106/11/1 107/12/1
f 78/9/1 77/10/1 107/11/1 108/12/1
f 79/9/1 78/10/1 108/11/1 109/12/1
f 80/9/1 79/10/1 109/11/1 110/12/1
f 81/29/1 80/30/1 110/31/1 111/32/1
f 82/9/1 81/10/1 111/11/1 112/12/1
f 83/9/1 82/10/1 112/11/1 113/12/1
f 84/9/1 83/10/1 113/11/1 114/12/1
f 86/33/1 84/34/1 114/35/1 115/36/1
f 242/33/1 86/34/1 115/35/1 145/36/1
f 243/33/1 242/34/1 145/35/1 147/36/1
f 244/33/1 243/34/1 147/35/1 149/36/1
f 88/37/1 87/38/1 116/39/1 117/40/1
f 89/9/1 88/10/1 117/11/1 118/12/1
f 90/9/1 89/10/1 118/11/1 119/12/1
f 91/9/1 90/10/1 119/11/1 120/12/1
f 92/9/1 91/10/1 120/11/1 121/12/1
f 93/37/1 92/38/1 121/39/1 122/40/1
f 94/9/1 93/10/1 122/11/1 123/12/1
f 95/9/1 94/10/1 123/11/1 124/12/1
f 96/9/1 95/10/1 124/11/1 125/12/1
f 97/9/1 96/10/1 125/11/1 126/12/1
f 98/37/1 97/38/1 126/39/1 127/40/1
f 99/9/1 98/10/1 127/11/1 128/12/1
f 100/9/1 99/10/1 128/11/1 129/12/1
f 101/9/1 100/10/1 129/11/1 130/12/1
f 102/9/1 101/10/1 130/11/1 131/12/1
f 103/37/1 102/38/1 131/39/1 132/40/1
f 104/9/1 103/10/1 132/11/1 133/12/1
f 105/9/1 104/10/1 133/11/1 134/12/1
f 106/9/1 105/10/1 134/11/1 135/12/1
f 107/9/1 106/10/1 135/11/1 136/12/1
f 108/37/1 107/38/1 136/39/1 137/40/1
f 109/9/1 108/10/1 137/11/1 138/12/1
f 110/9/1 109/10/1 138/11/1 139/12/1
f 111/9/1 110/10/1 139/11/1 140/12/1
f 112/9/1 111/10/1 140/11/1 141/12/1
f 113/37/1 112/38/1 141/39/1 142/40/1
f 114/9/1 113/10/1 142/11/1 143/12/1
f 115/41/1 114/42/1 143/43/1 144/44/1
f 145/41/1 115/42/1 144/43/1 146/44/1
f 147/41/1 145/42/1 146/43/1 148/44/1
f 149/41/1 147/42/1 148/43/1 150/44/1
f 117/45/1 116/46/1 151/47/1 152/48/1
f 118/9/1 117/10/1 152/11/1 153/12/1
f 119/9/1 118/10/1 153/11/1 154/12/1
f 120/9/1 119/10/1 154/11/1 155/12/1
f 121/9/1 120/10/1 155/11/1 156/12/1
f 122/45/1 121/46/1 156/47/1 157/48/1
f 123/9/1 122/10/1 157/11/1 158/12/1
f 124/9/1 123/10/1 158/11/1 159/12/1
f 125/9/1 124/10/1 159/11/1 160/12/1
f 126/9/1 125/10/1 160/11/1 161/12/1
f 127/45/1 126/46/1 161/47/1 162/48/1
f 128/9/1 127/10/1 162/11/1 163/12/1
f 129/9/1 128/10/1 163/11/1 164/12/1
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  },
  {
    "path": "Assets/Tiled2Unity/Imported/Core - Pont.tiled2unity.xml.meta",
    "content": "fileFormatVersion: 2\nguid: f9e56e685816b894cab9c181f0ba062a\ntimeCreated: 1469314942\nlicenseType: Free\nTextScriptImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/_ReadMe.txt",
    "content": "Here is where the Tiled2Unity Utility will export *.tiled2unity.xml files to.\n\nUnity scripts in the Tiled2Unity namespace will import these files and from \nthem create the meshes, textures, materials, and prefabs needed to place \nyour Tiled maps in Unity scenes.\n\n"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/_ReadMe.txt.meta",
    "content": "fileFormatVersion: 2\nguid: 0b8d27be845dcc048a90eeb2e55bf5f7\nTextScriptImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/newhome1.tiled2unity.xml",
    "content": "﻿<?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"yes\"?>\n<!--Tiled2Unity generated xml data-->\n<!--Do not modify by hand-->\n<!--Last exported: 22/10/2016 02:01:58-->\n<Tiled2Unity version=\"1.0.6.0\">\n  <AssignMaterial mesh=\"mesh_0001\" material=\"UT NewHome 1\" />\n  <Prefab name=\"newhome1\" orientation=\"Orthogonal\" staggerAxis=\"Y\" staggerIndex=\"Odd\" hexSideLength=\"0\" numLayers=\"1\" numTilesWide=\"50\" numTilesHigh=\"12\" tileWidth=\"40\" tileHeight=\"40\" exportScale=\"1\" mapWidthInPixels=\"2000\" mapHeightInPixels=\"480\">\n    <GameObject name=\"Tile Layer 1\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"UT NewHome 1\" copy=\"mesh_0001\" sortingLayerName=\"\" sortingOrder=\"1\" opacity=\"1\" />\n    </GameObject>\n    <GameObject name=\"Collision Layer\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"RectangleObject\" x=\"0\" y=\"0\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"2000\" height=\"240\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"0\" y=\"-320\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"2000\" height=\"160\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"0\" y=\"-240\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"160\" height=\"80\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"2000\" y=\"-240\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"20\" height=\"80\" />\n      </GameObject>\n    </GameObject>\n  </Prefab>\n  <ImportMesh filename=\"newhome1.obj\"># Wavefront OBJ file automatically generated by Tiled2Unity

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# Normal
vn 0 0 -1

# Groups (Count = 1)

g mesh_0001
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# Normal
vn 0 0 -1

# Groups (Count = 1)

g mesh_0001
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vt 0.07559377 0.9998779
vt 0.05672584 0.9584988
vt 0.07534963 0.9584988
vt 0.07534963 0.9998779
vt 0.05672584 0.9998779
vt 0.03785792 0.9584988
vt 0.0564817 0.9584988
vt 0.0564817 0.9998779
vt 0.03785792 0.9998779
vt 0.01899 0.9584988
vt 0.03761378 0.9584988
vt 0.03761378 0.9998779
vt 0.01899 0.9998779
vt 0.0001220703 0.9584988
vt 0.01874585 0.9584988
vt 0.01874585 0.9998779
vt 0.0001220703 0.9998779

# Normal
vn 0 0 -1

# Groups (Count = 1)

g mesh_0001
f 1/1/1 2/2/1 3/3/1 4/4/1
f 5/1/1 1/2/1 4/3/1 6/4/1
f 7/1/1 5/2/1 6/3/1 8/4/1
f 9/1/1 7/2/1 8/3/1 10/4/1
f 11/1/1 9/2/1 10/3/1 12/4/1
f 13/1/1 11/2/1 12/3/1 14/4/1
f 15/1/1 13/2/1 14/3/1 16/4/1
f 17/1/1 15/2/1 16/3/1 18/4/1
f 19/1/1 17/2/1 18/3/1 20/4/1
f 21/1/1 19/2/1 20/3/1 22/4/1
f 23/1/1 21/2/1 22/3/1 24/4/1
f 25/1/1 23/2/1 24/3/1 26/4/1
f 27/1/1 25/2/1 26/3/1 28/4/1
f 29/1/1 27/2/1 28/3/1 30/4/1
f 31/1/1 29/2/1 30/3/1 32/4/1
f 33/1/1 31/2/1 32/3/1 34/4/1
f 35/1/1 33/2/1 34/3/1 36/4/1
f 37/5/1 35/6/1 36/7/1 38/8/1
f 39/1/1 37/2/1 38/3/1 40/4/1
f 41/9/1 39/10/1 40/11/1 42/12/1
f 43/1/1 41/2/1 42/3/1 44/4/1
f 45/13/1 43/14/1 44/15/1 46/16/1
f 47/1/1 45/2/1 46/3/1 48/4/1
f 49/17/1 47/18/1 48/19/1 50/20/1
f 51/21/1 49/22/1 50/23/1 52/24/1
f 53/1/1 51/2/1 52/3/1 54/4/1
f 55/25/1 53/26/1 54/27/1 56/28/1
f 57/1/1 55/2/1 56/3/1 58/4/1
f 59/29/1 57/30/1 58/31/1 60/32/1
f 61/33/1 59/34/1 60/35/1 62/36/1
f 63/37/1 61/38/1 62/39/1 64/40/1
f 65/41/1 63/42/1 64/43/1 66/44/1
f 67/45/1 65/46/1 66/47/1 68/48/1
f 69/49/1 67/50/1 68/51/1 70/52/1
f 71/53/1 69/54/1 70/55/1 72/56/1
f 73/57/1 71/58/1 72/59/1 74/60/1
f 75/61/1 73/62/1 74/63/1 76/64/1
f 77/65/1 75/66/1 76/67/1 78/68/1
f 79/69/1 77/70/1 78/71/1 80/72/1
f 81/73/1 79/74/1 80/75/1 82/76/1
f 83/77/1 81/78/1 82/79/1 84/80/1
f 85/81/1 83/82/1 84/83/1 86/84/1
f 87/85/1 85/86/1 86/87/1 88/88/1
f 89/89/1 87/90/1 88/91/1 90/92/1
f 91/93/1 89/94/1 90/95/1 92/96/1
f 93/97/1 91/98/1 92/99/1 94/100/1
f 95/101/1 93/102/1 94/103/1 96/104/1
f 97/105/1 95/106/1 96/107/1 98/108/1
f 99/109/1 97/110/1 98/111/1 100/112/1
f 101/113/1 99/114/1 100/115/1 102/116/1
f 103/117/1 101/118/1 102/119/1 104/120/1
f 105/121/1 103/122/1 104/123/1 106/124/1
f 107/125/1 105/126/1 106/127/1 108/128/1
f 109/129/1 107/130/1 108/131/1 110/132/1
f 111/133/1 109/134/1 110/135/1 112/136/1
f 113/137/1 111/138/1 112/139/1 114/140/1
f 115/141/1 113/142/1 114/143/1 116/144/1
f 117/145/1 115/146/1 116/147/1 118/148/1
f 119/149/1 117/150/1 118/151/1 120/152/1
f 121/153/1 119/154/1 120/155/1 122/156/1
f 123/157/1 121/158/1 122/159/1 124/160/1
f 125/161/1 123/162/1 124/163/1 126/164/1
f 127/165/1 125/166/1 126/167/1 128/168/1
f 129/169/1 127/170/1 128/171/1 130/172/1
f 131/173/1 129/174/1 130/175/1 132/176/1
f 133/177/1 131/178/1 132/179/1 134/180/1
f 135/181/1 133/182/1 134/183/1 136/184/1
f 137/185/1 135/186/1 136/187/1 138/188/1
f 139/189/1 137/190/1 138/191/1 140/192/1
f 141/193/1 139/194/1 140/195/1 142/196/1
f 143/197/1 141/198/1 142/199/1 144/200/1
f 145/201/1 143/202/1 144/203/1 146/204/1
f 147/205/1 145/206/1 146/207/1 148/208/1
f 149/209/1 147/210/1 148/211/1 150/212/1
f 151/213/1 149/214/1 150/215/1 152/216/1
f 153/217/1 151/218/1 152/219/1 154/220/1
f 155/221/1 153/222/1 154/223/1 156/224/1
f 157/225/1 155/226/1 156/227/1 158/228/1
f 159/229/1 157/230/1 158/231/1 160/232/1
f 161/233/1 159/234/1 160/235/1 162/236/1
f 163/237/1 161/238/1 162/239/1 164/240/1
f 165/241/1 163/242/1 164/243/1 166/244/1
f 167/245/1 165/246/1 166/247/1 168/248/1
f 169/249/1 167/250/1 168/251/1 170/252/1
f 171/253/1 169/254/1 170/255/1 172/256/1
f 173/257/1 171/258/1 172/259/1 174/260/1
f 175/261/1 173/262/1 174/263/1 176/264/1
f 177/265/1 175/266/1 176/267/1 178/268/1
f 179/269/1 177/270/1 178/271/1 180/272/1
f 181/273/1 179/274/1 180/275/1 182/276/1
f 4/1/1 3/2/1 183/3/1 184/4/1
f 6/1/1 4/2/1 184/3/1 185/4/1
f 8/1/1 6/2/1 185/3/1 186/4/1
f 10/1/1 8/2/1 186/3/1 187/4/1
f 12/1/1 10/2/1 187/3/1 188/4/1
f 14/1/1 12/2/1 188/3/1 189/4/1
f 16/1/1 14/2/1 189/3/1 190/4/1
f 18/1/1 16/2/1 190/3/1 191/4/1
f 20/1/1 18/2/1 191/3/1 192/4/1
f 22/1/1 20/2/1 192/3/1 193/4/1
f 24/1/1 22/2/1 193/3/1 194/4/1
f 26/1/1 24/2/1 194/3/1 195/4/1
f 28/1/1 26/2/1 195/3/1 196/4/1
f 30/1/1 28/2/1 196/3/1 197/4/1
f 32/1/1 30/2/1 197/3/1 198/4/1
f 34/1/1 32/2/1 198/3/1 199/4/1
f 36/277/1 34/278/1 199/279/1 200/280/1
f 38/281/1 36/282/1 200/283/1 201/284/1
f 40/1/1 38/2/1 201/3/1 202/4/1
f 42/1/1 40/2/1 202/3/1 203/4/1
f 44/285/1 42/286/1 203/287/1 204/288/1
f 46/289/1 44/290/1 204/291/1 205/292/1
f 48/293/1 46/294/1 205/295/1 206/296/1
f 50/1/1 48/2/1 206/3/1 207/4/1
f 52/297/1 50/298/1 207/299/1 208/300/1
f 54/301/1 52/302/1 208/303/1 209/304/1
f 56/1/1 54/2/1 209/3/1 210/4/1
f 58/305/1 56/306/1 210/307/1 211/308/1
f 60/309/1 58/310/1 211/311/1 212/312/1
f 62/313/1 60/314/1 212/315/1 213/316/1
f 64/317/1 62/318/1 213/319/1 214/320/1
f 66/321/1 64/322/1 214/323/1 215/324/1
f 68/325/1 66/326/1 215/327/1 216/328/1
f 70/329/1 68/330/1 216/331/1 217/332/1
f 72/333/1 70/334/1 217/335/1 218/336/1
f 74/337/1 72/338/1 218/339/1 219/340/1
f 76/341/1 74/342/1 219/343/1 220/344/1
f 78/345/1 76/346/1 220/347/1 221/348/1
f 80/349/1 78/350/1 221/351/1 222/352/1
f 82/353/1 80/354/1 222/355/1 223/356/1
f 84/357/1 82/358/1 223/359/1 224/360/1
f 86/361/1 84/362/1 224/363/1 225/364/1
f 88/365/1 86/366/1 225/367/1 226/368/1
f 90/369/1 88/370/1 226/371/1 227/372/1
f 92/373/1 90/374/1 227/375/1 228/376/1
f 94/377/1 92/378/1 228/379/1 229/380/1
f 96/381/1 94/382/1 229/383/1 230/384/1
f 98/385/1 96/386/1 230/387/1 231/388/1
f 100/389/1 98/390/1 231/391/1 232/392/1
f 102/393/1 100/394/1 232/395/1 233/396/1
f 104/397/1 102/398/1 233/399/1 234/400/1
f 106/401/1 104/402/1 234/403/1 235/404/1
f 108/405/1 106/406/1 235/407/1 236/408/1
f 110/409/1 108/410/1 236/411/1 237/412/1
f 112/413/1 110/414/1 237/415/1 238/416/1
f 114/417/1 112/418/1 238/419/1 239/420/1
f 116/421/1 114/422/1 239/423/1 240/424/1
f 118/425/1 116/426/1 240/427/1 241/428/1
f 120/429/1 118/430/1 241/431/1 242/432/1
f 122/433/1 120/434/1 242/435/1 243/436/1
f 124/437/1 122/438/1 243/439/1 244/440/1
f 126/441/1 124/442/1 244/443/1 245/444/1
f 128/445/1 126/446/1 245/447/1 246/448/1
f 130/449/1 128/450/1 246/451/1 247/452/1
f 132/453/1 130/454/1 247/455/1 248/456/1
f 134/457/1 132/458/1 248/459/1 249/460/1
f 136/461/1 134/462/1 249/463/1 250/464/1
f 138/465/1 136/466/1 250/467/1 251/468/1
f 140/469/1 138/470/1 251/471/1 252/472/1
f 142/473/1 140/474/1 252/475/1 253/476/1
f 144/477/1 142/478/1 253/479/1 254/480/1
f 146/481/1 144/482/1 254/483/1 255/484/1
f 148/485/1 146/486/1 255/487/1 256/488/1
f 150/489/1 148/490/1 256/491/1 257/492/1
f 152/493/1 150/494/1 257/495/1 258/496/1
f 154/497/1 152/498/1 258/499/1 259/500/1
f 156/501/1 154/502/1 259/503/1 260/504/1
f 158/505/1 156/506/1 260/507/1 261/508/1
f 160/509/1 158/510/1 261/511/1 262/512/1
f 162/513/1 160/514/1 262/515/1 263/516/1
f 164/517/1 162/518/1 263/519/1 264/520/1
f 166/521/1 164/522/1 264/523/1 265/524/1
f 168/525/1 166/526/1 265/527/1 266/528/1
f 170/529/1 168/530/1 266/531/1 267/532/1
f 172/533/1 170/534/1 267/535/1 268/536/1
f 174/537/1 172/538/1 268/539/1 269/540/1
f 176/541/1 174/542/1 269/543/1 270/544/1
f 178/545/1 176/546/1 270/547/1 271/548/1
f 180/549/1 178/550/1 271/551/1 272/552/1
f 182/553/1 180/554/1 272/555/1 273/556/1
f 184/1/1 183/2/1 274/3/1 275/4/1
f 185/1/1 184/2/1 275/3/1 276/4/1
f 186/1/1 185/2/1 276/3/1 277/4/1
f 187/1/1 186/2/1 277/3/1 278/4/1
f 188/1/1 187/2/1 278/3/1 279/4/1
f 189/1/1 188/2/1 279/3/1 280/4/1
f 190/1/1 189/2/1 280/3/1 281/4/1
f 191/1/1 190/2/1 281/3/1 282/4/1
f 192/1/1 191/2/1 282/3/1 283/4/1
f 193/1/1 192/2/1 283/3/1 284/4/1
f 194/1/1 193/2/1 284/3/1 285/4/1
f 195/1/1 194/2/1 285/3/1 286/4/1
f 196/1/1 195/2/1 286/3/1 287/4/1
f 197/1/1 196/2/1 287/3/1 288/4/1
f 198/1/1 197/2/1 288/3/1 289/4/1
f 199/1/1 198/2/1 289/3/1 290/4/1
f 200/1/1 199/2/1 290/3/1 291/4/1
f 201/1/1 200/2/1 291/3/1 292/4/1
f 202/557/1 201/558/1 292/559/1 293/560/1
f 203/1/1 202/2/1 293/3/1 294/4/1
f 204/1/1 203/2/1 294/3/1 295/4/1
f 205/1/1 204/2/1 295/3/1 296/4/1
f 206/561/1 205/562/1 296/563/1 297/564/1
f 207/565/1 206/566/1 297/567/1 298/568/1
f 208/1/1 207/2/1 298/3/1 299/4/1
f 209/569/1 208/570/1 299/571/1 300/572/1
f 210/573/1 209/574/1 300/575/1 301/576/1
f 211/577/1 210/578/1 301/579/1 302/580/1
f 212/581/1 211/582/1 302/583/1 303/584/1
f 213/585/1 212/586/1 303/587/1 304/588/1
f 214/589/1 213/590/1 304/591/1 305/592/1
f 215/593/1 214/594/1 305/595/1 306/596/1
f 216/597/1 215/598/1 306/599/1 307/600/1
f 217/601/1 216/602/1 307/603/1 308/604/1
f 218/605/1 217/606/1 308/607/1 309/608/1
f 219/609/1 218/610/1 309/611/1 310/612/1
f 220/613/1 219/614/1 310/615/1 311/616/1
f 221/617/1 220/618/1 311/619/1 312/620/1
f 222/621/1 221/622/1 312/623/1 313/624/1
f 223/625/1 222/626/1 313/627/1 314/628/1
f 224/629/1 223/630/1 314/631/1 315/632/1
f 225/633/1 224/634/1 315/635/1 316/636/1
f 226/637/1 225/638/1 316/639/1 317/640/1
f 227/641/1 226/642/1 317/643/1 318/644/1
f 228/645/1 227/646/1 318/647/1 319/648/1
f 229/649/1 228/650/1 319/651/1 320/652/1
f 230/653/1 229/654/1 320/655/1 321/656/1
f 231/657/1 230/658/1 321/659/1 322/660/1
f 232/661/1 231/662/1 322/663/1 323/664/1
f 233/665/1 232/666/1 323/667/1 324/668/1
f 234/669/1 233/670/1 324/671/1 325/672/1
f 235/673/1 234/674/1 325/675/1 326/676/1
f 236/677/1 235/678/1 326/679/1 327/680/1
f 237/681/1 236/682/1 327/683/1 328/684/1
f 238/685/1 237/686/1 328/687/1 329/688/1
f 239/689/1 238/690/1 329/691/1 330/692/1
f 240/693/1 239/694/1 330/695/1 331/696/1
f 241/697/1 240/698/1 331/699/1 332/700/1
f 242/701/1 241/702/1 332/703/1 333/704/1
f 243/705/1 242/706/1 333/707/1 334/708/1
f 244/709/1 243/710/1 334/711/1 335/712/1
f 245/713/1 244/714/1 335/715/1 336/716/1
f 246/717/1 245/718/1 336/719/1 337/720/1
f 247/721/1 246/722/1 337/723/1 338/724/1
f 248/725/1 247/726/1 338/727/1 339/728/1
f 249/729/1 248/730/1 339/731/1 340/732/1
f 250/733/1 249/734/1 340/735/1 341/736/1
f 251/737/1 250/738/1 341/739/1 342/740/1
f 252/741/1 251/742/1 342/743/1 343/744/1
f 253/745/1 252/746/1 343/747/1 344/748/1
f 254/749/1 253/750/1 344/751/1 345/752/1
f 255/753/1 254/754/1 345/755/1 346/756/1
f 256/757/1 255/758/1 346/759/1 347/760/1
f 257/761/1 256/762/1 347/763/1 348/764/1
f 258/765/1 257/766/1 348/767/1 349/768/1
f 259/769/1 258/770/1 349/771/1 350/772/1
f 260/773/1 259/774/1 350/775/1 351/776/1
f 261/777/1 260/778/1 351/779/1 352/780/1
f 262/781/1 261/782/1 352/783/1 353/784/1
f 263/785/1 262/786/1 353/787/1 354/788/1
f 264/789/1 263/790/1 354/791/1 355/792/1
f 265/793/1 264/794/1 355/795/1 356/796/1
f 266/797/1 265/798/1 356/799/1 357/800/1
f 267/801/1 266/802/1 357/803/1 358/804/1
f 268/805/1 267/806/1 358/807/1 359/808/1
f 269/809/1 268/810/1 359/811/1 360/812/1
f 270/813/1 269/814/1 360/815/1 361/816/1
f 271/817/1 270/818/1 361/819/1 362/820/1
f 272/821/1 271/822/1 362/823/1 363/824/1
f 273/825/1 272/826/1 363/827/1 364/828/1
f 275/1/1 274/2/1 365/3/1 366/4/1
f 276/1/1 275/2/1 366/3/1 367/4/1
f 277/1/1 276/2/1 367/3/1 368/4/1
f 278/1/1 277/2/1 368/3/1 369/4/1
f 279/1/1 278/2/1 369/3/1 370/4/1
f 280/1/1 279/2/1 370/3/1 371/4/1
f 281/1/1 280/2/1 371/3/1 372/4/1
f 282/1/1 281/2/1 372/3/1 373/4/1
f 283/1/1 282/2/1 373/3/1 374/4/1
f 284/1/1 283/2/1 374/3/1 375/4/1
f 285/1/1 284/2/1 375/3/1 376/4/1
f 286/1/1 285/2/1 376/3/1 377/4/1
f 287/1/1 286/2/1 377/3/1 378/4/1
f 288/1/1 287/2/1 378/3/1 379/4/1
f 289/1/1 288/2/1 379/3/1 380/4/1
f 290/1/1 289/2/1 380/3/1 381/4/1
f 291/1/1 290/2/1 381/3/1 382/4/1
f 292/1/1 291/2/1 382/3/1 383/4/1
f 293/1/1 292/2/1 383/3/1 384/4/1
f 294/829/1 293/830/1 384/831/1 385/832/1
f 295/1/1 294/2/1 385/3/1 386/4/1
f 296/833/1 295/834/1 386/835/1 387/836/1
f 297/1/1 296/2/1 387/3/1 388/4/1
f 298/837/1 297/838/1 388/839/1 389/840/1
f 299/841/1 298/842/1 389/843/1 390/844/1
f 300/1/1 299/2/1 390/3/1 391/4/1
f 301/845/1 300/846/1 391/847/1 392/848/1
f 302/849/1 301/850/1 392/851/1 393/852/1
f 303/1/1 302/2/1 393/3/1 394/4/1
f 304/853/1 303/854/1 394/855/1 395/856/1
f 305/857/1 304/858/1 395/859/1 396/860/1
f 306/861/1 305/862/1 396/863/1 397/864/1
f 307/865/1 306/866/1 397/867/1 398/868/1
f 308/869/1 307/870/1 398/871/1 399/872/1
f 309/873/1 308/874/1 399/875/1 400/876/1
f 310/877/1 309/878/1 400/879/1 401/880/1
f 311/881/1 310/882/1 401/883/1 402/884/1
f 312/885/1 311/886/1 402/887/1 403/888/1
f 313/889/1 312/890/1 403/891/1 404/892/1
f 314/893/1 313/894/1 404/895/1 405/896/1
f 315/897/1 314/898/1 405/899/1 406/900/1
f 316/901/1 315/902/1 406/903/1 407/904/1
f 317/905/1 316/906/1 407/907/1 408/908/1
f 318/909/1 317/910/1 408/911/1 409/912/1
f 319/913/1 318/914/1 409/915/1 410/916/1
f 320/917/1 319/918/1 410/919/1 411/920/1
f 321/921/1 320/922/1 411/923/1 412/924/1
f 322/925/1 321/926/1 412/927/1 413/928/1
f 323/929/1 322/930/1 413/931/1 414/932/1
f 324/933/1 323/934/1 414/935/1 415/936/1
f 325/937/1 324/938/1 415/939/1 416/940/1
f 326/941/1 325/942/1 416/943/1 417/944/1
f 327/945/1 326/946/1 417/947/1 418/948/1
f 328/949/1 327/950/1 418/951/1 419/952/1
f 329/953/1 328/954/1 419/955/1 420/956/1
f 330/957/1 329/958/1 420/959/1 421/960/1
f 331/961/1 330/962/1 421/963/1 422/964/1
f 332/965/1 331/966/1 422/967/1 423/968/1
f 333/969/1 332/970/1 423/971/1 424/972/1
f 334/973/1 333/974/1 424/975/1 425/976/1
f 335/977/1 334/978/1 425/979/1 426/980/1
f 336/981/1 335/982/1 426/983/1 427/984/1
f 337/985/1 336/986/1 427/987/1 428/988/1
f 338/989/1 337/990/1 428/991/1 429/992/1
f 339/993/1 338/994/1 429/995/1 430/996/1
f 340/997/1 339/998/1 430/999/1 431/1000/1
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  {
    "path": "Assets/Tiled2Unity/Imported/newhome3.tiled2unity.xml.meta",
    "content": "fileFormatVersion: 2\nguid: 47838f8417e3d714e91ba77bb1b3b470\ntimeCreated: 1476904383\nlicenseType: Free\nTextScriptImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/test-1.tiled2unity.xml",
    "content": "﻿<?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"yes\"?>\n<!--Tiled2Unity generated xml data-->\n<!--Do not modify by hand-->\n<!--Last exported: 28/08/2016 02:45:52-->\n<Tiled2Unity version=\"1.0.6.0\">\n  <AssignMaterial mesh=\"mesh_0001\" material=\"PC Computer - Undertale - Core Tileset(1)\" />\n  <AssignMaterial mesh=\"mesh_0002\" material=\"PC Computer - Undertale - Core Tileset(1)\" />\n  <Prefab name=\"test-1\" orientation=\"Orthogonal\" staggerAxis=\"Y\" staggerIndex=\"Odd\" hexSideLength=\"0\" numLayers=\"2\" numTilesWide=\"10\" numTilesHigh=\"20\" tileWidth=\"20\" tileHeight=\"20\" exportScale=\"1\" mapWidthInPixels=\"200\" mapHeightInPixels=\"400\">\n    <GameObject name=\"Tile Layer 1\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"PC Computer - Undertale - Core Tileset(1)\" copy=\"mesh_0001\" sortingLayerName=\"\" sortingOrder=\"0\" opacity=\"1\" />\n    </GameObject>\n    <GameObject name=\"Tile Layer 2\" x=\"0\" y=\"0\" z=\"0\">\n      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</ImportTexture>\n</Tiled2Unity>"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/test-1.tiled2unity.xml.meta",
    "content": "fileFormatVersion: 2\nguid: 2964a125c6200da4b8d27576cfb971fa\ntimeCreated: 1472345196\nlicenseType: Free\nTextScriptImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Imported/test5.tiled2unity.xml",
    "content": "﻿<?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"yes\"?>\n<!--Tiled2Unity generated xml data-->\n<!--Do not modify by hand-->\n<!--Last exported: 07/04/2017 23:23:13-->\n<Tiled2Unity version=\"1.0.6.0\">\n  <AssignMaterial mesh=\"mesh_0001\" material=\"Snow 2\" />\n  <AssignMaterial mesh=\"mesh_0002\" material=\"Snow 2\" />\n  <Prefab name=\"test5\" orientation=\"Orthogonal\" staggerAxis=\"Y\" staggerIndex=\"Odd\" hexSideLength=\"0\" numLayers=\"2\" numTilesWide=\"52\" numTilesHigh=\"12\" tileWidth=\"40\" tileHeight=\"40\" exportScale=\"1\" mapWidthInPixels=\"2080\" mapHeightInPixels=\"480\">\n    <GameObject name=\"Background\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"Snow 2\" copy=\"mesh_0001\" sortingLayerName=\"\" sortingOrder=\"0\" opacity=\"1\" />\n    </GameObject>\n    <GameObject name=\"Foreground\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"Snow 2\" copy=\"mesh_0002\" sortingLayerName=\"\" sortingOrder=\"2\" opacity=\"1\" />\n    </GameObject>\n    <GameObject name=\"Object Layer 1\" x=\"0\" y=\"0\" z=\"0\">\n      <GameObject name=\"RectangleObject\" x=\"320\" y=\"-200\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"1320\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"200\" y=\"-160\" rotation=\"0\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>-0.0416667,0.0208333 -120,-120</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"0\" y=\"-240\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"80\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"200\" y=\"-120\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"80\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"280\" y=\"-160.5\" rotation=\"0\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,0.5625 40,-39.5</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"319.5\" y=\"-320\" rotation=\"90\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,0.5625 40,-39.5</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"0\" y=\"-360\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"280\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"320\" y=\"-280\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"1320\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"1679.5\" y=\"-160\" rotation=\"90\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,0.5625 40,-39.5</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"1680\" y=\"-120\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"320\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"2040\" y=\"-200\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"40\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"1640\" y=\"-320\" rotation=\"0\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,-0.0738636 40,-40.0455</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"2000\" y=\"-160\" rotation=\"0\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,-0.0738636 40,-40.0455</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"PolylineObject\" x=\"2039.5\" y=\"-320\" rotation=\"90\" layer=\"\">\n        <EdgeCollider2D>\n          <Points>0,0.5625 40,-39.5</Points>\n        </EdgeCollider2D>\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"2040\" y=\"-280\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"40\" height=\"40\" />\n      </GameObject>\n      <GameObject name=\"RectangleObject\" x=\"1680\" y=\"-360\" rotation=\"0\" layer=\"\">\n        <BoxCollider2D width=\"320\" height=\"40\" />\n      </GameObject>\n    </GameObject>\n  </Prefab>\n  <ImportMesh filename=\"test5.obj\"># Wavefront OBJ file automatically generated by Tiled2Unity

# Vertices (Count = 689)
v -2040 -480 0
v -2080 -480 0
v -2080 -440 0
v -2040 -440 0
v -2000 -480 0
v -2000 -440 0
v -1960 -480 0
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# Normal
vn 0 0 -1

# Groups (Count = 2)

g mesh_0001
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    "path": "Assets/Tiled2Unity/License.txt",
    "content": "﻿Tiled2Unity\nCopyright (C) 2014 Sean Barton (http://www.seanba.com)\n\n\n\nMIT License\n\n\n\nPermission is hereby granted, free of charge, to any person obtaining\na copy of this software and associated documentation files (the\n\"Software\"), to deal in the Software without restriction, including\nwithout limitation the rights to use, copy, modify, merge, publish,\ndistribute, sublicense, and/or sell copies of the Software, and to\npermit persons to whom the Software is furnished to do so, subject to\nthe following conditions:\n\nThe above copyright notice and this permission notice shall be\nincluded in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND\nNONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE\nLIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION\nOF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n"
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0\nv -40 0 0\nv -20 0 0\nv 0 0 0\n\n# Texture cooridinates (Count = 180)\nvt 0.3334554 0.8183039\nvt 0.3887668 0.8183039\nvt 0.3887668 0.8483628\nvt 0.3334554 0.8483628\nvt 0.5556777 0.4243645\nvt 0.610989 0.4243645\nvt 0.610989 0.4544234\nvt 0.5556777 0.4544234\nvt 0.05567763 0.939516\nvt 0.110989 0.939516\nvt 0.110989 0.9695749\nvt 0.05567763 0.9695749\nvt 0.6667888 0.6970918\nvt 0.7221001 0.6970918\nvt 0.7221001 0.7271507\nvt 0.6667888 0.7271507\nvt 0.7778999 0.7880008\nvt 0.8332112 0.7880008\nvt 0.8332112 0.8180597\nvt 0.7778999 0.8180597\nvt 0.6667888 0.7273948\nvt 0.7221001 0.7273948\nvt 0.7221001 0.7574537\nvt 0.6667888 0.7574537\nvt 0.7223443 0.8183039\nvt 0.7776557 0.8183039\nvt 0.7776557 0.8483628\nvt 0.7223443 0.8483628\nvt 0.6667888 0.7576978\nvt 0.7221001 0.7576978\nvt 0.7221001 0.7877567\nvt 0.6667888 0.7877567\nvt 0.889011 0.8486069\nvt 0.9443223 0.8486069\nvt 0.9443223 0.8786658\nvt 0.889011 0.8786658\nvt 0.7223443 0.7273948\nvt 0.7776557 0.7273948\nvt 0.7776557 0.7574537\nvt 0.7223443 0.7574537\nvt 0.7223443 0.8789099\nvt 0.7776557 0.8789099\nvt 0.7776557 0.9089688\nvt 0.7223443 0.9089688\nvt 0.7223443 0.7576978\nvt 0.7776557 0.7576978\nvt 0.7776557 0.7877567\nvt 0.7223443 0.7877567\nvt 0.1112332 0.8486069\nvt 0.1665446 0.8486069\nvt 0.1665446 0.8786658\nvt 0.1112332 0.8786658\nvt 0.2778999 0.8183039\nvt 0.3332113 0.8183039\nvt 0.3332113 0.8483628\nvt 0.2778999 0.8483628\nvt 0.2223443 0.8789099\nvt 0.2776557 0.8789099\nvt 0.2776557 0.9089688\nvt 0.2223443 0.9089688\nvt 0.0001220703 0.8183039\nvt 0.05543349 0.8183039\nvt 0.05543349 0.8483628\nvt 0.0001220703 0.8483628\nvt 0.2223443 0.6061827\nvt 0.2776557 0.6061827\nvt 0.2776557 0.6362416\nvt 0.2223443 0.6362416\nvt 0.8334554 0.7273948\nvt 0.8887668 0.7273948\nvt 0.8887668 0.7574537\nvt 0.8334554 0.7574537\nvt 0.7778999 0.7273948\nvt 0.8332112 0.7273948\nvt 0.8332112 0.7574537\nvt 0.7778999 0.7574537\nvt 0.3334554 0.4243645\nvt 0.3887668 0.4243645\nvt 0.3887668 0.4544234\nvt 0.3334554 0.4544234\nvt 0.2223443 0.6364857\nvt 0.2776557 0.6364857\nvt 0.2776557 0.6665446\nvt 0.2223443 0.6665446\nvt 0.8334554 0.7576978\nvt 0.8887668 0.7576978\nvt 0.8887668 0.7877567\nvt 0.8334554 0.7877567\nvt 0.7778999 0.7576978\nvt 0.8332112 0.7576978\nvt 0.8332112 0.7877567\nvt 0.7778999 0.7877567\nvt 0.2778999 0.6667887\nvt 0.3332113 0.6667887\nvt 0.3332113 0.6968476\nvt 0.2778999 0.6968476\nvt 0.2223443 0.6667887\nvt 0.2776557 0.6667887\nvt 0.2776557 0.6968476\nvt 0.2223443 0.6968476\nvt 0.05567763 0.8183039\nvt 0.110989 0.8183039\nvt 0.110989 0.8483628\nvt 0.05567763 0.8483628\nvt 0.7223443 0.7880008\nvt 0.7776557 0.7880008\nvt 0.7776557 0.8180597\nvt 0.7223443 0.8180597\nvt 0.6667888 0.7880008\nvt 0.7221001 0.7880008\nvt 0.7221001 0.8180597\nvt 0.6667888 0.8180597\nvt 0.9445665 0.7880008\nvt 0.9998779 0.7880008\nvt 0.9998779 0.8180597\nvt 0.9445665 0.8180597\nvt 0.1112332 0.8789099\nvt 0.1665446 0.8789099\nvt 0.1665446 0.9089688\nvt 0.1112332 0.9089688\nvt 0.05567763 0.8789099\nvt 0.110989 0.8789099\nvt 0.110989 0.9089688\nvt 0.05567763 0.9089688\nvt 0.6667888 0.8183039\nvt 0.7221001 0.8183039\nvt 0.7221001 0.8483628\nvt 0.6667888 0.8483628\nvt 0.9445665 0.8183039\nvt 0.9998779 0.8183039\nvt 0.9998779 0.8483628\nvt 0.9445665 0.8483628\nvt 0.7223443 0.8486069\nvt 0.7776557 0.8486069\nvt 0.7776557 0.8786658\nvt 0.7223443 0.8786658\nvt 0.6667888 0.8486069\nvt 0.7221001 0.8486069\nvt 0.7221001 0.8786658\nvt 0.6667888 0.8786658\nvt 0.9445665 0.8486069\nvt 0.9998779 0.8486069\nvt 0.9998779 0.8786658\nvt 0.9445665 0.8786658\nvt 0.1112332 0.9092129\nvt 0.1665446 0.9092129\nvt 0.1665446 0.9392719\nvt 0.1112332 0.9392719\nvt 0.05567763 0.9092129\nvt 0.110989 0.9092129\nvt 0.110989 0.9392719\nvt 0.05567763 0.9392719\nvt 0.05567763 0.5152736\nvt 0.110989 0.5152736\nvt 0.110989 0.5453324\nvt 0.05567763 0.5453324\nvt 0.6667888 0.8789099\nvt 0.7221001 0.8789099\nvt 0.7221001 0.9089688\nvt 0.6667888 0.9089688\nvt 0.9445665 0.8789099\nvt 0.9998779 0.8789099\nvt 0.9998779 0.9089688\nvt 0.9445665 0.9089688\nvt 0.1112332 0.939516\nvt 0.1665446 0.939516\nvt 0.1665446 0.9695749\nvt 0.1112332 0.9695749\nvt 0.389011 0.4546675\nvt 0.4443224 0.4546675\nvt 0.4443224 0.4847264\nvt 0.389011 0.4847264\nvt 0.2778999 0.3637584\nvt 0.3332113 0.3637584\nvt 0.3332113 0.3938173\nvt 0.2778999 0.3938173\nvt 0.2223443 0.3637584\nvt 0.2776557 0.3637584\nvt 0.2776557 0.3938173\nvt 0.2223443 0.3938173\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 3)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/1/1 1/2/1 4/3/1 6/4/1\nf 7/1/1 5/2/1 6/3/1 8/4/1\nf 9/1/1 7/2/1 8/3/1 10/4/1\nf 11/1/1 9/2/1 10/3/1 12/4/1\nf 13/1/1 11/2/1 12/3/1 14/4/1\nf 15/1/1 13/2/1 14/3/1 16/4/1\nf 17/1/1 15/2/1 16/3/1 18/4/1\nf 19/1/1 17/2/1 18/3/1 20/4/1\nf 21/1/1 19/2/1 20/3/1 22/4/1\nf 23/1/1 21/2/1 22/3/1 24/4/1\nf 25/1/1 23/2/1 24/3/1 26/4/1\nf 27/1/1 25/2/1 26/3/1 28/4/1\nf 29/1/1 27/2/1 28/3/1 30/4/1\nf 31/1/1 29/2/1 30/3/1 32/4/1\nf 33/1/1 31/2/1 32/3/1 34/4/1\nf 35/1/1 33/2/1 34/3/1 36/4/1\nf 37/1/1 35/2/1 36/3/1 38/4/1\nf 39/1/1 37/2/1 38/3/1 40/4/1\nf 41/1/1 39/2/1 40/3/1 42/4/1\nf 43/1/1 41/2/1 42/3/1 44/4/1\nf 45/1/1 43/2/1 44/3/1 46/4/1\nf 47/1/1 45/2/1 46/3/1 48/4/1\nf 49/1/1 47/2/1 48/3/1 50/4/1\nf 51/1/1 49/2/1 50/3/1 52/4/1\nf 53/1/1 51/2/1 52/3/1 54/4/1\nf 55/1/1 53/2/1 54/3/1 56/4/1\nf 4/1/1 3/2/1 57/3/1 58/4/1\nf 6/1/1 4/2/1 58/3/1 59/4/1\nf 8/1/1 6/2/1 59/3/1 60/4/1\nf 10/1/1 8/2/1 60/3/1 61/4/1\nf 12/1/1 10/2/1 61/3/1 62/4/1\nf 14/1/1 12/2/1 62/3/1 63/4/1\nf 16/1/1 14/2/1 63/3/1 64/4/1\nf 18/1/1 16/2/1 64/3/1 65/4/1\nf 20/1/1 18/2/1 65/3/1 66/4/1\nf 22/1/1 20/2/1 66/3/1 67/4/1\nf 24/1/1 22/2/1 67/3/1 68/4/1\nf 26/1/1 24/2/1 68/3/1 69/4/1\nf 28/1/1 26/2/1 69/3/1 70/4/1\nf 30/1/1 28/2/1 70/3/1 71/4/1\nf 32/1/1 30/2/1 71/3/1 72/4/1\nf 34/1/1 32/2/1 72/3/1 73/4/1\nf 36/1/1 34/2/1 73/3/1 74/4/1\nf 38/1/1 36/2/1 74/3/1 75/4/1\nf 40/1/1 38/2/1 75/3/1 76/4/1\nf 42/1/1 40/2/1 76/3/1 77/4/1\nf 44/1/1 42/2/1 77/3/1 78/4/1\nf 46/1/1 44/2/1 78/3/1 79/4/1\nf 48/1/1 46/2/1 79/3/1 80/4/1\nf 50/1/1 48/2/1 80/3/1 81/4/1\nf 52/1/1 50/2/1 81/3/1 82/4/1\nf 54/1/1 52/2/1 82/3/1 83/4/1\nf 56/1/1 54/2/1 83/3/1 84/4/1\nf 85/1/1 56/2/1 84/3/1 86/4/1\nf 58/1/1 57/2/1 87/3/1 88/4/1\nf 59/1/1 58/2/1 88/3/1 89/4/1\nf 60/1/1 59/2/1 89/3/1 90/4/1\nf 61/1/1 60/2/1 90/3/1 91/4/1\nf 62/1/1 61/2/1 91/3/1 92/4/1\nf 63/1/1 62/2/1 92/3/1 93/4/1\nf 64/1/1 63/2/1 93/3/1 94/4/1\nf 65/1/1 64/2/1 94/3/1 95/4/1\nf 66/1/1 65/2/1 95/3/1 96/4/1\nf 67/1/1 66/2/1 96/3/1 97/4/1\nf 68/1/1 67/2/1 97/3/1 98/4/1\nf 69/1/1 68/2/1 98/3/1 99/4/1\nf 70/1/1 69/2/1 99/3/1 100/4/1\nf 71/1/1 70/2/1 100/3/1 101/4/1\nf 72/1/1 71/2/1 101/3/1 102/4/1\nf 73/1/1 72/2/1 102/3/1 103/4/1\nf 74/1/1 73/2/1 103/3/1 104/4/1\nf 75/1/1 74/2/1 104/3/1 105/4/1\nf 76/1/1 75/2/1 105/3/1 106/4/1\nf 77/1/1 76/2/1 106/3/1 107/4/1\nf 78/1/1 77/2/1 107/3/1 108/4/1\nf 79/1/1 78/2/1 108/3/1 109/4/1\nf 80/1/1 79/2/1 109/3/1 110/4/1\nf 81/1/1 80/2/1 110/3/1 111/4/1\nf 82/1/1 81/2/1 111/3/1 112/4/1\nf 83/1/1 82/2/1 112/3/1 113/4/1\nf 84/1/1 83/2/1 113/3/1 114/4/1\nf 86/5/1 84/6/1 114/7/1 115/8/1\nf 88/1/1 87/2/1 116/3/1 117/4/1\nf 89/1/1 88/2/1 117/3/1 118/4/1\nf 90/1/1 89/2/1 118/3/1 119/4/1\nf 91/1/1 90/2/1 119/3/1 120/4/1\nf 92/1/1 91/2/1 120/3/1 121/4/1\nf 93/1/1 92/2/1 121/3/1 122/4/1\nf 94/1/1 93/2/1 122/3/1 123/4/1\nf 95/1/1 94/2/1 123/3/1 124/4/1\nf 96/1/1 95/2/1 124/3/1 125/4/1\nf 97/1/1 96/2/1 125/3/1 126/4/1\nf 98/1/1 97/2/1 126/3/1 127/4/1\nf 99/1/1 98/2/1 127/3/1 128/4/1\nf 100/1/1 99/2/1 128/3/1 129/4/1\nf 101/1/1 100/2/1 129/3/1 130/4/1\nf 102/1/1 101/2/1 130/3/1 131/4/1\nf 103/1/1 102/2/1 131/3/1 132/4/1\nf 104/1/1 103/2/1 132/3/1 133/4/1\nf 105/1/1 104/2/1 133/3/1 134/4/1\nf 106/1/1 105/2/1 134/3/1 135/4/1\nf 107/1/1 106/2/1 135/3/1 136/4/1\nf 108/1/1 107/2/1 136/3/1 137/4/1\nf 109/1/1 108/2/1 137/3/1 138/4/1\nf 110/1/1 109/2/1 138/3/1 139/4/1\nf 111/1/1 110/2/1 139/3/1 140/4/1\nf 112/1/1 111/2/1 140/3/1 141/4/1\nf 113/1/1 112/2/1 141/3/1 142/4/1\nf 114/1/1 113/2/1 142/3/1 143/4/1\nf 115/5/1 114/6/1 143/7/1 144/8/1\nf 145/5/1 115/6/1 144/7/1 146/8/1\nf 147/5/1 145/6/1 146/7/1 148/8/1\nf 149/5/1 147/6/1 148/7/1 150/8/1\nf 117/1/1 116/2/1 151/3/1 152/4/1\nf 118/1/1 117/2/1 152/3/1 153/4/1\nf 119/1/1 118/2/1 153/3/1 154/4/1\nf 120/1/1 119/2/1 154/3/1 155/4/1\nf 121/1/1 120/2/1 155/3/1 156/4/1\nf 122/1/1 121/2/1 156/3/1 157/4/1\nf 123/1/1 122/2/1 157/3/1 158/4/1\nf 124/1/1 123/2/1 158/3/1 159/4/1\nf 125/1/1 124/2/1 159/3/1 160/4/1\nf 126/1/1 125/2/1 160/3/1 161/4/1\nf 127/1/1 126/2/1 161/3/1 162/4/1\nf 128/1/1 127/2/1 162/3/1 163/4/1\nf 129/1/1 128/2/1 163/3/1 164/4/1\nf 130/1/1 129/2/1 164/3/1 165/4/1\nf 131/1/1 130/2/1 165/3/1 166/4/1\nf 132/1/1 131/2/1 166/3/1 167/4/1\nf 133/1/1 132/2/1 167/3/1 168/4/1\nf 134/1/1 133/2/1 168/3/1 169/4/1\nf 135/1/1 134/2/1 169/3/1 170/4/1\nf 136/1/1 135/2/1 170/3/1 171/4/1\nf 137/1/1 136/2/1 171/3/1 172/4/1\nf 138/1/1 137/2/1 172/3/1 173/4/1\nf 139/1/1 138/2/1 173/3/1 174/4/1\nf 140/1/1 139/2/1 174/3/1 175/4/1\nf 141/1/1 140/2/1 175/3/1 176/4/1\nf 142/1/1 141/2/1 176/3/1 177/4/1\nf 143/1/1 142/2/1 177/3/1 178/4/1\nf 179/9/1 180/10/1 181/11/1 182/12/1\nf 183/9/1 179/10/1 182/11/1 184/12/1\nf 185/9/1 183/10/1 184/11/1 186/12/1\nf 187/9/1 185/10/1 186/11/1 188/12/1\nf 189/9/1 187/10/1 188/11/1 190/12/1\nf 191/9/1 189/10/1 190/11/1 192/12/1\nf 193/9/1 191/10/1 192/11/1 194/12/1\nf 195/9/1 193/10/1 194/11/1 196/12/1\nf 197/9/1 195/10/1 196/11/1 198/12/1\nf 199/9/1 197/10/1 198/11/1 200/12/1\nf 201/9/1 199/10/1 200/11/1 202/12/1\nf 203/9/1 201/10/1 202/11/1 204/12/1\nf 205/9/1 203/10/1 204/11/1 206/12/1\nf 207/9/1 205/10/1 206/11/1 208/12/1\nf 209/9/1 207/10/1 208/11/1 210/12/1\nf 211/9/1 209/10/1 210/11/1 212/12/1\nf 213/9/1 211/10/1 212/11/1 214/12/1\nf 215/9/1 213/10/1 214/11/1 216/12/1\nf 217/9/1 215/10/1 216/11/1 218/12/1\nf 219/9/1 217/10/1 218/11/1 220/12/1\nf 221/9/1 219/10/1 220/11/1 222/12/1\nf 223/9/1 221/10/1 222/11/1 224/12/1\nf 225/9/1 223/10/1 224/11/1 226/12/1\nf 227/9/1 225/10/1 226/11/1 228/12/1\nf 229/9/1 227/10/1 228/11/1 230/12/1\nf 231/9/1 229/10/1 230/11/1 232/12/1\nf 233/9/1 231/10/1 232/11/1 234/12/1\n\ng mesh_0002\nf 1/9/1 2/10/1 3/11/1 4/12/1\nf 5/9/1 1/10/1 4/11/1 6/12/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/9/1 9/10/1 10/11/1 12/12/1\nf 13/9/1 11/10/1 12/11/1 14/12/1\nf 15/9/1 13/10/1 14/11/1 16/12/1\nf 17/9/1 15/10/1 16/11/1 18/12/1\nf 19/13/1 17/14/1 18/15/1 20/16/1\nf 21/9/1 19/10/1 20/11/1 22/12/1\nf 23/9/1 21/10/1 22/11/1 24/12/1\nf 25/9/1 23/10/1 24/11/1 26/12/1\nf 27/9/1 25/10/1 26/11/1 28/12/1\nf 29/13/1 27/14/1 28/15/1 30/16/1\nf 31/9/1 29/10/1 30/11/1 32/12/1\nf 33/9/1 31/10/1 32/11/1 34/12/1\nf 35/9/1 33/10/1 34/11/1 36/12/1\nf 37/9/1 35/10/1 36/11/1 38/12/1\nf 39/13/1 37/14/1 38/15/1 40/16/1\nf 41/9/1 39/10/1 40/11/1 42/12/1\nf 43/9/1 41/10/1 42/11/1 44/12/1\nf 45/9/1 43/10/1 44/11/1 46/12/1\nf 47/9/1 45/10/1 46/11/1 48/12/1\nf 49/13/1 47/14/1 48/15/1 50/16/1\nf 51/9/1 49/10/1 50/11/1 52/12/1\nf 53/9/1 51/10/1 52/11/1 54/12/1\nf 55/9/1 53/10/1 54/11/1 56/12/1\nf 235/17/1 55/18/1 56/19/1 85/20/1\nf 236/17/1 235/18/1 85/19/1 237/20/1\nf 238/17/1 236/18/1 237/19/1 239/20/1\nf 240/17/1 238/18/1 239/19/1 241/20/1\nf 4/9/1 3/10/1 57/11/1 58/12/1\nf 6/9/1 4/10/1 58/11/1 59/12/1\nf 8/9/1 6/10/1 59/11/1 60/12/1\nf 10/21/1 8/22/1 60/23/1 61/24/1\nf 12/9/1 10/10/1 61/11/1 62/12/1\nf 14/9/1 12/10/1 62/11/1 63/12/1\nf 16/9/1 14/10/1 63/11/1 64/12/1\nf 18/9/1 16/10/1 64/11/1 65/12/1\nf 20/21/1 18/22/1 65/23/1 66/24/1\nf 22/9/1 20/10/1 66/11/1 67/12/1\nf 24/9/1 22/10/1 67/11/1 68/12/1\nf 26/9/1 24/10/1 68/11/1 69/12/1\nf 28/9/1 26/10/1 69/11/1 70/12/1\nf 30/21/1 28/22/1 70/23/1 71/24/1\nf 32/9/1 30/10/1 71/11/1 72/12/1\nf 34/9/1 32/10/1 72/11/1 73/12/1\nf 36/9/1 34/10/1 73/11/1 74/12/1\nf 38/9/1 36/10/1 74/11/1 75/12/1\nf 40/21/1 38/22/1 75/23/1 76/24/1\nf 42/9/1 40/10/1 76/11/1 77/12/1\nf 44/9/1 42/10/1 77/11/1 78/12/1\nf 46/9/1 44/10/1 78/11/1 79/12/1\nf 48/9/1 46/10/1 79/11/1 80/12/1\nf 50/21/1 48/22/1 80/23/1 81/24/1\nf 52/9/1 50/10/1 81/11/1 82/12/1\nf 54/9/1 52/10/1 82/11/1 83/12/1\nf 56/9/1 54/10/1 83/11/1 84/12/1\nf 85/25/1 56/26/1 84/27/1 86/28/1\nf 237/25/1 85/26/1 86/27/1 242/28/1\nf 239/25/1 237/26/1 242/27/1 243/28/1\nf 241/25/1 239/26/1 243/27/1 244/28/1\nf 58/9/1 57/10/1 87/11/1 88/12/1\nf 59/9/1 58/10/1 88/11/1 89/12/1\nf 60/9/1 59/10/1 89/11/1 90/12/1\nf 61/29/1 60/30/1 90/31/1 91/32/1\nf 62/9/1 61/10/1 91/11/1 92/12/1\nf 63/9/1 62/10/1 92/11/1 93/12/1\nf 64/9/1 63/10/1 93/11/1 94/12/1\nf 65/9/1 64/10/1 94/11/1 95/12/1\nf 66/29/1 65/30/1 95/31/1 96/32/1\nf 67/9/1 66/10/1 96/11/1 97/12/1\nf 68/9/1 67/10/1 97/11/1 98/12/1\nf 69/9/1 68/10/1 98/11/1 99/12/1\nf 70/9/1 69/10/1 99/11/1 100/12/1\nf 71/29/1 70/30/1 100/31/1 101/32/1\nf 72/9/1 71/10/1 101/11/1 102/12/1\nf 73/9/1 72/10/1 102/11/1 103/12/1\nf 74/9/1 73/10/1 103/11/1 104/12/1\nf 75/9/1 74/10/1 104/11/1 105/12/1\nf 76/29/1 75/30/1 105/31/1 106/32/1\nf 77/9/1 76/10/1 106/11/1 107/12/1\nf 78/9/1 77/10/1 107/11/1 108/12/1\nf 79/9/1 78/10/1 108/11/1 109/12/1\nf 80/9/1 79/10/1 109/11/1 110/12/1\nf 81/29/1 80/30/1 110/31/1 111/32/1\nf 82/9/1 81/10/1 111/11/1 112/12/1\nf 83/9/1 82/10/1 112/11/1 113/12/1\nf 84/9/1 83/10/1 113/11/1 114/12/1\nf 86/33/1 84/34/1 114/35/1 115/36/1\nf 242/33/1 86/34/1 115/35/1 145/36/1\nf 243/33/1 242/34/1 145/35/1 147/36/1\nf 244/33/1 243/34/1 147/35/1 149/36/1\nf 88/37/1 87/38/1 116/39/1 117/40/1\nf 89/9/1 88/10/1 117/11/1 118/12/1\nf 90/9/1 89/10/1 118/11/1 119/12/1\nf 91/9/1 90/10/1 119/11/1 120/12/1\nf 92/9/1 91/10/1 120/11/1 121/12/1\nf 93/37/1 92/38/1 121/39/1 122/40/1\nf 94/9/1 93/10/1 122/11/1 123/12/1\nf 95/9/1 94/10/1 123/11/1 124/12/1\nf 96/9/1 95/10/1 124/11/1 125/12/1\nf 97/9/1 96/10/1 125/11/1 126/12/1\nf 98/37/1 97/38/1 126/39/1 127/40/1\nf 99/9/1 98/10/1 127/11/1 128/12/1\nf 100/9/1 99/10/1 128/11/1 129/12/1\nf 101/9/1 100/10/1 129/11/1 130/12/1\nf 102/9/1 101/10/1 130/11/1 131/12/1\nf 103/37/1 102/38/1 131/39/1 132/40/1\nf 104/9/1 103/10/1 132/11/1 133/12/1\nf 105/9/1 104/10/1 133/11/1 134/12/1\nf 106/9/1 105/10/1 134/11/1 135/12/1\nf 107/9/1 106/10/1 135/11/1 136/12/1\nf 108/37/1 107/38/1 136/39/1 137/40/1\nf 109/9/1 108/10/1 137/11/1 138/12/1\nf 110/9/1 109/10/1 138/11/1 139/12/1\nf 111/9/1 110/10/1 139/11/1 140/12/1\nf 112/9/1 111/10/1 140/11/1 141/12/1\nf 113/37/1 112/38/1 141/39/1 142/40/1\nf 114/9/1 113/10/1 142/11/1 143/12/1\nf 115/41/1 114/42/1 143/43/1 144/44/1\nf 145/41/1 115/42/1 144/43/1 146/44/1\nf 147/41/1 145/42/1 146/43/1 148/44/1\nf 149/41/1 147/42/1 148/43/1 150/44/1\nf 117/45/1 116/46/1 151/47/1 152/48/1\nf 118/9/1 117/10/1 152/11/1 153/12/1\nf 119/9/1 118/10/1 153/11/1 154/12/1\nf 120/9/1 119/10/1 154/11/1 155/12/1\nf 121/9/1 120/10/1 155/11/1 156/12/1\nf 122/45/1 121/46/1 156/47/1 157/48/1\nf 123/9/1 122/10/1 157/11/1 158/12/1\nf 124/9/1 123/10/1 158/11/1 159/12/1\nf 125/9/1 124/10/1 159/11/1 160/12/1\nf 126/9/1 125/10/1 160/11/1 161/12/1\nf 127/45/1 126/46/1 161/47/1 162/48/1\nf 128/9/1 127/10/1 162/11/1 163/12/1\nf 129/9/1 128/10/1 163/11/1 164/12/1\nf 130/9/1 129/10/1 164/11/1 165/12/1\nf 131/9/1 130/10/1 165/11/1 166/12/1\nf 132/45/1 131/46/1 166/47/1 167/48/1\nf 133/9/1 132/10/1 167/11/1 168/12/1\nf 134/9/1 133/10/1 168/11/1 169/12/1\nf 135/9/1 134/10/1 169/11/1 170/12/1\nf 136/9/1 135/10/1 170/11/1 171/12/1\nf 137/45/1 136/46/1 171/47/1 172/48/1\nf 138/9/1 137/10/1 172/11/1 173/12/1\nf 139/9/1 138/10/1 173/11/1 174/12/1\nf 140/9/1 139/10/1 174/11/1 175/12/1\nf 141/9/1 140/10/1 175/11/1 176/12/1\nf 142/45/1 141/46/1 176/47/1 177/48/1\nf 143/9/1 142/10/1 177/11/1 178/12/1\nf 144/49/1 143/50/1 178/51/1 245/52/1\nf 146/53/1 144/54/1 245/55/1 246/56/1\nf 148/57/1 146/58/1 246/59/1 247/60/1\nf 150/61/1 148/62/1 247/63/1 248/64/1\nf 152/65/1 151/66/1 249/67/1 250/68/1\nf 153/65/1 152/66/1 250/67/1 251/68/1\nf 154/65/1 153/66/1 251/67/1 252/68/1\nf 155/65/1 154/66/1 252/67/1 253/68/1\nf 156/65/1 155/66/1 253/67/1 254/68/1\nf 157/65/1 156/66/1 254/67/1 255/68/1\nf 158/65/1 157/66/1 255/67/1 256/68/1\nf 159/65/1 158/66/1 256/67/1 257/68/1\nf 160/65/1 159/66/1 257/67/1 258/68/1\nf 161/65/1 160/66/1 258/67/1 259/68/1\nf 162/65/1 161/66/1 259/67/1 260/68/1\nf 163/65/1 162/66/1 260/67/1 261/68/1\nf 164/65/1 163/66/1 261/67/1 262/68/1\nf 165/65/1 164/66/1 262/67/1 263/68/1\nf 166/65/1 165/66/1 263/67/1 264/68/1\nf 167/65/1 166/66/1 264/67/1 265/68/1\nf 168/65/1 167/66/1 265/67/1 266/68/1\nf 169/65/1 168/66/1 266/67/1 267/68/1\nf 170/65/1 169/66/1 267/67/1 268/68/1\nf 171/65/1 170/66/1 268/67/1 269/68/1\nf 172/65/1 171/66/1 269/67/1 270/68/1\nf 173/65/1 172/66/1 270/67/1 271/68/1\nf 174/65/1 173/66/1 271/67/1 272/68/1\nf 175/65/1 174/66/1 272/67/1 273/68/1\nf 176/65/1 175/66/1 273/67/1 274/68/1\nf 177/65/1 176/66/1 274/67/1 275/68/1\nf 178/65/1 177/66/1 275/67/1 276/68/1\nf 245/69/1 178/70/1 276/71/1 277/72/1\nf 246/73/1 245/74/1 277/75/1 278/76/1\nf 247/77/1 246/78/1 278/79/1 279/80/1\nf 248/77/1 247/78/1 279/79/1 280/80/1\nf 250/81/1 249/82/1 180/83/1 179/84/1\nf 251/81/1 250/82/1 179/83/1 183/84/1\nf 252/81/1 251/82/1 183/83/1 185/84/1\nf 253/81/1 252/82/1 185/83/1 187/84/1\nf 254/81/1 253/82/1 187/83/1 189/84/1\nf 255/81/1 254/82/1 189/83/1 191/84/1\nf 256/81/1 255/82/1 191/83/1 193/84/1\nf 257/81/1 256/82/1 193/83/1 195/84/1\nf 258/81/1 257/82/1 195/83/1 197/84/1\nf 259/81/1 258/82/1 197/83/1 199/84/1\nf 260/81/1 259/82/1 199/83/1 201/84/1\nf 261/81/1 260/82/1 201/83/1 203/84/1\nf 262/81/1 261/82/1 203/83/1 205/84/1\nf 263/81/1 262/82/1 205/83/1 207/84/1\nf 264/81/1 263/82/1 207/83/1 209/84/1\nf 265/81/1 264/82/1 209/83/1 211/84/1\nf 266/81/1 265/82/1 211/83/1 213/84/1\nf 267/81/1 266/82/1 213/83/1 215/84/1\nf 268/81/1 267/82/1 215/83/1 217/84/1\nf 269/81/1 268/82/1 217/83/1 219/84/1\nf 270/81/1 269/82/1 219/83/1 221/84/1\nf 271/81/1 270/82/1 221/83/1 223/84/1\nf 272/81/1 271/82/1 223/83/1 225/84/1\nf 273/81/1 272/82/1 225/83/1 227/84/1\nf 274/81/1 273/82/1 227/83/1 229/84/1\nf 275/81/1 274/82/1 229/83/1 231/84/1\nf 276/81/1 275/82/1 231/83/1 233/84/1\nf 277/85/1 276/86/1 233/87/1 281/88/1\nf 278/89/1 277/90/1 281/91/1 282/92/1\nf 279/77/1 278/78/1 282/79/1 283/80/1\nf 280/77/1 279/78/1 283/79/1 284/80/1\nf 179/93/1 180/94/1 181/95/1 182/96/1\nf 183/93/1 179/94/1 182/95/1 184/96/1\nf 185/93/1 183/94/1 184/95/1 186/96/1\nf 187/93/1 185/94/1 186/95/1 188/96/1\nf 189/93/1 187/94/1 188/95/1 190/96/1\nf 191/93/1 189/94/1 190/95/1 192/96/1\nf 193/93/1 191/94/1 192/95/1 194/96/1\nf 195/93/1 193/94/1 194/95/1 196/96/1\nf 197/93/1 195/94/1 196/95/1 198/96/1\nf 199/93/1 197/94/1 198/95/1 200/96/1\nf 201/93/1 199/94/1 200/95/1 202/96/1\nf 203/93/1 201/94/1 202/95/1 204/96/1\nf 205/93/1 203/94/1 204/95/1 206/96/1\nf 207/93/1 205/94/1 206/95/1 208/96/1\nf 209/93/1 207/94/1 208/95/1 210/96/1\nf 211/93/1 209/94/1 210/95/1 212/96/1\nf 213/93/1 211/94/1 212/95/1 214/96/1\nf 215/93/1 213/94/1 214/95/1 216/96/1\nf 217/93/1 215/94/1 216/95/1 218/96/1\nf 219/93/1 217/94/1 218/95/1 220/96/1\nf 221/93/1 219/94/1 220/95/1 222/96/1\nf 223/93/1 221/94/1 222/95/1 224/96/1\nf 225/93/1 223/94/1 224/95/1 226/96/1\nf 227/93/1 225/94/1 226/95/1 228/96/1\nf 229/93/1 227/94/1 228/95/1 230/96/1\nf 231/93/1 229/94/1 230/95/1 232/96/1\nf 233/97/1 231/98/1 232/99/1 234/100/1\nf 281/49/1 233/50/1 234/51/1 285/52/1\nf 282/57/1 281/58/1 285/59/1 286/60/1\nf 283/61/1 282/62/1 286/63/1 287/64/1\nf 284/101/1 283/102/1 287/103/1 288/104/1\nf 182/105/1 181/106/1 289/107/1 290/108/1\nf 184/17/1 182/18/1 290/19/1 291/20/1\nf 186/17/1 184/18/1 291/19/1 292/20/1\nf 188/17/1 186/18/1 292/19/1 293/20/1\nf 190/105/1 188/106/1 293/107/1 294/108/1\nf 192/17/1 190/18/1 294/19/1 295/20/1\nf 194/17/1 192/18/1 295/19/1 296/20/1\nf 196/17/1 194/18/1 296/19/1 297/20/1\nf 198/17/1 196/18/1 297/19/1 298/20/1\nf 200/109/1 198/110/1 298/111/1 299/112/1\nf 202/113/1 200/114/1 299/115/1 300/116/1\nf 204/17/1 202/18/1 300/19/1 301/20/1\nf 206/17/1 204/18/1 301/19/1 302/20/1\nf 208/105/1 206/106/1 302/107/1 303/108/1\nf 210/17/1 208/18/1 303/19/1 304/20/1\nf 212/17/1 210/18/1 304/19/1 305/20/1\nf 214/17/1 212/18/1 305/19/1 306/20/1\nf 216/109/1 214/110/1 306/111/1 307/112/1\nf 218/113/1 216/114/1 307/115/1 308/116/1\nf 220/17/1 218/18/1 308/19/1 309/20/1\nf 222/17/1 220/18/1 309/19/1 310/20/1\nf 224/17/1 222/18/1 310/19/1 311/20/1\nf 226/17/1 224/18/1 311/19/1 312/20/1\nf 228/105/1 226/106/1 312/107/1 313/108/1\nf 230/17/1 228/18/1 313/19/1 314/20/1\nf 232/17/1 230/18/1 314/19/1 315/20/1\nf 234/17/1 232/18/1 315/19/1 316/20/1\nf 285/117/1 234/118/1 316/119/1 317/120/1\nf 286/121/1 285/122/1 317/123/1 318/124/1\nf 287/121/1 286/122/1 318/123/1 319/124/1\nf 288/121/1 287/122/1 319/123/1 320/124/1\nf 290/25/1 289/26/1 321/27/1 322/28/1\nf 291/25/1 290/26/1 322/27/1 323/28/1\nf 292/25/1 291/26/1 323/27/1 324/28/1\nf 293/25/1 292/26/1 324/27/1 325/28/1\nf 294/25/1 293/26/1 325/27/1 326/28/1\nf 295/25/1 294/26/1 326/27/1 327/28/1\nf 296/25/1 295/26/1 327/27/1 328/28/1\nf 297/25/1 296/26/1 328/27/1 329/28/1\nf 298/25/1 297/26/1 329/27/1 330/28/1\nf 299/125/1 298/126/1 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-300 -40 0\nv -280 -40 0\nv -260 -40 0\nv -240 -40 0\nv -220 -40 0\nv -200 -40 0\nv -180 -40 0\nv -160 -40 0\nv -140 -40 0\nv -120 -40 0\nv -100 -40 0\nv -80 -40 0\nv -60 -40 0\nv -40 -40 0\nv -20 -40 0\nv 0 -40 0\nv -620 -20 0\nv -600 -20 0\nv -580 -20 0\nv -560 -20 0\nv -540 -20 0\nv -520 -20 0\nv -500 -20 0\nv -480 -20 0\nv -460 -20 0\nv -440 -20 0\nv -420 -20 0\nv -400 -20 0\nv -380 -20 0\nv -360 -20 0\nv -340 -20 0\nv -320 -20 0\nv -300 -20 0\nv -280 -20 0\nv -260 -20 0\nv -240 -20 0\nv -220 -20 0\nv -200 -20 0\nv -180 -20 0\nv -160 -20 0\nv -140 -20 0\nv -120 -20 0\nv -100 -20 0\nv -80 -20 0\nv -60 -20 0\nv -40 -20 0\nv -20 -20 0\nv 0 -20 0\nv -620 0 0\nv -600 0 0\nv -580 0 0\nv -560 0 0\nv -540 0 0\nv -520 0 0\nv -500 0 0\nv -480 0 0\nv -460 0 0\nv -440 0 0\nv -420 0 0\nv -400 0 0\nv -380 0 0\nv -360 0 0\nv -340 0 0\nv -320 0 0\nv -300 0 0\nv -280 0 0\nv -260 0 0\nv -240 0 0\nv -220 0 0\nv -200 0 0\nv -180 0 0\nv -160 0 0\nv -140 0 0\nv -120 0 0\nv -100 0 0\nv -80 0 0\nv -60 0 0\nv -40 0 0\nv -20 0 0\nv 0 0 0\n\n# Texture cooridinates (Count = 180)\nvt 0.3334554 0.8183039\nvt 0.3887668 0.8183039\nvt 0.3887668 0.8483628\nvt 0.3334554 0.8483628\nvt 0.5556777 0.4243645\nvt 0.610989 0.4243645\nvt 0.610989 0.4544234\nvt 0.5556777 0.4544234\nvt 0.05567763 0.939516\nvt 0.110989 0.939516\nvt 0.110989 0.9695749\nvt 0.05567763 0.9695749\nvt 0.6667888 0.6970918\nvt 0.7221001 0.6970918\nvt 0.7221001 0.7271507\nvt 0.6667888 0.7271507\nvt 0.7778999 0.7880008\nvt 0.8332112 0.7880008\nvt 0.8332112 0.8180597\nvt 0.7778999 0.8180597\nvt 0.6667888 0.7273948\nvt 0.7221001 0.7273948\nvt 0.7221001 0.7574537\nvt 0.6667888 0.7574537\nvt 0.7223443 0.8183039\nvt 0.7776557 0.8183039\nvt 0.7776557 0.8483628\nvt 0.7223443 0.8483628\nvt 0.6667888 0.7576978\nvt 0.7221001 0.7576978\nvt 0.7221001 0.7877567\nvt 0.6667888 0.7877567\nvt 0.889011 0.8486069\nvt 0.9443223 0.8486069\nvt 0.9443223 0.8786658\nvt 0.889011 0.8786658\nvt 0.7223443 0.7273948\nvt 0.7776557 0.7273948\nvt 0.7776557 0.7574537\nvt 0.7223443 0.7574537\nvt 0.7223443 0.8789099\nvt 0.7776557 0.8789099\nvt 0.7776557 0.9089688\nvt 0.7223443 0.9089688\nvt 0.7223443 0.7576978\nvt 0.7776557 0.7576978\nvt 0.7776557 0.7877567\nvt 0.7223443 0.7877567\nvt 0.1112332 0.8486069\nvt 0.1665446 0.8486069\nvt 0.1665446 0.8786658\nvt 0.1112332 0.8786658\nvt 0.2778999 0.8183039\nvt 0.3332113 0.8183039\nvt 0.3332113 0.8483628\nvt 0.2778999 0.8483628\nvt 0.2223443 0.8789099\nvt 0.2776557 0.8789099\nvt 0.2776557 0.9089688\nvt 0.2223443 0.9089688\nvt 0.0001220703 0.8183039\nvt 0.05543349 0.8183039\nvt 0.05543349 0.8483628\nvt 0.0001220703 0.8483628\nvt 0.2223443 0.6061827\nvt 0.2776557 0.6061827\nvt 0.2776557 0.6362416\nvt 0.2223443 0.6362416\nvt 0.8334554 0.7273948\nvt 0.8887668 0.7273948\nvt 0.8887668 0.7574537\nvt 0.8334554 0.7574537\nvt 0.7778999 0.7273948\nvt 0.8332112 0.7273948\nvt 0.8332112 0.7574537\nvt 0.7778999 0.7574537\nvt 0.3334554 0.4243645\nvt 0.3887668 0.4243645\nvt 0.3887668 0.4544234\nvt 0.3334554 0.4544234\nvt 0.2223443 0.6364857\nvt 0.2776557 0.6364857\nvt 0.2776557 0.6665446\nvt 0.2223443 0.6665446\nvt 0.8334554 0.7576978\nvt 0.8887668 0.7576978\nvt 0.8887668 0.7877567\nvt 0.8334554 0.7877567\nvt 0.7778999 0.7576978\nvt 0.8332112 0.7576978\nvt 0.8332112 0.7877567\nvt 0.7778999 0.7877567\nvt 0.2778999 0.6667887\nvt 0.3332113 0.6667887\nvt 0.3332113 0.6968476\nvt 0.2778999 0.6968476\nvt 0.2223443 0.6667887\nvt 0.2776557 0.6667887\nvt 0.2776557 0.6968476\nvt 0.2223443 0.6968476\nvt 0.05567763 0.8183039\nvt 0.110989 0.8183039\nvt 0.110989 0.8483628\nvt 0.05567763 0.8483628\nvt 0.7223443 0.7880008\nvt 0.7776557 0.7880008\nvt 0.7776557 0.8180597\nvt 0.7223443 0.8180597\nvt 0.6667888 0.7880008\nvt 0.7221001 0.7880008\nvt 0.7221001 0.8180597\nvt 0.6667888 0.8180597\nvt 0.9445665 0.7880008\nvt 0.9998779 0.7880008\nvt 0.9998779 0.8180597\nvt 0.9445665 0.8180597\nvt 0.1112332 0.8789099\nvt 0.1665446 0.8789099\nvt 0.1665446 0.9089688\nvt 0.1112332 0.9089688\nvt 0.05567763 0.8789099\nvt 0.110989 0.8789099\nvt 0.110989 0.9089688\nvt 0.05567763 0.9089688\nvt 0.6667888 0.8183039\nvt 0.7221001 0.8183039\nvt 0.7221001 0.8483628\nvt 0.6667888 0.8483628\nvt 0.9445665 0.8183039\nvt 0.9998779 0.8183039\nvt 0.9998779 0.8483628\nvt 0.9445665 0.8483628\nvt 0.7223443 0.8486069\nvt 0.7776557 0.8486069\nvt 0.7776557 0.8786658\nvt 0.7223443 0.8786658\nvt 0.6667888 0.8486069\nvt 0.7221001 0.8486069\nvt 0.7221001 0.8786658\nvt 0.6667888 0.8786658\nvt 0.9445665 0.8486069\nvt 0.9998779 0.8486069\nvt 0.9998779 0.8786658\nvt 0.9445665 0.8786658\nvt 0.1112332 0.9092129\nvt 0.1665446 0.9092129\nvt 0.1665446 0.9392719\nvt 0.1112332 0.9392719\nvt 0.05567763 0.9092129\nvt 0.110989 0.9092129\nvt 0.110989 0.9392719\nvt 0.05567763 0.9392719\nvt 0.05567763 0.5152736\nvt 0.110989 0.5152736\nvt 0.110989 0.5453324\nvt 0.05567763 0.5453324\nvt 0.6667888 0.8789099\nvt 0.7221001 0.8789099\nvt 0.7221001 0.9089688\nvt 0.6667888 0.9089688\nvt 0.9445665 0.8789099\nvt 0.9998779 0.8789099\nvt 0.9998779 0.9089688\nvt 0.9445665 0.9089688\nvt 0.1112332 0.939516\nvt 0.1665446 0.939516\nvt 0.1665446 0.9695749\nvt 0.1112332 0.9695749\nvt 0.389011 0.4546675\nvt 0.4443224 0.4546675\nvt 0.4443224 0.4847264\nvt 0.389011 0.4847264\nvt 0.2778999 0.3637584\nvt 0.3332113 0.3637584\nvt 0.3332113 0.3938173\nvt 0.2778999 0.3938173\nvt 0.2223443 0.3637584\nvt 0.2776557 0.3637584\nvt 0.2776557 0.3938173\nvt 0.2223443 0.3938173\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 3)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/1/1 1/2/1 4/3/1 6/4/1\nf 7/1/1 5/2/1 6/3/1 8/4/1\nf 9/1/1 7/2/1 8/3/1 10/4/1\nf 11/1/1 9/2/1 10/3/1 12/4/1\nf 13/1/1 11/2/1 12/3/1 14/4/1\nf 15/1/1 13/2/1 14/3/1 16/4/1\nf 17/1/1 15/2/1 16/3/1 18/4/1\nf 19/1/1 17/2/1 18/3/1 20/4/1\nf 21/1/1 19/2/1 20/3/1 22/4/1\nf 23/1/1 21/2/1 22/3/1 24/4/1\nf 25/1/1 23/2/1 24/3/1 26/4/1\nf 27/1/1 25/2/1 26/3/1 28/4/1\nf 29/1/1 27/2/1 28/3/1 30/4/1\nf 31/1/1 29/2/1 30/3/1 32/4/1\nf 33/1/1 31/2/1 32/3/1 34/4/1\nf 35/1/1 33/2/1 34/3/1 36/4/1\nf 37/1/1 35/2/1 36/3/1 38/4/1\nf 39/1/1 37/2/1 38/3/1 40/4/1\nf 41/1/1 39/2/1 40/3/1 42/4/1\nf 43/1/1 41/2/1 42/3/1 44/4/1\nf 45/1/1 43/2/1 44/3/1 46/4/1\nf 47/1/1 45/2/1 46/3/1 48/4/1\nf 49/1/1 47/2/1 48/3/1 50/4/1\nf 51/1/1 49/2/1 50/3/1 52/4/1\nf 53/1/1 51/2/1 52/3/1 54/4/1\nf 55/1/1 53/2/1 54/3/1 56/4/1\nf 4/1/1 3/2/1 57/3/1 58/4/1\nf 6/1/1 4/2/1 58/3/1 59/4/1\nf 8/1/1 6/2/1 59/3/1 60/4/1\nf 10/1/1 8/2/1 60/3/1 61/4/1\nf 12/1/1 10/2/1 61/3/1 62/4/1\nf 14/1/1 12/2/1 62/3/1 63/4/1\nf 16/1/1 14/2/1 63/3/1 64/4/1\nf 18/1/1 16/2/1 64/3/1 65/4/1\nf 20/1/1 18/2/1 65/3/1 66/4/1\nf 22/1/1 20/2/1 66/3/1 67/4/1\nf 24/1/1 22/2/1 67/3/1 68/4/1\nf 26/1/1 24/2/1 68/3/1 69/4/1\nf 28/1/1 26/2/1 69/3/1 70/4/1\nf 30/1/1 28/2/1 70/3/1 71/4/1\nf 32/1/1 30/2/1 71/3/1 72/4/1\nf 34/1/1 32/2/1 72/3/1 73/4/1\nf 36/1/1 34/2/1 73/3/1 74/4/1\nf 38/1/1 36/2/1 74/3/1 75/4/1\nf 40/1/1 38/2/1 75/3/1 76/4/1\nf 42/1/1 40/2/1 76/3/1 77/4/1\nf 44/1/1 42/2/1 77/3/1 78/4/1\nf 46/1/1 44/2/1 78/3/1 79/4/1\nf 48/1/1 46/2/1 79/3/1 80/4/1\nf 50/1/1 48/2/1 80/3/1 81/4/1\nf 52/1/1 50/2/1 81/3/1 82/4/1\nf 54/1/1 52/2/1 82/3/1 83/4/1\nf 56/1/1 54/2/1 83/3/1 84/4/1\nf 85/1/1 56/2/1 84/3/1 86/4/1\nf 58/1/1 57/2/1 87/3/1 88/4/1\nf 59/1/1 58/2/1 88/3/1 89/4/1\nf 60/1/1 59/2/1 89/3/1 90/4/1\nf 61/1/1 60/2/1 90/3/1 91/4/1\nf 62/1/1 61/2/1 91/3/1 92/4/1\nf 63/1/1 62/2/1 92/3/1 93/4/1\nf 64/1/1 63/2/1 93/3/1 94/4/1\nf 65/1/1 64/2/1 94/3/1 95/4/1\nf 66/1/1 65/2/1 95/3/1 96/4/1\nf 67/1/1 66/2/1 96/3/1 97/4/1\nf 68/1/1 67/2/1 97/3/1 98/4/1\nf 69/1/1 68/2/1 98/3/1 99/4/1\nf 70/1/1 69/2/1 99/3/1 100/4/1\nf 71/1/1 70/2/1 100/3/1 101/4/1\nf 72/1/1 71/2/1 101/3/1 102/4/1\nf 73/1/1 72/2/1 102/3/1 103/4/1\nf 74/1/1 73/2/1 103/3/1 104/4/1\nf 75/1/1 74/2/1 104/3/1 105/4/1\nf 76/1/1 75/2/1 105/3/1 106/4/1\nf 77/1/1 76/2/1 106/3/1 107/4/1\nf 78/1/1 77/2/1 107/3/1 108/4/1\nf 79/1/1 78/2/1 108/3/1 109/4/1\nf 80/1/1 79/2/1 109/3/1 110/4/1\nf 81/1/1 80/2/1 110/3/1 111/4/1\nf 82/1/1 81/2/1 111/3/1 112/4/1\nf 83/1/1 82/2/1 112/3/1 113/4/1\nf 84/1/1 83/2/1 113/3/1 114/4/1\nf 86/5/1 84/6/1 114/7/1 115/8/1\nf 88/1/1 87/2/1 116/3/1 117/4/1\nf 89/1/1 88/2/1 117/3/1 118/4/1\nf 90/1/1 89/2/1 118/3/1 119/4/1\nf 91/1/1 90/2/1 119/3/1 120/4/1\nf 92/1/1 91/2/1 120/3/1 121/4/1\nf 93/1/1 92/2/1 121/3/1 122/4/1\nf 94/1/1 93/2/1 122/3/1 123/4/1\nf 95/1/1 94/2/1 123/3/1 124/4/1\nf 96/1/1 95/2/1 124/3/1 125/4/1\nf 97/1/1 96/2/1 125/3/1 126/4/1\nf 98/1/1 97/2/1 126/3/1 127/4/1\nf 99/1/1 98/2/1 127/3/1 128/4/1\nf 100/1/1 99/2/1 128/3/1 129/4/1\nf 101/1/1 100/2/1 129/3/1 130/4/1\nf 102/1/1 101/2/1 130/3/1 131/4/1\nf 103/1/1 102/2/1 131/3/1 132/4/1\nf 104/1/1 103/2/1 132/3/1 133/4/1\nf 105/1/1 104/2/1 133/3/1 134/4/1\nf 106/1/1 105/2/1 134/3/1 135/4/1\nf 107/1/1 106/2/1 135/3/1 136/4/1\nf 108/1/1 107/2/1 136/3/1 137/4/1\nf 109/1/1 108/2/1 137/3/1 138/4/1\nf 110/1/1 109/2/1 138/3/1 139/4/1\nf 111/1/1 110/2/1 139/3/1 140/4/1\nf 112/1/1 111/2/1 140/3/1 141/4/1\nf 113/1/1 112/2/1 141/3/1 142/4/1\nf 114/1/1 113/2/1 142/3/1 143/4/1\nf 115/5/1 114/6/1 143/7/1 144/8/1\nf 145/5/1 115/6/1 144/7/1 146/8/1\nf 147/5/1 145/6/1 146/7/1 148/8/1\nf 149/5/1 147/6/1 148/7/1 150/8/1\nf 117/1/1 116/2/1 151/3/1 152/4/1\nf 118/1/1 117/2/1 152/3/1 153/4/1\nf 119/1/1 118/2/1 153/3/1 154/4/1\nf 120/1/1 119/2/1 154/3/1 155/4/1\nf 121/1/1 120/2/1 155/3/1 156/4/1\nf 122/1/1 121/2/1 156/3/1 157/4/1\nf 123/1/1 122/2/1 157/3/1 158/4/1\nf 124/1/1 123/2/1 158/3/1 159/4/1\nf 125/1/1 124/2/1 159/3/1 160/4/1\nf 126/1/1 125/2/1 160/3/1 161/4/1\nf 127/1/1 126/2/1 161/3/1 162/4/1\nf 128/1/1 127/2/1 162/3/1 163/4/1\nf 129/1/1 128/2/1 163/3/1 164/4/1\nf 130/1/1 129/2/1 164/3/1 165/4/1\nf 131/1/1 130/2/1 165/3/1 166/4/1\nf 132/1/1 131/2/1 166/3/1 167/4/1\nf 133/1/1 132/2/1 167/3/1 168/4/1\nf 134/1/1 133/2/1 168/3/1 169/4/1\nf 135/1/1 134/2/1 169/3/1 170/4/1\nf 136/1/1 135/2/1 170/3/1 171/4/1\nf 137/1/1 136/2/1 171/3/1 172/4/1\nf 138/1/1 137/2/1 172/3/1 173/4/1\nf 139/1/1 138/2/1 173/3/1 174/4/1\nf 140/1/1 139/2/1 174/3/1 175/4/1\nf 141/1/1 140/2/1 175/3/1 176/4/1\nf 142/1/1 141/2/1 176/3/1 177/4/1\nf 143/1/1 142/2/1 177/3/1 178/4/1\nf 179/9/1 180/10/1 181/11/1 182/12/1\nf 183/9/1 179/10/1 182/11/1 184/12/1\nf 185/9/1 183/10/1 184/11/1 186/12/1\nf 187/9/1 185/10/1 186/11/1 188/12/1\nf 189/9/1 187/10/1 188/11/1 190/12/1\nf 191/9/1 189/10/1 190/11/1 192/12/1\nf 193/9/1 191/10/1 192/11/1 194/12/1\nf 195/9/1 193/10/1 194/11/1 196/12/1\nf 197/9/1 195/10/1 196/11/1 198/12/1\nf 199/9/1 197/10/1 198/11/1 200/12/1\nf 201/9/1 199/10/1 200/11/1 202/12/1\nf 203/9/1 201/10/1 202/11/1 204/12/1\nf 205/9/1 203/10/1 204/11/1 206/12/1\nf 207/9/1 205/10/1 206/11/1 208/12/1\nf 209/9/1 207/10/1 208/11/1 210/12/1\nf 211/9/1 209/10/1 210/11/1 212/12/1\nf 213/9/1 211/10/1 212/11/1 214/12/1\nf 215/9/1 213/10/1 214/11/1 216/12/1\nf 217/9/1 215/10/1 216/11/1 218/12/1\nf 219/9/1 217/10/1 218/11/1 220/12/1\nf 221/9/1 219/10/1 220/11/1 222/12/1\nf 223/9/1 221/10/1 222/11/1 224/12/1\nf 225/9/1 223/10/1 224/11/1 226/12/1\nf 227/9/1 225/10/1 226/11/1 228/12/1\nf 229/9/1 227/10/1 228/11/1 230/12/1\nf 231/9/1 229/10/1 230/11/1 232/12/1\nf 233/9/1 231/10/1 232/11/1 234/12/1\n\ng mesh_0002\nf 1/9/1 2/10/1 3/11/1 4/12/1\nf 5/9/1 1/10/1 4/11/1 6/12/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/9/1 9/10/1 10/11/1 12/12/1\nf 13/9/1 11/10/1 12/11/1 14/12/1\nf 15/9/1 13/10/1 14/11/1 16/12/1\nf 17/9/1 15/10/1 16/11/1 18/12/1\nf 19/13/1 17/14/1 18/15/1 20/16/1\nf 21/9/1 19/10/1 20/11/1 22/12/1\nf 23/9/1 21/10/1 22/11/1 24/12/1\nf 25/9/1 23/10/1 24/11/1 26/12/1\nf 27/9/1 25/10/1 26/11/1 28/12/1\nf 29/13/1 27/14/1 28/15/1 30/16/1\nf 31/9/1 29/10/1 30/11/1 32/12/1\nf 33/9/1 31/10/1 32/11/1 34/12/1\nf 35/9/1 33/10/1 34/11/1 36/12/1\nf 37/9/1 35/10/1 36/11/1 38/12/1\nf 39/13/1 37/14/1 38/15/1 40/16/1\nf 41/9/1 39/10/1 40/11/1 42/12/1\nf 43/9/1 41/10/1 42/11/1 44/12/1\nf 45/9/1 43/10/1 44/11/1 46/12/1\nf 47/9/1 45/10/1 46/11/1 48/12/1\nf 49/13/1 47/14/1 48/15/1 50/16/1\nf 51/9/1 49/10/1 50/11/1 52/12/1\nf 53/9/1 51/10/1 52/11/1 54/12/1\nf 55/9/1 53/10/1 54/11/1 56/12/1\nf 235/17/1 55/18/1 56/19/1 85/20/1\nf 236/17/1 235/18/1 85/19/1 237/20/1\nf 238/17/1 236/18/1 237/19/1 239/20/1\nf 240/17/1 238/18/1 239/19/1 241/20/1\nf 4/9/1 3/10/1 57/11/1 58/12/1\nf 6/9/1 4/10/1 58/11/1 59/12/1\nf 8/9/1 6/10/1 59/11/1 60/12/1\nf 10/21/1 8/22/1 60/23/1 61/24/1\nf 12/9/1 10/10/1 61/11/1 62/12/1\nf 14/9/1 12/10/1 62/11/1 63/12/1\nf 16/9/1 14/10/1 63/11/1 64/12/1\nf 18/9/1 16/10/1 64/11/1 65/12/1\nf 20/21/1 18/22/1 65/23/1 66/24/1\nf 22/9/1 20/10/1 66/11/1 67/12/1\nf 24/9/1 22/10/1 67/11/1 68/12/1\nf 26/9/1 24/10/1 68/11/1 69/12/1\nf 28/9/1 26/10/1 69/11/1 70/12/1\nf 30/21/1 28/22/1 70/23/1 71/24/1\nf 32/9/1 30/10/1 71/11/1 72/12/1\nf 34/9/1 32/10/1 72/11/1 73/12/1\nf 36/9/1 34/10/1 73/11/1 74/12/1\nf 38/9/1 36/10/1 74/11/1 75/12/1\nf 40/21/1 38/22/1 75/23/1 76/24/1\nf 42/9/1 40/10/1 76/11/1 77/12/1\nf 44/9/1 42/10/1 77/11/1 78/12/1\nf 46/9/1 44/10/1 78/11/1 79/12/1\nf 48/9/1 46/10/1 79/11/1 80/12/1\nf 50/21/1 48/22/1 80/23/1 81/24/1\nf 52/9/1 50/10/1 81/11/1 82/12/1\nf 54/9/1 52/10/1 82/11/1 83/12/1\nf 56/9/1 54/10/1 83/11/1 84/12/1\nf 85/25/1 56/26/1 84/27/1 86/28/1\nf 237/25/1 85/26/1 86/27/1 242/28/1\nf 239/25/1 237/26/1 242/27/1 243/28/1\nf 241/25/1 239/26/1 243/27/1 244/28/1\nf 58/9/1 57/10/1 87/11/1 88/12/1\nf 59/9/1 58/10/1 88/11/1 89/12/1\nf 60/9/1 59/10/1 89/11/1 90/12/1\nf 61/29/1 60/30/1 90/31/1 91/32/1\nf 62/9/1 61/10/1 91/11/1 92/12/1\nf 63/9/1 62/10/1 92/11/1 93/12/1\nf 64/9/1 63/10/1 93/11/1 94/12/1\nf 65/9/1 64/10/1 94/11/1 95/12/1\nf 66/29/1 65/30/1 95/31/1 96/32/1\nf 67/9/1 66/10/1 96/11/1 97/12/1\nf 68/9/1 67/10/1 97/11/1 98/12/1\nf 69/9/1 68/10/1 98/11/1 99/12/1\nf 70/9/1 69/10/1 99/11/1 100/12/1\nf 71/29/1 70/30/1 100/31/1 101/32/1\nf 72/9/1 71/10/1 101/11/1 102/12/1\nf 73/9/1 72/10/1 102/11/1 103/12/1\nf 74/9/1 73/10/1 103/11/1 104/12/1\nf 75/9/1 74/10/1 104/11/1 105/12/1\nf 76/29/1 75/30/1 105/31/1 106/32/1\nf 77/9/1 76/10/1 106/11/1 107/12/1\nf 78/9/1 77/10/1 107/11/1 108/12/1\nf 79/9/1 78/10/1 108/11/1 109/12/1\nf 80/9/1 79/10/1 109/11/1 110/12/1\nf 81/29/1 80/30/1 110/31/1 111/32/1\nf 82/9/1 81/10/1 111/11/1 112/12/1\nf 83/9/1 82/10/1 112/11/1 113/12/1\nf 84/9/1 83/10/1 113/11/1 114/12/1\nf 86/33/1 84/34/1 114/35/1 115/36/1\nf 242/33/1 86/34/1 115/35/1 145/36/1\nf 243/33/1 242/34/1 145/35/1 147/36/1\nf 244/33/1 243/34/1 147/35/1 149/36/1\nf 88/37/1 87/38/1 116/39/1 117/40/1\nf 89/9/1 88/10/1 117/11/1 118/12/1\nf 90/9/1 89/10/1 118/11/1 119/12/1\nf 91/9/1 90/10/1 119/11/1 120/12/1\nf 92/9/1 91/10/1 120/11/1 121/12/1\nf 93/37/1 92/38/1 121/39/1 122/40/1\nf 94/9/1 93/10/1 122/11/1 123/12/1\nf 95/9/1 94/10/1 123/11/1 124/12/1\nf 96/9/1 95/10/1 124/11/1 125/12/1\nf 97/9/1 96/10/1 125/11/1 126/12/1\nf 98/37/1 97/38/1 126/39/1 127/40/1\nf 99/9/1 98/10/1 127/11/1 128/12/1\nf 100/9/1 99/10/1 128/11/1 129/12/1\nf 101/9/1 100/10/1 129/11/1 130/12/1\nf 102/9/1 101/10/1 130/11/1 131/12/1\nf 103/37/1 102/38/1 131/39/1 132/40/1\nf 104/9/1 103/10/1 132/11/1 133/12/1\nf 105/9/1 104/10/1 133/11/1 134/12/1\nf 106/9/1 105/10/1 134/11/1 135/12/1\nf 107/9/1 106/10/1 135/11/1 136/12/1\nf 108/37/1 107/38/1 136/39/1 137/40/1\nf 109/9/1 108/10/1 137/11/1 138/12/1\nf 110/9/1 109/10/1 138/11/1 139/12/1\nf 111/9/1 110/10/1 139/11/1 140/12/1\nf 112/9/1 111/10/1 140/11/1 141/12/1\nf 113/37/1 112/38/1 141/39/1 142/40/1\nf 114/9/1 113/10/1 142/11/1 143/12/1\nf 115/41/1 114/42/1 143/43/1 144/44/1\nf 145/41/1 115/42/1 144/43/1 146/44/1\nf 147/41/1 145/42/1 146/43/1 148/44/1\nf 149/41/1 147/42/1 148/43/1 150/44/1\nf 117/45/1 116/46/1 151/47/1 152/48/1\nf 118/9/1 117/10/1 152/11/1 153/12/1\nf 119/9/1 118/10/1 153/11/1 154/12/1\nf 120/9/1 119/10/1 154/11/1 155/12/1\nf 121/9/1 120/10/1 155/11/1 156/12/1\nf 122/45/1 121/46/1 156/47/1 157/48/1\nf 123/9/1 122/10/1 157/11/1 158/12/1\nf 124/9/1 123/10/1 158/11/1 159/12/1\nf 125/9/1 124/10/1 159/11/1 160/12/1\nf 126/9/1 125/10/1 160/11/1 161/12/1\nf 127/45/1 126/46/1 161/47/1 162/48/1\nf 128/9/1 127/10/1 162/11/1 163/12/1\nf 129/9/1 128/10/1 163/11/1 164/12/1\nf 130/9/1 129/10/1 164/11/1 165/12/1\nf 131/9/1 130/10/1 165/11/1 166/12/1\nf 132/45/1 131/46/1 166/47/1 167/48/1\nf 133/9/1 132/10/1 167/11/1 168/12/1\nf 134/9/1 133/10/1 168/11/1 169/12/1\nf 135/9/1 134/10/1 169/11/1 170/12/1\nf 136/9/1 135/10/1 170/11/1 171/12/1\nf 137/45/1 136/46/1 171/47/1 172/48/1\nf 138/9/1 137/10/1 172/11/1 173/12/1\nf 139/9/1 138/10/1 173/11/1 174/12/1\nf 140/9/1 139/10/1 174/11/1 175/12/1\nf 141/9/1 140/10/1 175/11/1 176/12/1\nf 142/45/1 141/46/1 176/47/1 177/48/1\nf 143/9/1 142/10/1 177/11/1 178/12/1\nf 144/49/1 143/50/1 178/51/1 245/52/1\nf 146/53/1 144/54/1 245/55/1 246/56/1\nf 148/57/1 146/58/1 246/59/1 247/60/1\nf 150/61/1 148/62/1 247/63/1 248/64/1\nf 152/65/1 151/66/1 249/67/1 250/68/1\nf 153/65/1 152/66/1 250/67/1 251/68/1\nf 154/65/1 153/66/1 251/67/1 252/68/1\nf 155/65/1 154/66/1 252/67/1 253/68/1\nf 156/65/1 155/66/1 253/67/1 254/68/1\nf 157/65/1 156/66/1 254/67/1 255/68/1\nf 158/65/1 157/66/1 255/67/1 256/68/1\nf 159/65/1 158/66/1 256/67/1 257/68/1\nf 160/65/1 159/66/1 257/67/1 258/68/1\nf 161/65/1 160/66/1 258/67/1 259/68/1\nf 162/65/1 161/66/1 259/67/1 260/68/1\nf 163/65/1 162/66/1 260/67/1 261/68/1\nf 164/65/1 163/66/1 261/67/1 262/68/1\nf 165/65/1 164/66/1 262/67/1 263/68/1\nf 166/65/1 165/66/1 263/67/1 264/68/1\nf 167/65/1 166/66/1 264/67/1 265/68/1\nf 168/65/1 167/66/1 265/67/1 266/68/1\nf 169/65/1 168/66/1 266/67/1 267/68/1\nf 170/65/1 169/66/1 267/67/1 268/68/1\nf 171/65/1 170/66/1 268/67/1 269/68/1\nf 172/65/1 171/66/1 269/67/1 270/68/1\nf 173/65/1 172/66/1 270/67/1 271/68/1\nf 174/65/1 173/66/1 271/67/1 272/68/1\nf 175/65/1 174/66/1 272/67/1 273/68/1\nf 176/65/1 175/66/1 273/67/1 274/68/1\nf 177/65/1 176/66/1 274/67/1 275/68/1\nf 178/65/1 177/66/1 275/67/1 276/68/1\nf 245/69/1 178/70/1 276/71/1 277/72/1\nf 246/73/1 245/74/1 277/75/1 278/76/1\nf 247/77/1 246/78/1 278/79/1 279/80/1\nf 248/77/1 247/78/1 279/79/1 280/80/1\nf 250/81/1 249/82/1 180/83/1 179/84/1\nf 251/81/1 250/82/1 179/83/1 183/84/1\nf 252/81/1 251/82/1 183/83/1 185/84/1\nf 253/81/1 252/82/1 185/83/1 187/84/1\nf 254/81/1 253/82/1 187/83/1 189/84/1\nf 255/81/1 254/82/1 189/83/1 191/84/1\nf 256/81/1 255/82/1 191/83/1 193/84/1\nf 257/81/1 256/82/1 193/83/1 195/84/1\nf 258/81/1 257/82/1 195/83/1 197/84/1\nf 259/81/1 258/82/1 197/83/1 199/84/1\nf 260/81/1 259/82/1 199/83/1 201/84/1\nf 261/81/1 260/82/1 201/83/1 203/84/1\nf 262/81/1 261/82/1 203/83/1 205/84/1\nf 263/81/1 262/82/1 205/83/1 207/84/1\nf 264/81/1 263/82/1 207/83/1 209/84/1\nf 265/81/1 264/82/1 209/83/1 211/84/1\nf 266/81/1 265/82/1 211/83/1 213/84/1\nf 267/81/1 266/82/1 213/83/1 215/84/1\nf 268/81/1 267/82/1 215/83/1 217/84/1\nf 269/81/1 268/82/1 217/83/1 219/84/1\nf 270/81/1 269/82/1 219/83/1 221/84/1\nf 271/81/1 270/82/1 221/83/1 223/84/1\nf 272/81/1 271/82/1 223/83/1 225/84/1\nf 273/81/1 272/82/1 225/83/1 227/84/1\nf 274/81/1 273/82/1 227/83/1 229/84/1\nf 275/81/1 274/82/1 229/83/1 231/84/1\nf 276/81/1 275/82/1 231/83/1 233/84/1\nf 277/85/1 276/86/1 233/87/1 281/88/1\nf 278/89/1 277/90/1 281/91/1 282/92/1\nf 279/77/1 278/78/1 282/79/1 283/80/1\nf 280/77/1 279/78/1 283/79/1 284/80/1\nf 179/93/1 180/94/1 181/95/1 182/96/1\nf 183/93/1 179/94/1 182/95/1 184/96/1\nf 185/93/1 183/94/1 184/95/1 186/96/1\nf 187/93/1 185/94/1 186/95/1 188/96/1\nf 189/93/1 187/94/1 188/95/1 190/96/1\nf 191/93/1 189/94/1 190/95/1 192/96/1\nf 193/93/1 191/94/1 192/95/1 194/96/1\nf 195/93/1 193/94/1 194/95/1 196/96/1\nf 197/93/1 195/94/1 196/95/1 198/96/1\nf 199/93/1 197/94/1 198/95/1 200/96/1\nf 201/93/1 199/94/1 200/95/1 202/96/1\nf 203/93/1 201/94/1 202/95/1 204/96/1\nf 205/93/1 203/94/1 204/95/1 206/96/1\nf 207/93/1 205/94/1 206/95/1 208/96/1\nf 209/93/1 207/94/1 208/95/1 210/96/1\nf 211/93/1 209/94/1 210/95/1 212/96/1\nf 213/93/1 211/94/1 212/95/1 214/96/1\nf 215/93/1 213/94/1 214/95/1 216/96/1\nf 217/93/1 215/94/1 216/95/1 218/96/1\nf 219/93/1 217/94/1 218/95/1 220/96/1\nf 221/93/1 219/94/1 220/95/1 222/96/1\nf 223/93/1 221/94/1 222/95/1 224/96/1\nf 225/93/1 223/94/1 224/95/1 226/96/1\nf 227/93/1 225/94/1 226/95/1 228/96/1\nf 229/93/1 227/94/1 228/95/1 230/96/1\nf 231/93/1 229/94/1 230/95/1 232/96/1\nf 233/97/1 231/98/1 232/99/1 234/100/1\nf 281/49/1 233/50/1 234/51/1 285/52/1\nf 282/57/1 281/58/1 285/59/1 286/60/1\nf 283/61/1 282/62/1 286/63/1 287/64/1\nf 284/101/1 283/102/1 287/103/1 288/104/1\nf 182/105/1 181/106/1 289/107/1 290/108/1\nf 184/17/1 182/18/1 290/19/1 291/20/1\nf 186/17/1 184/18/1 291/19/1 292/20/1\nf 188/17/1 186/18/1 292/19/1 293/20/1\nf 190/105/1 188/106/1 293/107/1 294/108/1\nf 192/17/1 190/18/1 294/19/1 295/20/1\nf 194/17/1 192/18/1 295/19/1 296/20/1\nf 196/17/1 194/18/1 296/19/1 297/20/1\nf 198/17/1 196/18/1 297/19/1 298/20/1\nf 200/109/1 198/110/1 298/111/1 299/112/1\nf 202/113/1 200/114/1 299/115/1 300/116/1\nf 204/17/1 202/18/1 300/19/1 301/20/1\nf 206/17/1 204/18/1 301/19/1 302/20/1\nf 208/105/1 206/106/1 302/107/1 303/108/1\nf 210/17/1 208/18/1 303/19/1 304/20/1\nf 212/17/1 210/18/1 304/19/1 305/20/1\nf 214/17/1 212/18/1 305/19/1 306/20/1\nf 216/109/1 214/110/1 306/111/1 307/112/1\nf 218/113/1 216/114/1 307/115/1 308/116/1\nf 220/17/1 218/18/1 308/19/1 309/20/1\nf 222/17/1 220/18/1 309/19/1 310/20/1\nf 224/17/1 222/18/1 310/19/1 311/20/1\nf 226/17/1 224/18/1 311/19/1 312/20/1\nf 228/105/1 226/106/1 312/107/1 313/108/1\nf 230/17/1 228/18/1 313/19/1 314/20/1\nf 232/17/1 230/18/1 314/19/1 315/20/1\nf 234/17/1 232/18/1 315/19/1 316/20/1\nf 285/117/1 234/118/1 316/119/1 317/120/1\nf 286/121/1 285/122/1 317/123/1 318/124/1\nf 287/121/1 286/122/1 318/123/1 319/124/1\nf 288/121/1 287/122/1 319/123/1 320/124/1\nf 290/25/1 289/26/1 321/27/1 322/28/1\nf 291/25/1 290/26/1 322/27/1 323/28/1\nf 292/25/1 291/26/1 323/27/1 324/28/1\nf 293/25/1 292/26/1 324/27/1 325/28/1\nf 294/25/1 293/26/1 325/27/1 326/28/1\nf 295/25/1 294/26/1 326/27/1 327/28/1\nf 296/25/1 295/26/1 327/27/1 328/28/1\nf 297/25/1 296/26/1 328/27/1 329/28/1\nf 298/25/1 297/26/1 329/27/1 330/28/1\nf 299/125/1 298/126/1 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    "content": "fileFormatVersion: 2\nguid: 6b8f1b32149de0c418bdc62a7f9eba86\ntimeCreated: 1469314945\nlicenseType: Free\nModelImporter:\n  serializedVersion: 21\n  fileIDToRecycleName:\n    100000: //RootNode\n    100002: mesh_0001\n    100004: mesh_0002\n    100006: mesh_0003\n    400000: //RootNode\n    400002: mesh_0001\n    400004: mesh_0002\n    400006: mesh_0003\n    2300000: mesh_0001\n    2300002: mesh_0002\n    2300004: mesh_0003\n    3300000: mesh_0001\n    3300002: mesh_0002\n    3300004: mesh_0003\n    4300000: mesh_0001\n    4300002: mesh_0002\n    4300004: mesh_0003\n    11400000: mesh_0001\n    11400002: mesh_0002\n    11400004: mesh_0003\n  materials:\n    importMaterials: 0\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 0\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 1\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 0\n    importBlendShapes: 0\n    importCameras: 0\n    importLights: 0\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 2\n    normalCalculationMode: 0\n  importAnimation: 1\n  copyAvatar: 0\n  humanDescription:\n    serializedVersion: 2\n    human: []\n    skeleton: []\n    armTwist: 0.5\n    foreArmTwist: 0.5\n    upperLegTwist: 0.5\n    legTwist: 0.5\n    armStretch: 0.05\n    legStretch: 0.05\n    feetSpacing: 0\n    rootMotionBoneName: \n    rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}\n    hasTranslationDoF: 0\n    hasExtraRoot: 0\n    skeletonHasParents: 0\n  lastHumanDescriptionAvatarSource: {instanceID: 0}\n  animationType: 0\n  humanoidOversampling: 1\n  additionalBone: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/_ReadMe.txt",
    "content": "Meshes directory\n\nTiled2Unity scripts will create meshes here. These meshes are packed into the \nprefab objects that represent your Tiled Map Editor maps."
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0.5798779 0.9165446\nvt 0.5601221 0.9165446\nvt 0.5401221 0.8334554\nvt 0.5598779 0.8334554\nvt 0.5598779 0.9165446\nvt 0.5401221 0.9165446\nvt 0.5201221 0.8334554\nvt 0.539878 0.8334554\nvt 0.539878 0.9165446\nvt 0.5201221 0.9165446\nvt 0.5001221 0.8334554\nvt 0.5198779 0.8334554\nvt 0.5198779 0.9165446\nvt 0.5001221 0.9165446\nvt 0.4801221 0.8334554\nvt 0.4998779 0.8334554\nvt 0.4998779 0.9165446\nvt 0.4801221 0.9165446\nvt 0.4601221 0.8334554\nvt 0.4798779 0.8334554\nvt 0.4798779 0.9165446\nvt 0.4601221 0.9165446\nvt 0.4401221 0.8334554\nvt 0.4598779 0.8334554\nvt 0.4598779 0.9165446\nvt 0.4401221 0.9165446\nvt 0.4201221 0.8334554\nvt 0.4398779 0.8334554\nvt 0.4398779 0.9165446\nvt 0.4201221 0.9165446\nvt 0.4001221 0.8334554\nvt 0.4198779 0.8334554\nvt 0.4198779 0.9165446\nvt 0.4001221 0.9165446\nvt 0.3801221 0.8334554\nvt 0.3998779 0.8334554\nvt 0.3998779 0.9165446\nvt 0.3801221 0.9165446\nvt 0.3601221 0.8334554\nvt 0.3798779 0.8334554\nvt 0.3798779 0.9165446\nvt 0.3601221 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0.1598779 0.8334554\nvt 0.1598779 0.9165446\nvt 0.1401221 0.9165446\nvt 0.1201221 0.8334554\nvt 0.1398779 0.8334554\nvt 0.1398779 0.9165446\nvt 0.1201221 0.9165446\nvt 0.1001221 0.8334554\nvt 0.1198779 0.8334554\nvt 0.1198779 0.9165446\nvt 0.1001221 0.9165446\nvt 0.08012207 0.8334554\nvt 0.09987793 0.8334554\nvt 0.09987793 0.9165446\nvt 0.08012207 0.9165446\nvt 0.06012207 0.8334554\nvt 0.07987793 0.8334554\nvt 0.07987793 0.9165446\nvt 0.06012207 0.9165446\nvt 0.04012207 0.8334554\nvt 0.05987793 0.8334554\nvt 0.05987793 0.9165446\nvt 0.04012207 0.9165446\nvt 0.02012207 0.8334554\nvt 0.03987793 0.8334554\nvt 0.03987793 0.9165446\nvt 0.02012207 0.9165446\nvt 0.0001220703 0.8334554\nvt 0.01987793 0.8334554\nvt 0.01987793 0.9165446\nvt 0.0001220703 0.9165446\nvt 0.9801221 0.9167888\nvt 0.9998779 0.9167888\nvt 0.9998779 0.9998779\nvt 0.9801221 0.9998779\nvt 0.960122 0.9167888\nvt 0.9798779 0.9167888\nvt 0.9798779 0.9998779\nvt 0.960122 0.9998779\nvt 0.9401221 0.9167888\nvt 0.9598779 0.9167888\nvt 0.9598779 0.9998779\nvt 0.9401221 0.9998779\nvt 0.9201221 0.9167888\nvt 0.9398779 0.9167888\nvt 0.9398779 0.9998779\nvt 0.9201221 0.9998779\nvt 0.900122 0.9167888\nvt 0.9198779 0.9167888\nvt 0.9198779 0.9998779\nvt 0.900122 0.9998779\nvt 0.8801221 0.9167888\nvt 0.8998779 0.9167888\nvt 0.8998779 0.9998779\nvt 0.8801221 0.9998779\nvt 0.8601221 0.9167888\nvt 0.8798779 0.9167888\nvt 0.8798779 0.9998779\nvt 0.8601221 0.9998779\nvt 0.840122 0.9167888\nvt 0.8598779 0.9167888\nvt 0.8598779 0.9998779\nvt 0.840122 0.9998779\nvt 0.8201221 0.9167888\nvt 0.8398779 0.9167888\nvt 0.8398779 0.9998779\nvt 0.8201221 0.9998779\nvt 0.8001221 0.9167888\nvt 0.8198779 0.9167888\nvt 0.8198779 0.9998779\nvt 0.8001221 0.9998779\nvt 0.780122 0.9167888\nvt 0.7998779 0.9167888\nvt 0.7998779 0.9998779\nvt 0.780122 0.9998779\nvt 0.7601221 0.9167888\nvt 0.7798779 0.9167888\nvt 0.7798779 0.9998779\nvt 0.7601221 0.9998779\nvt 0.7401221 0.9167888\nvt 0.7598779 0.9167888\nvt 0.7598779 0.9998779\nvt 0.7401221 0.9998779\nvt 0.7201221 0.9167888\nvt 0.7398779 0.9167888\nvt 0.7398779 0.9998779\nvt 0.7201221 0.9998779\nvt 0.7001221 0.9167888\nvt 0.719878 0.9167888\nvt 0.719878 0.9998779\nvt 0.7001221 0.9998779\nvt 0.6801221 0.9167888\nvt 0.6998779 0.9167888\nvt 0.6998779 0.9998779\nvt 0.6801221 0.9998779\nvt 0.6601221 0.9167888\nvt 0.6798779 0.9167888\nvt 0.6798779 0.9998779\nvt 0.6601221 0.9998779\nvt 0.6401221 0.9167888\nvt 0.659878 0.9167888\nvt 0.659878 0.9998779\nvt 0.6401221 0.9998779\nvt 0.6201221 0.9167888\nvt 0.6398779 0.9167888\nvt 0.6398779 0.9998779\nvt 0.6201221 0.9998779\nvt 0.6001221 0.9167888\nvt 0.6198779 0.9167888\nvt 0.6198779 0.9998779\nvt 0.6001221 0.9998779\nvt 0.5801221 0.9167888\nvt 0.599878 0.9167888\nvt 0.599878 0.9998779\nvt 0.5801221 0.9998779\nvt 0.5601221 0.9167888\nvt 0.5798779 0.9167888\nvt 0.5798779 0.9998779\nvt 0.5601221 0.9998779\nvt 0.5401221 0.9167888\nvt 0.5598779 0.9167888\nvt 0.5598779 0.9998779\nvt 0.5401221 0.9998779\nvt 0.5201221 0.9167888\nvt 0.539878 0.9167888\nvt 0.539878 0.9998779\nvt 0.5201221 0.9998779\nvt 0.5001221 0.9167888\nvt 0.5198779 0.9167888\nvt 0.5198779 0.9998779\nvt 0.5001221 0.9998779\nvt 0.4801221 0.9167888\nvt 0.4998779 0.9167888\nvt 0.4998779 0.9998779\nvt 0.4801221 0.9998779\nvt 0.4601221 0.9167888\nvt 0.4798779 0.9167888\nvt 0.4798779 0.9998779\nvt 0.4601221 0.9998779\nvt 0.4401221 0.9167888\nvt 0.4598779 0.9167888\nvt 0.4598779 0.9998779\nvt 0.4401221 0.9998779\nvt 0.4201221 0.9167888\nvt 0.4398779 0.9167888\nvt 0.4398779 0.9998779\nvt 0.4201221 0.9998779\nvt 0.4001221 0.9167888\nvt 0.4198779 0.9167888\nvt 0.4198779 0.9998779\nvt 0.4001221 0.9998779\nvt 0.3801221 0.9167888\nvt 0.3998779 0.9167888\nvt 0.3998779 0.9998779\nvt 0.3801221 0.9998779\nvt 0.3601221 0.9167888\nvt 0.3798779 0.9167888\nvt 0.3798779 0.9998779\nvt 0.3601221 0.9998779\nvt 0.3401221 0.9167888\nvt 0.3598779 0.9167888\nvt 0.3598779 0.9998779\nvt 0.3401221 0.9998779\nvt 0.3201221 0.9167888\nvt 0.3398779 0.9167888\nvt 0.3398779 0.9998779\nvt 0.3201221 0.9998779\nvt 0.3001221 0.9167888\nvt 0.3198779 0.9167888\nvt 0.3198779 0.9998779\nvt 0.3001221 0.9998779\nvt 0.2801221 0.9167888\nvt 0.2998779 0.9167888\nvt 0.2998779 0.9998779\nvt 0.2801221 0.9998779\nvt 0.2601221 0.9167888\nvt 0.2798779 0.9167888\nvt 0.2798779 0.9998779\nvt 0.2601221 0.9998779\nvt 0.2401221 0.9167888\nvt 0.2598779 0.9167888\nvt 0.2598779 0.9998779\nvt 0.2401221 0.9998779\nvt 0.2201221 0.9167888\nvt 0.2398779 0.9167888\nvt 0.2398779 0.9998779\nvt 0.2201221 0.9998779\nvt 0.2001221 0.9167888\nvt 0.2198779 0.9167888\nvt 0.2198779 0.9998779\nvt 0.2001221 0.9998779\nvt 0.1801221 0.9167888\nvt 0.1998779 0.9167888\nvt 0.1998779 0.9998779\nvt 0.1801221 0.9998779\nvt 0.1601221 0.9167888\nvt 0.1798779 0.9167888\nvt 0.1798779 0.9998779\nvt 0.1601221 0.9998779\nvt 0.1401221 0.9167888\nvt 0.1598779 0.9167888\nvt 0.1598779 0.9998779\nvt 0.1401221 0.9998779\nvt 0.1201221 0.9167888\nvt 0.1398779 0.9167888\nvt 0.1398779 0.9998779\nvt 0.1201221 0.9998779\nvt 0.1001221 0.9167888\nvt 0.1198779 0.9167888\nvt 0.1198779 0.9998779\nvt 0.1001221 0.9998779\nvt 0.08012207 0.9167888\nvt 0.09987793 0.9167888\nvt 0.09987793 0.9998779\nvt 0.08012207 0.9998779\nvt 0.06012207 0.9167888\nvt 0.07987793 0.9167888\nvt 0.07987793 0.9998779\nvt 0.06012207 0.9998779\nvt 0.04012207 0.9167888\nvt 0.05987793 0.9167888\nvt 0.05987793 0.9998779\nvt 0.04012207 0.9998779\nvt 0.02012207 0.9167888\nvt 0.03987793 0.9167888\nvt 0.03987793 0.9998779\nvt 0.02012207 0.9998779\nvt 0.0001220703 0.9167888\nvt 0.01987793 0.9167888\nvt 0.01987793 0.9998779\nvt 0.0001220703 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 35/65/1 33/66/1 34/67/1 36/68/1\nf 37/69/1 35/70/1 36/71/1 38/72/1\nf 39/73/1 37/74/1 38/75/1 40/76/1\nf 41/77/1 39/78/1 40/79/1 42/80/1\nf 43/81/1 41/82/1 42/83/1 44/84/1\nf 45/85/1 43/86/1 44/87/1 46/88/1\nf 47/89/1 45/90/1 46/91/1 48/92/1\nf 49/93/1 47/94/1 48/95/1 50/96/1\nf 51/97/1 49/98/1 50/99/1 52/100/1\nf 53/101/1 51/102/1 52/103/1 54/104/1\nf 55/105/1 53/106/1 54/107/1 56/108/1\nf 57/109/1 55/110/1 56/111/1 58/112/1\nf 59/113/1 57/114/1 58/115/1 60/116/1\nf 61/117/1 59/118/1 60/119/1 62/120/1\nf 63/121/1 61/122/1 62/123/1 64/124/1\nf 65/125/1 63/126/1 64/127/1 66/128/1\nf 67/129/1 65/130/1 66/131/1 68/132/1\nf 69/133/1 67/134/1 68/135/1 70/136/1\nf 71/137/1 69/138/1 70/139/1 72/140/1\nf 73/141/1 71/142/1 72/143/1 74/144/1\nf 75/145/1 73/146/1 74/147/1 76/148/1\nf 77/149/1 75/150/1 76/151/1 78/152/1\nf 79/153/1 77/154/1 78/155/1 80/156/1\nf 81/157/1 79/158/1 80/159/1 82/160/1\nf 83/161/1 81/162/1 82/163/1 84/164/1\nf 85/165/1 83/166/1 84/167/1 86/168/1\nf 87/169/1 85/170/1 86/171/1 88/172/1\nf 89/173/1 87/174/1 88/175/1 90/176/1\nf 91/177/1 89/178/1 90/179/1 92/180/1\nf 93/181/1 91/182/1 92/183/1 94/184/1\nf 95/185/1 93/186/1 94/187/1 96/188/1\nf 97/189/1 95/190/1 96/191/1 98/192/1\nf 99/193/1 97/194/1 98/195/1 100/196/1\nf 101/197/1 99/198/1 100/199/1 102/200/1\nf 4/201/1 3/202/1 103/203/1 104/204/1\nf 6/205/1 4/206/1 104/207/1 105/208/1\nf 8/209/1 6/210/1 105/211/1 106/212/1\nf 10/213/1 8/214/1 106/215/1 107/216/1\nf 12/217/1 10/218/1 107/219/1 108/220/1\nf 14/221/1 12/222/1 108/223/1 109/224/1\nf 16/225/1 14/226/1 109/227/1 110/228/1\nf 18/229/1 16/230/1 110/231/1 111/232/1\nf 20/233/1 18/234/1 111/235/1 112/236/1\nf 22/237/1 20/238/1 112/239/1 113/240/1\nf 24/241/1 22/242/1 113/243/1 114/244/1\nf 26/245/1 24/246/1 114/247/1 115/248/1\nf 28/249/1 26/250/1 115/251/1 116/252/1\nf 30/253/1 28/254/1 116/255/1 117/256/1\nf 32/257/1 30/258/1 117/259/1 118/260/1\nf 34/261/1 32/262/1 118/263/1 119/264/1\nf 36/265/1 34/266/1 119/267/1 120/268/1\nf 38/269/1 36/270/1 120/271/1 121/272/1\nf 40/273/1 38/274/1 121/275/1 122/276/1\nf 42/277/1 40/278/1 122/279/1 123/280/1\nf 44/281/1 42/282/1 123/283/1 124/284/1\nf 46/285/1 44/286/1 124/287/1 125/288/1\nf 48/289/1 46/290/1 125/291/1 126/292/1\nf 50/293/1 48/294/1 126/295/1 127/296/1\nf 52/297/1 50/298/1 127/299/1 128/300/1\nf 54/301/1 52/302/1 128/303/1 129/304/1\nf 56/305/1 54/306/1 129/307/1 130/308/1\nf 58/309/1 56/310/1 130/311/1 131/312/1\nf 60/313/1 58/314/1 131/315/1 132/316/1\nf 62/317/1 60/318/1 132/319/1 133/320/1\nf 64/321/1 62/322/1 133/323/1 134/324/1\nf 66/325/1 64/326/1 134/327/1 135/328/1\nf 68/329/1 66/330/1 135/331/1 136/332/1\nf 70/333/1 68/334/1 136/335/1 137/336/1\nf 72/337/1 70/338/1 137/339/1 138/340/1\nf 74/341/1 72/342/1 138/343/1 139/344/1\nf 76/345/1 74/346/1 139/347/1 140/348/1\nf 78/349/1 76/350/1 140/351/1 141/352/1\nf 80/353/1 78/354/1 141/355/1 142/356/1\nf 82/357/1 80/358/1 142/359/1 143/360/1\nf 84/361/1 82/362/1 143/363/1 144/364/1\nf 86/365/1 84/366/1 144/367/1 145/368/1\nf 88/369/1 86/370/1 145/371/1 146/372/1\nf 90/373/1 88/374/1 146/375/1 147/376/1\nf 92/377/1 90/378/1 147/379/1 148/380/1\nf 94/381/1 92/382/1 148/383/1 149/384/1\nf 96/385/1 94/386/1 149/387/1 150/388/1\nf 98/389/1 96/390/1 150/391/1 151/392/1\nf 100/393/1 98/394/1 151/395/1 152/396/1\nf 102/397/1 100/398/1 152/399/1 153/400/1\nf 104/401/1 103/402/1 154/403/1 155/404/1\nf 105/405/1 104/406/1 155/407/1 156/408/1\nf 106/409/1 105/410/1 156/411/1 157/412/1\nf 107/413/1 106/414/1 157/415/1 158/416/1\nf 108/417/1 107/418/1 158/419/1 159/420/1\nf 109/421/1 108/422/1 159/423/1 160/424/1\nf 110/425/1 109/426/1 160/427/1 161/428/1\nf 111/429/1 110/430/1 161/431/1 162/432/1\nf 112/433/1 111/434/1 162/435/1 163/436/1\nf 113/437/1 112/438/1 163/439/1 164/440/1\nf 114/441/1 113/442/1 164/443/1 165/444/1\nf 115/445/1 114/446/1 165/447/1 166/448/1\nf 116/449/1 115/450/1 166/451/1 167/452/1\nf 117/453/1 116/454/1 167/455/1 168/456/1\nf 118/457/1 117/458/1 168/459/1 169/460/1\nf 119/461/1 118/462/1 169/463/1 170/464/1\nf 120/465/1 119/466/1 170/467/1 171/468/1\nf 121/469/1 120/470/1 171/471/1 172/472/1\nf 122/473/1 121/474/1 172/475/1 173/476/1\nf 123/477/1 122/478/1 173/479/1 174/480/1\nf 124/481/1 123/482/1 174/483/1 175/484/1\nf 125/485/1 124/486/1 175/487/1 176/488/1\nf 126/489/1 125/490/1 176/491/1 177/492/1\nf 127/493/1 126/494/1 177/495/1 178/496/1\nf 128/497/1 127/498/1 178/499/1 179/500/1\nf 129/501/1 128/502/1 179/503/1 180/504/1\nf 130/505/1 129/506/1 180/507/1 181/508/1\nf 131/509/1 130/510/1 181/511/1 182/512/1\nf 132/513/1 131/514/1 182/515/1 183/516/1\nf 133/517/1 132/518/1 183/519/1 184/520/1\nf 134/521/1 133/522/1 184/523/1 185/524/1\nf 135/525/1 134/526/1 185/527/1 186/528/1\nf 136/529/1 135/530/1 186/531/1 187/532/1\nf 137/533/1 136/534/1 187/535/1 188/536/1\nf 138/537/1 137/538/1 188/539/1 189/540/1\nf 139/541/1 138/542/1 189/543/1 190/544/1\nf 140/545/1 139/546/1 190/547/1 191/548/1\nf 141/549/1 140/550/1 191/551/1 192/552/1\nf 142/553/1 141/554/1 192/555/1 193/556/1\nf 143/557/1 142/558/1 193/559/1 194/560/1\nf 144/561/1 143/562/1 194/563/1 195/564/1\nf 145/565/1 144/566/1 195/567/1 196/568/1\nf 146/569/1 145/570/1 196/571/1 197/572/1\nf 147/573/1 146/574/1 197/575/1 198/576/1\nf 148/577/1 147/578/1 198/579/1 199/580/1\nf 149/581/1 148/582/1 199/583/1 200/584/1\nf 150/585/1 149/586/1 200/587/1 201/588/1\nf 151/589/1 150/590/1 201/591/1 202/592/1\nf 152/593/1 151/594/1 202/595/1 203/596/1\nf 153/597/1 152/598/1 203/599/1 204/600/1\nf 155/601/1 154/602/1 205/603/1 206/604/1\nf 156/605/1 155/606/1 206/607/1 207/608/1\nf 157/609/1 156/610/1 207/611/1 208/612/1\nf 158/613/1 157/614/1 208/615/1 209/616/1\nf 159/617/1 158/618/1 209/619/1 210/620/1\nf 160/621/1 159/622/1 210/623/1 211/624/1\nf 161/625/1 160/626/1 211/627/1 212/628/1\nf 162/629/1 161/630/1 212/631/1 213/632/1\nf 163/633/1 162/634/1 213/635/1 214/636/1\nf 164/637/1 163/638/1 214/639/1 215/640/1\nf 165/641/1 164/642/1 215/643/1 216/644/1\nf 166/645/1 165/646/1 216/647/1 217/648/1\nf 167/649/1 166/650/1 217/651/1 218/652/1\nf 168/653/1 167/654/1 218/655/1 219/656/1\nf 169/657/1 168/658/1 219/659/1 220/660/1\nf 170/661/1 169/662/1 220/663/1 221/664/1\nf 171/665/1 170/666/1 221/667/1 222/668/1\nf 172/669/1 171/670/1 222/671/1 223/672/1\nf 173/673/1 172/674/1 223/675/1 224/676/1\nf 174/677/1 173/678/1 224/679/1 225/680/1\nf 175/681/1 174/682/1 225/683/1 226/684/1\nf 176/685/1 175/686/1 226/687/1 227/688/1\nf 177/689/1 176/690/1 227/691/1 228/692/1\nf 178/693/1 177/694/1 228/695/1 229/696/1\nf 179/697/1 178/698/1 229/699/1 230/700/1\nf 180/701/1 179/702/1 230/703/1 231/704/1\nf 181/705/1 180/706/1 231/707/1 232/708/1\nf 182/709/1 181/710/1 232/711/1 233/712/1\nf 183/713/1 182/714/1 233/715/1 234/716/1\nf 184/717/1 183/718/1 234/719/1 235/720/1\nf 185/721/1 184/722/1 235/723/1 236/724/1\nf 186/725/1 185/726/1 236/727/1 237/728/1\nf 187/729/1 186/730/1 237/731/1 238/732/1\nf 188/733/1 187/734/1 238/735/1 239/736/1\nf 189/737/1 188/738/1 239/739/1 240/740/1\nf 190/741/1 189/742/1 240/743/1 241/744/1\nf 191/745/1 190/746/1 241/747/1 242/748/1\nf 192/749/1 191/750/1 242/751/1 243/752/1\nf 193/753/1 192/754/1 243/755/1 244/756/1\nf 194/757/1 193/758/1 244/759/1 245/760/1\nf 195/761/1 194/762/1 245/763/1 246/764/1\nf 196/765/1 195/766/1 246/767/1 247/768/1\nf 197/769/1 196/770/1 247/771/1 248/772/1\nf 198/773/1 197/774/1 248/775/1 249/776/1\nf 199/777/1 198/778/1 249/779/1 250/780/1\nf 200/781/1 199/782/1 250/783/1 251/784/1\nf 201/785/1 200/786/1 251/787/1 252/788/1\nf 202/789/1 201/790/1 252/791/1 253/792/1\nf 203/793/1 202/794/1 253/795/1 254/796/1\nf 204/797/1 203/798/1 254/799/1 255/800/1\nf 206/801/1 205/802/1 256/803/1 257/804/1\nf 207/805/1 206/806/1 257/807/1 258/808/1\nf 208/809/1 207/810/1 258/811/1 259/812/1\nf 209/813/1 208/814/1 259/815/1 260/816/1\nf 210/817/1 209/818/1 260/819/1 261/820/1\nf 211/821/1 210/822/1 261/823/1 262/824/1\nf 212/825/1 211/826/1 262/827/1 263/828/1\nf 213/829/1 212/830/1 263/831/1 264/832/1\nf 214/833/1 213/834/1 264/835/1 265/836/1\nf 215/837/1 214/838/1 265/839/1 266/840/1\nf 216/841/1 215/842/1 266/843/1 267/844/1\nf 217/845/1 216/846/1 267/847/1 268/848/1\nf 218/849/1 217/850/1 268/851/1 269/852/1\nf 219/853/1 218/854/1 269/855/1 270/856/1\nf 220/857/1 219/858/1 270/859/1 271/860/1\nf 221/861/1 220/862/1 271/863/1 272/864/1\nf 222/865/1 221/866/1 272/867/1 273/868/1\nf 223/869/1 222/870/1 273/871/1 274/872/1\nf 224/873/1 223/874/1 274/875/1 275/876/1\nf 225/877/1 224/878/1 275/879/1 276/880/1\nf 226/881/1 225/882/1 276/883/1 277/884/1\nf 227/885/1 226/886/1 277/887/1 278/888/1\nf 228/889/1 227/890/1 278/891/1 279/892/1\nf 229/893/1 228/894/1 279/895/1 280/896/1\nf 230/897/1 229/898/1 280/899/1 281/900/1\nf 231/901/1 230/902/1 281/903/1 282/904/1\nf 232/905/1 231/906/1 282/907/1 283/908/1\nf 233/909/1 232/910/1 283/911/1 284/912/1\nf 234/913/1 233/914/1 284/915/1 285/916/1\nf 235/917/1 234/918/1 285/919/1 286/920/1\nf 236/921/1 235/922/1 286/923/1 287/924/1\nf 237/925/1 236/926/1 287/927/1 288/928/1\nf 238/929/1 237/930/1 288/931/1 289/932/1\nf 239/933/1 238/934/1 289/935/1 290/936/1\nf 240/937/1 239/938/1 290/939/1 291/940/1\nf 241/941/1 240/942/1 291/943/1 292/944/1\nf 242/945/1 241/946/1 292/947/1 293/948/1\nf 243/949/1 242/950/1 293/951/1 294/952/1\nf 244/953/1 243/954/1 294/955/1 295/956/1\nf 245/957/1 244/958/1 295/959/1 296/960/1\nf 246/961/1 245/962/1 296/963/1 297/964/1\nf 247/965/1 246/966/1 297/967/1 298/968/1\nf 248/969/1 247/970/1 298/971/1 299/972/1\nf 249/973/1 248/974/1 299/975/1 300/976/1\nf 250/977/1 249/978/1 300/979/1 301/980/1\nf 251/981/1 250/982/1 301/983/1 302/984/1\nf 252/985/1 251/986/1 302/987/1 303/988/1\nf 253/989/1 252/990/1 303/991/1 304/992/1\nf 254/993/1 253/994/1 304/995/1 305/996/1\nf 255/997/1 254/998/1 305/999/1 306/1000/1\nf 257/1001/1 256/1002/1 307/1003/1 308/1004/1\nf 258/1005/1 257/1006/1 308/1007/1 309/1008/1\nf 259/1009/1 258/1010/1 309/1011/1 310/1012/1\nf 260/1013/1 259/1014/1 310/1015/1 311/1016/1\nf 261/1017/1 260/1018/1 311/1019/1 312/1020/1\nf 262/1021/1 261/1022/1 312/1023/1 313/1024/1\nf 263/1025/1 262/1026/1 313/1027/1 314/1028/1\nf 264/1029/1 263/1030/1 314/1031/1 315/1032/1\nf 265/1033/1 264/1034/1 315/1035/1 316/1036/1\nf 266/1037/1 265/1038/1 316/1039/1 317/1040/1\nf 267/1041/1 266/1042/1 317/1043/1 318/1044/1\nf 268/1045/1 267/1046/1 318/1047/1 319/1048/1\nf 269/1049/1 268/1050/1 319/1051/1 320/1052/1\nf 270/1053/1 269/1054/1 320/1055/1 321/1056/1\nf 271/1057/1 270/1058/1 321/1059/1 322/1060/1\nf 272/1061/1 271/1062/1 322/1063/1 323/1064/1\nf 273/1065/1 272/1066/1 323/1067/1 324/1068/1\nf 274/1069/1 273/1070/1 324/1071/1 325/1072/1\nf 275/1073/1 274/1074/1 325/1075/1 326/1076/1\nf 276/1077/1 275/1078/1 326/1079/1 327/1080/1\nf 277/1081/1 276/1082/1 327/1083/1 328/1084/1\nf 278/1085/1 277/1086/1 328/1087/1 329/1088/1\nf 279/1089/1 278/1090/1 329/1091/1 330/1092/1\nf 280/1093/1 279/1094/1 330/1095/1 331/1096/1\nf 281/1097/1 280/1098/1 331/1099/1 332/1100/1\nf 282/1101/1 281/1102/1 332/1103/1 333/1104/1\nf 283/1105/1 282/1106/1 333/1107/1 334/1108/1\nf 284/1109/1 283/1110/1 334/1111/1 335/1112/1\nf 285/1113/1 284/1114/1 335/1115/1 336/1116/1\nf 286/1117/1 285/1118/1 336/1119/1 337/1120/1\nf 287/1121/1 286/1122/1 337/1123/1 338/1124/1\nf 288/1125/1 287/1126/1 338/1127/1 339/1128/1\nf 289/1129/1 288/1130/1 339/1131/1 340/1132/1\nf 290/1133/1 289/1134/1 340/1135/1 341/1136/1\nf 291/1137/1 290/1138/1 341/1139/1 342/1140/1\nf 292/1141/1 291/1142/1 342/1143/1 343/1144/1\nf 293/1145/1 292/1146/1 343/1147/1 344/1148/1\nf 294/1149/1 293/1150/1 344/1151/1 345/1152/1\nf 295/1153/1 294/1154/1 345/1155/1 346/1156/1\nf 296/1157/1 295/1158/1 346/1159/1 347/1160/1\nf 297/1161/1 296/1162/1 347/1163/1 348/1164/1\nf 298/1165/1 297/1166/1 348/1167/1 349/1168/1\nf 299/1169/1 298/1170/1 349/1171/1 350/1172/1\nf 300/1173/1 299/1174/1 350/1175/1 351/1176/1\nf 301/1177/1 300/1178/1 351/1179/1 352/1180/1\nf 302/1181/1 301/1182/1 352/1183/1 353/1184/1\nf 303/1185/1 302/1186/1 353/1187/1 354/1188/1\nf 304/1189/1 303/1190/1 354/1191/1 355/1192/1\nf 305/1193/1 304/1194/1 355/1195/1 356/1196/1\nf 306/1197/1 305/1198/1 356/1199/1 357/1200/1\nf 308/1201/1 307/1202/1 358/1203/1 359/1204/1\nf 309/1205/1 308/1206/1 359/1207/1 360/1208/1\nf 310/1209/1 309/1210/1 360/1211/1 361/1212/1\nf 311/1213/1 310/1214/1 361/1215/1 362/1216/1\nf 312/1217/1 311/1218/1 362/1219/1 363/1220/1\nf 313/1221/1 312/1222/1 363/1223/1 364/1224/1\nf 314/1225/1 313/1226/1 364/1227/1 365/1228/1\nf 315/1229/1 314/1230/1 365/1231/1 366/1232/1\nf 316/1233/1 315/1234/1 366/1235/1 367/1236/1\nf 317/1237/1 316/1238/1 367/1239/1 368/1240/1\nf 318/1241/1 317/1242/1 368/1243/1 369/1244/1\nf 319/1245/1 318/1246/1 369/1247/1 370/1248/1\nf 320/1249/1 319/1250/1 370/1251/1 371/1252/1\nf 321/1253/1 320/1254/1 371/1255/1 372/1256/1\nf 322/1257/1 321/1258/1 372/1259/1 373/1260/1\nf 323/1261/1 322/1262/1 373/1263/1 374/1264/1\nf 324/1265/1 323/1266/1 374/1267/1 375/1268/1\nf 325/1269/1 324/1270/1 375/1271/1 376/1272/1\nf 326/1273/1 325/1274/1 376/1275/1 377/1276/1\nf 327/1277/1 326/1278/1 377/1279/1 378/1280/1\nf 328/1281/1 327/1282/1 378/1283/1 379/1284/1\nf 329/1285/1 328/1286/1 379/1287/1 380/1288/1\nf 330/1289/1 329/1290/1 380/1291/1 381/1292/1\nf 331/1293/1 330/1294/1 381/1295/1 382/1296/1\nf 332/1297/1 331/1298/1 382/1299/1 383/1300/1\nf 333/1301/1 332/1302/1 383/1303/1 384/1304/1\nf 334/1305/1 333/1306/1 384/1307/1 385/1308/1\nf 335/1309/1 334/1310/1 385/1311/1 386/1312/1\nf 336/1313/1 335/1314/1 386/1315/1 387/1316/1\nf 337/1317/1 336/1318/1 387/1319/1 388/1320/1\nf 338/1321/1 337/1322/1 388/1323/1 389/1324/1\nf 339/1325/1 338/1326/1 389/1327/1 390/1328/1\nf 340/1329/1 339/1330/1 390/1331/1 391/1332/1\nf 341/1333/1 340/1334/1 391/1335/1 392/1336/1\nf 342/1337/1 341/1338/1 392/1339/1 393/1340/1\nf 343/1341/1 342/1342/1 393/1343/1 394/1344/1\nf 344/1345/1 343/1346/1 394/1347/1 395/1348/1\nf 345/1349/1 344/1350/1 395/1351/1 396/1352/1\nf 346/1353/1 345/1354/1 396/1355/1 397/1356/1\nf 347/1357/1 346/1358/1 397/1359/1 398/1360/1\nf 348/1361/1 347/1362/1 398/1363/1 399/1364/1\nf 349/1365/1 348/1366/1 399/1367/1 400/1368/1\nf 350/1369/1 349/1370/1 400/1371/1 401/1372/1\nf 351/1373/1 350/1374/1 401/1375/1 402/1376/1\nf 352/1377/1 351/1378/1 402/1379/1 403/1380/1\nf 353/1381/1 352/1382/1 403/1383/1 404/1384/1\nf 354/1385/1 353/1386/1 404/1387/1 405/1388/1\nf 355/1389/1 354/1390/1 405/1391/1 406/1392/1\nf 356/1393/1 355/1394/1 406/1395/1 407/1396/1\nf 357/1397/1 356/1398/1 407/1399/1 408/1400/1\nf 359/1401/1 358/1402/1 409/1403/1 410/1404/1\nf 360/1405/1 359/1406/1 410/1407/1 411/1408/1\nf 361/1409/1 360/1410/1 411/1411/1 412/1412/1\nf 362/1413/1 361/1414/1 412/1415/1 413/1416/1\nf 363/1417/1 362/1418/1 413/1419/1 414/1420/1\nf 364/1421/1 363/1422/1 414/1423/1 415/1424/1\nf 365/1425/1 364/1426/1 415/1427/1 416/1428/1\nf 366/1429/1 365/1430/1 416/1431/1 417/1432/1\nf 367/1433/1 366/1434/1 417/1435/1 418/1436/1\nf 368/1437/1 367/1438/1 418/1439/1 419/1440/1\nf 369/1441/1 368/1442/1 419/1443/1 420/1444/1\nf 370/1445/1 369/1446/1 420/1447/1 421/1448/1\nf 371/1449/1 370/1450/1 421/1451/1 422/1452/1\nf 372/1453/1 371/1454/1 422/1455/1 423/1456/1\nf 373/1457/1 372/1458/1 423/1459/1 424/1460/1\nf 374/1461/1 373/1462/1 424/1463/1 425/1464/1\nf 375/1465/1 374/1466/1 425/1467/1 426/1468/1\nf 376/1469/1 375/1470/1 426/1471/1 427/1472/1\nf 377/1473/1 376/1474/1 427/1475/1 428/1476/1\nf 378/1477/1 377/1478/1 428/1479/1 429/1480/1\nf 379/1481/1 378/1482/1 429/1483/1 430/1484/1\nf 380/1485/1 379/1486/1 430/1487/1 431/1488/1\nf 381/1489/1 380/1490/1 431/1491/1 432/1492/1\nf 382/1493/1 381/1494/1 432/1495/1 433/1496/1\nf 383/1497/1 382/1498/1 433/1499/1 434/1500/1\nf 384/1501/1 383/1502/1 434/1503/1 435/1504/1\nf 385/1505/1 384/1506/1 435/1507/1 436/1508/1\nf 386/1509/1 385/1510/1 436/1511/1 437/1512/1\nf 387/1513/1 386/1514/1 437/1515/1 438/1516/1\nf 388/1517/1 387/1518/1 438/1519/1 439/1520/1\nf 389/1521/1 388/1522/1 439/1523/1 440/1524/1\nf 390/1525/1 389/1526/1 440/1527/1 441/1528/1\nf 391/1529/1 390/1530/1 441/1531/1 442/1532/1\nf 392/1533/1 391/1534/1 442/1535/1 443/1536/1\nf 393/1537/1 392/1538/1 443/1539/1 444/1540/1\nf 394/1541/1 393/1542/1 444/1543/1 445/1544/1\nf 395/1545/1 394/1546/1 445/1547/1 446/1548/1\nf 396/1549/1 395/1550/1 446/1551/1 447/1552/1\nf 397/1553/1 396/1554/1 447/1555/1 448/1556/1\nf 398/1557/1 397/1558/1 448/1559/1 449/1560/1\nf 399/1561/1 398/1562/1 449/1563/1 450/1564/1\nf 400/1565/1 399/1566/1 450/1567/1 451/1568/1\nf 401/1569/1 400/1570/1 451/1571/1 452/1572/1\nf 402/1573/1 401/1574/1 452/1575/1 453/1576/1\nf 403/1577/1 402/1578/1 453/1579/1 454/1580/1\nf 404/1581/1 403/1582/1 454/1583/1 455/1584/1\nf 405/1585/1 404/1586/1 455/1587/1 456/1588/1\nf 406/1589/1 405/1590/1 456/1591/1 457/1592/1\nf 407/1593/1 406/1594/1 457/1595/1 458/1596/1\nf 408/1597/1 407/1598/1 458/1599/1 459/1600/1\nf 410/1601/1 409/1602/1 460/1603/1 461/1604/1\nf 411/1605/1 410/1606/1 461/1607/1 462/1608/1\nf 412/1609/1 411/1610/1 462/1611/1 463/1612/1\nf 413/1613/1 412/1614/1 463/1615/1 464/1616/1\nf 414/1617/1 413/1618/1 464/1619/1 465/1620/1\nf 415/1621/1 414/1622/1 465/1623/1 466/1624/1\nf 416/1625/1 415/1626/1 466/1627/1 467/1628/1\nf 417/1629/1 416/1630/1 467/1631/1 468/1632/1\nf 418/1633/1 417/1634/1 468/1635/1 469/1636/1\nf 419/1637/1 418/1638/1 469/1639/1 470/1640/1\nf 420/1641/1 419/1642/1 470/1643/1 471/1644/1\nf 421/1645/1 420/1646/1 471/1647/1 472/1648/1\nf 422/1649/1 421/1650/1 472/1651/1 473/1652/1\nf 423/1653/1 422/1654/1 473/1655/1 474/1656/1\nf 424/1657/1 423/1658/1 474/1659/1 475/1660/1\nf 425/1661/1 424/1662/1 475/1663/1 476/1664/1\nf 426/1665/1 425/1666/1 476/1667/1 477/1668/1\nf 427/1669/1 426/1670/1 477/1671/1 478/1672/1\nf 428/1673/1 427/1674/1 478/1675/1 479/1676/1\nf 429/1677/1 428/1678/1 479/1679/1 480/1680/1\nf 430/1681/1 429/1682/1 480/1683/1 481/1684/1\nf 431/1685/1 430/1686/1 481/1687/1 482/1688/1\nf 432/1689/1 431/1690/1 482/1691/1 483/1692/1\nf 433/1693/1 432/1694/1 483/1695/1 484/1696/1\nf 434/1697/1 433/1698/1 484/1699/1 485/1700/1\nf 435/1701/1 434/1702/1 485/1703/1 486/1704/1\nf 436/1705/1 435/1706/1 486/1707/1 487/1708/1\nf 437/1709/1 436/1710/1 487/1711/1 488/1712/1\nf 438/1713/1 437/1714/1 488/1715/1 489/1716/1\nf 439/1717/1 438/1718/1 489/1719/1 490/1720/1\nf 440/1721/1 439/1722/1 490/1723/1 491/1724/1\nf 441/1725/1 440/1726/1 491/1727/1 492/1728/1\nf 442/1729/1 441/1730/1 492/1731/1 493/1732/1\nf 443/1733/1 442/1734/1 493/1735/1 494/1736/1\nf 444/1737/1 443/1738/1 494/1739/1 495/1740/1\nf 445/1741/1 444/1742/1 495/1743/1 496/1744/1\nf 446/1745/1 445/1746/1 496/1747/1 497/1748/1\nf 447/1749/1 446/1750/1 497/1751/1 498/1752/1\nf 448/1753/1 447/1754/1 498/1755/1 499/1756/1\nf 449/1757/1 448/1758/1 499/1759/1 500/1760/1\nf 450/1761/1 449/1762/1 500/1763/1 501/1764/1\nf 451/1765/1 450/1766/1 501/1767/1 502/1768/1\nf 452/1769/1 451/1770/1 502/1771/1 503/1772/1\nf 453/1773/1 452/1774/1 503/1775/1 504/1776/1\nf 454/1777/1 453/1778/1 504/1779/1 505/1780/1\nf 455/1781/1 454/1782/1 505/1783/1 506/1784/1\nf 456/1785/1 455/1786/1 506/1787/1 507/1788/1\nf 457/1789/1 456/1790/1 507/1791/1 508/1792/1\nf 458/1793/1 457/1794/1 508/1795/1 509/1796/1\nf 459/1797/1 458/1798/1 509/1799/1 510/1800/1\nf 461/1801/1 460/1802/1 511/1803/1 512/1804/1\nf 462/1805/1 461/1806/1 512/1807/1 513/1808/1\nf 463/1809/1 462/1810/1 513/1811/1 514/1812/1\nf 464/1813/1 463/1814/1 514/1815/1 515/1816/1\nf 465/1817/1 464/1818/1 515/1819/1 516/1820/1\nf 466/1821/1 465/1822/1 516/1823/1 517/1824/1\nf 467/1825/1 466/1826/1 517/1827/1 518/1828/1\nf 468/1829/1 467/1830/1 518/1831/1 519/1832/1\nf 469/1833/1 468/1834/1 519/1835/1 520/1836/1\nf 470/1837/1 469/1838/1 520/1839/1 521/1840/1\nf 471/1841/1 470/1842/1 521/1843/1 522/1844/1\nf 472/1845/1 471/1846/1 522/1847/1 523/1848/1\nf 473/1849/1 472/1850/1 523/1851/1 524/1852/1\nf 474/1853/1 473/1854/1 524/1855/1 525/1856/1\nf 475/1857/1 474/1858/1 525/1859/1 526/1860/1\nf 476/1861/1 475/1862/1 526/1863/1 527/1864/1\nf 477/1865/1 476/1866/1 527/1867/1 528/1868/1\nf 478/1869/1 477/1870/1 528/1871/1 529/1872/1\nf 479/1873/1 478/1874/1 529/1875/1 530/1876/1\nf 480/1877/1 479/1878/1 530/1879/1 531/1880/1\nf 481/1881/1 480/1882/1 531/1883/1 532/1884/1\nf 482/1885/1 481/1886/1 532/1887/1 533/1888/1\nf 483/1889/1 482/1890/1 533/1891/1 534/1892/1\nf 484/1893/1 483/1894/1 534/1895/1 535/1896/1\nf 485/1897/1 484/1898/1 535/1899/1 536/1900/1\nf 486/1901/1 485/1902/1 536/1903/1 537/1904/1\nf 487/1905/1 486/1906/1 537/1907/1 538/1908/1\nf 488/1909/1 487/1910/1 538/1911/1 539/1912/1\nf 489/1913/1 488/1914/1 539/1915/1 540/1916/1\nf 490/1917/1 489/1918/1 540/1919/1 541/1920/1\nf 491/1921/1 490/1922/1 541/1923/1 542/1924/1\nf 492/1925/1 491/1926/1 542/1927/1 543/1928/1\nf 493/1929/1 492/1930/1 543/1931/1 544/1932/1\nf 494/1933/1 493/1934/1 544/1935/1 545/1936/1\nf 495/1937/1 494/1938/1 545/1939/1 546/1940/1\nf 496/1941/1 495/1942/1 546/1943/1 547/1944/1\nf 497/1945/1 496/1946/1 547/1947/1 548/1948/1\nf 498/1949/1 497/1950/1 548/1951/1 549/1952/1\nf 499/1953/1 498/1954/1 549/1955/1 550/1956/1\nf 500/1957/1 499/1958/1 550/1959/1 551/1960/1\nf 501/1961/1 500/1962/1 551/1963/1 552/1964/1\nf 502/1965/1 501/1966/1 552/1967/1 553/1968/1\nf 503/1969/1 502/1970/1 553/1971/1 554/1972/1\nf 504/1973/1 503/1974/1 554/1975/1 555/1976/1\nf 505/1977/1 504/1978/1 555/1979/1 556/1980/1\nf 506/1981/1 505/1982/1 556/1983/1 557/1984/1\nf 507/1985/1 506/1986/1 557/1987/1 558/1988/1\nf 508/1989/1 507/1990/1 558/1991/1 559/1992/1\nf 509/1993/1 508/1994/1 559/1995/1 560/1996/1\nf 510/1997/1 509/1998/1 560/1999/1 561/2000/1\nf 512/2001/1 511/2002/1 562/2003/1 563/2004/1\nf 513/2005/1 512/2006/1 563/2007/1 564/2008/1\nf 514/2009/1 513/2010/1 564/2011/1 565/2012/1\nf 515/2013/1 514/2014/1 565/2015/1 566/2016/1\nf 516/2017/1 515/2018/1 566/2019/1 567/2020/1\nf 517/2021/1 516/2022/1 567/2023/1 568/2024/1\nf 518/2025/1 517/2026/1 568/2027/1 569/2028/1\nf 519/2029/1 518/2030/1 569/2031/1 570/2032/1\nf 520/2033/1 519/2034/1 570/2035/1 571/2036/1\nf 521/2037/1 520/2038/1 571/2039/1 572/2040/1\nf 522/2041/1 521/2042/1 572/2043/1 573/2044/1\nf 523/2045/1 522/2046/1 573/2047/1 574/2048/1\nf 524/2049/1 523/2050/1 574/2051/1 575/2052/1\nf 525/2053/1 524/2054/1 575/2055/1 576/2056/1\nf 526/2057/1 525/2058/1 576/2059/1 577/2060/1\nf 527/2061/1 526/2062/1 577/2063/1 578/2064/1\nf 528/2065/1 527/2066/1 578/2067/1 579/2068/1\nf 529/2069/1 528/2070/1 579/2071/1 580/2072/1\nf 530/2073/1 529/2074/1 580/2075/1 581/2076/1\nf 531/2077/1 530/2078/1 581/2079/1 582/2080/1\nf 532/2081/1 531/2082/1 582/2083/1 583/2084/1\nf 533/2085/1 532/2086/1 583/2087/1 584/2088/1\nf 534/2089/1 533/2090/1 584/2091/1 585/2092/1\nf 535/2093/1 534/2094/1 585/2095/1 586/2096/1\nf 536/2097/1 535/2098/1 586/2099/1 587/2100/1\nf 537/2101/1 536/2102/1 587/2103/1 588/2104/1\nf 538/2105/1 537/2106/1 588/2107/1 589/2108/1\nf 539/2109/1 538/2110/1 589/2111/1 590/2112/1\nf 540/2113/1 539/2114/1 590/2115/1 591/2116/1\nf 541/2117/1 540/2118/1 591/2119/1 592/2120/1\nf 542/2121/1 541/2122/1 592/2123/1 593/2124/1\nf 543/2125/1 542/2126/1 593/2127/1 594/2128/1\nf 544/2129/1 543/2130/1 594/2131/1 595/2132/1\nf 545/2133/1 544/2134/1 595/2135/1 596/2136/1\nf 546/2137/1 545/2138/1 596/2139/1 597/2140/1\nf 547/2141/1 546/2142/1 597/2143/1 598/2144/1\nf 548/2145/1 547/2146/1 598/2147/1 599/2148/1\nf 549/2149/1 548/2150/1 599/2151/1 600/2152/1\nf 550/2153/1 549/2154/1 600/2155/1 601/2156/1\nf 551/2157/1 550/2158/1 601/2159/1 602/2160/1\nf 552/2161/1 551/2162/1 602/2163/1 603/2164/1\nf 553/2165/1 552/2166/1 603/2167/1 604/2168/1\nf 554/2169/1 553/2170/1 604/2171/1 605/2172/1\nf 555/2173/1 554/2174/1 605/2175/1 606/2176/1\nf 556/2177/1 555/2178/1 606/2179/1 607/2180/1\nf 557/2181/1 556/2182/1 607/2183/1 608/2184/1\nf 558/2185/1 557/2186/1 608/2187/1 609/2188/1\nf 559/2189/1 558/2190/1 609/2191/1 610/2192/1\nf 560/2193/1 559/2194/1 610/2195/1 611/2196/1\nf 561/2197/1 560/2198/1 611/2199/1 612/2200/1\nf 563/2201/1 562/2202/1 613/2203/1 614/2204/1\nf 564/2205/1 563/2206/1 614/2207/1 615/2208/1\nf 565/2209/1 564/2210/1 615/2211/1 616/2212/1\nf 566/2213/1 565/2214/1 616/2215/1 617/2216/1\nf 567/2217/1 566/2218/1 617/2219/1 618/2220/1\nf 568/2221/1 567/2222/1 618/2223/1 619/2224/1\nf 569/2225/1 568/2226/1 619/2227/1 620/2228/1\nf 570/2229/1 569/2230/1 620/2231/1 621/2232/1\nf 571/2233/1 570/2234/1 621/2235/1 622/2236/1\nf 572/2237/1 571/2238/1 622/2239/1 623/2240/1\nf 573/2241/1 572/2242/1 623/2243/1 624/2244/1\nf 574/2245/1 573/2246/1 624/2247/1 625/2248/1\nf 575/2249/1 574/2250/1 625/2251/1 626/2252/1\nf 576/2253/1 575/2254/1 626/2255/1 627/2256/1\nf 577/2257/1 576/2258/1 627/2259/1 628/2260/1\nf 578/2261/1 577/2262/1 628/2263/1 629/2264/1\nf 579/2265/1 578/2266/1 629/2267/1 630/2268/1\nf 580/2269/1 579/2270/1 630/2271/1 631/2272/1\nf 581/2273/1 580/2274/1 631/2275/1 632/2276/1\nf 582/2277/1 581/2278/1 632/2279/1 633/2280/1\nf 583/2281/1 582/2282/1 633/2283/1 634/2284/1\nf 584/2285/1 583/2286/1 634/2287/1 635/2288/1\nf 585/2289/1 584/2290/1 635/2291/1 636/2292/1\nf 586/2293/1 585/2294/1 636/2295/1 637/2296/1\nf 587/2297/1 586/2298/1 637/2299/1 638/2300/1\nf 588/2301/1 587/2302/1 638/2303/1 639/2304/1\nf 589/2305/1 588/2306/1 639/2307/1 640/2308/1\nf 590/2309/1 589/2310/1 640/2311/1 641/2312/1\nf 591/2313/1 590/2314/1 641/2315/1 642/2316/1\nf 592/2317/1 591/2318/1 642/2319/1 643/2320/1\nf 593/2321/1 592/2322/1 643/2323/1 644/2324/1\nf 594/2325/1 593/2326/1 644/2327/1 645/2328/1\nf 595/2329/1 594/2330/1 645/2331/1 646/2332/1\nf 596/2333/1 595/2334/1 646/2335/1 647/2336/1\nf 597/2337/1 596/2338/1 647/2339/1 648/2340/1\nf 598/2341/1 597/2342/1 648/2343/1 649/2344/1\nf 599/2345/1 598/2346/1 649/2347/1 650/2348/1\nf 600/2349/1 599/2350/1 650/2351/1 651/2352/1\nf 601/2353/1 600/2354/1 651/2355/1 652/2356/1\nf 602/2357/1 601/2358/1 652/2359/1 653/2360/1\nf 603/2361/1 602/2362/1 653/2363/1 654/2364/1\nf 604/2365/1 603/2366/1 654/2367/1 655/2368/1\nf 605/2369/1 604/2370/1 655/2371/1 656/2372/1\nf 606/2373/1 605/2374/1 656/2375/1 657/2376/1\nf 607/2377/1 606/2378/1 657/2379/1 658/2380/1\nf 608/2381/1 607/2382/1 658/2383/1 659/2384/1\nf 609/2385/1 608/2386/1 659/2387/1 660/2388/1\nf 610/2389/1 609/2390/1 660/2391/1 661/2392/1\nf 611/2393/1 610/2394/1 661/2395/1 662/2396/1\nf 612/2397/1 611/2398/1 662/2399/1 663/2400/1\n\n"
  },
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0.9167888\nvt 0.539878 0.9167888\nvt 0.539878 0.9998779\nvt 0.5201221 0.9998779\nvt 0.5001221 0.9167888\nvt 0.5198779 0.9167888\nvt 0.5198779 0.9998779\nvt 0.5001221 0.9998779\nvt 0.4801221 0.9167888\nvt 0.4998779 0.9167888\nvt 0.4998779 0.9998779\nvt 0.4801221 0.9998779\nvt 0.4601221 0.9167888\nvt 0.4798779 0.9167888\nvt 0.4798779 0.9998779\nvt 0.4601221 0.9998779\nvt 0.4401221 0.9167888\nvt 0.4598779 0.9167888\nvt 0.4598779 0.9998779\nvt 0.4401221 0.9998779\nvt 0.4201221 0.9167888\nvt 0.4398779 0.9167888\nvt 0.4398779 0.9998779\nvt 0.4201221 0.9998779\nvt 0.4001221 0.9167888\nvt 0.4198779 0.9167888\nvt 0.4198779 0.9998779\nvt 0.4001221 0.9998779\nvt 0.3801221 0.9167888\nvt 0.3998779 0.9167888\nvt 0.3998779 0.9998779\nvt 0.3801221 0.9998779\nvt 0.3601221 0.9167888\nvt 0.3798779 0.9167888\nvt 0.3798779 0.9998779\nvt 0.3601221 0.9998779\nvt 0.3401221 0.9167888\nvt 0.3598779 0.9167888\nvt 0.3598779 0.9998779\nvt 0.3401221 0.9998779\nvt 0.3201221 0.9167888\nvt 0.3398779 0.9167888\nvt 0.3398779 0.9998779\nvt 0.3201221 0.9998779\nvt 0.3001221 0.9167888\nvt 0.3198779 0.9167888\nvt 0.3198779 0.9998779\nvt 0.3001221 0.9998779\nvt 0.2801221 0.9167888\nvt 0.2998779 0.9167888\nvt 0.2998779 0.9998779\nvt 0.2801221 0.9998779\nvt 0.2601221 0.9167888\nvt 0.2798779 0.9167888\nvt 0.2798779 0.9998779\nvt 0.2601221 0.9998779\nvt 0.2401221 0.9167888\nvt 0.2598779 0.9167888\nvt 0.2598779 0.9998779\nvt 0.2401221 0.9998779\nvt 0.2201221 0.9167888\nvt 0.2398779 0.9167888\nvt 0.2398779 0.9998779\nvt 0.2201221 0.9998779\nvt 0.2001221 0.9167888\nvt 0.2198779 0.9167888\nvt 0.2198779 0.9998779\nvt 0.2001221 0.9998779\nvt 0.1801221 0.9167888\nvt 0.1998779 0.9167888\nvt 0.1998779 0.9998779\nvt 0.1801221 0.9998779\nvt 0.1601221 0.9167888\nvt 0.1798779 0.9167888\nvt 0.1798779 0.9998779\nvt 0.1601221 0.9998779\nvt 0.1401221 0.9167888\nvt 0.1598779 0.9167888\nvt 0.1598779 0.9998779\nvt 0.1401221 0.9998779\nvt 0.1201221 0.9167888\nvt 0.1398779 0.9167888\nvt 0.1398779 0.9998779\nvt 0.1201221 0.9998779\nvt 0.1001221 0.9167888\nvt 0.1198779 0.9167888\nvt 0.1198779 0.9998779\nvt 0.1001221 0.9998779\nvt 0.08012207 0.9167888\nvt 0.09987793 0.9167888\nvt 0.09987793 0.9998779\nvt 0.08012207 0.9998779\nvt 0.06012207 0.9167888\nvt 0.07987793 0.9167888\nvt 0.07987793 0.9998779\nvt 0.06012207 0.9998779\nvt 0.04012207 0.9167888\nvt 0.05987793 0.9167888\nvt 0.05987793 0.9998779\nvt 0.04012207 0.9998779\nvt 0.02012207 0.9167888\nvt 0.03987793 0.9167888\nvt 0.03987793 0.9998779\nvt 0.02012207 0.9998779\nvt 0.0001220703 0.9167888\nvt 0.01987793 0.9167888\nvt 0.01987793 0.9998779\nvt 0.0001220703 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 35/65/1 33/66/1 34/67/1 36/68/1\nf 37/69/1 35/70/1 36/71/1 38/72/1\nf 39/73/1 37/74/1 38/75/1 40/76/1\nf 41/77/1 39/78/1 40/79/1 42/80/1\nf 43/81/1 41/82/1 42/83/1 44/84/1\nf 45/85/1 43/86/1 44/87/1 46/88/1\nf 47/89/1 45/90/1 46/91/1 48/92/1\nf 49/93/1 47/94/1 48/95/1 50/96/1\nf 51/97/1 49/98/1 50/99/1 52/100/1\nf 53/101/1 51/102/1 52/103/1 54/104/1\nf 55/105/1 53/106/1 54/107/1 56/108/1\nf 57/109/1 55/110/1 56/111/1 58/112/1\nf 59/113/1 57/114/1 58/115/1 60/116/1\nf 61/117/1 59/118/1 60/119/1 62/120/1\nf 63/121/1 61/122/1 62/123/1 64/124/1\nf 65/125/1 63/126/1 64/127/1 66/128/1\nf 67/129/1 65/130/1 66/131/1 68/132/1\nf 69/133/1 67/134/1 68/135/1 70/136/1\nf 71/137/1 69/138/1 70/139/1 72/140/1\nf 73/141/1 71/142/1 72/143/1 74/144/1\nf 75/145/1 73/146/1 74/147/1 76/148/1\nf 77/149/1 75/150/1 76/151/1 78/152/1\nf 79/153/1 77/154/1 78/155/1 80/156/1\nf 81/157/1 79/158/1 80/159/1 82/160/1\nf 83/161/1 81/162/1 82/163/1 84/164/1\nf 85/165/1 83/166/1 84/167/1 86/168/1\nf 87/169/1 85/170/1 86/171/1 88/172/1\nf 89/173/1 87/174/1 88/175/1 90/176/1\nf 91/177/1 89/178/1 90/179/1 92/180/1\nf 93/181/1 91/182/1 92/183/1 94/184/1\nf 95/185/1 93/186/1 94/187/1 96/188/1\nf 97/189/1 95/190/1 96/191/1 98/192/1\nf 99/193/1 97/194/1 98/195/1 100/196/1\nf 101/197/1 99/198/1 100/199/1 102/200/1\nf 4/201/1 3/202/1 103/203/1 104/204/1\nf 6/205/1 4/206/1 104/207/1 105/208/1\nf 8/209/1 6/210/1 105/211/1 106/212/1\nf 10/213/1 8/214/1 106/215/1 107/216/1\nf 12/217/1 10/218/1 107/219/1 108/220/1\nf 14/221/1 12/222/1 108/223/1 109/224/1\nf 16/225/1 14/226/1 109/227/1 110/228/1\nf 18/229/1 16/230/1 110/231/1 111/232/1\nf 20/233/1 18/234/1 111/235/1 112/236/1\nf 22/237/1 20/238/1 112/239/1 113/240/1\nf 24/241/1 22/242/1 113/243/1 114/244/1\nf 26/245/1 24/246/1 114/247/1 115/248/1\nf 28/249/1 26/250/1 115/251/1 116/252/1\nf 30/253/1 28/254/1 116/255/1 117/256/1\nf 32/257/1 30/258/1 117/259/1 118/260/1\nf 34/261/1 32/262/1 118/263/1 119/264/1\nf 36/265/1 34/266/1 119/267/1 120/268/1\nf 38/269/1 36/270/1 120/271/1 121/272/1\nf 40/273/1 38/274/1 121/275/1 122/276/1\nf 42/277/1 40/278/1 122/279/1 123/280/1\nf 44/281/1 42/282/1 123/283/1 124/284/1\nf 46/285/1 44/286/1 124/287/1 125/288/1\nf 48/289/1 46/290/1 125/291/1 126/292/1\nf 50/293/1 48/294/1 126/295/1 127/296/1\nf 52/297/1 50/298/1 127/299/1 128/300/1\nf 54/301/1 52/302/1 128/303/1 129/304/1\nf 56/305/1 54/306/1 129/307/1 130/308/1\nf 58/309/1 56/310/1 130/311/1 131/312/1\nf 60/313/1 58/314/1 131/315/1 132/316/1\nf 62/317/1 60/318/1 132/319/1 133/320/1\nf 64/321/1 62/322/1 133/323/1 134/324/1\nf 66/325/1 64/326/1 134/327/1 135/328/1\nf 68/329/1 66/330/1 135/331/1 136/332/1\nf 70/333/1 68/334/1 136/335/1 137/336/1\nf 72/337/1 70/338/1 137/339/1 138/340/1\nf 74/341/1 72/342/1 138/343/1 139/344/1\nf 76/345/1 74/346/1 139/347/1 140/348/1\nf 78/349/1 76/350/1 140/351/1 141/352/1\nf 80/353/1 78/354/1 141/355/1 142/356/1\nf 82/357/1 80/358/1 142/359/1 143/360/1\nf 84/361/1 82/362/1 143/363/1 144/364/1\nf 86/365/1 84/366/1 144/367/1 145/368/1\nf 88/369/1 86/370/1 145/371/1 146/372/1\nf 90/373/1 88/374/1 146/375/1 147/376/1\nf 92/377/1 90/378/1 147/379/1 148/380/1\nf 94/381/1 92/382/1 148/383/1 149/384/1\nf 96/385/1 94/386/1 149/387/1 150/388/1\nf 98/389/1 96/390/1 150/391/1 151/392/1\nf 100/393/1 98/394/1 151/395/1 152/396/1\nf 102/397/1 100/398/1 152/399/1 153/400/1\nf 104/401/1 103/402/1 154/403/1 155/404/1\nf 105/405/1 104/406/1 155/407/1 156/408/1\nf 106/409/1 105/410/1 156/411/1 157/412/1\nf 107/413/1 106/414/1 157/415/1 158/416/1\nf 108/417/1 107/418/1 158/419/1 159/420/1\nf 109/421/1 108/422/1 159/423/1 160/424/1\nf 110/425/1 109/426/1 160/427/1 161/428/1\nf 111/429/1 110/430/1 161/431/1 162/432/1\nf 112/433/1 111/434/1 162/435/1 163/436/1\nf 113/437/1 112/438/1 163/439/1 164/440/1\nf 114/441/1 113/442/1 164/443/1 165/444/1\nf 115/445/1 114/446/1 165/447/1 166/448/1\nf 116/449/1 115/450/1 166/451/1 167/452/1\nf 117/453/1 116/454/1 167/455/1 168/456/1\nf 118/457/1 117/458/1 168/459/1 169/460/1\nf 119/461/1 118/462/1 169/463/1 170/464/1\nf 120/465/1 119/466/1 170/467/1 171/468/1\nf 121/469/1 120/470/1 171/471/1 172/472/1\nf 122/473/1 121/474/1 172/475/1 173/476/1\nf 123/477/1 122/478/1 173/479/1 174/480/1\nf 124/481/1 123/482/1 174/483/1 175/484/1\nf 125/485/1 124/486/1 175/487/1 176/488/1\nf 126/489/1 125/490/1 176/491/1 177/492/1\nf 127/493/1 126/494/1 177/495/1 178/496/1\nf 128/497/1 127/498/1 178/499/1 179/500/1\nf 129/501/1 128/502/1 179/503/1 180/504/1\nf 130/505/1 129/506/1 180/507/1 181/508/1\nf 131/509/1 130/510/1 181/511/1 182/512/1\nf 132/513/1 131/514/1 182/515/1 183/516/1\nf 133/517/1 132/518/1 183/519/1 184/520/1\nf 134/521/1 133/522/1 184/523/1 185/524/1\nf 135/525/1 134/526/1 185/527/1 186/528/1\nf 136/529/1 135/530/1 186/531/1 187/532/1\nf 137/533/1 136/534/1 187/535/1 188/536/1\nf 138/537/1 137/538/1 188/539/1 189/540/1\nf 139/541/1 138/542/1 189/543/1 190/544/1\nf 140/545/1 139/546/1 190/547/1 191/548/1\nf 141/549/1 140/550/1 191/551/1 192/552/1\nf 142/553/1 141/554/1 192/555/1 193/556/1\nf 143/557/1 142/558/1 193/559/1 194/560/1\nf 144/561/1 143/562/1 194/563/1 195/564/1\nf 145/565/1 144/566/1 195/567/1 196/568/1\nf 146/569/1 145/570/1 196/571/1 197/572/1\nf 147/573/1 146/574/1 197/575/1 198/576/1\nf 148/577/1 147/578/1 198/579/1 199/580/1\nf 149/581/1 148/582/1 199/583/1 200/584/1\nf 150/585/1 149/586/1 200/587/1 201/588/1\nf 151/589/1 150/590/1 201/591/1 202/592/1\nf 152/593/1 151/594/1 202/595/1 203/596/1\nf 153/597/1 152/598/1 203/599/1 204/600/1\nf 155/601/1 154/602/1 205/603/1 206/604/1\nf 156/605/1 155/606/1 206/607/1 207/608/1\nf 157/609/1 156/610/1 207/611/1 208/612/1\nf 158/613/1 157/614/1 208/615/1 209/616/1\nf 159/617/1 158/618/1 209/619/1 210/620/1\nf 160/621/1 159/622/1 210/623/1 211/624/1\nf 161/625/1 160/626/1 211/627/1 212/628/1\nf 162/629/1 161/630/1 212/631/1 213/632/1\nf 163/633/1 162/634/1 213/635/1 214/636/1\nf 164/637/1 163/638/1 214/639/1 215/640/1\nf 165/641/1 164/642/1 215/643/1 216/644/1\nf 166/645/1 165/646/1 216/647/1 217/648/1\nf 167/649/1 166/650/1 217/651/1 218/652/1\nf 168/653/1 167/654/1 218/655/1 219/656/1\nf 169/657/1 168/658/1 219/659/1 220/660/1\nf 170/661/1 169/662/1 220/663/1 221/664/1\nf 171/665/1 170/666/1 221/667/1 222/668/1\nf 172/669/1 171/670/1 222/671/1 223/672/1\nf 173/673/1 172/674/1 223/675/1 224/676/1\nf 174/677/1 173/678/1 224/679/1 225/680/1\nf 175/681/1 174/682/1 225/683/1 226/684/1\nf 176/685/1 175/686/1 226/687/1 227/688/1\nf 177/689/1 176/690/1 227/691/1 228/692/1\nf 178/693/1 177/694/1 228/695/1 229/696/1\nf 179/697/1 178/698/1 229/699/1 230/700/1\nf 180/701/1 179/702/1 230/703/1 231/704/1\nf 181/705/1 180/706/1 231/707/1 232/708/1\nf 182/709/1 181/710/1 232/711/1 233/712/1\nf 183/713/1 182/714/1 233/715/1 234/716/1\nf 184/717/1 183/718/1 234/719/1 235/720/1\nf 185/721/1 184/722/1 235/723/1 236/724/1\nf 186/725/1 185/726/1 236/727/1 237/728/1\nf 187/729/1 186/730/1 237/731/1 238/732/1\nf 188/733/1 187/734/1 238/735/1 239/736/1\nf 189/737/1 188/738/1 239/739/1 240/740/1\nf 190/741/1 189/742/1 240/743/1 241/744/1\nf 191/745/1 190/746/1 241/747/1 242/748/1\nf 192/749/1 191/750/1 242/751/1 243/752/1\nf 193/753/1 192/754/1 243/755/1 244/756/1\nf 194/757/1 193/758/1 244/759/1 245/760/1\nf 195/761/1 194/762/1 245/763/1 246/764/1\nf 196/765/1 195/766/1 246/767/1 247/768/1\nf 197/769/1 196/770/1 247/771/1 248/772/1\nf 198/773/1 197/774/1 248/775/1 249/776/1\nf 199/777/1 198/778/1 249/779/1 250/780/1\nf 200/781/1 199/782/1 250/783/1 251/784/1\nf 201/785/1 200/786/1 251/787/1 252/788/1\nf 202/789/1 201/790/1 252/791/1 253/792/1\nf 203/793/1 202/794/1 253/795/1 254/796/1\nf 204/797/1 203/798/1 254/799/1 255/800/1\nf 206/801/1 205/802/1 256/803/1 257/804/1\nf 207/805/1 206/806/1 257/807/1 258/808/1\nf 208/809/1 207/810/1 258/811/1 259/812/1\nf 209/813/1 208/814/1 259/815/1 260/816/1\nf 210/817/1 209/818/1 260/819/1 261/820/1\nf 211/821/1 210/822/1 261/823/1 262/824/1\nf 212/825/1 211/826/1 262/827/1 263/828/1\nf 213/829/1 212/830/1 263/831/1 264/832/1\nf 214/833/1 213/834/1 264/835/1 265/836/1\nf 215/837/1 214/838/1 265/839/1 266/840/1\nf 216/841/1 215/842/1 266/843/1 267/844/1\nf 217/845/1 216/846/1 267/847/1 268/848/1\nf 218/849/1 217/850/1 268/851/1 269/852/1\nf 219/853/1 218/854/1 269/855/1 270/856/1\nf 220/857/1 219/858/1 270/859/1 271/860/1\nf 221/861/1 220/862/1 271/863/1 272/864/1\nf 222/865/1 221/866/1 272/867/1 273/868/1\nf 223/869/1 222/870/1 273/871/1 274/872/1\nf 224/873/1 223/874/1 274/875/1 275/876/1\nf 225/877/1 224/878/1 275/879/1 276/880/1\nf 226/881/1 225/882/1 276/883/1 277/884/1\nf 227/885/1 226/886/1 277/887/1 278/888/1\nf 228/889/1 227/890/1 278/891/1 279/892/1\nf 229/893/1 228/894/1 279/895/1 280/896/1\nf 230/897/1 229/898/1 280/899/1 281/900/1\nf 231/901/1 230/902/1 281/903/1 282/904/1\nf 232/905/1 231/906/1 282/907/1 283/908/1\nf 233/909/1 232/910/1 283/911/1 284/912/1\nf 234/913/1 233/914/1 284/915/1 285/916/1\nf 235/917/1 234/918/1 285/919/1 286/920/1\nf 236/921/1 235/922/1 286/923/1 287/924/1\nf 237/925/1 236/926/1 287/927/1 288/928/1\nf 238/929/1 237/930/1 288/931/1 289/932/1\nf 239/933/1 238/934/1 289/935/1 290/936/1\nf 240/937/1 239/938/1 290/939/1 291/940/1\nf 241/941/1 240/942/1 291/943/1 292/944/1\nf 242/945/1 241/946/1 292/947/1 293/948/1\nf 243/949/1 242/950/1 293/951/1 294/952/1\nf 244/953/1 243/954/1 294/955/1 295/956/1\nf 245/957/1 244/958/1 295/959/1 296/960/1\nf 246/961/1 245/962/1 296/963/1 297/964/1\nf 247/965/1 246/966/1 297/967/1 298/968/1\nf 248/969/1 247/970/1 298/971/1 299/972/1\nf 249/973/1 248/974/1 299/975/1 300/976/1\nf 250/977/1 249/978/1 300/979/1 301/980/1\nf 251/981/1 250/982/1 301/983/1 302/984/1\nf 252/985/1 251/986/1 302/987/1 303/988/1\nf 253/989/1 252/990/1 303/991/1 304/992/1\nf 254/993/1 253/994/1 304/995/1 305/996/1\nf 255/997/1 254/998/1 305/999/1 306/1000/1\nf 257/1001/1 256/1002/1 307/1003/1 308/1004/1\nf 258/1005/1 257/1006/1 308/1007/1 309/1008/1\nf 259/1009/1 258/1010/1 309/1011/1 310/1012/1\nf 260/1013/1 259/1014/1 310/1015/1 311/1016/1\nf 261/1017/1 260/1018/1 311/1019/1 312/1020/1\nf 262/1021/1 261/1022/1 312/1023/1 313/1024/1\nf 263/1025/1 262/1026/1 313/1027/1 314/1028/1\nf 264/1029/1 263/1030/1 314/1031/1 315/1032/1\nf 265/1033/1 264/1034/1 315/1035/1 316/1036/1\nf 266/1037/1 265/1038/1 316/1039/1 317/1040/1\nf 267/1041/1 266/1042/1 317/1043/1 318/1044/1\nf 268/1045/1 267/1046/1 318/1047/1 319/1048/1\nf 269/1049/1 268/1050/1 319/1051/1 320/1052/1\nf 270/1053/1 269/1054/1 320/1055/1 321/1056/1\nf 271/1057/1 270/1058/1 321/1059/1 322/1060/1\nf 272/1061/1 271/1062/1 322/1063/1 323/1064/1\nf 273/1065/1 272/1066/1 323/1067/1 324/1068/1\nf 274/1069/1 273/1070/1 324/1071/1 325/1072/1\nf 275/1073/1 274/1074/1 325/1075/1 326/1076/1\nf 276/1077/1 275/1078/1 326/1079/1 327/1080/1\nf 277/1081/1 276/1082/1 327/1083/1 328/1084/1\nf 278/1085/1 277/1086/1 328/1087/1 329/1088/1\nf 279/1089/1 278/1090/1 329/1091/1 330/1092/1\nf 280/1093/1 279/1094/1 330/1095/1 331/1096/1\nf 281/1097/1 280/1098/1 331/1099/1 332/1100/1\nf 282/1101/1 281/1102/1 332/1103/1 333/1104/1\nf 283/1105/1 282/1106/1 333/1107/1 334/1108/1\nf 284/1109/1 283/1110/1 334/1111/1 335/1112/1\nf 285/1113/1 284/1114/1 335/1115/1 336/1116/1\nf 286/1117/1 285/1118/1 336/1119/1 337/1120/1\nf 287/1121/1 286/1122/1 337/1123/1 338/1124/1\nf 288/1125/1 287/1126/1 338/1127/1 339/1128/1\nf 289/1129/1 288/1130/1 339/1131/1 340/1132/1\nf 290/1133/1 289/1134/1 340/1135/1 341/1136/1\nf 291/1137/1 290/1138/1 341/1139/1 342/1140/1\nf 292/1141/1 291/1142/1 342/1143/1 343/1144/1\nf 293/1145/1 292/1146/1 343/1147/1 344/1148/1\nf 294/1149/1 293/1150/1 344/1151/1 345/1152/1\nf 295/1153/1 294/1154/1 345/1155/1 346/1156/1\nf 296/1157/1 295/1158/1 346/1159/1 347/1160/1\nf 297/1161/1 296/1162/1 347/1163/1 348/1164/1\nf 298/1165/1 297/1166/1 348/1167/1 349/1168/1\nf 299/1169/1 298/1170/1 349/1171/1 350/1172/1\nf 300/1173/1 299/1174/1 350/1175/1 351/1176/1\nf 301/1177/1 300/1178/1 351/1179/1 352/1180/1\nf 302/1181/1 301/1182/1 352/1183/1 353/1184/1\nf 303/1185/1 302/1186/1 353/1187/1 354/1188/1\nf 304/1189/1 303/1190/1 354/1191/1 355/1192/1\nf 305/1193/1 304/1194/1 355/1195/1 356/1196/1\nf 306/1197/1 305/1198/1 356/1199/1 357/1200/1\nf 308/1201/1 307/1202/1 358/1203/1 359/1204/1\nf 309/1205/1 308/1206/1 359/1207/1 360/1208/1\nf 310/1209/1 309/1210/1 360/1211/1 361/1212/1\nf 311/1213/1 310/1214/1 361/1215/1 362/1216/1\nf 312/1217/1 311/1218/1 362/1219/1 363/1220/1\nf 313/1221/1 312/1222/1 363/1223/1 364/1224/1\nf 314/1225/1 313/1226/1 364/1227/1 365/1228/1\nf 315/1229/1 314/1230/1 365/1231/1 366/1232/1\nf 316/1233/1 315/1234/1 366/1235/1 367/1236/1\nf 317/1237/1 316/1238/1 367/1239/1 368/1240/1\nf 318/1241/1 317/1242/1 368/1243/1 369/1244/1\nf 319/1245/1 318/1246/1 369/1247/1 370/1248/1\nf 320/1249/1 319/1250/1 370/1251/1 371/1252/1\nf 321/1253/1 320/1254/1 371/1255/1 372/1256/1\nf 322/1257/1 321/1258/1 372/1259/1 373/1260/1\nf 323/1261/1 322/1262/1 373/1263/1 374/1264/1\nf 324/1265/1 323/1266/1 374/1267/1 375/1268/1\nf 325/1269/1 324/1270/1 375/1271/1 376/1272/1\nf 326/1273/1 325/1274/1 376/1275/1 377/1276/1\nf 327/1277/1 326/1278/1 377/1279/1 378/1280/1\nf 328/1281/1 327/1282/1 378/1283/1 379/1284/1\nf 329/1285/1 328/1286/1 379/1287/1 380/1288/1\nf 330/1289/1 329/1290/1 380/1291/1 381/1292/1\nf 331/1293/1 330/1294/1 381/1295/1 382/1296/1\nf 332/1297/1 331/1298/1 382/1299/1 383/1300/1\nf 333/1301/1 332/1302/1 383/1303/1 384/1304/1\nf 334/1305/1 333/1306/1 384/1307/1 385/1308/1\nf 335/1309/1 334/1310/1 385/1311/1 386/1312/1\nf 336/1313/1 335/1314/1 386/1315/1 387/1316/1\nf 337/1317/1 336/1318/1 387/1319/1 388/1320/1\nf 338/1321/1 337/1322/1 388/1323/1 389/1324/1\nf 339/1325/1 338/1326/1 389/1327/1 390/1328/1\nf 340/1329/1 339/1330/1 390/1331/1 391/1332/1\nf 341/1333/1 340/1334/1 391/1335/1 392/1336/1\nf 342/1337/1 341/1338/1 392/1339/1 393/1340/1\nf 343/1341/1 342/1342/1 393/1343/1 394/1344/1\nf 344/1345/1 343/1346/1 394/1347/1 395/1348/1\nf 345/1349/1 344/1350/1 395/1351/1 396/1352/1\nf 346/1353/1 345/1354/1 396/1355/1 397/1356/1\nf 347/1357/1 346/1358/1 397/1359/1 398/1360/1\nf 348/1361/1 347/1362/1 398/1363/1 399/1364/1\nf 349/1365/1 348/1366/1 399/1367/1 400/1368/1\nf 350/1369/1 349/1370/1 400/1371/1 401/1372/1\nf 351/1373/1 350/1374/1 401/1375/1 402/1376/1\nf 352/1377/1 351/1378/1 402/1379/1 403/1380/1\nf 353/1381/1 352/1382/1 403/1383/1 404/1384/1\nf 354/1385/1 353/1386/1 404/1387/1 405/1388/1\nf 355/1389/1 354/1390/1 405/1391/1 406/1392/1\nf 356/1393/1 355/1394/1 406/1395/1 407/1396/1\nf 357/1397/1 356/1398/1 407/1399/1 408/1400/1\nf 359/1401/1 358/1402/1 409/1403/1 410/1404/1\nf 360/1405/1 359/1406/1 410/1407/1 411/1408/1\nf 361/1409/1 360/1410/1 411/1411/1 412/1412/1\nf 362/1413/1 361/1414/1 412/1415/1 413/1416/1\nf 363/1417/1 362/1418/1 413/1419/1 414/1420/1\nf 364/1421/1 363/1422/1 414/1423/1 415/1424/1\nf 365/1425/1 364/1426/1 415/1427/1 416/1428/1\nf 366/1429/1 365/1430/1 416/1431/1 417/1432/1\nf 367/1433/1 366/1434/1 417/1435/1 418/1436/1\nf 368/1437/1 367/1438/1 418/1439/1 419/1440/1\nf 369/1441/1 368/1442/1 419/1443/1 420/1444/1\nf 370/1445/1 369/1446/1 420/1447/1 421/1448/1\nf 371/1449/1 370/1450/1 421/1451/1 422/1452/1\nf 372/1453/1 371/1454/1 422/1455/1 423/1456/1\nf 373/1457/1 372/1458/1 423/1459/1 424/1460/1\nf 374/1461/1 373/1462/1 424/1463/1 425/1464/1\nf 375/1465/1 374/1466/1 425/1467/1 426/1468/1\nf 376/1469/1 375/1470/1 426/1471/1 427/1472/1\nf 377/1473/1 376/1474/1 427/1475/1 428/1476/1\nf 378/1477/1 377/1478/1 428/1479/1 429/1480/1\nf 379/1481/1 378/1482/1 429/1483/1 430/1484/1\nf 380/1485/1 379/1486/1 430/1487/1 431/1488/1\nf 381/1489/1 380/1490/1 431/1491/1 432/1492/1\nf 382/1493/1 381/1494/1 432/1495/1 433/1496/1\nf 383/1497/1 382/1498/1 433/1499/1 434/1500/1\nf 384/1501/1 383/1502/1 434/1503/1 435/1504/1\nf 385/1505/1 384/1506/1 435/1507/1 436/1508/1\nf 386/1509/1 385/1510/1 436/1511/1 437/1512/1\nf 387/1513/1 386/1514/1 437/1515/1 438/1516/1\nf 388/1517/1 387/1518/1 438/1519/1 439/1520/1\nf 389/1521/1 388/1522/1 439/1523/1 440/1524/1\nf 390/1525/1 389/1526/1 440/1527/1 441/1528/1\nf 391/1529/1 390/1530/1 441/1531/1 442/1532/1\nf 392/1533/1 391/1534/1 442/1535/1 443/1536/1\nf 393/1537/1 392/1538/1 443/1539/1 444/1540/1\nf 394/1541/1 393/1542/1 444/1543/1 445/1544/1\nf 395/1545/1 394/1546/1 445/1547/1 446/1548/1\nf 396/1549/1 395/1550/1 446/1551/1 447/1552/1\nf 397/1553/1 396/1554/1 447/1555/1 448/1556/1\nf 398/1557/1 397/1558/1 448/1559/1 449/1560/1\nf 399/1561/1 398/1562/1 449/1563/1 450/1564/1\nf 400/1565/1 399/1566/1 450/1567/1 451/1568/1\nf 401/1569/1 400/1570/1 451/1571/1 452/1572/1\nf 402/1573/1 401/1574/1 452/1575/1 453/1576/1\nf 403/1577/1 402/1578/1 453/1579/1 454/1580/1\nf 404/1581/1 403/1582/1 454/1583/1 455/1584/1\nf 405/1585/1 404/1586/1 455/1587/1 456/1588/1\nf 406/1589/1 405/1590/1 456/1591/1 457/1592/1\nf 407/1593/1 406/1594/1 457/1595/1 458/1596/1\nf 408/1597/1 407/1598/1 458/1599/1 459/1600/1\nf 410/1601/1 409/1602/1 460/1603/1 461/1604/1\nf 411/1605/1 410/1606/1 461/1607/1 462/1608/1\nf 412/1609/1 411/1610/1 462/1611/1 463/1612/1\nf 413/1613/1 412/1614/1 463/1615/1 464/1616/1\nf 414/1617/1 413/1618/1 464/1619/1 465/1620/1\nf 415/1621/1 414/1622/1 465/1623/1 466/1624/1\nf 416/1625/1 415/1626/1 466/1627/1 467/1628/1\nf 417/1629/1 416/1630/1 467/1631/1 468/1632/1\nf 418/1633/1 417/1634/1 468/1635/1 469/1636/1\nf 419/1637/1 418/1638/1 469/1639/1 470/1640/1\nf 420/1641/1 419/1642/1 470/1643/1 471/1644/1\nf 421/1645/1 420/1646/1 471/1647/1 472/1648/1\nf 422/1649/1 421/1650/1 472/1651/1 473/1652/1\nf 423/1653/1 422/1654/1 473/1655/1 474/1656/1\nf 424/1657/1 423/1658/1 474/1659/1 475/1660/1\nf 425/1661/1 424/1662/1 475/1663/1 476/1664/1\nf 426/1665/1 425/1666/1 476/1667/1 477/1668/1\nf 427/1669/1 426/1670/1 477/1671/1 478/1672/1\nf 428/1673/1 427/1674/1 478/1675/1 479/1676/1\nf 429/1677/1 428/1678/1 479/1679/1 480/1680/1\nf 430/1681/1 429/1682/1 480/1683/1 481/1684/1\nf 431/1685/1 430/1686/1 481/1687/1 482/1688/1\nf 432/1689/1 431/1690/1 482/1691/1 483/1692/1\nf 433/1693/1 432/1694/1 483/1695/1 484/1696/1\nf 434/1697/1 433/1698/1 484/1699/1 485/1700/1\nf 435/1701/1 434/1702/1 485/1703/1 486/1704/1\nf 436/1705/1 435/1706/1 486/1707/1 487/1708/1\nf 437/1709/1 436/1710/1 487/1711/1 488/1712/1\nf 438/1713/1 437/1714/1 488/1715/1 489/1716/1\nf 439/1717/1 438/1718/1 489/1719/1 490/1720/1\nf 440/1721/1 439/1722/1 490/1723/1 491/1724/1\nf 441/1725/1 440/1726/1 491/1727/1 492/1728/1\nf 442/1729/1 441/1730/1 492/1731/1 493/1732/1\nf 443/1733/1 442/1734/1 493/1735/1 494/1736/1\nf 444/1737/1 443/1738/1 494/1739/1 495/1740/1\nf 445/1741/1 444/1742/1 495/1743/1 496/1744/1\nf 446/1745/1 445/1746/1 496/1747/1 497/1748/1\nf 447/1749/1 446/1750/1 497/1751/1 498/1752/1\nf 448/1753/1 447/1754/1 498/1755/1 499/1756/1\nf 449/1757/1 448/1758/1 499/1759/1 500/1760/1\nf 450/1761/1 449/1762/1 500/1763/1 501/1764/1\nf 451/1765/1 450/1766/1 501/1767/1 502/1768/1\nf 452/1769/1 451/1770/1 502/1771/1 503/1772/1\nf 453/1773/1 452/1774/1 503/1775/1 504/1776/1\nf 454/1777/1 453/1778/1 504/1779/1 505/1780/1\nf 455/1781/1 454/1782/1 505/1783/1 506/1784/1\nf 456/1785/1 455/1786/1 506/1787/1 507/1788/1\nf 457/1789/1 456/1790/1 507/1791/1 508/1792/1\nf 458/1793/1 457/1794/1 508/1795/1 509/1796/1\nf 459/1797/1 458/1798/1 509/1799/1 510/1800/1\nf 461/1801/1 460/1802/1 511/1803/1 512/1804/1\nf 462/1805/1 461/1806/1 512/1807/1 513/1808/1\nf 463/1809/1 462/1810/1 513/1811/1 514/1812/1\nf 464/1813/1 463/1814/1 514/1815/1 515/1816/1\nf 465/1817/1 464/1818/1 515/1819/1 516/1820/1\nf 466/1821/1 465/1822/1 516/1823/1 517/1824/1\nf 467/1825/1 466/1826/1 517/1827/1 518/1828/1\nf 468/1829/1 467/1830/1 518/1831/1 519/1832/1\nf 469/1833/1 468/1834/1 519/1835/1 520/1836/1\nf 470/1837/1 469/1838/1 520/1839/1 521/1840/1\nf 471/1841/1 470/1842/1 521/1843/1 522/1844/1\nf 472/1845/1 471/1846/1 522/1847/1 523/1848/1\nf 473/1849/1 472/1850/1 523/1851/1 524/1852/1\nf 474/1853/1 473/1854/1 524/1855/1 525/1856/1\nf 475/1857/1 474/1858/1 525/1859/1 526/1860/1\nf 476/1861/1 475/1862/1 526/1863/1 527/1864/1\nf 477/1865/1 476/1866/1 527/1867/1 528/1868/1\nf 478/1869/1 477/1870/1 528/1871/1 529/1872/1\nf 479/1873/1 478/1874/1 529/1875/1 530/1876/1\nf 480/1877/1 479/1878/1 530/1879/1 531/1880/1\nf 481/1881/1 480/1882/1 531/1883/1 532/1884/1\nf 482/1885/1 481/1886/1 532/1887/1 533/1888/1\nf 483/1889/1 482/1890/1 533/1891/1 534/1892/1\nf 484/1893/1 483/1894/1 534/1895/1 535/1896/1\nf 485/1897/1 484/1898/1 535/1899/1 536/1900/1\nf 486/1901/1 485/1902/1 536/1903/1 537/1904/1\nf 487/1905/1 486/1906/1 537/1907/1 538/1908/1\nf 488/1909/1 487/1910/1 538/1911/1 539/1912/1\nf 489/1913/1 488/1914/1 539/1915/1 540/1916/1\nf 490/1917/1 489/1918/1 540/1919/1 541/1920/1\nf 491/1921/1 490/1922/1 541/1923/1 542/1924/1\nf 492/1925/1 491/1926/1 542/1927/1 543/1928/1\nf 493/1929/1 492/1930/1 543/1931/1 544/1932/1\nf 494/1933/1 493/1934/1 544/1935/1 545/1936/1\nf 495/1937/1 494/1938/1 545/1939/1 546/1940/1\nf 496/1941/1 495/1942/1 546/1943/1 547/1944/1\nf 497/1945/1 496/1946/1 547/1947/1 548/1948/1\nf 498/1949/1 497/1950/1 548/1951/1 549/1952/1\nf 499/1953/1 498/1954/1 549/1955/1 550/1956/1\nf 500/1957/1 499/1958/1 550/1959/1 551/1960/1\nf 501/1961/1 500/1962/1 551/1963/1 552/1964/1\nf 502/1965/1 501/1966/1 552/1967/1 553/1968/1\nf 503/1969/1 502/1970/1 553/1971/1 554/1972/1\nf 504/1973/1 503/1974/1 554/1975/1 555/1976/1\nf 505/1977/1 504/1978/1 555/1979/1 556/1980/1\nf 506/1981/1 505/1982/1 556/1983/1 557/1984/1\nf 507/1985/1 506/1986/1 557/1987/1 558/1988/1\nf 508/1989/1 507/1990/1 558/1991/1 559/1992/1\nf 509/1993/1 508/1994/1 559/1995/1 560/1996/1\nf 510/1997/1 509/1998/1 560/1999/1 561/2000/1\nf 512/2001/1 511/2002/1 562/2003/1 563/2004/1\nf 513/2005/1 512/2006/1 563/2007/1 564/2008/1\nf 514/2009/1 513/2010/1 564/2011/1 565/2012/1\nf 515/2013/1 514/2014/1 565/2015/1 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630/2271/1 631/2272/1\nf 581/2273/1 580/2274/1 631/2275/1 632/2276/1\nf 582/2277/1 581/2278/1 632/2279/1 633/2280/1\nf 583/2281/1 582/2282/1 633/2283/1 634/2284/1\nf 584/2285/1 583/2286/1 634/2287/1 635/2288/1\nf 585/2289/1 584/2290/1 635/2291/1 636/2292/1\nf 586/2293/1 585/2294/1 636/2295/1 637/2296/1\nf 587/2297/1 586/2298/1 637/2299/1 638/2300/1\nf 588/2301/1 587/2302/1 638/2303/1 639/2304/1\nf 589/2305/1 588/2306/1 639/2307/1 640/2308/1\nf 590/2309/1 589/2310/1 640/2311/1 641/2312/1\nf 591/2313/1 590/2314/1 641/2315/1 642/2316/1\nf 592/2317/1 591/2318/1 642/2319/1 643/2320/1\nf 593/2321/1 592/2322/1 643/2323/1 644/2324/1\nf 594/2325/1 593/2326/1 644/2327/1 645/2328/1\nf 595/2329/1 594/2330/1 645/2331/1 646/2332/1\nf 596/2333/1 595/2334/1 646/2335/1 647/2336/1\nf 597/2337/1 596/2338/1 647/2339/1 648/2340/1\nf 598/2341/1 597/2342/1 648/2343/1 649/2344/1\nf 599/2345/1 598/2346/1 649/2347/1 650/2348/1\nf 600/2349/1 599/2350/1 650/2351/1 651/2352/1\nf 601/2353/1 600/2354/1 651/2355/1 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0.5313721 0.4165446\nvt 0.5001221 0.3334554\nvt 0.5311279 0.3334554\nvt 0.5311279 0.4165446\nvt 0.5001221 0.4165446\nvt 0.9688721 0.4167888\nvt 0.9998779 0.4167888\nvt 0.9998779 0.4998779\nvt 0.9688721 0.4998779\nvt 0.9376221 0.4167888\nvt 0.9686279 0.4167888\nvt 0.9686279 0.4998779\nvt 0.9376221 0.4998779\nvt 0.9063721 0.4167888\nvt 0.9373779 0.4167888\nvt 0.9373779 0.4998779\nvt 0.9063721 0.4998779\nvt 0.8751221 0.4167888\nvt 0.9061279 0.4167888\nvt 0.9061279 0.4998779\nvt 0.8751221 0.4998779\nvt 0.8438721 0.4167888\nvt 0.8748779 0.4167888\nvt 0.8748779 0.4998779\nvt 0.8438721 0.4998779\nvt 0.8126221 0.4167888\nvt 0.8436279 0.4167888\nvt 0.8436279 0.4998779\nvt 0.8126221 0.4998779\nvt 0.7813721 0.4167888\nvt 0.8123779 0.4167888\nvt 0.8123779 0.4998779\nvt 0.7813721 0.4998779\nvt 0.7501221 0.4167888\nvt 0.7811279 0.4167888\nvt 0.7811279 0.4998779\nvt 0.7501221 0.4998779\nvt 0.7188721 0.4167888\nvt 0.7498779 0.4167888\nvt 0.7498779 0.4998779\nvt 0.7188721 0.4998779\nvt 0.6876221 0.4167888\nvt 0.7186279 0.4167888\nvt 0.7186279 0.4998779\nvt 0.6876221 0.4998779\nvt 0.6563721 0.4167888\nvt 0.6873779 0.4167888\nvt 0.6873779 0.4998779\nvt 0.6563721 0.4998779\nvt 0.6251221 0.4167888\nvt 0.6561279 0.4167888\nvt 0.6561279 0.4998779\nvt 0.6251221 0.4998779\nvt 0.5938721 0.4167888\nvt 0.6248779 0.4167888\nvt 0.6248779 0.4998779\nvt 0.5938721 0.4998779\nvt 0.5626221 0.4167888\nvt 0.5936279 0.4167888\nvt 0.5936279 0.4998779\nvt 0.5626221 0.4998779\nvt 0.5313721 0.4167888\nvt 0.5623779 0.4167888\nvt 0.5623779 0.4998779\nvt 0.5313721 0.4998779\nvt 0.5001221 0.4167888\nvt 0.5311279 0.4167888\nvt 0.5311279 0.4998779\nvt 0.5001221 0.4998779\nvt 0.9688721 0.5001221\nvt 0.9998779 0.5001221\nvt 0.9998779 0.5832113\nvt 0.9688721 0.5832113\nvt 0.9376221 0.5001221\nvt 0.9686279 0.5001221\nvt 0.9686279 0.5832113\nvt 0.9376221 0.5832113\nvt 0.9063721 0.5001221\nvt 0.9373779 0.5001221\nvt 0.9373779 0.5832113\nvt 0.9063721 0.5832113\nvt 0.8751221 0.5001221\nvt 0.9061279 0.5001221\nvt 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0.5832113\nvt 0.5313721 0.5001221\nvt 0.5623779 0.5001221\nvt 0.5623779 0.5832113\nvt 0.5313721 0.5832113\nvt 0.5001221 0.5001221\nvt 0.5311279 0.5001221\nvt 0.5311279 0.5832113\nvt 0.5001221 0.5832113\nvt 0.9688721 0.5834554\nvt 0.9998779 0.5834554\nvt 0.9998779 0.6665446\nvt 0.9688721 0.6665446\nvt 0.9376221 0.5834554\nvt 0.9686279 0.5834554\nvt 0.9686279 0.6665446\nvt 0.9376221 0.6665446\nvt 0.9063721 0.5834554\nvt 0.9373779 0.5834554\nvt 0.9373779 0.6665446\nvt 0.9063721 0.6665446\nvt 0.8751221 0.5834554\nvt 0.9061279 0.5834554\nvt 0.9061279 0.6665446\nvt 0.8751221 0.6665446\nvt 0.8438721 0.5834554\nvt 0.8748779 0.5834554\nvt 0.8748779 0.6665446\nvt 0.8438721 0.6665446\nvt 0.8126221 0.5834554\nvt 0.8436279 0.5834554\nvt 0.8436279 0.6665446\nvt 0.8126221 0.6665446\nvt 0.7813721 0.5834554\nvt 0.8123779 0.5834554\nvt 0.8123779 0.6665446\nvt 0.7813721 0.6665446\nvt 0.7501221 0.5834554\nvt 0.7811279 0.5834554\nvt 0.7811279 0.6665446\nvt 0.7501221 0.6665446\nvt 0.7188721 0.5834554\nvt 0.7498779 0.5834554\nvt 0.7498779 0.6665446\nvt 0.7188721 0.6665446\nvt 0.6876221 0.5834554\nvt 0.7186279 0.5834554\nvt 0.7186279 0.6665446\nvt 0.6876221 0.6665446\nvt 0.6563721 0.5834554\nvt 0.6873779 0.5834554\nvt 0.6873779 0.6665446\nvt 0.6563721 0.6665446\nvt 0.6251221 0.5834554\nvt 0.6561279 0.5834554\nvt 0.6561279 0.6665446\nvt 0.6251221 0.6665446\nvt 0.5938721 0.5834554\nvt 0.6248779 0.5834554\nvt 0.6248779 0.6665446\nvt 0.5938721 0.6665446\nvt 0.5626221 0.5834554\nvt 0.5936279 0.5834554\nvt 0.5936279 0.6665446\nvt 0.5626221 0.6665446\nvt 0.5313721 0.5834554\nvt 0.5623779 0.5834554\nvt 0.5623779 0.6665446\nvt 0.5313721 0.6665446\nvt 0.5001221 0.5834554\nvt 0.5311279 0.5834554\nvt 0.5311279 0.6665446\nvt 0.5001221 0.6665446\nvt 0.9688721 0.6667887\nvt 0.9998779 0.6667887\nvt 0.9998779 0.7498779\nvt 0.9688721 0.7498779\nvt 0.9376221 0.6667887\nvt 0.9686279 0.6667887\nvt 0.9686279 0.7498779\nvt 0.9376221 0.7498779\nvt 0.9063721 0.6667887\nvt 0.9373779 0.6667887\nvt 0.9373779 0.7498779\nvt 0.9063721 0.7498779\nvt 0.8751221 0.6667887\nvt 0.9061279 0.6667887\nvt 0.9061279 0.7498779\nvt 0.8751221 0.7498779\nvt 0.8438721 0.6667887\nvt 0.8748779 0.6667887\nvt 0.8748779 0.7498779\nvt 0.8438721 0.7498779\nvt 0.8126221 0.6667887\nvt 0.8436279 0.6667887\nvt 0.8436279 0.7498779\nvt 0.8126221 0.7498779\nvt 0.7813721 0.6667887\nvt 0.8123779 0.6667887\nvt 0.8123779 0.7498779\nvt 0.7813721 0.7498779\nvt 0.7501221 0.6667887\nvt 0.7811279 0.6667887\nvt 0.7811279 0.7498779\nvt 0.7501221 0.7498779\nvt 0.7188721 0.6667887\nvt 0.7498779 0.6667887\nvt 0.7498779 0.7498779\nvt 0.7188721 0.7498779\nvt 0.6876221 0.6667887\nvt 0.7186279 0.6667887\nvt 0.7186279 0.7498779\nvt 0.6876221 0.7498779\nvt 0.6563721 0.6667887\nvt 0.6873779 0.6667887\nvt 0.6873779 0.7498779\nvt 0.6563721 0.7498779\nvt 0.6251221 0.6667887\nvt 0.6561279 0.6667887\nvt 0.6561279 0.7498779\nvt 0.6251221 0.7498779\nvt 0.5938721 0.6667887\nvt 0.6248779 0.6667887\nvt 0.6248779 0.7498779\nvt 0.5938721 0.7498779\nvt 0.5626221 0.6667887\nvt 0.5936279 0.6667887\nvt 0.5936279 0.7498779\nvt 0.5626221 0.7498779\nvt 0.5313721 0.6667887\nvt 0.5623779 0.6667887\nvt 0.5623779 0.7498779\nvt 0.5313721 0.7498779\nvt 0.5001221 0.6667887\nvt 0.5311279 0.6667887\nvt 0.5311279 0.7498779\nvt 0.5001221 0.7498779\nvt 0.9688721 0.7501221\nvt 0.9998779 0.7501221\nvt 0.9998779 0.8332112\nvt 0.9688721 0.8332112\nvt 0.9376221 0.7501221\nvt 0.9686279 0.7501221\nvt 0.9686279 0.8332112\nvt 0.9376221 0.8332112\nvt 0.9063721 0.7501221\nvt 0.9373779 0.7501221\nvt 0.9373779 0.8332112\nvt 0.9063721 0.8332112\nvt 0.8751221 0.7501221\nvt 0.9061279 0.7501221\nvt 0.9061279 0.8332112\nvt 0.8751221 0.8332112\nvt 0.8438721 0.7501221\nvt 0.8748779 0.7501221\nvt 0.8748779 0.8332112\nvt 0.8438721 0.8332112\nvt 0.8126221 0.7501221\nvt 0.8436279 0.7501221\nvt 0.8436279 0.8332112\nvt 0.8126221 0.8332112\nvt 0.7813721 0.7501221\nvt 0.8123779 0.7501221\nvt 0.8123779 0.8332112\nvt 0.7813721 0.8332112\nvt 0.7501221 0.7501221\nvt 0.7811279 0.7501221\nvt 0.7811279 0.8332112\nvt 0.7501221 0.8332112\nvt 0.7188721 0.7501221\nvt 0.7498779 0.7501221\nvt 0.7498779 0.8332112\nvt 0.7188721 0.8332112\nvt 0.6876221 0.7501221\nvt 0.7186279 0.7501221\nvt 0.7186279 0.8332112\nvt 0.6876221 0.8332112\nvt 0.6563721 0.7501221\nvt 0.6873779 0.7501221\nvt 0.6873779 0.8332112\nvt 0.6563721 0.8332112\nvt 0.6251221 0.7501221\nvt 0.6561279 0.7501221\nvt 0.6561279 0.8332112\nvt 0.6251221 0.8332112\nvt 0.5938721 0.7501221\nvt 0.6248779 0.7501221\nvt 0.6248779 0.8332112\nvt 0.5938721 0.8332112\nvt 0.5626221 0.7501221\nvt 0.5936279 0.7501221\nvt 0.5936279 0.8332112\nvt 0.5626221 0.8332112\nvt 0.5313721 0.7501221\nvt 0.5623779 0.7501221\nvt 0.5623779 0.8332112\nvt 0.5313721 0.8332112\nvt 0.5001221 0.7501221\nvt 0.5311279 0.7501221\nvt 0.5311279 0.8332112\nvt 0.5001221 0.8332112\nvt 0.9688721 0.8334554\nvt 0.9998779 0.8334554\nvt 0.9998779 0.9165446\nvt 0.9688721 0.9165446\nvt 0.9376221 0.8334554\nvt 0.9686279 0.8334554\nvt 0.9686279 0.9165446\nvt 0.9376221 0.9165446\nvt 0.9063721 0.8334554\nvt 0.9373779 0.8334554\nvt 0.9373779 0.9165446\nvt 0.9063721 0.9165446\nvt 0.8751221 0.8334554\nvt 0.9061279 0.8334554\nvt 0.9061279 0.9165446\nvt 0.8751221 0.9165446\nvt 0.8438721 0.8334554\nvt 0.8748779 0.8334554\nvt 0.8748779 0.9165446\nvt 0.8438721 0.9165446\nvt 0.8126221 0.8334554\nvt 0.8436279 0.8334554\nvt 0.8436279 0.9165446\nvt 0.8126221 0.9165446\nvt 0.7813721 0.8334554\nvt 0.8123779 0.8334554\nvt 0.8123779 0.9165446\nvt 0.7813721 0.9165446\nvt 0.7501221 0.8334554\nvt 0.7811279 0.8334554\nvt 0.7811279 0.9165446\nvt 0.7501221 0.9165446\nvt 0.7188721 0.8334554\nvt 0.7498779 0.8334554\nvt 0.7498779 0.9165446\nvt 0.7188721 0.9165446\nvt 0.6876221 0.8334554\nvt 0.7186279 0.8334554\nvt 0.7186279 0.9165446\nvt 0.6876221 0.9165446\nvt 0.6563721 0.8334554\nvt 0.6873779 0.8334554\nvt 0.6873779 0.9165446\nvt 0.6563721 0.9165446\nvt 0.6251221 0.8334554\nvt 0.6561279 0.8334554\nvt 0.6561279 0.9165446\nvt 0.6251221 0.9165446\nvt 0.5938721 0.8334554\nvt 0.6248779 0.8334554\nvt 0.6248779 0.9165446\nvt 0.5938721 0.9165446\nvt 0.5626221 0.8334554\nvt 0.5936279 0.8334554\nvt 0.5936279 0.9165446\nvt 0.5626221 0.9165446\nvt 0.5313721 0.8334554\nvt 0.5623779 0.8334554\nvt 0.5623779 0.9165446\nvt 0.5313721 0.9165446\nvt 0.5001221 0.8334554\nvt 0.5311279 0.8334554\nvt 0.5311279 0.9165446\nvt 0.5001221 0.9165446\nvt 0.9688721 0.9167888\nvt 0.9998779 0.9167888\nvt 0.9998779 0.9998779\nvt 0.9688721 0.9998779\nvt 0.9376221 0.9167888\nvt 0.9686279 0.9167888\nvt 0.9686279 0.9998779\nvt 0.9376221 0.9998779\nvt 0.9063721 0.9167888\nvt 0.9373779 0.9167888\nvt 0.9373779 0.9998779\nvt 0.9063721 0.9998779\nvt 0.8751221 0.9167888\nvt 0.9061279 0.9167888\nvt 0.9061279 0.9998779\nvt 0.8751221 0.9998779\nvt 0.8438721 0.9167888\nvt 0.8748779 0.9167888\nvt 0.8748779 0.9998779\nvt 0.8438721 0.9998779\nvt 0.8126221 0.9167888\nvt 0.8436279 0.9167888\nvt 0.8436279 0.9998779\nvt 0.8126221 0.9998779\nvt 0.7813721 0.9167888\nvt 0.8123779 0.9167888\nvt 0.8123779 0.9998779\nvt 0.7813721 0.9998779\nvt 0.7501221 0.9167888\nvt 0.7811279 0.9167888\nvt 0.7811279 0.9998779\nvt 0.7501221 0.9998779\nvt 0.7188721 0.9167888\nvt 0.7498779 0.9167888\nvt 0.7498779 0.9998779\nvt 0.7188721 0.9998779\nvt 0.6876221 0.9167888\nvt 0.7186279 0.9167888\nvt 0.7186279 0.9998779\nvt 0.6876221 0.9998779\nvt 0.6563721 0.9167888\nvt 0.6873779 0.9167888\nvt 0.6873779 0.9998779\nvt 0.6563721 0.9998779\nvt 0.6251221 0.9167888\nvt 0.6561279 0.9167888\nvt 0.6561279 0.9998779\nvt 0.6251221 0.9998779\nvt 0.5938721 0.9167888\nvt 0.6248779 0.9167888\nvt 0.6248779 0.9998779\nvt 0.5938721 0.9998779\nvt 0.5626221 0.9167888\nvt 0.5936279 0.9167888\nvt 0.5936279 0.9998779\nvt 0.5626221 0.9998779\nvt 0.5313721 0.9167888\nvt 0.5623779 0.9167888\nvt 0.5623779 0.9998779\nvt 0.5313721 0.9998779\nvt 0.5001221 0.9167888\nvt 0.5311279 0.9167888\nvt 0.5311279 0.9998779\nvt 0.5001221 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 4/65/1 3/66/1 35/67/1 36/68/1\nf 6/69/1 4/70/1 36/71/1 37/72/1\nf 8/73/1 6/74/1 37/75/1 38/76/1\nf 10/77/1 8/78/1 38/79/1 39/80/1\nf 12/81/1 10/82/1 39/83/1 40/84/1\nf 14/85/1 12/86/1 40/87/1 41/88/1\nf 16/89/1 14/90/1 41/91/1 42/92/1\nf 18/93/1 16/94/1 42/95/1 43/96/1\nf 20/97/1 18/98/1 43/99/1 44/100/1\nf 22/101/1 20/102/1 44/103/1 45/104/1\nf 24/105/1 22/106/1 45/107/1 46/108/1\nf 26/109/1 24/110/1 46/111/1 47/112/1\nf 28/113/1 26/114/1 47/115/1 48/116/1\nf 30/117/1 28/118/1 48/119/1 49/120/1\nf 32/121/1 30/122/1 49/123/1 50/124/1\nf 34/125/1 32/126/1 50/127/1 51/128/1\nf 36/129/1 35/130/1 52/131/1 53/132/1\nf 37/133/1 36/134/1 53/135/1 54/136/1\nf 38/137/1 37/138/1 54/139/1 55/140/1\nf 39/141/1 38/142/1 55/143/1 56/144/1\nf 40/145/1 39/146/1 56/147/1 57/148/1\nf 41/149/1 40/150/1 57/151/1 58/152/1\nf 42/153/1 41/154/1 58/155/1 59/156/1\nf 43/157/1 42/158/1 59/159/1 60/160/1\nf 44/161/1 43/162/1 60/163/1 61/164/1\nf 45/165/1 44/166/1 61/167/1 62/168/1\nf 46/169/1 45/170/1 62/171/1 63/172/1\nf 47/173/1 46/174/1 63/175/1 64/176/1\nf 48/177/1 47/178/1 64/179/1 65/180/1\nf 49/181/1 48/182/1 65/183/1 66/184/1\nf 50/185/1 49/186/1 66/187/1 67/188/1\nf 51/189/1 50/190/1 67/191/1 68/192/1\nf 53/193/1 52/194/1 69/195/1 70/196/1\nf 54/197/1 53/198/1 70/199/1 71/200/1\nf 55/201/1 54/202/1 71/203/1 72/204/1\nf 56/205/1 55/206/1 72/207/1 73/208/1\nf 57/209/1 56/210/1 73/211/1 74/212/1\nf 58/213/1 57/214/1 74/215/1 75/216/1\nf 59/217/1 58/218/1 75/219/1 76/220/1\nf 60/221/1 59/222/1 76/223/1 77/224/1\nf 61/225/1 60/226/1 77/227/1 78/228/1\nf 62/229/1 61/230/1 78/231/1 79/232/1\nf 63/233/1 62/234/1 79/235/1 80/236/1\nf 64/237/1 63/238/1 80/239/1 81/240/1\nf 65/241/1 64/242/1 81/243/1 82/244/1\nf 66/245/1 65/246/1 82/247/1 83/248/1\nf 67/249/1 66/250/1 83/251/1 84/252/1\nf 68/253/1 67/254/1 84/255/1 85/256/1\nf 70/257/1 69/258/1 86/259/1 87/260/1\nf 71/261/1 70/262/1 87/263/1 88/264/1\nf 72/265/1 71/266/1 88/267/1 89/268/1\nf 73/269/1 72/270/1 89/271/1 90/272/1\nf 74/273/1 73/274/1 90/275/1 91/276/1\nf 75/277/1 74/278/1 91/279/1 92/280/1\nf 76/281/1 75/282/1 92/283/1 93/284/1\nf 77/285/1 76/286/1 93/287/1 94/288/1\nf 78/289/1 77/290/1 94/291/1 95/292/1\nf 79/293/1 78/294/1 95/295/1 96/296/1\nf 80/297/1 79/298/1 96/299/1 97/300/1\nf 81/301/1 80/302/1 97/303/1 98/304/1\nf 82/305/1 81/306/1 98/307/1 99/308/1\nf 83/309/1 82/310/1 99/311/1 100/312/1\nf 84/313/1 83/314/1 100/315/1 101/316/1\nf 85/317/1 84/318/1 101/319/1 102/320/1\nf 87/321/1 86/322/1 103/323/1 104/324/1\nf 88/325/1 87/326/1 104/327/1 105/328/1\nf 89/329/1 88/330/1 105/331/1 106/332/1\nf 90/333/1 89/334/1 106/335/1 107/336/1\nf 91/337/1 90/338/1 107/339/1 108/340/1\nf 92/341/1 91/342/1 108/343/1 109/344/1\nf 93/345/1 92/346/1 109/347/1 110/348/1\nf 94/349/1 93/350/1 110/351/1 111/352/1\nf 95/353/1 94/354/1 111/355/1 112/356/1\nf 96/357/1 95/358/1 112/359/1 113/360/1\nf 97/361/1 96/362/1 113/363/1 114/364/1\nf 98/365/1 97/366/1 114/367/1 115/368/1\nf 99/369/1 98/370/1 115/371/1 116/372/1\nf 100/373/1 99/374/1 116/375/1 117/376/1\nf 101/377/1 100/378/1 117/379/1 118/380/1\nf 102/381/1 101/382/1 118/383/1 119/384/1\nf 104/385/1 103/386/1 120/387/1 121/388/1\nf 105/389/1 104/390/1 121/391/1 122/392/1\nf 106/393/1 105/394/1 122/395/1 123/396/1\nf 107/397/1 106/398/1 123/399/1 124/400/1\nf 108/401/1 107/402/1 124/403/1 125/404/1\nf 109/405/1 108/406/1 125/407/1 126/408/1\nf 110/409/1 109/410/1 126/411/1 127/412/1\nf 111/413/1 110/414/1 127/415/1 128/416/1\nf 112/417/1 111/418/1 128/419/1 129/420/1\nf 113/421/1 112/422/1 129/423/1 130/424/1\nf 114/425/1 113/426/1 130/427/1 131/428/1\nf 115/429/1 114/430/1 131/431/1 132/432/1\nf 116/433/1 115/434/1 132/435/1 133/436/1\nf 117/437/1 116/438/1 133/439/1 134/440/1\nf 118/441/1 117/442/1 134/443/1 135/444/1\nf 119/445/1 118/446/1 135/447/1 136/448/1\nf 121/449/1 120/450/1 137/451/1 138/452/1\nf 122/453/1 121/454/1 138/455/1 139/456/1\nf 123/457/1 122/458/1 139/459/1 140/460/1\nf 124/461/1 123/462/1 140/463/1 141/464/1\nf 125/465/1 124/466/1 141/467/1 142/468/1\nf 126/469/1 125/470/1 142/471/1 143/472/1\nf 127/473/1 126/474/1 143/475/1 144/476/1\nf 128/477/1 127/478/1 144/479/1 145/480/1\nf 129/481/1 128/482/1 145/483/1 146/484/1\nf 130/485/1 129/486/1 146/487/1 147/488/1\nf 131/489/1 130/490/1 147/491/1 148/492/1\nf 132/493/1 131/494/1 148/495/1 149/496/1\nf 133/497/1 132/498/1 149/499/1 150/500/1\nf 134/501/1 133/502/1 150/503/1 151/504/1\nf 135/505/1 134/506/1 151/507/1 152/508/1\nf 136/509/1 135/510/1 152/511/1 153/512/1\nf 138/513/1 137/514/1 154/515/1 155/516/1\nf 139/517/1 138/518/1 155/519/1 156/520/1\nf 140/521/1 139/522/1 156/523/1 157/524/1\nf 141/525/1 140/526/1 157/527/1 158/528/1\nf 142/529/1 141/530/1 158/531/1 159/532/1\nf 143/533/1 142/534/1 159/535/1 160/536/1\nf 144/537/1 143/538/1 160/539/1 161/540/1\nf 145/541/1 144/542/1 161/543/1 162/544/1\nf 146/545/1 145/546/1 162/547/1 163/548/1\nf 147/549/1 146/550/1 163/551/1 164/552/1\nf 148/553/1 147/554/1 164/555/1 165/556/1\nf 149/557/1 148/558/1 165/559/1 166/560/1\nf 150/561/1 149/562/1 166/563/1 167/564/1\nf 151/565/1 150/566/1 167/567/1 168/568/1\nf 152/569/1 151/570/1 168/571/1 169/572/1\nf 153/573/1 152/574/1 169/575/1 170/576/1\nf 155/577/1 154/578/1 171/579/1 172/580/1\nf 156/581/1 155/582/1 172/583/1 173/584/1\nf 157/585/1 156/586/1 173/587/1 174/588/1\nf 158/589/1 157/590/1 174/591/1 175/592/1\nf 159/593/1 158/594/1 175/595/1 176/596/1\nf 160/597/1 159/598/1 176/599/1 177/600/1\nf 161/601/1 160/602/1 177/603/1 178/604/1\nf 162/605/1 161/606/1 178/607/1 179/608/1\nf 163/609/1 162/610/1 179/611/1 180/612/1\nf 164/613/1 163/614/1 180/615/1 181/616/1\nf 165/617/1 164/618/1 181/619/1 182/620/1\nf 166/621/1 165/622/1 182/623/1 183/624/1\nf 167/625/1 166/626/1 183/627/1 184/628/1\nf 168/629/1 167/630/1 184/631/1 185/632/1\nf 169/633/1 168/634/1 185/635/1 186/636/1\nf 170/637/1 169/638/1 186/639/1 187/640/1\nf 172/641/1 171/642/1 188/643/1 189/644/1\nf 173/645/1 172/646/1 189/647/1 190/648/1\nf 174/649/1 173/650/1 190/651/1 191/652/1\nf 175/653/1 174/654/1 191/655/1 192/656/1\nf 176/657/1 175/658/1 192/659/1 193/660/1\nf 177/661/1 176/662/1 193/663/1 194/664/1\nf 178/665/1 177/666/1 194/667/1 195/668/1\nf 179/669/1 178/670/1 195/671/1 196/672/1\nf 180/673/1 179/674/1 196/675/1 197/676/1\nf 181/677/1 180/678/1 197/679/1 198/680/1\nf 182/681/1 181/682/1 198/683/1 199/684/1\nf 183/685/1 182/686/1 199/687/1 200/688/1\nf 184/689/1 183/690/1 200/691/1 201/692/1\nf 185/693/1 184/694/1 201/695/1 202/696/1\nf 186/697/1 185/698/1 202/699/1 203/700/1\nf 187/701/1 186/702/1 203/703/1 204/704/1\nf 189/705/1 188/706/1 205/707/1 206/708/1\nf 190/709/1 189/710/1 206/711/1 207/712/1\nf 191/713/1 190/714/1 207/715/1 208/716/1\nf 192/717/1 191/718/1 208/719/1 209/720/1\nf 193/721/1 192/722/1 209/723/1 210/724/1\nf 194/725/1 193/726/1 210/727/1 211/728/1\nf 195/729/1 194/730/1 211/731/1 212/732/1\nf 196/733/1 195/734/1 212/735/1 213/736/1\nf 197/737/1 196/738/1 213/739/1 214/740/1\nf 198/741/1 197/742/1 214/743/1 215/744/1\nf 199/745/1 198/746/1 215/747/1 216/748/1\nf 200/749/1 199/750/1 216/751/1 217/752/1\nf 201/753/1 200/754/1 217/755/1 218/756/1\nf 202/757/1 201/758/1 218/759/1 219/760/1\nf 203/761/1 202/762/1 219/763/1 220/764/1\nf 204/765/1 203/766/1 220/767/1 221/768/1\nf 206/769/1 205/770/1 222/771/1 223/772/1\nf 207/773/1 206/774/1 223/775/1 224/776/1\nf 208/777/1 207/778/1 224/779/1 225/780/1\nf 209/781/1 208/782/1 225/783/1 226/784/1\nf 210/785/1 209/786/1 226/787/1 227/788/1\nf 211/789/1 210/790/1 227/791/1 228/792/1\nf 212/793/1 211/794/1 228/795/1 229/796/1\nf 213/797/1 212/798/1 229/799/1 230/800/1\nf 214/801/1 213/802/1 230/803/1 231/804/1\nf 215/805/1 214/806/1 231/807/1 232/808/1\nf 216/809/1 215/810/1 232/811/1 233/812/1\nf 217/813/1 216/814/1 233/815/1 234/816/1\nf 218/817/1 217/818/1 234/819/1 235/820/1\nf 219/821/1 218/822/1 235/823/1 236/824/1\nf 220/825/1 219/826/1 236/827/1 237/828/1\nf 221/829/1 220/830/1 237/831/1 238/832/1\nf 223/833/1 222/834/1 239/835/1 240/836/1\nf 224/837/1 223/838/1 240/839/1 241/840/1\nf 225/841/1 224/842/1 241/843/1 242/844/1\nf 226/845/1 225/846/1 242/847/1 243/848/1\nf 227/849/1 226/850/1 243/851/1 244/852/1\nf 228/853/1 227/854/1 244/855/1 245/856/1\nf 229/857/1 228/858/1 245/859/1 246/860/1\nf 230/861/1 229/862/1 246/863/1 247/864/1\nf 231/865/1 230/866/1 247/867/1 248/868/1\nf 232/869/1 231/870/1 248/871/1 249/872/1\nf 233/873/1 232/874/1 249/875/1 250/876/1\nf 234/877/1 233/878/1 250/879/1 251/880/1\nf 235/881/1 234/882/1 251/883/1 252/884/1\nf 236/885/1 235/886/1 252/887/1 253/888/1\nf 237/889/1 236/890/1 253/891/1 254/892/1\nf 238/893/1 237/894/1 254/895/1 255/896/1\nf 240/897/1 239/898/1 256/899/1 257/900/1\nf 241/901/1 240/902/1 257/903/1 258/904/1\nf 242/905/1 241/906/1 258/907/1 259/908/1\nf 243/909/1 242/910/1 259/911/1 260/912/1\nf 244/913/1 243/914/1 260/915/1 261/916/1\nf 245/917/1 244/918/1 261/919/1 262/920/1\nf 246/921/1 245/922/1 262/923/1 263/924/1\nf 247/925/1 246/926/1 263/927/1 264/928/1\nf 248/929/1 247/930/1 264/931/1 265/932/1\nf 249/933/1 248/934/1 265/935/1 266/936/1\nf 250/937/1 249/938/1 266/939/1 267/940/1\nf 251/941/1 250/942/1 267/943/1 268/944/1\nf 252/945/1 251/946/1 268/947/1 269/948/1\nf 253/949/1 252/950/1 269/951/1 270/952/1\nf 254/953/1 253/954/1 270/955/1 271/956/1\nf 255/957/1 254/958/1 271/959/1 272/960/1\nf 257/961/1 256/962/1 273/963/1 274/964/1\nf 258/965/1 257/966/1 274/967/1 275/968/1\nf 259/969/1 258/970/1 275/971/1 276/972/1\nf 260/973/1 259/974/1 276/975/1 277/976/1\nf 261/977/1 260/978/1 277/979/1 278/980/1\nf 262/981/1 261/982/1 278/983/1 279/984/1\nf 263/985/1 262/986/1 279/987/1 280/988/1\nf 264/989/1 263/990/1 280/991/1 281/992/1\nf 265/993/1 264/994/1 281/995/1 282/996/1\nf 266/997/1 265/998/1 282/999/1 283/1000/1\nf 267/1001/1 266/1002/1 283/1003/1 284/1004/1\nf 268/1005/1 267/1006/1 284/1007/1 285/1008/1\nf 269/1009/1 268/1010/1 285/1011/1 286/1012/1\nf 270/1013/1 269/1014/1 286/1015/1 287/1016/1\nf 271/1017/1 270/1018/1 287/1019/1 288/1020/1\nf 272/1021/1 271/1022/1 288/1023/1 289/1024/1\nf 274/1025/1 273/1026/1 290/1027/1 291/1028/1\nf 275/1029/1 274/1030/1 291/1031/1 292/1032/1\nf 276/1033/1 275/1034/1 292/1035/1 293/1036/1\nf 277/1037/1 276/1038/1 293/1039/1 294/1040/1\nf 278/1041/1 277/1042/1 294/1043/1 295/1044/1\nf 279/1045/1 278/1046/1 295/1047/1 296/1048/1\nf 280/1049/1 279/1050/1 296/1051/1 297/1052/1\nf 281/1053/1 280/1054/1 297/1055/1 298/1056/1\nf 282/1057/1 281/1058/1 298/1059/1 299/1060/1\nf 283/1061/1 282/1062/1 299/1063/1 300/1064/1\nf 284/1065/1 283/1066/1 300/1067/1 301/1068/1\nf 285/1069/1 284/1070/1 301/1071/1 302/1072/1\nf 286/1073/1 285/1074/1 302/1075/1 303/1076/1\nf 287/1077/1 286/1078/1 303/1079/1 304/1080/1\nf 288/1081/1 287/1082/1 304/1083/1 305/1084/1\nf 289/1085/1 288/1086/1 305/1087/1 306/1088/1\nf 291/1089/1 290/1090/1 307/1091/1 308/1092/1\nf 292/1093/1 291/1094/1 308/1095/1 309/1096/1\nf 293/1097/1 292/1098/1 309/1099/1 310/1100/1\nf 294/1101/1 293/1102/1 310/1103/1 311/1104/1\nf 295/1105/1 294/1106/1 311/1107/1 312/1108/1\nf 296/1109/1 295/1110/1 312/1111/1 313/1112/1\nf 297/1113/1 296/1114/1 313/1115/1 314/1116/1\nf 298/1117/1 297/1118/1 314/1119/1 315/1120/1\nf 299/1121/1 298/1122/1 315/1123/1 316/1124/1\nf 300/1125/1 299/1126/1 316/1127/1 317/1128/1\nf 301/1129/1 300/1130/1 317/1131/1 318/1132/1\nf 302/1133/1 301/1134/1 318/1135/1 319/1136/1\nf 303/1137/1 302/1138/1 319/1139/1 320/1140/1\nf 304/1141/1 303/1142/1 320/1143/1 321/1144/1\nf 305/1145/1 304/1146/1 321/1147/1 322/1148/1\nf 306/1149/1 305/1150/1 322/1151/1 323/1152/1\nf 308/1153/1 307/1154/1 324/1155/1 325/1156/1\nf 309/1157/1 308/1158/1 325/1159/1 326/1160/1\nf 310/1161/1 309/1162/1 326/1163/1 327/1164/1\nf 311/1165/1 310/1166/1 327/1167/1 328/1168/1\nf 312/1169/1 311/1170/1 328/1171/1 329/1172/1\nf 313/1173/1 312/1174/1 329/1175/1 330/1176/1\nf 314/1177/1 313/1178/1 330/1179/1 331/1180/1\nf 315/1181/1 314/1182/1 331/1183/1 332/1184/1\nf 316/1185/1 315/1186/1 332/1187/1 333/1188/1\nf 317/1189/1 316/1190/1 333/1191/1 334/1192/1\nf 318/1193/1 317/1194/1 334/1195/1 335/1196/1\nf 319/1197/1 318/1198/1 335/1199/1 336/1200/1\nf 320/1201/1 319/1202/1 336/1203/1 337/1204/1\nf 321/1205/1 320/1206/1 337/1207/1 338/1208/1\nf 322/1209/1 321/1210/1 338/1211/1 339/1212/1\nf 323/1213/1 322/1214/1 339/1215/1 340/1216/1\nf 325/1217/1 324/1218/1 341/1219/1 342/1220/1\nf 326/1221/1 325/1222/1 342/1223/1 343/1224/1\nf 327/1225/1 326/1226/1 343/1227/1 344/1228/1\nf 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0.4167888\nvt 0.7186279 0.4167888\nvt 0.7186279 0.4998779\nvt 0.6876221 0.4998779\nvt 0.6563721 0.4167888\nvt 0.6873779 0.4167888\nvt 0.6873779 0.4998779\nvt 0.6563721 0.4998779\nvt 0.6251221 0.4167888\nvt 0.6561279 0.4167888\nvt 0.6561279 0.4998779\nvt 0.6251221 0.4998779\nvt 0.5938721 0.4167888\nvt 0.6248779 0.4167888\nvt 0.6248779 0.4998779\nvt 0.5938721 0.4998779\nvt 0.5626221 0.4167888\nvt 0.5936279 0.4167888\nvt 0.5936279 0.4998779\nvt 0.5626221 0.4998779\nvt 0.5313721 0.4167888\nvt 0.5623779 0.4167888\nvt 0.5623779 0.4998779\nvt 0.5313721 0.4998779\nvt 0.5001221 0.4167888\nvt 0.5311279 0.4167888\nvt 0.5311279 0.4998779\nvt 0.5001221 0.4998779\nvt 0.9688721 0.5001221\nvt 0.9998779 0.5001221\nvt 0.9998779 0.5832113\nvt 0.9688721 0.5832113\nvt 0.9376221 0.5001221\nvt 0.9686279 0.5001221\nvt 0.9686279 0.5832113\nvt 0.9376221 0.5832113\nvt 0.9063721 0.5001221\nvt 0.9373779 0.5001221\nvt 0.9373779 0.5832113\nvt 0.9063721 0.5832113\nvt 0.8751221 0.5001221\nvt 0.9061279 0.5001221\nvt 0.9061279 0.5832113\nvt 0.8751221 0.5832113\nvt 0.8438721 0.5001221\nvt 0.8748779 0.5001221\nvt 0.8748779 0.5832113\nvt 0.8438721 0.5832113\nvt 0.8126221 0.5001221\nvt 0.8436279 0.5001221\nvt 0.8436279 0.5832113\nvt 0.8126221 0.5832113\nvt 0.7813721 0.5001221\nvt 0.8123779 0.5001221\nvt 0.8123779 0.5832113\nvt 0.7813721 0.5832113\nvt 0.7501221 0.5001221\nvt 0.7811279 0.5001221\nvt 0.7811279 0.5832113\nvt 0.7501221 0.5832113\nvt 0.7188721 0.5001221\nvt 0.7498779 0.5001221\nvt 0.7498779 0.5832113\nvt 0.7188721 0.5832113\nvt 0.6876221 0.5001221\nvt 0.7186279 0.5001221\nvt 0.7186279 0.5832113\nvt 0.6876221 0.5832113\nvt 0.6563721 0.5001221\nvt 0.6873779 0.5001221\nvt 0.6873779 0.5832113\nvt 0.6563721 0.5832113\nvt 0.6251221 0.5001221\nvt 0.6561279 0.5001221\nvt 0.6561279 0.5832113\nvt 0.6251221 0.5832113\nvt 0.5938721 0.5001221\nvt 0.6248779 0.5001221\nvt 0.6248779 0.5832113\nvt 0.5938721 0.5832113\nvt 0.5626221 0.5001221\nvt 0.5936279 0.5001221\nvt 0.5936279 0.5832113\nvt 0.5626221 0.5832113\nvt 0.5313721 0.5001221\nvt 0.5623779 0.5001221\nvt 0.5623779 0.5832113\nvt 0.5313721 0.5832113\nvt 0.5001221 0.5001221\nvt 0.5311279 0.5001221\nvt 0.5311279 0.5832113\nvt 0.5001221 0.5832113\nvt 0.9688721 0.5834554\nvt 0.9998779 0.5834554\nvt 0.9998779 0.6665446\nvt 0.9688721 0.6665446\nvt 0.9376221 0.5834554\nvt 0.9686279 0.5834554\nvt 0.9686279 0.6665446\nvt 0.9376221 0.6665446\nvt 0.9063721 0.5834554\nvt 0.9373779 0.5834554\nvt 0.9373779 0.6665446\nvt 0.9063721 0.6665446\nvt 0.8751221 0.5834554\nvt 0.9061279 0.5834554\nvt 0.9061279 0.6665446\nvt 0.8751221 0.6665446\nvt 0.8438721 0.5834554\nvt 0.8748779 0.5834554\nvt 0.8748779 0.6665446\nvt 0.8438721 0.6665446\nvt 0.8126221 0.5834554\nvt 0.8436279 0.5834554\nvt 0.8436279 0.6665446\nvt 0.8126221 0.6665446\nvt 0.7813721 0.5834554\nvt 0.8123779 0.5834554\nvt 0.8123779 0.6665446\nvt 0.7813721 0.6665446\nvt 0.7501221 0.5834554\nvt 0.7811279 0.5834554\nvt 0.7811279 0.6665446\nvt 0.7501221 0.6665446\nvt 0.7188721 0.5834554\nvt 0.7498779 0.5834554\nvt 0.7498779 0.6665446\nvt 0.7188721 0.6665446\nvt 0.6876221 0.5834554\nvt 0.7186279 0.5834554\nvt 0.7186279 0.6665446\nvt 0.6876221 0.6665446\nvt 0.6563721 0.5834554\nvt 0.6873779 0.5834554\nvt 0.6873779 0.6665446\nvt 0.6563721 0.6665446\nvt 0.6251221 0.5834554\nvt 0.6561279 0.5834554\nvt 0.6561279 0.6665446\nvt 0.6251221 0.6665446\nvt 0.5938721 0.5834554\nvt 0.6248779 0.5834554\nvt 0.6248779 0.6665446\nvt 0.5938721 0.6665446\nvt 0.5626221 0.5834554\nvt 0.5936279 0.5834554\nvt 0.5936279 0.6665446\nvt 0.5626221 0.6665446\nvt 0.5313721 0.5834554\nvt 0.5623779 0.5834554\nvt 0.5623779 0.6665446\nvt 0.5313721 0.6665446\nvt 0.5001221 0.5834554\nvt 0.5311279 0.5834554\nvt 0.5311279 0.6665446\nvt 0.5001221 0.6665446\nvt 0.9688721 0.6667887\nvt 0.9998779 0.6667887\nvt 0.9998779 0.7498779\nvt 0.9688721 0.7498779\nvt 0.9376221 0.6667887\nvt 0.9686279 0.6667887\nvt 0.9686279 0.7498779\nvt 0.9376221 0.7498779\nvt 0.9063721 0.6667887\nvt 0.9373779 0.6667887\nvt 0.9373779 0.7498779\nvt 0.9063721 0.7498779\nvt 0.8751221 0.6667887\nvt 0.9061279 0.6667887\nvt 0.9061279 0.7498779\nvt 0.8751221 0.7498779\nvt 0.8438721 0.6667887\nvt 0.8748779 0.6667887\nvt 0.8748779 0.7498779\nvt 0.8438721 0.7498779\nvt 0.8126221 0.6667887\nvt 0.8436279 0.6667887\nvt 0.8436279 0.7498779\nvt 0.8126221 0.7498779\nvt 0.7813721 0.6667887\nvt 0.8123779 0.6667887\nvt 0.8123779 0.7498779\nvt 0.7813721 0.7498779\nvt 0.7501221 0.6667887\nvt 0.7811279 0.6667887\nvt 0.7811279 0.7498779\nvt 0.7501221 0.7498779\nvt 0.7188721 0.6667887\nvt 0.7498779 0.6667887\nvt 0.7498779 0.7498779\nvt 0.7188721 0.7498779\nvt 0.6876221 0.6667887\nvt 0.7186279 0.6667887\nvt 0.7186279 0.7498779\nvt 0.6876221 0.7498779\nvt 0.6563721 0.6667887\nvt 0.6873779 0.6667887\nvt 0.6873779 0.7498779\nvt 0.6563721 0.7498779\nvt 0.6251221 0.6667887\nvt 0.6561279 0.6667887\nvt 0.6561279 0.7498779\nvt 0.6251221 0.7498779\nvt 0.5938721 0.6667887\nvt 0.6248779 0.6667887\nvt 0.6248779 0.7498779\nvt 0.5938721 0.7498779\nvt 0.5626221 0.6667887\nvt 0.5936279 0.6667887\nvt 0.5936279 0.7498779\nvt 0.5626221 0.7498779\nvt 0.5313721 0.6667887\nvt 0.5623779 0.6667887\nvt 0.5623779 0.7498779\nvt 0.5313721 0.7498779\nvt 0.5001221 0.6667887\nvt 0.5311279 0.6667887\nvt 0.5311279 0.7498779\nvt 0.5001221 0.7498779\nvt 0.9688721 0.7501221\nvt 0.9998779 0.7501221\nvt 0.9998779 0.8332112\nvt 0.9688721 0.8332112\nvt 0.9376221 0.7501221\nvt 0.9686279 0.7501221\nvt 0.9686279 0.8332112\nvt 0.9376221 0.8332112\nvt 0.9063721 0.7501221\nvt 0.9373779 0.7501221\nvt 0.9373779 0.8332112\nvt 0.9063721 0.8332112\nvt 0.8751221 0.7501221\nvt 0.9061279 0.7501221\nvt 0.9061279 0.8332112\nvt 0.8751221 0.8332112\nvt 0.8438721 0.7501221\nvt 0.8748779 0.7501221\nvt 0.8748779 0.8332112\nvt 0.8438721 0.8332112\nvt 0.8126221 0.7501221\nvt 0.8436279 0.7501221\nvt 0.8436279 0.8332112\nvt 0.8126221 0.8332112\nvt 0.7813721 0.7501221\nvt 0.8123779 0.7501221\nvt 0.8123779 0.8332112\nvt 0.7813721 0.8332112\nvt 0.7501221 0.7501221\nvt 0.7811279 0.7501221\nvt 0.7811279 0.8332112\nvt 0.7501221 0.8332112\nvt 0.7188721 0.7501221\nvt 0.7498779 0.7501221\nvt 0.7498779 0.8332112\nvt 0.7188721 0.8332112\nvt 0.6876221 0.7501221\nvt 0.7186279 0.7501221\nvt 0.7186279 0.8332112\nvt 0.6876221 0.8332112\nvt 0.6563721 0.7501221\nvt 0.6873779 0.7501221\nvt 0.6873779 0.8332112\nvt 0.6563721 0.8332112\nvt 0.6251221 0.7501221\nvt 0.6561279 0.7501221\nvt 0.6561279 0.8332112\nvt 0.6251221 0.8332112\nvt 0.5938721 0.7501221\nvt 0.6248779 0.7501221\nvt 0.6248779 0.8332112\nvt 0.5938721 0.8332112\nvt 0.5626221 0.7501221\nvt 0.5936279 0.7501221\nvt 0.5936279 0.8332112\nvt 0.5626221 0.8332112\nvt 0.5313721 0.7501221\nvt 0.5623779 0.7501221\nvt 0.5623779 0.8332112\nvt 0.5313721 0.8332112\nvt 0.5001221 0.7501221\nvt 0.5311279 0.7501221\nvt 0.5311279 0.8332112\nvt 0.5001221 0.8332112\nvt 0.9688721 0.8334554\nvt 0.9998779 0.8334554\nvt 0.9998779 0.9165446\nvt 0.9688721 0.9165446\nvt 0.9376221 0.8334554\nvt 0.9686279 0.8334554\nvt 0.9686279 0.9165446\nvt 0.9376221 0.9165446\nvt 0.9063721 0.8334554\nvt 0.9373779 0.8334554\nvt 0.9373779 0.9165446\nvt 0.9063721 0.9165446\nvt 0.8751221 0.8334554\nvt 0.9061279 0.8334554\nvt 0.9061279 0.9165446\nvt 0.8751221 0.9165446\nvt 0.8438721 0.8334554\nvt 0.8748779 0.8334554\nvt 0.8748779 0.9165446\nvt 0.8438721 0.9165446\nvt 0.8126221 0.8334554\nvt 0.8436279 0.8334554\nvt 0.8436279 0.9165446\nvt 0.8126221 0.9165446\nvt 0.7813721 0.8334554\nvt 0.8123779 0.8334554\nvt 0.8123779 0.9165446\nvt 0.7813721 0.9165446\nvt 0.7501221 0.8334554\nvt 0.7811279 0.8334554\nvt 0.7811279 0.9165446\nvt 0.7501221 0.9165446\nvt 0.7188721 0.8334554\nvt 0.7498779 0.8334554\nvt 0.7498779 0.9165446\nvt 0.7188721 0.9165446\nvt 0.6876221 0.8334554\nvt 0.7186279 0.8334554\nvt 0.7186279 0.9165446\nvt 0.6876221 0.9165446\nvt 0.6563721 0.8334554\nvt 0.6873779 0.8334554\nvt 0.6873779 0.9165446\nvt 0.6563721 0.9165446\nvt 0.6251221 0.8334554\nvt 0.6561279 0.8334554\nvt 0.6561279 0.9165446\nvt 0.6251221 0.9165446\nvt 0.5938721 0.8334554\nvt 0.6248779 0.8334554\nvt 0.6248779 0.9165446\nvt 0.5938721 0.9165446\nvt 0.5626221 0.8334554\nvt 0.5936279 0.8334554\nvt 0.5936279 0.9165446\nvt 0.5626221 0.9165446\nvt 0.5313721 0.8334554\nvt 0.5623779 0.8334554\nvt 0.5623779 0.9165446\nvt 0.5313721 0.9165446\nvt 0.5001221 0.8334554\nvt 0.5311279 0.8334554\nvt 0.5311279 0.9165446\nvt 0.5001221 0.9165446\nvt 0.9688721 0.9167888\nvt 0.9998779 0.9167888\nvt 0.9998779 0.9998779\nvt 0.9688721 0.9998779\nvt 0.9376221 0.9167888\nvt 0.9686279 0.9167888\nvt 0.9686279 0.9998779\nvt 0.9376221 0.9998779\nvt 0.9063721 0.9167888\nvt 0.9373779 0.9167888\nvt 0.9373779 0.9998779\nvt 0.9063721 0.9998779\nvt 0.8751221 0.9167888\nvt 0.9061279 0.9167888\nvt 0.9061279 0.9998779\nvt 0.8751221 0.9998779\nvt 0.8438721 0.9167888\nvt 0.8748779 0.9167888\nvt 0.8748779 0.9998779\nvt 0.8438721 0.9998779\nvt 0.8126221 0.9167888\nvt 0.8436279 0.9167888\nvt 0.8436279 0.9998779\nvt 0.8126221 0.9998779\nvt 0.7813721 0.9167888\nvt 0.8123779 0.9167888\nvt 0.8123779 0.9998779\nvt 0.7813721 0.9998779\nvt 0.7501221 0.9167888\nvt 0.7811279 0.9167888\nvt 0.7811279 0.9998779\nvt 0.7501221 0.9998779\nvt 0.7188721 0.9167888\nvt 0.7498779 0.9167888\nvt 0.7498779 0.9998779\nvt 0.7188721 0.9998779\nvt 0.6876221 0.9167888\nvt 0.7186279 0.9167888\nvt 0.7186279 0.9998779\nvt 0.6876221 0.9998779\nvt 0.6563721 0.9167888\nvt 0.6873779 0.9167888\nvt 0.6873779 0.9998779\nvt 0.6563721 0.9998779\nvt 0.6251221 0.9167888\nvt 0.6561279 0.9167888\nvt 0.6561279 0.9998779\nvt 0.6251221 0.9998779\nvt 0.5938721 0.9167888\nvt 0.6248779 0.9167888\nvt 0.6248779 0.9998779\nvt 0.5938721 0.9998779\nvt 0.5626221 0.9167888\nvt 0.5936279 0.9167888\nvt 0.5936279 0.9998779\nvt 0.5626221 0.9998779\nvt 0.5313721 0.9167888\nvt 0.5623779 0.9167888\nvt 0.5623779 0.9998779\nvt 0.5313721 0.9998779\nvt 0.5001221 0.9167888\nvt 0.5311279 0.9167888\nvt 0.5311279 0.9998779\nvt 0.5001221 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 4/65/1 3/66/1 35/67/1 36/68/1\nf 6/69/1 4/70/1 36/71/1 37/72/1\nf 8/73/1 6/74/1 37/75/1 38/76/1\nf 10/77/1 8/78/1 38/79/1 39/80/1\nf 12/81/1 10/82/1 39/83/1 40/84/1\nf 14/85/1 12/86/1 40/87/1 41/88/1\nf 16/89/1 14/90/1 41/91/1 42/92/1\nf 18/93/1 16/94/1 42/95/1 43/96/1\nf 20/97/1 18/98/1 43/99/1 44/100/1\nf 22/101/1 20/102/1 44/103/1 45/104/1\nf 24/105/1 22/106/1 45/107/1 46/108/1\nf 26/109/1 24/110/1 46/111/1 47/112/1\nf 28/113/1 26/114/1 47/115/1 48/116/1\nf 30/117/1 28/118/1 48/119/1 49/120/1\nf 32/121/1 30/122/1 49/123/1 50/124/1\nf 34/125/1 32/126/1 50/127/1 51/128/1\nf 36/129/1 35/130/1 52/131/1 53/132/1\nf 37/133/1 36/134/1 53/135/1 54/136/1\nf 38/137/1 37/138/1 54/139/1 55/140/1\nf 39/141/1 38/142/1 55/143/1 56/144/1\nf 40/145/1 39/146/1 56/147/1 57/148/1\nf 41/149/1 40/150/1 57/151/1 58/152/1\nf 42/153/1 41/154/1 58/155/1 59/156/1\nf 43/157/1 42/158/1 59/159/1 60/160/1\nf 44/161/1 43/162/1 60/163/1 61/164/1\nf 45/165/1 44/166/1 61/167/1 62/168/1\nf 46/169/1 45/170/1 62/171/1 63/172/1\nf 47/173/1 46/174/1 63/175/1 64/176/1\nf 48/177/1 47/178/1 64/179/1 65/180/1\nf 49/181/1 48/182/1 65/183/1 66/184/1\nf 50/185/1 49/186/1 66/187/1 67/188/1\nf 51/189/1 50/190/1 67/191/1 68/192/1\nf 53/193/1 52/194/1 69/195/1 70/196/1\nf 54/197/1 53/198/1 70/199/1 71/200/1\nf 55/201/1 54/202/1 71/203/1 72/204/1\nf 56/205/1 55/206/1 72/207/1 73/208/1\nf 57/209/1 56/210/1 73/211/1 74/212/1\nf 58/213/1 57/214/1 74/215/1 75/216/1\nf 59/217/1 58/218/1 75/219/1 76/220/1\nf 60/221/1 59/222/1 76/223/1 77/224/1\nf 61/225/1 60/226/1 77/227/1 78/228/1\nf 62/229/1 61/230/1 78/231/1 79/232/1\nf 63/233/1 62/234/1 79/235/1 80/236/1\nf 64/237/1 63/238/1 80/239/1 81/240/1\nf 65/241/1 64/242/1 81/243/1 82/244/1\nf 66/245/1 65/246/1 82/247/1 83/248/1\nf 67/249/1 66/250/1 83/251/1 84/252/1\nf 68/253/1 67/254/1 84/255/1 85/256/1\nf 70/257/1 69/258/1 86/259/1 87/260/1\nf 71/261/1 70/262/1 87/263/1 88/264/1\nf 72/265/1 71/266/1 88/267/1 89/268/1\nf 73/269/1 72/270/1 89/271/1 90/272/1\nf 74/273/1 73/274/1 90/275/1 91/276/1\nf 75/277/1 74/278/1 91/279/1 92/280/1\nf 76/281/1 75/282/1 92/283/1 93/284/1\nf 77/285/1 76/286/1 93/287/1 94/288/1\nf 78/289/1 77/290/1 94/291/1 95/292/1\nf 79/293/1 78/294/1 95/295/1 96/296/1\nf 80/297/1 79/298/1 96/299/1 97/300/1\nf 81/301/1 80/302/1 97/303/1 98/304/1\nf 82/305/1 81/306/1 98/307/1 99/308/1\nf 83/309/1 82/310/1 99/311/1 100/312/1\nf 84/313/1 83/314/1 100/315/1 101/316/1\nf 85/317/1 84/318/1 101/319/1 102/320/1\nf 87/321/1 86/322/1 103/323/1 104/324/1\nf 88/325/1 87/326/1 104/327/1 105/328/1\nf 89/329/1 88/330/1 105/331/1 106/332/1\nf 90/333/1 89/334/1 106/335/1 107/336/1\nf 91/337/1 90/338/1 107/339/1 108/340/1\nf 92/341/1 91/342/1 108/343/1 109/344/1\nf 93/345/1 92/346/1 109/347/1 110/348/1\nf 94/349/1 93/350/1 110/351/1 111/352/1\nf 95/353/1 94/354/1 111/355/1 112/356/1\nf 96/357/1 95/358/1 112/359/1 113/360/1\nf 97/361/1 96/362/1 113/363/1 114/364/1\nf 98/365/1 97/366/1 114/367/1 115/368/1\nf 99/369/1 98/370/1 115/371/1 116/372/1\nf 100/373/1 99/374/1 116/375/1 117/376/1\nf 101/377/1 100/378/1 117/379/1 118/380/1\nf 102/381/1 101/382/1 118/383/1 119/384/1\nf 104/385/1 103/386/1 120/387/1 121/388/1\nf 105/389/1 104/390/1 121/391/1 122/392/1\nf 106/393/1 105/394/1 122/395/1 123/396/1\nf 107/397/1 106/398/1 123/399/1 124/400/1\nf 108/401/1 107/402/1 124/403/1 125/404/1\nf 109/405/1 108/406/1 125/407/1 126/408/1\nf 110/409/1 109/410/1 126/411/1 127/412/1\nf 111/413/1 110/414/1 127/415/1 128/416/1\nf 112/417/1 111/418/1 128/419/1 129/420/1\nf 113/421/1 112/422/1 129/423/1 130/424/1\nf 114/425/1 113/426/1 130/427/1 131/428/1\nf 115/429/1 114/430/1 131/431/1 132/432/1\nf 116/433/1 115/434/1 132/435/1 133/436/1\nf 117/437/1 116/438/1 133/439/1 134/440/1\nf 118/441/1 117/442/1 134/443/1 135/444/1\nf 119/445/1 118/446/1 135/447/1 136/448/1\nf 121/449/1 120/450/1 137/451/1 138/452/1\nf 122/453/1 121/454/1 138/455/1 139/456/1\nf 123/457/1 122/458/1 139/459/1 140/460/1\nf 124/461/1 123/462/1 140/463/1 141/464/1\nf 125/465/1 124/466/1 141/467/1 142/468/1\nf 126/469/1 125/470/1 142/471/1 143/472/1\nf 127/473/1 126/474/1 143/475/1 144/476/1\nf 128/477/1 127/478/1 144/479/1 145/480/1\nf 129/481/1 128/482/1 145/483/1 146/484/1\nf 130/485/1 129/486/1 146/487/1 147/488/1\nf 131/489/1 130/490/1 147/491/1 148/492/1\nf 132/493/1 131/494/1 148/495/1 149/496/1\nf 133/497/1 132/498/1 149/499/1 150/500/1\nf 134/501/1 133/502/1 150/503/1 151/504/1\nf 135/505/1 134/506/1 151/507/1 152/508/1\nf 136/509/1 135/510/1 152/511/1 153/512/1\nf 138/513/1 137/514/1 154/515/1 155/516/1\nf 139/517/1 138/518/1 155/519/1 156/520/1\nf 140/521/1 139/522/1 156/523/1 157/524/1\nf 141/525/1 140/526/1 157/527/1 158/528/1\nf 142/529/1 141/530/1 158/531/1 159/532/1\nf 143/533/1 142/534/1 159/535/1 160/536/1\nf 144/537/1 143/538/1 160/539/1 161/540/1\nf 145/541/1 144/542/1 161/543/1 162/544/1\nf 146/545/1 145/546/1 162/547/1 163/548/1\nf 147/549/1 146/550/1 163/551/1 164/552/1\nf 148/553/1 147/554/1 164/555/1 165/556/1\nf 149/557/1 148/558/1 165/559/1 166/560/1\nf 150/561/1 149/562/1 166/563/1 167/564/1\nf 151/565/1 150/566/1 167/567/1 168/568/1\nf 152/569/1 151/570/1 168/571/1 169/572/1\nf 153/573/1 152/574/1 169/575/1 170/576/1\nf 155/577/1 154/578/1 171/579/1 172/580/1\nf 156/581/1 155/582/1 172/583/1 173/584/1\nf 157/585/1 156/586/1 173/587/1 174/588/1\nf 158/589/1 157/590/1 174/591/1 175/592/1\nf 159/593/1 158/594/1 175/595/1 176/596/1\nf 160/597/1 159/598/1 176/599/1 177/600/1\nf 161/601/1 160/602/1 177/603/1 178/604/1\nf 162/605/1 161/606/1 178/607/1 179/608/1\nf 163/609/1 162/610/1 179/611/1 180/612/1\nf 164/613/1 163/614/1 180/615/1 181/616/1\nf 165/617/1 164/618/1 181/619/1 182/620/1\nf 166/621/1 165/622/1 182/623/1 183/624/1\nf 167/625/1 166/626/1 183/627/1 184/628/1\nf 168/629/1 167/630/1 184/631/1 185/632/1\nf 169/633/1 168/634/1 185/635/1 186/636/1\nf 170/637/1 169/638/1 186/639/1 187/640/1\nf 172/641/1 171/642/1 188/643/1 189/644/1\nf 173/645/1 172/646/1 189/647/1 190/648/1\nf 174/649/1 173/650/1 190/651/1 191/652/1\nf 175/653/1 174/654/1 191/655/1 192/656/1\nf 176/657/1 175/658/1 192/659/1 193/660/1\nf 177/661/1 176/662/1 193/663/1 194/664/1\nf 178/665/1 177/666/1 194/667/1 195/668/1\nf 179/669/1 178/670/1 195/671/1 196/672/1\nf 180/673/1 179/674/1 196/675/1 197/676/1\nf 181/677/1 180/678/1 197/679/1 198/680/1\nf 182/681/1 181/682/1 198/683/1 199/684/1\nf 183/685/1 182/686/1 199/687/1 200/688/1\nf 184/689/1 183/690/1 200/691/1 201/692/1\nf 185/693/1 184/694/1 201/695/1 202/696/1\nf 186/697/1 185/698/1 202/699/1 203/700/1\nf 187/701/1 186/702/1 203/703/1 204/704/1\nf 189/705/1 188/706/1 205/707/1 206/708/1\nf 190/709/1 189/710/1 206/711/1 207/712/1\nf 191/713/1 190/714/1 207/715/1 208/716/1\nf 192/717/1 191/718/1 208/719/1 209/720/1\nf 193/721/1 192/722/1 209/723/1 210/724/1\nf 194/725/1 193/726/1 210/727/1 211/728/1\nf 195/729/1 194/730/1 211/731/1 212/732/1\nf 196/733/1 195/734/1 212/735/1 213/736/1\nf 197/737/1 196/738/1 213/739/1 214/740/1\nf 198/741/1 197/742/1 214/743/1 215/744/1\nf 199/745/1 198/746/1 215/747/1 216/748/1\nf 200/749/1 199/750/1 216/751/1 217/752/1\nf 201/753/1 200/754/1 217/755/1 218/756/1\nf 202/757/1 201/758/1 218/759/1 219/760/1\nf 203/761/1 202/762/1 219/763/1 220/764/1\nf 204/765/1 203/766/1 220/767/1 221/768/1\nf 206/769/1 205/770/1 222/771/1 223/772/1\nf 207/773/1 206/774/1 223/775/1 224/776/1\nf 208/777/1 207/778/1 224/779/1 225/780/1\nf 209/781/1 208/782/1 225/783/1 226/784/1\nf 210/785/1 209/786/1 226/787/1 227/788/1\nf 211/789/1 210/790/1 227/791/1 228/792/1\nf 212/793/1 211/794/1 228/795/1 229/796/1\nf 213/797/1 212/798/1 229/799/1 230/800/1\nf 214/801/1 213/802/1 230/803/1 231/804/1\nf 215/805/1 214/806/1 231/807/1 232/808/1\nf 216/809/1 215/810/1 232/811/1 233/812/1\nf 217/813/1 216/814/1 233/815/1 234/816/1\nf 218/817/1 217/818/1 234/819/1 235/820/1\nf 219/821/1 218/822/1 235/823/1 236/824/1\nf 220/825/1 219/826/1 236/827/1 237/828/1\nf 221/829/1 220/830/1 237/831/1 238/832/1\nf 223/833/1 222/834/1 239/835/1 240/836/1\nf 224/837/1 223/838/1 240/839/1 241/840/1\nf 225/841/1 224/842/1 241/843/1 242/844/1\nf 226/845/1 225/846/1 242/847/1 243/848/1\nf 227/849/1 226/850/1 243/851/1 244/852/1\nf 228/853/1 227/854/1 244/855/1 245/856/1\nf 229/857/1 228/858/1 245/859/1 246/860/1\nf 230/861/1 229/862/1 246/863/1 247/864/1\nf 231/865/1 230/866/1 247/867/1 248/868/1\nf 232/869/1 231/870/1 248/871/1 249/872/1\nf 233/873/1 232/874/1 249/875/1 250/876/1\nf 234/877/1 233/878/1 250/879/1 251/880/1\nf 235/881/1 234/882/1 251/883/1 252/884/1\nf 236/885/1 235/886/1 252/887/1 253/888/1\nf 237/889/1 236/890/1 253/891/1 254/892/1\nf 238/893/1 237/894/1 254/895/1 255/896/1\nf 240/897/1 239/898/1 256/899/1 257/900/1\nf 241/901/1 240/902/1 257/903/1 258/904/1\nf 242/905/1 241/906/1 258/907/1 259/908/1\nf 243/909/1 242/910/1 259/911/1 260/912/1\nf 244/913/1 243/914/1 260/915/1 261/916/1\nf 245/917/1 244/918/1 261/919/1 262/920/1\nf 246/921/1 245/922/1 262/923/1 263/924/1\nf 247/925/1 246/926/1 263/927/1 264/928/1\nf 248/929/1 247/930/1 264/931/1 265/932/1\nf 249/933/1 248/934/1 265/935/1 266/936/1\nf 250/937/1 249/938/1 266/939/1 267/940/1\nf 251/941/1 250/942/1 267/943/1 268/944/1\nf 252/945/1 251/946/1 268/947/1 269/948/1\nf 253/949/1 252/950/1 269/951/1 270/952/1\nf 254/953/1 253/954/1 270/955/1 271/956/1\nf 255/957/1 254/958/1 271/959/1 272/960/1\nf 257/961/1 256/962/1 273/963/1 274/964/1\nf 258/965/1 257/966/1 274/967/1 275/968/1\nf 259/969/1 258/970/1 275/971/1 276/972/1\nf 260/973/1 259/974/1 276/975/1 277/976/1\nf 261/977/1 260/978/1 277/979/1 278/980/1\nf 262/981/1 261/982/1 278/983/1 279/984/1\nf 263/985/1 262/986/1 279/987/1 280/988/1\nf 264/989/1 263/990/1 280/991/1 281/992/1\nf 265/993/1 264/994/1 281/995/1 282/996/1\nf 266/997/1 265/998/1 282/999/1 283/1000/1\nf 267/1001/1 266/1002/1 283/1003/1 284/1004/1\nf 268/1005/1 267/1006/1 284/1007/1 285/1008/1\nf 269/1009/1 268/1010/1 285/1011/1 286/1012/1\nf 270/1013/1 269/1014/1 286/1015/1 287/1016/1\nf 271/1017/1 270/1018/1 287/1019/1 288/1020/1\nf 272/1021/1 271/1022/1 288/1023/1 289/1024/1\nf 274/1025/1 273/1026/1 290/1027/1 291/1028/1\nf 275/1029/1 274/1030/1 291/1031/1 292/1032/1\nf 276/1033/1 275/1034/1 292/1035/1 293/1036/1\nf 277/1037/1 276/1038/1 293/1039/1 294/1040/1\nf 278/1041/1 277/1042/1 294/1043/1 295/1044/1\nf 279/1045/1 278/1046/1 295/1047/1 296/1048/1\nf 280/1049/1 279/1050/1 296/1051/1 297/1052/1\nf 281/1053/1 280/1054/1 297/1055/1 298/1056/1\nf 282/1057/1 281/1058/1 298/1059/1 299/1060/1\nf 283/1061/1 282/1062/1 299/1063/1 300/1064/1\nf 284/1065/1 283/1066/1 300/1067/1 301/1068/1\nf 285/1069/1 284/1070/1 301/1071/1 302/1072/1\nf 286/1073/1 285/1074/1 302/1075/1 303/1076/1\nf 287/1077/1 286/1078/1 303/1079/1 304/1080/1\nf 288/1081/1 287/1082/1 304/1083/1 305/1084/1\nf 289/1085/1 288/1086/1 305/1087/1 306/1088/1\nf 291/1089/1 290/1090/1 307/1091/1 308/1092/1\nf 292/1093/1 291/1094/1 308/1095/1 309/1096/1\nf 293/1097/1 292/1098/1 309/1099/1 310/1100/1\nf 294/1101/1 293/1102/1 310/1103/1 311/1104/1\nf 295/1105/1 294/1106/1 311/1107/1 312/1108/1\nf 296/1109/1 295/1110/1 312/1111/1 313/1112/1\nf 297/1113/1 296/1114/1 313/1115/1 314/1116/1\nf 298/1117/1 297/1118/1 314/1119/1 315/1120/1\nf 299/1121/1 298/1122/1 315/1123/1 316/1124/1\nf 300/1125/1 299/1126/1 316/1127/1 317/1128/1\nf 301/1129/1 300/1130/1 317/1131/1 318/1132/1\nf 302/1133/1 301/1134/1 318/1135/1 319/1136/1\nf 303/1137/1 302/1138/1 319/1139/1 320/1140/1\nf 304/1141/1 303/1142/1 320/1143/1 321/1144/1\nf 305/1145/1 304/1146/1 321/1147/1 322/1148/1\nf 306/1149/1 305/1150/1 322/1151/1 323/1152/1\nf 308/1153/1 307/1154/1 324/1155/1 325/1156/1\nf 309/1157/1 308/1158/1 325/1159/1 326/1160/1\nf 310/1161/1 309/1162/1 326/1163/1 327/1164/1\nf 311/1165/1 310/1166/1 327/1167/1 328/1168/1\nf 312/1169/1 311/1170/1 328/1171/1 329/1172/1\nf 313/1173/1 312/1174/1 329/1175/1 330/1176/1\nf 314/1177/1 313/1178/1 330/1179/1 331/1180/1\nf 315/1181/1 314/1182/1 331/1183/1 332/1184/1\nf 316/1185/1 315/1186/1 332/1187/1 333/1188/1\nf 317/1189/1 316/1190/1 333/1191/1 334/1192/1\nf 318/1193/1 317/1194/1 334/1195/1 335/1196/1\nf 319/1197/1 318/1198/1 335/1199/1 336/1200/1\nf 320/1201/1 319/1202/1 336/1203/1 337/1204/1\nf 321/1205/1 320/1206/1 337/1207/1 338/1208/1\nf 322/1209/1 321/1210/1 338/1211/1 339/1212/1\nf 323/1213/1 322/1214/1 339/1215/1 340/1216/1\nf 325/1217/1 324/1218/1 341/1219/1 342/1220/1\nf 326/1221/1 325/1222/1 342/1223/1 343/1224/1\nf 327/1225/1 326/1226/1 343/1227/1 344/1228/1\nf 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0.6604995 0.9168755\nvt 0.6791232 0.9168755\nvt 0.6791232 0.9582546\nvt 0.6604995 0.9582546\nvt 0.6416315 0.9168755\nvt 0.6602553 0.9168755\nvt 0.6602553 0.9582546\nvt 0.6416315 0.9582546\nvt 0.6227636 0.9168755\nvt 0.6413873 0.9168755\nvt 0.6413873 0.9582546\nvt 0.6227636 0.9582546\nvt 0.6038957 0.9168755\nvt 0.6225194 0.9168755\nvt 0.6225194 0.9582546\nvt 0.6038957 0.9582546\nvt 0.5850278 0.9168755\nvt 0.6036515 0.9168755\nvt 0.6036515 0.9582546\nvt 0.5850278 0.9582546\nvt 0.5661598 0.9168755\nvt 0.5847836 0.9168755\nvt 0.5847836 0.9582546\nvt 0.5661598 0.9582546\nvt 0.5472919 0.9168755\nvt 0.5659156 0.9168755\nvt 0.5659156 0.9582546\nvt 0.5472919 0.9582546\nvt 0.528424 0.9168755\nvt 0.5470477 0.9168755\nvt 0.5470477 0.9582546\nvt 0.528424 0.9582546\nvt 0.5095561 0.9168755\nvt 0.5281798 0.9168755\nvt 0.5281798 0.9582546\nvt 0.5095561 0.9582546\nvt 0.4906881 0.9168755\nvt 0.5093119 0.9168755\nvt 0.5093119 0.9582546\nvt 0.4906881 0.9582546\nvt 0.4718202 0.9168755\nvt 0.490444 0.9168755\nvt 0.490444 0.9582546\nvt 0.4718202 0.9582546\nvt 0.4529523 0.9168755\nvt 0.471576 0.9168755\nvt 0.471576 0.9582546\nvt 0.4529523 0.9582546\nvt 0.4340843 0.9168755\nvt 0.4527081 0.9168755\nvt 0.4527081 0.9582546\nvt 0.4340843 0.9582546\nvt 0.4152164 0.9168755\nvt 0.4338402 0.9168755\nvt 0.4338402 0.9582546\nvt 0.4152164 0.9582546\nvt 0.3963485 0.9168755\nvt 0.4149723 0.9168755\nvt 0.4149723 0.9582546\nvt 0.3963485 0.9582546\nvt 0.3774806 0.9168755\nvt 0.3961043 0.9168755\nvt 0.3961043 0.9582546\nvt 0.3774806 0.9582546\nvt 0.3586126 0.9168755\nvt 0.3772364 0.9168755\nvt 0.3772364 0.9582546\nvt 0.3586126 0.9582546\nvt 0.3397447 0.9168755\nvt 0.3583685 0.9168755\nvt 0.3583685 0.9582546\nvt 0.3397447 0.9582546\nvt 0.3208768 0.9168755\nvt 0.3395006 0.9168755\nvt 0.3395006 0.9582546\nvt 0.3208768 0.9582546\nvt 0.3020089 0.9168755\nvt 0.3206326 0.9168755\nvt 0.3206326 0.9582546\nvt 0.3020089 0.9582546\nvt 0.2831409 0.9168755\nvt 0.3017647 0.9168755\nvt 0.3017647 0.9582546\nvt 0.2831409 0.9582546\nvt 0.264273 0.9168755\nvt 0.2828968 0.9168755\nvt 0.2828968 0.9582546\nvt 0.264273 0.9582546\nvt 0.2454051 0.9168755\nvt 0.2640289 0.9168755\nvt 0.2640289 0.9582546\nvt 0.2454051 0.9582546\nvt 0.2265372 0.9168755\nvt 0.245161 0.9168755\nvt 0.245161 0.9582546\nvt 0.2265372 0.9582546\nvt 0.2076692 0.9168755\nvt 0.226293 0.9168755\nvt 0.226293 0.9582546\nvt 0.2076692 0.9582546\nvt 0.1888013 0.9168755\nvt 0.2074251 0.9168755\nvt 0.2074251 0.9582546\nvt 0.1888013 0.9582546\nvt 0.1699334 0.9168755\nvt 0.1885572 0.9168755\nvt 0.1885572 0.9582546\nvt 0.1699334 0.9582546\nvt 0.1510655 0.9168755\nvt 0.1696893 0.9168755\nvt 0.1696893 0.9582546\nvt 0.1510655 0.9582546\nvt 0.1321975 0.9168755\nvt 0.1508213 0.9168755\nvt 0.1508213 0.9582546\nvt 0.1321975 0.9582546\nvt 0.1133296 0.9168755\nvt 0.1319534 0.9168755\nvt 0.1319534 0.9582546\nvt 0.1133296 0.9582546\nvt 0.09446169 0.9168755\nvt 0.1130855 0.9168755\nvt 0.1130855 0.9582546\nvt 0.09446169 0.9582546\nvt 0.07559377 0.9168755\nvt 0.09421755 0.9168755\nvt 0.09421755 0.9582546\nvt 0.07559377 0.9582546\nvt 0.05672584 0.9168755\nvt 0.07534963 0.9168755\nvt 0.07534963 0.9582546\nvt 0.05672584 0.9582546\nvt 0.03785792 0.9168755\nvt 0.0564817 0.9168755\nvt 0.0564817 0.9582546\nvt 0.03785792 0.9582546\nvt 0.01899 0.9168755\nvt 0.03761378 0.9168755\nvt 0.03761378 0.9582546\nvt 0.01899 0.9582546\nvt 0.0001220703 0.9168755\nvt 0.01874585 0.9168755\nvt 0.01874585 0.9582546\nvt 0.0001220703 0.9582546\nvt 0.3963485 0.4590191\nvt 0.4149723 0.4590191\nvt 0.4149723 0.5003982\nvt 0.3963485 0.5003982\nvt 0.3397447 0.4590191\nvt 0.3583685 0.4590191\nvt 0.3583685 0.5003982\nvt 0.3397447 0.5003982\nvt 0.3020089 0.4590191\nvt 0.3206326 0.4590191\nvt 0.3206326 0.5003982\nvt 0.3020089 0.5003982\nvt 0.264273 0.4590191\nvt 0.2828968 0.4590191\nvt 0.2828968 0.5003982\nvt 0.264273 0.5003982\nvt 0.2265372 0.4590191\nvt 0.245161 0.4590191\nvt 0.245161 0.5003982\nvt 0.2265372 0.5003982\nvt 0.1888013 0.4590191\nvt 0.2074251 0.4590191\nvt 0.2074251 0.5003982\nvt 0.1888013 0.5003982\nvt 0.1699334 0.4590191\nvt 0.1885572 0.4590191\nvt 0.1885572 0.5003982\nvt 0.1699334 0.5003982\nvt 0.1510655 0.4590191\nvt 0.1696893 0.4590191\nvt 0.1696893 0.5003982\nvt 0.1510655 0.5003982\nvt 0.1321975 0.4590191\nvt 0.1508213 0.4590191\nvt 0.1508213 0.5003982\nvt 0.1321975 0.5003982\nvt 0.1133296 0.4590191\nvt 0.1319534 0.4590191\nvt 0.1319534 0.5003982\nvt 0.1133296 0.5003982\nvt 0.09446169 0.4590191\nvt 0.1130855 0.4590191\nvt 0.1130855 0.5003982\nvt 0.09446169 0.5003982\nvt 0.07559377 0.4590191\nvt 0.09421755 0.4590191\nvt 0.09421755 0.5003982\nvt 0.07559377 0.5003982\nvt 0.05672584 0.4590191\nvt 0.07534963 0.4590191\nvt 0.07534963 0.5003982\nvt 0.05672584 0.5003982\nvt 0.03785792 0.4590191\nvt 0.0564817 0.4590191\nvt 0.0564817 0.5003982\nvt 0.03785792 0.5003982\nvt 0.01899 0.4590191\nvt 0.03761378 0.4590191\nvt 0.03761378 0.5003982\nvt 0.01899 0.5003982\nvt 0.0001220703 0.4590191\nvt 0.01874585 0.4590191\nvt 0.01874585 0.5003982\nvt 0.0001220703 0.5003982\nvt 0.9812542 0.9584988\nvt 0.9998779 0.9584988\nvt 0.9998779 0.9998779\nvt 0.9812542 0.9998779\nvt 0.9623863 0.9584988\nvt 0.98101 0.9584988\nvt 0.98101 0.9998779\nvt 0.9623863 0.9998779\nvt 0.9435183 0.9584988\nvt 0.9621421 0.9584988\nvt 0.9621421 0.9998779\nvt 0.9435183 0.9998779\nvt 0.9246504 0.9584988\nvt 0.9432741 0.9584988\nvt 0.9432741 0.9998779\nvt 0.9246504 0.9998779\nvt 0.9057825 0.9584988\nvt 0.9244062 0.9584988\nvt 0.9244062 0.9998779\nvt 0.9057825 0.9998779\nvt 0.8869146 0.9584988\nvt 0.9055383 0.9584988\nvt 0.9055383 0.9998779\nvt 0.8869146 0.9998779\nvt 0.8680466 0.9584988\nvt 0.8866704 0.9584988\nvt 0.8866704 0.9998779\nvt 0.8680466 0.9998779\nvt 0.8491787 0.9584988\nvt 0.8678024 0.9584988\nvt 0.8678024 0.9998779\nvt 0.8491787 0.9998779\nvt 0.8303108 0.9584988\nvt 0.8489345 0.9584988\nvt 0.8489345 0.9998779\nvt 0.8303108 0.9998779\nvt 0.8114429 0.9584988\nvt 0.8300666 0.9584988\nvt 0.8300666 0.9998779\nvt 0.8114429 0.9998779\nvt 0.7925749 0.9584988\nvt 0.8111987 0.9584988\nvt 0.8111987 0.9998779\nvt 0.7925749 0.9998779\nvt 0.773707 0.9584988\nvt 0.7923307 0.9584988\nvt 0.7923307 0.9998779\nvt 0.773707 0.9998779\nvt 0.7548391 0.9584988\nvt 0.7734628 0.9584988\nvt 0.7734628 0.9998779\nvt 0.7548391 0.9998779\nvt 0.7359712 0.9584988\nvt 0.7545949 0.9584988\nvt 0.7545949 0.9998779\nvt 0.7359712 0.9998779\nvt 0.7171032 0.9584988\nvt 0.735727 0.9584988\nvt 0.735727 0.9998779\nvt 0.7171032 0.9998779\nvt 0.6982353 0.9584988\nvt 0.716859 0.9584988\nvt 0.716859 0.9998779\nvt 0.6982353 0.9998779\nvt 0.6793674 0.9584988\nvt 0.6979911 0.9584988\nvt 0.6979911 0.9998779\nvt 0.6793674 0.9998779\nvt 0.6604995 0.9584988\nvt 0.6791232 0.9584988\nvt 0.6791232 0.9998779\nvt 0.6604995 0.9998779\nvt 0.6416315 0.9584988\nvt 0.6602553 0.9584988\nvt 0.6602553 0.9998779\nvt 0.6416315 0.9998779\nvt 0.6227636 0.9584988\nvt 0.6413873 0.9584988\nvt 0.6413873 0.9998779\nvt 0.6227636 0.9998779\nvt 0.6038957 0.9584988\nvt 0.6225194 0.9584988\nvt 0.6225194 0.9998779\nvt 0.6038957 0.9998779\nvt 0.5850278 0.9584988\nvt 0.6036515 0.9584988\nvt 0.6036515 0.9998779\nvt 0.5850278 0.9998779\nvt 0.5661598 0.9584988\nvt 0.5847836 0.9584988\nvt 0.5847836 0.9998779\nvt 0.5661598 0.9998779\nvt 0.5472919 0.9584988\nvt 0.5659156 0.9584988\nvt 0.5659156 0.9998779\nvt 0.5472919 0.9998779\nvt 0.528424 0.9584988\nvt 0.5470477 0.9584988\nvt 0.5470477 0.9998779\nvt 0.528424 0.9998779\nvt 0.5095561 0.9584988\nvt 0.5281798 0.9584988\nvt 0.5281798 0.9998779\nvt 0.5095561 0.9998779\nvt 0.4906881 0.9584988\nvt 0.5093119 0.9584988\nvt 0.5093119 0.9998779\nvt 0.4906881 0.9998779\nvt 0.4718202 0.9584988\nvt 0.490444 0.9584988\nvt 0.490444 0.9998779\nvt 0.4718202 0.9998779\nvt 0.4529523 0.9584988\nvt 0.471576 0.9584988\nvt 0.471576 0.9998779\nvt 0.4529523 0.9998779\nvt 0.4340843 0.9584988\nvt 0.4527081 0.9584988\nvt 0.4527081 0.9998779\nvt 0.4340843 0.9998779\nvt 0.4152164 0.9584988\nvt 0.4338402 0.9584988\nvt 0.4338402 0.9998779\nvt 0.4152164 0.9998779\nvt 0.3963485 0.9584988\nvt 0.4149723 0.9584988\nvt 0.4149723 0.9998779\nvt 0.3963485 0.9998779\nvt 0.3774806 0.9584988\nvt 0.3961043 0.9584988\nvt 0.3961043 0.9998779\nvt 0.3774806 0.9998779\nvt 0.3586126 0.9584988\nvt 0.3772364 0.9584988\nvt 0.3772364 0.9998779\nvt 0.3586126 0.9998779\nvt 0.3397447 0.9584988\nvt 0.3583685 0.9584988\nvt 0.3583685 0.9998779\nvt 0.3397447 0.9998779\nvt 0.3208768 0.9584988\nvt 0.3395006 0.9584988\nvt 0.3395006 0.9998779\nvt 0.3208768 0.9998779\nvt 0.3020089 0.9584988\nvt 0.3206326 0.9584988\nvt 0.3206326 0.9998779\nvt 0.3020089 0.9998779\nvt 0.2831409 0.9584988\nvt 0.3017647 0.9584988\nvt 0.3017647 0.9998779\nvt 0.2831409 0.9998779\nvt 0.264273 0.9584988\nvt 0.2828968 0.9584988\nvt 0.2828968 0.9998779\nvt 0.264273 0.9998779\nvt 0.2454051 0.9584988\nvt 0.2640289 0.9584988\nvt 0.2640289 0.9998779\nvt 0.2454051 0.9998779\nvt 0.2265372 0.9584988\nvt 0.245161 0.9584988\nvt 0.245161 0.9998779\nvt 0.2265372 0.9998779\nvt 0.2076692 0.9584988\nvt 0.226293 0.9584988\nvt 0.226293 0.9998779\nvt 0.2076692 0.9998779\nvt 0.1888013 0.9584988\nvt 0.2074251 0.9584988\nvt 0.2074251 0.9998779\nvt 0.1888013 0.9998779\nvt 0.1699334 0.9584988\nvt 0.1885572 0.9584988\nvt 0.1885572 0.9998779\nvt 0.1699334 0.9998779\nvt 0.1510655 0.9584988\nvt 0.1696893 0.9584988\nvt 0.1696893 0.9998779\nvt 0.1510655 0.9998779\nvt 0.1321975 0.9584988\nvt 0.1508213 0.9584988\nvt 0.1508213 0.9998779\nvt 0.1321975 0.9998779\nvt 0.1133296 0.9584988\nvt 0.1319534 0.9584988\nvt 0.1319534 0.9998779\nvt 0.1133296 0.9998779\nvt 0.09446169 0.9584988\nvt 0.1130855 0.9584988\nvt 0.1130855 0.9998779\nvt 0.09446169 0.9998779\nvt 0.07559377 0.9584988\nvt 0.09421755 0.9584988\nvt 0.09421755 0.9998779\nvt 0.07559377 0.9998779\nvt 0.05672584 0.9584988\nvt 0.07534963 0.9584988\nvt 0.07534963 0.9998779\nvt 0.05672584 0.9998779\nvt 0.03785792 0.9584988\nvt 0.0564817 0.9584988\nvt 0.0564817 0.9998779\nvt 0.03785792 0.9998779\nvt 0.01899 0.9584988\nvt 0.03761378 0.9584988\nvt 0.03761378 0.9998779\nvt 0.01899 0.9998779\nvt 0.0001220703 0.9584988\nvt 0.01874585 0.9584988\nvt 0.01874585 0.9998779\nvt 0.0001220703 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/1/1 1/2/1 4/3/1 6/4/1\nf 7/1/1 5/2/1 6/3/1 8/4/1\nf 9/1/1 7/2/1 8/3/1 10/4/1\nf 11/1/1 9/2/1 10/3/1 12/4/1\nf 13/1/1 11/2/1 12/3/1 14/4/1\nf 15/1/1 13/2/1 14/3/1 16/4/1\nf 17/1/1 15/2/1 16/3/1 18/4/1\nf 19/1/1 17/2/1 18/3/1 20/4/1\nf 21/1/1 19/2/1 20/3/1 22/4/1\nf 23/1/1 21/2/1 22/3/1 24/4/1\nf 25/1/1 23/2/1 24/3/1 26/4/1\nf 27/1/1 25/2/1 26/3/1 28/4/1\nf 29/1/1 27/2/1 28/3/1 30/4/1\nf 31/1/1 29/2/1 30/3/1 32/4/1\nf 33/1/1 31/2/1 32/3/1 34/4/1\nf 35/1/1 33/2/1 34/3/1 36/4/1\nf 37/5/1 35/6/1 36/7/1 38/8/1\nf 39/1/1 37/2/1 38/3/1 40/4/1\nf 41/9/1 39/10/1 40/11/1 42/12/1\nf 43/1/1 41/2/1 42/3/1 44/4/1\nf 45/13/1 43/14/1 44/15/1 46/16/1\nf 47/1/1 45/2/1 46/3/1 48/4/1\nf 49/17/1 47/18/1 48/19/1 50/20/1\nf 51/21/1 49/22/1 50/23/1 52/24/1\nf 53/1/1 51/2/1 52/3/1 54/4/1\nf 55/25/1 53/26/1 54/27/1 56/28/1\nf 57/1/1 55/2/1 56/3/1 58/4/1\nf 59/29/1 57/30/1 58/31/1 60/32/1\nf 61/33/1 59/34/1 60/35/1 62/36/1\nf 63/37/1 61/38/1 62/39/1 64/40/1\nf 65/41/1 63/42/1 64/43/1 66/44/1\nf 67/45/1 65/46/1 66/47/1 68/48/1\nf 69/49/1 67/50/1 68/51/1 70/52/1\nf 71/53/1 69/54/1 70/55/1 72/56/1\nf 73/57/1 71/58/1 72/59/1 74/60/1\nf 75/61/1 73/62/1 74/63/1 76/64/1\nf 77/65/1 75/66/1 76/67/1 78/68/1\nf 79/69/1 77/70/1 78/71/1 80/72/1\nf 81/73/1 79/74/1 80/75/1 82/76/1\nf 83/77/1 81/78/1 82/79/1 84/80/1\nf 85/81/1 83/82/1 84/83/1 86/84/1\nf 87/85/1 85/86/1 86/87/1 88/88/1\nf 89/89/1 87/90/1 88/91/1 90/92/1\nf 91/93/1 89/94/1 90/95/1 92/96/1\nf 93/97/1 91/98/1 92/99/1 94/100/1\nf 95/101/1 93/102/1 94/103/1 96/104/1\nf 97/105/1 95/106/1 96/107/1 98/108/1\nf 99/109/1 97/110/1 98/111/1 100/112/1\nf 101/113/1 99/114/1 100/115/1 102/116/1\nf 103/117/1 101/118/1 102/119/1 104/120/1\nf 105/121/1 103/122/1 104/123/1 106/124/1\nf 107/125/1 105/126/1 106/127/1 108/128/1\nf 109/129/1 107/130/1 108/131/1 110/132/1\nf 111/133/1 109/134/1 110/135/1 112/136/1\nf 113/137/1 111/138/1 112/139/1 114/140/1\nf 115/141/1 113/142/1 114/143/1 116/144/1\nf 117/145/1 115/146/1 116/147/1 118/148/1\nf 119/149/1 117/150/1 118/151/1 120/152/1\nf 121/153/1 119/154/1 120/155/1 122/156/1\nf 123/157/1 121/158/1 122/159/1 124/160/1\nf 125/161/1 123/162/1 124/163/1 126/164/1\nf 127/165/1 125/166/1 126/167/1 128/168/1\nf 129/169/1 127/170/1 128/171/1 130/172/1\nf 131/173/1 129/174/1 130/175/1 132/176/1\nf 133/177/1 131/178/1 132/179/1 134/180/1\nf 135/181/1 133/182/1 134/183/1 136/184/1\nf 137/185/1 135/186/1 136/187/1 138/188/1\nf 139/189/1 137/190/1 138/191/1 140/192/1\nf 141/193/1 139/194/1 140/195/1 142/196/1\nf 143/197/1 141/198/1 142/199/1 144/200/1\nf 145/201/1 143/202/1 144/203/1 146/204/1\nf 147/205/1 145/206/1 146/207/1 148/208/1\nf 149/209/1 147/210/1 148/211/1 150/212/1\nf 151/213/1 149/214/1 150/215/1 152/216/1\nf 153/217/1 151/218/1 152/219/1 154/220/1\nf 155/221/1 153/222/1 154/223/1 156/224/1\nf 157/225/1 155/226/1 156/227/1 158/228/1\nf 159/229/1 157/230/1 158/231/1 160/232/1\nf 161/233/1 159/234/1 160/235/1 162/236/1\nf 163/237/1 161/238/1 162/239/1 164/240/1\nf 165/241/1 163/242/1 164/243/1 166/244/1\nf 167/245/1 165/246/1 166/247/1 168/248/1\nf 169/249/1 167/250/1 168/251/1 170/252/1\nf 171/253/1 169/254/1 170/255/1 172/256/1\nf 173/257/1 171/258/1 172/259/1 174/260/1\nf 175/261/1 173/262/1 174/263/1 176/264/1\nf 177/265/1 175/266/1 176/267/1 178/268/1\nf 179/269/1 177/270/1 178/271/1 180/272/1\nf 181/273/1 179/274/1 180/275/1 182/276/1\nf 4/1/1 3/2/1 183/3/1 184/4/1\nf 6/1/1 4/2/1 184/3/1 185/4/1\nf 8/1/1 6/2/1 185/3/1 186/4/1\nf 10/1/1 8/2/1 186/3/1 187/4/1\nf 12/1/1 10/2/1 187/3/1 188/4/1\nf 14/1/1 12/2/1 188/3/1 189/4/1\nf 16/1/1 14/2/1 189/3/1 190/4/1\nf 18/1/1 16/2/1 190/3/1 191/4/1\nf 20/1/1 18/2/1 191/3/1 192/4/1\nf 22/1/1 20/2/1 192/3/1 193/4/1\nf 24/1/1 22/2/1 193/3/1 194/4/1\nf 26/1/1 24/2/1 194/3/1 195/4/1\nf 28/1/1 26/2/1 195/3/1 196/4/1\nf 30/1/1 28/2/1 196/3/1 197/4/1\nf 32/1/1 30/2/1 197/3/1 198/4/1\nf 34/1/1 32/2/1 198/3/1 199/4/1\nf 36/277/1 34/278/1 199/279/1 200/280/1\nf 38/281/1 36/282/1 200/283/1 201/284/1\nf 40/1/1 38/2/1 201/3/1 202/4/1\nf 42/1/1 40/2/1 202/3/1 203/4/1\nf 44/285/1 42/286/1 203/287/1 204/288/1\nf 46/289/1 44/290/1 204/291/1 205/292/1\nf 48/293/1 46/294/1 205/295/1 206/296/1\nf 50/1/1 48/2/1 206/3/1 207/4/1\nf 52/297/1 50/298/1 207/299/1 208/300/1\nf 54/301/1 52/302/1 208/303/1 209/304/1\nf 56/1/1 54/2/1 209/3/1 210/4/1\nf 58/305/1 56/306/1 210/307/1 211/308/1\nf 60/309/1 58/310/1 211/311/1 212/312/1\nf 62/313/1 60/314/1 212/315/1 213/316/1\nf 64/317/1 62/318/1 213/319/1 214/320/1\nf 66/321/1 64/322/1 214/323/1 215/324/1\nf 68/325/1 66/326/1 215/327/1 216/328/1\nf 70/329/1 68/330/1 216/331/1 217/332/1\nf 72/333/1 70/334/1 217/335/1 218/336/1\nf 74/337/1 72/338/1 218/339/1 219/340/1\nf 76/341/1 74/342/1 219/343/1 220/344/1\nf 78/345/1 76/346/1 220/347/1 221/348/1\nf 80/349/1 78/350/1 221/351/1 222/352/1\nf 82/353/1 80/354/1 222/355/1 223/356/1\nf 84/357/1 82/358/1 223/359/1 224/360/1\nf 86/361/1 84/362/1 224/363/1 225/364/1\nf 88/365/1 86/366/1 225/367/1 226/368/1\nf 90/369/1 88/370/1 226/371/1 227/372/1\nf 92/373/1 90/374/1 227/375/1 228/376/1\nf 94/377/1 92/378/1 228/379/1 229/380/1\nf 96/381/1 94/382/1 229/383/1 230/384/1\nf 98/385/1 96/386/1 230/387/1 231/388/1\nf 100/389/1 98/390/1 231/391/1 232/392/1\nf 102/393/1 100/394/1 232/395/1 233/396/1\nf 104/397/1 102/398/1 233/399/1 234/400/1\nf 106/401/1 104/402/1 234/403/1 235/404/1\nf 108/405/1 106/406/1 235/407/1 236/408/1\nf 110/409/1 108/410/1 236/411/1 237/412/1\nf 112/413/1 110/414/1 237/415/1 238/416/1\nf 114/417/1 112/418/1 238/419/1 239/420/1\nf 116/421/1 114/422/1 239/423/1 240/424/1\nf 118/425/1 116/426/1 240/427/1 241/428/1\nf 120/429/1 118/430/1 241/431/1 242/432/1\nf 122/433/1 120/434/1 242/435/1 243/436/1\nf 124/437/1 122/438/1 243/439/1 244/440/1\nf 126/441/1 124/442/1 244/443/1 245/444/1\nf 128/445/1 126/446/1 245/447/1 246/448/1\nf 130/449/1 128/450/1 246/451/1 247/452/1\nf 132/453/1 130/454/1 247/455/1 248/456/1\nf 134/457/1 132/458/1 248/459/1 249/460/1\nf 136/461/1 134/462/1 249/463/1 250/464/1\nf 138/465/1 136/466/1 250/467/1 251/468/1\nf 140/469/1 138/470/1 251/471/1 252/472/1\nf 142/473/1 140/474/1 252/475/1 253/476/1\nf 144/477/1 142/478/1 253/479/1 254/480/1\nf 146/481/1 144/482/1 254/483/1 255/484/1\nf 148/485/1 146/486/1 255/487/1 256/488/1\nf 150/489/1 148/490/1 256/491/1 257/492/1\nf 152/493/1 150/494/1 257/495/1 258/496/1\nf 154/497/1 152/498/1 258/499/1 259/500/1\nf 156/501/1 154/502/1 259/503/1 260/504/1\nf 158/505/1 156/506/1 260/507/1 261/508/1\nf 160/509/1 158/510/1 261/511/1 262/512/1\nf 162/513/1 160/514/1 262/515/1 263/516/1\nf 164/517/1 162/518/1 263/519/1 264/520/1\nf 166/521/1 164/522/1 264/523/1 265/524/1\nf 168/525/1 166/526/1 265/527/1 266/528/1\nf 170/529/1 168/530/1 266/531/1 267/532/1\nf 172/533/1 170/534/1 267/535/1 268/536/1\nf 174/537/1 172/538/1 268/539/1 269/540/1\nf 176/541/1 174/542/1 269/543/1 270/544/1\nf 178/545/1 176/546/1 270/547/1 271/548/1\nf 180/549/1 178/550/1 271/551/1 272/552/1\nf 182/553/1 180/554/1 272/555/1 273/556/1\nf 184/1/1 183/2/1 274/3/1 275/4/1\nf 185/1/1 184/2/1 275/3/1 276/4/1\nf 186/1/1 185/2/1 276/3/1 277/4/1\nf 187/1/1 186/2/1 277/3/1 278/4/1\nf 188/1/1 187/2/1 278/3/1 279/4/1\nf 189/1/1 188/2/1 279/3/1 280/4/1\nf 190/1/1 189/2/1 280/3/1 281/4/1\nf 191/1/1 190/2/1 281/3/1 282/4/1\nf 192/1/1 191/2/1 282/3/1 283/4/1\nf 193/1/1 192/2/1 283/3/1 284/4/1\nf 194/1/1 193/2/1 284/3/1 285/4/1\nf 195/1/1 194/2/1 285/3/1 286/4/1\nf 196/1/1 195/2/1 286/3/1 287/4/1\nf 197/1/1 196/2/1 287/3/1 288/4/1\nf 198/1/1 197/2/1 288/3/1 289/4/1\nf 199/1/1 198/2/1 289/3/1 290/4/1\nf 200/1/1 199/2/1 290/3/1 291/4/1\nf 201/1/1 200/2/1 291/3/1 292/4/1\nf 202/557/1 201/558/1 292/559/1 293/560/1\nf 203/1/1 202/2/1 293/3/1 294/4/1\nf 204/1/1 203/2/1 294/3/1 295/4/1\nf 205/1/1 204/2/1 295/3/1 296/4/1\nf 206/561/1 205/562/1 296/563/1 297/564/1\nf 207/565/1 206/566/1 297/567/1 298/568/1\nf 208/1/1 207/2/1 298/3/1 299/4/1\nf 209/569/1 208/570/1 299/571/1 300/572/1\nf 210/573/1 209/574/1 300/575/1 301/576/1\nf 211/577/1 210/578/1 301/579/1 302/580/1\nf 212/581/1 211/582/1 302/583/1 303/584/1\nf 213/585/1 212/586/1 303/587/1 304/588/1\nf 214/589/1 213/590/1 304/591/1 305/592/1\nf 215/593/1 214/594/1 305/595/1 306/596/1\nf 216/597/1 215/598/1 306/599/1 307/600/1\nf 217/601/1 216/602/1 307/603/1 308/604/1\nf 218/605/1 217/606/1 308/607/1 309/608/1\nf 219/609/1 218/610/1 309/611/1 310/612/1\nf 220/613/1 219/614/1 310/615/1 311/616/1\nf 221/617/1 220/618/1 311/619/1 312/620/1\nf 222/621/1 221/622/1 312/623/1 313/624/1\nf 223/625/1 222/626/1 313/627/1 314/628/1\nf 224/629/1 223/630/1 314/631/1 315/632/1\nf 225/633/1 224/634/1 315/635/1 316/636/1\nf 226/637/1 225/638/1 316/639/1 317/640/1\nf 227/641/1 226/642/1 317/643/1 318/644/1\nf 228/645/1 227/646/1 318/647/1 319/648/1\nf 229/649/1 228/650/1 319/651/1 320/652/1\nf 230/653/1 229/654/1 320/655/1 321/656/1\nf 231/657/1 230/658/1 321/659/1 322/660/1\nf 232/661/1 231/662/1 322/663/1 323/664/1\nf 233/665/1 232/666/1 323/667/1 324/668/1\nf 234/669/1 233/670/1 324/671/1 325/672/1\nf 235/673/1 234/674/1 325/675/1 326/676/1\nf 236/677/1 235/678/1 326/679/1 327/680/1\nf 237/681/1 236/682/1 327/683/1 328/684/1\nf 238/685/1 237/686/1 328/687/1 329/688/1\nf 239/689/1 238/690/1 329/691/1 330/692/1\nf 240/693/1 239/694/1 330/695/1 331/696/1\nf 241/697/1 240/698/1 331/699/1 332/700/1\nf 242/701/1 241/702/1 332/703/1 333/704/1\nf 243/705/1 242/706/1 333/707/1 334/708/1\nf 244/709/1 243/710/1 334/711/1 335/712/1\nf 245/713/1 244/714/1 335/715/1 336/716/1\nf 246/717/1 245/718/1 336/719/1 337/720/1\nf 247/721/1 246/722/1 337/723/1 338/724/1\nf 248/725/1 247/726/1 338/727/1 339/728/1\nf 249/729/1 248/730/1 339/731/1 340/732/1\nf 250/733/1 249/734/1 340/735/1 341/736/1\nf 251/737/1 250/738/1 341/739/1 342/740/1\nf 252/741/1 251/742/1 342/743/1 343/744/1\nf 253/745/1 252/746/1 343/747/1 344/748/1\nf 254/749/1 253/750/1 344/751/1 345/752/1\nf 255/753/1 254/754/1 345/755/1 346/756/1\nf 256/757/1 255/758/1 346/759/1 347/760/1\nf 257/761/1 256/762/1 347/763/1 348/764/1\nf 258/765/1 257/766/1 348/767/1 349/768/1\nf 259/769/1 258/770/1 349/771/1 350/772/1\nf 260/773/1 259/774/1 350/775/1 351/776/1\nf 261/777/1 260/778/1 351/779/1 352/780/1\nf 262/781/1 261/782/1 352/783/1 353/784/1\nf 263/785/1 262/786/1 353/787/1 354/788/1\nf 264/789/1 263/790/1 354/791/1 355/792/1\nf 265/793/1 264/794/1 355/795/1 356/796/1\nf 266/797/1 265/798/1 356/799/1 357/800/1\nf 267/801/1 266/802/1 357/803/1 358/804/1\nf 268/805/1 267/806/1 358/807/1 359/808/1\nf 269/809/1 268/810/1 359/811/1 360/812/1\nf 270/813/1 269/814/1 360/815/1 361/816/1\nf 271/817/1 270/818/1 361/819/1 362/820/1\nf 272/821/1 271/822/1 362/823/1 363/824/1\nf 273/825/1 272/826/1 363/827/1 364/828/1\nf 275/1/1 274/2/1 365/3/1 366/4/1\nf 276/1/1 275/2/1 366/3/1 367/4/1\nf 277/1/1 276/2/1 367/3/1 368/4/1\nf 278/1/1 277/2/1 368/3/1 369/4/1\nf 279/1/1 278/2/1 369/3/1 370/4/1\nf 280/1/1 279/2/1 370/3/1 371/4/1\nf 281/1/1 280/2/1 371/3/1 372/4/1\nf 282/1/1 281/2/1 372/3/1 373/4/1\nf 283/1/1 282/2/1 373/3/1 374/4/1\nf 284/1/1 283/2/1 374/3/1 375/4/1\nf 285/1/1 284/2/1 375/3/1 376/4/1\nf 286/1/1 285/2/1 376/3/1 377/4/1\nf 287/1/1 286/2/1 377/3/1 378/4/1\nf 288/1/1 287/2/1 378/3/1 379/4/1\nf 289/1/1 288/2/1 379/3/1 380/4/1\nf 290/1/1 289/2/1 380/3/1 381/4/1\nf 291/1/1 290/2/1 381/3/1 382/4/1\nf 292/1/1 291/2/1 382/3/1 383/4/1\nf 293/1/1 292/2/1 383/3/1 384/4/1\nf 294/829/1 293/830/1 384/831/1 385/832/1\nf 295/1/1 294/2/1 385/3/1 386/4/1\nf 296/833/1 295/834/1 386/835/1 387/836/1\nf 297/1/1 296/2/1 387/3/1 388/4/1\nf 298/837/1 297/838/1 388/839/1 389/840/1\nf 299/841/1 298/842/1 389/843/1 390/844/1\nf 300/1/1 299/2/1 390/3/1 391/4/1\nf 301/845/1 300/846/1 391/847/1 392/848/1\nf 302/849/1 301/850/1 392/851/1 393/852/1\nf 303/1/1 302/2/1 393/3/1 394/4/1\nf 304/853/1 303/854/1 394/855/1 395/856/1\nf 305/857/1 304/858/1 395/859/1 396/860/1\nf 306/861/1 305/862/1 396/863/1 397/864/1\nf 307/865/1 306/866/1 397/867/1 398/868/1\nf 308/869/1 307/870/1 398/871/1 399/872/1\nf 309/873/1 308/874/1 399/875/1 400/876/1\nf 310/877/1 309/878/1 400/879/1 401/880/1\nf 311/881/1 310/882/1 401/883/1 402/884/1\nf 312/885/1 311/886/1 402/887/1 403/888/1\nf 313/889/1 312/890/1 403/891/1 404/892/1\nf 314/893/1 313/894/1 404/895/1 405/896/1\nf 315/897/1 314/898/1 405/899/1 406/900/1\nf 316/901/1 315/902/1 406/903/1 407/904/1\nf 317/905/1 316/906/1 407/907/1 408/908/1\nf 318/909/1 317/910/1 408/911/1 409/912/1\nf 319/913/1 318/914/1 409/915/1 410/916/1\nf 320/917/1 319/918/1 410/919/1 411/920/1\nf 321/921/1 320/922/1 411/923/1 412/924/1\nf 322/925/1 321/926/1 412/927/1 413/928/1\nf 323/929/1 322/930/1 413/931/1 414/932/1\nf 324/933/1 323/934/1 414/935/1 415/936/1\nf 325/937/1 324/938/1 415/939/1 416/940/1\nf 326/941/1 325/942/1 416/943/1 417/944/1\nf 327/945/1 326/946/1 417/947/1 418/948/1\nf 328/949/1 327/950/1 418/951/1 419/952/1\nf 329/953/1 328/954/1 419/955/1 420/956/1\nf 330/957/1 329/958/1 420/959/1 421/960/1\nf 331/961/1 330/962/1 421/963/1 422/964/1\nf 332/965/1 331/966/1 422/967/1 423/968/1\nf 333/969/1 332/970/1 423/971/1 424/972/1\nf 334/973/1 333/974/1 424/975/1 425/976/1\nf 335/977/1 334/978/1 425/979/1 426/980/1\nf 336/981/1 335/982/1 426/983/1 427/984/1\nf 337/985/1 336/986/1 427/987/1 428/988/1\nf 338/989/1 337/990/1 428/991/1 429/992/1\nf 339/993/1 338/994/1 429/995/1 430/996/1\nf 340/997/1 339/998/1 430/999/1 431/1000/1\nf 341/1001/1 340/1002/1 431/1003/1 432/1004/1\nf 342/1005/1 341/1006/1 432/1007/1 433/1008/1\nf 343/1009/1 342/1010/1 433/1011/1 434/1012/1\nf 344/1013/1 343/1014/1 434/1015/1 435/1016/1\nf 345/1017/1 344/1018/1 435/1019/1 436/1020/1\nf 346/1021/1 345/1022/1 436/1023/1 437/1024/1\nf 347/1025/1 346/1026/1 437/1027/1 438/1028/1\nf 348/1029/1 347/1030/1 438/1031/1 439/1032/1\nf 349/1033/1 348/1034/1 439/1035/1 440/1036/1\nf 350/1037/1 349/1038/1 440/1039/1 441/1040/1\nf 351/1041/1 350/1042/1 441/1043/1 442/1044/1\nf 352/1045/1 351/1046/1 442/1047/1 443/1048/1\nf 353/1049/1 352/1050/1 443/1051/1 444/1052/1\nf 354/1053/1 353/1054/1 444/1055/1 445/1056/1\nf 355/1057/1 354/1058/1 445/1059/1 446/1060/1\nf 356/1061/1 355/1062/1 446/1063/1 447/1064/1\nf 357/1065/1 356/1066/1 447/1067/1 448/1068/1\nf 358/1069/1 357/1070/1 448/1071/1 449/1072/1\nf 359/1073/1 358/1074/1 449/1075/1 450/1076/1\nf 360/1077/1 359/1078/1 450/1079/1 451/1080/1\nf 361/1081/1 360/1082/1 451/1083/1 452/1084/1\nf 362/1085/1 361/1086/1 452/1087/1 453/1088/1\nf 363/1089/1 362/1090/1 453/1091/1 454/1092/1\nf 364/1093/1 363/1094/1 454/1095/1 455/1096/1\nf 366/1/1 365/2/1 456/3/1 457/4/1\nf 367/1/1 366/2/1 457/3/1 458/4/1\nf 368/1/1 367/2/1 458/3/1 459/4/1\nf 369/1/1 368/2/1 459/3/1 460/4/1\nf 370/1/1 369/2/1 460/3/1 461/4/1\nf 371/1/1 370/2/1 461/3/1 462/4/1\nf 372/1/1 371/2/1 462/3/1 463/4/1\nf 373/1/1 372/2/1 463/3/1 464/4/1\nf 374/1/1 373/2/1 464/3/1 465/4/1\nf 375/1/1 374/2/1 465/3/1 466/4/1\nf 376/1/1 375/2/1 466/3/1 467/4/1\nf 377/1/1 376/2/1 467/3/1 468/4/1\nf 378/1/1 377/2/1 468/3/1 469/4/1\nf 379/1/1 378/2/1 469/3/1 470/4/1\nf 380/1/1 379/2/1 470/3/1 471/4/1\nf 381/1/1 380/2/1 471/3/1 472/4/1\nf 382/1/1 381/2/1 472/3/1 473/4/1\nf 383/1/1 382/2/1 473/3/1 474/4/1\nf 384/1/1 383/2/1 474/3/1 475/4/1\nf 385/1/1 384/2/1 475/3/1 476/4/1\nf 386/1097/1 385/1098/1 476/1099/1 477/1100/1\nf 387/1101/1 386/1102/1 477/1103/1 478/1104/1\nf 388/1/1 387/2/1 478/3/1 479/4/1\nf 389/1/1 388/2/1 479/3/1 480/4/1\nf 390/1105/1 389/1106/1 480/1107/1 481/1108/1\nf 391/1109/1 390/1110/1 481/1111/1 482/1112/1\nf 392/1/1 391/2/1 482/3/1 483/4/1\nf 393/1113/1 392/1114/1 483/1115/1 484/1116/1\nf 394/1117/1 393/1118/1 484/1119/1 485/1120/1\nf 395/1121/1 394/1122/1 485/1123/1 486/1124/1\nf 396/1125/1 395/1126/1 486/1127/1 487/1128/1\nf 397/1129/1 396/1130/1 487/1131/1 488/1132/1\nf 398/1133/1 397/1134/1 488/1135/1 489/1136/1\nf 399/1137/1 398/1138/1 489/1139/1 490/1140/1\nf 400/1141/1 399/1142/1 490/1143/1 491/1144/1\nf 401/1145/1 400/1146/1 491/1147/1 492/1148/1\nf 402/1149/1 401/1150/1 492/1151/1 493/1152/1\nf 403/1153/1 402/1154/1 493/1155/1 494/1156/1\nf 404/1157/1 403/1158/1 494/1159/1 495/1160/1\nf 405/1161/1 404/1162/1 495/1163/1 496/1164/1\nf 406/1165/1 405/1166/1 496/1167/1 497/1168/1\nf 407/1169/1 406/1170/1 497/1171/1 498/1172/1\nf 408/1173/1 407/1174/1 498/1175/1 499/1176/1\nf 409/1177/1 408/1178/1 499/1179/1 500/1180/1\nf 410/1181/1 409/1182/1 500/1183/1 501/1184/1\nf 411/1185/1 410/1186/1 501/1187/1 502/1188/1\nf 412/1189/1 411/1190/1 502/1191/1 503/1192/1\nf 413/1193/1 412/1194/1 503/1195/1 504/1196/1\nf 414/1197/1 413/1198/1 504/1199/1 505/1200/1\nf 415/1201/1 414/1202/1 505/1203/1 506/1204/1\nf 416/1205/1 415/1206/1 506/1207/1 507/1208/1\nf 417/1209/1 416/1210/1 507/1211/1 508/1212/1\nf 418/1213/1 417/1214/1 508/1215/1 509/1216/1\nf 419/1217/1 418/1218/1 509/1219/1 510/1220/1\nf 420/1221/1 419/1222/1 510/1223/1 511/1224/1\nf 421/1225/1 420/1226/1 511/1227/1 512/1228/1\nf 422/1229/1 421/1230/1 512/1231/1 513/1232/1\nf 423/1233/1 422/1234/1 513/1235/1 514/1236/1\nf 424/1237/1 423/1238/1 514/1239/1 515/1240/1\nf 425/1241/1 424/1242/1 515/1243/1 516/1244/1\nf 426/1245/1 425/1246/1 516/1247/1 517/1248/1\nf 427/1249/1 426/1250/1 517/1251/1 518/1252/1\nf 428/1253/1 427/1254/1 518/1255/1 519/1256/1\nf 429/1257/1 428/1258/1 519/1259/1 520/1260/1\nf 430/1261/1 429/1262/1 520/1263/1 521/1264/1\nf 431/1265/1 430/1266/1 521/1267/1 522/1268/1\nf 432/1269/1 431/1270/1 522/1271/1 523/1272/1\nf 433/1273/1 432/1274/1 523/1275/1 524/1276/1\nf 434/1277/1 433/1278/1 524/1279/1 525/1280/1\nf 435/1281/1 434/1282/1 525/1283/1 526/1284/1\nf 436/1285/1 435/1286/1 526/1287/1 527/1288/1\nf 437/1289/1 436/1290/1 527/1291/1 528/1292/1\nf 438/1293/1 437/1294/1 528/1295/1 529/1296/1\nf 439/1297/1 438/1298/1 529/1299/1 530/1300/1\nf 440/1301/1 439/1302/1 530/1303/1 531/1304/1\nf 441/1305/1 440/1306/1 531/1307/1 532/1308/1\nf 442/1309/1 441/1310/1 532/1311/1 533/1312/1\nf 443/1313/1 442/1314/1 533/1315/1 534/1316/1\nf 444/1317/1 443/1318/1 534/1319/1 535/1320/1\nf 445/1321/1 444/1322/1 535/1323/1 536/1324/1\nf 446/1325/1 445/1326/1 536/1327/1 537/1328/1\nf 447/1329/1 446/1330/1 537/1331/1 538/1332/1\nf 448/1333/1 447/1334/1 538/1335/1 539/1336/1\nf 449/1337/1 448/1338/1 539/1339/1 540/1340/1\nf 450/1341/1 449/1342/1 540/1343/1 541/1344/1\nf 451/1345/1 450/1346/1 541/1347/1 542/1348/1\nf 452/1349/1 451/1350/1 542/1351/1 543/1352/1\nf 453/1353/1 452/1354/1 543/1355/1 544/1356/1\nf 454/1357/1 453/1358/1 544/1359/1 545/1360/1\nf 455/1361/1 454/1362/1 545/1363/1 546/1364/1\nf 457/1/1 456/2/1 547/3/1 548/4/1\nf 458/1/1 457/2/1 548/3/1 549/4/1\nf 459/1/1 458/2/1 549/3/1 550/4/1\nf 460/1/1 459/2/1 550/3/1 551/4/1\nf 461/1/1 460/2/1 551/3/1 552/4/1\nf 462/1/1 461/2/1 552/3/1 553/4/1\nf 463/1/1 462/2/1 553/3/1 554/4/1\nf 464/1/1 463/2/1 554/3/1 555/4/1\nf 465/1/1 464/2/1 555/3/1 556/4/1\nf 466/1/1 465/2/1 556/3/1 557/4/1\nf 467/1/1 466/2/1 557/3/1 558/4/1\nf 468/1/1 467/2/1 558/3/1 559/4/1\nf 469/1/1 468/2/1 559/3/1 560/4/1\nf 470/1/1 469/2/1 560/3/1 561/4/1\nf 471/1/1 470/2/1 561/3/1 562/4/1\nf 472/1365/1 471/1366/1 562/1367/1 563/1368/1\nf 473/1/1 472/2/1 563/3/1 564/4/1\nf 474/1369/1 473/1370/1 564/1371/1 565/1372/1\nf 475/1/1 474/2/1 565/3/1 566/4/1\nf 476/1373/1 475/1374/1 566/1375/1 567/1376/1\nf 477/1/1 476/2/1 567/3/1 568/4/1\nf 478/1/1 477/2/1 568/3/1 569/4/1\nf 479/1377/1 478/1378/1 569/1379/1 570/1380/1\nf 480/1/1 479/2/1 570/3/1 571/4/1\nf 481/1/1 480/2/1 571/3/1 572/4/1\nf 482/1381/1 481/1382/1 572/1383/1 573/1384/1\nf 483/1385/1 482/1386/1 573/1387/1 574/1388/1\nf 484/1389/1 483/1390/1 574/1391/1 575/1392/1\nf 485/1393/1 484/1394/1 575/1395/1 576/1396/1\nf 486/1397/1 485/1398/1 576/1399/1 577/1400/1\nf 487/1/1 486/2/1 577/3/1 578/4/1\nf 488/1401/1 487/1402/1 578/1403/1 579/1404/1\nf 489/1405/1 488/1406/1 579/1407/1 580/1408/1\nf 490/1409/1 489/1410/1 580/1411/1 581/1412/1\nf 491/1413/1 490/1414/1 581/1415/1 582/1416/1\nf 492/1417/1 491/1418/1 582/1419/1 583/1420/1\nf 493/1421/1 492/1422/1 583/1423/1 584/1424/1\nf 494/1425/1 493/1426/1 584/1427/1 585/1428/1\nf 495/1429/1 494/1430/1 585/1431/1 586/1432/1\nf 496/1433/1 495/1434/1 586/1435/1 587/1436/1\nf 497/1437/1 496/1438/1 587/1439/1 588/1440/1\nf 498/1441/1 497/1442/1 588/1443/1 589/1444/1\nf 499/1445/1 498/1446/1 589/1447/1 590/1448/1\nf 500/1449/1 499/1450/1 590/1451/1 591/1452/1\nf 501/1453/1 500/1454/1 591/1455/1 592/1456/1\nf 502/1457/1 501/1458/1 592/1459/1 593/1460/1\nf 503/1461/1 502/1462/1 593/1463/1 594/1464/1\nf 504/1465/1 503/1466/1 594/1467/1 595/1468/1\nf 505/1469/1 504/1470/1 595/1471/1 596/1472/1\nf 506/1473/1 505/1474/1 596/1475/1 597/1476/1\nf 507/1477/1 506/1478/1 597/1479/1 598/1480/1\nf 508/1481/1 507/1482/1 598/1483/1 599/1484/1\nf 509/1485/1 508/1486/1 599/1487/1 600/1488/1\nf 510/1489/1 509/1490/1 600/1491/1 601/1492/1\nf 511/1493/1 510/1494/1 601/1495/1 602/1496/1\nf 512/1497/1 511/1498/1 602/1499/1 603/1500/1\nf 513/1501/1 512/1502/1 603/1503/1 604/1504/1\nf 514/1505/1 513/1506/1 604/1507/1 605/1508/1\nf 515/1509/1 514/1510/1 605/1511/1 606/1512/1\nf 516/1513/1 515/1514/1 606/1515/1 607/1516/1\nf 517/1517/1 516/1518/1 607/1519/1 608/1520/1\nf 518/1521/1 517/1522/1 608/1523/1 609/1524/1\nf 519/1525/1 518/1526/1 609/1527/1 610/1528/1\nf 520/1529/1 519/1530/1 610/1531/1 611/1532/1\nf 521/1533/1 520/1534/1 611/1535/1 612/1536/1\nf 522/1537/1 521/1538/1 612/1539/1 613/1540/1\nf 523/1541/1 522/1542/1 613/1543/1 614/1544/1\nf 524/1545/1 523/1546/1 614/1547/1 615/1548/1\nf 525/1549/1 524/1550/1 615/1551/1 616/1552/1\nf 526/1553/1 525/1554/1 616/1555/1 617/1556/1\nf 527/1557/1 526/1558/1 617/1559/1 618/1560/1\nf 528/1561/1 527/1562/1 618/1563/1 619/1564/1\nf 529/1565/1 528/1566/1 619/1567/1 620/1568/1\nf 530/1569/1 529/1570/1 620/1571/1 621/1572/1\nf 531/1573/1 530/1574/1 621/1575/1 622/1576/1\nf 532/1577/1 531/1578/1 622/1579/1 623/1580/1\nf 533/1581/1 532/1582/1 623/1583/1 624/1584/1\nf 534/1585/1 533/1586/1 624/1587/1 625/1588/1\nf 535/1589/1 534/1590/1 625/1591/1 626/1592/1\nf 536/1593/1 535/1594/1 626/1595/1 627/1596/1\nf 537/1597/1 536/1598/1 627/1599/1 628/1600/1\nf 538/1601/1 537/1602/1 628/1603/1 629/1604/1\nf 539/1605/1 538/1606/1 629/1607/1 630/1608/1\nf 540/1609/1 539/1610/1 630/1611/1 631/1612/1\nf 541/1613/1 540/1614/1 631/1615/1 632/1616/1\nf 542/1617/1 541/1618/1 632/1619/1 633/1620/1\nf 543/1621/1 542/1622/1 633/1623/1 634/1624/1\nf 544/1625/1 543/1626/1 634/1627/1 635/1628/1\nf 545/1629/1 544/1630/1 635/1631/1 636/1632/1\nf 546/1633/1 545/1634/1 636/1635/1 637/1636/1\nf 548/1/1 547/2/1 638/3/1 639/4/1\nf 549/1/1 548/2/1 639/3/1 640/4/1\nf 550/1/1 549/2/1 640/3/1 641/4/1\nf 551/1/1 550/2/1 641/3/1 642/4/1\nf 552/1/1 551/2/1 642/3/1 643/4/1\nf 553/1/1 552/2/1 643/3/1 644/4/1\nf 554/1/1 553/2/1 644/3/1 645/4/1\nf 555/1/1 554/2/1 645/3/1 646/4/1\nf 556/1/1 555/2/1 646/3/1 647/4/1\nf 557/1/1 556/2/1 647/3/1 648/4/1\nf 558/1/1 557/2/1 648/3/1 649/4/1\nf 559/1/1 558/2/1 649/3/1 650/4/1\nf 560/1/1 559/2/1 650/3/1 651/4/1\nf 561/1/1 560/2/1 651/3/1 652/4/1\nf 562/1/1 561/2/1 652/3/1 653/4/1\nf 563/1/1 562/2/1 653/3/1 654/4/1\nf 564/1637/1 563/1638/1 654/1639/1 655/1640/1\nf 565/1/1 564/2/1 655/3/1 656/4/1\nf 566/1/1 565/2/1 656/3/1 657/4/1\nf 567/1/1 566/2/1 657/3/1 658/4/1\nf 568/1/1 567/2/1 658/3/1 659/4/1\nf 569/1641/1 568/1642/1 659/1643/1 660/1644/1\nf 570/1/1 569/2/1 660/3/1 661/4/1\nf 571/1645/1 570/1646/1 661/1647/1 662/1648/1\nf 572/1649/1 571/1650/1 662/1651/1 663/1652/1\nf 573/1653/1 572/1654/1 663/1655/1 664/1656/1\nf 574/1657/1 573/1658/1 664/1659/1 665/1660/1\nf 575/1/1 574/2/1 665/3/1 666/4/1\nf 576/1661/1 575/1662/1 666/1663/1 667/1664/1\nf 577/1665/1 576/1666/1 667/1667/1 668/1668/1\nf 578/1669/1 577/1670/1 668/1671/1 669/1672/1\nf 579/1673/1 578/1674/1 669/1675/1 670/1676/1\nf 580/1677/1 579/1678/1 670/1679/1 671/1680/1\nf 581/1681/1 580/1682/1 671/1683/1 672/1684/1\nf 582/1685/1 581/1686/1 672/1687/1 673/1688/1\nf 583/1689/1 582/1690/1 673/1691/1 674/1692/1\nf 584/1693/1 583/1694/1 674/1695/1 675/1696/1\nf 585/1697/1 584/1698/1 675/1699/1 676/1700/1\nf 586/1701/1 585/1702/1 676/1703/1 677/1704/1\nf 587/1705/1 586/1706/1 677/1707/1 678/1708/1\nf 588/1709/1 587/1710/1 678/1711/1 679/1712/1\nf 589/1713/1 588/1714/1 679/1715/1 680/1716/1\nf 590/1717/1 589/1718/1 680/1719/1 681/1720/1\nf 591/1721/1 590/1722/1 681/1723/1 682/1724/1\nf 592/1725/1 591/1726/1 682/1727/1 683/1728/1\nf 593/1729/1 592/1730/1 683/1731/1 684/1732/1\nf 594/1733/1 593/1734/1 684/1735/1 685/1736/1\nf 595/1737/1 594/1738/1 685/1739/1 686/1740/1\nf 596/1741/1 595/1742/1 686/1743/1 687/1744/1\nf 597/1745/1 596/1746/1 687/1747/1 688/1748/1\nf 598/1749/1 597/1750/1 688/1751/1 689/1752/1\nf 599/1753/1 598/1754/1 689/1755/1 690/1756/1\nf 600/1757/1 599/1758/1 690/1759/1 691/1760/1\nf 601/1761/1 600/1762/1 691/1763/1 692/1764/1\nf 602/1765/1 601/1766/1 692/1767/1 693/1768/1\nf 603/1769/1 602/1770/1 693/1771/1 694/1772/1\nf 604/1773/1 603/1774/1 694/1775/1 695/1776/1\nf 605/1777/1 604/1778/1 695/1779/1 696/1780/1\nf 606/1781/1 605/1782/1 696/1783/1 697/1784/1\nf 607/1785/1 606/1786/1 697/1787/1 698/1788/1\nf 608/1789/1 607/1790/1 698/1791/1 699/1792/1\nf 609/1793/1 608/1794/1 699/1795/1 700/1796/1\nf 610/1797/1 609/1798/1 700/1799/1 701/1800/1\nf 611/1801/1 610/1802/1 701/1803/1 702/1804/1\nf 612/1805/1 611/1806/1 702/1807/1 703/1808/1\nf 613/1809/1 612/1810/1 703/1811/1 704/1812/1\nf 614/1813/1 613/1814/1 704/1815/1 705/1816/1\nf 615/1817/1 614/1818/1 705/1819/1 706/1820/1\nf 616/1821/1 615/1822/1 706/1823/1 707/1824/1\nf 617/1825/1 616/1826/1 707/1827/1 708/1828/1\nf 618/1829/1 617/1830/1 708/1831/1 709/1832/1\nf 619/1833/1 618/1834/1 709/1835/1 710/1836/1\nf 620/1837/1 619/1838/1 710/1839/1 711/1840/1\nf 621/1841/1 620/1842/1 711/1843/1 712/1844/1\nf 622/1845/1 621/1846/1 712/1847/1 713/1848/1\nf 623/1849/1 622/1850/1 713/1851/1 714/1852/1\nf 624/1853/1 623/1854/1 714/1855/1 715/1856/1\nf 625/1857/1 624/1858/1 715/1859/1 716/1860/1\nf 626/1861/1 625/1862/1 716/1863/1 717/1864/1\nf 627/1865/1 626/1866/1 717/1867/1 718/1868/1\nf 628/1869/1 627/1870/1 718/1871/1 719/1872/1\nf 629/1873/1 628/1874/1 719/1875/1 720/1876/1\nf 630/1877/1 629/1878/1 720/1879/1 721/1880/1\nf 631/1881/1 630/1882/1 721/1883/1 722/1884/1\nf 632/1885/1 631/1886/1 722/1887/1 723/1888/1\nf 633/1889/1 632/1890/1 723/1891/1 724/1892/1\nf 634/1893/1 633/1894/1 724/1895/1 725/1896/1\nf 635/1897/1 634/1898/1 725/1899/1 726/1900/1\nf 636/1901/1 635/1902/1 726/1903/1 727/1904/1\nf 637/1905/1 636/1906/1 727/1907/1 728/1908/1\nf 639/1/1 638/2/1 729/3/1 730/4/1\nf 640/1/1 639/2/1 730/3/1 731/4/1\nf 641/1/1 640/2/1 731/3/1 732/4/1\nf 642/1/1 641/2/1 732/3/1 733/4/1\nf 643/1/1 642/2/1 733/3/1 734/4/1\nf 644/1/1 643/2/1 734/3/1 735/4/1\nf 645/1/1 644/2/1 735/3/1 736/4/1\nf 646/1/1 645/2/1 736/3/1 737/4/1\nf 647/1/1 646/2/1 737/3/1 738/4/1\nf 648/1/1 647/2/1 738/3/1 739/4/1\nf 649/1/1 648/2/1 739/3/1 740/4/1\nf 650/1/1 649/2/1 740/3/1 741/4/1\nf 651/1/1 650/2/1 741/3/1 742/4/1\nf 652/1/1 651/2/1 742/3/1 743/4/1\nf 653/1/1 652/2/1 743/3/1 744/4/1\nf 654/1/1 653/2/1 744/3/1 745/4/1\nf 655/1/1 654/2/1 745/3/1 746/4/1\nf 656/1/1 655/2/1 746/3/1 747/4/1\nf 657/1909/1 656/1910/1 747/1911/1 748/1912/1\nf 658/1913/1 657/1914/1 748/1915/1 749/1916/1\nf 659/1/1 658/2/1 749/3/1 750/4/1\nf 660/1/1 659/2/1 750/3/1 751/4/1\nf 661/1697/1 660/1698/1 751/1699/1 752/1700/1\nf 662/1917/1 661/1918/1 752/1919/1 753/1920/1\nf 663/1/1 662/2/1 753/3/1 754/4/1\nf 664/1921/1 663/1922/1 754/1923/1 755/1924/1\nf 665/1925/1 664/1926/1 755/1927/1 756/1928/1\nf 666/1929/1 665/1930/1 756/1931/1 757/1932/1\nf 667/1933/1 666/1934/1 757/1935/1 758/1936/1\nf 668/1937/1 667/1938/1 758/1939/1 759/1940/1\nf 669/1941/1 668/1942/1 759/1943/1 760/1944/1\nf 670/1945/1 669/1946/1 760/1947/1 761/1948/1\nf 671/1949/1 670/1950/1 761/1951/1 762/1952/1\nf 672/1953/1 671/1954/1 762/1955/1 763/1956/1\nf 673/1957/1 672/1958/1 763/1959/1 764/1960/1\nf 674/1961/1 673/1962/1 764/1963/1 765/1964/1\nf 675/1965/1 674/1966/1 765/1967/1 766/1968/1\nf 676/1969/1 675/1970/1 766/1971/1 767/1972/1\nf 677/1973/1 676/1974/1 767/1975/1 768/1976/1\nf 678/1977/1 677/1978/1 768/1979/1 769/1980/1\nf 679/1981/1 678/1982/1 769/1983/1 770/1984/1\nf 680/1985/1 679/1986/1 770/1987/1 771/1988/1\nf 681/1989/1 680/1990/1 771/1991/1 772/1992/1\nf 682/1993/1 681/1994/1 772/1995/1 773/1996/1\nf 683/1997/1 682/1998/1 773/1999/1 774/2000/1\nf 684/2001/1 683/2002/1 774/2003/1 775/2004/1\nf 685/2005/1 684/2006/1 775/2007/1 776/2008/1\nf 686/2009/1 685/2010/1 776/2011/1 777/2012/1\nf 687/2013/1 686/2014/1 777/2015/1 778/2016/1\nf 688/2017/1 687/2018/1 778/2019/1 779/2020/1\nf 689/2021/1 688/2022/1 779/2023/1 780/2024/1\nf 690/2025/1 689/2026/1 780/2027/1 781/2028/1\nf 691/2029/1 690/2030/1 781/2031/1 782/2032/1\nf 692/2033/1 691/2034/1 782/2035/1 783/2036/1\nf 693/2037/1 692/2038/1 783/2039/1 784/2040/1\nf 694/2041/1 693/2042/1 784/2043/1 785/2044/1\nf 695/2045/1 694/2046/1 785/2047/1 786/2048/1\nf 696/2049/1 695/2050/1 786/2051/1 787/2052/1\nf 697/2053/1 696/2054/1 787/2055/1 788/2056/1\nf 698/2057/1 697/2058/1 788/2059/1 789/2060/1\nf 699/2061/1 698/2062/1 789/2063/1 790/2064/1\nf 700/2065/1 699/2066/1 790/2067/1 791/2068/1\nf 701/2069/1 700/2070/1 791/2071/1 792/2072/1\nf 702/2073/1 701/2074/1 792/2075/1 793/2076/1\nf 703/2077/1 702/2078/1 793/2079/1 794/2080/1\nf 704/2081/1 703/2082/1 794/2083/1 795/2084/1\nf 705/2085/1 704/2086/1 795/2087/1 796/2088/1\nf 706/2089/1 705/2090/1 796/2091/1 797/2092/1\nf 707/2093/1 706/2094/1 797/2095/1 798/2096/1\nf 708/2097/1 707/2098/1 798/2099/1 799/2100/1\nf 709/2101/1 708/2102/1 799/2103/1 800/2104/1\nf 710/2105/1 709/2106/1 800/2107/1 801/2108/1\nf 711/2109/1 710/2110/1 801/2111/1 802/2112/1\nf 712/2113/1 711/2114/1 802/2115/1 803/2116/1\nf 713/2117/1 712/2118/1 803/2119/1 804/2120/1\nf 714/2121/1 713/2122/1 804/2123/1 805/2124/1\nf 715/2125/1 714/2126/1 805/2127/1 806/2128/1\nf 716/2129/1 715/2130/1 806/2131/1 807/2132/1\nf 717/2133/1 716/2134/1 807/2135/1 808/2136/1\nf 718/2137/1 717/2138/1 808/2139/1 809/2140/1\nf 719/2141/1 718/2142/1 809/2143/1 810/2144/1\nf 720/2145/1 719/2146/1 810/2147/1 811/2148/1\nf 721/2149/1 720/2150/1 811/2151/1 812/2152/1\nf 722/2153/1 721/2154/1 812/2155/1 813/2156/1\nf 723/2157/1 722/2158/1 813/2159/1 814/2160/1\nf 724/2161/1 723/2162/1 814/2163/1 815/2164/1\nf 725/2165/1 724/2166/1 815/2167/1 816/2168/1\nf 726/2169/1 725/2170/1 816/2171/1 817/2172/1\nf 727/2173/1 726/2174/1 817/2175/1 818/2176/1\nf 728/2177/1 727/2178/1 818/2179/1 819/2180/1\nf 730/1/1 729/2/1 820/3/1 821/4/1\nf 731/1/1 730/2/1 821/3/1 822/4/1\nf 732/1/1 731/2/1 822/3/1 823/4/1\nf 733/1/1 732/2/1 823/3/1 824/4/1\nf 734/1/1 733/2/1 824/3/1 825/4/1\nf 735/1/1 734/2/1 825/3/1 826/4/1\nf 736/1/1 735/2/1 826/3/1 827/4/1\nf 737/1/1 736/2/1 827/3/1 828/4/1\nf 738/1/1 737/2/1 828/3/1 829/4/1\nf 739/1/1 738/2/1 829/3/1 830/4/1\nf 740/1/1 739/2/1 830/3/1 831/4/1\nf 741/1/1 740/2/1 831/3/1 832/4/1\nf 742/1/1 741/2/1 832/3/1 833/4/1\nf 743/1/1 742/2/1 833/3/1 834/4/1\nf 744/1/1 743/2/1 834/3/1 835/4/1\nf 745/1/1 744/2/1 835/3/1 836/4/1\nf 746/2181/1 745/2182/1 836/2183/1 837/2184/1\nf 747/1/1 746/2/1 837/3/1 838/4/1\nf 748/2185/1 747/2186/1 838/2187/1 839/2188/1\nf 749/1/1 748/2/1 839/3/1 840/4/1\nf 750/2189/1 749/2190/1 840/2191/1 841/2192/1\nf 751/1/1 750/2/1 841/3/1 842/4/1\nf 752/2193/1 751/2194/1 842/2195/1 843/2196/1\nf 753/1/1 752/2/1 843/3/1 844/4/1\nf 754/2197/1 753/2198/1 844/2199/1 845/2200/1\nf 755/2201/1 754/2202/1 845/2203/1 846/2204/1\nf 756/1/1 755/2/1 846/3/1 847/4/1\nf 757/2205/1 756/2206/1 847/2207/1 848/2208/1\nf 758/2209/1 757/2210/1 848/2211/1 849/2212/1\nf 759/2213/1 758/2214/1 849/2215/1 850/2216/1\nf 760/2217/1 759/2218/1 850/2219/1 851/2220/1\nf 761/2221/1 760/2222/1 851/2223/1 852/2224/1\nf 762/2225/1 761/2226/1 852/2227/1 853/2228/1\nf 763/2229/1 762/2230/1 853/2231/1 854/2232/1\nf 764/2233/1 763/2234/1 854/2235/1 855/2236/1\nf 765/2237/1 764/2238/1 855/2239/1 856/2240/1\nf 766/2241/1 765/2242/1 856/2243/1 857/2244/1\nf 767/2245/1 766/2246/1 857/2247/1 858/2248/1\nf 768/2249/1 767/2250/1 858/2251/1 859/2252/1\nf 769/2253/1 768/2254/1 859/2255/1 860/2256/1\nf 770/2257/1 769/2258/1 860/2259/1 861/2260/1\nf 771/2261/1 770/2262/1 861/2263/1 862/2264/1\nf 772/2265/1 771/2266/1 862/2267/1 863/2268/1\nf 773/2269/1 772/2270/1 863/2271/1 864/2272/1\nf 774/2273/1 773/2274/1 864/2275/1 865/2276/1\nf 775/2277/1 774/2278/1 865/2279/1 866/2280/1\nf 776/2281/1 775/2282/1 866/2283/1 867/2284/1\nf 777/2285/1 776/2286/1 867/2287/1 868/2288/1\nf 778/2289/1 777/2290/1 868/2291/1 869/2292/1\nf 779/2293/1 778/2294/1 869/2295/1 870/2296/1\nf 780/2297/1 779/2298/1 870/2299/1 871/2300/1\nf 781/2301/1 780/2302/1 871/2303/1 872/2304/1\nf 782/2305/1 781/2306/1 872/2307/1 873/2308/1\nf 783/2309/1 782/2310/1 873/2311/1 874/2312/1\nf 784/2313/1 783/2314/1 874/2315/1 875/2316/1\nf 785/2317/1 784/2318/1 875/2319/1 876/2320/1\nf 786/2321/1 785/2322/1 876/2323/1 877/2324/1\nf 787/2325/1 786/2326/1 877/2327/1 878/2328/1\nf 788/2329/1 787/2330/1 878/2331/1 879/2332/1\nf 789/2333/1 788/2334/1 879/2335/1 880/2336/1\nf 790/2337/1 789/2338/1 880/2339/1 881/2340/1\nf 791/2341/1 790/2342/1 881/2343/1 882/2344/1\nf 792/2345/1 791/2346/1 882/2347/1 883/2348/1\nf 793/2349/1 792/2350/1 883/2351/1 884/2352/1\nf 794/2353/1 793/2354/1 884/2355/1 885/2356/1\nf 795/2357/1 794/2358/1 885/2359/1 886/2360/1\nf 796/2361/1 795/2362/1 886/2363/1 887/2364/1\nf 797/2365/1 796/2366/1 887/2367/1 888/2368/1\nf 798/2369/1 797/2370/1 888/2371/1 889/2372/1\nf 799/2373/1 798/2374/1 889/2375/1 890/2376/1\nf 800/2377/1 799/2378/1 890/2379/1 891/2380/1\nf 801/2381/1 800/2382/1 891/2383/1 892/2384/1\nf 802/2385/1 801/2386/1 892/2387/1 893/2388/1\nf 803/2389/1 802/2390/1 893/2391/1 894/2392/1\nf 804/2393/1 803/2394/1 894/2395/1 895/2396/1\nf 805/2397/1 804/2398/1 895/2399/1 896/2400/1\nf 806/2401/1 805/2402/1 896/2403/1 897/2404/1\nf 807/2405/1 806/2406/1 897/2407/1 898/2408/1\nf 808/2409/1 807/2410/1 898/2411/1 899/2412/1\nf 809/2413/1 808/2414/1 899/2415/1 900/2416/1\nf 810/2417/1 809/2418/1 900/2419/1 901/2420/1\nf 811/2421/1 810/2422/1 901/2423/1 902/2424/1\nf 812/2425/1 811/2426/1 902/2427/1 903/2428/1\nf 813/2429/1 812/2430/1 903/2431/1 904/2432/1\nf 814/2433/1 813/2434/1 904/2435/1 905/2436/1\nf 815/2437/1 814/2438/1 905/2439/1 906/2440/1\nf 816/2441/1 815/2442/1 906/2443/1 907/2444/1\nf 817/2445/1 816/2446/1 907/2447/1 908/2448/1\nf 818/2449/1 817/2450/1 908/2451/1 909/2452/1\nf 819/2453/1 818/2454/1 909/2455/1 910/2456/1\nf 821/1/1 820/2/1 911/3/1 912/4/1\nf 822/1/1 821/2/1 912/3/1 913/4/1\nf 823/1/1 822/2/1 913/3/1 914/4/1\nf 824/1/1 823/2/1 914/3/1 915/4/1\nf 825/1/1 824/2/1 915/3/1 916/4/1\nf 826/1/1 825/2/1 916/3/1 917/4/1\nf 827/1/1 826/2/1 917/3/1 918/4/1\nf 828/1/1 827/2/1 918/3/1 919/4/1\nf 829/1/1 828/2/1 919/3/1 920/4/1\nf 830/1/1 829/2/1 920/3/1 921/4/1\nf 831/1/1 830/2/1 921/3/1 922/4/1\nf 832/1/1 831/2/1 922/3/1 923/4/1\nf 833/1/1 832/2/1 923/3/1 924/4/1\nf 834/1/1 833/2/1 924/3/1 925/4/1\nf 835/1/1 834/2/1 925/3/1 926/4/1\nf 836/1/1 835/2/1 926/3/1 927/4/1\nf 837/1/1 836/2/1 927/3/1 928/4/1\nf 838/2457/1 837/2458/1 928/2459/1 929/2460/1\nf 839/1/1 838/2/1 929/3/1 930/4/1\nf 840/1/1 839/2/1 930/3/1 931/4/1\nf 841/2461/1 840/2462/1 931/2463/1 932/2464/1\nf 842/2465/1 841/2466/1 932/2467/1 933/2468/1\nf 843/2469/1 842/2470/1 933/2471/1 934/2472/1\nf 844/2473/1 843/2474/1 934/2475/1 935/2476/1\nf 845/1/1 844/2/1 935/3/1 936/4/1\nf 846/1/1 845/2/1 936/3/1 937/4/1\nf 847/2477/1 846/2478/1 937/2479/1 938/2480/1\nf 848/2481/1 847/2482/1 938/2483/1 939/2484/1\nf 849/1/1 848/2/1 939/3/1 940/4/1\nf 850/2485/1 849/2486/1 940/2487/1 941/2488/1\nf 851/2489/1 850/2490/1 941/2491/1 942/2492/1\nf 852/2493/1 851/2494/1 942/2495/1 943/2496/1\nf 853/2497/1 852/2498/1 943/2499/1 944/2500/1\nf 854/2501/1 853/2502/1 944/2503/1 945/2504/1\nf 855/2505/1 854/2506/1 945/2507/1 946/2508/1\nf 856/2509/1 855/2510/1 946/2511/1 947/2512/1\nf 857/2513/1 856/2514/1 947/2515/1 948/2516/1\nf 858/2517/1 857/2518/1 948/2519/1 949/2520/1\nf 859/2521/1 858/2522/1 949/2523/1 950/2524/1\nf 860/2525/1 859/2526/1 950/2527/1 951/2528/1\nf 861/2529/1 860/2530/1 951/2531/1 952/2532/1\nf 862/2533/1 861/2534/1 952/2535/1 953/2536/1\nf 863/2537/1 862/2538/1 953/2539/1 954/2540/1\nf 864/2541/1 863/2542/1 954/2543/1 955/2544/1\nf 865/2545/1 864/2546/1 955/2547/1 956/2548/1\nf 866/2549/1 865/2550/1 956/2551/1 957/2552/1\nf 867/2553/1 866/2554/1 957/2555/1 958/2556/1\nf 868/2557/1 867/2558/1 958/2559/1 959/2560/1\nf 869/2561/1 868/2562/1 959/2563/1 960/2564/1\nf 870/2565/1 869/2566/1 960/2567/1 961/2568/1\nf 871/2569/1 870/2570/1 961/2571/1 962/2572/1\nf 872/2573/1 871/2574/1 962/2575/1 963/2576/1\nf 873/2577/1 872/2578/1 963/2579/1 964/2580/1\nf 874/2581/1 873/2582/1 964/2583/1 965/2584/1\nf 875/2585/1 874/2586/1 965/2587/1 966/2588/1\nf 876/2589/1 875/2590/1 966/2591/1 967/2592/1\nf 877/2593/1 876/2594/1 967/2595/1 968/2596/1\nf 878/2597/1 877/2598/1 968/2599/1 969/2600/1\nf 879/2601/1 878/2602/1 969/2603/1 970/2604/1\nf 880/2605/1 879/2606/1 970/2607/1 971/2608/1\nf 881/2609/1 880/2610/1 971/2611/1 972/2612/1\nf 882/2613/1 881/2614/1 972/2615/1 973/2616/1\nf 883/2617/1 882/2618/1 973/2619/1 974/2620/1\nf 884/2621/1 883/2622/1 974/2623/1 975/2624/1\nf 885/2625/1 884/2626/1 975/2627/1 976/2628/1\nf 886/2629/1 885/2630/1 976/2631/1 977/2632/1\nf 887/2633/1 886/2634/1 977/2635/1 978/2636/1\nf 888/2637/1 887/2638/1 978/2639/1 979/2640/1\nf 889/2641/1 888/2642/1 979/2643/1 980/2644/1\nf 890/2645/1 889/2646/1 980/2647/1 981/2648/1\nf 891/2649/1 890/2650/1 981/2651/1 982/2652/1\nf 892/2653/1 891/2654/1 982/2655/1 983/2656/1\nf 893/2657/1 892/2658/1 983/2659/1 984/2660/1\nf 894/2661/1 893/2662/1 984/2663/1 985/2664/1\nf 895/2665/1 894/2666/1 985/2667/1 986/2668/1\nf 896/2669/1 895/2670/1 986/2671/1 987/2672/1\nf 897/2673/1 896/2674/1 987/2675/1 988/2676/1\nf 898/2677/1 897/2678/1 988/2679/1 989/2680/1\nf 899/2681/1 898/2682/1 989/2683/1 990/2684/1\nf 900/2685/1 899/2686/1 990/2687/1 991/2688/1\nf 901/2689/1 900/2690/1 991/2691/1 992/2692/1\nf 902/2693/1 901/2694/1 992/2695/1 993/2696/1\nf 903/2697/1 902/2698/1 993/2699/1 994/2700/1\nf 904/2701/1 903/2702/1 994/2703/1 995/2704/1\nf 905/2705/1 904/2706/1 995/2707/1 996/2708/1\nf 906/2709/1 905/2710/1 996/2711/1 997/2712/1\nf 907/2713/1 906/2714/1 997/2715/1 998/2716/1\nf 908/2717/1 907/2718/1 998/2719/1 999/2720/1\nf 909/2721/1 908/2722/1 999/2723/1 1000/2724/1\nf 910/2725/1 909/2726/1 1000/2727/1 1001/2728/1\nf 912/1/1 911/2/1 1002/3/1 1003/4/1\nf 913/1/1 912/2/1 1003/3/1 1004/4/1\nf 914/1/1 913/2/1 1004/3/1 1005/4/1\nf 915/1/1 914/2/1 1005/3/1 1006/4/1\nf 916/1/1 915/2/1 1006/3/1 1007/4/1\nf 917/1/1 916/2/1 1007/3/1 1008/4/1\nf 918/1/1 917/2/1 1008/3/1 1009/4/1\nf 919/1/1 918/2/1 1009/3/1 1010/4/1\nf 920/1/1 919/2/1 1010/3/1 1011/4/1\nf 921/1/1 920/2/1 1011/3/1 1012/4/1\nf 922/1/1 921/2/1 1012/3/1 1013/4/1\nf 923/1/1 922/2/1 1013/3/1 1014/4/1\nf 924/1/1 923/2/1 1014/3/1 1015/4/1\nf 925/1/1 924/2/1 1015/3/1 1016/4/1\nf 926/1/1 925/2/1 1016/3/1 1017/4/1\nf 927/1/1 926/2/1 1017/3/1 1018/4/1\nf 928/1/1 927/2/1 1018/3/1 1019/4/1\nf 929/1/1 928/2/1 1019/3/1 1020/4/1\nf 930/1/1 929/2/1 1020/3/1 1021/4/1\nf 931/2729/1 930/2730/1 1021/2731/1 1022/2732/1\nf 932/2733/1 931/2734/1 1022/2735/1 1023/2736/1\nf 933/1/1 932/2/1 1023/3/1 1024/4/1\nf 934/1/1 933/2/1 1024/3/1 1025/4/1\nf 935/2737/1 934/2738/1 1025/2739/1 1026/2740/1\nf 936/2741/1 935/2742/1 1026/2743/1 1027/2744/1\nf 937/2745/1 936/2746/1 1027/2747/1 1028/2748/1\nf 938/2749/1 937/2750/1 1028/2751/1 1029/2752/1\nf 939/2753/1 938/2754/1 1029/2755/1 1030/2756/1\nf 940/2757/1 939/2758/1 1030/2759/1 1031/2760/1\nf 941/1/1 940/2/1 1031/3/1 1032/4/1\nf 942/2761/1 941/2762/1 1032/2763/1 1033/2764/1\nf 943/2765/1 942/2766/1 1033/2767/1 1034/2768/1\nf 944/2769/1 943/2770/1 1034/2771/1 1035/2772/1\nf 945/2773/1 944/2774/1 1035/2775/1 1036/2776/1\nf 946/2777/1 945/2778/1 1036/2779/1 1037/2780/1\nf 947/2781/1 946/2782/1 1037/2783/1 1038/2784/1\nf 948/2785/1 947/2786/1 1038/2787/1 1039/2788/1\nf 949/2789/1 948/2790/1 1039/2791/1 1040/2792/1\nf 950/2793/1 949/2794/1 1040/2795/1 1041/2796/1\nf 951/2797/1 950/2798/1 1041/2799/1 1042/2800/1\nf 952/2801/1 951/2802/1 1042/2803/1 1043/2804/1\nf 953/2805/1 952/2806/1 1043/2807/1 1044/2808/1\nf 954/2809/1 953/2810/1 1044/2811/1 1045/2812/1\nf 955/2813/1 954/2814/1 1045/2815/1 1046/2816/1\nf 956/2817/1 955/2818/1 1046/2819/1 1047/2820/1\nf 957/2821/1 956/2822/1 1047/2823/1 1048/2824/1\nf 958/2825/1 957/2826/1 1048/2827/1 1049/2828/1\nf 959/2829/1 958/2830/1 1049/2831/1 1050/2832/1\nf 960/2833/1 959/2834/1 1050/2835/1 1051/2836/1\nf 961/2837/1 960/2838/1 1051/2839/1 1052/2840/1\nf 962/2841/1 961/2842/1 1052/2843/1 1053/2844/1\nf 963/2845/1 962/2846/1 1053/2847/1 1054/2848/1\nf 964/2849/1 963/2850/1 1054/2851/1 1055/2852/1\nf 965/2853/1 964/2854/1 1055/2855/1 1056/2856/1\nf 966/2857/1 965/2858/1 1056/2859/1 1057/2860/1\nf 967/2861/1 966/2862/1 1057/2863/1 1058/2864/1\nf 968/2865/1 967/2866/1 1058/2867/1 1059/2868/1\nf 969/2869/1 968/2870/1 1059/2871/1 1060/2872/1\nf 970/2873/1 969/2874/1 1060/2875/1 1061/2876/1\nf 971/2877/1 970/2878/1 1061/2879/1 1062/2880/1\nf 972/2881/1 971/2882/1 1062/2883/1 1063/2884/1\nf 973/2885/1 972/2886/1 1063/2887/1 1064/2888/1\nf 974/2889/1 973/2890/1 1064/2891/1 1065/2892/1\nf 975/2893/1 974/2894/1 1065/2895/1 1066/2896/1\nf 976/2897/1 975/2898/1 1066/2899/1 1067/2900/1\nf 977/2901/1 976/2902/1 1067/2903/1 1068/2904/1\nf 978/2905/1 977/2906/1 1068/2907/1 1069/2908/1\nf 979/2909/1 978/2910/1 1069/2911/1 1070/2912/1\nf 980/2913/1 979/2914/1 1070/2915/1 1071/2916/1\nf 981/2917/1 980/2918/1 1071/2919/1 1072/2920/1\nf 982/2921/1 981/2922/1 1072/2923/1 1073/2924/1\nf 983/2925/1 982/2926/1 1073/2927/1 1074/2928/1\nf 984/2929/1 983/2930/1 1074/2931/1 1075/2932/1\nf 985/2933/1 984/2934/1 1075/2935/1 1076/2936/1\nf 986/2937/1 985/2938/1 1076/2939/1 1077/2940/1\nf 987/2941/1 986/2942/1 1077/2943/1 1078/2944/1\nf 988/2945/1 987/2946/1 1078/2947/1 1079/2948/1\nf 989/2949/1 988/2950/1 1079/2951/1 1080/2952/1\nf 990/2953/1 989/2954/1 1080/2955/1 1081/2956/1\nf 991/2957/1 990/2958/1 1081/2959/1 1082/2960/1\nf 992/2961/1 991/2962/1 1082/2963/1 1083/2964/1\nf 993/2965/1 992/2966/1 1083/2967/1 1084/2968/1\nf 994/2969/1 993/2970/1 1084/2971/1 1085/2972/1\nf 995/2973/1 994/2974/1 1085/2975/1 1086/2976/1\nf 996/2977/1 995/2978/1 1086/2979/1 1087/2980/1\nf 997/2981/1 996/2982/1 1087/2983/1 1088/2984/1\nf 998/2985/1 997/2986/1 1088/2987/1 1089/2988/1\nf 999/2989/1 998/2990/1 1089/2991/1 1090/2992/1\nf 1000/2993/1 999/2994/1 1090/2995/1 1091/2996/1\nf 1001/2997/1 1000/2998/1 1091/2999/1 1092/3000/1\nf 1003/1/1 1002/2/1 1093/3/1 1094/4/1\nf 1004/1/1 1003/2/1 1094/3/1 1095/4/1\nf 1005/1/1 1004/2/1 1095/3/1 1096/4/1\nf 1006/1/1 1005/2/1 1096/3/1 1097/4/1\nf 1007/1/1 1006/2/1 1097/3/1 1098/4/1\nf 1008/1/1 1007/2/1 1098/3/1 1099/4/1\nf 1009/1/1 1008/2/1 1099/3/1 1100/4/1\nf 1010/1/1 1009/2/1 1100/3/1 1101/4/1\nf 1011/1/1 1010/2/1 1101/3/1 1102/4/1\nf 1012/1/1 1011/2/1 1102/3/1 1103/4/1\nf 1013/1/1 1012/2/1 1103/3/1 1104/4/1\nf 1014/1/1 1013/2/1 1104/3/1 1105/4/1\nf 1015/1/1 1014/2/1 1105/3/1 1106/4/1\nf 1016/1/1 1015/2/1 1106/3/1 1107/4/1\nf 1017/1/1 1016/2/1 1107/3/1 1108/4/1\nf 1018/3001/1 1017/3002/1 1108/3003/1 1109/3004/1\nf 1019/1/1 1018/2/1 1109/3/1 1110/4/1\nf 1020/1/1 1019/2/1 1110/3/1 1111/4/1\nf 1021/3005/1 1020/3006/1 1111/3007/1 1112/3008/1\nf 1022/1/1 1021/2/1 1112/3/1 1113/4/1\nf 1023/3009/1 1022/3010/1 1113/3011/1 1114/3012/1\nf 1024/1/1 1023/2/1 1114/3/1 1115/4/1\nf 1025/3013/1 1024/3014/1 1115/3015/1 1116/3016/1\nf 1026/1/1 1025/2/1 1116/3/1 1117/4/1\nf 1027/3017/1 1026/3018/1 1117/3019/1 1118/3020/1\nf 1028/1/1 1027/2/1 1118/3/1 1119/4/1\nf 1029/3021/1 1028/3022/1 1119/3023/1 1120/3024/1\nf 1030/3025/1 1029/3026/1 1120/3027/1 1121/3028/1\nf 1031/3029/1 1030/3030/1 1121/3031/1 1122/3032/1\nf 1032/3033/1 1031/3034/1 1122/3035/1 1123/3036/1\nf 1033/3037/1 1032/3038/1 1123/3039/1 1124/3040/1\nf 1034/3041/1 1033/3042/1 1124/3043/1 1125/3044/1\nf 1035/3045/1 1034/3046/1 1125/3047/1 1126/3048/1\nf 1036/3049/1 1035/3050/1 1126/3051/1 1127/3052/1\nf 1037/3053/1 1036/3054/1 1127/3055/1 1128/3056/1\nf 1038/3057/1 1037/3058/1 1128/3059/1 1129/3060/1\nf 1039/3061/1 1038/3062/1 1129/3063/1 1130/3064/1\nf 1040/3065/1 1039/3066/1 1130/3067/1 1131/3068/1\nf 1041/3069/1 1040/3070/1 1131/3071/1 1132/3072/1\nf 1042/3073/1 1041/3074/1 1132/3075/1 1133/3076/1\nf 1043/3077/1 1042/3078/1 1133/3079/1 1134/3080/1\nf 1044/3081/1 1043/3082/1 1134/3083/1 1135/3084/1\nf 1045/3085/1 1044/3086/1 1135/3087/1 1136/3088/1\nf 1046/3089/1 1045/3090/1 1136/3091/1 1137/3092/1\nf 1047/3093/1 1046/3094/1 1137/3095/1 1138/3096/1\nf 1048/3097/1 1047/3098/1 1138/3099/1 1139/3100/1\nf 1049/3101/1 1048/3102/1 1139/3103/1 1140/3104/1\nf 1050/3105/1 1049/3106/1 1140/3107/1 1141/3108/1\nf 1051/3109/1 1050/3110/1 1141/3111/1 1142/3112/1\nf 1052/3113/1 1051/3114/1 1142/3115/1 1143/3116/1\nf 1053/3117/1 1052/3118/1 1143/3119/1 1144/3120/1\nf 1054/3121/1 1053/3122/1 1144/3123/1 1145/3124/1\nf 1055/3125/1 1054/3126/1 1145/3127/1 1146/3128/1\nf 1056/3129/1 1055/3130/1 1146/3131/1 1147/3132/1\nf 1057/3133/1 1056/3134/1 1147/3135/1 1148/3136/1\nf 1058/3137/1 1057/3138/1 1148/3139/1 1149/3140/1\nf 1059/3141/1 1058/3142/1 1149/3143/1 1150/3144/1\nf 1060/3145/1 1059/3146/1 1150/3147/1 1151/3148/1\nf 1061/3149/1 1060/3150/1 1151/3151/1 1152/3152/1\nf 1062/3153/1 1061/3154/1 1152/3155/1 1153/3156/1\nf 1063/3157/1 1062/3158/1 1153/3159/1 1154/3160/1\nf 1064/3161/1 1063/3162/1 1154/3163/1 1155/3164/1\nf 1065/3165/1 1064/3166/1 1155/3167/1 1156/3168/1\nf 1066/3169/1 1065/3170/1 1156/3171/1 1157/3172/1\nf 1067/3173/1 1066/3174/1 1157/3175/1 1158/3176/1\nf 1068/3177/1 1067/3178/1 1158/3179/1 1159/3180/1\nf 1069/3181/1 1068/3182/1 1159/3183/1 1160/3184/1\nf 1070/3185/1 1069/3186/1 1160/3187/1 1161/3188/1\nf 1071/3189/1 1070/3190/1 1161/3191/1 1162/3192/1\nf 1072/3193/1 1071/3194/1 1162/3195/1 1163/3196/1\nf 1073/3197/1 1072/3198/1 1163/3199/1 1164/3200/1\nf 1074/3201/1 1073/3202/1 1164/3203/1 1165/3204/1\nf 1075/3205/1 1074/3206/1 1165/3207/1 1166/3208/1\nf 1076/3209/1 1075/3210/1 1166/3211/1 1167/3212/1\nf 1077/3213/1 1076/3214/1 1167/3215/1 1168/3216/1\nf 1078/3217/1 1077/3218/1 1168/3219/1 1169/3220/1\nf 1079/3221/1 1078/3222/1 1169/3223/1 1170/3224/1\nf 1080/3225/1 1079/3226/1 1170/3227/1 1171/3228/1\nf 1081/3229/1 1080/3230/1 1171/3231/1 1172/3232/1\nf 1082/3233/1 1081/3234/1 1172/3235/1 1173/3236/1\nf 1083/3237/1 1082/3238/1 1173/3239/1 1174/3240/1\nf 1084/3241/1 1083/3242/1 1174/3243/1 1175/3244/1\nf 1085/3245/1 1084/3246/1 1175/3247/1 1176/3248/1\nf 1086/3249/1 1085/3250/1 1176/3251/1 1177/3252/1\nf 1087/3253/1 1086/3254/1 1177/3255/1 1178/3256/1\nf 1088/3257/1 1087/3258/1 1178/3259/1 1179/3260/1\nf 1089/3261/1 1088/3262/1 1179/3263/1 1180/3264/1\nf 1090/3265/1 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0.2831409 0.9582546\nvt 0.264273 0.9168755\nvt 0.2828968 0.9168755\nvt 0.2828968 0.9582546\nvt 0.264273 0.9582546\nvt 0.2454051 0.9168755\nvt 0.2640289 0.9168755\nvt 0.2640289 0.9582546\nvt 0.2454051 0.9582546\nvt 0.2265372 0.9168755\nvt 0.245161 0.9168755\nvt 0.245161 0.9582546\nvt 0.2265372 0.9582546\nvt 0.2076692 0.9168755\nvt 0.226293 0.9168755\nvt 0.226293 0.9582546\nvt 0.2076692 0.9582546\nvt 0.1888013 0.9168755\nvt 0.2074251 0.9168755\nvt 0.2074251 0.9582546\nvt 0.1888013 0.9582546\nvt 0.1699334 0.9168755\nvt 0.1885572 0.9168755\nvt 0.1885572 0.9582546\nvt 0.1699334 0.9582546\nvt 0.1510655 0.9168755\nvt 0.1696893 0.9168755\nvt 0.1696893 0.9582546\nvt 0.1510655 0.9582546\nvt 0.1321975 0.9168755\nvt 0.1508213 0.9168755\nvt 0.1508213 0.9582546\nvt 0.1321975 0.9582546\nvt 0.1133296 0.9168755\nvt 0.1319534 0.9168755\nvt 0.1319534 0.9582546\nvt 0.1133296 0.9582546\nvt 0.09446169 0.9168755\nvt 0.1130855 0.9168755\nvt 0.1130855 0.9582546\nvt 0.09446169 0.9582546\nvt 0.07559377 0.9168755\nvt 0.09421755 0.9168755\nvt 0.09421755 0.9582546\nvt 0.07559377 0.9582546\nvt 0.05672584 0.9168755\nvt 0.07534963 0.9168755\nvt 0.07534963 0.9582546\nvt 0.05672584 0.9582546\nvt 0.03785792 0.9168755\nvt 0.0564817 0.9168755\nvt 0.0564817 0.9582546\nvt 0.03785792 0.9582546\nvt 0.01899 0.9168755\nvt 0.03761378 0.9168755\nvt 0.03761378 0.9582546\nvt 0.01899 0.9582546\nvt 0.0001220703 0.9168755\nvt 0.01874585 0.9168755\nvt 0.01874585 0.9582546\nvt 0.0001220703 0.9582546\nvt 0.3963485 0.4590191\nvt 0.4149723 0.4590191\nvt 0.4149723 0.5003982\nvt 0.3963485 0.5003982\nvt 0.3397447 0.4590191\nvt 0.3583685 0.4590191\nvt 0.3583685 0.5003982\nvt 0.3397447 0.5003982\nvt 0.3020089 0.4590191\nvt 0.3206326 0.4590191\nvt 0.3206326 0.5003982\nvt 0.3020089 0.5003982\nvt 0.264273 0.4590191\nvt 0.2828968 0.4590191\nvt 0.2828968 0.5003982\nvt 0.264273 0.5003982\nvt 0.2265372 0.4590191\nvt 0.245161 0.4590191\nvt 0.245161 0.5003982\nvt 0.2265372 0.5003982\nvt 0.1888013 0.4590191\nvt 0.2074251 0.4590191\nvt 0.2074251 0.5003982\nvt 0.1888013 0.5003982\nvt 0.1699334 0.4590191\nvt 0.1885572 0.4590191\nvt 0.1885572 0.5003982\nvt 0.1699334 0.5003982\nvt 0.1510655 0.4590191\nvt 0.1696893 0.4590191\nvt 0.1696893 0.5003982\nvt 0.1510655 0.5003982\nvt 0.1321975 0.4590191\nvt 0.1508213 0.4590191\nvt 0.1508213 0.5003982\nvt 0.1321975 0.5003982\nvt 0.1133296 0.4590191\nvt 0.1319534 0.4590191\nvt 0.1319534 0.5003982\nvt 0.1133296 0.5003982\nvt 0.09446169 0.4590191\nvt 0.1130855 0.4590191\nvt 0.1130855 0.5003982\nvt 0.09446169 0.5003982\nvt 0.07559377 0.4590191\nvt 0.09421755 0.4590191\nvt 0.09421755 0.5003982\nvt 0.07559377 0.5003982\nvt 0.05672584 0.4590191\nvt 0.07534963 0.4590191\nvt 0.07534963 0.5003982\nvt 0.05672584 0.5003982\nvt 0.03785792 0.4590191\nvt 0.0564817 0.4590191\nvt 0.0564817 0.5003982\nvt 0.03785792 0.5003982\nvt 0.01899 0.4590191\nvt 0.03761378 0.4590191\nvt 0.03761378 0.5003982\nvt 0.01899 0.5003982\nvt 0.0001220703 0.4590191\nvt 0.01874585 0.4590191\nvt 0.01874585 0.5003982\nvt 0.0001220703 0.5003982\nvt 0.9812542 0.9584988\nvt 0.9998779 0.9584988\nvt 0.9998779 0.9998779\nvt 0.9812542 0.9998779\nvt 0.9623863 0.9584988\nvt 0.98101 0.9584988\nvt 0.98101 0.9998779\nvt 0.9623863 0.9998779\nvt 0.9435183 0.9584988\nvt 0.9621421 0.9584988\nvt 0.9621421 0.9998779\nvt 0.9435183 0.9998779\nvt 0.9246504 0.9584988\nvt 0.9432741 0.9584988\nvt 0.9432741 0.9998779\nvt 0.9246504 0.9998779\nvt 0.9057825 0.9584988\nvt 0.9244062 0.9584988\nvt 0.9244062 0.9998779\nvt 0.9057825 0.9998779\nvt 0.8869146 0.9584988\nvt 0.9055383 0.9584988\nvt 0.9055383 0.9998779\nvt 0.8869146 0.9998779\nvt 0.8680466 0.9584988\nvt 0.8866704 0.9584988\nvt 0.8866704 0.9998779\nvt 0.8680466 0.9998779\nvt 0.8491787 0.9584988\nvt 0.8678024 0.9584988\nvt 0.8678024 0.9998779\nvt 0.8491787 0.9998779\nvt 0.8303108 0.9584988\nvt 0.8489345 0.9584988\nvt 0.8489345 0.9998779\nvt 0.8303108 0.9998779\nvt 0.8114429 0.9584988\nvt 0.8300666 0.9584988\nvt 0.8300666 0.9998779\nvt 0.8114429 0.9998779\nvt 0.7925749 0.9584988\nvt 0.8111987 0.9584988\nvt 0.8111987 0.9998779\nvt 0.7925749 0.9998779\nvt 0.773707 0.9584988\nvt 0.7923307 0.9584988\nvt 0.7923307 0.9998779\nvt 0.773707 0.9998779\nvt 0.7548391 0.9584988\nvt 0.7734628 0.9584988\nvt 0.7734628 0.9998779\nvt 0.7548391 0.9998779\nvt 0.7359712 0.9584988\nvt 0.7545949 0.9584988\nvt 0.7545949 0.9998779\nvt 0.7359712 0.9998779\nvt 0.7171032 0.9584988\nvt 0.735727 0.9584988\nvt 0.735727 0.9998779\nvt 0.7171032 0.9998779\nvt 0.6982353 0.9584988\nvt 0.716859 0.9584988\nvt 0.716859 0.9998779\nvt 0.6982353 0.9998779\nvt 0.6793674 0.9584988\nvt 0.6979911 0.9584988\nvt 0.6979911 0.9998779\nvt 0.6793674 0.9998779\nvt 0.6604995 0.9584988\nvt 0.6791232 0.9584988\nvt 0.6791232 0.9998779\nvt 0.6604995 0.9998779\nvt 0.6416315 0.9584988\nvt 0.6602553 0.9584988\nvt 0.6602553 0.9998779\nvt 0.6416315 0.9998779\nvt 0.6227636 0.9584988\nvt 0.6413873 0.9584988\nvt 0.6413873 0.9998779\nvt 0.6227636 0.9998779\nvt 0.6038957 0.9584988\nvt 0.6225194 0.9584988\nvt 0.6225194 0.9998779\nvt 0.6038957 0.9998779\nvt 0.5850278 0.9584988\nvt 0.6036515 0.9584988\nvt 0.6036515 0.9998779\nvt 0.5850278 0.9998779\nvt 0.5661598 0.9584988\nvt 0.5847836 0.9584988\nvt 0.5847836 0.9998779\nvt 0.5661598 0.9998779\nvt 0.5472919 0.9584988\nvt 0.5659156 0.9584988\nvt 0.5659156 0.9998779\nvt 0.5472919 0.9998779\nvt 0.528424 0.9584988\nvt 0.5470477 0.9584988\nvt 0.5470477 0.9998779\nvt 0.528424 0.9998779\nvt 0.5095561 0.9584988\nvt 0.5281798 0.9584988\nvt 0.5281798 0.9998779\nvt 0.5095561 0.9998779\nvt 0.4906881 0.9584988\nvt 0.5093119 0.9584988\nvt 0.5093119 0.9998779\nvt 0.4906881 0.9998779\nvt 0.4718202 0.9584988\nvt 0.490444 0.9584988\nvt 0.490444 0.9998779\nvt 0.4718202 0.9998779\nvt 0.4529523 0.9584988\nvt 0.471576 0.9584988\nvt 0.471576 0.9998779\nvt 0.4529523 0.9998779\nvt 0.4340843 0.9584988\nvt 0.4527081 0.9584988\nvt 0.4527081 0.9998779\nvt 0.4340843 0.9998779\nvt 0.4152164 0.9584988\nvt 0.4338402 0.9584988\nvt 0.4338402 0.9998779\nvt 0.4152164 0.9998779\nvt 0.3963485 0.9584988\nvt 0.4149723 0.9584988\nvt 0.4149723 0.9998779\nvt 0.3963485 0.9998779\nvt 0.3774806 0.9584988\nvt 0.3961043 0.9584988\nvt 0.3961043 0.9998779\nvt 0.3774806 0.9998779\nvt 0.3586126 0.9584988\nvt 0.3772364 0.9584988\nvt 0.3772364 0.9998779\nvt 0.3586126 0.9998779\nvt 0.3397447 0.9584988\nvt 0.3583685 0.9584988\nvt 0.3583685 0.9998779\nvt 0.3397447 0.9998779\nvt 0.3208768 0.9584988\nvt 0.3395006 0.9584988\nvt 0.3395006 0.9998779\nvt 0.3208768 0.9998779\nvt 0.3020089 0.9584988\nvt 0.3206326 0.9584988\nvt 0.3206326 0.9998779\nvt 0.3020089 0.9998779\nvt 0.2831409 0.9584988\nvt 0.3017647 0.9584988\nvt 0.3017647 0.9998779\nvt 0.2831409 0.9998779\nvt 0.264273 0.9584988\nvt 0.2828968 0.9584988\nvt 0.2828968 0.9998779\nvt 0.264273 0.9998779\nvt 0.2454051 0.9584988\nvt 0.2640289 0.9584988\nvt 0.2640289 0.9998779\nvt 0.2454051 0.9998779\nvt 0.2265372 0.9584988\nvt 0.245161 0.9584988\nvt 0.245161 0.9998779\nvt 0.2265372 0.9998779\nvt 0.2076692 0.9584988\nvt 0.226293 0.9584988\nvt 0.226293 0.9998779\nvt 0.2076692 0.9998779\nvt 0.1888013 0.9584988\nvt 0.2074251 0.9584988\nvt 0.2074251 0.9998779\nvt 0.1888013 0.9998779\nvt 0.1699334 0.9584988\nvt 0.1885572 0.9584988\nvt 0.1885572 0.9998779\nvt 0.1699334 0.9998779\nvt 0.1510655 0.9584988\nvt 0.1696893 0.9584988\nvt 0.1696893 0.9998779\nvt 0.1510655 0.9998779\nvt 0.1321975 0.9584988\nvt 0.1508213 0.9584988\nvt 0.1508213 0.9998779\nvt 0.1321975 0.9998779\nvt 0.1133296 0.9584988\nvt 0.1319534 0.9584988\nvt 0.1319534 0.9998779\nvt 0.1133296 0.9998779\nvt 0.09446169 0.9584988\nvt 0.1130855 0.9584988\nvt 0.1130855 0.9998779\nvt 0.09446169 0.9998779\nvt 0.07559377 0.9584988\nvt 0.09421755 0.9584988\nvt 0.09421755 0.9998779\nvt 0.07559377 0.9998779\nvt 0.05672584 0.9584988\nvt 0.07534963 0.9584988\nvt 0.07534963 0.9998779\nvt 0.05672584 0.9998779\nvt 0.03785792 0.9584988\nvt 0.0564817 0.9584988\nvt 0.0564817 0.9998779\nvt 0.03785792 0.9998779\nvt 0.01899 0.9584988\nvt 0.03761378 0.9584988\nvt 0.03761378 0.9998779\nvt 0.01899 0.9998779\nvt 0.0001220703 0.9584988\nvt 0.01874585 0.9584988\nvt 0.01874585 0.9998779\nvt 0.0001220703 0.9998779\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 1)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/1/1 1/2/1 4/3/1 6/4/1\nf 7/1/1 5/2/1 6/3/1 8/4/1\nf 9/1/1 7/2/1 8/3/1 10/4/1\nf 11/1/1 9/2/1 10/3/1 12/4/1\nf 13/1/1 11/2/1 12/3/1 14/4/1\nf 15/1/1 13/2/1 14/3/1 16/4/1\nf 17/1/1 15/2/1 16/3/1 18/4/1\nf 19/1/1 17/2/1 18/3/1 20/4/1\nf 21/1/1 19/2/1 20/3/1 22/4/1\nf 23/1/1 21/2/1 22/3/1 24/4/1\nf 25/1/1 23/2/1 24/3/1 26/4/1\nf 27/1/1 25/2/1 26/3/1 28/4/1\nf 29/1/1 27/2/1 28/3/1 30/4/1\nf 31/1/1 29/2/1 30/3/1 32/4/1\nf 33/1/1 31/2/1 32/3/1 34/4/1\nf 35/1/1 33/2/1 34/3/1 36/4/1\nf 37/5/1 35/6/1 36/7/1 38/8/1\nf 39/1/1 37/2/1 38/3/1 40/4/1\nf 41/9/1 39/10/1 40/11/1 42/12/1\nf 43/1/1 41/2/1 42/3/1 44/4/1\nf 45/13/1 43/14/1 44/15/1 46/16/1\nf 47/1/1 45/2/1 46/3/1 48/4/1\nf 49/17/1 47/18/1 48/19/1 50/20/1\nf 51/21/1 49/22/1 50/23/1 52/24/1\nf 53/1/1 51/2/1 52/3/1 54/4/1\nf 55/25/1 53/26/1 54/27/1 56/28/1\nf 57/1/1 55/2/1 56/3/1 58/4/1\nf 59/29/1 57/30/1 58/31/1 60/32/1\nf 61/33/1 59/34/1 60/35/1 62/36/1\nf 63/37/1 61/38/1 62/39/1 64/40/1\nf 65/41/1 63/42/1 64/43/1 66/44/1\nf 67/45/1 65/46/1 66/47/1 68/48/1\nf 69/49/1 67/50/1 68/51/1 70/52/1\nf 71/53/1 69/54/1 70/55/1 72/56/1\nf 73/57/1 71/58/1 72/59/1 74/60/1\nf 75/61/1 73/62/1 74/63/1 76/64/1\nf 77/65/1 75/66/1 76/67/1 78/68/1\nf 79/69/1 77/70/1 78/71/1 80/72/1\nf 81/73/1 79/74/1 80/75/1 82/76/1\nf 83/77/1 81/78/1 82/79/1 84/80/1\nf 85/81/1 83/82/1 84/83/1 86/84/1\nf 87/85/1 85/86/1 86/87/1 88/88/1\nf 89/89/1 87/90/1 88/91/1 90/92/1\nf 91/93/1 89/94/1 90/95/1 92/96/1\nf 93/97/1 91/98/1 92/99/1 94/100/1\nf 95/101/1 93/102/1 94/103/1 96/104/1\nf 97/105/1 95/106/1 96/107/1 98/108/1\nf 99/109/1 97/110/1 98/111/1 100/112/1\nf 101/113/1 99/114/1 100/115/1 102/116/1\nf 103/117/1 101/118/1 102/119/1 104/120/1\nf 105/121/1 103/122/1 104/123/1 106/124/1\nf 107/125/1 105/126/1 106/127/1 108/128/1\nf 109/129/1 107/130/1 108/131/1 110/132/1\nf 111/133/1 109/134/1 110/135/1 112/136/1\nf 113/137/1 111/138/1 112/139/1 114/140/1\nf 115/141/1 113/142/1 114/143/1 116/144/1\nf 117/145/1 115/146/1 116/147/1 118/148/1\nf 119/149/1 117/150/1 118/151/1 120/152/1\nf 121/153/1 119/154/1 120/155/1 122/156/1\nf 123/157/1 121/158/1 122/159/1 124/160/1\nf 125/161/1 123/162/1 124/163/1 126/164/1\nf 127/165/1 125/166/1 126/167/1 128/168/1\nf 129/169/1 127/170/1 128/171/1 130/172/1\nf 131/173/1 129/174/1 130/175/1 132/176/1\nf 133/177/1 131/178/1 132/179/1 134/180/1\nf 135/181/1 133/182/1 134/183/1 136/184/1\nf 137/185/1 135/186/1 136/187/1 138/188/1\nf 139/189/1 137/190/1 138/191/1 140/192/1\nf 141/193/1 139/194/1 140/195/1 142/196/1\nf 143/197/1 141/198/1 142/199/1 144/200/1\nf 145/201/1 143/202/1 144/203/1 146/204/1\nf 147/205/1 145/206/1 146/207/1 148/208/1\nf 149/209/1 147/210/1 148/211/1 150/212/1\nf 151/213/1 149/214/1 150/215/1 152/216/1\nf 153/217/1 151/218/1 152/219/1 154/220/1\nf 155/221/1 153/222/1 154/223/1 156/224/1\nf 157/225/1 155/226/1 156/227/1 158/228/1\nf 159/229/1 157/230/1 158/231/1 160/232/1\nf 161/233/1 159/234/1 160/235/1 162/236/1\nf 163/237/1 161/238/1 162/239/1 164/240/1\nf 165/241/1 163/242/1 164/243/1 166/244/1\nf 167/245/1 165/246/1 166/247/1 168/248/1\nf 169/249/1 167/250/1 168/251/1 170/252/1\nf 171/253/1 169/254/1 170/255/1 172/256/1\nf 173/257/1 171/258/1 172/259/1 174/260/1\nf 175/261/1 173/262/1 174/263/1 176/264/1\nf 177/265/1 175/266/1 176/267/1 178/268/1\nf 179/269/1 177/270/1 178/271/1 180/272/1\nf 181/273/1 179/274/1 180/275/1 182/276/1\nf 4/1/1 3/2/1 183/3/1 184/4/1\nf 6/1/1 4/2/1 184/3/1 185/4/1\nf 8/1/1 6/2/1 185/3/1 186/4/1\nf 10/1/1 8/2/1 186/3/1 187/4/1\nf 12/1/1 10/2/1 187/3/1 188/4/1\nf 14/1/1 12/2/1 188/3/1 189/4/1\nf 16/1/1 14/2/1 189/3/1 190/4/1\nf 18/1/1 16/2/1 190/3/1 191/4/1\nf 20/1/1 18/2/1 191/3/1 192/4/1\nf 22/1/1 20/2/1 192/3/1 193/4/1\nf 24/1/1 22/2/1 193/3/1 194/4/1\nf 26/1/1 24/2/1 194/3/1 195/4/1\nf 28/1/1 26/2/1 195/3/1 196/4/1\nf 30/1/1 28/2/1 196/3/1 197/4/1\nf 32/1/1 30/2/1 197/3/1 198/4/1\nf 34/1/1 32/2/1 198/3/1 199/4/1\nf 36/277/1 34/278/1 199/279/1 200/280/1\nf 38/281/1 36/282/1 200/283/1 201/284/1\nf 40/1/1 38/2/1 201/3/1 202/4/1\nf 42/1/1 40/2/1 202/3/1 203/4/1\nf 44/285/1 42/286/1 203/287/1 204/288/1\nf 46/289/1 44/290/1 204/291/1 205/292/1\nf 48/293/1 46/294/1 205/295/1 206/296/1\nf 50/1/1 48/2/1 206/3/1 207/4/1\nf 52/297/1 50/298/1 207/299/1 208/300/1\nf 54/301/1 52/302/1 208/303/1 209/304/1\nf 56/1/1 54/2/1 209/3/1 210/4/1\nf 58/305/1 56/306/1 210/307/1 211/308/1\nf 60/309/1 58/310/1 211/311/1 212/312/1\nf 62/313/1 60/314/1 212/315/1 213/316/1\nf 64/317/1 62/318/1 213/319/1 214/320/1\nf 66/321/1 64/322/1 214/323/1 215/324/1\nf 68/325/1 66/326/1 215/327/1 216/328/1\nf 70/329/1 68/330/1 216/331/1 217/332/1\nf 72/333/1 70/334/1 217/335/1 218/336/1\nf 74/337/1 72/338/1 218/339/1 219/340/1\nf 76/341/1 74/342/1 219/343/1 220/344/1\nf 78/345/1 76/346/1 220/347/1 221/348/1\nf 80/349/1 78/350/1 221/351/1 222/352/1\nf 82/353/1 80/354/1 222/355/1 223/356/1\nf 84/357/1 82/358/1 223/359/1 224/360/1\nf 86/361/1 84/362/1 224/363/1 225/364/1\nf 88/365/1 86/366/1 225/367/1 226/368/1\nf 90/369/1 88/370/1 226/371/1 227/372/1\nf 92/373/1 90/374/1 227/375/1 228/376/1\nf 94/377/1 92/378/1 228/379/1 229/380/1\nf 96/381/1 94/382/1 229/383/1 230/384/1\nf 98/385/1 96/386/1 230/387/1 231/388/1\nf 100/389/1 98/390/1 231/391/1 232/392/1\nf 102/393/1 100/394/1 232/395/1 233/396/1\nf 104/397/1 102/398/1 233/399/1 234/400/1\nf 106/401/1 104/402/1 234/403/1 235/404/1\nf 108/405/1 106/406/1 235/407/1 236/408/1\nf 110/409/1 108/410/1 236/411/1 237/412/1\nf 112/413/1 110/414/1 237/415/1 238/416/1\nf 114/417/1 112/418/1 238/419/1 239/420/1\nf 116/421/1 114/422/1 239/423/1 240/424/1\nf 118/425/1 116/426/1 240/427/1 241/428/1\nf 120/429/1 118/430/1 241/431/1 242/432/1\nf 122/433/1 120/434/1 242/435/1 243/436/1\nf 124/437/1 122/438/1 243/439/1 244/440/1\nf 126/441/1 124/442/1 244/443/1 245/444/1\nf 128/445/1 126/446/1 245/447/1 246/448/1\nf 130/449/1 128/450/1 246/451/1 247/452/1\nf 132/453/1 130/454/1 247/455/1 248/456/1\nf 134/457/1 132/458/1 248/459/1 249/460/1\nf 136/461/1 134/462/1 249/463/1 250/464/1\nf 138/465/1 136/466/1 250/467/1 251/468/1\nf 140/469/1 138/470/1 251/471/1 252/472/1\nf 142/473/1 140/474/1 252/475/1 253/476/1\nf 144/477/1 142/478/1 253/479/1 254/480/1\nf 146/481/1 144/482/1 254/483/1 255/484/1\nf 148/485/1 146/486/1 255/487/1 256/488/1\nf 150/489/1 148/490/1 256/491/1 257/492/1\nf 152/493/1 150/494/1 257/495/1 258/496/1\nf 154/497/1 152/498/1 258/499/1 259/500/1\nf 156/501/1 154/502/1 259/503/1 260/504/1\nf 158/505/1 156/506/1 260/507/1 261/508/1\nf 160/509/1 158/510/1 261/511/1 262/512/1\nf 162/513/1 160/514/1 262/515/1 263/516/1\nf 164/517/1 162/518/1 263/519/1 264/520/1\nf 166/521/1 164/522/1 264/523/1 265/524/1\nf 168/525/1 166/526/1 265/527/1 266/528/1\nf 170/529/1 168/530/1 266/531/1 267/532/1\nf 172/533/1 170/534/1 267/535/1 268/536/1\nf 174/537/1 172/538/1 268/539/1 269/540/1\nf 176/541/1 174/542/1 269/543/1 270/544/1\nf 178/545/1 176/546/1 270/547/1 271/548/1\nf 180/549/1 178/550/1 271/551/1 272/552/1\nf 182/553/1 180/554/1 272/555/1 273/556/1\nf 184/1/1 183/2/1 274/3/1 275/4/1\nf 185/1/1 184/2/1 275/3/1 276/4/1\nf 186/1/1 185/2/1 276/3/1 277/4/1\nf 187/1/1 186/2/1 277/3/1 278/4/1\nf 188/1/1 187/2/1 278/3/1 279/4/1\nf 189/1/1 188/2/1 279/3/1 280/4/1\nf 190/1/1 189/2/1 280/3/1 281/4/1\nf 191/1/1 190/2/1 281/3/1 282/4/1\nf 192/1/1 191/2/1 282/3/1 283/4/1\nf 193/1/1 192/2/1 283/3/1 284/4/1\nf 194/1/1 193/2/1 284/3/1 285/4/1\nf 195/1/1 194/2/1 285/3/1 286/4/1\nf 196/1/1 195/2/1 286/3/1 287/4/1\nf 197/1/1 196/2/1 287/3/1 288/4/1\nf 198/1/1 197/2/1 288/3/1 289/4/1\nf 199/1/1 198/2/1 289/3/1 290/4/1\nf 200/1/1 199/2/1 290/3/1 291/4/1\nf 201/1/1 200/2/1 291/3/1 292/4/1\nf 202/557/1 201/558/1 292/559/1 293/560/1\nf 203/1/1 202/2/1 293/3/1 294/4/1\nf 204/1/1 203/2/1 294/3/1 295/4/1\nf 205/1/1 204/2/1 295/3/1 296/4/1\nf 206/561/1 205/562/1 296/563/1 297/564/1\nf 207/565/1 206/566/1 297/567/1 298/568/1\nf 208/1/1 207/2/1 298/3/1 299/4/1\nf 209/569/1 208/570/1 299/571/1 300/572/1\nf 210/573/1 209/574/1 300/575/1 301/576/1\nf 211/577/1 210/578/1 301/579/1 302/580/1\nf 212/581/1 211/582/1 302/583/1 303/584/1\nf 213/585/1 212/586/1 303/587/1 304/588/1\nf 214/589/1 213/590/1 304/591/1 305/592/1\nf 215/593/1 214/594/1 305/595/1 306/596/1\nf 216/597/1 215/598/1 306/599/1 307/600/1\nf 217/601/1 216/602/1 307/603/1 308/604/1\nf 218/605/1 217/606/1 308/607/1 309/608/1\nf 219/609/1 218/610/1 309/611/1 310/612/1\nf 220/613/1 219/614/1 310/615/1 311/616/1\nf 221/617/1 220/618/1 311/619/1 312/620/1\nf 222/621/1 221/622/1 312/623/1 313/624/1\nf 223/625/1 222/626/1 313/627/1 314/628/1\nf 224/629/1 223/630/1 314/631/1 315/632/1\nf 225/633/1 224/634/1 315/635/1 316/636/1\nf 226/637/1 225/638/1 316/639/1 317/640/1\nf 227/641/1 226/642/1 317/643/1 318/644/1\nf 228/645/1 227/646/1 318/647/1 319/648/1\nf 229/649/1 228/650/1 319/651/1 320/652/1\nf 230/653/1 229/654/1 320/655/1 321/656/1\nf 231/657/1 230/658/1 321/659/1 322/660/1\nf 232/661/1 231/662/1 322/663/1 323/664/1\nf 233/665/1 232/666/1 323/667/1 324/668/1\nf 234/669/1 233/670/1 324/671/1 325/672/1\nf 235/673/1 234/674/1 325/675/1 326/676/1\nf 236/677/1 235/678/1 326/679/1 327/680/1\nf 237/681/1 236/682/1 327/683/1 328/684/1\nf 238/685/1 237/686/1 328/687/1 329/688/1\nf 239/689/1 238/690/1 329/691/1 330/692/1\nf 240/693/1 239/694/1 330/695/1 331/696/1\nf 241/697/1 240/698/1 331/699/1 332/700/1\nf 242/701/1 241/702/1 332/703/1 333/704/1\nf 243/705/1 242/706/1 333/707/1 334/708/1\nf 244/709/1 243/710/1 334/711/1 335/712/1\nf 245/713/1 244/714/1 335/715/1 336/716/1\nf 246/717/1 245/718/1 336/719/1 337/720/1\nf 247/721/1 246/722/1 337/723/1 338/724/1\nf 248/725/1 247/726/1 338/727/1 339/728/1\nf 249/729/1 248/730/1 339/731/1 340/732/1\nf 250/733/1 249/734/1 340/735/1 341/736/1\nf 251/737/1 250/738/1 341/739/1 342/740/1\nf 252/741/1 251/742/1 342/743/1 343/744/1\nf 253/745/1 252/746/1 343/747/1 344/748/1\nf 254/749/1 253/750/1 344/751/1 345/752/1\nf 255/753/1 254/754/1 345/755/1 346/756/1\nf 256/757/1 255/758/1 346/759/1 347/760/1\nf 257/761/1 256/762/1 347/763/1 348/764/1\nf 258/765/1 257/766/1 348/767/1 349/768/1\nf 259/769/1 258/770/1 349/771/1 350/772/1\nf 260/773/1 259/774/1 350/775/1 351/776/1\nf 261/777/1 260/778/1 351/779/1 352/780/1\nf 262/781/1 261/782/1 352/783/1 353/784/1\nf 263/785/1 262/786/1 353/787/1 354/788/1\nf 264/789/1 263/790/1 354/791/1 355/792/1\nf 265/793/1 264/794/1 355/795/1 356/796/1\nf 266/797/1 265/798/1 356/799/1 357/800/1\nf 267/801/1 266/802/1 357/803/1 358/804/1\nf 268/805/1 267/806/1 358/807/1 359/808/1\nf 269/809/1 268/810/1 359/811/1 360/812/1\nf 270/813/1 269/814/1 360/815/1 361/816/1\nf 271/817/1 270/818/1 361/819/1 362/820/1\nf 272/821/1 271/822/1 362/823/1 363/824/1\nf 273/825/1 272/826/1 363/827/1 364/828/1\nf 275/1/1 274/2/1 365/3/1 366/4/1\nf 276/1/1 275/2/1 366/3/1 367/4/1\nf 277/1/1 276/2/1 367/3/1 368/4/1\nf 278/1/1 277/2/1 368/3/1 369/4/1\nf 279/1/1 278/2/1 369/3/1 370/4/1\nf 280/1/1 279/2/1 370/3/1 371/4/1\nf 281/1/1 280/2/1 371/3/1 372/4/1\nf 282/1/1 281/2/1 372/3/1 373/4/1\nf 283/1/1 282/2/1 373/3/1 374/4/1\nf 284/1/1 283/2/1 374/3/1 375/4/1\nf 285/1/1 284/2/1 375/3/1 376/4/1\nf 286/1/1 285/2/1 376/3/1 377/4/1\nf 287/1/1 286/2/1 377/3/1 378/4/1\nf 288/1/1 287/2/1 378/3/1 379/4/1\nf 289/1/1 288/2/1 379/3/1 380/4/1\nf 290/1/1 289/2/1 380/3/1 381/4/1\nf 291/1/1 290/2/1 381/3/1 382/4/1\nf 292/1/1 291/2/1 382/3/1 383/4/1\nf 293/1/1 292/2/1 383/3/1 384/4/1\nf 294/829/1 293/830/1 384/831/1 385/832/1\nf 295/1/1 294/2/1 385/3/1 386/4/1\nf 296/833/1 295/834/1 386/835/1 387/836/1\nf 297/1/1 296/2/1 387/3/1 388/4/1\nf 298/837/1 297/838/1 388/839/1 389/840/1\nf 299/841/1 298/842/1 389/843/1 390/844/1\nf 300/1/1 299/2/1 390/3/1 391/4/1\nf 301/845/1 300/846/1 391/847/1 392/848/1\nf 302/849/1 301/850/1 392/851/1 393/852/1\nf 303/1/1 302/2/1 393/3/1 394/4/1\nf 304/853/1 303/854/1 394/855/1 395/856/1\nf 305/857/1 304/858/1 395/859/1 396/860/1\nf 306/861/1 305/862/1 396/863/1 397/864/1\nf 307/865/1 306/866/1 397/867/1 398/868/1\nf 308/869/1 307/870/1 398/871/1 399/872/1\nf 309/873/1 308/874/1 399/875/1 400/876/1\nf 310/877/1 309/878/1 400/879/1 401/880/1\nf 311/881/1 310/882/1 401/883/1 402/884/1\nf 312/885/1 311/886/1 402/887/1 403/888/1\nf 313/889/1 312/890/1 403/891/1 404/892/1\nf 314/893/1 313/894/1 404/895/1 405/896/1\nf 315/897/1 314/898/1 405/899/1 406/900/1\nf 316/901/1 315/902/1 406/903/1 407/904/1\nf 317/905/1 316/906/1 407/907/1 408/908/1\nf 318/909/1 317/910/1 408/911/1 409/912/1\nf 319/913/1 318/914/1 409/915/1 410/916/1\nf 320/917/1 319/918/1 410/919/1 411/920/1\nf 321/921/1 320/922/1 411/923/1 412/924/1\nf 322/925/1 321/926/1 412/927/1 413/928/1\nf 323/929/1 322/930/1 413/931/1 414/932/1\nf 324/933/1 323/934/1 414/935/1 415/936/1\nf 325/937/1 324/938/1 415/939/1 416/940/1\nf 326/941/1 325/942/1 416/943/1 417/944/1\nf 327/945/1 326/946/1 417/947/1 418/948/1\nf 328/949/1 327/950/1 418/951/1 419/952/1\nf 329/953/1 328/954/1 419/955/1 420/956/1\nf 330/957/1 329/958/1 420/959/1 421/960/1\nf 331/961/1 330/962/1 421/963/1 422/964/1\nf 332/965/1 331/966/1 422/967/1 423/968/1\nf 333/969/1 332/970/1 423/971/1 424/972/1\nf 334/973/1 333/974/1 424/975/1 425/976/1\nf 335/977/1 334/978/1 425/979/1 426/980/1\nf 336/981/1 335/982/1 426/983/1 427/984/1\nf 337/985/1 336/986/1 427/987/1 428/988/1\nf 338/989/1 337/990/1 428/991/1 429/992/1\nf 339/993/1 338/994/1 429/995/1 430/996/1\nf 340/997/1 339/998/1 430/999/1 431/1000/1\nf 341/1001/1 340/1002/1 431/1003/1 432/1004/1\nf 342/1005/1 341/1006/1 432/1007/1 433/1008/1\nf 343/1009/1 342/1010/1 433/1011/1 434/1012/1\nf 344/1013/1 343/1014/1 434/1015/1 435/1016/1\nf 345/1017/1 344/1018/1 435/1019/1 436/1020/1\nf 346/1021/1 345/1022/1 436/1023/1 437/1024/1\nf 347/1025/1 346/1026/1 437/1027/1 438/1028/1\nf 348/1029/1 347/1030/1 438/1031/1 439/1032/1\nf 349/1033/1 348/1034/1 439/1035/1 440/1036/1\nf 350/1037/1 349/1038/1 440/1039/1 441/1040/1\nf 351/1041/1 350/1042/1 441/1043/1 442/1044/1\nf 352/1045/1 351/1046/1 442/1047/1 443/1048/1\nf 353/1049/1 352/1050/1 443/1051/1 444/1052/1\nf 354/1053/1 353/1054/1 444/1055/1 445/1056/1\nf 355/1057/1 354/1058/1 445/1059/1 446/1060/1\nf 356/1061/1 355/1062/1 446/1063/1 447/1064/1\nf 357/1065/1 356/1066/1 447/1067/1 448/1068/1\nf 358/1069/1 357/1070/1 448/1071/1 449/1072/1\nf 359/1073/1 358/1074/1 449/1075/1 450/1076/1\nf 360/1077/1 359/1078/1 450/1079/1 451/1080/1\nf 361/1081/1 360/1082/1 451/1083/1 452/1084/1\nf 362/1085/1 361/1086/1 452/1087/1 453/1088/1\nf 363/1089/1 362/1090/1 453/1091/1 454/1092/1\nf 364/1093/1 363/1094/1 454/1095/1 455/1096/1\nf 366/1/1 365/2/1 456/3/1 457/4/1\nf 367/1/1 366/2/1 457/3/1 458/4/1\nf 368/1/1 367/2/1 458/3/1 459/4/1\nf 369/1/1 368/2/1 459/3/1 460/4/1\nf 370/1/1 369/2/1 460/3/1 461/4/1\nf 371/1/1 370/2/1 461/3/1 462/4/1\nf 372/1/1 371/2/1 462/3/1 463/4/1\nf 373/1/1 372/2/1 463/3/1 464/4/1\nf 374/1/1 373/2/1 464/3/1 465/4/1\nf 375/1/1 374/2/1 465/3/1 466/4/1\nf 376/1/1 375/2/1 466/3/1 467/4/1\nf 377/1/1 376/2/1 467/3/1 468/4/1\nf 378/1/1 377/2/1 468/3/1 469/4/1\nf 379/1/1 378/2/1 469/3/1 470/4/1\nf 380/1/1 379/2/1 470/3/1 471/4/1\nf 381/1/1 380/2/1 471/3/1 472/4/1\nf 382/1/1 381/2/1 472/3/1 473/4/1\nf 383/1/1 382/2/1 473/3/1 474/4/1\nf 384/1/1 383/2/1 474/3/1 475/4/1\nf 385/1/1 384/2/1 475/3/1 476/4/1\nf 386/1097/1 385/1098/1 476/1099/1 477/1100/1\nf 387/1101/1 386/1102/1 477/1103/1 478/1104/1\nf 388/1/1 387/2/1 478/3/1 479/4/1\nf 389/1/1 388/2/1 479/3/1 480/4/1\nf 390/1105/1 389/1106/1 480/1107/1 481/1108/1\nf 391/1109/1 390/1110/1 481/1111/1 482/1112/1\nf 392/1/1 391/2/1 482/3/1 483/4/1\nf 393/1113/1 392/1114/1 483/1115/1 484/1116/1\nf 394/1117/1 393/1118/1 484/1119/1 485/1120/1\nf 395/1121/1 394/1122/1 485/1123/1 486/1124/1\nf 396/1125/1 395/1126/1 486/1127/1 487/1128/1\nf 397/1129/1 396/1130/1 487/1131/1 488/1132/1\nf 398/1133/1 397/1134/1 488/1135/1 489/1136/1\nf 399/1137/1 398/1138/1 489/1139/1 490/1140/1\nf 400/1141/1 399/1142/1 490/1143/1 491/1144/1\nf 401/1145/1 400/1146/1 491/1147/1 492/1148/1\nf 402/1149/1 401/1150/1 492/1151/1 493/1152/1\nf 403/1153/1 402/1154/1 493/1155/1 494/1156/1\nf 404/1157/1 403/1158/1 494/1159/1 495/1160/1\nf 405/1161/1 404/1162/1 495/1163/1 496/1164/1\nf 406/1165/1 405/1166/1 496/1167/1 497/1168/1\nf 407/1169/1 406/1170/1 497/1171/1 498/1172/1\nf 408/1173/1 407/1174/1 498/1175/1 499/1176/1\nf 409/1177/1 408/1178/1 499/1179/1 500/1180/1\nf 410/1181/1 409/1182/1 500/1183/1 501/1184/1\nf 411/1185/1 410/1186/1 501/1187/1 502/1188/1\nf 412/1189/1 411/1190/1 502/1191/1 503/1192/1\nf 413/1193/1 412/1194/1 503/1195/1 504/1196/1\nf 414/1197/1 413/1198/1 504/1199/1 505/1200/1\nf 415/1201/1 414/1202/1 505/1203/1 506/1204/1\nf 416/1205/1 415/1206/1 506/1207/1 507/1208/1\nf 417/1209/1 416/1210/1 507/1211/1 508/1212/1\nf 418/1213/1 417/1214/1 508/1215/1 509/1216/1\nf 419/1217/1 418/1218/1 509/1219/1 510/1220/1\nf 420/1221/1 419/1222/1 510/1223/1 511/1224/1\nf 421/1225/1 420/1226/1 511/1227/1 512/1228/1\nf 422/1229/1 421/1230/1 512/1231/1 513/1232/1\nf 423/1233/1 422/1234/1 513/1235/1 514/1236/1\nf 424/1237/1 423/1238/1 514/1239/1 515/1240/1\nf 425/1241/1 424/1242/1 515/1243/1 516/1244/1\nf 426/1245/1 425/1246/1 516/1247/1 517/1248/1\nf 427/1249/1 426/1250/1 517/1251/1 518/1252/1\nf 428/1253/1 427/1254/1 518/1255/1 519/1256/1\nf 429/1257/1 428/1258/1 519/1259/1 520/1260/1\nf 430/1261/1 429/1262/1 520/1263/1 521/1264/1\nf 431/1265/1 430/1266/1 521/1267/1 522/1268/1\nf 432/1269/1 431/1270/1 522/1271/1 523/1272/1\nf 433/1273/1 432/1274/1 523/1275/1 524/1276/1\nf 434/1277/1 433/1278/1 524/1279/1 525/1280/1\nf 435/1281/1 434/1282/1 525/1283/1 526/1284/1\nf 436/1285/1 435/1286/1 526/1287/1 527/1288/1\nf 437/1289/1 436/1290/1 527/1291/1 528/1292/1\nf 438/1293/1 437/1294/1 528/1295/1 529/1296/1\nf 439/1297/1 438/1298/1 529/1299/1 530/1300/1\nf 440/1301/1 439/1302/1 530/1303/1 531/1304/1\nf 441/1305/1 440/1306/1 531/1307/1 532/1308/1\nf 442/1309/1 441/1310/1 532/1311/1 533/1312/1\nf 443/1313/1 442/1314/1 533/1315/1 534/1316/1\nf 444/1317/1 443/1318/1 534/1319/1 535/1320/1\nf 445/1321/1 444/1322/1 535/1323/1 536/1324/1\nf 446/1325/1 445/1326/1 536/1327/1 537/1328/1\nf 447/1329/1 446/1330/1 537/1331/1 538/1332/1\nf 448/1333/1 447/1334/1 538/1335/1 539/1336/1\nf 449/1337/1 448/1338/1 539/1339/1 540/1340/1\nf 450/1341/1 449/1342/1 540/1343/1 541/1344/1\nf 451/1345/1 450/1346/1 541/1347/1 542/1348/1\nf 452/1349/1 451/1350/1 542/1351/1 543/1352/1\nf 453/1353/1 452/1354/1 543/1355/1 544/1356/1\nf 454/1357/1 453/1358/1 544/1359/1 545/1360/1\nf 455/1361/1 454/1362/1 545/1363/1 546/1364/1\nf 457/1/1 456/2/1 547/3/1 548/4/1\nf 458/1/1 457/2/1 548/3/1 549/4/1\nf 459/1/1 458/2/1 549/3/1 550/4/1\nf 460/1/1 459/2/1 550/3/1 551/4/1\nf 461/1/1 460/2/1 551/3/1 552/4/1\nf 462/1/1 461/2/1 552/3/1 553/4/1\nf 463/1/1 462/2/1 553/3/1 554/4/1\nf 464/1/1 463/2/1 554/3/1 555/4/1\nf 465/1/1 464/2/1 555/3/1 556/4/1\nf 466/1/1 465/2/1 556/3/1 557/4/1\nf 467/1/1 466/2/1 557/3/1 558/4/1\nf 468/1/1 467/2/1 558/3/1 559/4/1\nf 469/1/1 468/2/1 559/3/1 560/4/1\nf 470/1/1 469/2/1 560/3/1 561/4/1\nf 471/1/1 470/2/1 561/3/1 562/4/1\nf 472/1365/1 471/1366/1 562/1367/1 563/1368/1\nf 473/1/1 472/2/1 563/3/1 564/4/1\nf 474/1369/1 473/1370/1 564/1371/1 565/1372/1\nf 475/1/1 474/2/1 565/3/1 566/4/1\nf 476/1373/1 475/1374/1 566/1375/1 567/1376/1\nf 477/1/1 476/2/1 567/3/1 568/4/1\nf 478/1/1 477/2/1 568/3/1 569/4/1\nf 479/1377/1 478/1378/1 569/1379/1 570/1380/1\nf 480/1/1 479/2/1 570/3/1 571/4/1\nf 481/1/1 480/2/1 571/3/1 572/4/1\nf 482/1381/1 481/1382/1 572/1383/1 573/1384/1\nf 483/1385/1 482/1386/1 573/1387/1 574/1388/1\nf 484/1389/1 483/1390/1 574/1391/1 575/1392/1\nf 485/1393/1 484/1394/1 575/1395/1 576/1396/1\nf 486/1397/1 485/1398/1 576/1399/1 577/1400/1\nf 487/1/1 486/2/1 577/3/1 578/4/1\nf 488/1401/1 487/1402/1 578/1403/1 579/1404/1\nf 489/1405/1 488/1406/1 579/1407/1 580/1408/1\nf 490/1409/1 489/1410/1 580/1411/1 581/1412/1\nf 491/1413/1 490/1414/1 581/1415/1 582/1416/1\nf 492/1417/1 491/1418/1 582/1419/1 583/1420/1\nf 493/1421/1 492/1422/1 583/1423/1 584/1424/1\nf 494/1425/1 493/1426/1 584/1427/1 585/1428/1\nf 495/1429/1 494/1430/1 585/1431/1 586/1432/1\nf 496/1433/1 495/1434/1 586/1435/1 587/1436/1\nf 497/1437/1 496/1438/1 587/1439/1 588/1440/1\nf 498/1441/1 497/1442/1 588/1443/1 589/1444/1\nf 499/1445/1 498/1446/1 589/1447/1 590/1448/1\nf 500/1449/1 499/1450/1 590/1451/1 591/1452/1\nf 501/1453/1 500/1454/1 591/1455/1 592/1456/1\nf 502/1457/1 501/1458/1 592/1459/1 593/1460/1\nf 503/1461/1 502/1462/1 593/1463/1 594/1464/1\nf 504/1465/1 503/1466/1 594/1467/1 595/1468/1\nf 505/1469/1 504/1470/1 595/1471/1 596/1472/1\nf 506/1473/1 505/1474/1 596/1475/1 597/1476/1\nf 507/1477/1 506/1478/1 597/1479/1 598/1480/1\nf 508/1481/1 507/1482/1 598/1483/1 599/1484/1\nf 509/1485/1 508/1486/1 599/1487/1 600/1488/1\nf 510/1489/1 509/1490/1 600/1491/1 601/1492/1\nf 511/1493/1 510/1494/1 601/1495/1 602/1496/1\nf 512/1497/1 511/1498/1 602/1499/1 603/1500/1\nf 513/1501/1 512/1502/1 603/1503/1 604/1504/1\nf 514/1505/1 513/1506/1 604/1507/1 605/1508/1\nf 515/1509/1 514/1510/1 605/1511/1 606/1512/1\nf 516/1513/1 515/1514/1 606/1515/1 607/1516/1\nf 517/1517/1 516/1518/1 607/1519/1 608/1520/1\nf 518/1521/1 517/1522/1 608/1523/1 609/1524/1\nf 519/1525/1 518/1526/1 609/1527/1 610/1528/1\nf 520/1529/1 519/1530/1 610/1531/1 611/1532/1\nf 521/1533/1 520/1534/1 611/1535/1 612/1536/1\nf 522/1537/1 521/1538/1 612/1539/1 613/1540/1\nf 523/1541/1 522/1542/1 613/1543/1 614/1544/1\nf 524/1545/1 523/1546/1 614/1547/1 615/1548/1\nf 525/1549/1 524/1550/1 615/1551/1 616/1552/1\nf 526/1553/1 525/1554/1 616/1555/1 617/1556/1\nf 527/1557/1 526/1558/1 617/1559/1 618/1560/1\nf 528/1561/1 527/1562/1 618/1563/1 619/1564/1\nf 529/1565/1 528/1566/1 619/1567/1 620/1568/1\nf 530/1569/1 529/1570/1 620/1571/1 621/1572/1\nf 531/1573/1 530/1574/1 621/1575/1 622/1576/1\nf 532/1577/1 531/1578/1 622/1579/1 623/1580/1\nf 533/1581/1 532/1582/1 623/1583/1 624/1584/1\nf 534/1585/1 533/1586/1 624/1587/1 625/1588/1\nf 535/1589/1 534/1590/1 625/1591/1 626/1592/1\nf 536/1593/1 535/1594/1 626/1595/1 627/1596/1\nf 537/1597/1 536/1598/1 627/1599/1 628/1600/1\nf 538/1601/1 537/1602/1 628/1603/1 629/1604/1\nf 539/1605/1 538/1606/1 629/1607/1 630/1608/1\nf 540/1609/1 539/1610/1 630/1611/1 631/1612/1\nf 541/1613/1 540/1614/1 631/1615/1 632/1616/1\nf 542/1617/1 541/1618/1 632/1619/1 633/1620/1\nf 543/1621/1 542/1622/1 633/1623/1 634/1624/1\nf 544/1625/1 543/1626/1 634/1627/1 635/1628/1\nf 545/1629/1 544/1630/1 635/1631/1 636/1632/1\nf 546/1633/1 545/1634/1 636/1635/1 637/1636/1\nf 548/1/1 547/2/1 638/3/1 639/4/1\nf 549/1/1 548/2/1 639/3/1 640/4/1\nf 550/1/1 549/2/1 640/3/1 641/4/1\nf 551/1/1 550/2/1 641/3/1 642/4/1\nf 552/1/1 551/2/1 642/3/1 643/4/1\nf 553/1/1 552/2/1 643/3/1 644/4/1\nf 554/1/1 553/2/1 644/3/1 645/4/1\nf 555/1/1 554/2/1 645/3/1 646/4/1\nf 556/1/1 555/2/1 646/3/1 647/4/1\nf 557/1/1 556/2/1 647/3/1 648/4/1\nf 558/1/1 557/2/1 648/3/1 649/4/1\nf 559/1/1 558/2/1 649/3/1 650/4/1\nf 560/1/1 559/2/1 650/3/1 651/4/1\nf 561/1/1 560/2/1 651/3/1 652/4/1\nf 562/1/1 561/2/1 652/3/1 653/4/1\nf 563/1/1 562/2/1 653/3/1 654/4/1\nf 564/1637/1 563/1638/1 654/1639/1 655/1640/1\nf 565/1/1 564/2/1 655/3/1 656/4/1\nf 566/1/1 565/2/1 656/3/1 657/4/1\nf 567/1/1 566/2/1 657/3/1 658/4/1\nf 568/1/1 567/2/1 658/3/1 659/4/1\nf 569/1641/1 568/1642/1 659/1643/1 660/1644/1\nf 570/1/1 569/2/1 660/3/1 661/4/1\nf 571/1645/1 570/1646/1 661/1647/1 662/1648/1\nf 572/1649/1 571/1650/1 662/1651/1 663/1652/1\nf 573/1653/1 572/1654/1 663/1655/1 664/1656/1\nf 574/1657/1 573/1658/1 664/1659/1 665/1660/1\nf 575/1/1 574/2/1 665/3/1 666/4/1\nf 576/1661/1 575/1662/1 666/1663/1 667/1664/1\nf 577/1665/1 576/1666/1 667/1667/1 668/1668/1\nf 578/1669/1 577/1670/1 668/1671/1 669/1672/1\nf 579/1673/1 578/1674/1 669/1675/1 670/1676/1\nf 580/1677/1 579/1678/1 670/1679/1 671/1680/1\nf 581/1681/1 580/1682/1 671/1683/1 672/1684/1\nf 582/1685/1 581/1686/1 672/1687/1 673/1688/1\nf 583/1689/1 582/1690/1 673/1691/1 674/1692/1\nf 584/1693/1 583/1694/1 674/1695/1 675/1696/1\nf 585/1697/1 584/1698/1 675/1699/1 676/1700/1\nf 586/1701/1 585/1702/1 676/1703/1 677/1704/1\nf 587/1705/1 586/1706/1 677/1707/1 678/1708/1\nf 588/1709/1 587/1710/1 678/1711/1 679/1712/1\nf 589/1713/1 588/1714/1 679/1715/1 680/1716/1\nf 590/1717/1 589/1718/1 680/1719/1 681/1720/1\nf 591/1721/1 590/1722/1 681/1723/1 682/1724/1\nf 592/1725/1 591/1726/1 682/1727/1 683/1728/1\nf 593/1729/1 592/1730/1 683/1731/1 684/1732/1\nf 594/1733/1 593/1734/1 684/1735/1 685/1736/1\nf 595/1737/1 594/1738/1 685/1739/1 686/1740/1\nf 596/1741/1 595/1742/1 686/1743/1 687/1744/1\nf 597/1745/1 596/1746/1 687/1747/1 688/1748/1\nf 598/1749/1 597/1750/1 688/1751/1 689/1752/1\nf 599/1753/1 598/1754/1 689/1755/1 690/1756/1\nf 600/1757/1 599/1758/1 690/1759/1 691/1760/1\nf 601/1761/1 600/1762/1 691/1763/1 692/1764/1\nf 602/1765/1 601/1766/1 692/1767/1 693/1768/1\nf 603/1769/1 602/1770/1 693/1771/1 694/1772/1\nf 604/1773/1 603/1774/1 694/1775/1 695/1776/1\nf 605/1777/1 604/1778/1 695/1779/1 696/1780/1\nf 606/1781/1 605/1782/1 696/1783/1 697/1784/1\nf 607/1785/1 606/1786/1 697/1787/1 698/1788/1\nf 608/1789/1 607/1790/1 698/1791/1 699/1792/1\nf 609/1793/1 608/1794/1 699/1795/1 700/1796/1\nf 610/1797/1 609/1798/1 700/1799/1 701/1800/1\nf 611/1801/1 610/1802/1 701/1803/1 702/1804/1\nf 612/1805/1 611/1806/1 702/1807/1 703/1808/1\nf 613/1809/1 612/1810/1 703/1811/1 704/1812/1\nf 614/1813/1 613/1814/1 704/1815/1 705/1816/1\nf 615/1817/1 614/1818/1 705/1819/1 706/1820/1\nf 616/1821/1 615/1822/1 706/1823/1 707/1824/1\nf 617/1825/1 616/1826/1 707/1827/1 708/1828/1\nf 618/1829/1 617/1830/1 708/1831/1 709/1832/1\nf 619/1833/1 618/1834/1 709/1835/1 710/1836/1\nf 620/1837/1 619/1838/1 710/1839/1 711/1840/1\nf 621/1841/1 620/1842/1 711/1843/1 712/1844/1\nf 622/1845/1 621/1846/1 712/1847/1 713/1848/1\nf 623/1849/1 622/1850/1 713/1851/1 714/1852/1\nf 624/1853/1 623/1854/1 714/1855/1 715/1856/1\nf 625/1857/1 624/1858/1 715/1859/1 716/1860/1\nf 626/1861/1 625/1862/1 716/1863/1 717/1864/1\nf 627/1865/1 626/1866/1 717/1867/1 718/1868/1\nf 628/1869/1 627/1870/1 718/1871/1 719/1872/1\nf 629/1873/1 628/1874/1 719/1875/1 720/1876/1\nf 630/1877/1 629/1878/1 720/1879/1 721/1880/1\nf 631/1881/1 630/1882/1 721/1883/1 722/1884/1\nf 632/1885/1 631/1886/1 722/1887/1 723/1888/1\nf 633/1889/1 632/1890/1 723/1891/1 724/1892/1\nf 634/1893/1 633/1894/1 724/1895/1 725/1896/1\nf 635/1897/1 634/1898/1 725/1899/1 726/1900/1\nf 636/1901/1 635/1902/1 726/1903/1 727/1904/1\nf 637/1905/1 636/1906/1 727/1907/1 728/1908/1\nf 639/1/1 638/2/1 729/3/1 730/4/1\nf 640/1/1 639/2/1 730/3/1 731/4/1\nf 641/1/1 640/2/1 731/3/1 732/4/1\nf 642/1/1 641/2/1 732/3/1 733/4/1\nf 643/1/1 642/2/1 733/3/1 734/4/1\nf 644/1/1 643/2/1 734/3/1 735/4/1\nf 645/1/1 644/2/1 735/3/1 736/4/1\nf 646/1/1 645/2/1 736/3/1 737/4/1\nf 647/1/1 646/2/1 737/3/1 738/4/1\nf 648/1/1 647/2/1 738/3/1 739/4/1\nf 649/1/1 648/2/1 739/3/1 740/4/1\nf 650/1/1 649/2/1 740/3/1 741/4/1\nf 651/1/1 650/2/1 741/3/1 742/4/1\nf 652/1/1 651/2/1 742/3/1 743/4/1\nf 653/1/1 652/2/1 743/3/1 744/4/1\nf 654/1/1 653/2/1 744/3/1 745/4/1\nf 655/1/1 654/2/1 745/3/1 746/4/1\nf 656/1/1 655/2/1 746/3/1 747/4/1\nf 657/1909/1 656/1910/1 747/1911/1 748/1912/1\nf 658/1913/1 657/1914/1 748/1915/1 749/1916/1\nf 659/1/1 658/2/1 749/3/1 750/4/1\nf 660/1/1 659/2/1 750/3/1 751/4/1\nf 661/1697/1 660/1698/1 751/1699/1 752/1700/1\nf 662/1917/1 661/1918/1 752/1919/1 753/1920/1\nf 663/1/1 662/2/1 753/3/1 754/4/1\nf 664/1921/1 663/1922/1 754/1923/1 755/1924/1\nf 665/1925/1 664/1926/1 755/1927/1 756/1928/1\nf 666/1929/1 665/1930/1 756/1931/1 757/1932/1\nf 667/1933/1 666/1934/1 757/1935/1 758/1936/1\nf 668/1937/1 667/1938/1 758/1939/1 759/1940/1\nf 669/1941/1 668/1942/1 759/1943/1 760/1944/1\nf 670/1945/1 669/1946/1 760/1947/1 761/1948/1\nf 671/1949/1 670/1950/1 761/1951/1 762/1952/1\nf 672/1953/1 671/1954/1 762/1955/1 763/1956/1\nf 673/1957/1 672/1958/1 763/1959/1 764/1960/1\nf 674/1961/1 673/1962/1 764/1963/1 765/1964/1\nf 675/1965/1 674/1966/1 765/1967/1 766/1968/1\nf 676/1969/1 675/1970/1 766/1971/1 767/1972/1\nf 677/1973/1 676/1974/1 767/1975/1 768/1976/1\nf 678/1977/1 677/1978/1 768/1979/1 769/1980/1\nf 679/1981/1 678/1982/1 769/1983/1 770/1984/1\nf 680/1985/1 679/1986/1 770/1987/1 771/1988/1\nf 681/1989/1 680/1990/1 771/1991/1 772/1992/1\nf 682/1993/1 681/1994/1 772/1995/1 773/1996/1\nf 683/1997/1 682/1998/1 773/1999/1 774/2000/1\nf 684/2001/1 683/2002/1 774/2003/1 775/2004/1\nf 685/2005/1 684/2006/1 775/2007/1 776/2008/1\nf 686/2009/1 685/2010/1 776/2011/1 777/2012/1\nf 687/2013/1 686/2014/1 777/2015/1 778/2016/1\nf 688/2017/1 687/2018/1 778/2019/1 779/2020/1\nf 689/2021/1 688/2022/1 779/2023/1 780/2024/1\nf 690/2025/1 689/2026/1 780/2027/1 781/2028/1\nf 691/2029/1 690/2030/1 781/2031/1 782/2032/1\nf 692/2033/1 691/2034/1 782/2035/1 783/2036/1\nf 693/2037/1 692/2038/1 783/2039/1 784/2040/1\nf 694/2041/1 693/2042/1 784/2043/1 785/2044/1\nf 695/2045/1 694/2046/1 785/2047/1 786/2048/1\nf 696/2049/1 695/2050/1 786/2051/1 787/2052/1\nf 697/2053/1 696/2054/1 787/2055/1 788/2056/1\nf 698/2057/1 697/2058/1 788/2059/1 789/2060/1\nf 699/2061/1 698/2062/1 789/2063/1 790/2064/1\nf 700/2065/1 699/2066/1 790/2067/1 791/2068/1\nf 701/2069/1 700/2070/1 791/2071/1 792/2072/1\nf 702/2073/1 701/2074/1 792/2075/1 793/2076/1\nf 703/2077/1 702/2078/1 793/2079/1 794/2080/1\nf 704/2081/1 703/2082/1 794/2083/1 795/2084/1\nf 705/2085/1 704/2086/1 795/2087/1 796/2088/1\nf 706/2089/1 705/2090/1 796/2091/1 797/2092/1\nf 707/2093/1 706/2094/1 797/2095/1 798/2096/1\nf 708/2097/1 707/2098/1 798/2099/1 799/2100/1\nf 709/2101/1 708/2102/1 799/2103/1 800/2104/1\nf 710/2105/1 709/2106/1 800/2107/1 801/2108/1\nf 711/2109/1 710/2110/1 801/2111/1 802/2112/1\nf 712/2113/1 711/2114/1 802/2115/1 803/2116/1\nf 713/2117/1 712/2118/1 803/2119/1 804/2120/1\nf 714/2121/1 713/2122/1 804/2123/1 805/2124/1\nf 715/2125/1 714/2126/1 805/2127/1 806/2128/1\nf 716/2129/1 715/2130/1 806/2131/1 807/2132/1\nf 717/2133/1 716/2134/1 807/2135/1 808/2136/1\nf 718/2137/1 717/2138/1 808/2139/1 809/2140/1\nf 719/2141/1 718/2142/1 809/2143/1 810/2144/1\nf 720/2145/1 719/2146/1 810/2147/1 811/2148/1\nf 721/2149/1 720/2150/1 811/2151/1 812/2152/1\nf 722/2153/1 721/2154/1 812/2155/1 813/2156/1\nf 723/2157/1 722/2158/1 813/2159/1 814/2160/1\nf 724/2161/1 723/2162/1 814/2163/1 815/2164/1\nf 725/2165/1 724/2166/1 815/2167/1 816/2168/1\nf 726/2169/1 725/2170/1 816/2171/1 817/2172/1\nf 727/2173/1 726/2174/1 817/2175/1 818/2176/1\nf 728/2177/1 727/2178/1 818/2179/1 819/2180/1\nf 730/1/1 729/2/1 820/3/1 821/4/1\nf 731/1/1 730/2/1 821/3/1 822/4/1\nf 732/1/1 731/2/1 822/3/1 823/4/1\nf 733/1/1 732/2/1 823/3/1 824/4/1\nf 734/1/1 733/2/1 824/3/1 825/4/1\nf 735/1/1 734/2/1 825/3/1 826/4/1\nf 736/1/1 735/2/1 826/3/1 827/4/1\nf 737/1/1 736/2/1 827/3/1 828/4/1\nf 738/1/1 737/2/1 828/3/1 829/4/1\nf 739/1/1 738/2/1 829/3/1 830/4/1\nf 740/1/1 739/2/1 830/3/1 831/4/1\nf 741/1/1 740/2/1 831/3/1 832/4/1\nf 742/1/1 741/2/1 832/3/1 833/4/1\nf 743/1/1 742/2/1 833/3/1 834/4/1\nf 744/1/1 743/2/1 834/3/1 835/4/1\nf 745/1/1 744/2/1 835/3/1 836/4/1\nf 746/2181/1 745/2182/1 836/2183/1 837/2184/1\nf 747/1/1 746/2/1 837/3/1 838/4/1\nf 748/2185/1 747/2186/1 838/2187/1 839/2188/1\nf 749/1/1 748/2/1 839/3/1 840/4/1\nf 750/2189/1 749/2190/1 840/2191/1 841/2192/1\nf 751/1/1 750/2/1 841/3/1 842/4/1\nf 752/2193/1 751/2194/1 842/2195/1 843/2196/1\nf 753/1/1 752/2/1 843/3/1 844/4/1\nf 754/2197/1 753/2198/1 844/2199/1 845/2200/1\nf 755/2201/1 754/2202/1 845/2203/1 846/2204/1\nf 756/1/1 755/2/1 846/3/1 847/4/1\nf 757/2205/1 756/2206/1 847/2207/1 848/2208/1\nf 758/2209/1 757/2210/1 848/2211/1 849/2212/1\nf 759/2213/1 758/2214/1 849/2215/1 850/2216/1\nf 760/2217/1 759/2218/1 850/2219/1 851/2220/1\nf 761/2221/1 760/2222/1 851/2223/1 852/2224/1\nf 762/2225/1 761/2226/1 852/2227/1 853/2228/1\nf 763/2229/1 762/2230/1 853/2231/1 854/2232/1\nf 764/2233/1 763/2234/1 854/2235/1 855/2236/1\nf 765/2237/1 764/2238/1 855/2239/1 856/2240/1\nf 766/2241/1 765/2242/1 856/2243/1 857/2244/1\nf 767/2245/1 766/2246/1 857/2247/1 858/2248/1\nf 768/2249/1 767/2250/1 858/2251/1 859/2252/1\nf 769/2253/1 768/2254/1 859/2255/1 860/2256/1\nf 770/2257/1 769/2258/1 860/2259/1 861/2260/1\nf 771/2261/1 770/2262/1 861/2263/1 862/2264/1\nf 772/2265/1 771/2266/1 862/2267/1 863/2268/1\nf 773/2269/1 772/2270/1 863/2271/1 864/2272/1\nf 774/2273/1 773/2274/1 864/2275/1 865/2276/1\nf 775/2277/1 774/2278/1 865/2279/1 866/2280/1\nf 776/2281/1 775/2282/1 866/2283/1 867/2284/1\nf 777/2285/1 776/2286/1 867/2287/1 868/2288/1\nf 778/2289/1 777/2290/1 868/2291/1 869/2292/1\nf 779/2293/1 778/2294/1 869/2295/1 870/2296/1\nf 780/2297/1 779/2298/1 870/2299/1 871/2300/1\nf 781/2301/1 780/2302/1 871/2303/1 872/2304/1\nf 782/2305/1 781/2306/1 872/2307/1 873/2308/1\nf 783/2309/1 782/2310/1 873/2311/1 874/2312/1\nf 784/2313/1 783/2314/1 874/2315/1 875/2316/1\nf 785/2317/1 784/2318/1 875/2319/1 876/2320/1\nf 786/2321/1 785/2322/1 876/2323/1 877/2324/1\nf 787/2325/1 786/2326/1 877/2327/1 878/2328/1\nf 788/2329/1 787/2330/1 878/2331/1 879/2332/1\nf 789/2333/1 788/2334/1 879/2335/1 880/2336/1\nf 790/2337/1 789/2338/1 880/2339/1 881/2340/1\nf 791/2341/1 790/2342/1 881/2343/1 882/2344/1\nf 792/2345/1 791/2346/1 882/2347/1 883/2348/1\nf 793/2349/1 792/2350/1 883/2351/1 884/2352/1\nf 794/2353/1 793/2354/1 884/2355/1 885/2356/1\nf 795/2357/1 794/2358/1 885/2359/1 886/2360/1\nf 796/2361/1 795/2362/1 886/2363/1 887/2364/1\nf 797/2365/1 796/2366/1 887/2367/1 888/2368/1\nf 798/2369/1 797/2370/1 888/2371/1 889/2372/1\nf 799/2373/1 798/2374/1 889/2375/1 890/2376/1\nf 800/2377/1 799/2378/1 890/2379/1 891/2380/1\nf 801/2381/1 800/2382/1 891/2383/1 892/2384/1\nf 802/2385/1 801/2386/1 892/2387/1 893/2388/1\nf 803/2389/1 802/2390/1 893/2391/1 894/2392/1\nf 804/2393/1 803/2394/1 894/2395/1 895/2396/1\nf 805/2397/1 804/2398/1 895/2399/1 896/2400/1\nf 806/2401/1 805/2402/1 896/2403/1 897/2404/1\nf 807/2405/1 806/2406/1 897/2407/1 898/2408/1\nf 808/2409/1 807/2410/1 898/2411/1 899/2412/1\nf 809/2413/1 808/2414/1 899/2415/1 900/2416/1\nf 810/2417/1 809/2418/1 900/2419/1 901/2420/1\nf 811/2421/1 810/2422/1 901/2423/1 902/2424/1\nf 812/2425/1 811/2426/1 902/2427/1 903/2428/1\nf 813/2429/1 812/2430/1 903/2431/1 904/2432/1\nf 814/2433/1 813/2434/1 904/2435/1 905/2436/1\nf 815/2437/1 814/2438/1 905/2439/1 906/2440/1\nf 816/2441/1 815/2442/1 906/2443/1 907/2444/1\nf 817/2445/1 816/2446/1 907/2447/1 908/2448/1\nf 818/2449/1 817/2450/1 908/2451/1 909/2452/1\nf 819/2453/1 818/2454/1 909/2455/1 910/2456/1\nf 821/1/1 820/2/1 911/3/1 912/4/1\nf 822/1/1 821/2/1 912/3/1 913/4/1\nf 823/1/1 822/2/1 913/3/1 914/4/1\nf 824/1/1 823/2/1 914/3/1 915/4/1\nf 825/1/1 824/2/1 915/3/1 916/4/1\nf 826/1/1 825/2/1 916/3/1 917/4/1\nf 827/1/1 826/2/1 917/3/1 918/4/1\nf 828/1/1 827/2/1 918/3/1 919/4/1\nf 829/1/1 828/2/1 919/3/1 920/4/1\nf 830/1/1 829/2/1 920/3/1 921/4/1\nf 831/1/1 830/2/1 921/3/1 922/4/1\nf 832/1/1 831/2/1 922/3/1 923/4/1\nf 833/1/1 832/2/1 923/3/1 924/4/1\nf 834/1/1 833/2/1 924/3/1 925/4/1\nf 835/1/1 834/2/1 925/3/1 926/4/1\nf 836/1/1 835/2/1 926/3/1 927/4/1\nf 837/1/1 836/2/1 927/3/1 928/4/1\nf 838/2457/1 837/2458/1 928/2459/1 929/2460/1\nf 839/1/1 838/2/1 929/3/1 930/4/1\nf 840/1/1 839/2/1 930/3/1 931/4/1\nf 841/2461/1 840/2462/1 931/2463/1 932/2464/1\nf 842/2465/1 841/2466/1 932/2467/1 933/2468/1\nf 843/2469/1 842/2470/1 933/2471/1 934/2472/1\nf 844/2473/1 843/2474/1 934/2475/1 935/2476/1\nf 845/1/1 844/2/1 935/3/1 936/4/1\nf 846/1/1 845/2/1 936/3/1 937/4/1\nf 847/2477/1 846/2478/1 937/2479/1 938/2480/1\nf 848/2481/1 847/2482/1 938/2483/1 939/2484/1\nf 849/1/1 848/2/1 939/3/1 940/4/1\nf 850/2485/1 849/2486/1 940/2487/1 941/2488/1\nf 851/2489/1 850/2490/1 941/2491/1 942/2492/1\nf 852/2493/1 851/2494/1 942/2495/1 943/2496/1\nf 853/2497/1 852/2498/1 943/2499/1 944/2500/1\nf 854/2501/1 853/2502/1 944/2503/1 945/2504/1\nf 855/2505/1 854/2506/1 945/2507/1 946/2508/1\nf 856/2509/1 855/2510/1 946/2511/1 947/2512/1\nf 857/2513/1 856/2514/1 947/2515/1 948/2516/1\nf 858/2517/1 857/2518/1 948/2519/1 949/2520/1\nf 859/2521/1 858/2522/1 949/2523/1 950/2524/1\nf 860/2525/1 859/2526/1 950/2527/1 951/2528/1\nf 861/2529/1 860/2530/1 951/2531/1 952/2532/1\nf 862/2533/1 861/2534/1 952/2535/1 953/2536/1\nf 863/2537/1 862/2538/1 953/2539/1 954/2540/1\nf 864/2541/1 863/2542/1 954/2543/1 955/2544/1\nf 865/2545/1 864/2546/1 955/2547/1 956/2548/1\nf 866/2549/1 865/2550/1 956/2551/1 957/2552/1\nf 867/2553/1 866/2554/1 957/2555/1 958/2556/1\nf 868/2557/1 867/2558/1 958/2559/1 959/2560/1\nf 869/2561/1 868/2562/1 959/2563/1 960/2564/1\nf 870/2565/1 869/2566/1 960/2567/1 961/2568/1\nf 871/2569/1 870/2570/1 961/2571/1 962/2572/1\nf 872/2573/1 871/2574/1 962/2575/1 963/2576/1\nf 873/2577/1 872/2578/1 963/2579/1 964/2580/1\nf 874/2581/1 873/2582/1 964/2583/1 965/2584/1\nf 875/2585/1 874/2586/1 965/2587/1 966/2588/1\nf 876/2589/1 875/2590/1 966/2591/1 967/2592/1\nf 877/2593/1 876/2594/1 967/2595/1 968/2596/1\nf 878/2597/1 877/2598/1 968/2599/1 969/2600/1\nf 879/2601/1 878/2602/1 969/2603/1 970/2604/1\nf 880/2605/1 879/2606/1 970/2607/1 971/2608/1\nf 881/2609/1 880/2610/1 971/2611/1 972/2612/1\nf 882/2613/1 881/2614/1 972/2615/1 973/2616/1\nf 883/2617/1 882/2618/1 973/2619/1 974/2620/1\nf 884/2621/1 883/2622/1 974/2623/1 975/2624/1\nf 885/2625/1 884/2626/1 975/2627/1 976/2628/1\nf 886/2629/1 885/2630/1 976/2631/1 977/2632/1\nf 887/2633/1 886/2634/1 977/2635/1 978/2636/1\nf 888/2637/1 887/2638/1 978/2639/1 979/2640/1\nf 889/2641/1 888/2642/1 979/2643/1 980/2644/1\nf 890/2645/1 889/2646/1 980/2647/1 981/2648/1\nf 891/2649/1 890/2650/1 981/2651/1 982/2652/1\nf 892/2653/1 891/2654/1 982/2655/1 983/2656/1\nf 893/2657/1 892/2658/1 983/2659/1 984/2660/1\nf 894/2661/1 893/2662/1 984/2663/1 985/2664/1\nf 895/2665/1 894/2666/1 985/2667/1 986/2668/1\nf 896/2669/1 895/2670/1 986/2671/1 987/2672/1\nf 897/2673/1 896/2674/1 987/2675/1 988/2676/1\nf 898/2677/1 897/2678/1 988/2679/1 989/2680/1\nf 899/2681/1 898/2682/1 989/2683/1 990/2684/1\nf 900/2685/1 899/2686/1 990/2687/1 991/2688/1\nf 901/2689/1 900/2690/1 991/2691/1 992/2692/1\nf 902/2693/1 901/2694/1 992/2695/1 993/2696/1\nf 903/2697/1 902/2698/1 993/2699/1 994/2700/1\nf 904/2701/1 903/2702/1 994/2703/1 995/2704/1\nf 905/2705/1 904/2706/1 995/2707/1 996/2708/1\nf 906/2709/1 905/2710/1 996/2711/1 997/2712/1\nf 907/2713/1 906/2714/1 997/2715/1 998/2716/1\nf 908/2717/1 907/2718/1 998/2719/1 999/2720/1\nf 909/2721/1 908/2722/1 999/2723/1 1000/2724/1\nf 910/2725/1 909/2726/1 1000/2727/1 1001/2728/1\nf 912/1/1 911/2/1 1002/3/1 1003/4/1\nf 913/1/1 912/2/1 1003/3/1 1004/4/1\nf 914/1/1 913/2/1 1004/3/1 1005/4/1\nf 915/1/1 914/2/1 1005/3/1 1006/4/1\nf 916/1/1 915/2/1 1006/3/1 1007/4/1\nf 917/1/1 916/2/1 1007/3/1 1008/4/1\nf 918/1/1 917/2/1 1008/3/1 1009/4/1\nf 919/1/1 918/2/1 1009/3/1 1010/4/1\nf 920/1/1 919/2/1 1010/3/1 1011/4/1\nf 921/1/1 920/2/1 1011/3/1 1012/4/1\nf 922/1/1 921/2/1 1012/3/1 1013/4/1\nf 923/1/1 922/2/1 1013/3/1 1014/4/1\nf 924/1/1 923/2/1 1014/3/1 1015/4/1\nf 925/1/1 924/2/1 1015/3/1 1016/4/1\nf 926/1/1 925/2/1 1016/3/1 1017/4/1\nf 927/1/1 926/2/1 1017/3/1 1018/4/1\nf 928/1/1 927/2/1 1018/3/1 1019/4/1\nf 929/1/1 928/2/1 1019/3/1 1020/4/1\nf 930/1/1 929/2/1 1020/3/1 1021/4/1\nf 931/2729/1 930/2730/1 1021/2731/1 1022/2732/1\nf 932/2733/1 931/2734/1 1022/2735/1 1023/2736/1\nf 933/1/1 932/2/1 1023/3/1 1024/4/1\nf 934/1/1 933/2/1 1024/3/1 1025/4/1\nf 935/2737/1 934/2738/1 1025/2739/1 1026/2740/1\nf 936/2741/1 935/2742/1 1026/2743/1 1027/2744/1\nf 937/2745/1 936/2746/1 1027/2747/1 1028/2748/1\nf 938/2749/1 937/2750/1 1028/2751/1 1029/2752/1\nf 939/2753/1 938/2754/1 1029/2755/1 1030/2756/1\nf 940/2757/1 939/2758/1 1030/2759/1 1031/2760/1\nf 941/1/1 940/2/1 1031/3/1 1032/4/1\nf 942/2761/1 941/2762/1 1032/2763/1 1033/2764/1\nf 943/2765/1 942/2766/1 1033/2767/1 1034/2768/1\nf 944/2769/1 943/2770/1 1034/2771/1 1035/2772/1\nf 945/2773/1 944/2774/1 1035/2775/1 1036/2776/1\nf 946/2777/1 945/2778/1 1036/2779/1 1037/2780/1\nf 947/2781/1 946/2782/1 1037/2783/1 1038/2784/1\nf 948/2785/1 947/2786/1 1038/2787/1 1039/2788/1\nf 949/2789/1 948/2790/1 1039/2791/1 1040/2792/1\nf 950/2793/1 949/2794/1 1040/2795/1 1041/2796/1\nf 951/2797/1 950/2798/1 1041/2799/1 1042/2800/1\nf 952/2801/1 951/2802/1 1042/2803/1 1043/2804/1\nf 953/2805/1 952/2806/1 1043/2807/1 1044/2808/1\nf 954/2809/1 953/2810/1 1044/2811/1 1045/2812/1\nf 955/2813/1 954/2814/1 1045/2815/1 1046/2816/1\nf 956/2817/1 955/2818/1 1046/2819/1 1047/2820/1\nf 957/2821/1 956/2822/1 1047/2823/1 1048/2824/1\nf 958/2825/1 957/2826/1 1048/2827/1 1049/2828/1\nf 959/2829/1 958/2830/1 1049/2831/1 1050/2832/1\nf 960/2833/1 959/2834/1 1050/2835/1 1051/2836/1\nf 961/2837/1 960/2838/1 1051/2839/1 1052/2840/1\nf 962/2841/1 961/2842/1 1052/2843/1 1053/2844/1\nf 963/2845/1 962/2846/1 1053/2847/1 1054/2848/1\nf 964/2849/1 963/2850/1 1054/2851/1 1055/2852/1\nf 965/2853/1 964/2854/1 1055/2855/1 1056/2856/1\nf 966/2857/1 965/2858/1 1056/2859/1 1057/2860/1\nf 967/2861/1 966/2862/1 1057/2863/1 1058/2864/1\nf 968/2865/1 967/2866/1 1058/2867/1 1059/2868/1\nf 969/2869/1 968/2870/1 1059/2871/1 1060/2872/1\nf 970/2873/1 969/2874/1 1060/2875/1 1061/2876/1\nf 971/2877/1 970/2878/1 1061/2879/1 1062/2880/1\nf 972/2881/1 971/2882/1 1062/2883/1 1063/2884/1\nf 973/2885/1 972/2886/1 1063/2887/1 1064/2888/1\nf 974/2889/1 973/2890/1 1064/2891/1 1065/2892/1\nf 975/2893/1 974/2894/1 1065/2895/1 1066/2896/1\nf 976/2897/1 975/2898/1 1066/2899/1 1067/2900/1\nf 977/2901/1 976/2902/1 1067/2903/1 1068/2904/1\nf 978/2905/1 977/2906/1 1068/2907/1 1069/2908/1\nf 979/2909/1 978/2910/1 1069/2911/1 1070/2912/1\nf 980/2913/1 979/2914/1 1070/2915/1 1071/2916/1\nf 981/2917/1 980/2918/1 1071/2919/1 1072/2920/1\nf 982/2921/1 981/2922/1 1072/2923/1 1073/2924/1\nf 983/2925/1 982/2926/1 1073/2927/1 1074/2928/1\nf 984/2929/1 983/2930/1 1074/2931/1 1075/2932/1\nf 985/2933/1 984/2934/1 1075/2935/1 1076/2936/1\nf 986/2937/1 985/2938/1 1076/2939/1 1077/2940/1\nf 987/2941/1 986/2942/1 1077/2943/1 1078/2944/1\nf 988/2945/1 987/2946/1 1078/2947/1 1079/2948/1\nf 989/2949/1 988/2950/1 1079/2951/1 1080/2952/1\nf 990/2953/1 989/2954/1 1080/2955/1 1081/2956/1\nf 991/2957/1 990/2958/1 1081/2959/1 1082/2960/1\nf 992/2961/1 991/2962/1 1082/2963/1 1083/2964/1\nf 993/2965/1 992/2966/1 1083/2967/1 1084/2968/1\nf 994/2969/1 993/2970/1 1084/2971/1 1085/2972/1\nf 995/2973/1 994/2974/1 1085/2975/1 1086/2976/1\nf 996/2977/1 995/2978/1 1086/2979/1 1087/2980/1\nf 997/2981/1 996/2982/1 1087/2983/1 1088/2984/1\nf 998/2985/1 997/2986/1 1088/2987/1 1089/2988/1\nf 999/2989/1 998/2990/1 1089/2991/1 1090/2992/1\nf 1000/2993/1 999/2994/1 1090/2995/1 1091/2996/1\nf 1001/2997/1 1000/2998/1 1091/2999/1 1092/3000/1\nf 1003/1/1 1002/2/1 1093/3/1 1094/4/1\nf 1004/1/1 1003/2/1 1094/3/1 1095/4/1\nf 1005/1/1 1004/2/1 1095/3/1 1096/4/1\nf 1006/1/1 1005/2/1 1096/3/1 1097/4/1\nf 1007/1/1 1006/2/1 1097/3/1 1098/4/1\nf 1008/1/1 1007/2/1 1098/3/1 1099/4/1\nf 1009/1/1 1008/2/1 1099/3/1 1100/4/1\nf 1010/1/1 1009/2/1 1100/3/1 1101/4/1\nf 1011/1/1 1010/2/1 1101/3/1 1102/4/1\nf 1012/1/1 1011/2/1 1102/3/1 1103/4/1\nf 1013/1/1 1012/2/1 1103/3/1 1104/4/1\nf 1014/1/1 1013/2/1 1104/3/1 1105/4/1\nf 1015/1/1 1014/2/1 1105/3/1 1106/4/1\nf 1016/1/1 1015/2/1 1106/3/1 1107/4/1\nf 1017/1/1 1016/2/1 1107/3/1 1108/4/1\nf 1018/3001/1 1017/3002/1 1108/3003/1 1109/3004/1\nf 1019/1/1 1018/2/1 1109/3/1 1110/4/1\nf 1020/1/1 1019/2/1 1110/3/1 1111/4/1\nf 1021/3005/1 1020/3006/1 1111/3007/1 1112/3008/1\nf 1022/1/1 1021/2/1 1112/3/1 1113/4/1\nf 1023/3009/1 1022/3010/1 1113/3011/1 1114/3012/1\nf 1024/1/1 1023/2/1 1114/3/1 1115/4/1\nf 1025/3013/1 1024/3014/1 1115/3015/1 1116/3016/1\nf 1026/1/1 1025/2/1 1116/3/1 1117/4/1\nf 1027/3017/1 1026/3018/1 1117/3019/1 1118/3020/1\nf 1028/1/1 1027/2/1 1118/3/1 1119/4/1\nf 1029/3021/1 1028/3022/1 1119/3023/1 1120/3024/1\nf 1030/3025/1 1029/3026/1 1120/3027/1 1121/3028/1\nf 1031/3029/1 1030/3030/1 1121/3031/1 1122/3032/1\nf 1032/3033/1 1031/3034/1 1122/3035/1 1123/3036/1\nf 1033/3037/1 1032/3038/1 1123/3039/1 1124/3040/1\nf 1034/3041/1 1033/3042/1 1124/3043/1 1125/3044/1\nf 1035/3045/1 1034/3046/1 1125/3047/1 1126/3048/1\nf 1036/3049/1 1035/3050/1 1126/3051/1 1127/3052/1\nf 1037/3053/1 1036/3054/1 1127/3055/1 1128/3056/1\nf 1038/3057/1 1037/3058/1 1128/3059/1 1129/3060/1\nf 1039/3061/1 1038/3062/1 1129/3063/1 1130/3064/1\nf 1040/3065/1 1039/3066/1 1130/3067/1 1131/3068/1\nf 1041/3069/1 1040/3070/1 1131/3071/1 1132/3072/1\nf 1042/3073/1 1041/3074/1 1132/3075/1 1133/3076/1\nf 1043/3077/1 1042/3078/1 1133/3079/1 1134/3080/1\nf 1044/3081/1 1043/3082/1 1134/3083/1 1135/3084/1\nf 1045/3085/1 1044/3086/1 1135/3087/1 1136/3088/1\nf 1046/3089/1 1045/3090/1 1136/3091/1 1137/3092/1\nf 1047/3093/1 1046/3094/1 1137/3095/1 1138/3096/1\nf 1048/3097/1 1047/3098/1 1138/3099/1 1139/3100/1\nf 1049/3101/1 1048/3102/1 1139/3103/1 1140/3104/1\nf 1050/3105/1 1049/3106/1 1140/3107/1 1141/3108/1\nf 1051/3109/1 1050/3110/1 1141/3111/1 1142/3112/1\nf 1052/3113/1 1051/3114/1 1142/3115/1 1143/3116/1\nf 1053/3117/1 1052/3118/1 1143/3119/1 1144/3120/1\nf 1054/3121/1 1053/3122/1 1144/3123/1 1145/3124/1\nf 1055/3125/1 1054/3126/1 1145/3127/1 1146/3128/1\nf 1056/3129/1 1055/3130/1 1146/3131/1 1147/3132/1\nf 1057/3133/1 1056/3134/1 1147/3135/1 1148/3136/1\nf 1058/3137/1 1057/3138/1 1148/3139/1 1149/3140/1\nf 1059/3141/1 1058/3142/1 1149/3143/1 1150/3144/1\nf 1060/3145/1 1059/3146/1 1150/3147/1 1151/3148/1\nf 1061/3149/1 1060/3150/1 1151/3151/1 1152/3152/1\nf 1062/3153/1 1061/3154/1 1152/3155/1 1153/3156/1\nf 1063/3157/1 1062/3158/1 1153/3159/1 1154/3160/1\nf 1064/3161/1 1063/3162/1 1154/3163/1 1155/3164/1\nf 1065/3165/1 1064/3166/1 1155/3167/1 1156/3168/1\nf 1066/3169/1 1065/3170/1 1156/3171/1 1157/3172/1\nf 1067/3173/1 1066/3174/1 1157/3175/1 1158/3176/1\nf 1068/3177/1 1067/3178/1 1158/3179/1 1159/3180/1\nf 1069/3181/1 1068/3182/1 1159/3183/1 1160/3184/1\nf 1070/3185/1 1069/3186/1 1160/3187/1 1161/3188/1\nf 1071/3189/1 1070/3190/1 1161/3191/1 1162/3192/1\nf 1072/3193/1 1071/3194/1 1162/3195/1 1163/3196/1\nf 1073/3197/1 1072/3198/1 1163/3199/1 1164/3200/1\nf 1074/3201/1 1073/3202/1 1164/3203/1 1165/3204/1\nf 1075/3205/1 1074/3206/1 1165/3207/1 1166/3208/1\nf 1076/3209/1 1075/3210/1 1166/3211/1 1167/3212/1\nf 1077/3213/1 1076/3214/1 1167/3215/1 1168/3216/1\nf 1078/3217/1 1077/3218/1 1168/3219/1 1169/3220/1\nf 1079/3221/1 1078/3222/1 1169/3223/1 1170/3224/1\nf 1080/3225/1 1079/3226/1 1170/3227/1 1171/3228/1\nf 1081/3229/1 1080/3230/1 1171/3231/1 1172/3232/1\nf 1082/3233/1 1081/3234/1 1172/3235/1 1173/3236/1\nf 1083/3237/1 1082/3238/1 1173/3239/1 1174/3240/1\nf 1084/3241/1 1083/3242/1 1174/3243/1 1175/3244/1\nf 1085/3245/1 1084/3246/1 1175/3247/1 1176/3248/1\nf 1086/3249/1 1085/3250/1 1176/3251/1 1177/3252/1\nf 1087/3253/1 1086/3254/1 1177/3255/1 1178/3256/1\nf 1088/3257/1 1087/3258/1 1178/3259/1 1179/3260/1\nf 1089/3261/1 1088/3262/1 1179/3263/1 1180/3264/1\nf 1090/3265/1 1089/3266/1 1180/3267/1 1181/3268/1\nf 1091/3269/1 1090/3270/1 1181/3271/1 1182/3272/1\nf 1092/3273/1 1091/3274/1 1182/3275/1 1183/3276/1\n\n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/newhome3.obj.meta",
    "content": "fileFormatVersion: 2\nguid: a32ba2a762d3ef5438002f4146cf924b\ntimeCreated: 1476904389\nlicenseType: Free\nModelImporter:\n  serializedVersion: 21\n  fileIDToRecycleName:\n    100000: mesh_0001\n    100002: //RootNode\n    100004: mesh_0002\n    400000: mesh_0001\n    400002: //RootNode\n    400004: mesh_0002\n    2300000: mesh_0001\n    2300002: mesh_0002\n    3300000: mesh_0001\n    3300002: mesh_0002\n    4300000: mesh_0001\n    4300002: mesh_0002\n    11400000: mesh_0001\n    11400002: mesh_0002\n  materials:\n    importMaterials: 0\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 0\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 1\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 0\n    importBlendShapes: 0\n    importCameras: 0\n    importLights: 0\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 2\n    normalCalculationMode: 0\n  importAnimation: 1\n  copyAvatar: 0\n  humanDescription:\n    serializedVersion: 2\n    human: []\n    skeleton: []\n    armTwist: 0.5\n    foreArmTwist: 0.5\n    upperLegTwist: 0.5\n    legTwist: 0.5\n    armStretch: 0.05\n    legStretch: 0.05\n    feetSpacing: 0\n    rootMotionBoneName: \n    rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}\n    hasTranslationDoF: 0\n    hasExtraRoot: 0\n    skeletonHasParents: 0\n  lastHumanDescriptionAvatarSource: {instanceID: 0}\n  animationType: 0\n  humanoidOversampling: 1\n  additionalBone: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test-1/test-1.obj",
    "content": "﻿# Wavefront OBJ file automatically generated by Tiled2Unity\n\n# Vertices (Count = 45)\nv -160 -300 0\nv -180 -300 0\nv -180 -280 0\nv -160 -280 0\nv -140 -300 0\nv -140 -280 0\nv -120 -300 0\nv -120 -280 0\nv -100 -300 0\nv -100 -280 0\nv -80 -300 0\nv -80 -280 0\nv -60 -300 0\nv -60 -280 0\nv -40 -300 0\nv -40 -280 0\nv -20 -300 0\nv -20 -280 0\nv -180 -260 0\nv -160 -260 0\nv -140 -260 0\nv -120 -260 0\nv -100 -260 0\nv -80 -260 0\nv -60 -260 0\nv -40 -260 0\nv -20 -260 0\nv -180 -240 0\nv -160 -240 0\nv -140 -240 0\nv -120 -240 0\nv -100 -240 0\nv -80 -240 0\nv -60 -240 0\nv -40 -240 0\nv -20 -240 0\nv -180 -220 0\nv -160 -220 0\nv -140 -220 0\nv -120 -220 0\nv -100 -220 0\nv -80 -220 0\nv -60 -220 0\nv -40 -220 0\nv -20 -220 0\n\n# Texture cooridinates (Count = 60)\nvt 0.2778999 0.9092129\nvt 0.3332113 0.9092129\nvt 0.3332113 0.9392719\nvt 0.2778999 0.9392719\nvt 0.2223443 0.9092129\nvt 0.2776557 0.9092129\nvt 0.2776557 0.9392719\nvt 0.2223443 0.9392719\nvt 0.1667887 0.9092129\nvt 0.2221002 0.9092129\nvt 0.2221002 0.9392719\nvt 0.1667887 0.9392719\nvt 0.2778999 0.939516\nvt 0.3332113 0.939516\nvt 0.3332113 0.9695749\nvt 0.2778999 0.9695749\nvt 0.2223443 0.939516\nvt 0.2776557 0.939516\nvt 0.2776557 0.9695749\nvt 0.2223443 0.9695749\nvt 0.1667887 0.939516\nvt 0.2221002 0.939516\nvt 0.2221002 0.9695749\nvt 0.1667887 0.9695749\nvt 0.2778999 0.9698191\nvt 0.3332113 0.9698191\nvt 0.3332113 0.9998779\nvt 0.2778999 0.9998779\nvt 0.2223443 0.9698191\nvt 0.2776557 0.9698191\nvt 0.2776557 0.9998779\nvt 0.2223443 0.9998779\nvt 0.1667887 0.9698191\nvt 0.2221002 0.9698191\nvt 0.2221002 0.9998779\nvt 0.1667887 0.9998779\nvt 0.389011 0.8486069\nvt 0.4443224 0.8486069\nvt 0.4443224 0.8786658\nvt 0.389011 0.8786658\nvt 0.0001220703 0.8183039\nvt 0.05543349 0.8183039\nvt 0.05543349 0.8483628\nvt 0.0001220703 0.8483628\nvt 0.3334554 0.8486069\nvt 0.3887668 0.8486069\nvt 0.3887668 0.8786658\nvt 0.3334554 0.8786658\nvt 0.389011 0.8789099\nvt 0.4443224 0.8789099\nvt 0.4443224 0.9089688\nvt 0.389011 0.9089688\nvt 0.3334554 0.9092129\nvt 0.3887668 0.9092129\nvt 0.3887668 0.9392719\nvt 0.3334554 0.9392719\nvt 0.3334554 0.8789099\nvt 0.3887668 0.8789099\nvt 0.3887668 0.9089688\nvt 0.3334554 0.9089688\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 2)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/5/1 5/6/1 6/7/1 8/8/1\nf 9/5/1 7/6/1 8/7/1 10/8/1\nf 11/5/1 9/6/1 10/7/1 12/8/1\nf 13/5/1 11/6/1 12/7/1 14/8/1\nf 15/5/1 13/6/1 14/7/1 16/8/1\nf 17/9/1 15/10/1 16/11/1 18/12/1\nf 4/13/1 3/14/1 19/15/1 20/16/1\nf 6/17/1 4/18/1 20/19/1 21/20/1\nf 8/17/1 6/18/1 21/19/1 22/20/1\nf 10/17/1 8/18/1 22/19/1 23/20/1\nf 12/17/1 10/18/1 23/19/1 24/20/1\nf 14/17/1 12/18/1 24/19/1 25/20/1\nf 16/17/1 14/18/1 25/19/1 26/20/1\nf 18/21/1 16/22/1 26/23/1 27/24/1\nf 20/13/1 19/14/1 28/15/1 29/16/1\nf 21/17/1 20/18/1 29/19/1 30/20/1\nf 22/17/1 21/18/1 30/19/1 31/20/1\nf 23/17/1 22/18/1 31/19/1 32/20/1\nf 24/17/1 23/18/1 32/19/1 33/20/1\nf 25/17/1 24/18/1 33/19/1 34/20/1\nf 26/17/1 25/18/1 34/19/1 35/20/1\nf 27/21/1 26/22/1 35/23/1 36/24/1\nf 29/25/1 28/26/1 37/27/1 38/28/1\nf 30/29/1 29/30/1 38/31/1 39/32/1\nf 31/29/1 30/30/1 39/31/1 40/32/1\nf 32/29/1 31/30/1 40/31/1 41/32/1\nf 33/29/1 32/30/1 41/31/1 42/32/1\nf 34/29/1 33/30/1 42/31/1 43/32/1\nf 35/29/1 34/30/1 43/31/1 44/32/1\nf 36/33/1 35/34/1 44/35/1 45/36/1\n\ng mesh_0002\nf 8/37/1 6/38/1 21/39/1 22/40/1\nf 10/41/1 8/42/1 22/43/1 23/44/1\nf 12/41/1 10/42/1 23/43/1 24/44/1\nf 14/45/1 12/46/1 24/47/1 25/48/1\nf 22/49/1 21/50/1 30/51/1 31/52/1\nf 23/53/1 22/54/1 31/55/1 32/56/1\nf 24/53/1 23/54/1 32/55/1 33/56/1\nf 25/57/1 24/58/1 33/59/1 34/60/1\n\n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test-1/test-1.obj.meta",
    "content": "fileFormatVersion: 2\nguid: 789e20ad054a26546900db8e8ca079fc\nModelImporter:\n  serializedVersion: 22\n  fileIDToRecycleName:\n    100000: mesh_0001\n    100002: mesh_0002\n    100004: //RootNode\n    400000: mesh_0001\n    400002: mesh_0002\n    400004: //RootNode\n    2300000: mesh_0001\n    2300002: mesh_0002\n    3300000: mesh_0001\n    3300002: mesh_0002\n    4300000: mesh_0001\n    4300002: mesh_0002\n  externalObjects: {}\n  materials:\n    importMaterials: 0\n    materialName: 0\n    materialSearch: 1\n    materialLocation: 1\n  animations:\n    legacyGenerateAnimations: 0\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    importAnimatedCustomProperties: 0\n    importConstraints: 0\n    animationCompression: 1\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 1\n    importBlendShapes: 0\n    importCameras: 1\n    importLights: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 1\n    weldVertices: 1\n    preserveHierarchy: 0\n    indexFormat: 0\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 2\n    normalCalculationMode: 4\n  importAnimation: 1\n  copyAvatar: 0\n  humanDescription:\n    serializedVersion: 2\n    human: []\n    skeleton: []\n    armTwist: 0.5\n    foreArmTwist: 0.5\n    upperLegTwist: 0.5\n    legTwist: 0.5\n    armStretch: 0.05\n    legStretch: 0.05\n    feetSpacing: 0\n    rootMotionBoneName: \n    rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}\n    hasTranslationDoF: 0\n    hasExtraRoot: 0\n    skeletonHasParents: 1\n  lastHumanDescriptionAvatarSource: {instanceID: 0}\n  animationType: 0\n  humanoidOversampling: 1\n  additionalBone: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test-1.meta",
    "content": "fileFormatVersion: 2\nguid: 2934de55e5e83d54daf5c2cf69fabe13\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test-1.obj",
    "content": "﻿# Wavefront OBJ file automatically generated by Tiled2Unity\n\n# Vertices (Count = 45)\nv -160 -300 0\nv -180 -300 0\nv -180 -280 0\nv -160 -280 0\nv -140 -300 0\nv -140 -280 0\nv -120 -300 0\nv -120 -280 0\nv -100 -300 0\nv -100 -280 0\nv -80 -300 0\nv -80 -280 0\nv -60 -300 0\nv -60 -280 0\nv -40 -300 0\nv -40 -280 0\nv -20 -300 0\nv -20 -280 0\nv -180 -260 0\nv -160 -260 0\nv -140 -260 0\nv -120 -260 0\nv -100 -260 0\nv -80 -260 0\nv -60 -260 0\nv -40 -260 0\nv -20 -260 0\nv -180 -240 0\nv -160 -240 0\nv -140 -240 0\nv -120 -240 0\nv -100 -240 0\nv -80 -240 0\nv -60 -240 0\nv -40 -240 0\nv -20 -240 0\nv -180 -220 0\nv -160 -220 0\nv -140 -220 0\nv -120 -220 0\nv -100 -220 0\nv -80 -220 0\nv -60 -220 0\nv -40 -220 0\nv -20 -220 0\n\n# Texture cooridinates (Count = 60)\nvt 0.2778999 0.9092129\nvt 0.3332113 0.9092129\nvt 0.3332113 0.9392719\nvt 0.2778999 0.9392719\nvt 0.2223443 0.9092129\nvt 0.2776557 0.9092129\nvt 0.2776557 0.9392719\nvt 0.2223443 0.9392719\nvt 0.1667887 0.9092129\nvt 0.2221002 0.9092129\nvt 0.2221002 0.9392719\nvt 0.1667887 0.9392719\nvt 0.2778999 0.939516\nvt 0.3332113 0.939516\nvt 0.3332113 0.9695749\nvt 0.2778999 0.9695749\nvt 0.2223443 0.939516\nvt 0.2776557 0.939516\nvt 0.2776557 0.9695749\nvt 0.2223443 0.9695749\nvt 0.1667887 0.939516\nvt 0.2221002 0.939516\nvt 0.2221002 0.9695749\nvt 0.1667887 0.9695749\nvt 0.2778999 0.9698191\nvt 0.3332113 0.9698191\nvt 0.3332113 0.9998779\nvt 0.2778999 0.9998779\nvt 0.2223443 0.9698191\nvt 0.2776557 0.9698191\nvt 0.2776557 0.9998779\nvt 0.2223443 0.9998779\nvt 0.1667887 0.9698191\nvt 0.2221002 0.9698191\nvt 0.2221002 0.9998779\nvt 0.1667887 0.9998779\nvt 0.389011 0.8486069\nvt 0.4443224 0.8486069\nvt 0.4443224 0.8786658\nvt 0.389011 0.8786658\nvt 0.0001220703 0.8183039\nvt 0.05543349 0.8183039\nvt 0.05543349 0.8483628\nvt 0.0001220703 0.8483628\nvt 0.3334554 0.8486069\nvt 0.3887668 0.8486069\nvt 0.3887668 0.8786658\nvt 0.3334554 0.8786658\nvt 0.389011 0.8789099\nvt 0.4443224 0.8789099\nvt 0.4443224 0.9089688\nvt 0.389011 0.9089688\nvt 0.3334554 0.9092129\nvt 0.3887668 0.9092129\nvt 0.3887668 0.9392719\nvt 0.3334554 0.9392719\nvt 0.3334554 0.8789099\nvt 0.3887668 0.8789099\nvt 0.3887668 0.9089688\nvt 0.3334554 0.9089688\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 2)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/5/1 5/6/1 6/7/1 8/8/1\nf 9/5/1 7/6/1 8/7/1 10/8/1\nf 11/5/1 9/6/1 10/7/1 12/8/1\nf 13/5/1 11/6/1 12/7/1 14/8/1\nf 15/5/1 13/6/1 14/7/1 16/8/1\nf 17/9/1 15/10/1 16/11/1 18/12/1\nf 4/13/1 3/14/1 19/15/1 20/16/1\nf 6/17/1 4/18/1 20/19/1 21/20/1\nf 8/17/1 6/18/1 21/19/1 22/20/1\nf 10/17/1 8/18/1 22/19/1 23/20/1\nf 12/17/1 10/18/1 23/19/1 24/20/1\nf 14/17/1 12/18/1 24/19/1 25/20/1\nf 16/17/1 14/18/1 25/19/1 26/20/1\nf 18/21/1 16/22/1 26/23/1 27/24/1\nf 20/13/1 19/14/1 28/15/1 29/16/1\nf 21/17/1 20/18/1 29/19/1 30/20/1\nf 22/17/1 21/18/1 30/19/1 31/20/1\nf 23/17/1 22/18/1 31/19/1 32/20/1\nf 24/17/1 23/18/1 32/19/1 33/20/1\nf 25/17/1 24/18/1 33/19/1 34/20/1\nf 26/17/1 25/18/1 34/19/1 35/20/1\nf 27/21/1 26/22/1 35/23/1 36/24/1\nf 29/25/1 28/26/1 37/27/1 38/28/1\nf 30/29/1 29/30/1 38/31/1 39/32/1\nf 31/29/1 30/30/1 39/31/1 40/32/1\nf 32/29/1 31/30/1 40/31/1 41/32/1\nf 33/29/1 32/30/1 41/31/1 42/32/1\nf 34/29/1 33/30/1 42/31/1 43/32/1\nf 35/29/1 34/30/1 43/31/1 44/32/1\nf 36/33/1 35/34/1 44/35/1 45/36/1\n\ng mesh_0002\nf 8/37/1 6/38/1 21/39/1 22/40/1\nf 10/41/1 8/42/1 22/43/1 23/44/1\nf 12/41/1 10/42/1 23/43/1 24/44/1\nf 14/45/1 12/46/1 24/47/1 25/48/1\nf 22/49/1 21/50/1 30/51/1 31/52/1\nf 23/53/1 22/54/1 31/55/1 32/56/1\nf 24/53/1 23/54/1 32/55/1 33/56/1\nf 25/57/1 24/58/1 33/59/1 34/60/1\n\n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test-1.obj.meta",
    "content": "fileFormatVersion: 2\nguid: 20329d7969f2b264a9502e7f16e1cade\ntimeCreated: 1472345202\nlicenseType: Free\nModelImporter:\n  serializedVersion: 21\n  fileIDToRecycleName:\n    100000: mesh_0001\n    100002: mesh_0002\n    100004: //RootNode\n    400000: mesh_0001\n    400002: mesh_0002\n    400004: //RootNode\n    2300000: mesh_0001\n    2300002: mesh_0002\n    3300000: mesh_0001\n    3300002: mesh_0002\n    4300000: mesh_0001\n    4300002: mesh_0002\n    11400000: mesh_0001\n    11400002: mesh_0002\n  materials:\n    importMaterials: 0\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 0\n    bakeSimulation: 0\n    resampleCurves: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    rigImportErrors: \n    rigImportWarnings: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 1\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    extraUserProperties: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 1\n    meshCompression: 0\n    addColliders: 0\n    importVisibility: 0\n    importBlendShapes: 0\n    importCameras: 0\n    importLights: 0\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 1\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 2\n    normalCalculationMode: 0\n  importAnimation: 1\n  copyAvatar: 0\n  humanDescription:\n    serializedVersion: 2\n    human: []\n    skeleton: []\n    armTwist: 0.5\n    foreArmTwist: 0.5\n    upperLegTwist: 0.5\n    legTwist: 0.5\n    armStretch: 0.05\n    legStretch: 0.05\n    feetSpacing: 0\n    rootMotionBoneName: \n    rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}\n    hasTranslationDoF: 0\n    hasExtraRoot: 0\n    skeletonHasParents: 0\n  lastHumanDescriptionAvatarSource: {instanceID: 0}\n  animationType: 0\n  humanoidOversampling: 1\n  additionalBone: 0\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Meshes/test5/test5.obj",
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0.5962759 0.9167888\nvt 0.6152626 0.9167888\nvt 0.6152626 0.9998779\nvt 0.5962759 0.9998779\nvt 0.5770451 0.9167888\nvt 0.5960318 0.9167888\nvt 0.5960318 0.9998779\nvt 0.5770451 0.9998779\nvt 0.5578144 0.9167888\nvt 0.576801 0.9167888\nvt 0.576801 0.9998779\nvt 0.5578144 0.9998779\nvt 0.5385836 0.9167888\nvt 0.5575702 0.9167888\nvt 0.5575702 0.9998779\nvt 0.5385836 0.9998779\nvt 0.5193529 0.9167888\nvt 0.5383395 0.9167888\nvt 0.5383395 0.9998779\nvt 0.5193529 0.9998779\nvt 0.5001221 0.9167888\nvt 0.5191087 0.9167888\nvt 0.5191087 0.9998779\nvt 0.5001221 0.9998779\nvt 0.4808913 0.9167888\nvt 0.4998779 0.9167888\nvt 0.4998779 0.9998779\nvt 0.4808913 0.9998779\nvt 0.4616605 0.9167888\nvt 0.4806471 0.9167888\nvt 0.4806471 0.9998779\nvt 0.4616605 0.9998779\nvt 0.4424298 0.9167888\nvt 0.4614164 0.9167888\nvt 0.4614164 0.9998779\nvt 0.4424298 0.9998779\nvt 0.423199 0.9167888\nvt 0.4421856 0.9167888\nvt 0.4421856 0.9998779\nvt 0.423199 0.9998779\nvt 0.4039682 0.9167888\nvt 0.4229549 0.9167888\nvt 0.4229549 0.9998779\nvt 0.4039682 0.9998779\nvt 0.3847375 0.9167888\nvt 0.4037241 0.9167888\nvt 0.4037241 0.9998779\nvt 0.3847375 0.9998779\nvt 0.3655067 0.9167888\nvt 0.3844933 0.9167888\nvt 0.3844933 0.9998779\nvt 0.3655067 0.9998779\nvt 0.3462759 0.9167888\nvt 0.3652625 0.9167888\nvt 0.3652625 0.9998779\nvt 0.3462759 0.9998779\nvt 0.3270451 0.9167888\nvt 0.3460318 0.9167888\nvt 0.3460318 0.9998779\nvt 0.3270451 0.9998779\nvt 0.3078144 0.9167888\nvt 0.326801 0.9167888\nvt 0.326801 0.9998779\nvt 0.3078144 0.9998779\nvt 0.2885836 0.9167888\nvt 0.3075702 0.9167888\nvt 0.3075702 0.9998779\nvt 0.2885836 0.9998779\nvt 0.2693529 0.9167888\nvt 0.2883395 0.9167888\nvt 0.2883395 0.9998779\nvt 0.2693529 0.9998779\nvt 0.2501221 0.9167888\nvt 0.2691087 0.9167888\nvt 0.2691087 0.9998779\nvt 0.2501221 0.9998779\nvt 0.2308913 0.9167888\nvt 0.2498779 0.9167888\nvt 0.2498779 0.9998779\nvt 0.2308913 0.9998779\nvt 0.2116605 0.9167888\nvt 0.2306472 0.9167888\nvt 0.2306472 0.9998779\nvt 0.2116605 0.9998779\nvt 0.1924298 0.9167888\nvt 0.2114164 0.9167888\nvt 0.2114164 0.9998779\nvt 0.1924298 0.9998779\nvt 0.173199 0.9167888\nvt 0.1921856 0.9167888\nvt 0.1921856 0.9998779\nvt 0.173199 0.9998779\nvt 0.1539682 0.9167888\nvt 0.1729549 0.9167888\nvt 0.1729549 0.9998779\nvt 0.1539682 0.9998779\nvt 0.1347375 0.9167888\nvt 0.1537241 0.9167888\nvt 0.1537241 0.9998779\nvt 0.1347375 0.9998779\nvt 0.1155067 0.9167888\nvt 0.1344933 0.9167888\nvt 0.1344933 0.9998779\nvt 0.1155067 0.9998779\nvt 0.09627592 0.9167888\nvt 0.1152625 0.9167888\nvt 0.1152625 0.9998779\nvt 0.09627592 0.9998779\nvt 0.07704515 0.9167888\nvt 0.09603178 0.9167888\nvt 0.09603178 0.9998779\nvt 0.07704515 0.9998779\nvt 0.05781438 0.9167888\nvt 0.07680101 0.9167888\nvt 0.07680101 0.9998779\nvt 0.05781438 0.9998779\nvt 0.03858361 0.9167888\nvt 0.05757024 0.9167888\nvt 0.05757024 0.9998779\nvt 0.03858361 0.9998779\nvt 0.01935284 0.9167888\nvt 0.03833947 0.9167888\nvt 0.03833947 0.9998779\nvt 0.01935284 0.9998779\nvt 0.0001220703 0.9167888\nvt 0.0191087 0.9167888\nvt 0.0191087 0.9998779\nvt 0.0001220703 0.9998779\nvt 0.1924298 0.5834554\nvt 0.2114164 0.5834554\nvt 0.2114164 0.6665446\nvt 0.1924298 0.6665446\nvt 0.173199 0.5834554\nvt 0.1921856 0.5834554\nvt 0.1921856 0.6665446\nvt 0.173199 0.6665446\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 2)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 35/65/1 33/66/1 34/67/1 36/68/1\nf 37/69/1 35/70/1 36/71/1 38/72/1\nf 39/73/1 37/74/1 38/75/1 40/76/1\nf 41/77/1 39/78/1 40/79/1 42/80/1\nf 43/81/1 41/82/1 42/83/1 44/84/1\nf 45/85/1 43/86/1 44/87/1 46/88/1\nf 47/89/1 45/90/1 46/91/1 48/92/1\nf 49/93/1 47/94/1 48/95/1 50/96/1\nf 51/97/1 49/98/1 50/99/1 52/100/1\nf 53/101/1 51/102/1 52/103/1 54/104/1\nf 55/105/1 53/106/1 54/107/1 56/108/1\nf 57/109/1 55/110/1 56/111/1 58/112/1\nf 59/113/1 57/114/1 58/115/1 60/116/1\nf 61/117/1 59/118/1 60/119/1 62/120/1\nf 63/121/1 61/122/1 62/123/1 64/124/1\nf 65/125/1 63/126/1 64/127/1 66/128/1\nf 67/129/1 65/130/1 66/131/1 68/132/1\nf 69/133/1 67/134/1 68/135/1 70/136/1\nf 71/137/1 69/138/1 70/139/1 72/140/1\nf 73/141/1 71/142/1 72/143/1 74/144/1\nf 75/145/1 73/146/1 74/147/1 76/148/1\nf 77/149/1 75/150/1 76/151/1 78/152/1\nf 79/153/1 77/154/1 78/155/1 80/156/1\nf 81/157/1 79/158/1 80/159/1 82/160/1\nf 83/161/1 81/162/1 82/163/1 84/164/1\nf 85/165/1 83/166/1 84/167/1 86/168/1\nf 87/169/1 85/170/1 86/171/1 88/172/1\nf 89/173/1 87/174/1 88/175/1 90/176/1\nf 91/177/1 89/178/1 90/179/1 92/180/1\nf 93/181/1 91/182/1 92/183/1 94/184/1\nf 95/185/1 93/186/1 94/187/1 96/188/1\nf 97/189/1 95/190/1 96/191/1 98/192/1\nf 99/193/1 97/194/1 98/195/1 100/196/1\nf 101/197/1 99/198/1 100/199/1 102/200/1\nf 103/201/1 101/202/1 102/203/1 104/204/1\nf 105/205/1 103/206/1 104/207/1 106/208/1\nf 4/209/1 3/210/1 107/211/1 108/212/1\nf 6/213/1 4/214/1 108/215/1 109/216/1\nf 8/217/1 6/218/1 109/219/1 110/220/1\nf 10/221/1 8/222/1 110/223/1 111/224/1\nf 12/225/1 10/226/1 111/227/1 112/228/1\nf 14/229/1 12/230/1 112/231/1 113/232/1\nf 16/233/1 14/234/1 113/235/1 114/236/1\nf 18/237/1 16/238/1 114/239/1 115/240/1\nf 20/241/1 18/242/1 115/243/1 116/244/1\nf 22/245/1 20/246/1 116/247/1 117/248/1\nf 24/249/1 22/250/1 117/251/1 118/252/1\nf 26/253/1 24/254/1 118/255/1 119/256/1\nf 28/257/1 26/258/1 119/259/1 120/260/1\nf 30/261/1 28/262/1 120/263/1 121/264/1\nf 32/265/1 30/266/1 121/267/1 122/268/1\nf 34/269/1 32/270/1 122/271/1 123/272/1\nf 36/273/1 34/274/1 123/275/1 124/276/1\nf 38/277/1 36/278/1 124/279/1 125/280/1\nf 40/281/1 38/282/1 125/283/1 126/284/1\nf 42/285/1 40/286/1 126/287/1 127/288/1\nf 44/289/1 42/290/1 127/291/1 128/292/1\nf 46/293/1 44/294/1 128/295/1 129/296/1\nf 48/297/1 46/298/1 129/299/1 130/300/1\nf 50/301/1 48/302/1 130/303/1 131/304/1\nf 52/305/1 50/306/1 131/307/1 132/308/1\nf 54/309/1 52/310/1 132/311/1 133/312/1\nf 56/313/1 54/314/1 133/315/1 134/316/1\nf 58/317/1 56/318/1 134/319/1 135/320/1\nf 60/321/1 58/322/1 135/323/1 136/324/1\nf 62/325/1 60/326/1 136/327/1 137/328/1\nf 64/329/1 62/330/1 137/331/1 138/332/1\nf 66/333/1 64/334/1 138/335/1 139/336/1\nf 68/337/1 66/338/1 139/339/1 140/340/1\nf 70/341/1 68/342/1 140/343/1 141/344/1\nf 72/345/1 70/346/1 141/347/1 142/348/1\nf 74/349/1 72/350/1 142/351/1 143/352/1\nf 76/353/1 74/354/1 143/355/1 144/356/1\nf 78/357/1 76/358/1 144/359/1 145/360/1\nf 80/361/1 78/362/1 145/363/1 146/364/1\nf 82/365/1 80/366/1 146/367/1 147/368/1\nf 84/369/1 82/370/1 147/371/1 148/372/1\nf 86/373/1 84/374/1 148/375/1 149/376/1\nf 88/377/1 86/378/1 149/379/1 150/380/1\nf 90/381/1 88/382/1 150/383/1 151/384/1\nf 92/385/1 90/386/1 151/387/1 152/388/1\nf 94/389/1 92/390/1 152/391/1 153/392/1\nf 96/393/1 94/394/1 153/395/1 154/396/1\nf 98/397/1 96/398/1 154/399/1 155/400/1\nf 100/401/1 98/402/1 155/403/1 156/404/1\nf 102/405/1 100/406/1 156/407/1 157/408/1\nf 104/409/1 102/410/1 157/411/1 158/412/1\nf 106/413/1 104/414/1 158/415/1 159/416/1\nf 108/417/1 107/418/1 160/419/1 161/420/1\nf 109/421/1 108/422/1 161/423/1 162/424/1\nf 110/425/1 109/426/1 162/427/1 163/428/1\nf 111/429/1 110/430/1 163/431/1 164/432/1\nf 112/433/1 111/434/1 164/435/1 165/436/1\nf 113/437/1 112/438/1 165/439/1 166/440/1\nf 114/441/1 113/442/1 166/443/1 167/444/1\nf 115/445/1 114/446/1 167/447/1 168/448/1\nf 116/449/1 115/450/1 168/451/1 169/452/1\nf 117/453/1 116/454/1 169/455/1 170/456/1\nf 118/457/1 117/458/1 170/459/1 171/460/1\nf 119/461/1 118/462/1 171/463/1 172/464/1\nf 120/465/1 119/466/1 172/467/1 173/468/1\nf 121/469/1 120/470/1 173/471/1 174/472/1\nf 122/473/1 121/474/1 174/475/1 175/476/1\nf 123/477/1 122/478/1 175/479/1 176/480/1\nf 124/481/1 123/482/1 176/483/1 177/484/1\nf 125/485/1 124/486/1 177/487/1 178/488/1\nf 126/489/1 125/490/1 178/491/1 179/492/1\nf 127/493/1 126/494/1 179/495/1 180/496/1\nf 128/497/1 127/498/1 180/499/1 181/500/1\nf 129/501/1 128/502/1 181/503/1 182/504/1\nf 130/505/1 129/506/1 182/507/1 183/508/1\nf 131/509/1 130/510/1 183/511/1 184/512/1\nf 132/513/1 131/514/1 184/515/1 185/516/1\nf 133/517/1 132/518/1 185/519/1 186/520/1\nf 134/521/1 133/522/1 186/523/1 187/524/1\nf 135/525/1 134/526/1 187/527/1 188/528/1\nf 136/529/1 135/530/1 188/531/1 189/532/1\nf 137/533/1 136/534/1 189/535/1 190/536/1\nf 138/537/1 137/538/1 190/539/1 191/540/1\nf 139/541/1 138/542/1 191/543/1 192/544/1\nf 140/545/1 139/546/1 192/547/1 193/548/1\nf 141/549/1 140/550/1 193/551/1 194/552/1\nf 142/553/1 141/554/1 194/555/1 195/556/1\nf 143/557/1 142/558/1 195/559/1 196/560/1\nf 144/561/1 143/562/1 196/563/1 197/564/1\nf 145/565/1 144/566/1 197/567/1 198/568/1\nf 146/569/1 145/570/1 198/571/1 199/572/1\nf 147/573/1 146/574/1 199/575/1 200/576/1\nf 148/577/1 147/578/1 200/579/1 201/580/1\nf 149/581/1 148/582/1 201/583/1 202/584/1\nf 150/585/1 149/586/1 202/587/1 203/588/1\nf 151/589/1 150/590/1 203/591/1 204/592/1\nf 152/593/1 151/594/1 204/595/1 205/596/1\nf 153/597/1 152/598/1 205/599/1 206/600/1\nf 154/601/1 153/602/1 206/603/1 207/604/1\nf 155/605/1 154/606/1 207/607/1 208/608/1\nf 156/609/1 155/610/1 208/611/1 209/612/1\nf 157/613/1 156/614/1 209/615/1 210/616/1\nf 158/617/1 157/618/1 210/619/1 211/620/1\nf 159/621/1 158/622/1 211/623/1 212/624/1\nf 161/625/1 160/626/1 213/627/1 214/628/1\nf 162/629/1 161/630/1 214/631/1 215/632/1\nf 163/633/1 162/634/1 215/635/1 216/636/1\nf 164/637/1 163/638/1 216/639/1 217/640/1\nf 165/641/1 164/642/1 217/643/1 218/644/1\nf 166/645/1 165/646/1 218/647/1 219/648/1\nf 167/649/1 166/650/1 219/651/1 220/652/1\nf 168/653/1 167/654/1 220/655/1 221/656/1\nf 169/657/1 168/658/1 221/659/1 222/660/1\nf 170/661/1 169/662/1 222/663/1 223/664/1\nf 171/665/1 170/666/1 223/667/1 224/668/1\nf 172/669/1 171/670/1 224/671/1 225/672/1\nf 173/673/1 172/674/1 225/675/1 226/676/1\nf 174/677/1 173/678/1 226/679/1 227/680/1\nf 175/681/1 174/682/1 227/683/1 228/684/1\nf 176/685/1 175/686/1 228/687/1 229/688/1\nf 177/689/1 176/690/1 229/691/1 230/692/1\nf 178/693/1 177/694/1 230/695/1 231/696/1\nf 179/697/1 178/698/1 231/699/1 232/700/1\nf 180/701/1 179/702/1 232/703/1 233/704/1\nf 181/705/1 180/706/1 233/707/1 234/708/1\nf 182/709/1 181/710/1 234/711/1 235/712/1\nf 183/713/1 182/714/1 235/715/1 236/716/1\nf 184/717/1 183/718/1 236/719/1 237/720/1\nf 185/721/1 184/722/1 237/723/1 238/724/1\nf 186/725/1 185/726/1 238/727/1 239/728/1\nf 187/729/1 186/730/1 239/731/1 240/732/1\nf 188/733/1 187/734/1 240/735/1 241/736/1\nf 189/737/1 188/738/1 241/739/1 242/740/1\nf 190/741/1 189/742/1 242/743/1 243/744/1\nf 191/745/1 190/746/1 243/747/1 244/748/1\nf 192/749/1 191/750/1 244/751/1 245/752/1\nf 193/753/1 192/754/1 245/755/1 246/756/1\nf 194/757/1 193/758/1 246/759/1 247/760/1\nf 195/761/1 194/762/1 247/763/1 248/764/1\nf 196/765/1 195/766/1 248/767/1 249/768/1\nf 197/769/1 196/770/1 249/771/1 250/772/1\nf 198/773/1 197/774/1 250/775/1 251/776/1\nf 199/777/1 198/778/1 251/779/1 252/780/1\nf 200/781/1 199/782/1 252/783/1 253/784/1\nf 201/785/1 200/786/1 253/787/1 254/788/1\nf 202/789/1 201/790/1 254/791/1 255/792/1\nf 203/793/1 202/794/1 255/795/1 256/796/1\nf 204/797/1 203/798/1 256/799/1 257/800/1\nf 205/801/1 204/802/1 257/803/1 258/804/1\nf 206/805/1 205/806/1 258/807/1 259/808/1\nf 207/809/1 206/810/1 259/811/1 260/812/1\nf 208/813/1 207/814/1 260/815/1 261/816/1\nf 209/817/1 208/818/1 261/819/1 262/820/1\nf 210/821/1 209/822/1 262/823/1 263/824/1\nf 211/825/1 210/826/1 263/827/1 264/828/1\nf 212/829/1 211/830/1 264/831/1 265/832/1\nf 214/833/1 213/834/1 266/835/1 267/836/1\nf 215/837/1 214/838/1 267/839/1 268/840/1\nf 216/841/1 215/842/1 268/843/1 269/844/1\nf 217/845/1 216/846/1 269/847/1 270/848/1\nf 218/849/1 217/850/1 270/851/1 271/852/1\nf 219/853/1 218/854/1 271/855/1 272/856/1\nf 220/857/1 219/858/1 272/859/1 273/860/1\nf 221/861/1 220/862/1 273/863/1 274/864/1\nf 222/865/1 221/866/1 274/867/1 275/868/1\nf 223/869/1 222/870/1 275/871/1 276/872/1\nf 224/873/1 223/874/1 276/875/1 277/876/1\nf 225/877/1 224/878/1 277/879/1 278/880/1\nf 226/881/1 225/882/1 278/883/1 279/884/1\nf 227/885/1 226/886/1 279/887/1 280/888/1\nf 228/889/1 227/890/1 280/891/1 281/892/1\nf 229/893/1 228/894/1 281/895/1 282/896/1\nf 230/897/1 229/898/1 282/899/1 283/900/1\nf 231/901/1 230/902/1 283/903/1 284/904/1\nf 232/905/1 231/906/1 284/907/1 285/908/1\nf 233/909/1 232/910/1 285/911/1 286/912/1\nf 234/913/1 233/914/1 286/915/1 287/916/1\nf 235/917/1 234/918/1 287/919/1 288/920/1\nf 236/921/1 235/922/1 288/923/1 289/924/1\nf 237/925/1 236/926/1 289/927/1 290/928/1\nf 238/929/1 237/930/1 290/931/1 291/932/1\nf 239/933/1 238/934/1 291/935/1 292/936/1\nf 240/937/1 239/938/1 292/939/1 293/940/1\nf 241/941/1 240/942/1 293/943/1 294/944/1\nf 242/945/1 241/946/1 294/947/1 295/948/1\nf 243/949/1 242/950/1 295/951/1 296/952/1\nf 244/953/1 243/954/1 296/955/1 297/956/1\nf 245/957/1 244/958/1 297/959/1 298/960/1\nf 246/961/1 245/962/1 298/963/1 299/964/1\nf 247/965/1 246/966/1 299/967/1 300/968/1\nf 248/969/1 247/970/1 300/971/1 301/972/1\nf 249/973/1 248/974/1 301/975/1 302/976/1\nf 250/977/1 249/978/1 302/979/1 303/980/1\nf 251/981/1 250/982/1 303/983/1 304/984/1\nf 252/985/1 251/986/1 304/987/1 305/988/1\nf 253/989/1 252/990/1 305/991/1 306/992/1\nf 254/993/1 253/994/1 306/995/1 307/996/1\nf 255/997/1 254/998/1 307/999/1 308/1000/1\nf 256/1001/1 255/1002/1 308/1003/1 309/1004/1\nf 257/1005/1 256/1006/1 309/1007/1 310/1008/1\nf 258/1009/1 257/1010/1 310/1011/1 311/1012/1\nf 259/1013/1 258/1014/1 311/1015/1 312/1016/1\nf 260/1017/1 259/1018/1 312/1019/1 313/1020/1\nf 261/1021/1 260/1022/1 313/1023/1 314/1024/1\nf 262/1025/1 261/1026/1 314/1027/1 315/1028/1\nf 263/1029/1 262/1030/1 315/1031/1 316/1032/1\nf 264/1033/1 263/1034/1 316/1035/1 317/1036/1\nf 265/1037/1 264/1038/1 317/1039/1 318/1040/1\nf 267/1041/1 266/1042/1 319/1043/1 320/1044/1\nf 268/1045/1 267/1046/1 320/1047/1 321/1048/1\nf 269/1049/1 268/1050/1 321/1051/1 322/1052/1\nf 270/1053/1 269/1054/1 322/1055/1 323/1056/1\nf 271/1057/1 270/1058/1 323/1059/1 324/1060/1\nf 272/1061/1 271/1062/1 324/1063/1 325/1064/1\nf 273/1065/1 272/1066/1 325/1067/1 326/1068/1\nf 274/1069/1 273/1070/1 326/1071/1 327/1072/1\nf 275/1073/1 274/1074/1 327/1075/1 328/1076/1\nf 276/1077/1 275/1078/1 328/1079/1 329/1080/1\nf 277/1081/1 276/1082/1 329/1083/1 330/1084/1\nf 278/1085/1 277/1086/1 330/1087/1 331/1088/1\nf 279/1089/1 278/1090/1 331/1091/1 332/1092/1\nf 280/1093/1 279/1094/1 332/1095/1 333/1096/1\nf 281/1097/1 280/1098/1 333/1099/1 334/1100/1\nf 282/1101/1 281/1102/1 334/1103/1 335/1104/1\nf 283/1105/1 282/1106/1 335/1107/1 336/1108/1\nf 284/1109/1 283/1110/1 336/1111/1 337/1112/1\nf 285/1113/1 284/1114/1 337/1115/1 338/1116/1\nf 286/1117/1 285/1118/1 338/1119/1 339/1120/1\nf 287/1121/1 286/1122/1 339/1123/1 340/1124/1\nf 288/1125/1 287/1126/1 340/1127/1 341/1128/1\nf 289/1129/1 288/1130/1 341/1131/1 342/1132/1\nf 290/1133/1 289/1134/1 342/1135/1 343/1136/1\nf 291/1137/1 290/1138/1 343/1139/1 344/1140/1\nf 292/1141/1 291/1142/1 344/1143/1 345/1144/1\nf 293/1145/1 292/1146/1 345/1147/1 346/1148/1\nf 294/1149/1 293/1150/1 346/1151/1 347/1152/1\nf 295/1153/1 294/1154/1 347/1155/1 348/1156/1\nf 296/1157/1 295/1158/1 348/1159/1 349/1160/1\nf 297/1161/1 296/1162/1 349/1163/1 350/1164/1\nf 298/1165/1 297/1166/1 350/1167/1 351/1168/1\nf 299/1169/1 298/1170/1 351/1171/1 352/1172/1\nf 300/1173/1 299/1174/1 352/1175/1 353/1176/1\nf 301/1177/1 300/1178/1 353/1179/1 354/1180/1\nf 302/1181/1 301/1182/1 354/1183/1 355/1184/1\nf 303/1185/1 302/1186/1 355/1187/1 356/1188/1\nf 304/1189/1 303/1190/1 356/1191/1 357/1192/1\nf 305/1193/1 304/1194/1 357/1195/1 358/1196/1\nf 306/1197/1 305/1198/1 358/1199/1 359/1200/1\nf 307/1201/1 306/1202/1 359/1203/1 360/1204/1\nf 308/1205/1 307/1206/1 360/1207/1 361/1208/1\nf 309/1209/1 308/1210/1 361/1211/1 362/1212/1\nf 310/1213/1 309/1214/1 362/1215/1 363/1216/1\nf 311/1217/1 310/1218/1 363/1219/1 364/1220/1\nf 312/1221/1 311/1222/1 364/1223/1 365/1224/1\nf 313/1225/1 312/1226/1 365/1227/1 366/1228/1\nf 314/1229/1 313/1230/1 366/1231/1 367/1232/1\nf 315/1233/1 314/1234/1 367/1235/1 368/1236/1\nf 316/1237/1 315/1238/1 368/1239/1 369/1240/1\nf 317/1241/1 316/1242/1 369/1243/1 370/1244/1\nf 318/1245/1 317/1246/1 370/1247/1 371/1248/1\nf 320/1249/1 319/1250/1 372/1251/1 373/1252/1\nf 321/1253/1 320/1254/1 373/1255/1 374/1256/1\nf 322/1257/1 321/1258/1 374/1259/1 375/1260/1\nf 323/1261/1 322/1262/1 375/1263/1 376/1264/1\nf 324/1265/1 323/1266/1 376/1267/1 377/1268/1\nf 325/1269/1 324/1270/1 377/1271/1 378/1272/1\nf 326/1273/1 325/1274/1 378/1275/1 379/1276/1\nf 327/1277/1 326/1278/1 379/1279/1 380/1280/1\nf 328/1281/1 327/1282/1 380/1283/1 381/1284/1\nf 329/1285/1 328/1286/1 381/1287/1 382/1288/1\nf 330/1289/1 329/1290/1 382/1291/1 383/1292/1\nf 331/1293/1 330/1294/1 383/1295/1 384/1296/1\nf 332/1297/1 331/1298/1 384/1299/1 385/1300/1\nf 333/1301/1 332/1302/1 385/1303/1 386/1304/1\nf 334/1305/1 333/1306/1 386/1307/1 387/1308/1\nf 335/1309/1 334/1310/1 387/1311/1 388/1312/1\nf 336/1313/1 335/1314/1 388/1315/1 389/1316/1\nf 337/1317/1 336/1318/1 389/1319/1 390/1320/1\nf 338/1321/1 337/1322/1 390/1323/1 391/1324/1\nf 339/1325/1 338/1326/1 391/1327/1 392/1328/1\nf 340/1329/1 339/1330/1 392/1331/1 393/1332/1\nf 341/1333/1 340/1334/1 393/1335/1 394/1336/1\nf 342/1337/1 341/1338/1 394/1339/1 395/1340/1\nf 343/1341/1 342/1342/1 395/1343/1 396/1344/1\nf 344/1345/1 343/1346/1 396/1347/1 397/1348/1\nf 345/1349/1 344/1350/1 397/1351/1 398/1352/1\nf 346/1353/1 345/1354/1 398/1355/1 399/1356/1\nf 347/1357/1 346/1358/1 399/1359/1 400/1360/1\nf 348/1361/1 347/1362/1 400/1363/1 401/1364/1\nf 349/1365/1 348/1366/1 401/1367/1 402/1368/1\nf 350/1369/1 349/1370/1 402/1371/1 403/1372/1\nf 351/1373/1 350/1374/1 403/1375/1 404/1376/1\nf 352/1377/1 351/1378/1 404/1379/1 405/1380/1\nf 353/1381/1 352/1382/1 405/1383/1 406/1384/1\nf 354/1385/1 353/1386/1 406/1387/1 407/1388/1\nf 355/1389/1 354/1390/1 407/1391/1 408/1392/1\nf 356/1393/1 355/1394/1 408/1395/1 409/1396/1\nf 357/1397/1 356/1398/1 409/1399/1 410/1400/1\nf 358/1401/1 357/1402/1 410/1403/1 411/1404/1\nf 359/1405/1 358/1406/1 411/1407/1 412/1408/1\nf 360/1409/1 359/1410/1 412/1411/1 413/1412/1\nf 361/1413/1 360/1414/1 413/1415/1 414/1416/1\nf 362/1417/1 361/1418/1 414/1419/1 415/1420/1\nf 363/1421/1 362/1422/1 415/1423/1 416/1424/1\nf 364/1425/1 363/1426/1 416/1427/1 417/1428/1\nf 365/1429/1 364/1430/1 417/1431/1 418/1432/1\nf 366/1433/1 365/1434/1 418/1435/1 419/1436/1\nf 367/1437/1 366/1438/1 419/1439/1 420/1440/1\nf 368/1441/1 367/1442/1 420/1443/1 421/1444/1\nf 369/1445/1 368/1446/1 421/1447/1 422/1448/1\nf 370/1449/1 369/1450/1 422/1451/1 423/1452/1\nf 371/1453/1 370/1454/1 423/1455/1 424/1456/1\nf 373/1457/1 372/1458/1 425/1459/1 426/1460/1\nf 374/1461/1 373/1462/1 426/1463/1 427/1464/1\nf 375/1465/1 374/1466/1 427/1467/1 428/1468/1\nf 376/1469/1 375/1470/1 428/1471/1 429/1472/1\nf 377/1473/1 376/1474/1 429/1475/1 430/1476/1\nf 378/1477/1 377/1478/1 430/1479/1 431/1480/1\nf 379/1481/1 378/1482/1 431/1483/1 432/1484/1\nf 380/1485/1 379/1486/1 432/1487/1 433/1488/1\nf 381/1489/1 380/1490/1 433/1491/1 434/1492/1\nf 382/1493/1 381/1494/1 434/1495/1 435/1496/1\nf 383/1497/1 382/1498/1 435/1499/1 436/1500/1\nf 384/1501/1 383/1502/1 436/1503/1 437/1504/1\nf 385/1505/1 384/1506/1 437/1507/1 438/1508/1\nf 386/1509/1 385/1510/1 438/1511/1 439/1512/1\nf 387/1513/1 386/1514/1 439/1515/1 440/1516/1\nf 388/1517/1 387/1518/1 440/1519/1 441/1520/1\nf 389/1521/1 388/1522/1 441/1523/1 442/1524/1\nf 390/1525/1 389/1526/1 442/1527/1 443/1528/1\nf 391/1529/1 390/1530/1 443/1531/1 444/1532/1\nf 392/1533/1 391/1534/1 444/1535/1 445/1536/1\nf 393/1537/1 392/1538/1 445/1539/1 446/1540/1\nf 394/1541/1 393/1542/1 446/1543/1 447/1544/1\nf 395/1545/1 394/1546/1 447/1547/1 448/1548/1\nf 396/1549/1 395/1550/1 448/1551/1 449/1552/1\nf 397/1553/1 396/1554/1 449/1555/1 450/1556/1\nf 398/1557/1 397/1558/1 450/1559/1 451/1560/1\nf 399/1561/1 398/1562/1 451/1563/1 452/1564/1\nf 400/1565/1 399/1566/1 452/1567/1 453/1568/1\nf 401/1569/1 400/1570/1 453/1571/1 454/1572/1\nf 402/1573/1 401/1574/1 454/1575/1 455/1576/1\nf 403/1577/1 402/1578/1 455/1579/1 456/1580/1\nf 404/1581/1 403/1582/1 456/1583/1 457/1584/1\nf 405/1585/1 404/1586/1 457/1587/1 458/1588/1\nf 406/1589/1 405/1590/1 458/1591/1 459/1592/1\nf 407/1593/1 406/1594/1 459/1595/1 460/1596/1\nf 408/1597/1 407/1598/1 460/1599/1 461/1600/1\nf 409/1601/1 408/1602/1 461/1603/1 462/1604/1\nf 410/1605/1 409/1606/1 462/1607/1 463/1608/1\nf 411/1609/1 410/1610/1 463/1611/1 464/1612/1\nf 412/1613/1 411/1614/1 464/1615/1 465/1616/1\nf 413/1617/1 412/1618/1 465/1619/1 466/1620/1\nf 414/1617/1 413/1618/1 466/1619/1 467/1620/1\nf 415/1617/1 414/1618/1 467/1619/1 468/1620/1\nf 416/1621/1 415/1622/1 468/1623/1 469/1624/1\nf 417/1625/1 416/1626/1 469/1627/1 470/1628/1\nf 418/1629/1 417/1630/1 470/1631/1 471/1632/1\nf 419/1633/1 418/1634/1 471/1635/1 472/1636/1\nf 420/1637/1 419/1638/1 472/1639/1 473/1640/1\nf 421/1641/1 420/1642/1 473/1643/1 474/1644/1\nf 422/1645/1 421/1646/1 474/1647/1 475/1648/1\nf 423/1649/1 422/1650/1 475/1651/1 476/1652/1\nf 424/1653/1 423/1654/1 476/1655/1 477/1656/1\nf 426/1657/1 425/1658/1 478/1659/1 479/1660/1\nf 427/1661/1 426/1662/1 479/1663/1 480/1664/1\nf 428/1665/1 427/1666/1 480/1667/1 481/1668/1\nf 429/1669/1 428/1670/1 481/1671/1 482/1672/1\nf 430/1673/1 429/1674/1 482/1675/1 483/1676/1\nf 431/1677/1 430/1678/1 483/1679/1 484/1680/1\nf 432/1681/1 431/1682/1 484/1683/1 485/1684/1\nf 433/1685/1 432/1686/1 485/1687/1 486/1688/1\nf 434/1689/1 433/1690/1 486/1691/1 487/1692/1\nf 435/1693/1 434/1694/1 487/1695/1 488/1696/1\nf 436/1697/1 435/1698/1 488/1699/1 489/1700/1\nf 437/1701/1 436/1702/1 489/1703/1 490/1704/1\nf 438/1705/1 437/1706/1 490/1707/1 491/1708/1\nf 439/1709/1 438/1710/1 491/1711/1 492/1712/1\nf 440/1713/1 439/1714/1 492/1715/1 493/1716/1\nf 441/1717/1 440/1718/1 493/1719/1 494/1720/1\nf 442/1721/1 441/1722/1 494/1723/1 495/1724/1\nf 443/1725/1 442/1726/1 495/1727/1 496/1728/1\nf 444/1729/1 443/1730/1 496/1731/1 497/1732/1\nf 445/1733/1 444/1734/1 497/1735/1 498/1736/1\nf 446/1737/1 445/1738/1 498/1739/1 499/1740/1\nf 447/1741/1 446/1742/1 499/1743/1 500/1744/1\nf 448/1745/1 447/1746/1 500/1747/1 501/1748/1\nf 449/1749/1 448/1750/1 501/1751/1 502/1752/1\nf 450/1753/1 449/1754/1 502/1755/1 503/1756/1\nf 451/1757/1 450/1758/1 503/1759/1 504/1760/1\nf 452/1761/1 451/1762/1 504/1763/1 505/1764/1\nf 453/1765/1 452/1766/1 505/1767/1 506/1768/1\nf 454/1769/1 453/1770/1 506/1771/1 507/1772/1\nf 455/1773/1 454/1774/1 507/1775/1 508/1776/1\nf 456/1777/1 455/1778/1 508/1779/1 509/1780/1\nf 457/1781/1 456/1782/1 509/1783/1 510/1784/1\nf 458/1785/1 457/1786/1 510/1787/1 511/1788/1\nf 459/1789/1 458/1790/1 511/1791/1 512/1792/1\nf 460/1793/1 459/1794/1 512/1795/1 513/1796/1\nf 461/1797/1 460/1798/1 513/1799/1 514/1800/1\nf 462/1801/1 461/1802/1 514/1803/1 515/1804/1\nf 463/1805/1 462/1806/1 515/1807/1 516/1808/1\nf 464/1809/1 463/1810/1 516/1811/1 517/1812/1\nf 465/1813/1 464/1814/1 517/1815/1 518/1816/1\nf 466/1817/1 465/1818/1 518/1819/1 519/1820/1\nf 467/1821/1 466/1822/1 519/1823/1 520/1824/1\nf 468/1825/1 467/1826/1 520/1827/1 521/1828/1\nf 469/1829/1 468/1830/1 521/1831/1 522/1832/1\nf 470/1833/1 469/1834/1 522/1835/1 523/1836/1\nf 471/1837/1 470/1838/1 523/1839/1 524/1840/1\nf 472/1841/1 471/1842/1 524/1843/1 525/1844/1\nf 473/1845/1 472/1846/1 525/1847/1 526/1848/1\nf 474/1849/1 473/1850/1 526/1851/1 527/1852/1\nf 475/1853/1 474/1854/1 527/1855/1 528/1856/1\nf 476/1857/1 475/1858/1 528/1859/1 529/1860/1\nf 477/1861/1 476/1862/1 529/1863/1 530/1864/1\nf 479/1865/1 478/1866/1 531/1867/1 532/1868/1\nf 480/1869/1 479/1870/1 532/1871/1 533/1872/1\nf 481/1873/1 480/1874/1 533/1875/1 534/1876/1\nf 482/1877/1 481/1878/1 534/1879/1 535/1880/1\nf 483/1881/1 482/1882/1 535/1883/1 536/1884/1\nf 484/1885/1 483/1886/1 536/1887/1 537/1888/1\nf 485/1889/1 484/1890/1 537/1891/1 538/1892/1\nf 486/1893/1 485/1894/1 538/1895/1 539/1896/1\nf 487/1897/1 486/1898/1 539/1899/1 540/1900/1\nf 488/1901/1 487/1902/1 540/1903/1 541/1904/1\nf 489/1905/1 488/1906/1 541/1907/1 542/1908/1\nf 490/1909/1 489/1910/1 542/1911/1 543/1912/1\nf 491/1913/1 490/1914/1 543/1915/1 544/1916/1\nf 492/1917/1 491/1918/1 544/1919/1 545/1920/1\nf 493/1921/1 492/1922/1 545/1923/1 546/1924/1\nf 494/1925/1 493/1926/1 546/1927/1 547/1928/1\nf 495/1929/1 494/1930/1 547/1931/1 548/1932/1\nf 496/1933/1 495/1934/1 548/1935/1 549/1936/1\nf 497/1937/1 496/1938/1 549/1939/1 550/1940/1\nf 498/1941/1 497/1942/1 550/1943/1 551/1944/1\nf 499/1945/1 498/1946/1 551/1947/1 552/1948/1\nf 500/1949/1 499/1950/1 552/1951/1 553/1952/1\nf 501/1953/1 500/1954/1 553/1955/1 554/1956/1\nf 502/1957/1 501/1958/1 554/1959/1 555/1960/1\nf 503/1961/1 502/1962/1 555/1963/1 556/1964/1\nf 504/1965/1 503/1966/1 556/1967/1 557/1968/1\nf 505/1969/1 504/1970/1 557/1971/1 558/1972/1\nf 506/1973/1 505/1974/1 558/1975/1 559/1976/1\nf 507/1977/1 506/1978/1 559/1979/1 560/1980/1\nf 508/1981/1 507/1982/1 560/1983/1 561/1984/1\nf 509/1985/1 508/1986/1 561/1987/1 562/1988/1\nf 510/1989/1 509/1990/1 562/1991/1 563/1992/1\nf 511/1993/1 510/1994/1 563/1995/1 564/1996/1\nf 512/1997/1 511/1998/1 564/1999/1 565/2000/1\nf 513/2001/1 512/2002/1 565/2003/1 566/2004/1\nf 514/2005/1 513/2006/1 566/2007/1 567/2008/1\nf 515/2009/1 514/2010/1 567/2011/1 568/2012/1\nf 516/2013/1 515/2014/1 568/2015/1 569/2016/1\nf 517/2017/1 516/2018/1 569/2019/1 570/2020/1\nf 518/2021/1 517/2022/1 570/2023/1 571/2024/1\nf 519/2025/1 518/2026/1 571/2027/1 572/2028/1\nf 520/2029/1 519/2030/1 572/2031/1 573/2032/1\nf 521/2033/1 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681/2455/1 682/2456/1\nf 630/2457/1 629/2458/1 682/2459/1 683/2460/1\nf 631/2461/1 630/2462/1 683/2463/1 684/2464/1\nf 632/2465/1 631/2466/1 684/2467/1 685/2468/1\nf 633/2469/1 632/2470/1 685/2471/1 686/2472/1\nf 634/2473/1 633/2474/1 686/2475/1 687/2476/1\nf 635/2477/1 634/2478/1 687/2479/1 688/2480/1\nf 636/2481/1 635/2482/1 688/2483/1 689/2484/1\n\ng mesh_0002\nf 278/2485/1 277/2486/1 330/2487/1 331/2488/1\nf 279/1417/1 278/1418/1 331/1419/1 332/1420/1\nf 280/1417/1 279/1418/1 332/1419/1 333/1420/1\nf 281/1417/1 280/1418/1 333/1419/1 334/1420/1\nf 282/1417/1 281/1418/1 334/1419/1 335/1420/1\nf 283/1417/1 282/1418/1 335/1419/1 336/1420/1\nf 284/1417/1 283/1418/1 336/1419/1 337/1420/1\nf 285/1417/1 284/1418/1 337/1419/1 338/1420/1\nf 286/1417/1 285/1418/1 338/1419/1 339/1420/1\nf 287/1417/1 286/1418/1 339/1419/1 340/1420/1\nf 288/1417/1 287/1418/1 340/1419/1 341/1420/1\nf 289/1417/1 288/1418/1 341/1419/1 342/1420/1\nf 290/1417/1 289/1418/1 342/1419/1 343/1420/1\nf 291/1417/1 290/1418/1 343/1419/1 344/1420/1\nf 292/1417/1 291/1418/1 344/1419/1 345/1420/1\nf 293/1417/1 292/1418/1 345/1419/1 346/1420/1\nf 294/1417/1 293/1418/1 346/1419/1 347/1420/1\nf 295/1417/1 294/1418/1 347/1419/1 348/1420/1\nf 296/1417/1 295/1418/1 348/1419/1 349/1420/1\nf 297/1417/1 296/1418/1 349/1419/1 350/1420/1\nf 298/1417/1 297/1418/1 350/1419/1 351/1420/1\nf 299/1417/1 298/1418/1 351/1419/1 352/1420/1\nf 300/1417/1 299/1418/1 352/1419/1 353/1420/1\nf 301/1417/1 300/1418/1 353/1419/1 354/1420/1\nf 302/1417/1 301/1418/1 354/1419/1 355/1420/1\nf 303/1417/1 302/1418/1 355/1419/1 356/1420/1\nf 304/1417/1 303/1418/1 356/1419/1 357/1420/1\nf 305/1417/1 304/1418/1 357/1419/1 358/1420/1\nf 306/1417/1 305/1418/1 358/1419/1 359/1420/1\nf 307/1417/1 306/1418/1 359/1419/1 360/1420/1\nf 308/1417/1 307/1418/1 360/1419/1 361/1420/1\nf 309/1417/1 308/1418/1 361/1419/1 362/1420/1\nf 310/2489/1 309/2490/1 362/2491/1 363/2492/1\nf 413/1617/1 412/1618/1 465/1619/1 466/1620/1\nf 414/1617/1 413/1618/1 466/1619/1 467/1620/1\nf 415/1617/1 414/1618/1 467/1619/1 468/1620/1\n\n"
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0.9167888\nvt 0.4229549 0.9998779\nvt 0.4039682 0.9998779\nvt 0.3847375 0.9167888\nvt 0.4037241 0.9167888\nvt 0.4037241 0.9998779\nvt 0.3847375 0.9998779\nvt 0.3655067 0.9167888\nvt 0.3844933 0.9167888\nvt 0.3844933 0.9998779\nvt 0.3655067 0.9998779\nvt 0.3462759 0.9167888\nvt 0.3652625 0.9167888\nvt 0.3652625 0.9998779\nvt 0.3462759 0.9998779\nvt 0.3270451 0.9167888\nvt 0.3460318 0.9167888\nvt 0.3460318 0.9998779\nvt 0.3270451 0.9998779\nvt 0.3078144 0.9167888\nvt 0.326801 0.9167888\nvt 0.326801 0.9998779\nvt 0.3078144 0.9998779\nvt 0.2885836 0.9167888\nvt 0.3075702 0.9167888\nvt 0.3075702 0.9998779\nvt 0.2885836 0.9998779\nvt 0.2693529 0.9167888\nvt 0.2883395 0.9167888\nvt 0.2883395 0.9998779\nvt 0.2693529 0.9998779\nvt 0.2501221 0.9167888\nvt 0.2691087 0.9167888\nvt 0.2691087 0.9998779\nvt 0.2501221 0.9998779\nvt 0.2308913 0.9167888\nvt 0.2498779 0.9167888\nvt 0.2498779 0.9998779\nvt 0.2308913 0.9998779\nvt 0.2116605 0.9167888\nvt 0.2306472 0.9167888\nvt 0.2306472 0.9998779\nvt 0.2116605 0.9998779\nvt 0.1924298 0.9167888\nvt 0.2114164 0.9167888\nvt 0.2114164 0.9998779\nvt 0.1924298 0.9998779\nvt 0.173199 0.9167888\nvt 0.1921856 0.9167888\nvt 0.1921856 0.9998779\nvt 0.173199 0.9998779\nvt 0.1539682 0.9167888\nvt 0.1729549 0.9167888\nvt 0.1729549 0.9998779\nvt 0.1539682 0.9998779\nvt 0.1347375 0.9167888\nvt 0.1537241 0.9167888\nvt 0.1537241 0.9998779\nvt 0.1347375 0.9998779\nvt 0.1155067 0.9167888\nvt 0.1344933 0.9167888\nvt 0.1344933 0.9998779\nvt 0.1155067 0.9998779\nvt 0.09627592 0.9167888\nvt 0.1152625 0.9167888\nvt 0.1152625 0.9998779\nvt 0.09627592 0.9998779\nvt 0.07704515 0.9167888\nvt 0.09603178 0.9167888\nvt 0.09603178 0.9998779\nvt 0.07704515 0.9998779\nvt 0.05781438 0.9167888\nvt 0.07680101 0.9167888\nvt 0.07680101 0.9998779\nvt 0.05781438 0.9998779\nvt 0.03858361 0.9167888\nvt 0.05757024 0.9167888\nvt 0.05757024 0.9998779\nvt 0.03858361 0.9998779\nvt 0.01935284 0.9167888\nvt 0.03833947 0.9167888\nvt 0.03833947 0.9998779\nvt 0.01935284 0.9998779\nvt 0.0001220703 0.9167888\nvt 0.0191087 0.9167888\nvt 0.0191087 0.9998779\nvt 0.0001220703 0.9998779\nvt 0.1924298 0.5834554\nvt 0.2114164 0.5834554\nvt 0.2114164 0.6665446\nvt 0.1924298 0.6665446\nvt 0.173199 0.5834554\nvt 0.1921856 0.5834554\nvt 0.1921856 0.6665446\nvt 0.173199 0.6665446\n\n# Normal\nvn 0 0 -1\n\n# Groups (Count = 2)\n\ng mesh_0001\nf 1/1/1 2/2/1 3/3/1 4/4/1\nf 5/5/1 1/6/1 4/7/1 6/8/1\nf 7/9/1 5/10/1 6/11/1 8/12/1\nf 9/13/1 7/14/1 8/15/1 10/16/1\nf 11/17/1 9/18/1 10/19/1 12/20/1\nf 13/21/1 11/22/1 12/23/1 14/24/1\nf 15/25/1 13/26/1 14/27/1 16/28/1\nf 17/29/1 15/30/1 16/31/1 18/32/1\nf 19/33/1 17/34/1 18/35/1 20/36/1\nf 21/37/1 19/38/1 20/39/1 22/40/1\nf 23/41/1 21/42/1 22/43/1 24/44/1\nf 25/45/1 23/46/1 24/47/1 26/48/1\nf 27/49/1 25/50/1 26/51/1 28/52/1\nf 29/53/1 27/54/1 28/55/1 30/56/1\nf 31/57/1 29/58/1 30/59/1 32/60/1\nf 33/61/1 31/62/1 32/63/1 34/64/1\nf 35/65/1 33/66/1 34/67/1 36/68/1\nf 37/69/1 35/70/1 36/71/1 38/72/1\nf 39/73/1 37/74/1 38/75/1 40/76/1\nf 41/77/1 39/78/1 40/79/1 42/80/1\nf 43/81/1 41/82/1 42/83/1 44/84/1\nf 45/85/1 43/86/1 44/87/1 46/88/1\nf 47/89/1 45/90/1 46/91/1 48/92/1\nf 49/93/1 47/94/1 48/95/1 50/96/1\nf 51/97/1 49/98/1 50/99/1 52/100/1\nf 53/101/1 51/102/1 52/103/1 54/104/1\nf 55/105/1 53/106/1 54/107/1 56/108/1\nf 57/109/1 55/110/1 56/111/1 58/112/1\nf 59/113/1 57/114/1 58/115/1 60/116/1\nf 61/117/1 59/118/1 60/119/1 62/120/1\nf 63/121/1 61/122/1 62/123/1 64/124/1\nf 65/125/1 63/126/1 64/127/1 66/128/1\nf 67/129/1 65/130/1 66/131/1 68/132/1\nf 69/133/1 67/134/1 68/135/1 70/136/1\nf 71/137/1 69/138/1 70/139/1 72/140/1\nf 73/141/1 71/142/1 72/143/1 74/144/1\nf 75/145/1 73/146/1 74/147/1 76/148/1\nf 77/149/1 75/150/1 76/151/1 78/152/1\nf 79/153/1 77/154/1 78/155/1 80/156/1\nf 81/157/1 79/158/1 80/159/1 82/160/1\nf 83/161/1 81/162/1 82/163/1 84/164/1\nf 85/165/1 83/166/1 84/167/1 86/168/1\nf 87/169/1 85/170/1 86/171/1 88/172/1\nf 89/173/1 87/174/1 88/175/1 90/176/1\nf 91/177/1 89/178/1 90/179/1 92/180/1\nf 93/181/1 91/182/1 92/183/1 94/184/1\nf 95/185/1 93/186/1 94/187/1 96/188/1\nf 97/189/1 95/190/1 96/191/1 98/192/1\nf 99/193/1 97/194/1 98/195/1 100/196/1\nf 101/197/1 99/198/1 100/199/1 102/200/1\nf 103/201/1 101/202/1 102/203/1 104/204/1\nf 105/205/1 103/206/1 104/207/1 106/208/1\nf 4/209/1 3/210/1 107/211/1 108/212/1\nf 6/213/1 4/214/1 108/215/1 109/216/1\nf 8/217/1 6/218/1 109/219/1 110/220/1\nf 10/221/1 8/222/1 110/223/1 111/224/1\nf 12/225/1 10/226/1 111/227/1 112/228/1\nf 14/229/1 12/230/1 112/231/1 113/232/1\nf 16/233/1 14/234/1 113/235/1 114/236/1\nf 18/237/1 16/238/1 114/239/1 115/240/1\nf 20/241/1 18/242/1 115/243/1 116/244/1\nf 22/245/1 20/246/1 116/247/1 117/248/1\nf 24/249/1 22/250/1 117/251/1 118/252/1\nf 26/253/1 24/254/1 118/255/1 119/256/1\nf 28/257/1 26/258/1 119/259/1 120/260/1\nf 30/261/1 28/262/1 120/263/1 121/264/1\nf 32/265/1 30/266/1 121/267/1 122/268/1\nf 34/269/1 32/270/1 122/271/1 123/272/1\nf 36/273/1 34/274/1 123/275/1 124/276/1\nf 38/277/1 36/278/1 124/279/1 125/280/1\nf 40/281/1 38/282/1 125/283/1 126/284/1\nf 42/285/1 40/286/1 126/287/1 127/288/1\nf 44/289/1 42/290/1 127/291/1 128/292/1\nf 46/293/1 44/294/1 128/295/1 129/296/1\nf 48/297/1 46/298/1 129/299/1 130/300/1\nf 50/301/1 48/302/1 130/303/1 131/304/1\nf 52/305/1 50/306/1 131/307/1 132/308/1\nf 54/309/1 52/310/1 132/311/1 133/312/1\nf 56/313/1 54/314/1 133/315/1 134/316/1\nf 58/317/1 56/318/1 134/319/1 135/320/1\nf 60/321/1 58/322/1 135/323/1 136/324/1\nf 62/325/1 60/326/1 136/327/1 137/328/1\nf 64/329/1 62/330/1 137/331/1 138/332/1\nf 66/333/1 64/334/1 138/335/1 139/336/1\nf 68/337/1 66/338/1 139/339/1 140/340/1\nf 70/341/1 68/342/1 140/343/1 141/344/1\nf 72/345/1 70/346/1 141/347/1 142/348/1\nf 74/349/1 72/350/1 142/351/1 143/352/1\nf 76/353/1 74/354/1 143/355/1 144/356/1\nf 78/357/1 76/358/1 144/359/1 145/360/1\nf 80/361/1 78/362/1 145/363/1 146/364/1\nf 82/365/1 80/366/1 146/367/1 147/368/1\nf 84/369/1 82/370/1 147/371/1 148/372/1\nf 86/373/1 84/374/1 148/375/1 149/376/1\nf 88/377/1 86/378/1 149/379/1 150/380/1\nf 90/381/1 88/382/1 150/383/1 151/384/1\nf 92/385/1 90/386/1 151/387/1 152/388/1\nf 94/389/1 92/390/1 152/391/1 153/392/1\nf 96/393/1 94/394/1 153/395/1 154/396/1\nf 98/397/1 96/398/1 154/399/1 155/400/1\nf 100/401/1 98/402/1 155/403/1 156/404/1\nf 102/405/1 100/406/1 156/407/1 157/408/1\nf 104/409/1 102/410/1 157/411/1 158/412/1\nf 106/413/1 104/414/1 158/415/1 159/416/1\nf 108/417/1 107/418/1 160/419/1 161/420/1\nf 109/421/1 108/422/1 161/423/1 162/424/1\nf 110/425/1 109/426/1 162/427/1 163/428/1\nf 111/429/1 110/430/1 163/431/1 164/432/1\nf 112/433/1 111/434/1 164/435/1 165/436/1\nf 113/437/1 112/438/1 165/439/1 166/440/1\nf 114/441/1 113/442/1 166/443/1 167/444/1\nf 115/445/1 114/446/1 167/447/1 168/448/1\nf 116/449/1 115/450/1 168/451/1 169/452/1\nf 117/453/1 116/454/1 169/455/1 170/456/1\nf 118/457/1 117/458/1 170/459/1 171/460/1\nf 119/461/1 118/462/1 171/463/1 172/464/1\nf 120/465/1 119/466/1 172/467/1 173/468/1\nf 121/469/1 120/470/1 173/471/1 174/472/1\nf 122/473/1 121/474/1 174/475/1 175/476/1\nf 123/477/1 122/478/1 175/479/1 176/480/1\nf 124/481/1 123/482/1 176/483/1 177/484/1\nf 125/485/1 124/486/1 177/487/1 178/488/1\nf 126/489/1 125/490/1 178/491/1 179/492/1\nf 127/493/1 126/494/1 179/495/1 180/496/1\nf 128/497/1 127/498/1 180/499/1 181/500/1\nf 129/501/1 128/502/1 181/503/1 182/504/1\nf 130/505/1 129/506/1 182/507/1 183/508/1\nf 131/509/1 130/510/1 183/511/1 184/512/1\nf 132/513/1 131/514/1 184/515/1 185/516/1\nf 133/517/1 132/518/1 185/519/1 186/520/1\nf 134/521/1 133/522/1 186/523/1 187/524/1\nf 135/525/1 134/526/1 187/527/1 188/528/1\nf 136/529/1 135/530/1 188/531/1 189/532/1\nf 137/533/1 136/534/1 189/535/1 190/536/1\nf 138/537/1 137/538/1 190/539/1 191/540/1\nf 139/541/1 138/542/1 191/543/1 192/544/1\nf 140/545/1 139/546/1 192/547/1 193/548/1\nf 141/549/1 140/550/1 193/551/1 194/552/1\nf 142/553/1 141/554/1 194/555/1 195/556/1\nf 143/557/1 142/558/1 195/559/1 196/560/1\nf 144/561/1 143/562/1 196/563/1 197/564/1\nf 145/565/1 144/566/1 197/567/1 198/568/1\nf 146/569/1 145/570/1 198/571/1 199/572/1\nf 147/573/1 146/574/1 199/575/1 200/576/1\nf 148/577/1 147/578/1 200/579/1 201/580/1\nf 149/581/1 148/582/1 201/583/1 202/584/1\nf 150/585/1 149/586/1 202/587/1 203/588/1\nf 151/589/1 150/590/1 203/591/1 204/592/1\nf 152/593/1 151/594/1 204/595/1 205/596/1\nf 153/597/1 152/598/1 205/599/1 206/600/1\nf 154/601/1 153/602/1 206/603/1 207/604/1\nf 155/605/1 154/606/1 207/607/1 208/608/1\nf 156/609/1 155/610/1 208/611/1 209/612/1\nf 157/613/1 156/614/1 209/615/1 210/616/1\nf 158/617/1 157/618/1 210/619/1 211/620/1\nf 159/621/1 158/622/1 211/623/1 212/624/1\nf 161/625/1 160/626/1 213/627/1 214/628/1\nf 162/629/1 161/630/1 214/631/1 215/632/1\nf 163/633/1 162/634/1 215/635/1 216/636/1\nf 164/637/1 163/638/1 216/639/1 217/640/1\nf 165/641/1 164/642/1 217/643/1 218/644/1\nf 166/645/1 165/646/1 218/647/1 219/648/1\nf 167/649/1 166/650/1 219/651/1 220/652/1\nf 168/653/1 167/654/1 220/655/1 221/656/1\nf 169/657/1 168/658/1 221/659/1 222/660/1\nf 170/661/1 169/662/1 222/663/1 223/664/1\nf 171/665/1 170/666/1 223/667/1 224/668/1\nf 172/669/1 171/670/1 224/671/1 225/672/1\nf 173/673/1 172/674/1 225/675/1 226/676/1\nf 174/677/1 173/678/1 226/679/1 227/680/1\nf 175/681/1 174/682/1 227/683/1 228/684/1\nf 176/685/1 175/686/1 228/687/1 229/688/1\nf 177/689/1 176/690/1 229/691/1 230/692/1\nf 178/693/1 177/694/1 230/695/1 231/696/1\nf 179/697/1 178/698/1 231/699/1 232/700/1\nf 180/701/1 179/702/1 232/703/1 233/704/1\nf 181/705/1 180/706/1 233/707/1 234/708/1\nf 182/709/1 181/710/1 234/711/1 235/712/1\nf 183/713/1 182/714/1 235/715/1 236/716/1\nf 184/717/1 183/718/1 236/719/1 237/720/1\nf 185/721/1 184/722/1 237/723/1 238/724/1\nf 186/725/1 185/726/1 238/727/1 239/728/1\nf 187/729/1 186/730/1 239/731/1 240/732/1\nf 188/733/1 187/734/1 240/735/1 241/736/1\nf 189/737/1 188/738/1 241/739/1 242/740/1\nf 190/741/1 189/742/1 242/743/1 243/744/1\nf 191/745/1 190/746/1 243/747/1 244/748/1\nf 192/749/1 191/750/1 244/751/1 245/752/1\nf 193/753/1 192/754/1 245/755/1 246/756/1\nf 194/757/1 193/758/1 246/759/1 247/760/1\nf 195/761/1 194/762/1 247/763/1 248/764/1\nf 196/765/1 195/766/1 248/767/1 249/768/1\nf 197/769/1 196/770/1 249/771/1 250/772/1\nf 198/773/1 197/774/1 250/775/1 251/776/1\nf 199/777/1 198/778/1 251/779/1 252/780/1\nf 200/781/1 199/782/1 252/783/1 253/784/1\nf 201/785/1 200/786/1 253/787/1 254/788/1\nf 202/789/1 201/790/1 254/791/1 255/792/1\nf 203/793/1 202/794/1 255/795/1 256/796/1\nf 204/797/1 203/798/1 256/799/1 257/800/1\nf 205/801/1 204/802/1 257/803/1 258/804/1\nf 206/805/1 205/806/1 258/807/1 259/808/1\nf 207/809/1 206/810/1 259/811/1 260/812/1\nf 208/813/1 207/814/1 260/815/1 261/816/1\nf 209/817/1 208/818/1 261/819/1 262/820/1\nf 210/821/1 209/822/1 262/823/1 263/824/1\nf 211/825/1 210/826/1 263/827/1 264/828/1\nf 212/829/1 211/830/1 264/831/1 265/832/1\nf 214/833/1 213/834/1 266/835/1 267/836/1\nf 215/837/1 214/838/1 267/839/1 268/840/1\nf 216/841/1 215/842/1 268/843/1 269/844/1\nf 217/845/1 216/846/1 269/847/1 270/848/1\nf 218/849/1 217/850/1 270/851/1 271/852/1\nf 219/853/1 218/854/1 271/855/1 272/856/1\nf 220/857/1 219/858/1 272/859/1 273/860/1\nf 221/861/1 220/862/1 273/863/1 274/864/1\nf 222/865/1 221/866/1 274/867/1 275/868/1\nf 223/869/1 222/870/1 275/871/1 276/872/1\nf 224/873/1 223/874/1 276/875/1 277/876/1\nf 225/877/1 224/878/1 277/879/1 278/880/1\nf 226/881/1 225/882/1 278/883/1 279/884/1\nf 227/885/1 226/886/1 279/887/1 280/888/1\nf 228/889/1 227/890/1 280/891/1 281/892/1\nf 229/893/1 228/894/1 281/895/1 282/896/1\nf 230/897/1 229/898/1 282/899/1 283/900/1\nf 231/901/1 230/902/1 283/903/1 284/904/1\nf 232/905/1 231/906/1 284/907/1 285/908/1\nf 233/909/1 232/910/1 285/911/1 286/912/1\nf 234/913/1 233/914/1 286/915/1 287/916/1\nf 235/917/1 234/918/1 287/919/1 288/920/1\nf 236/921/1 235/922/1 288/923/1 289/924/1\nf 237/925/1 236/926/1 289/927/1 290/928/1\nf 238/929/1 237/930/1 290/931/1 291/932/1\nf 239/933/1 238/934/1 291/935/1 292/936/1\nf 240/937/1 239/938/1 292/939/1 293/940/1\nf 241/941/1 240/942/1 293/943/1 294/944/1\nf 242/945/1 241/946/1 294/947/1 295/948/1\nf 243/949/1 242/950/1 295/951/1 296/952/1\nf 244/953/1 243/954/1 296/955/1 297/956/1\nf 245/957/1 244/958/1 297/959/1 298/960/1\nf 246/961/1 245/962/1 298/963/1 299/964/1\nf 247/965/1 246/966/1 299/967/1 300/968/1\nf 248/969/1 247/970/1 300/971/1 301/972/1\nf 249/973/1 248/974/1 301/975/1 302/976/1\nf 250/977/1 249/978/1 302/979/1 303/980/1\nf 251/981/1 250/982/1 303/983/1 304/984/1\nf 252/985/1 251/986/1 304/987/1 305/988/1\nf 253/989/1 252/990/1 305/991/1 306/992/1\nf 254/993/1 253/994/1 306/995/1 307/996/1\nf 255/997/1 254/998/1 307/999/1 308/1000/1\nf 256/1001/1 255/1002/1 308/1003/1 309/1004/1\nf 257/1005/1 256/1006/1 309/1007/1 310/1008/1\nf 258/1009/1 257/1010/1 310/1011/1 311/1012/1\nf 259/1013/1 258/1014/1 311/1015/1 312/1016/1\nf 260/1017/1 259/1018/1 312/1019/1 313/1020/1\nf 261/1021/1 260/1022/1 313/1023/1 314/1024/1\nf 262/1025/1 261/1026/1 314/1027/1 315/1028/1\nf 263/1029/1 262/1030/1 315/1031/1 316/1032/1\nf 264/1033/1 263/1034/1 316/1035/1 317/1036/1\nf 265/1037/1 264/1038/1 317/1039/1 318/1040/1\nf 267/1041/1 266/1042/1 319/1043/1 320/1044/1\nf 268/1045/1 267/1046/1 320/1047/1 321/1048/1\nf 269/1049/1 268/1050/1 321/1051/1 322/1052/1\nf 270/1053/1 269/1054/1 322/1055/1 323/1056/1\nf 271/1057/1 270/1058/1 323/1059/1 324/1060/1\nf 272/1061/1 271/1062/1 324/1063/1 325/1064/1\nf 273/1065/1 272/1066/1 325/1067/1 326/1068/1\nf 274/1069/1 273/1070/1 326/1071/1 327/1072/1\nf 275/1073/1 274/1074/1 327/1075/1 328/1076/1\nf 276/1077/1 275/1078/1 328/1079/1 329/1080/1\nf 277/1081/1 276/1082/1 329/1083/1 330/1084/1\nf 278/1085/1 277/1086/1 330/1087/1 331/1088/1\nf 279/1089/1 278/1090/1 331/1091/1 332/1092/1\nf 280/1093/1 279/1094/1 332/1095/1 333/1096/1\nf 281/1097/1 280/1098/1 333/1099/1 334/1100/1\nf 282/1101/1 281/1102/1 334/1103/1 335/1104/1\nf 283/1105/1 282/1106/1 335/1107/1 336/1108/1\nf 284/1109/1 283/1110/1 336/1111/1 337/1112/1\nf 285/1113/1 284/1114/1 337/1115/1 338/1116/1\nf 286/1117/1 285/1118/1 338/1119/1 339/1120/1\nf 287/1121/1 286/1122/1 339/1123/1 340/1124/1\nf 288/1125/1 287/1126/1 340/1127/1 341/1128/1\nf 289/1129/1 288/1130/1 341/1131/1 342/1132/1\nf 290/1133/1 289/1134/1 342/1135/1 343/1136/1\nf 291/1137/1 290/1138/1 343/1139/1 344/1140/1\nf 292/1141/1 291/1142/1 344/1143/1 345/1144/1\nf 293/1145/1 292/1146/1 345/1147/1 346/1148/1\nf 294/1149/1 293/1150/1 346/1151/1 347/1152/1\nf 295/1153/1 294/1154/1 347/1155/1 348/1156/1\nf 296/1157/1 295/1158/1 348/1159/1 349/1160/1\nf 297/1161/1 296/1162/1 349/1163/1 350/1164/1\nf 298/1165/1 297/1166/1 350/1167/1 351/1168/1\nf 299/1169/1 298/1170/1 351/1171/1 352/1172/1\nf 300/1173/1 299/1174/1 352/1175/1 353/1176/1\nf 301/1177/1 300/1178/1 353/1179/1 354/1180/1\nf 302/1181/1 301/1182/1 354/1183/1 355/1184/1\nf 303/1185/1 302/1186/1 355/1187/1 356/1188/1\nf 304/1189/1 303/1190/1 356/1191/1 357/1192/1\nf 305/1193/1 304/1194/1 357/1195/1 358/1196/1\nf 306/1197/1 305/1198/1 358/1199/1 359/1200/1\nf 307/1201/1 306/1202/1 359/1203/1 360/1204/1\nf 308/1205/1 307/1206/1 360/1207/1 361/1208/1\nf 309/1209/1 308/1210/1 361/1211/1 362/1212/1\nf 310/1213/1 309/1214/1 362/1215/1 363/1216/1\nf 311/1217/1 310/1218/1 363/1219/1 364/1220/1\nf 312/1221/1 311/1222/1 364/1223/1 365/1224/1\nf 313/1225/1 312/1226/1 365/1227/1 366/1228/1\nf 314/1229/1 313/1230/1 366/1231/1 367/1232/1\nf 315/1233/1 314/1234/1 367/1235/1 368/1236/1\nf 316/1237/1 315/1238/1 368/1239/1 369/1240/1\nf 317/1241/1 316/1242/1 369/1243/1 370/1244/1\nf 318/1245/1 317/1246/1 370/1247/1 371/1248/1\nf 320/1249/1 319/1250/1 372/1251/1 373/1252/1\nf 321/1253/1 320/1254/1 373/1255/1 374/1256/1\nf 322/1257/1 321/1258/1 374/1259/1 375/1260/1\nf 323/1261/1 322/1262/1 375/1263/1 376/1264/1\nf 324/1265/1 323/1266/1 376/1267/1 377/1268/1\nf 325/1269/1 324/1270/1 377/1271/1 378/1272/1\nf 326/1273/1 325/1274/1 378/1275/1 379/1276/1\nf 327/1277/1 326/1278/1 379/1279/1 380/1280/1\nf 328/1281/1 327/1282/1 380/1283/1 381/1284/1\nf 329/1285/1 328/1286/1 381/1287/1 382/1288/1\nf 330/1289/1 329/1290/1 382/1291/1 383/1292/1\nf 331/1293/1 330/1294/1 383/1295/1 384/1296/1\nf 332/1297/1 331/1298/1 384/1299/1 385/1300/1\nf 333/1301/1 332/1302/1 385/1303/1 386/1304/1\nf 334/1305/1 333/1306/1 386/1307/1 387/1308/1\nf 335/1309/1 334/1310/1 387/1311/1 388/1312/1\nf 336/1313/1 335/1314/1 388/1315/1 389/1316/1\nf 337/1317/1 336/1318/1 389/1319/1 390/1320/1\nf 338/1321/1 337/1322/1 390/1323/1 391/1324/1\nf 339/1325/1 338/1326/1 391/1327/1 392/1328/1\nf 340/1329/1 339/1330/1 392/1331/1 393/1332/1\nf 341/1333/1 340/1334/1 393/1335/1 394/1336/1\nf 342/1337/1 341/1338/1 394/1339/1 395/1340/1\nf 343/1341/1 342/1342/1 395/1343/1 396/1344/1\nf 344/1345/1 343/1346/1 396/1347/1 397/1348/1\nf 345/1349/1 344/1350/1 397/1351/1 398/1352/1\nf 346/1353/1 345/1354/1 398/1355/1 399/1356/1\nf 347/1357/1 346/1358/1 399/1359/1 400/1360/1\nf 348/1361/1 347/1362/1 400/1363/1 401/1364/1\nf 349/1365/1 348/1366/1 401/1367/1 402/1368/1\nf 350/1369/1 349/1370/1 402/1371/1 403/1372/1\nf 351/1373/1 350/1374/1 403/1375/1 404/1376/1\nf 352/1377/1 351/1378/1 404/1379/1 405/1380/1\nf 353/1381/1 352/1382/1 405/1383/1 406/1384/1\nf 354/1385/1 353/1386/1 406/1387/1 407/1388/1\nf 355/1389/1 354/1390/1 407/1391/1 408/1392/1\nf 356/1393/1 355/1394/1 408/1395/1 409/1396/1\nf 357/1397/1 356/1398/1 409/1399/1 410/1400/1\nf 358/1401/1 357/1402/1 410/1403/1 411/1404/1\nf 359/1405/1 358/1406/1 411/1407/1 412/1408/1\nf 360/1409/1 359/1410/1 412/1411/1 413/1412/1\nf 361/1413/1 360/1414/1 413/1415/1 414/1416/1\nf 362/1417/1 361/1418/1 414/1419/1 415/1420/1\nf 363/1421/1 362/1422/1 415/1423/1 416/1424/1\nf 364/1425/1 363/1426/1 416/1427/1 417/1428/1\nf 365/1429/1 364/1430/1 417/1431/1 418/1432/1\nf 366/1433/1 365/1434/1 418/1435/1 419/1436/1\nf 367/1437/1 366/1438/1 419/1439/1 420/1440/1\nf 368/1441/1 367/1442/1 420/1443/1 421/1444/1\nf 369/1445/1 368/1446/1 421/1447/1 422/1448/1\nf 370/1449/1 369/1450/1 422/1451/1 423/1452/1\nf 371/1453/1 370/1454/1 423/1455/1 424/1456/1\nf 373/1457/1 372/1458/1 425/1459/1 426/1460/1\nf 374/1461/1 373/1462/1 426/1463/1 427/1464/1\nf 375/1465/1 374/1466/1 427/1467/1 428/1468/1\nf 376/1469/1 375/1470/1 428/1471/1 429/1472/1\nf 377/1473/1 376/1474/1 429/1475/1 430/1476/1\nf 378/1477/1 377/1478/1 430/1479/1 431/1480/1\nf 379/1481/1 378/1482/1 431/1483/1 432/1484/1\nf 380/1485/1 379/1486/1 432/1487/1 433/1488/1\nf 381/1489/1 380/1490/1 433/1491/1 434/1492/1\nf 382/1493/1 381/1494/1 434/1495/1 435/1496/1\nf 383/1497/1 382/1498/1 435/1499/1 436/1500/1\nf 384/1501/1 383/1502/1 436/1503/1 437/1504/1\nf 385/1505/1 384/1506/1 437/1507/1 438/1508/1\nf 386/1509/1 385/1510/1 438/1511/1 439/1512/1\nf 387/1513/1 386/1514/1 439/1515/1 440/1516/1\nf 388/1517/1 387/1518/1 440/1519/1 441/1520/1\nf 389/1521/1 388/1522/1 441/1523/1 442/1524/1\nf 390/1525/1 389/1526/1 442/1527/1 443/1528/1\nf 391/1529/1 390/1530/1 443/1531/1 444/1532/1\nf 392/1533/1 391/1534/1 444/1535/1 445/1536/1\nf 393/1537/1 392/1538/1 445/1539/1 446/1540/1\nf 394/1541/1 393/1542/1 446/1543/1 447/1544/1\nf 395/1545/1 394/1546/1 447/1547/1 448/1548/1\nf 396/1549/1 395/1550/1 448/1551/1 449/1552/1\nf 397/1553/1 396/1554/1 449/1555/1 450/1556/1\nf 398/1557/1 397/1558/1 450/1559/1 451/1560/1\nf 399/1561/1 398/1562/1 451/1563/1 452/1564/1\nf 400/1565/1 399/1566/1 452/1567/1 453/1568/1\nf 401/1569/1 400/1570/1 453/1571/1 454/1572/1\nf 402/1573/1 401/1574/1 454/1575/1 455/1576/1\nf 403/1577/1 402/1578/1 455/1579/1 456/1580/1\nf 404/1581/1 403/1582/1 456/1583/1 457/1584/1\nf 405/1585/1 404/1586/1 457/1587/1 458/1588/1\nf 406/1589/1 405/1590/1 458/1591/1 459/1592/1\nf 407/1593/1 406/1594/1 459/1595/1 460/1596/1\nf 408/1597/1 407/1598/1 460/1599/1 461/1600/1\nf 409/1601/1 408/1602/1 461/1603/1 462/1604/1\nf 410/1605/1 409/1606/1 462/1607/1 463/1608/1\nf 411/1609/1 410/1610/1 463/1611/1 464/1612/1\nf 412/1613/1 411/1614/1 464/1615/1 465/1616/1\nf 413/1617/1 412/1618/1 465/1619/1 466/1620/1\nf 414/1617/1 413/1618/1 466/1619/1 467/1620/1\nf 415/1617/1 414/1618/1 467/1619/1 468/1620/1\nf 416/1621/1 415/1622/1 468/1623/1 469/1624/1\nf 417/1625/1 416/1626/1 469/1627/1 470/1628/1\nf 418/1629/1 417/1630/1 470/1631/1 471/1632/1\nf 419/1633/1 418/1634/1 471/1635/1 472/1636/1\nf 420/1637/1 419/1638/1 472/1639/1 473/1640/1\nf 421/1641/1 420/1642/1 473/1643/1 474/1644/1\nf 422/1645/1 421/1646/1 474/1647/1 475/1648/1\nf 423/1649/1 422/1650/1 475/1651/1 476/1652/1\nf 424/1653/1 423/1654/1 476/1655/1 477/1656/1\nf 426/1657/1 425/1658/1 478/1659/1 479/1660/1\nf 427/1661/1 426/1662/1 479/1663/1 480/1664/1\nf 428/1665/1 427/1666/1 480/1667/1 481/1668/1\nf 429/1669/1 428/1670/1 481/1671/1 482/1672/1\nf 430/1673/1 429/1674/1 482/1675/1 483/1676/1\nf 431/1677/1 430/1678/1 483/1679/1 484/1680/1\nf 432/1681/1 431/1682/1 484/1683/1 485/1684/1\nf 433/1685/1 432/1686/1 485/1687/1 486/1688/1\nf 434/1689/1 433/1690/1 486/1691/1 487/1692/1\nf 435/1693/1 434/1694/1 487/1695/1 488/1696/1\nf 436/1697/1 435/1698/1 488/1699/1 489/1700/1\nf 437/1701/1 436/1702/1 489/1703/1 490/1704/1\nf 438/1705/1 437/1706/1 490/1707/1 491/1708/1\nf 439/1709/1 438/1710/1 491/1711/1 492/1712/1\nf 440/1713/1 439/1714/1 492/1715/1 493/1716/1\nf 441/1717/1 440/1718/1 493/1719/1 494/1720/1\nf 442/1721/1 441/1722/1 494/1723/1 495/1724/1\nf 443/1725/1 442/1726/1 495/1727/1 496/1728/1\nf 444/1729/1 443/1730/1 496/1731/1 497/1732/1\nf 445/1733/1 444/1734/1 497/1735/1 498/1736/1\nf 446/1737/1 445/1738/1 498/1739/1 499/1740/1\nf 447/1741/1 446/1742/1 499/1743/1 500/1744/1\nf 448/1745/1 447/1746/1 500/1747/1 501/1748/1\nf 449/1749/1 448/1750/1 501/1751/1 502/1752/1\nf 450/1753/1 449/1754/1 502/1755/1 503/1756/1\nf 451/1757/1 450/1758/1 503/1759/1 504/1760/1\nf 452/1761/1 451/1762/1 504/1763/1 505/1764/1\nf 453/1765/1 452/1766/1 505/1767/1 506/1768/1\nf 454/1769/1 453/1770/1 506/1771/1 507/1772/1\nf 455/1773/1 454/1774/1 507/1775/1 508/1776/1\nf 456/1777/1 455/1778/1 508/1779/1 509/1780/1\nf 457/1781/1 456/1782/1 509/1783/1 510/1784/1\nf 458/1785/1 457/1786/1 510/1787/1 511/1788/1\nf 459/1789/1 458/1790/1 511/1791/1 512/1792/1\nf 460/1793/1 459/1794/1 512/1795/1 513/1796/1\nf 461/1797/1 460/1798/1 513/1799/1 514/1800/1\nf 462/1801/1 461/1802/1 514/1803/1 515/1804/1\nf 463/1805/1 462/1806/1 515/1807/1 516/1808/1\nf 464/1809/1 463/1810/1 516/1811/1 517/1812/1\nf 465/1813/1 464/1814/1 517/1815/1 518/1816/1\nf 466/1817/1 465/1818/1 518/1819/1 519/1820/1\nf 467/1821/1 466/1822/1 519/1823/1 520/1824/1\nf 468/1825/1 467/1826/1 520/1827/1 521/1828/1\nf 469/1829/1 468/1830/1 521/1831/1 522/1832/1\nf 470/1833/1 469/1834/1 522/1835/1 523/1836/1\nf 471/1837/1 470/1838/1 523/1839/1 524/1840/1\nf 472/1841/1 471/1842/1 524/1843/1 525/1844/1\nf 473/1845/1 472/1846/1 525/1847/1 526/1848/1\nf 474/1849/1 473/1850/1 526/1851/1 527/1852/1\nf 475/1853/1 474/1854/1 527/1855/1 528/1856/1\nf 476/1857/1 475/1858/1 528/1859/1 529/1860/1\nf 477/1861/1 476/1862/1 529/1863/1 530/1864/1\nf 479/1865/1 478/1866/1 531/1867/1 532/1868/1\nf 480/1869/1 479/1870/1 532/1871/1 533/1872/1\nf 481/1873/1 480/1874/1 533/1875/1 534/1876/1\nf 482/1877/1 481/1878/1 534/1879/1 535/1880/1\nf 483/1881/1 482/1882/1 535/1883/1 536/1884/1\nf 484/1885/1 483/1886/1 536/1887/1 537/1888/1\nf 485/1889/1 484/1890/1 537/1891/1 538/1892/1\nf 486/1893/1 485/1894/1 538/1895/1 539/1896/1\nf 487/1897/1 486/1898/1 539/1899/1 540/1900/1\nf 488/1901/1 487/1902/1 540/1903/1 541/1904/1\nf 489/1905/1 488/1906/1 541/1907/1 542/1908/1\nf 490/1909/1 489/1910/1 542/1911/1 543/1912/1\nf 491/1913/1 490/1914/1 543/1915/1 544/1916/1\nf 492/1917/1 491/1918/1 544/1919/1 545/1920/1\nf 493/1921/1 492/1922/1 545/1923/1 546/1924/1\nf 494/1925/1 493/1926/1 546/1927/1 547/1928/1\nf 495/1929/1 494/1930/1 547/1931/1 548/1932/1\nf 496/1933/1 495/1934/1 548/1935/1 549/1936/1\nf 497/1937/1 496/1938/1 549/1939/1 550/1940/1\nf 498/1941/1 497/1942/1 550/1943/1 551/1944/1\nf 499/1945/1 498/1946/1 551/1947/1 552/1948/1\nf 500/1949/1 499/1950/1 552/1951/1 553/1952/1\nf 501/1953/1 500/1954/1 553/1955/1 554/1956/1\nf 502/1957/1 501/1958/1 554/1959/1 555/1960/1\nf 503/1961/1 502/1962/1 555/1963/1 556/1964/1\nf 504/1965/1 503/1966/1 556/1967/1 557/1968/1\nf 505/1969/1 504/1970/1 557/1971/1 558/1972/1\nf 506/1973/1 505/1974/1 558/1975/1 559/1976/1\nf 507/1977/1 506/1978/1 559/1979/1 560/1980/1\nf 508/1981/1 507/1982/1 560/1983/1 561/1984/1\nf 509/1985/1 508/1986/1 561/1987/1 562/1988/1\nf 510/1989/1 509/1990/1 562/1991/1 563/1992/1\nf 511/1993/1 510/1994/1 563/1995/1 564/1996/1\nf 512/1997/1 511/1998/1 564/1999/1 565/2000/1\nf 513/2001/1 512/2002/1 565/2003/1 566/2004/1\nf 514/2005/1 513/2006/1 566/2007/1 567/2008/1\nf 515/2009/1 514/2010/1 567/2011/1 568/2012/1\nf 516/2013/1 515/2014/1 568/2015/1 569/2016/1\nf 517/2017/1 516/2018/1 569/2019/1 570/2020/1\nf 518/2021/1 517/2022/1 570/2023/1 571/2024/1\nf 519/2025/1 518/2026/1 571/2027/1 572/2028/1\nf 520/2029/1 519/2030/1 572/2031/1 573/2032/1\nf 521/2033/1 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    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Material.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\n// Note: This parital class is not compiled in for WebPlayer builds.\n// The Unity Webplayer is deprecated. If you *must* use it then make sure Tiled2Unity assets are imported via another build target first.\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Text.RegularExpressions;\nusing System.Xml;\nusing System.Xml.Linq;\n\nusing UnityEditor;\nusing UnityEngine;\n\n\nnamespace Tiled2Unity\n{\n    // Partial class for the importer that deals with Materials\n    partial class ImportTiled2Unity\n    {\n        public void MaterialImported(string materialPath)\n        {\n            // Find the import behaviour that was waiting on this material to be imported\n            string asset = System.IO.Path.GetFileName(materialPath);\n            foreach (var importComponent in ImportBehaviour.EnumerateImportBehaviors_ByWaitingMaterial(asset))\n            {\n                // The material has finished loading. Keep track of that status.\n                if (!importComponent.ImportComplete_Materials.Contains(asset, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportComplete_Materials.Add(asset);\n                }\n\n                // Are we done importing all materials? If so then start importing meshes.\n                if (importComponent.IsMaterialImportingCompleted())\n                {\n                    ImportAllMeshes(importComponent);\n                }\n            }\n        }\n\n        // We need to call this while the renderers on the model is having its material assigned to it\n        // This is invoked for every submesh in the .obj wavefront mesh\n        public UnityEngine.Material FixMaterialForMeshRenderer(string objName, Renderer renderer)\n        {\n            // Find the import behaviour that is waiting for the mesh to be imported.\n            string assetName = objName + \".obj\";\n            ImportBehaviour importBehavior = ImportBehaviour.FindImportBehavior_ByWaitingMesh(assetName);\n\n            // The mesh to match\n            string meshName = renderer.name;\n\n            // Find an assignment that matches the mesh renderer\n            var assignMaterials = importBehavior.XmlDocument.Root.Elements(\"AssignMaterial\");\n            XElement match = assignMaterials.FirstOrDefault(el => el.Attribute(\"mesh\").Value == meshName);\n\n            if (match == null)\n            {\n                // The names of our meshes in the AssignMaterials elements may be wrong\n                // This happened before when Unity replaced whitespace with underscore in our named meshes\n                // That case is handled now, but there may be others\n                StringBuilder builder = new StringBuilder();\n                builder.AppendFormat(\"Could not find mesh named '{0}' for material matching\\n\", renderer.name);\n                string choices = String.Join(\"\\n  \", assignMaterials.Select(m => m.Attribute(\"mesh\").Value).ToArray());\n                builder.AppendFormat(\"Choices are:\\n  {0}\", choices);\n\n                importBehavior.RecordError(builder.ToString());\n                return null;\n            }\n\n            string materialName = match.Attribute(\"material\").Value + \".mat\";\n            string materialPath = GetExistingMaterialAssetPath(materialName);\n\n            // Assign the material\n            UnityEngine.Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(UnityEngine.Material)) as UnityEngine.Material;\n            if (material == null)\n            {\n                importBehavior.RecordError(\"Could not find material: {0}\", materialName);\n            }\n\n            return material;\n        }\n\n        private void ImportAllMaterials(Tiled2Unity.ImportBehaviour importComponent)\n        {\n            // Create a material for each texture that has been imported\n            foreach (var xmlTexture in importComponent.XmlDocument.Root.Elements(\"ImportTexture\"))\n            {\n                bool isResource = ImportUtils.GetAttributeAsBoolean(xmlTexture, \"isResource\", false);\n\n                string textureFile = ImportUtils.GetAttributeAsString(xmlTexture, \"filename\");\n                string materialPath = MakeMaterialAssetPath(textureFile, isResource);\n                string materialFile = System.IO.Path.GetFileName(materialPath);\n\n                // Keep track that we importing this material\n                if (!importComponent.ImportWait_Materials.Contains(materialFile, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportWait_Materials.Add(materialFile);\n                }\n\n                // Create the material\n                UnityEngine.Material material = CreateMaterialFromXml(xmlTexture, importComponent);\n\n                // Assign the texture to the material\n                {\n                    string textureAsset = GetTextureAssetPath(textureFile);\n                    AssignTextureAssetToMaterial(material, materialFile, textureAsset, importComponent);\n                }\n\n                ImportUtils.ReadyToWrite(materialPath);\n                ImportUtils.CreateOrReplaceAsset(material, materialPath);\n                importComponent.ImportTiled2UnityAsset(materialPath);\n            }\n\n            // Create a material for each internal texture\n            foreach (var xmlInternal in importComponent.XmlDocument.Root.Elements(\"InternalTexture\"))\n            {\n                bool isResource = ImportUtils.GetAttributeAsBoolean(xmlInternal, \"isResource\", false);\n\n                string textureAsset = ImportUtils.GetAttributeAsString(xmlInternal, \"assetPath\");\n                string textureFile = System.IO.Path.GetFileName(textureAsset);\n                string materialPath = MakeMaterialAssetPath(textureFile, isResource);\n\n                // \"Internal textures\" may have a unique material name that goes with it\n                string uniqueMaterialName = ImportUtils.GetAttributeAsString(xmlInternal, \"materialName\", \"\");\n                if (!String.IsNullOrEmpty(uniqueMaterialName))\n                {\n                    materialPath = String.Format(\"{0}/{1}{2}\", Path.GetDirectoryName(materialPath), uniqueMaterialName, Path.GetExtension(materialPath));\n                }\n\n                string materialFile = System.IO.Path.GetFileName(materialPath);\n\n                // Keep track that we are importing this material\n                if (!importComponent.ImportWait_Materials.Contains(materialFile, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportWait_Materials.Add(materialFile);\n                }\n\n                // Create the material and assign the texture\n                UnityEngine.Material material = CreateMaterialFromXml(xmlInternal, importComponent);\n                AssignTextureAssetToMaterial(material, materialFile, textureAsset, importComponent);\n\n                ImportUtils.ReadyToWrite(materialPath);\n                ImportUtils.CreateOrReplaceAsset(material, materialPath);\n                importComponent.ImportTiled2UnityAsset(materialPath);\n            }\n\n            // If we have no materials to import then go to next stage (meshes)\n            if (importComponent.ImportWait_Materials.Count() == 0)\n            {\n                ImportAllMeshes(importComponent);\n            }\n        }\n\n        private void AssignTextureAssetToMaterial(Material material, string materialFile, string textureAsset, ImportBehaviour importComponent)\n        {\n            Texture2D texture2d = AssetDatabase.LoadAssetAtPath(textureAsset, typeof(Texture2D)) as Texture2D;\n            if (texture2d == null)\n            {\n                importComponent.RecordError(\"Error creating material '{0}'. Texture was not found: {1}\", materialFile, textureAsset);\n            }\n            material.SetTexture(\"_MainTex\", texture2d);\n        }\n    }\n}\n#endif"
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    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Material.cs.meta",
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    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Mesh.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\n// Note: This parital class is not compiled in for WebPlayer builds.\n// The Unity Webplayer is deprecated. If you *must* use it then make sure Tiled2Unity assets are imported via another build target first.\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Xml;\nusing System.Xml.Linq;\n\nusing UnityEditor;\nusing UnityEngine;\n\nusing Path = System.IO.Path;\n\nnamespace Tiled2Unity\n{\n    // Handles a Mesh being imported.\n    // At this point we should have everything we need to build out any prefabs for the tiled map object\n    partial class ImportTiled2Unity\n    {\n        public void MeshImported(string objPath)\n        {\n            // Find the import behaviour that was waiting on this mesh to be imported\n            string asset = Path.GetFileName(objPath);\n            ImportBehaviour importComponent = ImportBehaviour.FindImportBehavior_ByWaitingMesh(asset);\n            if (importComponent != null)\n            {\n                // The mesh has finished loading. Keep track of that status.\n                if (!importComponent.ImportComplete_Meshes.Contains(asset, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportComplete_Meshes.Add(asset);\n                }\n\n                // Are we done importing all meshes? If so then start importing prefabs.\n                if (importComponent.IsMeshImportingCompleted())\n                {\n                    ImportAllPrefabs(importComponent);\n                }\n            }\n        }\n\n        private void ImportAllMeshes(Tiled2Unity.ImportBehaviour importComponent)\n        {\n            foreach (var xmlMesh in importComponent.XmlDocument.Root.Elements(\"ImportMesh\"))\n            {\n                // We're going to create/write a file that contains our mesh data as a Wavefront Obj file\n                // The actual mesh will be imported from this Obj file\n                string file = ImportUtils.GetAttributeAsString(xmlMesh, \"filename\");\n                string data = xmlMesh.Value;\n\n                // Keep track of mesh we're going to import\n                if (!importComponent.ImportWait_Meshes.Contains(file, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportWait_Meshes.Add(file);\n                }\n\n                // The data is in base64 format. We need it as a raw string.\n                string raw = ImportUtils.Base64ToString(data);\n\n                // Save and import the asset\n                string pathToMesh = GetMeshAssetPath(importComponent.MapName, Path.GetFileNameWithoutExtension(file));\n                ImportUtils.ReadyToWrite(pathToMesh);\n                File.WriteAllText(pathToMesh, raw, Encoding.UTF8);\n                importComponent.ImportTiled2UnityAsset(pathToMesh);\n            }\n\n            // If we have no meshes to import then go to next stage\n            if (importComponent.ImportWait_Meshes.Count() == 0)\n            {\n                ImportAllPrefabs(importComponent);\n            }\n        }\n\n    } // end class\n} // end namespace\n#endif"
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    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Mesh.cs.meta",
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  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Prefab.cs",
    "content": "﻿#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n#define T2U_IS_UNITY_4\n#endif\n\n#if !UNITY_WEBPLAYER\nusing System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.Linq;\nusing System.Xml.Linq;\n\nusing UnityEngine;\nusing UnityEditor;\n\nusing Path = System.IO.Path;\n\nnamespace Tiled2Unity\n{\n    partial class ImportTiled2Unity\n    {\n        public void PrefabImported(string prefabPath)\n        {\n            // Find the import behaviour that was waiting on this prefab to be imported\n            string asset = Path.GetFileName(prefabPath);\n            ImportBehaviour importComponent = ImportBehaviour.FindImportBehavior_ByWaitingPrefab(asset);\n            if (importComponent != null)\n            {\n                // The prefab has finished loading. Keep track of that status.\n                if (!importComponent.ImportComplete_Prefabs.Contains(asset, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportComplete_Prefabs.Add(asset);\n                }\n\n                // Are we done importing all Prefabs? If so then we have completed the import process.\n                if (importComponent.IsPrefabImportingCompleted())\n                {\n                    importComponent.ReportPrefabImport(prefabPath);\n                    importComponent.DestroyImportBehaviour();\n                }\n            }\n        }\n\n        private void ImportAllPrefabs(Tiled2Unity.ImportBehaviour importComponent)\n        {\n            foreach (var xmlPrefab in importComponent.XmlDocument.Root.Elements(\"Prefab\"))\n            {\n                CreatePrefab(xmlPrefab, importComponent);\n            }\n        }\n\n        private void CreatePrefab(XElement xmlPrefab, Tiled2Unity.ImportBehaviour importComponent)\n        {\n            var customImporters = GetCustomImporterInstances(importComponent);\n\n            // Part 1: Create the prefab\n            string prefabName = xmlPrefab.Attribute(\"name\").Value;\n            float prefabScale = ImportUtils.GetAttributeAsFloat(xmlPrefab, \"scale\", 1.0f);\n            GameObject tempPrefab = new GameObject(prefabName);\n            HandleTiledAttributes(tempPrefab, xmlPrefab, importComponent);\n            HandleCustomProperties(tempPrefab, xmlPrefab, customImporters);\n\n            // Part 2: Build out the prefab\n            // We may have an 'isTrigger' attribute that we want our children to obey\n            bool isTrigger = ImportUtils.GetAttributeAsBoolean(xmlPrefab, \"isTrigger\", false);\n            AddGameObjectsTo(tempPrefab, xmlPrefab, isTrigger, importComponent, customImporters);\n\n            // Part 3: Allow for customization from other editor scripts to be made on the prefab\n            // (These are generally for game-specific needs)\n            CustomizePrefab(tempPrefab, customImporters);\n\n            // Part 3.5: Apply the scale only after all children have been added\n            tempPrefab.transform.localScale = new Vector3(prefabScale, prefabScale, prefabScale);\n\n            // Part 4: Save the prefab, keeping references intact.\n            string resourcePath = ImportUtils.GetAttributeAsString(xmlPrefab, \"resourcePath\", \"\");\n            bool isResource = !String.IsNullOrEmpty(resourcePath) || ImportUtils.GetAttributeAsBoolean(xmlPrefab, \"resource\", false);\n            string prefabPath = GetPrefabAssetPath(prefabName, isResource, resourcePath);\n            string prefabFile = Path.GetFileName(prefabPath);\n\n            // Keep track of the prefab file being imported\n            if (!importComponent.ImportWait_Prefabs.Contains(prefabFile, StringComparer.OrdinalIgnoreCase))\n            {\n                importComponent.ImportWait_Prefabs.Add(prefabFile);\n                importComponent.ImportingAssets.Add(prefabPath);\n            }\n\n            // Replace the prefab, keeping connections based on name. This imports the prefab asset as a side-effect.\n            ImportUtils.ReadyToWrite(prefabPath);\n            PrefabUtility.SaveAsPrefabAsset(tempPrefab, prefabPath);\n\n            // Destroy the instance from the current scene hierarchy.\n            UnityEngine.Object.DestroyImmediate(tempPrefab);\n        }\n\n        private void AddGameObjectsTo(GameObject parent, XElement xml, bool isParentTrigger, ImportBehaviour importComponent, IList<ICustomTiledImporter> customImporters)\n        {\n            foreach (XElement goXml in xml.Elements(\"GameObject\"))\n            {\n                string name = ImportUtils.GetAttributeAsString(goXml, \"name\", \"\");\n                string copyFrom = ImportUtils.GetAttributeAsString(goXml, \"copy\", \"\");\n                string mesh = ImportUtils.GetAttributeAsString(goXml, \"mesh\", \"\");\n\n                GameObject child = null;\n\n                if (!String.IsNullOrEmpty(mesh))\n                {\n                    child = CreateGameObjectWithMesh(mesh, importComponent);\n                }\n                else if (!String.IsNullOrEmpty(copyFrom))\n                {\n                    child = CreateCopyFromMeshObj(copyFrom, importComponent);\n                }\n                else\n                {\n                    child = new GameObject();\n                }\n\n                if (child == null)\n                {\n                    importComponent.RecordError(\"Error creating child object '{0}'\", name);\n                    return;\n                }\n\n                // Assign the given name to our child\n                if (!String.IsNullOrEmpty(name))\n                {\n                    child.name = name;\n                }\n\n                // Assign the child to the parent\n                child.transform.parent = parent.transform;\n\n                // Set the position\n                float x = ImportUtils.GetAttributeAsFloat(goXml, \"x\", 0);\n                float y = ImportUtils.GetAttributeAsFloat(goXml, \"y\", 0);\n                float z = ImportUtils.GetAttributeAsFloat(goXml, \"z\", 0);\n                child.transform.localPosition = new Vector3(x, y, z);\n\n                // Add any layer components\n                AddTileLayerComponentsTo(child, goXml);\n                AddObjectLayerComponentsTo(child, goXml);\n                AddGroupLayerComponentsTo(child, goXml);\n\n                // Add any object group items\n                AddTmxObjectComponentsTo(child, goXml);\n                AddRectangleObjectComponentsTo(child, goXml);\n                AddCircleObjectComponentsTo(child, goXml);\n                AddPolygonObjectComponentsTo(child, goXml);\n                AddPolylineObjectComponentsTo(child, goXml);\n                AddTileObjectComponentsTo(child, goXml);\n\n                // Add any tile animators\n                AddTileAnimatorsTo(child, goXml);\n\n                // Do we have any collision data?\n                // Check if we are setting 'isTrigger' for ourselves or for our children\n                bool isTrigger = ImportUtils.GetAttributeAsBoolean(goXml, \"isTrigger\", isParentTrigger);\n                AddCollidersTo(child, isTrigger, goXml);\n\n                // Do we have any children of our own?\n                AddGameObjectsTo(child, goXml, isTrigger, importComponent, customImporters);\n\n                // Does this game object have a tag?\n                AssignTagTo(child, goXml, importComponent);\n\n                // Does this game object have a layer?\n                AssignLayerTo(child, goXml, importComponent);\n\n                // Assign from various attributes\n                AssignOpacityTo(child, goXml, importComponent);\n                AssignSortingLayerNameTo(child, goXml, importComponent);\n                AssignSortingOrderTo(child, goXml, importComponent);\n\n                // Set scale and rotation *after* children are added otherwise Unity will have child+parent transform cancel each other out\n                float sx = ImportUtils.GetAttributeAsFloat(goXml, \"scaleX\", 1.0f);\n                float sy = ImportUtils.GetAttributeAsFloat(goXml, \"scaleY\", 1.0f);\n                child.transform.localScale = new Vector3(sx, sy, 1.0f);\n\n                // Set the rotation\n                // Use negative rotation on the z component because of change in coordinate systems between Tiled and Unity\n                Vector3 localRotation = new Vector3();\n                localRotation.z = -ImportUtils.GetAttributeAsFloat(goXml, \"rotation\", 0);\n                child.transform.eulerAngles = localRotation;\n\n                // Are there any custom properties? (This comes last - after all transformations have taken place.)\n                HandleCustomProperties(child, goXml, customImporters);\n            }\n        }\n\n        private void AssignSortingOrderTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)\n        {\n            if (xml.Attribute(\"sortingOrder\") == null)\n                return;\n\n            int sortingOrder = ImportUtils.GetAttributeAsInt(xml, \"sortingOrder\");\n\n            Renderer renderer = gameObject.GetComponent<Renderer>();\n            if (renderer == null)\n            {\n                importComponent.RecordWarning(\"Sorting Order '{0}' cannot be assigned on '{1}' without a RendererComponent\", sortingOrder, gameObject.name);\n                return;\n            }\n\n            renderer.sortingOrder = sortingOrder;\n        }\n\n        private void AssignSortingLayerNameTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)\n        {\n            string sortingLayer = ImportUtils.GetAttributeAsString(xml, \"sortingLayerName\", \"\");\n            if (String.IsNullOrEmpty(sortingLayer))\n                return;\n\n            Renderer renderer = gameObject.GetComponent<Renderer>();\n            if (renderer == null)\n            {\n                importComponent.RecordWarning(\"Sorting Layer '{0}' cannot be assigned on '{1}' without a RendererComponent\", sortingLayer, gameObject.name);\n                return;\n            }\n\n            if (!SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))\n            {\n                importComponent.RecordError(\"Sorting Layer \\\"{0}\\\" does not exist. Check your Project Settings -> Tags and Layers\", sortingLayer);\n                renderer.sortingLayerName = \"Default\";\n            }\n\n            renderer.sortingLayerName = sortingLayer;\n        }\n\n        private void AssignOpacityTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)\n        {\n            float opacity = ImportUtils.GetAttributeAsFloat(xml, \"opacity\", 1.0f);\n            if (opacity == 1.0f)\n                return;\n\n#if UNITY_5_6_OR_NEWER\n            // Add a component that will control our instanced shader properties\n            Tiled2Unity.GPUInstancing instancing = gameObject.GetOrAddComponent<Tiled2Unity.GPUInstancing>();\n            instancing.Opacity = opacity;\n#endif\n        }\n\n        private void AssignLayerTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)\n        {\n            string layerName = ImportUtils.GetAttributeAsString(xml, \"layer\", \"\");\n            if (String.IsNullOrEmpty(layerName))\n                return;\n\n            int layerId = LayerMask.NameToLayer(layerName);\n            if (layerId == -1)\n            {\n                importComponent.RecordError(\"Layer '{0}' is not defined for '{1}'. Check project settings in Edit->Project Settings->Tags & Layers\", layerName, GetFullGameObjectName(gameObject.transform));\n                return;\n            }\n\n            // Set the layer on ourselves (and our children)\n            AssignLayerIdTo(gameObject, layerId);\n        }\n\n        private void AssignLayerIdTo(GameObject gameObject, int layerId)\n        {\n            if (gameObject == null)\n                return;\n\n            gameObject.layer = layerId;\n\n            foreach (Transform child in gameObject.transform)\n            {\n                if (child.gameObject == null)\n                    continue;\n\n                // Do not set the layerId on a child that has already had his layerId explicitly set\n                if (child.gameObject.layer != 0)\n                    continue;\n\n                AssignLayerIdTo(child.gameObject, layerId);\n            }\n        }\n\n        private void AssignTagTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)\n        {\n            string tag = ImportUtils.GetAttributeAsString(xml, \"tag\", \"\");\n            if (String.IsNullOrEmpty(tag))\n                return;\n\n            // Let the user know if the tag doesn't exist in our project settings\n            try\n            {\n                gameObject.tag = tag;\n            }\n            catch (UnityException)\n            {\n                importComponent.RecordError(\"Tag '{0}' is not defined for '{1}'. Check project settings in Edit->Project Settings->Tags & Layers\", tag, GetFullGameObjectName(gameObject.transform));\n            }\n        }\n\n        private string GetFullGameObjectName(Transform xform)\n        {\n            if (xform == null)\n                return \"\";\n            string parentName = GetFullGameObjectName(xform.parent);\n\n            if (String.IsNullOrEmpty(parentName))\n                return xform.name;\n\n            return String.Format(\"{0}/{1}\", parentName, xform.name);\n        }\n\n        private void AddCollidersTo(GameObject gameObject, bool isTrigger, XElement xml)\n        {\n            // Box colliders\n            foreach (XElement xmlBoxCollider2D in xml.Elements(\"BoxCollider2D\"))\n            {\n                BoxCollider2D collider = gameObject.AddComponent<BoxCollider2D>();\n                collider.isTrigger = isTrigger;\n                float width = ImportUtils.GetAttributeAsFloat(xmlBoxCollider2D, \"width\");\n                float height = ImportUtils.GetAttributeAsFloat(xmlBoxCollider2D, \"height\");\n                collider.size = new Vector2(width, height);\n\n#if T2U_IS_UNITY_4\n                collider.center = new Vector2(width * 0.5f, -height * 0.5f);\n#else\n                collider.offset = new Vector2(width * 0.5f, -height * 0.5f);\n#endif\n                // Apply the offsets (if any)\n                float offset_x = ImportUtils.GetAttributeAsFloat(xmlBoxCollider2D, \"offsetX\", 0);\n                float offset_y = ImportUtils.GetAttributeAsFloat(xmlBoxCollider2D, \"offsetY\", 0);\n\n#if T2U_IS_UNITY_4\n                collider.center += new Vector2(offset_x, offset_y);\n#else\n                collider.offset += new Vector2(offset_x, offset_y);\n#endif\n            }\n\n            // Circle colliders\n            foreach (XElement xmlCircleCollider2D in xml.Elements(\"CircleCollider2D\"))\n            {\n                CircleCollider2D collider = gameObject.AddComponent<CircleCollider2D>();\n                collider.isTrigger = isTrigger;\n                float radius = ImportUtils.GetAttributeAsFloat(xmlCircleCollider2D, \"radius\");\n                collider.radius = radius;\n#if T2U_IS_UNITY_4\n                collider.center = new Vector2(radius, -radius);\n#else\n                collider.offset = new Vector2(radius, -radius);\n#endif\n\n                // Apply the offsets (if any)\n                float offset_x = ImportUtils.GetAttributeAsFloat(xmlCircleCollider2D, \"offsetX\", 0);\n                float offset_y = ImportUtils.GetAttributeAsFloat(xmlCircleCollider2D, \"offsetY\", 0);\n\n#if T2U_IS_UNITY_4\n                collider.center += new Vector2(offset_x, offset_y);\n#else\n                collider.offset += new Vector2(offset_x, offset_y);\n#endif\n            }\n\n            // Edge colliders\n            foreach (XElement xmlEdgeCollider2D in xml.Elements(\"EdgeCollider2D\"))\n            {\n                EdgeCollider2D collider = gameObject.AddComponent<EdgeCollider2D>();\n                collider.isTrigger = isTrigger;\n                string data = xmlEdgeCollider2D.Element(\"Points\").Value;\n\n                // The data looks like this:\n                //  x0,y0 x1,y1 x2,y2 ...\n                var points = from pt in data.Split(' ')\n                             let x = Convert.ToSingle(pt.Split(',')[0], CultureInfo.InvariantCulture)\n                             let y = Convert.ToSingle(pt.Split(',')[1], CultureInfo.InvariantCulture)\n                             select new Vector2(x, y);\n\n                collider.points = points.ToArray();\n\n                // Apply the offsets (if any)\n                float offset_x = ImportUtils.GetAttributeAsFloat(xmlEdgeCollider2D, \"offsetX\", 0);\n                float offset_y = ImportUtils.GetAttributeAsFloat(xmlEdgeCollider2D, \"offsetY\", 0);\n\n#if T2U_IS_UNITY_4\n                // This is kind of a hack for Unity 4.x which doesn't support offset/center on the edge collider\n                var offsetPoints = from pt in points\n                                   select new Vector2(pt.x + offset_x, pt.y + offset_y);\n                collider.points = offsetPoints.ToArray();\n\n#else\n                collider.offset += new Vector2(offset_x, offset_y);\n#endif\n            }\n\n            // Polygon colliders\n            foreach (XElement xmlPolygonCollider2D in xml.Elements(\"PolygonCollider2D\"))\n            {\n                PolygonCollider2D collider = gameObject.AddComponent<PolygonCollider2D>();\n                collider.isTrigger = isTrigger;\n\n                // Apply the offsets (if any)\n                float offset_x = ImportUtils.GetAttributeAsFloat(xmlPolygonCollider2D, \"offsetX\", 0);\n                float offset_y = ImportUtils.GetAttributeAsFloat(xmlPolygonCollider2D, \"offsetY\", 0);\n\n                var paths = xmlPolygonCollider2D.Elements(\"Path\").ToArray();\n                collider.pathCount = paths.Count();\n\n                for (int p = 0; p < collider.pathCount; ++p)\n                {\n                    string data = paths[p].Value;\n\n                    // The data looks like this:\n                    //  x0,y0 x1,y1 x2,y2 ...\n                    var points = from pt in data.Split(' ')\n                                 let x = Convert.ToSingle(pt.Split(',')[0], CultureInfo.InvariantCulture)\n                                 let y = Convert.ToSingle(pt.Split(',')[1], CultureInfo.InvariantCulture)\n#if T2U_IS_UNITY_4\n                                 // Hack for Unity 4.x\n                                 select new Vector2(x + offset_x, y + offset_y);\n#else\n                                 select new Vector2(x, y);\n#endif\n\n                    collider.SetPath(p, points.ToArray());\n                }\n\n#if !T2U_IS_UNITY_4\n                collider.offset += new Vector2(offset_x, offset_y);\n#endif\n            }\n        }\n\n        private GameObject CreateGameObjectWithMesh(string meshName, ImportBehaviour importComponent)\n        {\n            string meshAssetPath = GetMeshAssetPath(importComponent.MapName, meshName);\n            UnityEngine.Object[] objects = AssetDatabase.LoadAllAssetsAtPath(meshAssetPath);\n            foreach (var obj in objects)\n            {\n                // Do we have a game object?\n                GameObject gameObj = obj as GameObject;\n                if (gameObj == null)\n                    continue;\n\n                // Does the game object have a MeshRenderer component?\n                if (gameObj.GetComponent<MeshRenderer>() != null)\n                {\n                    GameObject instancedGameObj = GameObject.Instantiate(gameObj) as GameObject;\n                    instancedGameObj.AddComponent<SortingLayerExposed>();\n                    return instancedGameObj;\n                }\n            }\n\n            // If we're here then there's an error\n            importComponent.RecordError(\"No mesh named '{0}' to create game object from.\\nXml File: {1}\\nObject: {2}\", meshName, importComponent.Tiled2UnityXmlPath, meshAssetPath);\n            return null;\n        }\n\n        private GameObject CreateCopyFromMeshObj(string copyFromName, ImportBehaviour importComponent)\n        {\n            importComponent.RecordWarning(\"Deprecated import action. Re-export map '{0}' with newer version of Tiled2Unity.\", importComponent.MapName);\n\n            // Find a matching game object within the mesh object and \"copy\" it\n            // (In Unity terms, the Instantiated object is a copy)\n            string objPath = GetMeshAssetPath(importComponent.MapName, importComponent.MapName);\n            UnityEngine.Object[] objects = AssetDatabase.LoadAllAssetsAtPath(objPath);\n            foreach (var obj in objects)\n            {\n                if (obj.name != copyFromName)\n                    continue;\n\n                // We have a match but is it a game object?\n                GameObject gameObj = GameObject.Instantiate(obj) as GameObject;\n                if (gameObj == null)\n                    continue;\n\n                // Reset the name so it is not decorated by the Instantiate call\n                gameObj.name = obj.name;\n                return gameObj;\n            }\n\n            // If we're here then there's an error with the mesh name\n            importComponent.RecordError(\"No mesh named '{0}' to copy from.\\nXml File: {1}\\nObject: {2}\", copyFromName, importComponent.Tiled2UnityXmlPath, objPath);\n            return null;\n        }\n\n        private void AddTileLayerComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"TileLayer\");\n            if (xml != null)\n            {\n                Tiled2Unity.TileLayer tileLayer = gameObject.AddComponent<Tiled2Unity.TileLayer>();\n                SetLayerComponentProperties(tileLayer, xml);\n            }\n        }\n\n        private void AddObjectLayerComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"ObjectLayer\");\n            if (xml != null)\n            {\n                Tiled2Unity.ObjectLayer objectLayer = gameObject.AddComponent<Tiled2Unity.ObjectLayer>();\n                objectLayer.Color = ImportUtils.GetAttributeAsColor(xml, \"color\", Color.black);\n                SetLayerComponentProperties(objectLayer, xml);\n            }\n        }\n\n        private void AddGroupLayerComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"GroupLayer\");\n            if (xml != null)\n            {\n                Tiled2Unity.GroupLayer groupLayer = gameObject.AddComponent<Tiled2Unity.GroupLayer>();\n                SetLayerComponentProperties(groupLayer, xml);\n            }\n        }\n\n        private void SetLayerComponentProperties(Tiled2Unity.Layer layer, XElement xml)\n        {\n            layer.Offset = new Vector2 { x = ImportUtils.GetAttributeAsFloat(xml, \"offsetX\", 0), y = ImportUtils.GetAttributeAsFloat(xml, \"offsetY\", 0) };\n        }\n\n        private void AddTmxObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"TmxObjectComponent\");\n            if (xml != null)\n            {\n                TmxObject tmxObject = gameObject.AddComponent<TmxObject>();\n                FillBaseTmxObjectProperties(tmxObject, xml);\n            }\n        }\n\n        private void AddRectangleObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"RectangleObjectComponent\");\n            if (xml != null)\n            {\n                RectangleObject tmxRectangle = gameObject.AddComponent<Tiled2Unity.RectangleObject>();\n                FillBaseTmxObjectProperties(tmxRectangle, xml);\n            }\n        }\n\n        private void AddCircleObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"CircleObjectComponent\");\n            if (xml != null)\n            {\n                CircleObject tmxCircle = gameObject.AddComponent<Tiled2Unity.CircleObject>();\n                FillBaseTmxObjectProperties(tmxCircle, xml);\n            }\n        }\n\n        private void AddPolygonObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"PolygonObjectComponent\");\n            if (xml != null)\n            {\n                PolygonObject tmxPolygon = gameObject.AddComponent<Tiled2Unity.PolygonObject>();\n                FillBaseTmxObjectProperties(tmxPolygon, xml);\n            }\n        }\n\n        private void AddPolylineObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var xml = goXml.Element(\"PolylineObjectComponent\");\n            if (xml != null)\n            {\n                PolylineObject tmxPolyline = gameObject.AddComponent<Tiled2Unity.PolylineObject>();\n                FillBaseTmxObjectProperties(tmxPolyline, xml);\n            }\n        }\n\n        private void AddTileObjectComponentsTo(GameObject gameObject, XElement goXml)\n        {\n            var tileXml = goXml.Element(\"TileObjectComponent\");\n            if (tileXml != null)\n            {\n                TileObject tileObject = gameObject.AddComponent<TileObject>();\n                FillBaseTmxObjectProperties(tileObject, tileXml);\n                tileObject.TmxFlippingHorizontal = ImportUtils.GetAttributeAsBoolean(tileXml, \"tmx-tile-flip-horizontal\", false);\n                tileObject.TmxFlippingVertical = ImportUtils.GetAttributeAsBoolean(tileXml, \"tmx-tile-flip-vertical\", false);\n                tileObject.TileWidth = ImportUtils.GetAttributeAsFloat(tileXml, \"width\");\n                tileObject.TileHeight = ImportUtils.GetAttributeAsFloat(tileXml, \"height\");\n            }\n        }\n\n        private void FillBaseTmxObjectProperties(Tiled2Unity.TmxObject tmxComponent, XElement xml)\n        {\n            tmxComponent.TmxId = ImportUtils.GetAttributeAsInt(xml, \"tmx-object-id\", -1);\n            tmxComponent.TmxName = ImportUtils.GetAttributeAsString(xml, \"tmx-object-name\", \"\");\n            tmxComponent.TmxType = ImportUtils.GetAttributeAsString(xml, \"tmx-object-type\", \"\");\n            tmxComponent.TmxPosition.x = ImportUtils.GetAttributeAsFloat(xml, \"tmx-object-x\", 0);\n            tmxComponent.TmxPosition.y = ImportUtils.GetAttributeAsFloat(xml, \"tmx-object-y\", 0);\n            tmxComponent.TmxSize.x = ImportUtils.GetAttributeAsFloat(xml, \"tmx-object-width\", 0);\n            tmxComponent.TmxSize.y = ImportUtils.GetAttributeAsFloat(xml, \"tmx-object-height\", 0);\n            tmxComponent.TmxRotation = ImportUtils.GetAttributeAsFloat(xml, \"tmx-object-rotation\", 0);\n        }\n\n        private void AddTileAnimatorsTo(GameObject gameObject, XElement goXml)\n        {\n            // This object will only visible for a given moment of time within an animation\n            var animXml = goXml.Element(\"TileAnimator\");\n            if (animXml != null)\n            {\n                TileAnimator tileAnimator = gameObject.AddComponent<TileAnimator>();\n                tileAnimator.StartTime = ImportUtils.GetAttributeAsInt(animXml, \"startTimeMs\") * 0.001f;\n                tileAnimator.Duration = ImportUtils.GetAttributeAsInt(animXml, \"durationMs\") * 0.001f;\n                tileAnimator.TotalAnimationTime = ImportUtils.GetAttributeAsInt(animXml, \"fullTimeMs\") * 0.001f;\n            }\n        }\n\n        private void HandleTiledAttributes(GameObject gameObject, XElement goXml, Tiled2Unity.ImportBehaviour importComponent)\n        {\n            // Add the TiledMap component\n            TiledMap map = gameObject.AddComponent<TiledMap>();\n            try\n            {\n                map.Orientation = ImportUtils.GetAttributeAsEnum<TiledMap.MapOrientation>(goXml, \"orientation\");\n                map.StaggerAxis = ImportUtils.GetAttributeAsEnum<TiledMap.MapStaggerAxis>(goXml, \"staggerAxis\");\n                map.StaggerIndex = ImportUtils.GetAttributeAsEnum<TiledMap.MapStaggerIndex>(goXml, \"staggerIndex\");\n                map.HexSideLength = ImportUtils.GetAttributeAsInt(goXml, \"hexSideLength\");\n                map.NumLayers = ImportUtils.GetAttributeAsInt(goXml, \"numLayers\");\n                map.NumTilesWide = ImportUtils.GetAttributeAsInt(goXml, \"numTilesWide\");\n                map.NumTilesHigh = ImportUtils.GetAttributeAsInt(goXml, \"numTilesHigh\");\n                map.TileWidth = ImportUtils.GetAttributeAsInt(goXml, \"tileWidth\");\n                map.TileHeight = ImportUtils.GetAttributeAsInt(goXml, \"tileHeight\");\n                map.ExportScale = ImportUtils.GetAttributeAsFloat(goXml, \"exportScale\");\n                map.MapWidthInPixels = ImportUtils.GetAttributeAsInt(goXml, \"mapWidthInPixels\");\n                map.MapHeightInPixels = ImportUtils.GetAttributeAsInt(goXml, \"mapHeightInPixels\");\n                map.BackgroundColor = ImportUtils.GetAttributeAsColor(goXml, \"backgroundColor\", Color.black);\n            }\n            catch\n            {\n                importComponent.RecordWarning(\"Couldn't add TiledMap component. Are you using an old version of Tiled2Unity in your Unity project?\");\n                GameObject.DestroyImmediate(map);\n            }\n        }\n\n        private void HandleCustomProperties(GameObject gameObject, XElement goXml, IList<ICustomTiledImporter> importers)\n        {\n            var props = from p in goXml.Elements(\"Property\")\n                        select new { Name = p.Attribute(\"name\").Value, Value = p.Attribute(\"value\").Value };\n\n            if (props.Count() > 0)\n            {\n                var dictionary = props.OrderBy(p => p.Name).ToDictionary(p => p.Name, p => p.Value);\n                foreach (ICustomTiledImporter importer in importers)\n                {\n                    importer.HandleCustomProperties(gameObject, dictionary);\n                }\n            }\n        }\n\n        private void CustomizePrefab(GameObject prefab, IList<ICustomTiledImporter> importers)\n        {\n            foreach (ICustomTiledImporter importer in importers)\n            {\n                importer.CustomizePrefab(prefab);\n            }\n        }\n\n        private IList<ICustomTiledImporter> GetCustomImporterInstances(ImportBehaviour importComponent)\n        {\n            // Report an error for ICustomTiledImporter classes that don't have the CustomTiledImporterAttribute\n            var errorTypes = from a in AppDomain.CurrentDomain.GetAssemblies()\n                             from t in a.GetTypes()\n                             where typeof(ICustomTiledImporter).IsAssignableFrom(t)\n                             where !t.IsAbstract\n                             where System.Attribute.GetCustomAttribute(t, typeof(CustomTiledImporterAttribute)) == null\n                             select t;\n            foreach (var t in errorTypes)\n            {\n                importComponent.RecordError(\"ICustomTiledImporter type '{0}' is missing CustomTiledImporterAttribute\", t);\n            }\n\n            // Find all the types with the CustomTiledImporterAttribute, instantiate them, and give them a chance to customize our prefab\n            var types = from a in AppDomain.CurrentDomain.GetAssemblies()\n                        from t in a.GetTypes()\n                        where typeof(ICustomTiledImporter).IsAssignableFrom(t)\n                        where !t.IsAbstract\n                        from attr in System.Attribute.GetCustomAttributes(t, typeof(CustomTiledImporterAttribute))\n                        let custom = attr as CustomTiledImporterAttribute\n                        orderby custom.Order\n                        select t;\n\n            var instances = types.Select(t => (ICustomTiledImporter)Activator.CreateInstance(t));\n            return instances.ToList();\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Prefab.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 87a13c1344c7eef468c195f89458b100\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Texture.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Handled a texture being imported\n    partial class ImportTiled2Unity\n    {\n        public void TextureImported(string texturePath)\n        {\n            // Find the import behaviour that was waiting on this texture to be imported\n            string asset = System.IO.Path.GetFileName(texturePath);\n            foreach (var importComponent in ImportBehaviour.EnumerateImportBehaviors_ByWaitingTexture(asset))\n            {\n                // The texture has finished loading. Keep track of that status.\n                if (!importComponent.ImportComplete_Textures.Contains(asset, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportComplete_Textures.Add(asset);\n                }\n\n                // Are we done importing all textures? If so then start importing materials.\n                if (importComponent.IsTextureImportingCompleted())\n                {\n                    ImportAllMaterials(importComponent);\n                }\n            }\n        }\n\n        private void ImportAllTextures(Tiled2Unity.ImportBehaviour importComponent)\n        {\n            // Textures need to be imported before we can create or import materials\n            foreach (var xmlImportTexture in importComponent.XmlDocument.Root.Elements(\"ImportTexture\"))\n            {\n                string filename = ImportUtils.GetAttributeAsString(xmlImportTexture, \"filename\");\n                string data = xmlImportTexture.Value;\n                byte[] bytes = ImportUtils.Base64ToBytes(data);\n\n                // Keep track that we are importing this texture\n                if (!importComponent.ImportWait_Textures.Contains(filename, StringComparer.OrdinalIgnoreCase))\n                {\n                    importComponent.ImportWait_Textures.Add(filename);\n                }\n\n                // Start the import process for this texture\n                string pathToSave = GetTextureAssetPath(filename);\n                ImportUtils.ReadyToWrite(pathToSave);\n                File.WriteAllBytes(pathToSave, bytes);\n                importComponent.ImportTiled2UnityAsset(pathToSave);\n            }\n\n            // If we have no textures too import then go to next stage (materials)\n            if (importComponent.ImportWait_Textures.Count() == 0)\n            {\n                ImportAllMaterials(importComponent);\n            }\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Texture.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f64b5ade8fc8ece419f55c5ad91569a8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Xml.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\n// Note: This parital class is not compiled in for WebPlayer builds.\n// The Unity Webplayer is deprecated. If you *must* use it then make sure Tiled2Unity assets are imported via another build target first.\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Xml;\nusing System.Xml.Linq;\n\nusing UnityEditor;\nusing UnityEngine;\n\n\nnamespace Tiled2Unity\n{\n    // Concentrates on the Xml file being imported\n    partial class ImportTiled2Unity\n    {\n\n        // Called when Unity detects the *.tiled2unity.xml file needs to be (re)imported\n        public void ImportBegin(string xmlPath, Tiled2Unity.ImportTiled2Unity importTiled2Unity)\n        {\n            // Create a (tempoary) gameobject in the scene hierarchy that can manage state of the import process\n            GameObject t2uImporter = new GameObject(\"__tiled2unity_importer\");\n#if !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_2 && !UNITY_4_3\n            t2uImporter.gameObject.transform.SetAsFirstSibling();\n#endif\n            // Add the ImportBehaviour component. This will track the state of the importer and get everything to happen in the right order.\n            var importComponent = t2uImporter.AddComponent<Tiled2Unity.ImportBehaviour>();\n\n            // Load the XML and start the importing process\n            if (LoadTiled2UnityXml(importComponent, xmlPath))\n            {\n                CheckVersion(importComponent, importTiled2Unity);\n                CheckSettings(importComponent);\n\n                // Start the import process by importing all our textures\n                ImportAllTextures(importComponent);\n            }\n        }\n\n        private bool LoadTiled2UnityXml(ImportBehaviour importComponent, string xmlPath)\n        {\n            try\n            {\n                var xml = XDocument.Load(xmlPath);\n                importComponent.XmlDocument = xml;\n\n                var xmlTiled2Unity = xml.Element(\"Tiled2Unity\");\n                importComponent.Tiled2UnityXmlPath = xmlPath;\n                importComponent.ExporterTiled2UnityVersion = ImportUtils.GetAttributeAsString(xmlTiled2Unity, \"version\");\n                return true;\n            }\n            catch (Exception e)\n            {\n                string msg = String.Format(\"Error importing Tiled2Unity xml file '{0}': {1}\", xmlPath, e.Message);\n                Debug.LogError(msg);\n                importComponent.DestroyImportBehaviour();\n            }\n\n            return false;\n        }\n\n        private void CheckVersion(Tiled2Unity.ImportBehaviour importComponent, Tiled2Unity.ImportTiled2Unity importTiled2Unity)\n        {\n            try\n            {\n                // Get the version from our Tiled2Unity.export.txt library data file\n                TextAsset textAsset = importTiled2Unity.GetTiled2UnityTextAsset();\n                XDocument xml = XDocument.Parse(textAsset.text);\n                string importerTiled2UnityVersion = xml.Element(\"Tiled2UnityImporter\").Element(\"Header\").Attribute(\"version\").Value;\n\n                if (importComponent.ExporterTiled2UnityVersion != importerTiled2UnityVersion)\n                {\n                    importComponent.RecordWarning(\"Imported Tiled2Unity file '{0}' was exported with version {1}. We are expecting version {2}\", importComponent.Tiled2UnityXmlPath, importComponent.ExporterTiled2UnityVersion, importerTiled2UnityVersion);\n                }\n            }\n            catch (Exception e)\n            {\n                importComponent.RecordError(\"Failed to read Tiled2Unity import version from '{0}': {1}\", importComponent.Tiled2UnityXmlPath, e.Message);\n            }\n        }\n\n        private void CheckSettings(Tiled2Unity.ImportBehaviour importComponent)\n        {\n            // Check anti-aliasing\n            if (QualitySettings.antiAliasing != 0)\n            {\n                importComponent.RecordWarning(\"Anti-aliasing is enabled and may cause seams. See Edit->Project Settings->Quality to disable.\");\n            }\n        }\n\n        private UnityEngine.Material CreateMaterialFromXml(XElement xml, Tiled2Unity.ImportBehaviour importComponent)\n        {\n            // Does this material support alpha color key?\n            bool useColorKey = xml.Attribute(\"alphaColorKey\") != null;\n            bool usesDepthShader = ImportUtils.GetAttributeAsBoolean(xml, \"usesDepthShaders\", false);\n\n            // Determine which shader we sould be using\n            string shaderName = \"Tiled2Unity/\";\n\n            // Are we using depth shaders?\n            if (usesDepthShader)\n            {\n                shaderName += \"Depth\";\n            }\n            else\n            {\n                shaderName += \"Default\";\n            }\n\n            // Are we using color key shaders?\n            Color keyColor = Color.black;\n            if (useColorKey)\n            {\n                keyColor = ImportUtils.GetAttributeAsColor(xml, \"alphaColorKey\");\n                shaderName += \" Color Key\";\n            }\n\n            // Are we using instanced shaders?\n#if UNITY_5_6_OR_NEWER\n            shaderName += \" (Instanced)\";\n#endif\n\n            // Try creating the material with the right shader. Fall back to the built-in Sprites/Default shader if there's a problem.\n            UnityEngine.Material material = null;\n            try\n            {\n                material = new UnityEngine.Material(UnityEngine.Shader.Find(shaderName));\n            }\n            catch (Exception e)\n            {\n                importComponent.RecordError(\"Error creating material with shader '{0}'. {1}\", shaderName, e.Message);\n            }\n\n            if (material == null)\n            {\n                importComponent.RecordWarning(\"Using default sprite shader for material\");\n                material = new UnityEngine.Material(UnityEngine.Shader.Find(\"Sprites/Default\"));\n            }\n\n            if (useColorKey)\n            {\n                material.SetColor(\"_AlphaColorKey\", keyColor);\n            }\n\n#if UNITY_5_6_OR_NEWER\n            material.enableInstancing = true;\n#endif\n\n            return material;\n        }\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.Xml.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cb932b64443cf1c4b97dc192ab3a443e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.IO;\nusing System.Text;\nusing System.Xml;\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    partial class ImportTiled2Unity : IDisposable\n    {\n        private string fullPathToFile = \"\";\n        private string pathToTiled2UnityRoot = \"\";\n        private string assetPathToTiled2UnityRoot = \"\";\n\n        public ImportTiled2Unity(string file)\n        {\n            this.fullPathToFile = System.IO.Path.GetFullPath(file);\n\n            // Discover the root of the Tiled2Unity scripts and assets\n            this.pathToTiled2UnityRoot = System.IO.Path.GetDirectoryName(this.fullPathToFile);\n            int index = this.pathToTiled2UnityRoot.LastIndexOf(\"Tiled2Unity\", StringComparison.InvariantCultureIgnoreCase);\n            if (index == -1)\n            {\n                Debug.LogError(String.Format(\"There is an error with your Tiled2Unity install. Could not find Tiled2Unity folder in {0}\", file));\n            }\n            else\n            {\n                this.pathToTiled2UnityRoot = this.pathToTiled2UnityRoot.Remove(index + \"Tiled2Unity\".Length);\n            }\n\n            this.fullPathToFile = this.fullPathToFile.Replace(System.IO.Path.DirectorySeparatorChar, '/');\n            this.pathToTiled2UnityRoot = this.pathToTiled2UnityRoot.Replace(System.IO.Path.DirectorySeparatorChar, '/');\n\n            // Figure out the path from \"Assets\" to \"Tiled2Unity\" root folder\n            this.assetPathToTiled2UnityRoot = this.pathToTiled2UnityRoot.Remove(0, Application.dataPath.Count());\n            this.assetPathToTiled2UnityRoot = \"Assets\" + this.assetPathToTiled2UnityRoot;\n        }\n\n        public bool IsTiled2UnityFile()\n        {\n            return this.fullPathToFile.EndsWith(\".tiled2unity.xml\");\n        }\n\n        public bool IsTiled2UnityTexture()\n        {\n            bool startsWith = this.fullPathToFile.Contains(\"/Tiled2Unity/Textures/\");\n            bool endsWithTxt = this.fullPathToFile.EndsWith(\".txt\");\n            return startsWith && !endsWithTxt;\n        }\n\n        public bool IsTiled2UnityMaterial()\n        {\n            bool startsWith = this.fullPathToFile.Contains(\"/Tiled2Unity/Materials/\");\n            bool endsWith = this.fullPathToFile.EndsWith(\".mat\");\n            return startsWith && endsWith;\n        }\n\n        public bool IsTiled2UnityWavefrontObj()\n        {\n            bool contains = this.fullPathToFile.Contains(\"/Tiled2Unity/Meshes/\");\n            bool endsWith = this.fullPathToFile.EndsWith(\".obj\");\n            return contains && endsWith;\n        }\n\n        public bool IsTiled2UnityPrefab()\n        {\n            bool startsWith = this.fullPathToFile.Contains(\"/Tiled2Unity/Prefabs/\");\n            bool endsWith = this.fullPathToFile.EndsWith(\".prefab\");\n            return startsWith && endsWith;\n        }\n\n        public string GetMeshAssetPath(string mapName, string meshName)\n        {\n            string meshAsset = String.Format(\"{0}/Meshes/{1}/{2}.obj\", this.assetPathToTiled2UnityRoot, mapName, meshName);\n            return meshAsset;\n        }\n\n        public string MakeMaterialAssetPath(string file, bool isResource)\n        {\n            string name = System.IO.Path.GetFileNameWithoutExtension(file);\n            if (isResource)\n            {\n                return String.Format(\"{0}/Materials/Resources/{1}.mat\", this.assetPathToTiled2UnityRoot, name);\n            }\n\n            // If we're here then the material is not a resource to be loaded at runtime\n            return String.Format(\"{0}/Materials/{1}.mat\", this.assetPathToTiled2UnityRoot, name);\n        }\n\n        public string GetExistingMaterialAssetPath(string file)\n        {\n            // The named material may be in a Ressources folder or not so we use the asset database to search\n            string name = System.IO.Path.GetFileNameWithoutExtension(file);\n            string filter = String.Format(\"t:material {0}\", name);\n            string folder = this.assetPathToTiled2UnityRoot + \"/Materials\";\n            string[] files = AssetDatabase.FindAssets(filter, new string[] { folder });\n            foreach (var f in files)\n            {\n                string assetPath = AssetDatabase.GUIDToAssetPath(f);\n                if (String.Compare(Path.GetFileNameWithoutExtension(assetPath), name, true) == 0)\n                {\n                    return assetPath;\n                }\n            }\n            return \"\";\n        }\n\n        public TextAsset GetTiled2UnityTextAsset()\n        {\n            string file = this.assetPathToTiled2UnityRoot + \"/Tiled2Unity.export.txt\";\n            return AssetDatabase.LoadAssetAtPath(file, typeof(TextAsset)) as TextAsset;\n        }\n\n        public string GetTextureAssetPath(string filename)\n        {\n            // Keep the extention given (png, tga, etc.)\n            filename = System.IO.Path.GetFileName(filename);\n            string textureAsset = String.Format(\"{0}/Textures/{1}\", this.assetPathToTiled2UnityRoot, filename);\n            return textureAsset;\n        }\n\n        public string GetPrefabAssetPath(string name, bool isResource, string extraPath)\n        {\n            string prefabAsset = \"\";\n            if (isResource)\n            {\n                if (String.IsNullOrEmpty(extraPath))\n                {\n                    // Put the prefab into a \"Resources\" folder so it can be instantiated through script\n                    prefabAsset = String.Format(\"{0}/Prefabs/Resources/{1}.prefab\", this.assetPathToTiled2UnityRoot, name);\n                }\n                else\n                {\n                    // Put the prefab into a \"Resources/extraPath\" folder so it can be instantiated through script\n                    prefabAsset = String.Format(\"{0}/Prefabs/Resources/{1}/{2}.prefab\", this.assetPathToTiled2UnityRoot, extraPath, name);\n                }\n            }\n            else\n            {\n                prefabAsset = String.Format(\"{0}/Prefabs/{1}.prefab\", this.assetPathToTiled2UnityRoot, name);\n            }\n\n            return prefabAsset;\n        }\n\n        public void Dispose()\n        {\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportTiled2Unity.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4e14399bfbcbf624eaccefa8c59cf680\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportUtils.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\n// Note: This parital class is not compiled in for WebPlayer builds.\n// The Unity Webplayer is deprecated. If you *must* use it then make sure Tiled2Unity assets are imported via another build target first.\nusing System;\nusing System.IO;\nusing System.IO.Compression;\nusing System.Globalization;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing System.Xml.Linq;\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    class ImportUtils\n    {\n        public static string GetAttributeAsString(XElement elem, string attrName)\n        {\n            return elem.Attribute(attrName).Value;\n        }\n\n        public static string GetAttributeAsString(XElement elem, string attrName, string defaultValue)\n        {\n            XAttribute attr = elem.Attribute(attrName);\n            if (attr == null)\n            {\n                return defaultValue;\n            }\n            return GetAttributeAsString(elem, attrName);\n        }\n\n        public static int GetAttributeAsInt(XElement elem, string attrName)\n        {\n            return Convert.ToInt32(elem.Attribute(attrName).Value);\n        }\n\n        public static int GetAttributeAsInt(XElement elem, string attrName, int defaultValue)\n        {\n            XAttribute attr = elem.Attribute(attrName);\n            if (attr == null)\n            {\n                return defaultValue;\n            }\n            return GetAttributeAsInt(elem, attrName);\n        }\n\n        public static float GetAttributeAsFloat(XElement elem, string attrName)\n        {\n            return Convert.ToSingle(elem.Attribute(attrName).Value, CultureInfo.InvariantCulture);\n        }\n\n        public static float GetAttributeAsFloat(XElement elem, string attrName, float defaultValue)\n        {\n            XAttribute attr = elem.Attribute(attrName);\n            if (attr == null)\n            {\n                return defaultValue;\n            }\n            return GetAttributeAsFloat(elem, attrName);\n        }\n\n        public static bool GetAttributeAsBoolean(XElement elem, string attrName)\n        {\n            return Convert.ToBoolean(elem.Attribute(attrName).Value);\n        }\n\n        public static bool GetAttributeAsBoolean(XElement elem, string attrName, bool defaultValue)\n        {\n            XAttribute attr = elem.Attribute(attrName);\n            if (attr == null)\n            {\n                return defaultValue;\n            }\n            return GetAttributeAsBoolean(elem, attrName);\n        }\n\n        public static T GetStringAsEnum<T>(string enumString)\n        {\n            enumString = enumString.Replace(\"-\", \"_\");\n\n            T value = default(T);\n            try\n            {\n                value = (T)Enum.Parse(typeof(T), enumString, true);\n            }\n            catch\n            {\n                StringBuilder msg = new StringBuilder();\n                msg.AppendFormat(\"Could not convert '{0}' to enum of type '{1}'\\n\", enumString, typeof(T).ToString());\n                msg.AppendFormat(\"Choices are:\\n\");\n\n                foreach (T t in Enum.GetValues(typeof(T)))\n                {\n                    msg.AppendFormat(\"  {0}\\n\", t.ToString());\n                }\n                Debug.LogError(msg.ToString());\n            }\n\n            return value;\n        }\n\n        public static T GetAttributeAsEnum<T>(XElement elem, string attrName)\n        {\n            string enumString = elem.Attribute(attrName).Value.Replace(\"-\", \"_\");\n            return GetStringAsEnum<T>(enumString);\n        }\n\n        public static string GetAttributeAsFullPath(XElement elem, string attrName)\n        {\n            return System.IO.Path.GetFullPath(elem.Attribute(attrName).Value);\n        }\n\n        public static Color GetAttributeAsColor(XElement elem, string attrName)\n        {\n            string htmlColor = GetAttributeAsString(elem, attrName);\n\n            // Sometimes Tiled saves out color without the leading # but we expect it to be there\n            if (!htmlColor.StartsWith(\"#\"))\n            {\n                htmlColor = \"#\" + htmlColor;\n            }\n\n            if (htmlColor.Length == 9)\n            {\n                // ARBG\n                byte a = byte.Parse(htmlColor.Substring(1, 2), System.Globalization.NumberStyles.HexNumber);\n                byte r = byte.Parse(htmlColor.Substring(3, 2), System.Globalization.NumberStyles.HexNumber);\n                byte g = byte.Parse(htmlColor.Substring(5, 2), System.Globalization.NumberStyles.HexNumber);\n                byte b = byte.Parse(htmlColor.Substring(7, 2), System.Globalization.NumberStyles.HexNumber);\n                return new Color32(r, g, b, a);\n            }\n            else if (htmlColor.Length == 7)\n            {\n                // RBA\n                byte r = byte.Parse(htmlColor.Substring(1, 2), System.Globalization.NumberStyles.HexNumber);\n                byte g = byte.Parse(htmlColor.Substring(3, 2), System.Globalization.NumberStyles.HexNumber);\n                byte b = byte.Parse(htmlColor.Substring(5, 2), System.Globalization.NumberStyles.HexNumber);\n                return new Color32(r, g, b, 255);\n            }\n\n            // If we're here then we've got a bad color format. Just return an ugly color.\n            return Color.magenta;\n        }\n\n        public static Color GetAttributeAsColor(XElement elem, string attrName, Color defaultValue)\n        {\n            XAttribute attr = elem.Attribute(attrName);\n            if (attr == null)\n            {\n                return defaultValue;\n            }\n            return GetAttributeAsColor(elem, attrName);\n        }\n\n        public static void ReadyToWrite(string path)\n        {\n            // Creates directories in path if they don't exist\n            FileInfo info = new FileInfo(path);\n            info.Directory.Create();\n\n            // Make sure file is not readonly\n            if (info.Exists)\n            {\n                if ((info.Attributes & FileAttributes.ReadOnly) == FileAttributes.ReadOnly)\n                {\n                    throw new UnityException(String.Format(\"{0} is read-only\", path));\n                }\n            }\n        }\n\n        // From: http://answers.unity3d.com/questions/24929/assetdatabase-replacing-an-asset-but-leaving-refer.html\n        public static T CreateOrReplaceAsset<T>(T asset, string path) where T : UnityEngine.Object\n        {\n            T existingAsset = (T)AssetDatabase.LoadAssetAtPath(path, typeof(T));\n\n            if (existingAsset == null)\n            {\n                AssetDatabase.CreateAsset(asset, path);\n                existingAsset = asset;\n            }\n            else\n            {\n                EditorUtility.CopySerialized(asset, existingAsset);\n            }\n\n            return existingAsset;\n        }\n\n        public static byte[] Base64ToBytes(string base64)\n        {\n            return Convert.FromBase64String(base64);\n        }\n\n        public static string Base64ToString(string base64)\n        {\n            byte[] bytes = Convert.FromBase64String(base64);\n            return Encoding.ASCII.GetString(bytes);\n        }\n\n        // Bah! This won't work (at least yet) due to Mono being a bit behind the .Net libraries\n        //public static byte[] GzipBase64ToBytes(string gzipBase64)\n        //{\n        //    byte[] bytesFromBase64 = Convert.FromBase64String(gzipBase64);\n        //    MemoryStream streamCompressed = new MemoryStream(bytesFromBase64);\n\n        //    // Now, decompress the bytes\n        //    using (MemoryStream streamDecompressed = new MemoryStream())\n        //    using (GZipStream deflateStream = new GZipStream(streamCompressed, CompressionMode.Decompress))\n        //    {\n        //        deflateStream.CopyTo(streamDecompressed);\n        //        byte[] bytesDecompressed = streamDecompressed.ToArray();\n        //        return bytesDecompressed;\n        //    }\n        //}\n\n    } // end class\n\n    public static class HelperExtensions\n    {\n        // Mono does not support GZipStream.CopyTo method yet\n        //public static long CopyTo(this Stream source, Stream destination)\n        //{\n        //    byte[] buffer = new byte[2048];\n        //    int bytesRead;\n        //    long totalBytes = 0;\n        //    while ((bytesRead = source.Read(buffer, 0, buffer.Length)) > 0)\n        //    {\n        //        destination.Write(buffer, 0, bytesRead);\n        //        totalBytes += bytesRead;\n        //    }\n        //    return totalBytes;\n        //}\n    }\n}\n#endif"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/ImportUtils.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 496478de58fac2146bc6f4b246633cff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/SortingLayerExposedEditor.cs",
    "content": "﻿// Based on code provided by: Nick Gravelyn\n// from: https://gist.github.com/nickgravelyn/7460288\nusing System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing System.Text;\n\nusing UnityEngine;\nusing UnityEditor;\nusing Tiled2Unity;\n\n[CustomEditor(typeof(Tiled2Unity.SortingLayerExposed))]\npublic class SortingLayerExposedEditor : UnityEditor.Editor\n{\n    public override void OnInspectorGUI()\n    {\n        // Get the renderer from the target object\n        var renderer = (target as SortingLayerExposed).gameObject.GetComponent<Renderer>();\n\n        // If there is no renderer, we can't do anything\n        if (!renderer)\n        {\n            return;\n        }\n\n        // Seanba: Use a popup that is populated with the acceptable sorting layers for the renderer\n        // Also allow the player to bring up the Tag/Layers inspector if they choose so\n        string[] sortLayerNames = GetSortingLayerNames();\n        int sortLayerSelection = GetSortingLayerIndex(renderer, sortLayerNames);\n\n        GUIContent[] sortingLayerContexts = GetSortingLayerContexts();\n        int newSortingLayerIndex = EditorGUILayout.Popup(new GUIContent(\"Sorting Layer\"), sortLayerSelection, sortingLayerContexts);\n        if (newSortingLayerIndex == sortingLayerContexts.Length - 1)\n        {\n            EditorApplication.ExecuteMenuItem(\"Edit/Project Settings/Tags and Layers\");\n        }\n        else if (newSortingLayerIndex != sortLayerSelection)\n        {\n            //int newSortingLayerId = sortLayerIds[newSortingLayerIndex];\n            string newSortingLayerName = sortLayerNames[newSortingLayerIndex];\n\n            Undo.RecordObject(renderer, \"Edit Sorting Layer ID\");\n            renderer.sortingLayerName = newSortingLayerName;\n            //renderer.sortingLayerID = newSortingLayerId;\n\n            EditorUtility.SetDirty(renderer);\n        }\n\n        // Expose the manual sorting order within a sort layer\n        int newSortingLayerOrder = EditorGUILayout.IntField(\"Order in Layer\", renderer.sortingOrder);\n        if (newSortingLayerOrder != renderer.sortingOrder)\n        {\n            Undo.RecordObject(renderer, \"Edit Sorting Order\");\n            renderer.sortingOrder = newSortingLayerOrder;\n            EditorUtility.SetDirty(renderer);\n        }\n    }\n\n    public static GUIContent[] GetSortingLayerContexts()\n    {\n        List<GUIContent> contexts = new List<GUIContent>();\n\n        foreach (string layerName in GetSortingLayerNames())\n        {\n            contexts.Add(new GUIContent(layerName));\n        }\n\n        contexts.Add(GUIContent.none);\n        contexts.Add(new GUIContent(\"Edit Layers...\"));\n\n        return contexts.ToArray();\n    }\n\n    // Get the sorting layer names\n    public static string[] GetSortingLayerNames()\n    {\n        Type internalEditorUtilityType = typeof(UnityEditorInternal.InternalEditorUtility);\n        PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty(\"sortingLayerNames\", BindingFlags.Static | BindingFlags.NonPublic);\n        return (string[])sortingLayersProperty.GetValue(null, new object[0]);\n    }\n\n    // Get the unique sorting layer IDs -- tossed this in for good measure\n    public int[] GetSortingLayerUniqueIDs()\n    {\n        Type internalEditorUtilityType = typeof(UnityEditorInternal.InternalEditorUtility);\n        PropertyInfo sortingLayerUniqueIDsProperty = internalEditorUtilityType.GetProperty(\"sortingLayerUniqueIDs\", BindingFlags.Static | BindingFlags.NonPublic);\n        return (int[])sortingLayerUniqueIDsProperty.GetValue(null, new object[0]);\n    }\n\n    public static int GetSortingLayerIndex(Renderer renderer, string[] layerNames)\n    {\n        for (int i = 0; i < layerNames.Length; ++i)\n        {\n            if (layerNames[i] == renderer.sortingLayerName)\n                return i;\n\n            // Special case for Default, goddammit\n            if (layerNames[i] == \"Default\" && String.IsNullOrEmpty(renderer.sortingLayerName))\n                return i;\n        }\n\n        return 0;\n    }\n\n    public static int GetSortingLayerIdIndex(Renderer renderer, int[] layerIds)\n    {\n        for (int i = 0; i < layerIds.Length; ++i)\n        {\n            if (layerIds[i] == renderer.sortingLayerID)\n                return i;\n        }\n\n        return 0;\n    }\n\n}"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/SortingLayerExposedEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 692d7db841cbe2b44b23d0a520ba230b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/SpriteDepthInMapEditor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    [CustomEditor(typeof(SpriteDepthInMap))]\n    public class SpriteDepthInMapEditor : UnityEditor.Editor\n    {\n        public override void OnInspectorGUI()\n        {\n            DrawDefaultInspector();\n\n            SpriteDepthInMap depthSprite = (SpriteDepthInMap)target;\n            if (GUILayout.Button(\"Set Depth (Changes Transform Z Position)\"))\n            {\n                if (depthSprite.AttachedMap == null)\n                {\n                    Debug.LogError(\"Cannot set sprite depth without an Attached Map\");\n                }\n                else\n                {\n                    depthSprite.UpdateSpriteDepth();\n                }\n            }\n        }\n\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/SpriteDepthInMapEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9bc1205c8ed2c3a4ebfdc2dc02b9c10c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/Tiled2UnityMenuItems.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\n\n#if !UNITY_WEBPLAYER\nusing System.Xml.Linq;\n#endif\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    class Tiled2UnityMenuItems\n    {\n#if !UNITY_WEBPLAYER\n        // Convenience function for packaging this library\n        [MenuItem(\"Tiled2Unity/Export Tiled2Unity Library ...\")]\n        static void ExportLibrary()\n        {\n            // Get the version from our Tiled2Unity.export.txt library data file\n            TextAsset textAsset = AssetDatabase.LoadAssetAtPath(\"Assets/Tiled2Unity/Tiled2Unity.export.txt\", typeof(TextAsset)) as TextAsset;\n            XDocument xml = XDocument.Parse(textAsset.text);\n            string version = xml.Element(\"Tiled2UnityImporter\").Element(\"Header\").Attribute(\"version\").Value;\n\n            // Export the package\n            string name = String.Format(\"Tiled2Unity.{0}.unitypackage\", version);\n            var path = EditorUtility.SaveFilePanel(\"Save Tiled2Unity library as unity package.\", \"\", name, \"unitypackage\");\n            if (path.Length != 0)\n            {\n                List<string> packageFiles = new List<string>();\n\n                // Export all C# files, shaders, text files, and some select materials\n                packageFiles.AddRange(EnumerateAssetFilesAt(\"Assets/Tiled2Unity\",\".cs\", \".shader\", \".cginc\", \".txt\", \"t2uSprite-Depth.mat\", \"t2uSprite-DiffuseDepth.mat\"));\n                AssetDatabase.ExportPackage(packageFiles.ToArray(), path);\n            }\n        }\n#endif\n\n        // Not ready for public consumption yet. (But handy to have for development)\n        //[MenuItem(\"Tiled2Unity/Clean Tiled2Unity Files\")]\n        //static void CleanFiles()\n        //{\n        //    Debug.LogWarning(\"Cleaning out Tiled2Unity files that were automatically created. Re-import your *.tiled2unity.xml files to re-create them.\");\n        //    DeleteAssetsAt(\"Assets/Tiled2Unity/Materials\");\n        //    DeleteAssetsAt(\"Assets/Tiled2Unity/Meshes\");\n        //    DeleteAssetsAt(\"Assets/Tiled2Unity/Prefabs\");\n        //    DeleteAssetsAt(\"Assets/Tiled2Unity/Textures\");\n        //}\n\n        private static IEnumerable<string> EnumerateAssetFilesAt(string dir, params string[] endPatterns)\n        {\n            foreach (string f in Directory.GetFiles(dir))\n            {\n                if (endPatterns.Any(pat => f.EndsWith(pat, true, null)))\n                {\n                    yield return f;\n                }\n            }\n\n            foreach (string d in Directory.GetDirectories(dir))\n            {\n                foreach (string f in EnumerateAssetFilesAt(d, endPatterns))\n                {\n                    yield return f;\n                }\n            }\n        }\n\n        private static void DeleteAssetsAt(string dir)\n        {\n            // Note: Does not remove any text files.\n            foreach (string f in Directory.GetFiles(dir))\n            {\n                if (f.EndsWith(\".txt\", true, null))\n                    continue;\n\n                if (f.EndsWith(\".meta\", true, null))\n                    continue;\n\n                // Just to be safe. Do not remove scripts.\n                if (f.EndsWith(\".cs\", true, null))\n                    continue;\n\n                // Do not remove special materials\n                if (f.EndsWith(\"t2uSprite-Depth.mat\", true, null))\n                    continue;\n                if (f.EndsWith(\"t2uSprite-DiffuseDepth.mat\", true, null))\n                    continue;\n\n                AssetDatabase.DeleteAsset(f);\n            }\n        }\n\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/Tiled2UnityMenuItems.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f312cd3ac00139e4896140677aac0972\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor/TiledAssetPostProcessor.cs",
    "content": "﻿#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2\n#define T2U_USE_LEGACY_IMPORTER\n#else\n#undef T2U_USE_LEGACY_IMPORTER\n#endif\n\n#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3\n#define T2U_USE_LIGHT_PROBES_API\n#else\n#undef T2U_USE_LIGHT_PROBES_API\n#endif\n\n#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4\n#define T2U_USE_5_4_API\n#else\n#endif\n\nusing System.Collections;\nusing System.IO;\nusing System.Linq;\nusing System.Xml;\nusing System;\n\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Assets that are imported to \"Tiled2Unity/...\" will use this post processor\n    public class TiledAssetPostProcessor : AssetPostprocessor\n    {\n        private static bool UseThisImporter(string assetPath)\n        {\n#if UNITY_WEBPLAYER\n            String warning = String.Format(\"Can not import through Tiled2Unity using the WebPlayer platform. This is depecrated by Unity Technologies and is no longer supported. Go to File -> Build Settings... and switch to another platform. (You can switch back to Web Player after importing.). File: {0}\", assetPath);\n            Debug.LogError(warning);\n            return false;\n#else\n            // Certain file types are ignored by this asset post processor (i.e. scripts)\n            // (Note that an empty string as the extension is a folder)\n            string[] ignoreThese = { \".cs\", \".txt\",  \".shader\", \"\", };\n            if (ignoreThese.Any(ext => String.Compare(ext, System.IO.Path.GetExtension(assetPath), true) == 0))\n            {\n                return false;\n            }\n\n            // *.tiled2unity.xml files are always supported by this processor\n            if (assetPath.EndsWith(\".tiled2unity.xml\", StringComparison.InvariantCultureIgnoreCase))\n            {\n                return true;\n            }\n\n            // All other files can only use this post processor if their import was requested by an ImportBehaviour\n            return ImportBehaviour.IsAssetBeingImportedByTiled2Unity(assetPath);\n#endif\n        }\n\n        private bool UseThisImporter()\n        {\n            return UseThisImporter(this.assetPath);\n        }\n\n        private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath)\n        {\n            foreach (string imported in importedAssets)\n            {\n                if (UseThisImporter(imported))\n                {\n                   //Debug.Log(string.Format(\"Imported: {0}\", imported));\n                }\n                else\n                {\n                    continue;\n                }\n\n#if !UNITY_WEBPLAYER\n                using (var logger = new Tiled2Unity.Logger(\"Importing '{0}'\", imported))\n                using (ImportTiled2Unity t2uImporter = new ImportTiled2Unity(imported))\n                {\n                    if (t2uImporter.IsTiled2UnityFile())\n                    {\n                        // Start the import process. This will trigger textures and meshes to be imported as well.\n                        t2uImporter.ImportBegin(imported, t2uImporter);\n                    }\n                    else if (t2uImporter.IsTiled2UnityTexture())\n                    {\n                        // A texture was imported. Once all textures are imported then we'll import materials.\n                        t2uImporter.TextureImported(imported);\n                    }\n                    else if (t2uImporter.IsTiled2UnityMaterial())\n                    {\n                        // A material was imported. Once all materials are imported then we'll import meshes.\n                        t2uImporter.MaterialImported(imported);\n                    }\n                    else if (t2uImporter.IsTiled2UnityWavefrontObj())\n                    {\n                        // A mesh was imported. Once all meshes are imported we'll import the prefabs.\n                        t2uImporter.MeshImported(imported);\n                    }\n                    else if (t2uImporter.IsTiled2UnityPrefab())\n                    {\n                        // A prefab was imported. Once all prefabs are imported then the import is complete.\n                        t2uImporter.PrefabImported(imported);\n                    }\n                }\n#endif\n            }\n        }\n\n        private void OnPreprocessModel()\n        {\n            if (!UseThisImporter())\n                return;\n\n            ModelImporter modelImporter = this.assetImporter as ModelImporter;\n\n            // Keep normals otherwise Unity will complain about needing them.\n            // Normals may not be a bad idea anyhow\n#if T2U_USE_LEGACY_IMPORTER\n            modelImporter.normalImportMode = ModelImporterTangentSpaceMode.Import;\n            modelImporter.tangentImportMode = ModelImporterTangentSpaceMode.None;\n#else\n            modelImporter.importNormals = ModelImporterNormals.Import;\n            modelImporter.importTangents = ModelImporterTangents.None;\n#endif\n\n            modelImporter.importBlendShapes = false;\n\n            // Don't need animations or tangents.\n            modelImporter.generateAnimations = ModelImporterGenerateAnimations.None;\n            modelImporter.animationType = ModelImporterAnimationType.None;\n\n            // Do not need mesh colliders on import.\n            modelImporter.addCollider = false;\n\n            // We will create and assign our own materials.\n            // This gives us more control over their construction.\n            modelImporter.importMaterials = false;\n\n#if UNITY_5_6_OR_NEWER\n            modelImporter.keepQuads = true;\n#endif\n        }\n\n        private void OnPostprocessModel(GameObject gameObject)\n        {\n            if (!UseThisImporter())\n                return;\n\n            // Each mesh renderer has the ability to set the a sort layer but it takes some work with Unity to expose it.\n            foreach (MeshRenderer mr in gameObject.GetComponentsInChildren<MeshRenderer>())\n            {\n                // No shadows\n                mr.receiveShadows = false;\n#if T2U_USE_LEGACY_IMPORTER\n                mr.castShadows = false;\n#else\n                mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;\n#endif\n\n#if !T2U_USE_LEGACY_IMPORTER\n                mr.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;\n#endif\n\n#if T2U_USE_LIGHT_PROBES_API\n                // No probes\n                mr.useLightProbes = false;\n#else\n                mr.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;\n#endif\n            }\n        }\n\n        private UnityEngine.Material OnAssignMaterialModel(Material defaultMaterial, Renderer renderer)\n        {\n            if (!UseThisImporter())\n                return null;\n\n            // What is the parent mesh name?\n            string rootName = System.IO.Path.GetFileNameWithoutExtension(this.assetPath);\n\n#if !UNITY_WEBPLAYER\n            ImportTiled2Unity importer = new ImportTiled2Unity(this.assetPath);\n            return importer.FixMaterialForMeshRenderer(rootName, renderer);\n#else\n            return null;\n#endif\n        }\n\n        private void OnPreprocessTexture()\n        {\n            if (!UseThisImporter())\n                return;\n\n            if (!string.IsNullOrEmpty(this.assetImporter.userData))\n            {\n                // The texture has already been exported and we don't want to reset the texture import settings\n                // This allows users to change their texture settings and have those changes stick.\n                return;\n            }\n\n            // Put some dummy UserData on the importer so we know not to apply these settings again.\n            this.assetImporter.userData = \"tiled2unity\";\n\n            TextureImporter textureImporter = this.assetImporter as TextureImporter;\n            textureImporter.npotScale = TextureImporterNPOTScale.None;\n            textureImporter.convertToNormalmap = false;\n            textureImporter.alphaIsTransparency = true;\n            textureImporter.spriteImportMode = SpriteImportMode.None;\n            textureImporter.mipmapEnabled = false;\n            textureImporter.filterMode = FilterMode.Point;\n            textureImporter.wrapMode = TextureWrapMode.Clamp;\n#if T2U_USE_5_4_API\n            textureImporter.lightmap = false;\n            textureImporter.grayscaleToAlpha = false;\n            textureImporter.linearTexture = false;\n            textureImporter.generateCubemap = TextureImporterGenerateCubemap.None;\n            textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;\n#else\n            textureImporter.textureType = TextureImporterType.Default;\n            textureImporter.alphaSource = TextureImporterAlphaSource.FromInput;\n            textureImporter.sRGBTexture = false;\n            textureImporter.textureShape = TextureImporterShape.Texture2D;\n            textureImporter.textureCompression = TextureImporterCompression.Uncompressed;\n#endif\n        }\n\n    }\n}\n"
  },
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    "path": "Assets/Tiled2Unity/Scripts/Editor/TiledAssetPostProcessor.cs.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Editor.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/CircleObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace Tiled2Unity\n{\n    public class CircleObject : TmxObject\n    {\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/CircleObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 26ddb78a0cbdfeb409983f08397bbad2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GPUInstancing.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    [ExecuteInEditMode]\n    public class GPUInstancing : MonoBehaviour\n    {\n        [Range(0, 1)]\n        public float Opacity = 1.0f;\n\n        private void Awake()\n        {\n            SetPropertyBlock();\n        }\n\n        private void OnValidate()\n        {\n            SetPropertyBlock();\n        }\n\n        private void SetPropertyBlock()\n        {\n            // Allows us to share a material with different opacity settings\n#if UNITY_5_6_OR_NEWER\n            MeshRenderer meshRenderer = this.gameObject.GetComponent<MeshRenderer>();\n            if (meshRenderer != null)\n            {\n                MaterialPropertyBlock props = new MaterialPropertyBlock();\n                props.SetColor(\"_Color\", new Color(1, 1, 1, this.Opacity));\n                meshRenderer.SetPropertyBlock(props);\n            }\n#endif\n        }\n\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GPUInstancing.cs.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GameObjectExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public static class GameObjectExtensions\n    {\n        public static T GetOrAddComponent<T>(this GameObject gameObject) where T : UnityEngine.Component\n        {\n            // Get the component if it exists\n            T component = gameObject.GetComponent<T>();\n            if (component != null)\n                return component;\n\n            // Add the component\n            return gameObject.AddComponent<T>();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GameObjectExtensions.cs.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GroupLayer.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public class GroupLayer : Tiled2Unity.Layer\n    {\n        // No special properties on GroupLayer\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/GroupLayer.cs.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/ImportBehaviour.cs",
    "content": "﻿#if !UNITY_WEBPLAYER\n// Note: This behaviour cannot be used in WebPlayer\nusing System;\n\n#if UNITY_EDITOR\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Xml.Linq;\n\nusing UnityEditor;\n#endif\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Class to help us manage the import status when a *.tiled2unity.xml file is (re)imported\n    // Also holds onto the XML file in memory so that we don't have to keep opening it (an expensive operation) when different parts of the import process needs it.\n    // This is a *temporary* behaviour we add to the hierarchy only while importing. It should not be around for runtime.\n    public class ImportBehaviour : MonoBehaviour\n    {\n        public string Tiled2UnityXmlPath = \"\";\n        public string ExporterTiled2UnityVersion = \"tiled2unity.version.not.set\";\n\n#if UNITY_EDITOR\n\n        public readonly string ImportExtension = \".tiled2unity.xml\";\n\n        public string MapName\n        {\n            get\n            {\n                // tiled2unity.xml is two extensions\n                string name = Path.GetFileNameWithoutExtension(this.Tiled2UnityXmlPath);\n                name = Path.GetFileNameWithoutExtension(name);\n                return name;\n            }\n        }\n\n        // List of asset names we are waiting on to be imported. This helps us keep import process in order, especially if user re-imports their whole project.\n        public List<string> ImportWait_Textures = new List<string>();\n        public List<string> ImportWait_Materials = new List<string>();\n        public List<string> ImportWait_Meshes = new List<string>();\n        public List<string> ImportWait_Prefabs = new List<string>();\n\n        // List of asset names that have been imported\n        public List<string> ImportComplete_Textures = new List<string>();\n        public List<string> ImportComplete_Materials = new List<string>();\n        public List<string> ImportComplete_Meshes = new List<string>();\n        public List<string> ImportComplete_Prefabs = new List<string>();\n\n        // List of all assets paths we are importing\n        public List<string> ImportingAssets = new List<string>();\n\n        public XDocument XmlDocument = null;\n\n        // List of warnings and errors collected over the import process\n        private List<string> ImportWarnings = new List<string>();\n        private List<string> ImportErrors = new List<string>();\n\n        // The same texture may be imported by multiple import behaviours\n        public static IEnumerable<ImportBehaviour> EnumerateImportBehaviors_ByWaitingTexture(string assetName)\n        {\n            foreach (var component in GameObject.FindObjectsOfType<Tiled2Unity.ImportBehaviour>())\n            {\n                if (component.ImportWait_Textures.Contains(assetName, StringComparer.OrdinalIgnoreCase))\n                {\n                    yield return component;\n                }\n            }\n        }\n\n        // The same material may be imported by multiple import behaviours\n        public static IEnumerable<ImportBehaviour> EnumerateImportBehaviors_ByWaitingMaterial(string assetName)\n        {\n            foreach (var component in GameObject.FindObjectsOfType<Tiled2Unity.ImportBehaviour>())\n            {\n                if (component.ImportWait_Materials.Contains(assetName, StringComparer.OrdinalIgnoreCase))\n                {\n                    yield return component;\n                }\n            }\n        }\n\n        // Meshes are guarenteed to be unique\n        public static ImportBehaviour FindImportBehavior_ByWaitingMesh(string assetName)\n        {\n            foreach (var component in GameObject.FindObjectsOfType<Tiled2Unity.ImportBehaviour>())\n            {\n                if (component.ImportWait_Meshes.Contains(assetName, StringComparer.OrdinalIgnoreCase))\n                {\n                    return component;\n                }\n            }\n\n            return null;\n        }\n\n        // Prefabs are unique\n        public static ImportBehaviour FindImportBehavior_ByWaitingPrefab(string assetName)\n        {\n            foreach (var component in GameObject.FindObjectsOfType<Tiled2Unity.ImportBehaviour>())\n            {\n                if (component.ImportWait_Prefabs.Contains(assetName, StringComparer.OrdinalIgnoreCase))\n                {\n                    return component;\n                }\n            }\n\n            return null;\n        }\n\n        public static bool IsAssetBeingImportedByTiled2Unity(string assetPath)\n        {\n            foreach (var component in GameObject.FindObjectsOfType<Tiled2Unity.ImportBehaviour>())\n            {\n                if (component.ImportingAssets.Contains(assetPath, StringComparer.OrdinalIgnoreCase))\n                {\n                    return true;\n                }\n            }\n\n            return false;\n        }\n\n        public bool IsTextureImportingCompleted()\n        {\n            return this.ImportComplete_Textures.Count == this.ImportWait_Textures.Count;\n        }\n\n        public bool IsMaterialImportingCompleted()\n        {\n            return this.ImportComplete_Materials.Count == this.ImportWait_Materials.Count;\n        }\n\n        public bool IsMeshImportingCompleted()\n        {\n            return this.ImportComplete_Meshes.Count == this.ImportWait_Meshes.Count;\n        }\n\n        public bool IsPrefabImportingCompleted()\n        {\n            return this.ImportComplete_Prefabs.Count == this.ImportWait_Prefabs.Count;\n        }\n\n        public void ImportTiled2UnityAsset(string assetPath)\n        {\n            if (!this.ImportingAssets.Contains(assetPath, StringComparer.OrdinalIgnoreCase))\n            {\n                this.ImportingAssets.Add(assetPath);\n                AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceSynchronousImport);\n            }\n        }\n\n        public void DestroyImportBehaviour()\n        {\n            UnityEngine.Object.DestroyImmediate(this.gameObject);\n        }\n\n        public void RecordWarning(string fmt, params object[] args)\n        {\n            string warning = String.Format(fmt, args);\n            Debug.LogWarning(warning);\n            this.ImportWarnings.Add(warning);\n        }\n\n        public void RecordError(string fmt, params object[] args)\n        {\n            string error = String.Format(fmt, args);\n            Debug.LogError(error);\n            this.ImportErrors.Add(error);\n        }\n\n        public void ReportPrefabImport(string prefabPath)\n        {\n            // Report any warnings or errors\n            Action<object> func = Debug.Log;\n            if (this.ImportWarnings.Count > 0)\n                func = Debug.LogWarning;\n            if (this.ImportErrors.Count > 0)\n                func = Debug.LogError;\n\n            StringBuilder msg = new StringBuilder();\n            msg.AppendFormat(\"Imported prefab '{0}' from '{1}' with {2} warnings and {3} errors.\\n\", prefabPath, this.Tiled2UnityXmlPath, this.ImportWarnings.Count, this.ImportErrors.Count);\n\n            foreach (string error in this.ImportErrors)\n            {\n                msg.AppendLine(error);\n            }\n\n            foreach (string warning in this.ImportWarnings)\n            {\n                msg.AppendLine(warning);\n            }\n\n            func(msg.ToString());\n        }\n\n#endif\n\n        // In case this behaviour leaks out of an import and into the runtime, complain.\n        private void Update()\n        {\n            Debug.LogError(String.Format(\"ImportBehaviour based on '{0}' left in scene after importing. Check if import was successful and remove this object from scene {1}\", this.Tiled2UnityXmlPath, this.gameObject.name));\n        }\n\n    }\n}\n#endif // if UNITY_WEBPLAYER"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/Layer.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Base class for Layer types (Tile, Object) from Tiled\n    public abstract class Layer : MonoBehaviour\n    {\n        public Vector2 Offset;\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/Log.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Helper class to write to Editor.log file\n    public static class Log\n    {\n        private static readonly bool Enabled = true;\n\n        public static void Report(string msg)\n        {\n            if (Enabled)\n            {\n                System.Console.WriteLine(msg);\n            }\n        }\n\n        public static void Report(string fmt, params object[] args)\n        {\n            string msg = String.Format(fmt, args);\n            Report(msg);\n        }\n    }\n\n    public class Logger : IDisposable\n    {\n        private readonly string message;\n\n        public Logger(string fmt, params object[] args) : this(String.Format(fmt, args))\n        {\n        }\n\n        public Logger(string message)\n        {\n            this.message = message;\n            Log.Report(\"[Tiled2Unity]Begin: {0}\", this.message);\n        }\n\n        public void Dispose()\n        {\n            Log.Report(\"[Tiled2Unity]End: {0}\", this.message);\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/ObjectLayer.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public class ObjectLayer : Tiled2Unity.Layer\n    {\n        public Color Color;\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/PolygonObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public class PolygonObject : TmxObject\n    {\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/PolylineObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace Tiled2Unity\n{\n    public class PolylineObject : TmxObject\n    {\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/RectangleObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace Tiled2Unity\n{\n    public class RectangleObject : Tiled2Unity.TmxObject\n    {\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/SortingLayerExposed.cs",
    "content": "﻿// Code provided by: Nick Gravelyn\n// from: https://gist.github.com/nickgravelyn/7460288\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Component does nothing; editor script does all the magic\n    public class SortingLayerExposed : MonoBehaviour\n    {\n    }\n}"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/SpriteDepthInMap.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\n// Helper class to figure out how a sprite's z component should be set as they traverse a Tiled map\n// Can use as a behvaior that will do the work for you each update. Note this will change your sprite's z-component value on you which may collide with other behaviours.\nnamespace Tiled2Unity\n{\n    public class SpriteDepthInMap : MonoBehaviour\n    {\n        [Tooltip(\"The TiledMap instance our sprite is interacting with.\")]\n        public Tiled2Unity.TiledMap AttachedMap = null;\n\n        [Tooltip(\"Which layer on the TiledMap our sprite is interacting with. Will render above lower layers and below higher layers. Render order of Tiles on same layer will depend on location.\")]\n        public int InteractWithLayer = 0;\n\n        [Tooltip(\"For maps where tileset heights are different than map tile heights. Enter the tileset height here. Useful/crucial for isometric maps. Leave at default (0) if you don't care.\")]\n        public int TilesetHeight = 0;\n\n        private void Start()\n        {\n            if (this.AttachedMap == null)\n            {\n                Debug.LogError(String.Format(\"Sprite must be attached to a TiledMap instance in order to calucluate the 'z-depth' on that map. Check the SpriteDepthInMap component in the Inspector.\"));\n                return;\n            }\n        }\n\n        private void Update()\n        {\n            UpdateSpriteDepth();\n        }\n\n        public void UpdateSpriteDepth()\n        {\n            // Put position into map space\n            Vector3 spritePosition = this.gameObject.transform.position;\n            spritePosition -= this.AttachedMap.gameObject.transform.position;\n\n            // Some maps (like isometric) have a tileset height that is larger than the map tile height in order to get the isometric illusion. We need to know that difference in caluclating depth.\n            if (TilesetHeight != 0)\n            {\n                int delta_y = this.AttachedMap.TileHeight - this.TilesetHeight;\n                spritePosition.y += delta_y;\n            }\n\n            Rect mapRect = this.AttachedMap.GetMapRect();\n            float depthPerLayer = -this.AttachedMap.TileHeight / mapRect.height;\n\n            float depth_z = (spritePosition.y / this.AttachedMap.ExportScale / mapRect.height) + (depthPerLayer * this.InteractWithLayer);\n\n            // Assign our depth value in the z component.\n            this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, depth_z);\n        }\n\n    }\n}\n"
  },
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  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TileAnimator.cs",
    "content": "﻿#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0\n#undef T2U_USE_ASSERTIONS\n#else\n// Assertion library introduced with Unity 5.1\n#define T2U_USE_ASSERTIONS\n#endif\n\nusing System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\n#if T2U_USE_ASSERTIONS\nusing UnityEngine.Assertions;\n#endif\n\nnamespace Tiled2Unity\n{\n    public class TileAnimator : MonoBehaviour\n    {\n        public float StartTime = -1;\n        public float Duration = -1;\n        public float TotalAnimationTime = -1;\n\n        private float timer = 0;\n\n        private MeshRenderer meshRenderer = null;\n\n        private void Awake()\n        {\n            this.meshRenderer = this.GetComponent<MeshRenderer>();\n        }\n\n        private void Start()\n        {\n#if T2U_USE_ASSERTIONS\n            Assert.IsTrue(this.StartTime >= 0, \"StartTime cannot be negative\");\n            Assert.IsTrue(this.Duration > 0, \"Duration must be positive and non-zero.\");\n            Assert.IsTrue(this.TotalAnimationTime > 0, \"Total time of animation must be positive non-zero\");\n#endif\n            this.timer = 0.0f;\n        }\n\n        private void Update()\n        {\n            this.timer += Time.deltaTime;\n\n            // Roll around the time if needed\n            while (this.timer > this.TotalAnimationTime)\n            {\n                this.timer -= this.TotalAnimationTime;\n            }\n\n            this.meshRenderer.enabled = timer >= this.StartTime && timer < (this.StartTime + this.Duration);\n        }\n\n    }\n}"
  },
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TileLayer.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace Tiled2Unity\n{\n    public class TileLayer : Tiled2Unity.Layer\n    {\n        // No special properties (yet) on TileLayer\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TileObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public class TileObject : Tiled2Unity.TmxObject\n    {\n        [Header(\"Tmx Tile Object Properties (Raw Data)\")]\n        public bool TmxFlippingHorizontal;\n        public bool TmxFlippingVertical;\n\n        [Header(\"Tile Object Properties\")]\n        [Tooltip(\"Imported Tile Width (after scaling and transforms applied)\")]\n        public float TileWidth = 0.0f;\n\n        [Tooltip(\"Imported Tile Height (after scaling and transforms applied)\")]\n        public float TileHeight = 0.0f;\n    }\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TileObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5da2de7428332874a836fa94099ce40e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TiledInitialShaderProperties.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Allows us to set shader properties on the Tiled mesh\n    // Note: Keep default shader properties imported from Tiled to avoid breaking batching\n    // For example, keeping layer opacity to 1.0 (the default) will keep layers using the same material in the same draw call\n    public class TiledInitialShaderProperties : MonoBehaviour\n    {\n        [Range(0, 1)]\n        public float InitialOpacity = 1.0f;\n\n        private void Awake()\n        {\n            // If supported in the sahder set our opacity\n            // (Keep opacity at 1.0 to avoid copying the material)\n            MeshRenderer meshRendrer = this.gameObject.GetComponent<MeshRenderer>();\n            if (this.InitialOpacity != 1.0f && meshRendrer.material.HasProperty(\"_Color\"))\n            {\n                meshRendrer.material.SetColor(\"_Color\", new Color(1, 1, 1, this.InitialOpacity));\n            }\n        }\n    }\n}\n"
  },
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    "path": "Assets/Tiled2Unity/Scripts/Runtime/TiledInitialShaderProperties.cs.meta",
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TiledMap.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    public class TiledMap : MonoBehaviour\n    {\n        public enum MapOrientation\n        {\n            Orthogonal,\n            Isometric,\n            Staggered,\n            Hexagonal,\n        }\n\n        public enum MapStaggerAxis\n        {\n            X,\n            Y,\n        }\n\n        public enum MapStaggerIndex\n        {\n            Odd,\n            Even,\n        }\n\n        public MapOrientation Orientation = MapOrientation.Orthogonal;\n        public MapStaggerAxis StaggerAxis = MapStaggerAxis.X;\n        public MapStaggerIndex StaggerIndex = MapStaggerIndex.Odd;\n        public int HexSideLength = 0;\n\n        public int NumLayers = 0;\n        public int NumTilesWide = 0;\n        public int NumTilesHigh = 0;\n        public int TileWidth = 0;\n        public int TileHeight = 0;\n        public float ExportScale = 1.0f;\n\n        // Note: Because maps can be isometric and staggered we simply can't multiply tile width (or height) by number of tiles wide (or high) to get width (or height)\n        // We rely on the exporter to calculate the width and height of the map\n        public int MapWidthInPixels = 0;\n        public int MapHeightInPixels = 0;\n\n        // Background color could be used to set the camera clear color to get the same effect as in Tiled\n        public Color BackgroundColor = Color.black;\n\n        public float GetMapWidthInPixelsScaled()\n        {\n            return this.MapWidthInPixels * this.transform.lossyScale.x * this.ExportScale;\n        }\n\n        public float GetMapHeightInPixelsScaled()\n        {\n            return this.MapHeightInPixels * this.transform.lossyScale.y * this.ExportScale;\n        }\n\n        public Rect GetMapRect()\n        {\n            Vector2 pos_w = this.gameObject.transform.position;\n            float width = this.MapWidthInPixels;\n            float height = this.MapHeightInPixels;\n            return new Rect(pos_w.x, pos_w.y - height, width, height);\n        }\n\n        public Rect GetMapRectInPixelsScaled()\n        {\n            Vector2 pos_w = this.gameObject.transform.position;\n            float widthInPixels = GetMapWidthInPixelsScaled();\n            float heightInPixels = GetMapHeightInPixelsScaled();\n            return new Rect(pos_w.x, pos_w.y - heightInPixels, widthInPixels, heightInPixels);\n        }\n\n        public bool AreTilesStaggered()\n        {\n            // Hex and Iso Staggered maps both use \"staggered\" tiles\n            return this.Orientation == MapOrientation.Staggered || this.Orientation == MapOrientation.Hexagonal;\n        }\n\n        private void OnDrawGizmosSelected()\n        {\n            Vector3 pos_w = this.gameObject.transform.position;\n            Vector3 topLeft = Vector3.zero + pos_w;\n            Vector3 topRight = new Vector3(GetMapWidthInPixelsScaled(), 0) + pos_w;\n            Vector3 bottomRight = new Vector3(GetMapWidthInPixelsScaled(), -GetMapHeightInPixelsScaled()) + pos_w;\n            Vector3 bottomLeft = new Vector3(0, -GetMapHeightInPixelsScaled()) + pos_w;\n\n            // To make gizmo visible, even when using depth-shader shaders, we decrease the z depth by the number of layers\n            float depth_z = -1.0f * this.NumLayers;\n            pos_w.z += depth_z;\n            topLeft.z += depth_z;\n            topRight.z += depth_z;\n            bottomRight.z += depth_z;\n            bottomLeft.z += depth_z;\n\n            Gizmos.color = Color.blue;\n            Gizmos.DrawLine(topLeft, topRight);\n            Gizmos.DrawLine(topRight, bottomRight);\n            Gizmos.DrawLine(bottomRight, bottomLeft);\n            Gizmos.DrawLine(bottomLeft, topLeft);\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Tiled2Unity/Scripts/Runtime/TmxObject.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nusing UnityEngine;\n\nnamespace Tiled2Unity\n{\n    // Represents an object within an Object Layer. Contains common object data as it is represented in the TMX file (before scaling and other transformations are applied).\n    public class TmxObject : MonoBehaviour\n    {\n        [Header(\"Tmx Object Properties (Raw Data)\")]\n\n        [Tooltip(\"Id of object in Tiled TMX file\")]\n        public int TmxId;\n\n        [Tooltip(\"Name of object in Tiled TMX file\")]\n        public string TmxName;\n\n        [Tooltip(\"Type of object in Tiled TMX file\")]\n        public string TmxType;\n\n        [Tooltip(\"Position of object in Tiled TMX file\")]\n        public Vector2 TmxPosition;\n\n        [Tooltip(\"Size of object in Tiled TMX file\")]\n        public Vector2 TmxSize;\n\n        [Tooltip(\"Rotation of object in Tiled TMX file\")]\n        public float TmxRotation;\n    }\n}\n"
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  },
  {
    "path": "Assets/Tiled2Unity/Shaders/Tiled2Unity.cginc",
    "content": "// Make up for auto-upgrade with shaders. Allows us to keep backwards compatability with older versions of Unity.\n//UNITY_SHADER_NO_UPGRADE\n\n#ifndef TILED_2_UNITY_INCLUDED\n#define TILED_2_UNITY_INCLUDED\n\n// This file is always included in all unity shaders.\n#include \"UnityShaderVariables.cginc\"\n\n// We need to define UnityObjectToClipPos for Unity versions before 5.4\n#if UNITY_VERSION < 540\n\n// Tranforms position from object to homogenous space\ninline float4 UnityObjectToClipPos(in float3 pos)\n{\n    // More efficient than computing M*VP matrix product\n    return mul(UNITY_MATRIX_VP, mul(_Object2World, float4(pos, 1.0)));\n}\ninline float4 UnityObjectToClipPos(float4 pos) // overload for float4; avoids \"implicit truncation\" warning for existing shaders\n{\n    return UnityObjectToClipPos(pos.xyz);\n}\n\n#endif\n\n#endif\n"
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  {
    "path": "Assets/Tiled2Unity/Shaders/shaColorKey-Instanced.shader",
    "content": "﻿// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.\n\nShader \"Tiled2Unity/Default Color Key (Instanced)\"\n{\n    Properties\n    {\n        _MainTex (\"Tiled Texture\", 2D) = \"white\" {}\n        _Color (\"Tint\", Color) = (1,1,1,1)\n        _AlphaColorKey (\"Alpha Color Key\", Color) = (0,0,0,0)\n        [MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        { \n            \"Queue\"=\"Transparent\"\n            \"IgnoreProjector\"=\"True\"\n            \"RenderType\"=\"Transparent\"\n            \"PreviewType\"=\"Plane\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        Fog { Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n            #include \"Tiled2Unity.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            UNITY_INSTANCING_BUFFER_START(MyProperties)\n                UNITY_DEFINE_INSTANCED_PROP(float4, _Color)\n#define _Color_arr MyProperties\n            UNITY_INSTANCING_BUFFER_END(MyProperties)\n\n            v2f vert(appdata_t IN)\n            {\n                UNITY_SETUP_INSTANCE_ID(IN);\n                v2f OUT;\n                OUT.vertex = UnityObjectToClipPos(IN.vertex);\n                OUT.texcoord = IN.texcoord;\n                OUT.color = IN.color * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);\n                #ifdef PIXELSNAP_ON\n                OUT.vertex = UnityPixelSnap (OUT.vertex);\n                #endif\n\n                return OUT;\n            }\n\n            sampler2D _MainTex;\n            float4 _AlphaColorKey;\n\n            fixed4 frag(v2f IN) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, IN.texcoord);\n\n                // The alpha color key is 'enabled' if it has solid alpha\n                if (_AlphaColorKey.a == 1 &&\n                    _AlphaColorKey.r == texcol.r &&\n                    _AlphaColorKey.g == texcol.g &&\n                    _AlphaColorKey.b == texcol.b)\n                {\n                    discard;\n                }\n                else\n                {\n                    texcol = texcol * IN.color;\n                }\n\n                return texcol;\n            }\n        ENDCG\n        }\n    }\n\n    Fallback \"Sprites/Default\"\n}"
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  {
    "path": "Assets/Tiled2Unity/Shaders/shaColorKey.shader",
    "content": "﻿Shader \"Tiled2Unity/Default Color Key\"\n{\n    Properties\n    {\n        [PerRendererData] _MainTex (\"Tiled Texture\", 2D) = \"white\" {}\n        _Color (\"Tint\", Color) = (1,1,1,1)\n        _AlphaColorKey (\"Alpha Color Key\", Color) = (0,0,0,0)\n        [MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        { \n            \"Queue\"=\"Transparent\" \n            \"IgnoreProjector\"=\"True\" \n            \"RenderType\"=\"Transparent\" \n            \"PreviewType\"=\"Plane\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        Fog { Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n            #include \"Tiled2Unity.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            fixed4 _Color;\n\n            v2f vert(appdata_t IN)\n            {\n                v2f OUT;\n                OUT.vertex = UnityObjectToClipPos(IN.vertex);\n                OUT.texcoord = IN.texcoord;\n                OUT.color = IN.color * _Color;\n                #ifdef PIXELSNAP_ON\n                OUT.vertex = UnityPixelSnap (OUT.vertex);\n                #endif\n\n                return OUT;\n            }\n\n            sampler2D _MainTex;\n            float4 _AlphaColorKey;\n\n            fixed4 frag(v2f IN) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, IN.texcoord);\n\n                // The alpha color key is 'enabled' if it has solid alpha\n                if (_AlphaColorKey.a == 1 &&\n                    _AlphaColorKey.r == texcol.r &&\n                    _AlphaColorKey.g == texcol.g &&\n                    _AlphaColorKey.b == texcol.b)\n                {\n                    discard;\n                }\n                else\n                {\n                    texcol = texcol * IN.color;\n                }\n\n                return texcol;\n            }\n        ENDCG\n        }\n    }\n\n    Fallback \"Sprites/Default\"\n}"
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    "path": "Assets/Tiled2Unity/Shaders/shaDefault-Instanced.shader",
    "content": "﻿// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.\n\nShader \"Tiled2Unity/Default (Instanced)\"\n{\n    Properties\n    {\n        _MainTex (\"Tiled Texture\", 2D) = \"white\" {}\n        _Color (\"Tint\", Color) = (1,1,1,1)\n        [MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        { \n            \"Queue\"=\"Transparent\"\n            \"IgnoreProjector\"=\"True\"\n            \"RenderType\"=\"Transparent\"\n            \"PreviewType\"=\"Plane\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        Fog { Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n            #include \"Tiled2Unity.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            UNITY_INSTANCING_BUFFER_START(MyProperties)\n                UNITY_DEFINE_INSTANCED_PROP(float4, _Color)\n#define _Color_arr MyProperties\n            UNITY_INSTANCING_BUFFER_END(MyProperties)\n\n            v2f vert(appdata_t In)\n            {\n                UNITY_SETUP_INSTANCE_ID(In);\n\n                v2f Out;\n                Out.vertex = UnityObjectToClipPos(In.vertex);\n                Out.texcoord = In.texcoord;\n                Out.color = In.color * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);\n\n                #ifdef PIXELSNAP_ON\n                Out.vertex = UnityPixelSnap (Out.vertex);\n                #endif\n\n                return Out;\n            }\n\n            sampler2D _MainTex;\n\n            fixed4 frag(v2f In) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, In.texcoord);\n                texcol = texcol * In.color;\n                return texcol;\n            }\n        ENDCG\n        }\n    }\n\n    Fallback \"Sprites/Default\"\n}"
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  {
    "path": "Assets/Tiled2Unity/Shaders/shaDefault.shader",
    "content": "﻿Shader \"Tiled2Unity/Default\"\n{\n    Properties\n    {\n        [PerRendererData] _MainTex (\"Tiled Texture\", 2D) = \"white\" {}\n        _Color (\"Tint\", Color) = (1,1,1,1)\n        [MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        { \n            \"Queue\"=\"Transparent\" \n            \"IgnoreProjector\"=\"True\" \n            \"RenderType\"=\"Transparent\" \n            \"PreviewType\"=\"Plane\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        Fog { Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n            #include \"Tiled2Unity.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            fixed4 _Color;\n\n            v2f vert(appdata_t IN)\n            {\n                v2f OUT;\n                OUT.vertex = UnityObjectToClipPos(IN.vertex);\n                OUT.texcoord = IN.texcoord;\n                OUT.color = IN.color * _Color;\n                #ifdef PIXELSNAP_ON\n                OUT.vertex = UnityPixelSnap (OUT.vertex);\n                #endif\n\n                return OUT;\n            }\n\n            sampler2D _MainTex;\n\n            fixed4 frag(v2f IN) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, IN.texcoord);\n                texcol = texcol * IN.color;\n                return texcol;\n            }\n        ENDCG\n        }\n    }\n\n    Fallback \"Sprites/Default\"\n}"
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  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepth-Instanced.shader",
    "content": "﻿// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.\n\nShader \"Tiled2Unity/Depth (Instanced)\"\n{\n    Properties\n    {\n        _MainTex(\"Tiled Texture\", 2D) = \"white\" {}\n        _Color(\"Tint\", Color) = (1,1,1,1)\n        _CutOff(\"Cut off\", float) = 0.1\n        [MaterialToggle] PixelSnap(\"Pixel snap\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"TransparentCutout\"\n            \"PreviewType\" = \"Plane\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite On\n        ZTest LEqual\n        Fog{ Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n            #include \"Tiled2Unity.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            UNITY_INSTANCING_BUFFER_START(MyProperties)\n                UNITY_DEFINE_INSTANCED_PROP(float4, _Color)\n#define _Color_arr MyProperties\n            UNITY_INSTANCING_BUFFER_END(MyProperties)\n\n            v2f vert(appdata_t IN)\n            {\n                UNITY_SETUP_INSTANCE_ID(IN);\n                v2f OUT;\n                OUT.vertex = UnityObjectToClipPos(IN.vertex);\n                OUT.texcoord = IN.texcoord;\n                OUT.color = IN.color * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);\n\n                #ifdef PIXELSNAP_ON\n                OUT.vertex = UnityPixelSnap(OUT.vertex);\n                #endif\n\n                return OUT;\n            }\n\n            sampler2D _MainTex;\n            float _CutOff;\n\n            fixed4 frag(v2f IN) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, IN.texcoord);\n                texcol = texcol * IN.color;\n\n                if (texcol.a < _CutOff)\n                    discard;\n\n                return texcol;\n            }\n            ENDCG\n        }\n    }\n\n        Fallback \"Sprites/Default\"\n}"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepth-Instanced.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 7f6208329cc2ee549851cd92239bd121\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepth.shader",
    "content": "﻿Shader \"Tiled2Unity/Depth\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"Tiled Texture\", 2D) = \"white\" {}\n\t\t_Color(\"Tint\", Color) = (1,1,1,1)\n\t\t_CutOff(\"Cut off\", float) = 0.1\n\t\t[MaterialToggle] PixelSnap(\"Pixel snap\", Float) = 0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"TransparentCutout\"\n\t\t\t\"PreviewType\" = \"Plane\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tFog{ Mode Off }\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\tPass\n\t\t{\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#pragma multi_compile DUMMY PIXELSNAP_ON\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t#include \"Tiled2Unity.cginc\"\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex   : POSITION;\n\t\t\t\tfloat4 color    : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex   : SV_POSITION;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t\thalf2 texcoord  : TEXCOORD0;\n\t\t\t};\n\n\n\t\t\tfixed4 _Color;\n\n\t\t\tv2f vert(appdata_t IN)\n\t\t\t{\n\t\t\t\tv2f OUT;\n\t\t\t\tOUT.vertex = UnityObjectToClipPos(IN.vertex);\n\t\t\t\tOUT.texcoord = IN.texcoord;\n\t\t\t\tOUT.color = IN.color * _Color;\n\t\t#ifdef PIXELSNAP_ON\n\t\t\t\tOUT.vertex = UnityPixelSnap(OUT.vertex);\n\t\t#endif\n\n\t\t\t\treturn OUT;\n\t\t\t}\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat _CutOff;\n\n\t\t\tfixed4 frag(v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 texcol = tex2D(_MainTex, IN.texcoord);\n\t\t\t\ttexcol = texcol * IN.color;\n\n\t\t\t\tif (texcol.a < _CutOff)\n\t\t\t\t\tdiscard;\n\n\t\t\t\treturn texcol;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\t\tFallback \"Sprites/Default\"\n}"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepth.shader.meta",
    "content": "fileFormatVersion: 2\nguid: a27eb994ddf5ad04d97a5b481b4c3e6c\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepthColorKey-Instanced.shader",
    "content": "﻿// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.\n\nShader \"Tiled2Unity/Depth Color Key (Instanced)\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"Tiled Texture\", 2D) = \"white\" {}\n\t\t_Color(\"Tint\", Color) = (1,1,1,1)\n\t\t_AlphaColorKey(\"Alpha Color Key\", Color) = (0,0,0,0)\n\t\t[MaterialToggle] PixelSnap(\"Pixel snap\", Float) = 0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"TransparentCutout\"\n\t\t\t\"PreviewType\" = \"Plane\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tFog{ Mode Off }\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\tPass\n\t\t{\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#pragma multi_compile DUMMY PIXELSNAP_ON\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t#include \"Tiled2Unity.cginc\"\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex   : POSITION;\n\t\t\t\tfloat4 color    : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\t\t\t\t\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex   : SV_POSITION;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t\thalf2 texcoord  : TEXCOORD0;\n\t\t\t};\n\n\n\t\t\tUNITY_INSTANCING_BUFFER_START(MyProperties)\n\t\t\t\tUNITY_DEFINE_INSTANCED_PROP(float4, _Color)\n#define _Color_arr MyProperties\n\t\t\tUNITY_INSTANCING_BUFFER_END(MyProperties)\n\n\t\t\tv2f vert(appdata_t IN)\n\t\t\t{\n\t\t                UNITY_SETUP_INSTANCE_ID(IN);\t\t\t\n\t\t\t\tv2f OUT;\n\t\t\t\tOUT.vertex = UnityObjectToClipPos(IN.vertex);\n\t\t\t\tOUT.texcoord = IN.texcoord;\n\t\t\t\tOUT.color = IN.color * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);\n#ifdef PIXELSNAP_ON\n\t\t\t\tOUT.vertex = UnityPixelSnap(OUT.vertex);\n#endif\n\n\t\t\t\treturn OUT;\n\t\t\t}\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _AlphaColorKey;\n\n\t\t\tfixed4 frag(v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 texcol = tex2D(_MainTex, IN.texcoord);\n\n\t\t\t\t// The alpha color key is 'enabled' if it has solid alpha\n\t\t\t\tif (_AlphaColorKey.a == 1 &&\n\t\t\t\t\t_AlphaColorKey.r == texcol.r &&\n\t\t\t\t\t_AlphaColorKey.g == texcol.g &&\n\t\t\t\t\t_AlphaColorKey.b == texcol.b)\n\t\t\t\t{\n\t\t\t\t\tdiscard;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttexcol = texcol * IN.color;\n\t\t\t\t}\n\n\t\t\t\treturn texcol;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\tFallback \"Sprites/Default\"\n}"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepthColorKey-Instanced.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 08f50f7d2b3184142a0a78662a5716a9\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepthColorKey.shader",
    "content": "﻿Shader \"Tiled2Unity/Depth Color Key\"\n{\n\tProperties\n\t{\n\t\t[PerRendererData] _MainTex(\"Tiled Texture\", 2D) = \"white\" {}\n\t\t_Color(\"Tint\", Color) = (1,1,1,1)\n\t\t_AlphaColorKey(\"Alpha Color Key\", Color) = (0,0,0,0)\n\t\t[MaterialToggle] PixelSnap(\"Pixel snap\", Float) = 0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"TransparentCutout\"\n\t\t\t\"PreviewType\" = \"Plane\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tFog{ Mode Off }\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\tPass\n\t\t{\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#pragma multi_compile DUMMY PIXELSNAP_ON\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t#include \"Tiled2Unity.cginc\"\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex   : POSITION;\n\t\t\t\tfloat4 color    : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex   : SV_POSITION;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t\thalf2 texcoord  : TEXCOORD0;\n\t\t\t};\n\n\n\t\t\tfixed4 _Color;\n\n\t\t\tv2f vert(appdata_t IN)\n\t\t\t{\n\t\t\t\tv2f OUT;\n\t\t\t\tOUT.vertex = UnityObjectToClipPos(IN.vertex);\n\t\t\t\tOUT.texcoord = IN.texcoord;\n\t\t\t\tOUT.color = IN.color * _Color;\n#ifdef PIXELSNAP_ON\n\t\t\t\tOUT.vertex = UnityPixelSnap(OUT.vertex);\n#endif\n\n\t\t\t\treturn OUT;\n\t\t\t}\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _AlphaColorKey;\n\n\t\t\tfixed4 frag(v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 texcol = tex2D(_MainTex, IN.texcoord);\n\n\t\t\t\t// The alpha color key is 'enabled' if it has solid alpha\n\t\t\t\tif (_AlphaColorKey.a == 1 &&\n\t\t\t\t\t_AlphaColorKey.r == texcol.r &&\n\t\t\t\t\t_AlphaColorKey.g == texcol.g &&\n\t\t\t\t\t_AlphaColorKey.b == texcol.b)\n\t\t\t\t{\n\t\t\t\t\tdiscard;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttexcol = texcol * IN.color;\n\t\t\t\t}\n\n\t\t\t\treturn texcol;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\tFallback \"Sprites/Default\"\n}"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDepthColorKey.shader.meta",
    "content": "fileFormatVersion: 2\nguid: d516e86d66a0799408aedd0699e6bb12\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDiffuseDepth-Instanced.shader",
    "content": "// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.\n\nShader \"Tiled2Unity/Diffuse Depth (Instanced)\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Sprite Texture\", 2D) = \"white\" {}\n\t\t_Color (\"Tint\", Color) = (1,1,1,1)\n\t\t_CutOff(\"Cut off\", float) = 0.1\n\t\t[MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{ \n\t\t\t\"Queue\"=\"Transparent\"\n\t\t\t\"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Transparent\"\n\t\t\t\"PreviewType\"=\"Plane\"\n\t\t\t\"CanUseSpriteAtlas\"=\"True\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tBlend One OneMinusSrcAlpha\n\n\t\tCGPROGRAM\n\t\t#pragma surface surf Lambert vertex:vert nofog keepalpha\n\t\t#pragma multi_compile _ PIXELSNAP_ON\n\t\t#pragma multi_compile _ ETC1_EXTERNAL_ALPHA\n\n\t\tsampler2D _MainTex;\n\t\tfloat _CutOff;\n\t\tsampler2D _AlphaTex;\n\n\n\t\tstruct Input\n\t\t{\n\t\t\tfloat2 uv_MainTex;\n\t\t\tfixed4 color;\n\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t};\n\t\t\n\t\tUNITY_INSTANCING_BUFFER_START(MyProperties)\n                \tUNITY_DEFINE_INSTANCED_PROP(float4, _Color)\n#define _Color_arr MyProperties\n\t\tUNITY_INSTANCING_BUFFER_END(MyProperties)\n\t\t\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\t#if defined(PIXELSNAP_ON)\n\t\t\tv.vertex = UnityPixelSnap (v.vertex);\n\t\t\t#endif\n\t\t\t\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input, o);\n\t\t\to.color = v.color * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);\n\t\t}\n\n\t\tfixed4 SampleSpriteTexture (float2 uv)\n\t\t{\n\t\t\tfixed4 color = tex2D (_MainTex, uv);\n\n#if ETC1_EXTERNAL_ALPHA\n\t\t\tcolor.a = tex2D(_AlphaTex, uv).r;\n#endif //ETC1_EXTERNAL_ALPHA\n\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid surf (Input IN, inout SurfaceOutput o)\n\t\t{\n\t\t\tfixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;\n\t\t\to.Albedo = c.rgb * c.a;\n\t\t\to.Alpha = c.a;\n\n\t\t\tif (c.a < _CutOff)\n\t\t\t\tdiscard;\n\t\t}\n\t\tENDCG\n\t}\n\nFallback \"Transparent/VertexLit\"\n}\n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDiffuseDepth-Instanced.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 856b4500bfe5c90468a915b263e6e338\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaDiffuseDepth.shader",
    "content": "Shader \"Tiled2Unity/Diffuse Depth\"\n{\n\tProperties\n\t{\n\t\t[PerRendererData] _MainTex (\"Sprite Texture\", 2D) = \"white\" {}\n\t\t_Color (\"Tint\", Color) = (1,1,1,1)\n\t\t_CutOff(\"Cut off\", float) = 0.1\n\t\t[MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{ \n\t\t\t\"Queue\"=\"Transparent\"\n\t\t\t\"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Transparent\"\n\t\t\t\"PreviewType\"=\"Plane\"\n\t\t\t\"CanUseSpriteAtlas\"=\"True\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tBlend One OneMinusSrcAlpha\n\n\t\tCGPROGRAM\n\t\t#pragma surface surf Lambert vertex:vert nofog keepalpha\n\t\t#pragma multi_compile _ PIXELSNAP_ON\n\t\t#pragma multi_compile _ ETC1_EXTERNAL_ALPHA\n\n\t\tsampler2D _MainTex;\n\t\tfixed4 _Color;\n\t\tfloat _CutOff;\n\t\tsampler2D _AlphaTex;\n\n\n\t\tstruct Input\n\t\t{\n\t\t\tfloat2 uv_MainTex;\n\t\t\tfixed4 color;\n\t\t};\n\t\t\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\t#if defined(PIXELSNAP_ON)\n\t\t\tv.vertex = UnityPixelSnap (v.vertex);\n\t\t\t#endif\n\t\t\t\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input, o);\n\t\t\to.color = v.color * _Color;\n\t\t}\n\n\t\tfixed4 SampleSpriteTexture (float2 uv)\n\t\t{\n\t\t\tfixed4 color = tex2D (_MainTex, uv);\n\n#if ETC1_EXTERNAL_ALPHA\n\t\t\tcolor.a = tex2D (_AlphaTex, uv).r;\n#endif //ETC1_EXTERNAL_ALPHA\n\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid surf (Input IN, inout SurfaceOutput o)\n\t\t{\n\t\t\tfixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;\n\t\t\to.Albedo = c.rgb * c.a;\n\t\t\to.Alpha = c.a;\n\n\t\t\tif (c.a < _CutOff)\n\t\t\t\tdiscard;\n\t\t}\n\t\tENDCG\n\t}\n\nFallback \"Transparent/VertexLit\"\n}\n"
  },
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    "path": "Assets/Tiled2Unity/Shaders/shaDiffuseDepth.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 766dc1c42357441429d869f67de2c722\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Tiled2Unity/Shaders/shaTiledMap.shader",
    "content": "﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Legacy shader for older Tiled2Unity builds. Will eventually remove.\nShader \"Tiled2Unity/TextureTintSnap (Legacy)\"\n{\n    Properties\n    {\n        [PerRendererData] _MainTex (\"Tiled Texture\", 2D) = \"white\" {}\n        _Color (\"Tint\", Color) = (1,1,1,1)\n        _AlphaColorKey (\"Alpha Color Key\", Color) = (0,0,0,0)\n        [MaterialToggle] PixelSnap (\"Pixel snap\", Float) = 1\n    }\n\n    SubShader\n    {\n        Tags\n        { \n            \"Queue\"=\"Transparent\" \n            \"IgnoreProjector\"=\"True\" \n            \"RenderType\"=\"Transparent\" \n            \"PreviewType\"=\"Plane\"\n            \"CanUseSpriteAtlas\"=\"True\"\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        Fog { Mode Off }\n        Blend SrcAlpha OneMinusSrcAlpha\n\n        Pass\n        {\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma multi_compile DUMMY PIXELSNAP_ON\n            #include \"UnityCG.cginc\"\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                half2 texcoord  : TEXCOORD0;\n            };\n\n\n            fixed4 _Color;\n\n            v2f vert(appdata_t IN)\n            {\n                v2f OUT;\n                OUT.vertex = UnityObjectToClipPos(IN.vertex);\n                OUT.texcoord = IN.texcoord;\n                OUT.color = IN.color * _Color;\n                #ifdef PIXELSNAP_ON\n                OUT.vertex = UnityPixelSnap (OUT.vertex);\n                #endif\n\n                return OUT;\n            }\n\n            sampler2D _MainTex;\n            float4 _AlphaColorKey;\n\n            fixed4 frag(v2f IN) : COLOR\n            {\n                half4 texcol = tex2D(_MainTex, IN.texcoord);\n\n                // The alpha color key is 'enabled' if it has solid alpha\n                if (_AlphaColorKey.a == 1 &&\n                    _AlphaColorKey.r == texcol.r &&\n                    _AlphaColorKey.g == texcol.g &&\n                    _AlphaColorKey.b == texcol.b)\n                {\n                    texcol.a = 0;\n                }\n                else\n                {\n                    texcol = texcol * IN.color;\n                }\n\n                return texcol;\n            }\n        ENDCG\n        }\n    }\n\n    Fallback \"Sprites/Default\"\n}"
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    "path": "Assets/Tiled2Unity/Shaders/shaTiledMap.shader.meta",
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    "path": "Assets/Tiled2Unity/Textures/UT NewHome.png.meta",
    "content": "fileFormatVersion: 2\nguid: b2208095f1d222d45a7c1de90b9dc717\ntimeCreated: 1476807356\nlicenseType: Free\nTextureImporter:\n  fileIDToRecycleName: {}\n  serializedVersion: 4\n  mipmaps:\n    mipMapMode: 0\n    enableMipMap: 0\n    sRGBTexture: 1\n    linearTexture: 0\n    fadeOut: 0\n    borderMipMap: 0\n    mipMapFadeDistanceStart: 1\n    mipMapFadeDistanceEnd: 3\n  bumpmap:\n    convertToNormalMap: 0\n    externalNormalMap: 0\n    heightScale: 0.25\n    normalMapFilter: 0\n  isReadable: 0\n  grayScaleToAlpha: 0\n  generateCubemap: 6\n  cubemapConvolution: 0\n  seamlessCubemap: 0\n  textureFormat: -3\n  maxTextureSize: 2048\n  textureSettings:\n    filterMode: 0\n    aniso: -1\n    mipBias: -1\n    wrapMode: 1\n  nPOTScale: 0\n  lightmap: 0\n  compressionQuality: 50\n  spriteMode: 0\n  spriteExtrude: 1\n  spriteMeshType: 1\n  alignment: 0\n  spritePivot: {x: 0.5, y: 0.5}\n  spriteBorder: {x: 0, y: 0, z: 0, w: 0}\n  spritePixelsToUnits: 100\n  alphaUsage: 1\n  alphaIsTransparency: 1\n  spriteTessellationDetail: -1\n  textureType: 0\n  textureShape: 1\n  maxTextureSizeSet: 0\n  compressionQualitySet: 0\n  textureFormatSet: 0\n  platformSettings:\n  - buildTarget: DefaultTexturePlatform\n    maxTextureSize: 2048\n    textureFormat: -1\n    textureCompression: 0\n    compressionQuality: 50\n    crunchedCompression: 0\n    allowsAlphaSplitting: 0\n    overridden: 0\n  spriteSheet:\n    serializedVersion: 2\n    sprites: []\n    outline: []\n  spritePackingTag: \n  userData: tiled2unity\n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Tiled2Unity/Textures/_ReadMe.txt",
    "content": "Textures directory\n\nTiled2Unity scripts will create textures here. In the case where Tiled tilesets \nalready reference textures in your Unity project then the materials will use \nthose textures instead of creating new textures here."
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  },
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    "path": "Assets/Tiled2Unity/Tiled2Unity.export.txt",
    "content": "<?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"yes\"?>\n<!-- Do not modify this file by hand. -->\n<!-- This file is needed by the Tiled2Unity Utility exporter -->\n<Tiled2UnityImporter>\n\t<Header\n\t\tauthor=\"Sean Barton\"\n\t\tversion=\"1.0.13.1\"\n\t/>\n</Tiled2UnityImporter>"
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  {
    "path": "Build.py",
    "content": "import sys, os, subprocess, shutil, math\n\n'''\nWelcome to the CYF build script!\n\nThis is a specialized script to build CYF releases completely automatically.\nThe only requirements are Unity 2018.2.13f1, and 7-Zip if you wish to auto-package the builds too.\nJust set up the options below in \"Script Vars\" to your liking and run the script!\n\nAlternatively, you may run this script from the command line:\n\n> Build.py [--single <target>] [--nozip]\n\nType `--single` followed by a number from 1 - 5 to build for a given target system listed on lines 54-60.\nIf not provided, the script will build for every possible build target defined in the script below.\n\nYou may also type `--nozip` either before or after `--single <target>`, or by itself, to prevent the script\nfrom automatically zipping up your build(s) with 7-Zip.\nIf not provided, the script will automatically use 7-Zip to package all of your CYF builds into .zip files.\n'''\n\n### Script Vars ###\n\n# This is the version of CYF to name the executables and the Documentation folder\nCYFversion = \"0.6.6 LTS 3\"\n\n# This is the path we will build to\nbuildPath = os.getcwd() + \"\\\\bin\"\nif not \"bin\" in os.listdir():\n    print(\"Creating \\\"bin\\\" folder...\", end=\"\")\n    sys.stdout.flush()\n    os.mkdir(\"bin\")\n    print(\"Done.\")\nelse:\n    print(\"\\\"bin\\\" folder already exists.\")\n\n# This is a list of paths to Unity. Add your own if it's not in the list.\nunityPath = \"C:\\\\Program Files\\\\Unity\\\\Hub\\\\Editor\\\\2018.4.36f1\\\\Editor\\\\Unity.exe\"\nif not os.path.exists(unityPath):\n    unityPath = \"C:\\\\Program Files\\\\Unities\\\\2018.4.36f1\\\\Editor\\\\Unity.exe\"\nif not os.path.exists(unityPath):\n    unityPath = \"C:\\\\Program Files\\\\Unity\\\\Editor\\\\Unity.exe\"\nif not os.path.exists(unityPath):\n    sys.exit(\"None of the given paths to Unity's executable are valid. Please install Unity or edit your own path in this file.\")\n\n# This determines if this script will attempt to use 7-Zip to package the builds after they have been created\ndoPackage = True\n\n# This is a list of paths to 7-Zip. Add your own if it's not in the list.\nsevenZPath = \"C:\\\\Program Files (x86)\\\\7-Zip\\\\7z.exe\"\nif not os.path.exists(sevenZPath):\n    sevenZPath = \"C:\\\\Program Files\\\\7-Zip\\\\7z.exe\"\nif not os.path.exists(sevenZPath):\n    print(\"None of the given paths to 7-Zip's executable are valid. Please install 7-Zip or edit your own path in this file.\")\n\n### Actual code or whatever ###\n\n# Define a list of pairs of folder names, command line arguments for Unity, and target names respectively\n# * Mac is not in this list, see below\nbuildTargets = [\n    (\"CYF v\" + CYFversion + \" - Windows (32-bit)\", \"-buildWindowsPlayer\",        \"Create Your Frisk \" + CYFversion + \".exe\"),\n    (\"CYF v\" + CYFversion + \" - Windows (64-bit)\", \"-buildWindows64Player\",      \"Create Your Frisk \" + CYFversion + \".exe\"),\n    (\"CYF v\" + CYFversion + \" - Linux (32-bit)\",   \"-buildLinux32Player\",        \"Create Your Frisk \" + CYFversion + \".x86\"),\n    (\"CYF v\" + CYFversion + \" - Linux (64-bit)\",   \"-buildLinux64Player\",        \"Create Your Frisk \" + CYFversion + \".x86_64\")\n]\nmacTarget = (\"CYF v\" + CYFversion + \" - Mac\",      \"-buildOSXUniversalPlayer\",   \"Create Your Frisk \" + CYFversion + \".app\")\n\nhidePaths = [\n    \"Default\\\\Sprites\\\\AsrielOW\\\\Huggu\",\n    \"Default\\\\Sprites\\\\FriskUT\\\\Fall\",\n    \"Default\\\\Sprites\\\\FriskUT\\\\Glitch\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\catbt_0.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\catbt_1.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\gifhtbt_0.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\gifhtbt_1.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\mecrybt_0.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\mecrybt_1.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\tembt_0.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\tembt_1.png\",\n    \"Default\\\\Sprites\\\\UI\\\\Buttons\\\\tiembt_0.png\",\n    \"Mods\\\\@0.5.0_SEE_CRATE\",\n    \"Mods\\\\@OverWorld Test\\\\Sounds\\\\Secret\",\n    \"Mods\\\\@OverWorld Test\\\\Lua\\\\Events\\\\Secret\",\n    \"Mods\\\\Examples\\\\Sounds\\\\Laugh.wav\",\n    \"Mods\\\\Examples\\\\Sounds\\\\Secret\",\n    \"Mods\\\\Examples\\\\Sprites\\\\Overworld\\\\CharacterSelector\\\\Mystery\",\n    \"Mods\\\\Examples 2\\\\Lua\\\\Events\\\\Secret\",\n    \"Mods\\\\Examples 2\\\\Sounds\\\\Secret\",\n    \"Mods\\\\Examples 2\\\\Sprites\\\\Overworld\\\\Punder\\\\Secret\"\n]\nfor i in range(8):\n    hidePaths.append(\"Default\\\\Sounds\\\\meow\" + str(i + 1) + \".wav\")\n\ndef buildWithUnity(folder, argument, target):\n    print(\"\")\n    if len(folder) < 76:\n        print(\"╒\" + (\"═\" * math.ceil((74 - len(folder)) / 2)) + folder + (\"═\" * math.floor((74 - len(folder)) / 2)) + \"╕\")\n    else:\n        print(folder)\n    # Make sure destination folder doesn't exist\n    if folder in os.listdir(\"bin\"):\n        print(\"Folder \" + folder + \" already exists, deleting...\", end=\"\")\n        sys.stdout.flush()\n        try:\n            shutil.rmtree(\"bin\\\\\" + folder)\n            print(\"Done.\")\n        except:\n            print(\"\\n\\nFatal error when attempting to delete \\\"bin\\\\\" + folder + \"\\\" folder. Exiting.\\nYou should probably delete it manually.\")\n            sys.exit()\n\n    # Build the Unity executable\n    print(\"Begin Unity build for \" + folder + \"...\", end=\"\")\n    sys.stdout.flush()\n    subprocess.call([unityPath, \"-batchmode\", \"-logFile \" + buildPath + \"\\\\output_\" + folder + \".txt\", argument, target, \"-quit\"])\n    print(\"Done.\")\n\n    # Copy over the Documentation\n    print(\"Copying Documentation...\", end=\"\")\n    sys.stdout.flush()\n    shutil.copytree(\"Documentation CYF 1.0\", buildPath + \"\\\\\" + folder + \"\\\\Documentation CYF \" + CYFversion)\n    print(\"Done.\")\n\n    # Copy over the Default and Mods folders\n    print(\"Copying Default folder...\", end=\"\")\n    sys.stdout.flush()\n    os.system(\"xcopy \\\"\" + buildPath + \"\\\\Default\\\" \\\"\" + buildPath + \"\\\\\" + folder + \"\\\\Default\\\" /e /h /i > nul\")\n    print(\"Done.\")\n\n    print(\"Copying Mods folder...\", end=\"\")\n    sys.stdout.flush()\n    os.system(\"xcopy \\\"\" + buildPath + \"\\\\Mods\\\" \\\"\" + buildPath + \"\\\\\" + folder + \"\\\\Mods\\\" /e /h /i > nul\")\n    print(\"Done.\")\n\n    if len(folder) < 76:\n        print(\"╘\" + (\"═\" * 74) + \"╛\")\n    print(\"\")\n\n# Make the ultimate Default folder which will be copied later\nprint(\"\\nSetting up \\\"Default\\\".\")\nprint(\"Copying Default folder...\", end=\"\")\nsys.stdout.flush()\nif \"Default\" in os.listdir(\"bin\"):\n    print(\"Folder \\\"Default\\\" already exists, deleting...\", end=\"\")\n    sys.stdout.flush()\n    try:\n        shutil.rmtree(buildPath + \"\\\\Default\")\n        print(\"Done.\")\n    except:\n        print(\"\\n\\nFatal error when attempting to delete \\\"Default\\\" folder. Exiting.\\nYou should probably delete it manually.\")\n        sys.exit()\n\nshutil.copytree(\"Assets\\\\Default\", buildPath + \"\\\\Default\")\nprint(\"Removing .meta files...\", end=\"\")\nsys.stdout.flush()\nfor path,dirs,files in os.walk(buildPath + \"\\\\Default\"):\n    for file in files:\n        if file.endswith(\".meta\"):\n            os.remove(path + \"\\\\\" + file)\nprint(\"Done.\\n\")\n\n# Make the ultimate Mods folder which will be copied later\nprint(\"Setting up \\\"Mods\\\".\")\nprint(\"Copying Mods folder...\", end=\"\")\nsys.stdout.flush()\nif \"Mods\" in os.listdir(\"bin\"):\n    print(\"Folder \\\"Mods\\\" already exists, deleting...\", end=\"\")\n    sys.stdout.flush()\n    try:\n        shutil.rmtree(\"bin\\\\Mods\")\n        print(\"Done.\")\n    except:\n        print(\"\\n\\nFatal error when attempting to delete \\\"Mods\\\" folder. Exiting.\\nYou should probably delete it manually.\")\n        sys.exit()\n\nshutil.copytree(\"Assets\\\\Mods\", buildPath + \"\\\\Mods\")\nprint(\"Removing .meta files...\", end=\"\")\nsys.stdout.flush()\nfor path,dirs,files in os.walk(buildPath + \"\\\\Mods\"):\n    for file in files:\n        if file.endswith(\".meta\"):\n            os.remove(path + \"\\\\\" + file)\nprint(\"Done.\")\nprint(\"Adding \\\"Mods starting with @ won't appear in CYF\\\"...\", end=\"\")\nsys.stdout.flush()\nopen(buildPath + \"\\\\Mods\\\\Mods starting with @ won't appear in CYF\", \"w\").close()\nprint(\"Done.\\n\")\n\n# Hide secret paths\nprint(\"Hiding secrets...\", end=\"\")\nfor path in hidePaths:\n    os.system(\"attrib +h +s \\\"bin\\\\\" + path + \"\\\"\")\nprint(\"Done.\\n\")\n\n# Last step before building executables\nprint(\"Disabling allowFullscreenSwitch...\", end=\"\")\nsys.stdout.flush()\npsCurrent = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"r\")\nsettingsCurrent = psCurrent.read()\npsCurrent.close()\nps = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"w\")\nsettings = settingsCurrent.replace(\"allowFullscreenSwitch: 1\", \"allowFullscreenSwitch: 0\")\nps.write(settings)\nps.close()\nprint(\"Done.\\n\")\n\n### Time to actually build CYF! ###\n\ndef buildForMac():\n    # Now, the special behavior for Mac\n    print(\"\")\n    if len(macTarget[0]) < 76:\n        print(\"╒\" + (\"═\" * math.floor((74 - len(macTarget[0])) / 2)) + macTarget[0] + (\"═\" * math.ceil((74 - len(macTarget[0])) / 2)) + \"╕\")\n    else:\n        print(macTarget[0])\n\n    print(\"Enabling allowFullscreenSwitch...\", end=\"\")\n    sys.stdout.flush()\n    psCurrent = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"r\")\n    settingsCurrent = psCurrent.read()\n    psCurrent.close()\n    ps = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"w\")\n    settings = settingsCurrent.replace(\"allowFullscreenSwitch: 0\", \"allowFullscreenSwitch: 1\")\n    ps.write(settings)\n    ps.close()\n    print(\"Done.\")\n\n    # Make sure destination folder doesn't exist\n    if macTarget[0] in os.listdir(\"bin\"):\n        print(\"Folder \" + macTarget[0] + \" already exists, deleting...\", end=\"\")\n        sys.stdout.flush()\n        try:\n            shutil.rmtree(\"bin\\\\\" + macTarget[0])\n            print(\"Done.\")\n        except:\n            print(\"\\n\\nFatal error when attempting to delete \\\"bin\\\\\" + macTarget[0] + \"\\\" folder. Exiting.\\nYou should probably delete it manually.\")\n            sys.exit()\n\n    # Build the Unity executable\n    print(\"\", end=\"\")\n    print(\"Begin Unity build for \" + macTarget[0] + \"...\", end=\"\")\n    sys.stdout.flush()\n    subprocess.call([unityPath, \"-batchmode\", \"-logFile \" + buildPath + \"\\\\output_mac.txt\", macTarget[1], buildPath + \"\\\\\" + macTarget[0] + \"\\\\\" + macTarget[2], \"-quit\"])\n    print(\"Done.\")\n\n    # Copy over the Documentation\n    print(\"Copying Documentation...\", end=\"\")\n    sys.stdout.flush()\n    shutil.copytree(\"Documentation CYF 1.0\", buildPath + \"\\\\\" + macTarget[0] + \"\\\\Documentation CYF \" + CYFversion)\n    print(\"Done.\")\n\n    # Copy over the Default and Mods folders\n    print(\"Copying Default folder...\", end=\"\")\n    sys.stdout.flush()\n    os.system(\"xcopy \\\"\" + buildPath + \"\\\\Default\\\" \\\"\" + buildPath + \"\\\\\" + macTarget[0] + \"\\\\\" + macTarget[2] + \"\\\\Default\\\" /e /h /i > nul\")\n    print(\"Done.\")\n\n    print(\"Copying Mods folder...\", end=\"\")\n    sys.stdout.flush()\n    os.system(\"xcopy \\\"\" + buildPath + \"\\\\Mods\\\" \\\"\" + buildPath + \"\\\\\" + macTarget[0] + \"\\\\\" + macTarget[2] + \"\\\\Mods\\\" /e /h /i > nul\")\n    print(\"Done.\")\n\n    # Copy over the warning .txt file\n    print(\"Copying \\\"How to use CYF and add mods (Mac).txt\\\"...\", end=\"\")\n    sys.stdout.flush()\n    shutil.copyfile(\"How to use CYF and add mods (Mac).txt\", buildPath + \"\\\\\" + macTarget[0] + \"\\\\How to use CYF and add mods (Mac).txt\")\n    print(\"Done.\")\n\n    print(\"Disabling allowFullscreenSwitch...\", end=\"\")\n    sys.stdout.flush()\n    psCurrent = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"r\")\n    settingsCurrent = psCurrent.read()\n    psCurrent.close()\n    ps = open(\"ProjectSettings\\\\ProjectSettings.asset\", \"w\")\n    settings = settingsCurrent.replace(\"allowFullscreenSwitch: 1\", \"allowFullscreenSwitch: 0\")\n    ps.write(settings)\n    ps.close()\n    print(\"Done.\")\n\n    if len(macTarget[0]) < 76:\n        print(\"╘\" + (\"═\" * 74) + \"╛\")\n\n### Command line parser ###\n\nif len(sys.argv) > 1:\n    try:\n        # `--nozip` to make the program not auto-zip all outputted builds with 7-Zip (enabled by default)\n        if sys.argv[1] == \"--nozip\":\n            doPackage = sys.argv[1] != \"--nozip\"\n        elif len(sys.argv) > 3 and sys.argv[3] == \"--nozip\":\n            doPackage = sys.argv[3] != \"--nozip\"\n\n        # provide `--single` as the first or second argument, followed by one number or \"mac\", to choose one specific build target (builds all if not provided)\n        target = None\n        if sys.argv[1] == \"--single\":\n            target = sys.argv[2] == \"5\" and \"mac\" or buildTargets[int(sys.argv[2]) - 1]\n        elif len(sys.argv) > 2 and sys.argv[2] == \"--single\":\n            target = sys.argv[2] == \"5\" and \"mac\" or buildTargets[int(sys.argv[3]) - 1]\n\n        # build target\n        if target == \"mac\":\n            buildForMac()\n        elif target != None:\n            buildWithUnity(target[0], target[1], buildPath + \"\\\\\" + target[0] + \"\\\\\" + target[2])\n        else:\n            # Copy of below code...\n            for target in buildTargets:\n                buildWithUnity(target[0], target[1], buildPath + \"\\\\\" + target[0] + \"\\\\\" + target[2])\n            buildForMac()\n    except:\n        print(\"Failed to parse launch options. Try again.\")\nelse:\n    # Let's do it!\n    for target in buildTargets:\n        buildWithUnity(target[0], target[1], buildPath + \"\\\\\" + target[0] + \"\\\\\" + target[2])\n    buildForMac()\n\n### Post-build actions ###\n\n# Delete Default and Mods\nprint(\"\\nDeleting \\\"Default\\\" and \\\"Mods\\\"...\", end=\"\")\nsys.stdout.flush()\ntry:\n    shutil.rmtree(\"bin\\\\Default\")\n    shutil.rmtree(\"bin\\\\Mods\")\n    print(\"Done.\")\nexcept:\n    print(\"Failed to delete. You should do so manually before your next build.\")\n\n# Auto-package all builds\nif doPackage:\n    print(\"\\nBegin packaging all builds into archives through 7-Zip.\")\n    if not os.path.exists(sevenZPath):\n        print(\"Missing 7-Zip executable.\")\n    else:\n        binContents = os.listdir(\"bin\")\n        for build in [x for x in binContents if os.path.isdir(os.path.join(os.path.abspath(\"bin\"), x)) and x not in [\"Default\", \"Mods\"]]:\n            print(\"Creating \\\"\" + build + \".zip\\\"...\")\n            sys.stdout.flush()\n            subprocess.call([sevenZPath, \"a\", \"-mx9\", buildPath + \"\\\\\" + build + \".zip\", buildPath + \"\\\\\" + build + \"\\\\*\", \"-bso0\", \"-bsp0\"])\n            print(\"Done.\")\n\n# Congratulations :)\nprint(\"\\n\\n\\nAll done!\")\nprint(\"Now, you must test all Create Your Frisk builds before release and clean up their Mods folders if applicable!\")\nprint(\"Have fun mooving boolet.\\n\")\nos.system(\"pause\")\n"
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    "path": "Documentation CYF 1.0/.idea/Documentation.iml",
    "content": "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n<module type=\"WEB_MODULE\" version=\"4\">\n  <component name=\"NewModuleRootManager\">\n    <content url=\"file://$MODULE_DIR$\" />\n    <orderEntry type=\"inheritedJdk\" />\n    <orderEntry type=\"sourceFolder\" forTests=\"false\" />\n  </component>\n</module>"
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    "content": "<component name=\"CopyrightManager\">\n  <settings default=\"\" />\n</component>"
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    "path": "Documentation CYF 1.0/.idea/dictionaries/test1.xml",
    "content": "<component name=\"ProjectDictionaryState\">\n  <dictionary name=\"test1\">\n    <words>\n      <w>anim</w>\n      <w>cetera</w>\n      <w>fangame</w>\n      <w>lukark</w>\n      <w>rhenaud</w>\n      <w>rtl</w>\n      <w>undertale</w>\n      <w>unitale</w>\n    </words>\n  </dictionary>\n</component>"
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name=\"ExecutionTargetManager\" SELECTED_TARGET=\"default_target\" />\n  <component name=\"FavoritesManager\">\n    <favorites_list name=\"Documentation\" />\n  </component>\n  <component name=\"FileEditorManager\">\n    <leaf SIDE_TABS_SIZE_LIMIT_KEY=\"300\">\n      <file leaf-file-name=\"documentation.html\" pinned=\"false\" current-in-tab=\"true\">\n        <entry file=\"file://$PROJECT_DIR$/documentation.html\">\n          <provider selected=\"true\" editor-type-id=\"text-editor\">\n            <state relative-caret-position=\"363\">\n              <caret line=\"1068\" column=\"86\" selection-start-line=\"1068\" selection-start-column=\"12\" selection-end-line=\"1068\" selection-end-column=\"86\" />\n              <folding>\n                <element signature=\"n#div#0;n#div#1;n#div#0;n#body#0;n#html#0;n#!!top\" expanded=\"false\" />\n                <element signature=\"n#div#1;n#div#1;n#div#0;n#body#0;n#html#0;n#!!top\" expanded=\"false\" />\n                <element 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</component>\n  <component name=\"IdeDocumentHistory\">\n    <option name=\"CHANGED_PATHS\">\n      <list>\n        <option value=\"$PROJECT_DIR$/documentation.html\" />\n      </list>\n    </option>\n  </component>\n  <component name=\"JsBuildToolGruntFileManager\" detection-done=\"true\" sorting=\"DEFINITION_ORDER\" />\n  <component name=\"JsBuildToolPackageJson\" detection-done=\"true\" sorting=\"DEFINITION_ORDER\" />\n  <component name=\"JsGulpfileManager\">\n    <detection-done>true</detection-done>\n    <sorting>DEFINITION_ORDER</sorting>\n  </component>\n  <component name=\"PhpServers\">\n    <servers />\n  </component>\n  <component name=\"PhpWorkspaceProjectConfiguration\" backward_compatibility_performed=\"true\" />\n  <component name=\"ProjectFrameBounds\">\n    <option name=\"x\" value=\"1\" />\n    <option name=\"y\" value=\"1\" />\n    <option name=\"width\" value=\"1598\" />\n    <option name=\"height\" value=\"858\" />\n  </component>\n  <component name=\"ProjectLevelVcsManager\" settingsEditedManually=\"false\">\n    <OptionsSetting value=\"true\" id=\"Add\" />\n    <OptionsSetting value=\"true\" id=\"Remove\" />\n    <OptionsSetting value=\"true\" id=\"Checkout\" />\n    <OptionsSetting value=\"true\" id=\"Update\" />\n    <OptionsSetting value=\"true\" id=\"Status\" />\n    <OptionsSetting value=\"true\" id=\"Edit\" />\n    <ConfirmationsSetting value=\"0\" id=\"Add\" />\n    <ConfirmationsSetting value=\"0\" id=\"Remove\" />\n  </component>\n  <component name=\"ProjectView\">\n    <navigator currentView=\"ProjectPane\" proportions=\"\" version=\"1\">\n      <flattenPackages />\n      <showMembers />\n      <showModules />\n      <showLibraryContents />\n      <hideEmptyPackages />\n      <abbreviatePackageNames />\n      <autoscrollToSource />\n      <autoscrollFromSource />\n      <sortByType />\n      <manualOrder />\n      <foldersAlwaysOnTop value=\"true\" />\n    </navigator>\n    <panes>\n      <pane id=\"Scope\" />\n      <pane id=\"Scratches\" />\n      <pane id=\"ProjectPane\">\n        <subPane>\n          <PATH>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"Documentation CYF\" />\n              <option name=\"myItemType\" value=\"com.intellij.ide.projectView.impl.nodes.ProjectViewProjectNode\" />\n            </PATH_ELEMENT>\n          </PATH>\n          <PATH>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"Documentation CYF\" />\n              <option name=\"myItemType\" value=\"com.intellij.ide.projectView.impl.nodes.ProjectViewProjectNode\" />\n            </PATH_ELEMENT>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"Documentation CYF\" />\n              <option name=\"myItemType\" value=\"com.jetbrains.php.projectView.PhpTreeStructureProvider$1\" />\n            </PATH_ELEMENT>\n          </PATH>\n          <PATH>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"Documentation CYF\" />\n              <option name=\"myItemType\" value=\"com.intellij.ide.projectView.impl.nodes.ProjectViewProjectNode\" />\n            </PATH_ELEMENT>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"Documentation CYF\" />\n              <option name=\"myItemType\" value=\"com.jetbrains.php.projectView.PhpTreeStructureProvider$1\" />\n            </PATH_ELEMENT>\n            <PATH_ELEMENT>\n              <option name=\"myItemId\" value=\"img\" />\n              <option name=\"myItemType\" value=\"com.jetbrains.php.projectView.PhpTreeStructureProvider$1\" />\n            </PATH_ELEMENT>\n          </PATH>\n        </subPane>\n      </pane>\n    </panes>\n  </component>\n  <component name=\"PropertiesComponent\">\n    <property name=\"last_opened_file_path\" value=\"$PROJECT_DIR$\" />\n    <property name=\"WebServerToolWindowFactoryState\" value=\"false\" />\n  </component>\n  <component name=\"RecentsManager\">\n    <key name=\"MoveFile.RECENT_KEYS\">\n      <recent name=\"C:\\Users\\test1\\Desktop\\CSP\\CYF v0.2 beta 3\\Documentation CYF\\img\" />\n    </key>\n    <key name=\"CopyFile.RECENT_KEYS\">\n      <recent name=\"C:\\Users\\test1\\Desktop\\CSP\\CYF v0.2 beta 3\\Documentation CYF\" />\n    </key>\n  </component>\n  <component name=\"RunManager\" selected=\"JavaScript Debug.documentation.html\">\n    <configuration default=\"false\" name=\"documentation.html\" type=\"JavascriptDebugType\" factoryName=\"JavaScript Debug\" temporary=\"true\" nameIsGenerated=\"true\" uri=\"http://localhost:63342/Documentation/documentation.html\">\n      <method />\n    </configuration>\n    <configuration default=\"true\" type=\"JavascriptDebugType\" factoryName=\"JavaScript Debug\">\n      <method />\n    </configuration>\n    <configuration default=\"true\" type=\"PHPUnitRunConfigurationType\" factoryName=\"PHPUnit\">\n      <TestRunner />\n      <method />\n    </configuration>\n    <configuration 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size=\"1\">\n        <item index=\"0\" class=\"java.lang.String\" itemvalue=\"JavaScript Debug.documentation.html\" />\n      </list>\n    </recent_temporary>\n  </component>\n  <component name=\"ShelveChangesManager\" show_recycled=\"false\">\n    <option name=\"remove_strategy\" value=\"false\" />\n  </component>\n  <component name=\"SvnConfiguration\">\n    <configuration />\n  </component>\n  <component name=\"TaskManager\">\n    <task active=\"true\" id=\"Default\" summary=\"Default task\">\n      <changelist id=\"c6787400-3dea-4d30-97c8-3837643e82ad\" name=\"Default\" comment=\"\" />\n      <created>1465061628541</created>\n      <option name=\"number\" value=\"Default\" />\n      <option name=\"presentableId\" value=\"Default\" />\n      <updated>1465061628541</updated>\n      <workItem from=\"1465061630167\" duration=\"19203000\" />\n      <workItem from=\"1466371720497\" duration=\"5399000\" />\n      <workItem from=\"1466413386353\" duration=\"2842000\" />\n      <workItem from=\"1466487329128\" duration=\"1819000\" />\n    </task>\n    <servers />\n  </component>\n  <component name=\"TimeTrackingManager\">\n    <option name=\"totallyTimeSpent\" value=\"29263000\" />\n  </component>\n  <component name=\"ToolWindowManager\">\n    <frame x=\"1\" y=\"1\" width=\"1598\" height=\"858\" extended-state=\"1\" />\n    <editor active=\"false\" />\n    <layout>\n      <window_info id=\"Project\" active=\"false\" anchor=\"left\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"true\" show_stripe_button=\"true\" weight=\"0.12642226\" sideWeight=\"0.5\" order=\"0\" side_tool=\"false\" content_ui=\"combo\" />\n      <window_info id=\"TODO\" active=\"false\" anchor=\"bottom\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"false\" show_stripe_button=\"true\" weight=\"0.33\" sideWeight=\"0.5\" order=\"6\" side_tool=\"false\" content_ui=\"tabs\" />\n      <window_info id=\"Event Log\" active=\"false\" anchor=\"bottom\" 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content_ui=\"tabs\" />\n      <window_info id=\"Terminal\" active=\"false\" anchor=\"bottom\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"false\" show_stripe_button=\"true\" weight=\"0.33\" sideWeight=\"0.5\" order=\"7\" side_tool=\"false\" content_ui=\"tabs\" />\n      <window_info id=\"Favorites\" active=\"false\" anchor=\"left\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"false\" show_stripe_button=\"true\" weight=\"0.33\" sideWeight=\"0.5\" order=\"2\" side_tool=\"true\" content_ui=\"tabs\" />\n      <window_info id=\"Cvs\" active=\"false\" anchor=\"bottom\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"false\" show_stripe_button=\"true\" weight=\"0.25\" sideWeight=\"0.5\" order=\"4\" side_tool=\"false\" content_ui=\"tabs\" />\n      <window_info id=\"Message\" active=\"false\" anchor=\"bottom\" auto_hide=\"false\" internal_type=\"DOCKED\" type=\"DOCKED\" visible=\"false\" show_stripe_button=\"true\" 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    "content": "/*!\n * Bootstrap v3.3.6 (http://getbootstrap.com)\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n */\n.btn-default,\n.btn-primary,\n.btn-success,\n.btn-info,\n.btn-warning,\n.btn-danger {\n  text-shadow: 0 -1px 0 rgba(0, 0, 0, .2);\n  -webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, .15), 0 1px 1px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 0 rgba(255, 255, 255, .15), 0 1px 1px rgba(0, 0, 0, .075);\n}\n.btn-default:active,\n.btn-primary:active,\n.btn-success:active,\n.btn-info:active,\n.btn-warning:active,\n.btn-danger:active,\n.btn-default.active,\n.btn-primary.active,\n.btn-success.active,\n.btn-info.active,\n.btn-warning.active,\n.btn-danger.active {\n  -webkit-box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n          box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n}\n.btn-default.disabled,\n.btn-primary.disabled,\n.btn-success.disabled,\n.btn-info.disabled,\n.btn-warning.disabled,\n.btn-danger.disabled,\n.btn-default[disabled],\n.btn-primary[disabled],\n.btn-success[disabled],\n.btn-info[disabled],\n.btn-warning[disabled],\n.btn-danger[disabled],\nfieldset[disabled] .btn-default,\nfieldset[disabled] .btn-primary,\nfieldset[disabled] .btn-success,\nfieldset[disabled] .btn-info,\nfieldset[disabled] .btn-warning,\nfieldset[disabled] .btn-danger {\n  -webkit-box-shadow: none;\n          box-shadow: none;\n}\n.btn-default .badge,\n.btn-primary .badge,\n.btn-success .badge,\n.btn-info .badge,\n.btn-warning .badge,\n.btn-danger .badge {\n  text-shadow: none;\n}\n.btn:active,\n.btn.active {\n  background-image: none;\n}\n.btn-default {\n  text-shadow: 0 1px 0 #fff;\n  background-image: -webkit-linear-gradient(top, #fff 0%, #e0e0e0 100%);\n  background-image:      -o-linear-gradient(top, #fff 0%, #e0e0e0 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#fff), to(#e0e0e0));\n  background-image:         linear-gradient(to bottom, #fff 0%, #e0e0e0 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffffffff', endColorstr='#ffe0e0e0', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #dbdbdb;\n  border-color: #ccc;\n}\n.btn-default:hover,\n.btn-default:focus {\n  background-color: #e0e0e0;\n  background-position: 0 -15px;\n}\n.btn-default:active,\n.btn-default.active {\n  background-color: #e0e0e0;\n  border-color: #dbdbdb;\n}\n.btn-default.disabled,\n.btn-default[disabled],\nfieldset[disabled] .btn-default,\n.btn-default.disabled:hover,\n.btn-default[disabled]:hover,\nfieldset[disabled] .btn-default:hover,\n.btn-default.disabled:focus,\n.btn-default[disabled]:focus,\nfieldset[disabled] .btn-default:focus,\n.btn-default.disabled.focus,\n.btn-default[disabled].focus,\nfieldset[disabled] .btn-default.focus,\n.btn-default.disabled:active,\n.btn-default[disabled]:active,\nfieldset[disabled] .btn-default:active,\n.btn-default.disabled.active,\n.btn-default[disabled].active,\nfieldset[disabled] .btn-default.active {\n  background-color: #e0e0e0;\n  background-image: none;\n}\n.btn-primary {\n  background-image: -webkit-linear-gradient(top, #337ab7 0%, #265a88 100%);\n  background-image:      -o-linear-gradient(top, #337ab7 0%, #265a88 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#265a88));\n  background-image:         linear-gradient(to bottom, #337ab7 0%, #265a88 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff265a88', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #245580;\n}\n.btn-primary:hover,\n.btn-primary:focus {\n  background-color: #265a88;\n  background-position: 0 -15px;\n}\n.btn-primary:active,\n.btn-primary.active {\n  background-color: #265a88;\n  border-color: #245580;\n}\n.btn-primary.disabled,\n.btn-primary[disabled],\nfieldset[disabled] .btn-primary,\n.btn-primary.disabled:hover,\n.btn-primary[disabled]:hover,\nfieldset[disabled] .btn-primary:hover,\n.btn-primary.disabled:focus,\n.btn-primary[disabled]:focus,\nfieldset[disabled] .btn-primary:focus,\n.btn-primary.disabled.focus,\n.btn-primary[disabled].focus,\nfieldset[disabled] .btn-primary.focus,\n.btn-primary.disabled:active,\n.btn-primary[disabled]:active,\nfieldset[disabled] .btn-primary:active,\n.btn-primary.disabled.active,\n.btn-primary[disabled].active,\nfieldset[disabled] .btn-primary.active {\n  background-color: #265a88;\n  background-image: none;\n}\n.btn-success {\n  background-image: -webkit-linear-gradient(top, #5cb85c 0%, #419641 100%);\n  background-image:      -o-linear-gradient(top, #5cb85c 0%, #419641 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#5cb85c), to(#419641));\n  background-image:         linear-gradient(to bottom, #5cb85c 0%, #419641 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff5cb85c', endColorstr='#ff419641', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #3e8f3e;\n}\n.btn-success:hover,\n.btn-success:focus {\n  background-color: #419641;\n  background-position: 0 -15px;\n}\n.btn-success:active,\n.btn-success.active {\n  background-color: #419641;\n  border-color: #3e8f3e;\n}\n.btn-success.disabled,\n.btn-success[disabled],\nfieldset[disabled] .btn-success,\n.btn-success.disabled:hover,\n.btn-success[disabled]:hover,\nfieldset[disabled] .btn-success:hover,\n.btn-success.disabled:focus,\n.btn-success[disabled]:focus,\nfieldset[disabled] .btn-success:focus,\n.btn-success.disabled.focus,\n.btn-success[disabled].focus,\nfieldset[disabled] .btn-success.focus,\n.btn-success.disabled:active,\n.btn-success[disabled]:active,\nfieldset[disabled] .btn-success:active,\n.btn-success.disabled.active,\n.btn-success[disabled].active,\nfieldset[disabled] .btn-success.active {\n  background-color: #419641;\n  background-image: none;\n}\n.btn-info {\n  background-image: -webkit-linear-gradient(top, #5bc0de 0%, #2aabd2 100%);\n  background-image:      -o-linear-gradient(top, #5bc0de 0%, #2aabd2 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#5bc0de), to(#2aabd2));\n  background-image:         linear-gradient(to bottom, #5bc0de 0%, #2aabd2 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff5bc0de', endColorstr='#ff2aabd2', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #28a4c9;\n}\n.btn-info:hover,\n.btn-info:focus {\n  background-color: #2aabd2;\n  background-position: 0 -15px;\n}\n.btn-info:active,\n.btn-info.active {\n  background-color: #2aabd2;\n  border-color: #28a4c9;\n}\n.btn-info.disabled,\n.btn-info[disabled],\nfieldset[disabled] .btn-info,\n.btn-info.disabled:hover,\n.btn-info[disabled]:hover,\nfieldset[disabled] .btn-info:hover,\n.btn-info.disabled:focus,\n.btn-info[disabled]:focus,\nfieldset[disabled] .btn-info:focus,\n.btn-info.disabled.focus,\n.btn-info[disabled].focus,\nfieldset[disabled] .btn-info.focus,\n.btn-info.disabled:active,\n.btn-info[disabled]:active,\nfieldset[disabled] .btn-info:active,\n.btn-info.disabled.active,\n.btn-info[disabled].active,\nfieldset[disabled] .btn-info.active {\n  background-color: #2aabd2;\n  background-image: none;\n}\n.btn-warning {\n  background-image: -webkit-linear-gradient(top, #f0ad4e 0%, #eb9316 100%);\n  background-image:      -o-linear-gradient(top, #f0ad4e 0%, #eb9316 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f0ad4e), to(#eb9316));\n  background-image:         linear-gradient(to bottom, #f0ad4e 0%, #eb9316 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff0ad4e', endColorstr='#ffeb9316', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #e38d13;\n}\n.btn-warning:hover,\n.btn-warning:focus {\n  background-color: #eb9316;\n  background-position: 0 -15px;\n}\n.btn-warning:active,\n.btn-warning.active {\n  background-color: #eb9316;\n  border-color: #e38d13;\n}\n.btn-warning.disabled,\n.btn-warning[disabled],\nfieldset[disabled] .btn-warning,\n.btn-warning.disabled:hover,\n.btn-warning[disabled]:hover,\nfieldset[disabled] .btn-warning:hover,\n.btn-warning.disabled:focus,\n.btn-warning[disabled]:focus,\nfieldset[disabled] .btn-warning:focus,\n.btn-warning.disabled.focus,\n.btn-warning[disabled].focus,\nfieldset[disabled] .btn-warning.focus,\n.btn-warning.disabled:active,\n.btn-warning[disabled]:active,\nfieldset[disabled] .btn-warning:active,\n.btn-warning.disabled.active,\n.btn-warning[disabled].active,\nfieldset[disabled] .btn-warning.active {\n  background-color: #eb9316;\n  background-image: none;\n}\n.btn-danger {\n  background-image: -webkit-linear-gradient(top, #d9534f 0%, #c12e2a 100%);\n  background-image:      -o-linear-gradient(top, #d9534f 0%, #c12e2a 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#d9534f), to(#c12e2a));\n  background-image:         linear-gradient(to bottom, #d9534f 0%, #c12e2a 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffd9534f', endColorstr='#ffc12e2a', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-color: #b92c28;\n}\n.btn-danger:hover,\n.btn-danger:focus {\n  background-color: #c12e2a;\n  background-position: 0 -15px;\n}\n.btn-danger:active,\n.btn-danger.active {\n  background-color: #c12e2a;\n  border-color: #b92c28;\n}\n.btn-danger.disabled,\n.btn-danger[disabled],\nfieldset[disabled] .btn-danger,\n.btn-danger.disabled:hover,\n.btn-danger[disabled]:hover,\nfieldset[disabled] .btn-danger:hover,\n.btn-danger.disabled:focus,\n.btn-danger[disabled]:focus,\nfieldset[disabled] .btn-danger:focus,\n.btn-danger.disabled.focus,\n.btn-danger[disabled].focus,\nfieldset[disabled] .btn-danger.focus,\n.btn-danger.disabled:active,\n.btn-danger[disabled]:active,\nfieldset[disabled] .btn-danger:active,\n.btn-danger.disabled.active,\n.btn-danger[disabled].active,\nfieldset[disabled] .btn-danger.active {\n  background-color: #c12e2a;\n  background-image: none;\n}\n.thumbnail,\n.img-thumbnail {\n  -webkit-box-shadow: 0 1px 2px rgba(0, 0, 0, .075);\n          box-shadow: 0 1px 2px rgba(0, 0, 0, .075);\n}\n.dropdown-menu > li > a:hover,\n.dropdown-menu > li > a:focus {\n  background-color: #e8e8e8;\n  background-image: -webkit-linear-gradient(top, #f5f5f5 0%, #e8e8e8 100%);\n  background-image:      -o-linear-gradient(top, #f5f5f5 0%, #e8e8e8 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f5f5f5), to(#e8e8e8));\n  background-image:         linear-gradient(to bottom, #f5f5f5 0%, #e8e8e8 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff5f5f5', endColorstr='#ffe8e8e8', GradientType=0);\n  background-repeat: repeat-x;\n}\n.dropdown-menu > .active > a,\n.dropdown-menu > .active > a:hover,\n.dropdown-menu > .active > a:focus {\n  background-color: #2e6da4;\n  background-image: -webkit-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n  background-image:      -o-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#2e6da4));\n  background-image:         linear-gradient(to bottom, #337ab7 0%, #2e6da4 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff2e6da4', GradientType=0);\n  background-repeat: repeat-x;\n}\n.navbar-default {\n  background-image: -webkit-linear-gradient(top, #fff 0%, #f8f8f8 100%);\n  background-image:      -o-linear-gradient(top, #fff 0%, #f8f8f8 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#fff), to(#f8f8f8));\n  background-image:         linear-gradient(to bottom, #fff 0%, #f8f8f8 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffffffff', endColorstr='#fff8f8f8', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-radius: 4px;\n  -webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, .15), 0 1px 5px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 0 rgba(255, 255, 255, .15), 0 1px 5px rgba(0, 0, 0, .075);\n}\n.navbar-default .navbar-nav > .open > a,\n.navbar-default .navbar-nav > .active > a {\n  background-image: -webkit-linear-gradient(top, #dbdbdb 0%, #e2e2e2 100%);\n  background-image:      -o-linear-gradient(top, #dbdbdb 0%, #e2e2e2 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#dbdbdb), to(#e2e2e2));\n  background-image:         linear-gradient(to bottom, #dbdbdb 0%, #e2e2e2 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffdbdbdb', endColorstr='#ffe2e2e2', GradientType=0);\n  background-repeat: repeat-x;\n  -webkit-box-shadow: inset 0 3px 9px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 3px 9px rgba(0, 0, 0, .075);\n}\n.navbar-brand,\n.navbar-nav > li > a {\n  text-shadow: 0 1px 0 rgba(255, 255, 255, .25);\n}\n.navbar-inverse {\n  background-image: -webkit-linear-gradient(top, #3c3c3c 0%, #222 100%);\n  background-image:      -o-linear-gradient(top, #3c3c3c 0%, #222 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#3c3c3c), to(#222));\n  background-image:         linear-gradient(to bottom, #3c3c3c 0%, #222 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff3c3c3c', endColorstr='#ff222222', GradientType=0);\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n  background-repeat: repeat-x;\n  border-radius: 4px;\n}\n.navbar-inverse .navbar-nav > .open > a,\n.navbar-inverse .navbar-nav > .active > a {\n  background-image: -webkit-linear-gradient(top, #080808 0%, #0f0f0f 100%);\n  background-image:      -o-linear-gradient(top, #080808 0%, #0f0f0f 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#080808), to(#0f0f0f));\n  background-image:         linear-gradient(to bottom, #080808 0%, #0f0f0f 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff080808', endColorstr='#ff0f0f0f', GradientType=0);\n  background-repeat: repeat-x;\n  -webkit-box-shadow: inset 0 3px 9px rgba(0, 0, 0, .25);\n          box-shadow: inset 0 3px 9px rgba(0, 0, 0, .25);\n}\n.navbar-inverse .navbar-brand,\n.navbar-inverse .navbar-nav > li > a {\n  text-shadow: 0 -1px 0 rgba(0, 0, 0, .25);\n}\n.navbar-static-top,\n.navbar-fixed-top,\n.navbar-fixed-bottom {\n  border-radius: 0;\n}\n@media (max-width: 767px) {\n  .navbar .navbar-nav .open .dropdown-menu > .active > a,\n  .navbar .navbar-nav .open .dropdown-menu > .active > a:hover,\n  .navbar .navbar-nav .open .dropdown-menu > .active > a:focus {\n    color: #fff;\n    background-image: -webkit-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n    background-image:      -o-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n    background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#2e6da4));\n    background-image:         linear-gradient(to bottom, #337ab7 0%, #2e6da4 100%);\n    filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff2e6da4', GradientType=0);\n    background-repeat: repeat-x;\n  }\n}\n.alert {\n  text-shadow: 0 1px 0 rgba(255, 255, 255, .2);\n  -webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, .25), 0 1px 2px rgba(0, 0, 0, .05);\n          box-shadow: inset 0 1px 0 rgba(255, 255, 255, .25), 0 1px 2px rgba(0, 0, 0, .05);\n}\n.alert-success {\n  background-image: -webkit-linear-gradient(top, #dff0d8 0%, #c8e5bc 100%);\n  background-image:      -o-linear-gradient(top, #dff0d8 0%, #c8e5bc 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#dff0d8), to(#c8e5bc));\n  background-image:         linear-gradient(to bottom, #dff0d8 0%, #c8e5bc 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffdff0d8', endColorstr='#ffc8e5bc', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #b2dba1;\n}\n.alert-info {\n  background-image: -webkit-linear-gradient(top, #d9edf7 0%, #b9def0 100%);\n  background-image:      -o-linear-gradient(top, #d9edf7 0%, #b9def0 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#d9edf7), to(#b9def0));\n  background-image:         linear-gradient(to bottom, #d9edf7 0%, #b9def0 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffd9edf7', endColorstr='#ffb9def0', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #9acfea;\n}\n.alert-warning {\n  background-image: -webkit-linear-gradient(top, #fcf8e3 0%, #f8efc0 100%);\n  background-image:      -o-linear-gradient(top, #fcf8e3 0%, #f8efc0 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#fcf8e3), to(#f8efc0));\n  background-image:         linear-gradient(to bottom, #fcf8e3 0%, #f8efc0 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fffcf8e3', endColorstr='#fff8efc0', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #f5e79e;\n}\n.alert-danger {\n  background-image: -webkit-linear-gradient(top, #f2dede 0%, #e7c3c3 100%);\n  background-image:      -o-linear-gradient(top, #f2dede 0%, #e7c3c3 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f2dede), to(#e7c3c3));\n  background-image:         linear-gradient(to bottom, #f2dede 0%, #e7c3c3 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff2dede', endColorstr='#ffe7c3c3', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #dca7a7;\n}\n.progress {\n  background-image: -webkit-linear-gradient(top, #ebebeb 0%, #f5f5f5 100%);\n  background-image:      -o-linear-gradient(top, #ebebeb 0%, #f5f5f5 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#ebebeb), to(#f5f5f5));\n  background-image:         linear-gradient(to bottom, #ebebeb 0%, #f5f5f5 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffebebeb', endColorstr='#fff5f5f5', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar {\n  background-image: -webkit-linear-gradient(top, #337ab7 0%, #286090 100%);\n  background-image:      -o-linear-gradient(top, #337ab7 0%, #286090 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#286090));\n  background-image:         linear-gradient(to bottom, #337ab7 0%, #286090 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff286090', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar-success {\n  background-image: -webkit-linear-gradient(top, #5cb85c 0%, #449d44 100%);\n  background-image:      -o-linear-gradient(top, #5cb85c 0%, #449d44 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#5cb85c), to(#449d44));\n  background-image:         linear-gradient(to bottom, #5cb85c 0%, #449d44 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff5cb85c', endColorstr='#ff449d44', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar-info {\n  background-image: -webkit-linear-gradient(top, #5bc0de 0%, #31b0d5 100%);\n  background-image:      -o-linear-gradient(top, #5bc0de 0%, #31b0d5 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#5bc0de), to(#31b0d5));\n  background-image:         linear-gradient(to bottom, #5bc0de 0%, #31b0d5 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff5bc0de', endColorstr='#ff31b0d5', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar-warning {\n  background-image: -webkit-linear-gradient(top, #f0ad4e 0%, #ec971f 100%);\n  background-image:      -o-linear-gradient(top, #f0ad4e 0%, #ec971f 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f0ad4e), to(#ec971f));\n  background-image:         linear-gradient(to bottom, #f0ad4e 0%, #ec971f 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff0ad4e', endColorstr='#ffec971f', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar-danger {\n  background-image: -webkit-linear-gradient(top, #d9534f 0%, #c9302c 100%);\n  background-image:      -o-linear-gradient(top, #d9534f 0%, #c9302c 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#d9534f), to(#c9302c));\n  background-image:         linear-gradient(to bottom, #d9534f 0%, #c9302c 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffd9534f', endColorstr='#ffc9302c', GradientType=0);\n  background-repeat: repeat-x;\n}\n.progress-bar-striped {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n}\n.list-group {\n  border-radius: 4px;\n  -webkit-box-shadow: 0 1px 2px rgba(0, 0, 0, .075);\n          box-shadow: 0 1px 2px rgba(0, 0, 0, .075);\n}\n.list-group-item.active,\n.list-group-item.active:hover,\n.list-group-item.active:focus {\n  text-shadow: 0 -1px 0 #286090;\n  background-image: -webkit-linear-gradient(top, #337ab7 0%, #2b669a 100%);\n  background-image:      -o-linear-gradient(top, #337ab7 0%, #2b669a 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#2b669a));\n  background-image:         linear-gradient(to bottom, #337ab7 0%, #2b669a 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff2b669a', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #2b669a;\n}\n.list-group-item.active .badge,\n.list-group-item.active:hover .badge,\n.list-group-item.active:focus .badge {\n  text-shadow: none;\n}\n.panel {\n  -webkit-box-shadow: 0 1px 2px rgba(0, 0, 0, .05);\n          box-shadow: 0 1px 2px rgba(0, 0, 0, .05);\n}\n.panel-default > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #f5f5f5 0%, #e8e8e8 100%);\n  background-image:      -o-linear-gradient(top, #f5f5f5 0%, #e8e8e8 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f5f5f5), to(#e8e8e8));\n  background-image:         linear-gradient(to bottom, #f5f5f5 0%, #e8e8e8 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff5f5f5', endColorstr='#ffe8e8e8', GradientType=0);\n  background-repeat: repeat-x;\n}\n.panel-primary > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n  background-image:      -o-linear-gradient(top, #337ab7 0%, #2e6da4 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#337ab7), to(#2e6da4));\n  background-image:         linear-gradient(to bottom, #337ab7 0%, #2e6da4 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ff337ab7', endColorstr='#ff2e6da4', GradientType=0);\n  background-repeat: repeat-x;\n}\n.panel-success > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #dff0d8 0%, #d0e9c6 100%);\n  background-image:      -o-linear-gradient(top, #dff0d8 0%, #d0e9c6 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#dff0d8), to(#d0e9c6));\n  background-image:         linear-gradient(to bottom, #dff0d8 0%, #d0e9c6 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffdff0d8', endColorstr='#ffd0e9c6', GradientType=0);\n  background-repeat: repeat-x;\n}\n.panel-info > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #d9edf7 0%, #c4e3f3 100%);\n  background-image:      -o-linear-gradient(top, #d9edf7 0%, #c4e3f3 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#d9edf7), to(#c4e3f3));\n  background-image:         linear-gradient(to bottom, #d9edf7 0%, #c4e3f3 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffd9edf7', endColorstr='#ffc4e3f3', GradientType=0);\n  background-repeat: repeat-x;\n}\n.panel-warning > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #fcf8e3 0%, #faf2cc 100%);\n  background-image:      -o-linear-gradient(top, #fcf8e3 0%, #faf2cc 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#fcf8e3), to(#faf2cc));\n  background-image:         linear-gradient(to bottom, #fcf8e3 0%, #faf2cc 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fffcf8e3', endColorstr='#fffaf2cc', GradientType=0);\n  background-repeat: repeat-x;\n}\n.panel-danger > .panel-heading {\n  background-image: -webkit-linear-gradient(top, #f2dede 0%, #ebcccc 100%);\n  background-image:      -o-linear-gradient(top, #f2dede 0%, #ebcccc 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#f2dede), to(#ebcccc));\n  background-image:         linear-gradient(to bottom, #f2dede 0%, #ebcccc 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#fff2dede', endColorstr='#ffebcccc', GradientType=0);\n  background-repeat: repeat-x;\n}\n.well {\n  background-image: -webkit-linear-gradient(top, #e8e8e8 0%, #f5f5f5 100%);\n  background-image:      -o-linear-gradient(top, #e8e8e8 0%, #f5f5f5 100%);\n  background-image: -webkit-gradient(linear, left top, left bottom, from(#e8e8e8), to(#f5f5f5));\n  background-image:         linear-gradient(to bottom, #e8e8e8 0%, #f5f5f5 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#ffe8e8e8', endColorstr='#fff5f5f5', GradientType=0);\n  background-repeat: repeat-x;\n  border-color: #dcdcdc;\n  -webkit-box-shadow: inset 0 1px 3px rgba(0, 0, 0, .05), 0 1px 0 rgba(255, 255, 255, .1);\n          box-shadow: inset 0 1px 3px rgba(0, 0, 0, .05), 0 1px 0 rgba(255, 255, 255, .1);\n}\n/*# sourceMappingURL=bootstrap-theme.css.map */\n"
  },
  {
    "path": "Documentation CYF 1.0/css/bootstrap.css",
    "content": "/*!\n * Bootstrap v3.3.6 (http://getbootstrap.com)\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n */\n/*! normalize.css v3.0.3 | MIT License | github.com/necolas/normalize.css */\nhtml {\n  font-family: sans-serif;\n  -webkit-text-size-adjust: 100%;\n      -ms-text-size-adjust: 100%;\n}\nbody {\n  margin: 0;\n}\narticle,\naside,\ndetails,\nfigcaption,\nfigure,\nfooter,\nheader,\nhgroup,\nmain,\nmenu,\nnav,\nsection,\nsummary {\n  display: block;\n}\naudio,\ncanvas,\nprogress,\nvideo {\n  display: inline-block;\n  vertical-align: baseline;\n}\naudio:not([controls]) {\n  display: none;\n  height: 0;\n}\n[hidden],\ntemplate {\n  display: none;\n}\na {\n  background-color: transparent;\n}\na:active,\na:hover {\n  outline: 0;\n}\nabbr[title] {\n  border-bottom: 1px dotted;\n}\nb,\nstrong {\n  font-weight: bold;\n}\ndfn {\n  font-style: italic;\n}\nh1 {\n  margin: .67em 0;\n  font-size: 2em;\n}\nmark {\n  color: #000;\n  background: #ff0;\n}\nsmall {\n  font-size: 80%;\n}\nsub,\nsup {\n  position: relative;\n  font-size: 75%;\n  line-height: 0;\n  vertical-align: baseline;\n}\nsup {\n  top: -.5em;\n}\nsub {\n  bottom: -.25em;\n}\nimg {\n  border: 0;\n}\nsvg:not(:root) {\n  overflow: hidden;\n}\nfigure {\n  margin: 1em 40px;\n}\nhr {\n  height: 0;\n  -webkit-box-sizing: content-box;\n     -moz-box-sizing: content-box;\n          box-sizing: content-box;\n}\npre {\n  overflow: auto;\n}\ncode,\nkbd,\npre,\nsamp {\n  font-family: monospace, monospace;\n  font-size: 1em;\n}\nbutton,\ninput,\noptgroup,\nselect,\ntextarea {\n  margin: 0;\n  font: inherit;\n  color: inherit;\n}\nbutton {\n  overflow: visible;\n}\nbutton,\nselect {\n  text-transform: none;\n}\nbutton,\nhtml input[type=\"button\"],\ninput[type=\"reset\"],\ninput[type=\"submit\"] {\n  -webkit-appearance: button;\n  cursor: pointer;\n}\nbutton[disabled],\nhtml input[disabled] {\n  cursor: default;\n}\nbutton::-moz-focus-inner,\ninput::-moz-focus-inner {\n  padding: 0;\n  border: 0;\n}\ninput {\n  line-height: normal;\n}\ninput[type=\"checkbox\"],\ninput[type=\"radio\"] {\n  -webkit-box-sizing: border-box;\n     -moz-box-sizing: border-box;\n          box-sizing: border-box;\n  padding: 0;\n}\ninput[type=\"number\"]::-webkit-inner-spin-button,\ninput[type=\"number\"]::-webkit-outer-spin-button {\n  height: auto;\n}\ninput[type=\"search\"] {\n  -webkit-box-sizing: content-box;\n     -moz-box-sizing: content-box;\n          box-sizing: content-box;\n  -webkit-appearance: textfield;\n}\ninput[type=\"search\"]::-webkit-search-cancel-button,\ninput[type=\"search\"]::-webkit-search-decoration {\n  -webkit-appearance: none;\n}\nfieldset {\n  padding: .35em .625em .75em;\n  margin: 0 2px;\n  border: 1px solid #c0c0c0;\n}\nlegend {\n  padding: 0;\n  border: 0;\n}\ntextarea {\n  overflow: auto;\n}\noptgroup {\n  font-weight: bold;\n}\ntable {\n  border-spacing: 0;\n  border-collapse: collapse;\n}\ntd,\nth {\n  padding: 0;\n}\n/*! Source: https://github.com/h5bp/html5-boilerplate/blob/master/src/css/main.css */\n@media print {\n  *,\n  *:before,\n  *:after {\n    color: #000 !important;\n    text-shadow: none !important;\n    background: transparent !important;\n    -webkit-box-shadow: none !important;\n            box-shadow: none !important;\n  }\n  a,\n  a:visited {\n    text-decoration: underline;\n  }\n  a[href]:after {\n    content: \" (\" attr(href) \")\";\n  }\n  abbr[title]:after {\n    content: \" (\" attr(title) \")\";\n  }\n  a[href^=\"#\"]:after,\n  a[href^=\"javascript:\"]:after {\n    content: \"\";\n  }\n  pre,\n  blockquote {\n    border: 1px solid #999;\n\n    page-break-inside: avoid;\n  }\n  thead {\n    display: table-header-group;\n  }\n  tr,\n  img {\n    page-break-inside: avoid;\n  }\n  img {\n    max-width: 100% !important;\n  }\n  p,\n  h2,\n  h3 {\n    orphans: 3;\n    widows: 3;\n  }\n  h2,\n  h3 {\n    page-break-after: avoid;\n  }\n  .navbar {\n    display: none;\n  }\n  .btn > .caret,\n  .dropup > .btn > .caret {\n    border-top-color: #000 !important;\n  }\n  .label {\n    border: 1px solid #000;\n  }\n  .table {\n    border-collapse: collapse !important;\n  }\n  .table td,\n  .table th {\n    background-color: #fff !important;\n  }\n  .table-bordered th,\n  .table-bordered td {\n    border: 1px solid #ddd !important;\n  }\n}\n@font-face {\n  font-family: 'Glyphicons Halflings';\n\n  src: url('../fonts/glyphicons-halflings-regular.eot');\n  src: url('../fonts/glyphicons-halflings-regular.eot?#iefix') format('embedded-opentype'), url('../fonts/glyphicons-halflings-regular.woff2') format('woff2'), url('../fonts/glyphicons-halflings-regular.woff') format('woff'), url('../fonts/glyphicons-halflings-regular.ttf') format('truetype'), url('../fonts/glyphicons-halflings-regular.svg#glyphicons_halflingsregular') format('svg');\n}\n.glyphicon {\n  position: relative;\n  top: 1px;\n  display: inline-block;\n  font-family: 'Glyphicons Halflings';\n  font-style: normal;\n  font-weight: normal;\n  line-height: 1;\n\n  -webkit-font-smoothing: antialiased;\n  -moz-osx-font-smoothing: grayscale;\n}\n.glyphicon-asterisk:before {\n  content: \"\\002a\";\n}\n.glyphicon-plus:before {\n  content: \"\\002b\";\n}\n.glyphicon-euro:before,\n.glyphicon-eur:before {\n  content: \"\\20ac\";\n}\n.glyphicon-minus:before {\n  content: \"\\2212\";\n}\n.glyphicon-cloud:before {\n  content: \"\\2601\";\n}\n.glyphicon-envelope:before {\n  content: \"\\2709\";\n}\n.glyphicon-pencil:before {\n  content: \"\\270f\";\n}\n.glyphicon-glass:before {\n  content: \"\\e001\";\n}\n.glyphicon-music:before {\n  content: \"\\e002\";\n}\n.glyphicon-search:before {\n  content: \"\\e003\";\n}\n.glyphicon-heart:before {\n  content: \"\\e005\";\n}\n.glyphicon-star:before {\n  content: \"\\e006\";\n}\n.glyphicon-star-empty:before {\n  content: \"\\e007\";\n}\n.glyphicon-user:before {\n  content: \"\\e008\";\n}\n.glyphicon-film:before {\n  content: \"\\e009\";\n}\n.glyphicon-th-large:before {\n  content: \"\\e010\";\n}\n.glyphicon-th:before {\n  content: \"\\e011\";\n}\n.glyphicon-th-list:before {\n  content: \"\\e012\";\n}\n.glyphicon-ok:before {\n  content: \"\\e013\";\n}\n.glyphicon-remove:before {\n  content: \"\\e014\";\n}\n.glyphicon-zoom-in:before {\n  content: \"\\e015\";\n}\n.glyphicon-zoom-out:before {\n  content: \"\\e016\";\n}\n.glyphicon-off:before {\n  content: \"\\e017\";\n}\n.glyphicon-signal:before {\n  content: \"\\e018\";\n}\n.glyphicon-cog:before {\n  content: \"\\e019\";\n}\n.glyphicon-trash:before {\n  content: \"\\e020\";\n}\n.glyphicon-home:before {\n  content: \"\\e021\";\n}\n.glyphicon-file:before {\n  content: \"\\e022\";\n}\n.glyphicon-time:before {\n  content: \"\\e023\";\n}\n.glyphicon-road:before {\n  content: \"\\e024\";\n}\n.glyphicon-download-alt:before {\n  content: \"\\e025\";\n}\n.glyphicon-download:before {\n  content: \"\\e026\";\n}\n.glyphicon-upload:before {\n  content: \"\\e027\";\n}\n.glyphicon-inbox:before {\n  content: \"\\e028\";\n}\n.glyphicon-play-circle:before {\n  content: \"\\e029\";\n}\n.glyphicon-repeat:before {\n  content: \"\\e030\";\n}\n.glyphicon-refresh:before {\n  content: \"\\e031\";\n}\n.glyphicon-list-alt:before {\n  content: \"\\e032\";\n}\n.glyphicon-lock:before {\n  content: \"\\e033\";\n}\n.glyphicon-flag:before {\n  content: \"\\e034\";\n}\n.glyphicon-headphones:before {\n  content: \"\\e035\";\n}\n.glyphicon-volume-off:before {\n  content: \"\\e036\";\n}\n.glyphicon-volume-down:before {\n  content: \"\\e037\";\n}\n.glyphicon-volume-up:before {\n  content: \"\\e038\";\n}\n.glyphicon-qrcode:before {\n  content: \"\\e039\";\n}\n.glyphicon-barcode:before {\n  content: \"\\e040\";\n}\n.glyphicon-tag:before {\n  content: \"\\e041\";\n}\n.glyphicon-tags:before {\n  content: \"\\e042\";\n}\n.glyphicon-book:before {\n  content: \"\\e043\";\n}\n.glyphicon-bookmark:before {\n  content: \"\\e044\";\n}\n.glyphicon-print:before {\n  content: \"\\e045\";\n}\n.glyphicon-camera:before {\n  content: \"\\e046\";\n}\n.glyphicon-font:before {\n  content: \"\\e047\";\n}\n.glyphicon-bold:before {\n  content: \"\\e048\";\n}\n.glyphicon-italic:before {\n  content: \"\\e049\";\n}\n.glyphicon-text-height:before {\n  content: \"\\e050\";\n}\n.glyphicon-text-width:before {\n  content: \"\\e051\";\n}\n.glyphicon-align-left:before {\n  content: \"\\e052\";\n}\n.glyphicon-align-center:before {\n  content: \"\\e053\";\n}\n.glyphicon-align-right:before {\n  content: \"\\e054\";\n}\n.glyphicon-align-justify:before {\n  content: \"\\e055\";\n}\n.glyphicon-list:before {\n  content: \"\\e056\";\n}\n.glyphicon-indent-left:before {\n  content: \"\\e057\";\n}\n.glyphicon-indent-right:before {\n  content: \"\\e058\";\n}\n.glyphicon-facetime-video:before {\n  content: \"\\e059\";\n}\n.glyphicon-picture:before {\n  content: \"\\e060\";\n}\n.glyphicon-map-marker:before {\n  content: \"\\e062\";\n}\n.glyphicon-adjust:before {\n  content: \"\\e063\";\n}\n.glyphicon-tint:before {\n  content: \"\\e064\";\n}\n.glyphicon-edit:before {\n  content: \"\\e065\";\n}\n.glyphicon-share:before {\n  content: \"\\e066\";\n}\n.glyphicon-check:before {\n  content: \"\\e067\";\n}\n.glyphicon-move:before {\n  content: \"\\e068\";\n}\n.glyphicon-step-backward:before {\n  content: \"\\e069\";\n}\n.glyphicon-fast-backward:before {\n  content: \"\\e070\";\n}\n.glyphicon-backward:before {\n  content: \"\\e071\";\n}\n.glyphicon-play:before {\n  content: \"\\e072\";\n}\n.glyphicon-pause:before {\n  content: \"\\e073\";\n}\n.glyphicon-stop:before {\n  content: \"\\e074\";\n}\n.glyphicon-forward:before {\n  content: \"\\e075\";\n}\n.glyphicon-fast-forward:before {\n  content: \"\\e076\";\n}\n.glyphicon-step-forward:before {\n  content: \"\\e077\";\n}\n.glyphicon-eject:before {\n  content: \"\\e078\";\n}\n.glyphicon-chevron-left:before {\n  content: \"\\e079\";\n}\n.glyphicon-chevron-right:before {\n  content: \"\\e080\";\n}\n.glyphicon-plus-sign:before {\n  content: \"\\e081\";\n}\n.glyphicon-minus-sign:before {\n  content: \"\\e082\";\n}\n.glyphicon-remove-sign:before {\n  content: \"\\e083\";\n}\n.glyphicon-ok-sign:before {\n  content: \"\\e084\";\n}\n.glyphicon-question-sign:before {\n  content: \"\\e085\";\n}\n.glyphicon-info-sign:before {\n  content: \"\\e086\";\n}\n.glyphicon-screenshot:before {\n  content: \"\\e087\";\n}\n.glyphicon-remove-circle:before {\n  content: \"\\e088\";\n}\n.glyphicon-ok-circle:before {\n  content: \"\\e089\";\n}\n.glyphicon-ban-circle:before {\n  content: \"\\e090\";\n}\n.glyphicon-arrow-left:before {\n  content: \"\\e091\";\n}\n.glyphicon-arrow-right:before {\n  content: \"\\e092\";\n}\n.glyphicon-arrow-up:before {\n  content: \"\\e093\";\n}\n.glyphicon-arrow-down:before {\n  content: \"\\e094\";\n}\n.glyphicon-share-alt:before {\n  content: \"\\e095\";\n}\n.glyphicon-resize-full:before {\n  content: \"\\e096\";\n}\n.glyphicon-resize-small:before {\n  content: \"\\e097\";\n}\n.glyphicon-exclamation-sign:before {\n  content: \"\\e101\";\n}\n.glyphicon-gift:before {\n  content: \"\\e102\";\n}\n.glyphicon-leaf:before {\n  content: \"\\e103\";\n}\n.glyphicon-fire:before {\n  content: \"\\e104\";\n}\n.glyphicon-eye-open:before {\n  content: \"\\e105\";\n}\n.glyphicon-eye-close:before {\n  content: \"\\e106\";\n}\n.glyphicon-warning-sign:before {\n  content: \"\\e107\";\n}\n.glyphicon-plane:before {\n  content: \"\\e108\";\n}\n.glyphicon-calendar:before {\n  content: \"\\e109\";\n}\n.glyphicon-random:before {\n  content: \"\\e110\";\n}\n.glyphicon-comment:before {\n  content: \"\\e111\";\n}\n.glyphicon-magnet:before {\n  content: \"\\e112\";\n}\n.glyphicon-chevron-up:before {\n  content: \"\\e113\";\n}\n.glyphicon-chevron-down:before {\n  content: \"\\e114\";\n}\n.glyphicon-retweet:before {\n  content: \"\\e115\";\n}\n.glyphicon-shopping-cart:before {\n  content: \"\\e116\";\n}\n.glyphicon-folder-close:before {\n  content: \"\\e117\";\n}\n.glyphicon-folder-open:before {\n  content: \"\\e118\";\n}\n.glyphicon-resize-vertical:before {\n  content: \"\\e119\";\n}\n.glyphicon-resize-horizontal:before {\n  content: \"\\e120\";\n}\n.glyphicon-hdd:before {\n  content: \"\\e121\";\n}\n.glyphicon-bullhorn:before {\n  content: \"\\e122\";\n}\n.glyphicon-bell:before {\n  content: \"\\e123\";\n}\n.glyphicon-certificate:before {\n  content: \"\\e124\";\n}\n.glyphicon-thumbs-up:before {\n  content: \"\\e125\";\n}\n.glyphicon-thumbs-down:before {\n  content: \"\\e126\";\n}\n.glyphicon-hand-right:before {\n  content: \"\\e127\";\n}\n.glyphicon-hand-left:before {\n  content: \"\\e128\";\n}\n.glyphicon-hand-up:before {\n  content: \"\\e129\";\n}\n.glyphicon-hand-down:before {\n  content: \"\\e130\";\n}\n.glyphicon-circle-arrow-right:before {\n  content: \"\\e131\";\n}\n.glyphicon-circle-arrow-left:before {\n  content: \"\\e132\";\n}\n.glyphicon-circle-arrow-up:before {\n  content: \"\\e133\";\n}\n.glyphicon-circle-arrow-down:before {\n  content: \"\\e134\";\n}\n.glyphicon-globe:before {\n  content: \"\\e135\";\n}\n.glyphicon-wrench:before {\n  content: \"\\e136\";\n}\n.glyphicon-tasks:before {\n  content: \"\\e137\";\n}\n.glyphicon-filter:before {\n  content: \"\\e138\";\n}\n.glyphicon-briefcase:before {\n  content: \"\\e139\";\n}\n.glyphicon-fullscreen:before {\n  content: \"\\e140\";\n}\n.glyphicon-dashboard:before {\n  content: \"\\e141\";\n}\n.glyphicon-paperclip:before {\n  content: \"\\e142\";\n}\n.glyphicon-heart-empty:before {\n  content: \"\\e143\";\n}\n.glyphicon-link:before {\n  content: \"\\e144\";\n}\n.glyphicon-phone:before {\n  content: \"\\e145\";\n}\n.glyphicon-pushpin:before {\n  content: \"\\e146\";\n}\n.glyphicon-usd:before {\n  content: \"\\e148\";\n}\n.glyphicon-gbp:before {\n  content: \"\\e149\";\n}\n.glyphicon-sort:before {\n  content: \"\\e150\";\n}\n.glyphicon-sort-by-alphabet:before {\n  content: \"\\e151\";\n}\n.glyphicon-sort-by-alphabet-alt:before {\n  content: \"\\e152\";\n}\n.glyphicon-sort-by-order:before {\n  content: \"\\e153\";\n}\n.glyphicon-sort-by-order-alt:before {\n  content: \"\\e154\";\n}\n.glyphicon-sort-by-attributes:before {\n  content: \"\\e155\";\n}\n.glyphicon-sort-by-attributes-alt:before {\n  content: \"\\e156\";\n}\n.glyphicon-unchecked:before {\n  content: \"\\e157\";\n}\n.glyphicon-expand:before {\n  content: \"\\e158\";\n}\n.glyphicon-collapse-down:before {\n  content: \"\\e159\";\n}\n.glyphicon-collapse-up:before {\n  content: \"\\e160\";\n}\n.glyphicon-log-in:before {\n  content: \"\\e161\";\n}\n.glyphicon-flash:before {\n  content: \"\\e162\";\n}\n.glyphicon-log-out:before {\n  content: \"\\e163\";\n}\n.glyphicon-new-window:before {\n  content: \"\\e164\";\n}\n.glyphicon-record:before {\n  content: \"\\e165\";\n}\n.glyphicon-save:before {\n  content: \"\\e166\";\n}\n.glyphicon-open:before {\n  content: \"\\e167\";\n}\n.glyphicon-saved:before {\n  content: \"\\e168\";\n}\n.glyphicon-import:before {\n  content: \"\\e169\";\n}\n.glyphicon-export:before {\n  content: \"\\e170\";\n}\n.glyphicon-send:before {\n  content: \"\\e171\";\n}\n.glyphicon-floppy-disk:before {\n  content: \"\\e172\";\n}\n.glyphicon-floppy-saved:before {\n  content: \"\\e173\";\n}\n.glyphicon-floppy-remove:before {\n  content: \"\\e174\";\n}\n.glyphicon-floppy-save:before {\n  content: \"\\e175\";\n}\n.glyphicon-floppy-open:before {\n  content: \"\\e176\";\n}\n.glyphicon-credit-card:before {\n  content: \"\\e177\";\n}\n.glyphicon-transfer:before {\n  content: \"\\e178\";\n}\n.glyphicon-cutlery:before {\n  content: \"\\e179\";\n}\n.glyphicon-header:before {\n  content: \"\\e180\";\n}\n.glyphicon-compressed:before {\n  content: \"\\e181\";\n}\n.glyphicon-earphone:before {\n  content: \"\\e182\";\n}\n.glyphicon-phone-alt:before {\n  content: \"\\e183\";\n}\n.glyphicon-tower:before {\n  content: \"\\e184\";\n}\n.glyphicon-stats:before {\n  content: \"\\e185\";\n}\n.glyphicon-sd-video:before {\n  content: \"\\e186\";\n}\n.glyphicon-hd-video:before {\n  content: \"\\e187\";\n}\n.glyphicon-subtitles:before {\n  content: \"\\e188\";\n}\n.glyphicon-sound-stereo:before {\n  content: \"\\e189\";\n}\n.glyphicon-sound-dolby:before {\n  content: \"\\e190\";\n}\n.glyphicon-sound-5-1:before {\n  content: \"\\e191\";\n}\n.glyphicon-sound-6-1:before {\n  content: \"\\e192\";\n}\n.glyphicon-sound-7-1:before {\n  content: \"\\e193\";\n}\n.glyphicon-copyright-mark:before {\n  content: \"\\e194\";\n}\n.glyphicon-registration-mark:before {\n  content: \"\\e195\";\n}\n.glyphicon-cloud-download:before {\n  content: \"\\e197\";\n}\n.glyphicon-cloud-upload:before {\n  content: \"\\e198\";\n}\n.glyphicon-tree-conifer:before {\n  content: \"\\e199\";\n}\n.glyphicon-tree-deciduous:before {\n  content: \"\\e200\";\n}\n.glyphicon-cd:before {\n  content: \"\\e201\";\n}\n.glyphicon-save-file:before {\n  content: \"\\e202\";\n}\n.glyphicon-open-file:before {\n  content: \"\\e203\";\n}\n.glyphicon-level-up:before {\n  content: \"\\e204\";\n}\n.glyphicon-copy:before {\n  content: \"\\e205\";\n}\n.glyphicon-paste:before {\n  content: \"\\e206\";\n}\n.glyphicon-alert:before {\n  content: \"\\e209\";\n}\n.glyphicon-equalizer:before {\n  content: \"\\e210\";\n}\n.glyphicon-king:before {\n  content: \"\\e211\";\n}\n.glyphicon-queen:before {\n  content: \"\\e212\";\n}\n.glyphicon-pawn:before {\n  content: \"\\e213\";\n}\n.glyphicon-bishop:before {\n  content: \"\\e214\";\n}\n.glyphicon-knight:before {\n  content: \"\\e215\";\n}\n.glyphicon-baby-formula:before {\n  content: \"\\e216\";\n}\n.glyphicon-tent:before {\n  content: \"\\26fa\";\n}\n.glyphicon-blackboard:before {\n  content: \"\\e218\";\n}\n.glyphicon-bed:before {\n  content: \"\\e219\";\n}\n.glyphicon-apple:before {\n  content: \"\\f8ff\";\n}\n.glyphicon-erase:before {\n  content: \"\\e221\";\n}\n.glyphicon-hourglass:before {\n  content: \"\\231b\";\n}\n.glyphicon-lamp:before {\n  content: \"\\e223\";\n}\n.glyphicon-duplicate:before {\n  content: \"\\e224\";\n}\n.glyphicon-piggy-bank:before {\n  content: \"\\e225\";\n}\n.glyphicon-scissors:before {\n  content: \"\\e226\";\n}\n.glyphicon-bitcoin:before {\n  content: \"\\e227\";\n}\n.glyphicon-btc:before {\n  content: \"\\e227\";\n}\n.glyphicon-xbt:before {\n  content: \"\\e227\";\n}\n.glyphicon-yen:before {\n  content: \"\\00a5\";\n}\n.glyphicon-jpy:before {\n  content: \"\\00a5\";\n}\n.glyphicon-ruble:before {\n  content: \"\\20bd\";\n}\n.glyphicon-rub:before {\n  content: \"\\20bd\";\n}\n.glyphicon-scale:before {\n  content: \"\\e230\";\n}\n.glyphicon-ice-lolly:before {\n  content: \"\\e231\";\n}\n.glyphicon-ice-lolly-tasted:before {\n  content: \"\\e232\";\n}\n.glyphicon-education:before {\n  content: \"\\e233\";\n}\n.glyphicon-option-horizontal:before {\n  content: \"\\e234\";\n}\n.glyphicon-option-vertical:before {\n  content: \"\\e235\";\n}\n.glyphicon-menu-hamburger:before {\n  content: \"\\e236\";\n}\n.glyphicon-modal-window:before {\n  content: \"\\e237\";\n}\n.glyphicon-oil:before {\n  content: \"\\e238\";\n}\n.glyphicon-grain:before {\n  content: \"\\e239\";\n}\n.glyphicon-sunglasses:before {\n  content: \"\\e240\";\n}\n.glyphicon-text-size:before {\n  content: \"\\e241\";\n}\n.glyphicon-text-color:before {\n  content: \"\\e242\";\n}\n.glyphicon-text-background:before {\n  content: \"\\e243\";\n}\n.glyphicon-object-align-top:before {\n  content: \"\\e244\";\n}\n.glyphicon-object-align-bottom:before {\n  content: \"\\e245\";\n}\n.glyphicon-object-align-horizontal:before {\n  content: \"\\e246\";\n}\n.glyphicon-object-align-left:before {\n  content: \"\\e247\";\n}\n.glyphicon-object-align-vertical:before {\n  content: \"\\e248\";\n}\n.glyphicon-object-align-right:before {\n  content: \"\\e249\";\n}\n.glyphicon-triangle-right:before {\n  content: \"\\e250\";\n}\n.glyphicon-triangle-left:before {\n  content: \"\\e251\";\n}\n.glyphicon-triangle-bottom:before {\n  content: \"\\e252\";\n}\n.glyphicon-triangle-top:before {\n  content: \"\\e253\";\n}\n.glyphicon-console:before {\n  content: \"\\e254\";\n}\n.glyphicon-superscript:before {\n  content: \"\\e255\";\n}\n.glyphicon-subscript:before {\n  content: \"\\e256\";\n}\n.glyphicon-menu-left:before {\n  content: \"\\e257\";\n}\n.glyphicon-menu-right:before {\n  content: \"\\e258\";\n}\n.glyphicon-menu-down:before {\n  content: \"\\e259\";\n}\n.glyphicon-menu-up:before {\n  content: \"\\e260\";\n}\n* {\n  -webkit-box-sizing: border-box;\n     -moz-box-sizing: border-box;\n          box-sizing: border-box;\n}\n*:before,\n*:after {\n  -webkit-box-sizing: border-box;\n     -moz-box-sizing: border-box;\n          box-sizing: border-box;\n}\nhtml {\n  font-size: 10px;\n\n  -webkit-tap-highlight-color: rgba(0, 0, 0, 0);\n}\nbody {\n  font-family: \"Helvetica Neue\", Helvetica, Arial, sans-serif;\n  font-size: 14px;\n  line-height: 1.42857143;\n  color: #333;\n  background-color: #fff;\n}\ninput,\nbutton,\nselect,\ntextarea {\n  font-family: inherit;\n  font-size: inherit;\n  line-height: inherit;\n}\na {\n  color: #337ab7;\n  text-decoration: none;\n}\na:hover,\na:focus {\n  color: #23527c;\n  text-decoration: underline;\n}\na:focus {\n  outline: thin dotted;\n  outline: 5px auto -webkit-focus-ring-color;\n  outline-offset: -2px;\n}\nfigure {\n  margin: 0;\n}\nimg {\n  vertical-align: middle;\n}\n.img-responsive,\n.thumbnail > img,\n.thumbnail a > img,\n.carousel-inner > .item > img,\n.carousel-inner > .item > a > img {\n  display: block;\n  max-width: 100%;\n  height: auto;\n}\n.img-rounded {\n  border-radius: 6px;\n}\n.img-thumbnail {\n  display: inline-block;\n  max-width: 100%;\n  height: auto;\n  padding: 4px;\n  line-height: 1.42857143;\n  background-color: #fff;\n  border: 1px solid #ddd;\n  border-radius: 4px;\n  -webkit-transition: all .2s ease-in-out;\n       -o-transition: all .2s ease-in-out;\n          transition: all .2s ease-in-out;\n}\n.img-circle {\n  border-radius: 50%;\n}\nhr {\n  margin-top: 20px;\n  margin-bottom: 20px;\n  border: 0;\n  border-top: 1px solid #eee;\n}\n.sr-only {\n  position: absolute;\n  width: 1px;\n  height: 1px;\n  padding: 0;\n  margin: -1px;\n  overflow: hidden;\n  clip: rect(0, 0, 0, 0);\n  border: 0;\n}\n.sr-only-focusable:active,\n.sr-only-focusable:focus {\n  position: static;\n  width: auto;\n  height: auto;\n  margin: 0;\n  overflow: visible;\n  clip: auto;\n}\n[role=\"button\"] {\n  cursor: pointer;\n}\nh1,\nh2,\nh3,\nh4,\nh5,\nh6,\n.h1,\n.h2,\n.h3,\n.h4,\n.h5,\n.h6 {\n  font-family: inherit;\n  font-weight: 500;\n  line-height: 1.1;\n  color: inherit;\n}\nh1 small,\nh2 small,\nh3 small,\nh4 small,\nh5 small,\nh6 small,\n.h1 small,\n.h2 small,\n.h3 small,\n.h4 small,\n.h5 small,\n.h6 small,\nh1 .small,\nh2 .small,\nh3 .small,\nh4 .small,\nh5 .small,\nh6 .small,\n.h1 .small,\n.h2 .small,\n.h3 .small,\n.h4 .small,\n.h5 .small,\n.h6 .small {\n  font-weight: normal;\n  line-height: 1;\n  color: #777;\n}\nh1,\n.h1,\nh2,\n.h2,\nh3,\n.h3 {\n  margin-top: 20px;\n  margin-bottom: 10px;\n}\nh1 small,\n.h1 small,\nh2 small,\n.h2 small,\nh3 small,\n.h3 small,\nh1 .small,\n.h1 .small,\nh2 .small,\n.h2 .small,\nh3 .small,\n.h3 .small {\n  font-size: 65%;\n}\nh4,\n.h4,\nh5,\n.h5,\nh6,\n.h6 {\n  margin-top: 10px;\n  margin-bottom: 10px;\n}\nh4 small,\n.h4 small,\nh5 small,\n.h5 small,\nh6 small,\n.h6 small,\nh4 .small,\n.h4 .small,\nh5 .small,\n.h5 .small,\nh6 .small,\n.h6 .small {\n  font-size: 75%;\n}\nh1,\n.h1 {\n  font-size: 36px;\n}\nh2,\n.h2 {\n  font-size: 30px;\n}\nh3,\n.h3 {\n  font-size: 24px;\n}\nh4,\n.h4 {\n  font-size: 18px;\n}\nh5,\n.h5 {\n  font-size: 14px;\n}\nh6,\n.h6 {\n  font-size: 12px;\n}\np {\n  margin: 0 0 10px;\n}\n.lead {\n  margin-bottom: 20px;\n  font-size: 16px;\n  font-weight: 300;\n  line-height: 1.4;\n}\n@media (min-width: 768px) {\n  .lead {\n    font-size: 21px;\n  }\n}\nsmall,\n.small {\n  font-size: 85%;\n}\nmark,\n.mark {\n  padding: .2em;\n  background-color: #fcf8e3;\n}\n.text-left {\n  text-align: left;\n}\n.text-right {\n  text-align: right;\n}\n.text-center {\n  text-align: center;\n}\n.text-justify {\n  text-align: justify;\n}\n.text-nowrap {\n  white-space: nowrap;\n}\n.text-lowercase {\n  text-transform: lowercase;\n}\n.text-uppercase {\n  text-transform: uppercase;\n}\n.text-capitalize {\n  text-transform: capitalize;\n}\n.text-muted {\n  color: #777;\n}\n.text-primary {\n  color: #337ab7;\n}\na.text-primary:hover,\na.text-primary:focus {\n  color: #286090;\n}\n.text-success {\n  color: #3c763d;\n}\na.text-success:hover,\na.text-success:focus {\n  color: #2b542c;\n}\n.text-info {\n  color: #31708f;\n}\na.text-info:hover,\na.text-info:focus {\n  color: #245269;\n}\n.text-warning {\n  color: #8a6d3b;\n}\na.text-warning:hover,\na.text-warning:focus {\n  color: #66512c;\n}\n.text-danger {\n  color: #a94442;\n}\na.text-danger:hover,\na.text-danger:focus {\n  color: #843534;\n}\n.bg-primary {\n  color: #fff;\n  background-color: #337ab7;\n}\na.bg-primary:hover,\na.bg-primary:focus {\n  background-color: #286090;\n}\n.bg-success {\n  background-color: #dff0d8;\n}\na.bg-success:hover,\na.bg-success:focus {\n  background-color: #c1e2b3;\n}\n.bg-info {\n  background-color: #d9edf7;\n}\na.bg-info:hover,\na.bg-info:focus {\n  background-color: #afd9ee;\n}\n.bg-warning {\n  background-color: #fcf8e3;\n}\na.bg-warning:hover,\na.bg-warning:focus {\n  background-color: #f7ecb5;\n}\n.bg-danger {\n  background-color: #f2dede;\n}\na.bg-danger:hover,\na.bg-danger:focus {\n  background-color: #e4b9b9;\n}\n.page-header {\n  padding-bottom: 9px;\n  margin: 40px 0 20px;\n  border-bottom: 1px solid #eee;\n}\nul,\nol {\n  margin-top: 0;\n  margin-bottom: 10px;\n}\nul ul,\nol ul,\nul ol,\nol ol {\n  margin-bottom: 0;\n}\n.list-unstyled {\n  padding-left: 0;\n  list-style: none;\n}\n.list-inline {\n  padding-left: 0;\n  margin-left: -5px;\n  list-style: none;\n}\n.list-inline > li {\n  display: inline-block;\n  padding-right: 5px;\n  padding-left: 5px;\n}\ndl {\n  margin-top: 0;\n  margin-bottom: 20px;\n}\ndt,\ndd {\n  line-height: 1.42857143;\n}\ndt {\n  font-weight: bold;\n}\ndd {\n  margin-left: 0;\n}\n@media (min-width: 768px) {\n  .dl-horizontal dt {\n    float: left;\n    width: 160px;\n    overflow: hidden;\n    clear: left;\n    text-align: right;\n    text-overflow: ellipsis;\n    white-space: nowrap;\n  }\n  .dl-horizontal dd {\n    margin-left: 180px;\n  }\n}\nabbr[title],\nabbr[data-original-title] {\n  cursor: help;\n  border-bottom: 1px dotted #777;\n}\n.initialism {\n  font-size: 90%;\n  text-transform: uppercase;\n}\nblockquote {\n  padding: 10px 20px;\n  margin: 0 0 20px;\n  font-size: 17.5px;\n  border-left: 5px solid #eee;\n}\nblockquote p:last-child,\nblockquote ul:last-child,\nblockquote ol:last-child {\n  margin-bottom: 0;\n}\nblockquote footer,\nblockquote small,\nblockquote .small {\n  display: block;\n  font-size: 80%;\n  line-height: 1.42857143;\n  color: #777;\n}\nblockquote footer:before,\nblockquote small:before,\nblockquote .small:before {\n  content: '\\2014 \\00A0';\n}\n.blockquote-reverse,\nblockquote.pull-right {\n  padding-right: 15px;\n  padding-left: 0;\n  text-align: right;\n  border-right: 5px solid #eee;\n  border-left: 0;\n}\n.blockquote-reverse footer:before,\nblockquote.pull-right footer:before,\n.blockquote-reverse small:before,\nblockquote.pull-right small:before,\n.blockquote-reverse .small:before,\nblockquote.pull-right .small:before {\n  content: '';\n}\n.blockquote-reverse footer:after,\nblockquote.pull-right footer:after,\n.blockquote-reverse small:after,\nblockquote.pull-right small:after,\n.blockquote-reverse .small:after,\nblockquote.pull-right .small:after {\n  content: '\\00A0 \\2014';\n}\naddress {\n  margin-bottom: 20px;\n  font-style: normal;\n  line-height: 1.42857143;\n}\ncode,\nkbd,\npre,\nsamp {\n  font-family: Menlo, Monaco, Consolas, \"Courier New\", monospace;\n}\ncode {\n  padding: 2px 4px;\n  font-size: 90%;\n  color: #c7254e;\n  background-color: #f9f2f4;\n  border-radius: 4px;\n}\nkbd {\n  padding: 2px 4px;\n  font-size: 90%;\n  color: #fff;\n  background-color: #333;\n  border-radius: 3px;\n  -webkit-box-shadow: inset 0 -1px 0 rgba(0, 0, 0, .25);\n          box-shadow: inset 0 -1px 0 rgba(0, 0, 0, .25);\n}\nkbd kbd {\n  padding: 0;\n  font-size: 100%;\n  font-weight: bold;\n  -webkit-box-shadow: none;\n          box-shadow: none;\n}\npre {\n  display: block;\n  padding: 9.5px;\n  margin: 0 0 10px;\n  font-size: 13px;\n  line-height: 1.42857143;\n  color: #333;\n  word-break: break-all;\n  word-wrap: break-word;\n  background-color: #f5f5f5;\n  border: 1px solid #ccc;\n  border-radius: 4px;\n}\npre code {\n  padding: 0;\n  font-size: inherit;\n  color: inherit;\n  white-space: pre-wrap;\n  background-color: transparent;\n  border-radius: 0;\n}\n.pre-scrollable {\n  max-height: 340px;\n  overflow-y: scroll;\n}\n.container {\n  padding-right: 15px;\n  padding-left: 15px;\n  margin-right: auto;\n  margin-left: auto;\n}\n@media (min-width: 768px) {\n  .container {\n    width: 750px;\n  }\n}\n@media (min-width: 992px) {\n  .container {\n    width: 970px;\n  }\n}\n@media (min-width: 1200px) {\n  .container {\n    width: 1170px;\n  }\n}\n.container-fluid {\n  padding-right: 15px;\n  padding-left: 15px;\n  margin-right: auto;\n  margin-left: auto;\n}\n.row {\n  margin-right: -15px;\n  margin-left: -15px;\n}\n.col-xs-1, .col-sm-1, .col-md-1, .col-lg-1, .col-xs-2, .col-sm-2, .col-md-2, .col-lg-2, .col-xs-3, .col-sm-3, .col-md-3, .col-lg-3, .col-xs-4, .col-sm-4, .col-md-4, .col-lg-4, .col-xs-5, .col-sm-5, .col-md-5, .col-lg-5, .col-xs-6, .col-sm-6, .col-md-6, .col-lg-6, .col-xs-7, .col-sm-7, .col-md-7, .col-lg-7, .col-xs-8, .col-sm-8, .col-md-8, .col-lg-8, .col-xs-9, .col-sm-9, .col-md-9, .col-lg-9, .col-xs-10, .col-sm-10, .col-md-10, .col-lg-10, .col-xs-11, .col-sm-11, .col-md-11, .col-lg-11, .col-xs-12, .col-sm-12, .col-md-12, .col-lg-12 {\n  position: relative;\n  min-height: 1px;\n  padding-right: 15px;\n  padding-left: 15px;\n}\n.col-xs-1, .col-xs-2, .col-xs-3, .col-xs-4, .col-xs-5, .col-xs-6, .col-xs-7, .col-xs-8, .col-xs-9, .col-xs-10, .col-xs-11, .col-xs-12 {\n  float: left;\n}\n.col-xs-12 {\n  width: 100%;\n}\n.col-xs-11 {\n  width: 91.66666667%;\n}\n.col-xs-10 {\n  width: 83.33333333%;\n}\n.col-xs-9 {\n  width: 75%;\n}\n.col-xs-8 {\n  width: 66.66666667%;\n}\n.col-xs-7 {\n  width: 58.33333333%;\n}\n.col-xs-6 {\n  width: 50%;\n}\n.col-xs-5 {\n  width: 41.66666667%;\n}\n.col-xs-4 {\n  width: 33.33333333%;\n}\n.col-xs-3 {\n  width: 25%;\n}\n.col-xs-2 {\n  width: 16.66666667%;\n}\n.col-xs-1 {\n  width: 8.33333333%;\n}\n.col-xs-pull-12 {\n  right: 100%;\n}\n.col-xs-pull-11 {\n  right: 91.66666667%;\n}\n.col-xs-pull-10 {\n  right: 83.33333333%;\n}\n.col-xs-pull-9 {\n  right: 75%;\n}\n.col-xs-pull-8 {\n  right: 66.66666667%;\n}\n.col-xs-pull-7 {\n  right: 58.33333333%;\n}\n.col-xs-pull-6 {\n  right: 50%;\n}\n.col-xs-pull-5 {\n  right: 41.66666667%;\n}\n.col-xs-pull-4 {\n  right: 33.33333333%;\n}\n.col-xs-pull-3 {\n  right: 25%;\n}\n.col-xs-pull-2 {\n  right: 16.66666667%;\n}\n.col-xs-pull-1 {\n  right: 8.33333333%;\n}\n.col-xs-pull-0 {\n  right: auto;\n}\n.col-xs-push-12 {\n  left: 100%;\n}\n.col-xs-push-11 {\n  left: 91.66666667%;\n}\n.col-xs-push-10 {\n  left: 83.33333333%;\n}\n.col-xs-push-9 {\n  left: 75%;\n}\n.col-xs-push-8 {\n  left: 66.66666667%;\n}\n.col-xs-push-7 {\n  left: 58.33333333%;\n}\n.col-xs-push-6 {\n  left: 50%;\n}\n.col-xs-push-5 {\n  left: 41.66666667%;\n}\n.col-xs-push-4 {\n  left: 33.33333333%;\n}\n.col-xs-push-3 {\n  left: 25%;\n}\n.col-xs-push-2 {\n  left: 16.66666667%;\n}\n.col-xs-push-1 {\n  left: 8.33333333%;\n}\n.col-xs-push-0 {\n  left: auto;\n}\n.col-xs-offset-12 {\n  margin-left: 100%;\n}\n.col-xs-offset-11 {\n  margin-left: 91.66666667%;\n}\n.col-xs-offset-10 {\n  margin-left: 83.33333333%;\n}\n.col-xs-offset-9 {\n  margin-left: 75%;\n}\n.col-xs-offset-8 {\n  margin-left: 66.66666667%;\n}\n.col-xs-offset-7 {\n  margin-left: 58.33333333%;\n}\n.col-xs-offset-6 {\n  margin-left: 50%;\n}\n.col-xs-offset-5 {\n  margin-left: 41.66666667%;\n}\n.col-xs-offset-4 {\n  margin-left: 33.33333333%;\n}\n.col-xs-offset-3 {\n  margin-left: 25%;\n}\n.col-xs-offset-2 {\n  margin-left: 16.66666667%;\n}\n.col-xs-offset-1 {\n  margin-left: 8.33333333%;\n}\n.col-xs-offset-0 {\n  margin-left: 0;\n}\n@media (min-width: 768px) {\n  .col-sm-1, .col-sm-2, .col-sm-3, .col-sm-4, .col-sm-5, .col-sm-6, .col-sm-7, .col-sm-8, .col-sm-9, .col-sm-10, .col-sm-11, .col-sm-12 {\n    float: left;\n  }\n  .col-sm-12 {\n    width: 100%;\n  }\n  .col-sm-11 {\n    width: 91.66666667%;\n  }\n  .col-sm-10 {\n    width: 83.33333333%;\n  }\n  .col-sm-9 {\n    width: 75%;\n  }\n  .col-sm-8 {\n    width: 66.66666667%;\n  }\n  .col-sm-7 {\n    width: 58.33333333%;\n  }\n  .col-sm-6 {\n    width: 50%;\n  }\n  .col-sm-5 {\n    width: 41.66666667%;\n  }\n  .col-sm-4 {\n    width: 33.33333333%;\n  }\n  .col-sm-3 {\n    width: 25%;\n  }\n  .col-sm-2 {\n    width: 16.66666667%;\n  }\n  .col-sm-1 {\n    width: 8.33333333%;\n  }\n  .col-sm-pull-12 {\n    right: 100%;\n  }\n  .col-sm-pull-11 {\n    right: 91.66666667%;\n  }\n  .col-sm-pull-10 {\n    right: 83.33333333%;\n  }\n  .col-sm-pull-9 {\n    right: 75%;\n  }\n  .col-sm-pull-8 {\n    right: 66.66666667%;\n  }\n  .col-sm-pull-7 {\n    right: 58.33333333%;\n  }\n  .col-sm-pull-6 {\n    right: 50%;\n  }\n  .col-sm-pull-5 {\n    right: 41.66666667%;\n  }\n  .col-sm-pull-4 {\n    right: 33.33333333%;\n  }\n  .col-sm-pull-3 {\n    right: 25%;\n  }\n  .col-sm-pull-2 {\n    right: 16.66666667%;\n  }\n  .col-sm-pull-1 {\n    right: 8.33333333%;\n  }\n  .col-sm-pull-0 {\n    right: auto;\n  }\n  .col-sm-push-12 {\n    left: 100%;\n  }\n  .col-sm-push-11 {\n    left: 91.66666667%;\n  }\n  .col-sm-push-10 {\n    left: 83.33333333%;\n  }\n  .col-sm-push-9 {\n    left: 75%;\n  }\n  .col-sm-push-8 {\n    left: 66.66666667%;\n  }\n  .col-sm-push-7 {\n    left: 58.33333333%;\n  }\n  .col-sm-push-6 {\n    left: 50%;\n  }\n  .col-sm-push-5 {\n    left: 41.66666667%;\n  }\n  .col-sm-push-4 {\n    left: 33.33333333%;\n  }\n  .col-sm-push-3 {\n    left: 25%;\n  }\n  .col-sm-push-2 {\n    left: 16.66666667%;\n  }\n  .col-sm-push-1 {\n    left: 8.33333333%;\n  }\n  .col-sm-push-0 {\n    left: auto;\n  }\n  .col-sm-offset-12 {\n    margin-left: 100%;\n  }\n  .col-sm-offset-11 {\n    margin-left: 91.66666667%;\n  }\n  .col-sm-offset-10 {\n    margin-left: 83.33333333%;\n  }\n  .col-sm-offset-9 {\n    margin-left: 75%;\n  }\n  .col-sm-offset-8 {\n    margin-left: 66.66666667%;\n  }\n  .col-sm-offset-7 {\n    margin-left: 58.33333333%;\n  }\n  .col-sm-offset-6 {\n    margin-left: 50%;\n  }\n  .col-sm-offset-5 {\n    margin-left: 41.66666667%;\n  }\n  .col-sm-offset-4 {\n    margin-left: 33.33333333%;\n  }\n  .col-sm-offset-3 {\n    margin-left: 25%;\n  }\n  .col-sm-offset-2 {\n    margin-left: 16.66666667%;\n  }\n  .col-sm-offset-1 {\n    margin-left: 8.33333333%;\n  }\n  .col-sm-offset-0 {\n    margin-left: 0;\n  }\n}\n@media (min-width: 992px) {\n  .col-md-1, .col-md-2, .col-md-3, .col-md-4, .col-md-5, .col-md-6, .col-md-7, .col-md-8, .col-md-9, .col-md-10, .col-md-11, .col-md-12 {\n    float: left;\n  }\n  .col-md-12 {\n    width: 100%;\n  }\n  .col-md-11 {\n    width: 91.66666667%;\n  }\n  .col-md-10 {\n    width: 83.33333333%;\n  }\n  .col-md-9 {\n    width: 75%;\n  }\n  .col-md-8 {\n    width: 66.66666667%;\n  }\n  .col-md-7 {\n    width: 58.33333333%;\n  }\n  .col-md-6 {\n    width: 50%;\n  }\n  .col-md-5 {\n    width: 41.66666667%;\n  }\n  .col-md-4 {\n    width: 33.33333333%;\n  }\n  .col-md-3 {\n    width: 25%;\n  }\n  .col-md-2 {\n    width: 16.66666667%;\n  }\n  .col-md-1 {\n    width: 8.33333333%;\n  }\n  .col-md-pull-12 {\n    right: 100%;\n  }\n  .col-md-pull-11 {\n    right: 91.66666667%;\n  }\n  .col-md-pull-10 {\n    right: 83.33333333%;\n  }\n  .col-md-pull-9 {\n    right: 75%;\n  }\n  .col-md-pull-8 {\n    right: 66.66666667%;\n  }\n  .col-md-pull-7 {\n    right: 58.33333333%;\n  }\n  .col-md-pull-6 {\n    right: 50%;\n  }\n  .col-md-pull-5 {\n    right: 41.66666667%;\n  }\n  .col-md-pull-4 {\n    right: 33.33333333%;\n  }\n  .col-md-pull-3 {\n    right: 25%;\n  }\n  .col-md-pull-2 {\n    right: 16.66666667%;\n  }\n  .col-md-pull-1 {\n    right: 8.33333333%;\n  }\n  .col-md-pull-0 {\n    right: auto;\n  }\n  .col-md-push-12 {\n    left: 100%;\n  }\n  .col-md-push-11 {\n    left: 91.66666667%;\n  }\n  .col-md-push-10 {\n    left: 83.33333333%;\n  }\n  .col-md-push-9 {\n    left: 75%;\n  }\n  .col-md-push-8 {\n    left: 66.66666667%;\n  }\n  .col-md-push-7 {\n    left: 58.33333333%;\n  }\n  .col-md-push-6 {\n    left: 50%;\n  }\n  .col-md-push-5 {\n    left: 41.66666667%;\n  }\n  .col-md-push-4 {\n    left: 33.33333333%;\n  }\n  .col-md-push-3 {\n    left: 25%;\n  }\n  .col-md-push-2 {\n    left: 16.66666667%;\n  }\n  .col-md-push-1 {\n    left: 8.33333333%;\n  }\n  .col-md-push-0 {\n    left: auto;\n  }\n  .col-md-offset-12 {\n    margin-left: 100%;\n  }\n  .col-md-offset-11 {\n    margin-left: 91.66666667%;\n  }\n  .col-md-offset-10 {\n    margin-left: 83.33333333%;\n  }\n  .col-md-offset-9 {\n    margin-left: 75%;\n  }\n  .col-md-offset-8 {\n    margin-left: 66.66666667%;\n  }\n  .col-md-offset-7 {\n    margin-left: 58.33333333%;\n  }\n  .col-md-offset-6 {\n    margin-left: 50%;\n  }\n  .col-md-offset-5 {\n    margin-left: 41.66666667%;\n  }\n  .col-md-offset-4 {\n    margin-left: 33.33333333%;\n  }\n  .col-md-offset-3 {\n    margin-left: 25%;\n  }\n  .col-md-offset-2 {\n    margin-left: 16.66666667%;\n  }\n  .col-md-offset-1 {\n    margin-left: 8.33333333%;\n  }\n  .col-md-offset-0 {\n    margin-left: 0;\n  }\n}\n@media (min-width: 1200px) {\n  .col-lg-1, .col-lg-2, .col-lg-3, .col-lg-4, .col-lg-5, .col-lg-6, .col-lg-7, .col-lg-8, .col-lg-9, .col-lg-10, .col-lg-11, .col-lg-12 {\n    float: left;\n  }\n  .col-lg-12 {\n    width: 100%;\n  }\n  .col-lg-11 {\n    width: 91.66666667%;\n  }\n  .col-lg-10 {\n    width: 83.33333333%;\n  }\n  .col-lg-9 {\n    width: 75%;\n  }\n  .col-lg-8 {\n    width: 66.66666667%;\n  }\n  .col-lg-7 {\n    width: 58.33333333%;\n  }\n  .col-lg-6 {\n    width: 50%;\n  }\n  .col-lg-5 {\n    width: 41.66666667%;\n  }\n  .col-lg-4 {\n    width: 33.33333333%;\n  }\n  .col-lg-3 {\n    width: 25%;\n  }\n  .col-lg-2 {\n    width: 16.66666667%;\n  }\n  .col-lg-1 {\n    width: 8.33333333%;\n  }\n  .col-lg-pull-12 {\n    right: 100%;\n  }\n  .col-lg-pull-11 {\n    right: 91.66666667%;\n  }\n  .col-lg-pull-10 {\n    right: 83.33333333%;\n  }\n  .col-lg-pull-9 {\n    right: 75%;\n  }\n  .col-lg-pull-8 {\n    right: 66.66666667%;\n  }\n  .col-lg-pull-7 {\n    right: 58.33333333%;\n  }\n  .col-lg-pull-6 {\n    right: 50%;\n  }\n  .col-lg-pull-5 {\n    right: 41.66666667%;\n  }\n  .col-lg-pull-4 {\n    right: 33.33333333%;\n  }\n  .col-lg-pull-3 {\n    right: 25%;\n  }\n  .col-lg-pull-2 {\n    right: 16.66666667%;\n  }\n  .col-lg-pull-1 {\n    right: 8.33333333%;\n  }\n  .col-lg-pull-0 {\n    right: auto;\n  }\n  .col-lg-push-12 {\n    left: 100%;\n  }\n  .col-lg-push-11 {\n    left: 91.66666667%;\n  }\n  .col-lg-push-10 {\n    left: 83.33333333%;\n  }\n  .col-lg-push-9 {\n    left: 75%;\n  }\n  .col-lg-push-8 {\n    left: 66.66666667%;\n  }\n  .col-lg-push-7 {\n    left: 58.33333333%;\n  }\n  .col-lg-push-6 {\n    left: 50%;\n  }\n  .col-lg-push-5 {\n    left: 41.66666667%;\n  }\n  .col-lg-push-4 {\n    left: 33.33333333%;\n  }\n  .col-lg-push-3 {\n    left: 25%;\n  }\n  .col-lg-push-2 {\n    left: 16.66666667%;\n  }\n  .col-lg-push-1 {\n    left: 8.33333333%;\n  }\n  .col-lg-push-0 {\n    left: auto;\n  }\n  .col-lg-offset-12 {\n    margin-left: 100%;\n  }\n  .col-lg-offset-11 {\n    margin-left: 91.66666667%;\n  }\n  .col-lg-offset-10 {\n    margin-left: 83.33333333%;\n  }\n  .col-lg-offset-9 {\n    margin-left: 75%;\n  }\n  .col-lg-offset-8 {\n    margin-left: 66.66666667%;\n  }\n  .col-lg-offset-7 {\n    margin-left: 58.33333333%;\n  }\n  .col-lg-offset-6 {\n    margin-left: 50%;\n  }\n  .col-lg-offset-5 {\n    margin-left: 41.66666667%;\n  }\n  .col-lg-offset-4 {\n    margin-left: 33.33333333%;\n  }\n  .col-lg-offset-3 {\n    margin-left: 25%;\n  }\n  .col-lg-offset-2 {\n    margin-left: 16.66666667%;\n  }\n  .col-lg-offset-1 {\n    margin-left: 8.33333333%;\n  }\n  .col-lg-offset-0 {\n    margin-left: 0;\n  }\n}\ntable {\n  background-color: transparent;\n}\ncaption {\n  padding-top: 8px;\n  padding-bottom: 8px;\n  color: #777;\n  text-align: left;\n}\nth {\n  text-align: left;\n}\n.table {\n  width: 100%;\n  max-width: 100%;\n  margin-bottom: 20px;\n}\n.table > thead > tr > th,\n.table > tbody > tr > th,\n.table > tfoot > tr > th,\n.table > thead > tr > td,\n.table > tbody > tr > td,\n.table > tfoot > tr > td {\n  padding: 8px;\n  line-height: 1.42857143;\n  vertical-align: top;\n  border-top: 1px solid #ddd;\n}\n.table > thead > tr > th {\n  vertical-align: bottom;\n  border-bottom: 2px solid #ddd;\n}\n.table > caption + thead > tr:first-child > th,\n.table > colgroup + thead > tr:first-child > th,\n.table > thead:first-child > tr:first-child > th,\n.table > caption + thead > tr:first-child > td,\n.table > colgroup + thead > tr:first-child > td,\n.table > thead:first-child > tr:first-child > td {\n  border-top: 0;\n}\n.table > tbody + tbody {\n  border-top: 2px solid #ddd;\n}\n.table .table {\n  background-color: #fff;\n}\n.table-condensed > thead > tr > th,\n.table-condensed > tbody > tr > th,\n.table-condensed > tfoot > tr > th,\n.table-condensed > thead > tr > td,\n.table-condensed > tbody > tr > td,\n.table-condensed > tfoot > tr > td {\n  padding: 5px;\n}\n.table-bordered {\n  border: 1px solid #ddd;\n}\n.table-bordered > thead > tr > th,\n.table-bordered > tbody > tr > th,\n.table-bordered > tfoot > tr > th,\n.table-bordered > thead > tr > td,\n.table-bordered > tbody > tr > td,\n.table-bordered > tfoot > tr > td {\n  border: 1px solid #ddd;\n}\n.table-bordered > thead > tr > th,\n.table-bordered > thead > tr > td {\n  border-bottom-width: 2px;\n}\n.table-striped > tbody > tr:nth-of-type(odd) {\n  background-color: #f9f9f9;\n}\n.table-hover > tbody > tr:hover {\n  background-color: #f5f5f5;\n}\ntable col[class*=\"col-\"] {\n  position: static;\n  display: table-column;\n  float: none;\n}\ntable td[class*=\"col-\"],\ntable th[class*=\"col-\"] {\n  position: static;\n  display: table-cell;\n  float: none;\n}\n.table > thead > tr > td.active,\n.table > tbody > tr > td.active,\n.table > tfoot > tr > td.active,\n.table > thead > tr > th.active,\n.table > tbody > tr > th.active,\n.table > tfoot > tr > th.active,\n.table > thead > tr.active > td,\n.table > tbody > tr.active > td,\n.table > tfoot > tr.active > td,\n.table > thead > tr.active > th,\n.table > tbody > tr.active > th,\n.table > tfoot > tr.active > th {\n  background-color: #f5f5f5;\n}\n.table-hover > tbody > tr > td.active:hover,\n.table-hover > tbody > tr > th.active:hover,\n.table-hover > tbody > tr.active:hover > td,\n.table-hover > tbody > tr:hover > .active,\n.table-hover > tbody > tr.active:hover > th {\n  background-color: #e8e8e8;\n}\n.table > thead > tr > td.success,\n.table > tbody > tr > td.success,\n.table > tfoot > tr > td.success,\n.table > thead > tr > th.success,\n.table > tbody > tr > th.success,\n.table > tfoot > tr > th.success,\n.table > thead > tr.success > td,\n.table > tbody > tr.success > td,\n.table > tfoot > tr.success > td,\n.table > thead > tr.success > th,\n.table > tbody > tr.success > th,\n.table > tfoot > tr.success > th {\n  background-color: #dff0d8;\n}\n.table-hover > tbody > tr > td.success:hover,\n.table-hover > tbody > tr > th.success:hover,\n.table-hover > tbody > tr.success:hover > td,\n.table-hover > tbody > tr:hover > .success,\n.table-hover > tbody > tr.success:hover > th {\n  background-color: #d0e9c6;\n}\n.table > thead > tr > td.info,\n.table > tbody > tr > td.info,\n.table > tfoot > tr > td.info,\n.table > thead > tr > th.info,\n.table > tbody > tr > th.info,\n.table > tfoot > tr > th.info,\n.table > thead > tr.info > td,\n.table > tbody > tr.info > td,\n.table > tfoot > tr.info > td,\n.table > thead > tr.info > th,\n.table > tbody > tr.info > th,\n.table > tfoot > tr.info > th {\n  background-color: #d9edf7;\n}\n.table-hover > tbody > tr > td.info:hover,\n.table-hover > tbody > tr > th.info:hover,\n.table-hover > tbody > tr.info:hover > td,\n.table-hover > tbody > tr:hover > .info,\n.table-hover > tbody > tr.info:hover > th {\n  background-color: #c4e3f3;\n}\n.table > thead > tr > td.warning,\n.table > tbody > tr > td.warning,\n.table > tfoot > tr > td.warning,\n.table > thead > tr > th.warning,\n.table > tbody > tr > th.warning,\n.table > tfoot > tr > th.warning,\n.table > thead > tr.warning > td,\n.table > tbody > tr.warning > td,\n.table > tfoot > tr.warning > td,\n.table > thead > tr.warning > th,\n.table > tbody > tr.warning > th,\n.table > tfoot > tr.warning > th {\n  background-color: #fcf8e3;\n}\n.table-hover > tbody > tr > td.warning:hover,\n.table-hover > tbody > tr > th.warning:hover,\n.table-hover > tbody > tr.warning:hover > td,\n.table-hover > tbody > tr:hover > .warning,\n.table-hover > tbody > tr.warning:hover > th {\n  background-color: #faf2cc;\n}\n.table > thead > tr > td.danger,\n.table > tbody > tr > td.danger,\n.table > tfoot > tr > td.danger,\n.table > thead > tr > th.danger,\n.table > tbody > tr > th.danger,\n.table > tfoot > tr > th.danger,\n.table > thead > tr.danger > td,\n.table > tbody > tr.danger > td,\n.table > tfoot > tr.danger > td,\n.table > thead > tr.danger > th,\n.table > tbody > tr.danger > th,\n.table > tfoot > tr.danger > th {\n  background-color: #f2dede;\n}\n.table-hover > tbody > tr > td.danger:hover,\n.table-hover > tbody > tr > th.danger:hover,\n.table-hover > tbody > tr.danger:hover > td,\n.table-hover > tbody > tr:hover > .danger,\n.table-hover > tbody > tr.danger:hover > th {\n  background-color: #ebcccc;\n}\n.table-responsive {\n  min-height: .01%;\n  overflow-x: auto;\n}\n@media screen and (max-width: 767px) {\n  .table-responsive {\n    width: 100%;\n    margin-bottom: 15px;\n    overflow-y: hidden;\n    -ms-overflow-style: -ms-autohiding-scrollbar;\n    border: 1px solid #ddd;\n  }\n  .table-responsive > .table {\n    margin-bottom: 0;\n  }\n  .table-responsive > .table > thead > tr > th,\n  .table-responsive > .table > tbody > tr > th,\n  .table-responsive > .table > tfoot > tr > th,\n  .table-responsive > .table > thead > tr > td,\n  .table-responsive > .table > tbody > tr > td,\n  .table-responsive > .table > tfoot > tr > td {\n    white-space: nowrap;\n  }\n  .table-responsive > .table-bordered {\n    border: 0;\n  }\n  .table-responsive > .table-bordered > thead > tr > th:first-child,\n  .table-responsive > .table-bordered > tbody > tr > th:first-child,\n  .table-responsive > .table-bordered > tfoot > tr > th:first-child,\n  .table-responsive > .table-bordered > thead > tr > td:first-child,\n  .table-responsive > .table-bordered > tbody > tr > td:first-child,\n  .table-responsive > .table-bordered > tfoot > tr > td:first-child {\n    border-left: 0;\n  }\n  .table-responsive > .table-bordered > thead > tr > th:last-child,\n  .table-responsive > .table-bordered > tbody > tr > th:last-child,\n  .table-responsive > .table-bordered > tfoot > tr > th:last-child,\n  .table-responsive > .table-bordered > thead > tr > td:last-child,\n  .table-responsive > .table-bordered > tbody > tr > td:last-child,\n  .table-responsive > .table-bordered > tfoot > tr > td:last-child {\n    border-right: 0;\n  }\n  .table-responsive > .table-bordered > tbody > tr:last-child > th,\n  .table-responsive > .table-bordered > tfoot > tr:last-child > th,\n  .table-responsive > .table-bordered > tbody > tr:last-child > td,\n  .table-responsive > .table-bordered > tfoot > tr:last-child > td {\n    border-bottom: 0;\n  }\n}\nfieldset {\n  min-width: 0;\n  padding: 0;\n  margin: 0;\n  border: 0;\n}\nlegend {\n  display: block;\n  width: 100%;\n  padding: 0;\n  margin-bottom: 20px;\n  font-size: 21px;\n  line-height: inherit;\n  color: #333;\n  border: 0;\n  border-bottom: 1px solid #e5e5e5;\n}\nlabel {\n  display: inline-block;\n  max-width: 100%;\n  margin-bottom: 5px;\n  font-weight: bold;\n}\ninput[type=\"search\"] {\n  -webkit-box-sizing: border-box;\n     -moz-box-sizing: border-box;\n          box-sizing: border-box;\n}\ninput[type=\"radio\"],\ninput[type=\"checkbox\"] {\n  margin: 4px 0 0;\n  margin-top: 1px \\9;\n  line-height: normal;\n}\ninput[type=\"file\"] {\n  display: block;\n}\ninput[type=\"range\"] {\n  display: block;\n  width: 100%;\n}\nselect[multiple],\nselect[size] {\n  height: auto;\n}\ninput[type=\"file\"]:focus,\ninput[type=\"radio\"]:focus,\ninput[type=\"checkbox\"]:focus {\n  outline: thin dotted;\n  outline: 5px auto -webkit-focus-ring-color;\n  outline-offset: -2px;\n}\noutput {\n  display: block;\n  padding-top: 7px;\n  font-size: 14px;\n  line-height: 1.42857143;\n  color: #555;\n}\n.form-control {\n  display: block;\n  width: 100%;\n  height: 34px;\n  padding: 6px 12px;\n  font-size: 14px;\n  line-height: 1.42857143;\n  color: #555;\n  background-color: #fff;\n  background-image: none;\n  border: 1px solid #ccc;\n  border-radius: 4px;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n  -webkit-transition: border-color ease-in-out .15s, -webkit-box-shadow ease-in-out .15s;\n       -o-transition: border-color ease-in-out .15s, box-shadow ease-in-out .15s;\n          transition: border-color ease-in-out .15s, box-shadow ease-in-out .15s;\n}\n.form-control:focus {\n  border-color: #66afe9;\n  outline: 0;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0,0,0,.075), 0 0 8px rgba(102, 175, 233, .6);\n          box-shadow: inset 0 1px 1px rgba(0,0,0,.075), 0 0 8px rgba(102, 175, 233, .6);\n}\n.form-control::-moz-placeholder {\n  color: #999;\n  opacity: 1;\n}\n.form-control:-ms-input-placeholder {\n  color: #999;\n}\n.form-control::-webkit-input-placeholder {\n  color: #999;\n}\n.form-control::-ms-expand {\n  background-color: transparent;\n  border: 0;\n}\n.form-control[disabled],\n.form-control[readonly],\nfieldset[disabled] .form-control {\n  background-color: #eee;\n  opacity: 1;\n}\n.form-control[disabled],\nfieldset[disabled] .form-control {\n  cursor: not-allowed;\n}\ntextarea.form-control {\n  height: auto;\n}\ninput[type=\"search\"] {\n  -webkit-appearance: none;\n}\n@media screen and (-webkit-min-device-pixel-ratio: 0) {\n  input[type=\"date\"].form-control,\n  input[type=\"time\"].form-control,\n  input[type=\"datetime-local\"].form-control,\n  input[type=\"month\"].form-control {\n    line-height: 34px;\n  }\n  input[type=\"date\"].input-sm,\n  input[type=\"time\"].input-sm,\n  input[type=\"datetime-local\"].input-sm,\n  input[type=\"month\"].input-sm,\n  .input-group-sm input[type=\"date\"],\n  .input-group-sm input[type=\"time\"],\n  .input-group-sm input[type=\"datetime-local\"],\n  .input-group-sm input[type=\"month\"] {\n    line-height: 30px;\n  }\n  input[type=\"date\"].input-lg,\n  input[type=\"time\"].input-lg,\n  input[type=\"datetime-local\"].input-lg,\n  input[type=\"month\"].input-lg,\n  .input-group-lg input[type=\"date\"],\n  .input-group-lg input[type=\"time\"],\n  .input-group-lg input[type=\"datetime-local\"],\n  .input-group-lg input[type=\"month\"] {\n    line-height: 46px;\n  }\n}\n.form-group {\n  margin-bottom: 15px;\n}\n.radio,\n.checkbox {\n  position: relative;\n  display: block;\n  margin-top: 10px;\n  margin-bottom: 10px;\n}\n.radio label,\n.checkbox label {\n  min-height: 20px;\n  padding-left: 20px;\n  margin-bottom: 0;\n  font-weight: normal;\n  cursor: pointer;\n}\n.radio input[type=\"radio\"],\n.radio-inline input[type=\"radio\"],\n.checkbox input[type=\"checkbox\"],\n.checkbox-inline input[type=\"checkbox\"] {\n  position: absolute;\n  margin-top: 4px \\9;\n  margin-left: -20px;\n}\n.radio + .radio,\n.checkbox + .checkbox {\n  margin-top: -5px;\n}\n.radio-inline,\n.checkbox-inline {\n  position: relative;\n  display: inline-block;\n  padding-left: 20px;\n  margin-bottom: 0;\n  font-weight: normal;\n  vertical-align: middle;\n  cursor: pointer;\n}\n.radio-inline + .radio-inline,\n.checkbox-inline + .checkbox-inline {\n  margin-top: 0;\n  margin-left: 10px;\n}\ninput[type=\"radio\"][disabled],\ninput[type=\"checkbox\"][disabled],\ninput[type=\"radio\"].disabled,\ninput[type=\"checkbox\"].disabled,\nfieldset[disabled] input[type=\"radio\"],\nfieldset[disabled] input[type=\"checkbox\"] {\n  cursor: not-allowed;\n}\n.radio-inline.disabled,\n.checkbox-inline.disabled,\nfieldset[disabled] .radio-inline,\nfieldset[disabled] .checkbox-inline {\n  cursor: not-allowed;\n}\n.radio.disabled label,\n.checkbox.disabled label,\nfieldset[disabled] .radio label,\nfieldset[disabled] .checkbox label {\n  cursor: not-allowed;\n}\n.form-control-static {\n  min-height: 34px;\n  padding-top: 7px;\n  padding-bottom: 7px;\n  margin-bottom: 0;\n}\n.form-control-static.input-lg,\n.form-control-static.input-sm {\n  padding-right: 0;\n  padding-left: 0;\n}\n.input-sm {\n  height: 30px;\n  padding: 5px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n  border-radius: 3px;\n}\nselect.input-sm {\n  height: 30px;\n  line-height: 30px;\n}\ntextarea.input-sm,\nselect[multiple].input-sm {\n  height: auto;\n}\n.form-group-sm .form-control {\n  height: 30px;\n  padding: 5px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n  border-radius: 3px;\n}\n.form-group-sm select.form-control {\n  height: 30px;\n  line-height: 30px;\n}\n.form-group-sm textarea.form-control,\n.form-group-sm select[multiple].form-control {\n  height: auto;\n}\n.form-group-sm .form-control-static {\n  height: 30px;\n  min-height: 32px;\n  padding: 6px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n}\n.input-lg {\n  height: 46px;\n  padding: 10px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n  border-radius: 6px;\n}\nselect.input-lg {\n  height: 46px;\n  line-height: 46px;\n}\ntextarea.input-lg,\nselect[multiple].input-lg {\n  height: auto;\n}\n.form-group-lg .form-control {\n  height: 46px;\n  padding: 10px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n  border-radius: 6px;\n}\n.form-group-lg select.form-control {\n  height: 46px;\n  line-height: 46px;\n}\n.form-group-lg textarea.form-control,\n.form-group-lg select[multiple].form-control {\n  height: auto;\n}\n.form-group-lg .form-control-static {\n  height: 46px;\n  min-height: 38px;\n  padding: 11px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n}\n.has-feedback {\n  position: relative;\n}\n.has-feedback .form-control {\n  padding-right: 42.5px;\n}\n.form-control-feedback {\n  position: absolute;\n  top: 0;\n  right: 0;\n  z-index: 2;\n  display: block;\n  width: 34px;\n  height: 34px;\n  line-height: 34px;\n  text-align: center;\n  pointer-events: none;\n}\n.input-lg + .form-control-feedback,\n.input-group-lg + .form-control-feedback,\n.form-group-lg .form-control + .form-control-feedback {\n  width: 46px;\n  height: 46px;\n  line-height: 46px;\n}\n.input-sm + .form-control-feedback,\n.input-group-sm + .form-control-feedback,\n.form-group-sm .form-control + .form-control-feedback {\n  width: 30px;\n  height: 30px;\n  line-height: 30px;\n}\n.has-success .help-block,\n.has-success .control-label,\n.has-success .radio,\n.has-success .checkbox,\n.has-success .radio-inline,\n.has-success .checkbox-inline,\n.has-success.radio label,\n.has-success.checkbox label,\n.has-success.radio-inline label,\n.has-success.checkbox-inline label {\n  color: #3c763d;\n}\n.has-success .form-control {\n  border-color: #3c763d;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n}\n.has-success .form-control:focus {\n  border-color: #2b542c;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #67b168;\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #67b168;\n}\n.has-success .input-group-addon {\n  color: #3c763d;\n  background-color: #dff0d8;\n  border-color: #3c763d;\n}\n.has-success .form-control-feedback {\n  color: #3c763d;\n}\n.has-warning .help-block,\n.has-warning .control-label,\n.has-warning .radio,\n.has-warning .checkbox,\n.has-warning .radio-inline,\n.has-warning .checkbox-inline,\n.has-warning.radio label,\n.has-warning.checkbox label,\n.has-warning.radio-inline label,\n.has-warning.checkbox-inline label {\n  color: #8a6d3b;\n}\n.has-warning .form-control {\n  border-color: #8a6d3b;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n}\n.has-warning .form-control:focus {\n  border-color: #66512c;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #c0a16b;\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #c0a16b;\n}\n.has-warning .input-group-addon {\n  color: #8a6d3b;\n  background-color: #fcf8e3;\n  border-color: #8a6d3b;\n}\n.has-warning .form-control-feedback {\n  color: #8a6d3b;\n}\n.has-error .help-block,\n.has-error .control-label,\n.has-error .radio,\n.has-error .checkbox,\n.has-error .radio-inline,\n.has-error .checkbox-inline,\n.has-error.radio label,\n.has-error.checkbox label,\n.has-error.radio-inline label,\n.has-error.checkbox-inline label {\n  color: #a94442;\n}\n.has-error .form-control {\n  border-color: #a94442;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075);\n}\n.has-error .form-control:focus {\n  border-color: #843534;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #ce8483;\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .075), 0 0 6px #ce8483;\n}\n.has-error .input-group-addon {\n  color: #a94442;\n  background-color: #f2dede;\n  border-color: #a94442;\n}\n.has-error .form-control-feedback {\n  color: #a94442;\n}\n.has-feedback label ~ .form-control-feedback {\n  top: 25px;\n}\n.has-feedback label.sr-only ~ .form-control-feedback {\n  top: 0;\n}\n.help-block {\n  display: block;\n  margin-top: 5px;\n  margin-bottom: 10px;\n  color: #737373;\n}\n@media (min-width: 768px) {\n  .form-inline .form-group {\n    display: inline-block;\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .form-inline .form-control {\n    display: inline-block;\n    width: auto;\n    vertical-align: middle;\n  }\n  .form-inline .form-control-static {\n    display: inline-block;\n  }\n  .form-inline .input-group {\n    display: inline-table;\n    vertical-align: middle;\n  }\n  .form-inline .input-group .input-group-addon,\n  .form-inline .input-group .input-group-btn,\n  .form-inline .input-group .form-control {\n    width: auto;\n  }\n  .form-inline .input-group > .form-control {\n    width: 100%;\n  }\n  .form-inline .control-label {\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .form-inline .radio,\n  .form-inline .checkbox {\n    display: inline-block;\n    margin-top: 0;\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .form-inline .radio label,\n  .form-inline .checkbox label {\n    padding-left: 0;\n  }\n  .form-inline .radio input[type=\"radio\"],\n  .form-inline .checkbox input[type=\"checkbox\"] {\n    position: relative;\n    margin-left: 0;\n  }\n  .form-inline .has-feedback .form-control-feedback {\n    top: 0;\n  }\n}\n.form-horizontal .radio,\n.form-horizontal .checkbox,\n.form-horizontal .radio-inline,\n.form-horizontal .checkbox-inline {\n  padding-top: 7px;\n  margin-top: 0;\n  margin-bottom: 0;\n}\n.form-horizontal .radio,\n.form-horizontal .checkbox {\n  min-height: 27px;\n}\n.form-horizontal .form-group {\n  margin-right: -15px;\n  margin-left: -15px;\n}\n@media (min-width: 768px) {\n  .form-horizontal .control-label {\n    padding-top: 7px;\n    margin-bottom: 0;\n    text-align: right;\n  }\n}\n.form-horizontal .has-feedback .form-control-feedback {\n  right: 15px;\n}\n@media (min-width: 768px) {\n  .form-horizontal .form-group-lg .control-label {\n    padding-top: 11px;\n    font-size: 18px;\n  }\n}\n@media (min-width: 768px) {\n  .form-horizontal .form-group-sm .control-label {\n    padding-top: 6px;\n    font-size: 12px;\n  }\n}\n.btn {\n  display: inline-block;\n  padding: 6px 12px;\n  margin-bottom: 0;\n  font-size: 14px;\n  font-weight: normal;\n  line-height: 1.42857143;\n  text-align: center;\n  white-space: nowrap;\n  vertical-align: middle;\n  -ms-touch-action: manipulation;\n      touch-action: manipulation;\n  cursor: pointer;\n  -webkit-user-select: none;\n     -moz-user-select: none;\n      -ms-user-select: none;\n          user-select: none;\n  background-image: none;\n  border: 1px solid transparent;\n  border-radius: 4px;\n}\n.btn:focus,\n.btn:active:focus,\n.btn.active:focus,\n.btn.focus,\n.btn:active.focus,\n.btn.active.focus {\n  outline: thin dotted;\n  outline: 5px auto -webkit-focus-ring-color;\n  outline-offset: -2px;\n}\n.btn:hover,\n.btn:focus,\n.btn.focus {\n  color: #333;\n  text-decoration: none;\n}\n.btn:active,\n.btn.active {\n  background-image: none;\n  outline: 0;\n  -webkit-box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n          box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n}\n.btn.disabled,\n.btn[disabled],\nfieldset[disabled] .btn {\n  cursor: not-allowed;\n  filter: alpha(opacity=65);\n  -webkit-box-shadow: none;\n          box-shadow: none;\n  opacity: .65;\n}\na.btn.disabled,\nfieldset[disabled] a.btn {\n  pointer-events: none;\n}\n.btn-default {\n  color: #333;\n  background-color: #fff;\n  border-color: #ccc;\n}\n.btn-default:focus,\n.btn-default.focus {\n  color: #333;\n  background-color: #e6e6e6;\n  border-color: #8c8c8c;\n}\n.btn-default:hover {\n  color: #333;\n  background-color: #e6e6e6;\n  border-color: #adadad;\n}\n.btn-default:active,\n.btn-default.active,\n.open > .dropdown-toggle.btn-default {\n  color: #333;\n  background-color: #e6e6e6;\n  border-color: #adadad;\n}\n.btn-default:active:hover,\n.btn-default.active:hover,\n.open > .dropdown-toggle.btn-default:hover,\n.btn-default:active:focus,\n.btn-default.active:focus,\n.open > .dropdown-toggle.btn-default:focus,\n.btn-default:active.focus,\n.btn-default.active.focus,\n.open > .dropdown-toggle.btn-default.focus {\n  color: #333;\n  background-color: #d4d4d4;\n  border-color: #8c8c8c;\n}\n.btn-default:active,\n.btn-default.active,\n.open > .dropdown-toggle.btn-default {\n  background-image: none;\n}\n.btn-default.disabled:hover,\n.btn-default[disabled]:hover,\nfieldset[disabled] .btn-default:hover,\n.btn-default.disabled:focus,\n.btn-default[disabled]:focus,\nfieldset[disabled] .btn-default:focus,\n.btn-default.disabled.focus,\n.btn-default[disabled].focus,\nfieldset[disabled] .btn-default.focus {\n  background-color: #fff;\n  border-color: #ccc;\n}\n.btn-default .badge {\n  color: #fff;\n  background-color: #333;\n}\n.btn-primary {\n  color: #fff;\n  background-color: #337ab7;\n  border-color: #2e6da4;\n}\n.btn-primary:focus,\n.btn-primary.focus {\n  color: #fff;\n  background-color: #286090;\n  border-color: #122b40;\n}\n.btn-primary:hover {\n  color: #fff;\n  background-color: #286090;\n  border-color: #204d74;\n}\n.btn-primary:active,\n.btn-primary.active,\n.open > .dropdown-toggle.btn-primary {\n  color: #fff;\n  background-color: #286090;\n  border-color: #204d74;\n}\n.btn-primary:active:hover,\n.btn-primary.active:hover,\n.open > .dropdown-toggle.btn-primary:hover,\n.btn-primary:active:focus,\n.btn-primary.active:focus,\n.open > .dropdown-toggle.btn-primary:focus,\n.btn-primary:active.focus,\n.btn-primary.active.focus,\n.open > .dropdown-toggle.btn-primary.focus {\n  color: #fff;\n  background-color: #204d74;\n  border-color: #122b40;\n}\n.btn-primary:active,\n.btn-primary.active,\n.open > .dropdown-toggle.btn-primary {\n  background-image: none;\n}\n.btn-primary.disabled:hover,\n.btn-primary[disabled]:hover,\nfieldset[disabled] .btn-primary:hover,\n.btn-primary.disabled:focus,\n.btn-primary[disabled]:focus,\nfieldset[disabled] .btn-primary:focus,\n.btn-primary.disabled.focus,\n.btn-primary[disabled].focus,\nfieldset[disabled] .btn-primary.focus {\n  background-color: #337ab7;\n  border-color: #2e6da4;\n}\n.btn-primary .badge {\n  color: #337ab7;\n  background-color: #fff;\n}\n.btn-success {\n  color: #fff;\n  background-color: #5cb85c;\n  border-color: #4cae4c;\n}\n.btn-success:focus,\n.btn-success.focus {\n  color: #fff;\n  background-color: #449d44;\n  border-color: #255625;\n}\n.btn-success:hover {\n  color: #fff;\n  background-color: #449d44;\n  border-color: #398439;\n}\n.btn-success:active,\n.btn-success.active,\n.open > .dropdown-toggle.btn-success {\n  color: #fff;\n  background-color: #449d44;\n  border-color: #398439;\n}\n.btn-success:active:hover,\n.btn-success.active:hover,\n.open > .dropdown-toggle.btn-success:hover,\n.btn-success:active:focus,\n.btn-success.active:focus,\n.open > .dropdown-toggle.btn-success:focus,\n.btn-success:active.focus,\n.btn-success.active.focus,\n.open > .dropdown-toggle.btn-success.focus {\n  color: #fff;\n  background-color: #398439;\n  border-color: #255625;\n}\n.btn-success:active,\n.btn-success.active,\n.open > .dropdown-toggle.btn-success {\n  background-image: none;\n}\n.btn-success.disabled:hover,\n.btn-success[disabled]:hover,\nfieldset[disabled] .btn-success:hover,\n.btn-success.disabled:focus,\n.btn-success[disabled]:focus,\nfieldset[disabled] .btn-success:focus,\n.btn-success.disabled.focus,\n.btn-success[disabled].focus,\nfieldset[disabled] .btn-success.focus {\n  background-color: #5cb85c;\n  border-color: #4cae4c;\n}\n.btn-success .badge {\n  color: #5cb85c;\n  background-color: #fff;\n}\n.btn-info {\n  color: #fff;\n  background-color: #5bc0de;\n  border-color: #46b8da;\n}\n.btn-info:focus,\n.btn-info.focus {\n  color: #fff;\n  background-color: #31b0d5;\n  border-color: #1b6d85;\n}\n.btn-info:hover {\n  color: #fff;\n  background-color: #31b0d5;\n  border-color: #269abc;\n}\n.btn-info:active,\n.btn-info.active,\n.open > .dropdown-toggle.btn-info {\n  color: #fff;\n  background-color: #31b0d5;\n  border-color: #269abc;\n}\n.btn-info:active:hover,\n.btn-info.active:hover,\n.open > .dropdown-toggle.btn-info:hover,\n.btn-info:active:focus,\n.btn-info.active:focus,\n.open > .dropdown-toggle.btn-info:focus,\n.btn-info:active.focus,\n.btn-info.active.focus,\n.open > .dropdown-toggle.btn-info.focus {\n  color: #fff;\n  background-color: #269abc;\n  border-color: #1b6d85;\n}\n.btn-info:active,\n.btn-info.active,\n.open > .dropdown-toggle.btn-info {\n  background-image: none;\n}\n.btn-info.disabled:hover,\n.btn-info[disabled]:hover,\nfieldset[disabled] .btn-info:hover,\n.btn-info.disabled:focus,\n.btn-info[disabled]:focus,\nfieldset[disabled] .btn-info:focus,\n.btn-info.disabled.focus,\n.btn-info[disabled].focus,\nfieldset[disabled] .btn-info.focus {\n  background-color: #5bc0de;\n  border-color: #46b8da;\n}\n.btn-info .badge {\n  color: #5bc0de;\n  background-color: #fff;\n}\n.btn-warning {\n  color: #fff;\n  background-color: #f0ad4e;\n  border-color: #eea236;\n}\n.btn-warning:focus,\n.btn-warning.focus {\n  color: #fff;\n  background-color: #ec971f;\n  border-color: #985f0d;\n}\n.btn-warning:hover {\n  color: #fff;\n  background-color: #ec971f;\n  border-color: #d58512;\n}\n.btn-warning:active,\n.btn-warning.active,\n.open > .dropdown-toggle.btn-warning {\n  color: #fff;\n  background-color: #ec971f;\n  border-color: #d58512;\n}\n.btn-warning:active:hover,\n.btn-warning.active:hover,\n.open > .dropdown-toggle.btn-warning:hover,\n.btn-warning:active:focus,\n.btn-warning.active:focus,\n.open > .dropdown-toggle.btn-warning:focus,\n.btn-warning:active.focus,\n.btn-warning.active.focus,\n.open > .dropdown-toggle.btn-warning.focus {\n  color: #fff;\n  background-color: #d58512;\n  border-color: #985f0d;\n}\n.btn-warning:active,\n.btn-warning.active,\n.open > .dropdown-toggle.btn-warning {\n  background-image: none;\n}\n.btn-warning.disabled:hover,\n.btn-warning[disabled]:hover,\nfieldset[disabled] .btn-warning:hover,\n.btn-warning.disabled:focus,\n.btn-warning[disabled]:focus,\nfieldset[disabled] .btn-warning:focus,\n.btn-warning.disabled.focus,\n.btn-warning[disabled].focus,\nfieldset[disabled] .btn-warning.focus {\n  background-color: #f0ad4e;\n  border-color: #eea236;\n}\n.btn-warning .badge {\n  color: #f0ad4e;\n  background-color: #fff;\n}\n.btn-danger {\n  color: #fff;\n  background-color: #d9534f;\n  border-color: #d43f3a;\n}\n.btn-danger:focus,\n.btn-danger.focus {\n  color: #fff;\n  background-color: #c9302c;\n  border-color: #761c19;\n}\n.btn-danger:hover {\n  color: #fff;\n  background-color: #c9302c;\n  border-color: #ac2925;\n}\n.btn-danger:active,\n.btn-danger.active,\n.open > .dropdown-toggle.btn-danger {\n  color: #fff;\n  background-color: #c9302c;\n  border-color: #ac2925;\n}\n.btn-danger:active:hover,\n.btn-danger.active:hover,\n.open > .dropdown-toggle.btn-danger:hover,\n.btn-danger:active:focus,\n.btn-danger.active:focus,\n.open > .dropdown-toggle.btn-danger:focus,\n.btn-danger:active.focus,\n.btn-danger.active.focus,\n.open > .dropdown-toggle.btn-danger.focus {\n  color: #fff;\n  background-color: #ac2925;\n  border-color: #761c19;\n}\n.btn-danger:active,\n.btn-danger.active,\n.open > .dropdown-toggle.btn-danger {\n  background-image: none;\n}\n.btn-danger.disabled:hover,\n.btn-danger[disabled]:hover,\nfieldset[disabled] .btn-danger:hover,\n.btn-danger.disabled:focus,\n.btn-danger[disabled]:focus,\nfieldset[disabled] .btn-danger:focus,\n.btn-danger.disabled.focus,\n.btn-danger[disabled].focus,\nfieldset[disabled] .btn-danger.focus {\n  background-color: #d9534f;\n  border-color: #d43f3a;\n}\n.btn-danger .badge {\n  color: #d9534f;\n  background-color: #fff;\n}\n.btn-link {\n  font-weight: normal;\n  color: #337ab7;\n  border-radius: 0;\n}\n.btn-link,\n.btn-link:active,\n.btn-link.active,\n.btn-link[disabled],\nfieldset[disabled] .btn-link {\n  background-color: transparent;\n  -webkit-box-shadow: none;\n          box-shadow: none;\n}\n.btn-link,\n.btn-link:hover,\n.btn-link:focus,\n.btn-link:active {\n  border-color: transparent;\n}\n.btn-link:hover,\n.btn-link:focus {\n  color: #23527c;\n  text-decoration: underline;\n  background-color: transparent;\n}\n.btn-link[disabled]:hover,\nfieldset[disabled] .btn-link:hover,\n.btn-link[disabled]:focus,\nfieldset[disabled] .btn-link:focus {\n  color: #777;\n  text-decoration: none;\n}\n.btn-lg,\n.btn-group-lg > .btn {\n  padding: 10px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n  border-radius: 6px;\n}\n.btn-sm,\n.btn-group-sm > .btn {\n  padding: 5px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n  border-radius: 3px;\n}\n.btn-xs,\n.btn-group-xs > .btn {\n  padding: 1px 5px;\n  font-size: 12px;\n  line-height: 1.5;\n  border-radius: 3px;\n}\n.btn-block {\n  display: block;\n  width: 100%;\n}\n.btn-block + .btn-block {\n  margin-top: 5px;\n}\ninput[type=\"submit\"].btn-block,\ninput[type=\"reset\"].btn-block,\ninput[type=\"button\"].btn-block {\n  width: 100%;\n}\n.fade {\n  opacity: 0;\n  -webkit-transition: opacity .15s linear;\n       -o-transition: opacity .15s linear;\n          transition: opacity .15s linear;\n}\n.fade.in {\n  opacity: 1;\n}\n.collapse {\n  display: none;\n}\n.collapse.in {\n  display: block;\n}\ntr.collapse.in {\n  display: table-row;\n}\ntbody.collapse.in {\n  display: table-row-group;\n}\n.collapsing {\n  position: relative;\n  height: 0;\n  overflow: hidden;\n  -webkit-transition-timing-function: ease;\n       -o-transition-timing-function: ease;\n          transition-timing-function: ease;\n  -webkit-transition-duration: .35s;\n       -o-transition-duration: .35s;\n          transition-duration: .35s;\n  -webkit-transition-property: height, visibility;\n       -o-transition-property: height, visibility;\n          transition-property: height, visibility;\n}\n.caret {\n  display: inline-block;\n  width: 0;\n  height: 0;\n  margin-left: 2px;\n  vertical-align: middle;\n  border-top: 4px dashed;\n  border-top: 4px solid \\9;\n  border-right: 4px solid transparent;\n  border-left: 4px solid transparent;\n}\n.dropup,\n.dropdown {\n  position: relative;\n}\n.dropdown-toggle:focus {\n  outline: 0;\n}\n.dropdown-menu {\n  position: absolute;\n  top: 100%;\n  left: 0;\n  z-index: 1000;\n  display: none;\n  float: left;\n  min-width: 160px;\n  padding: 5px 0;\n  margin: 2px 0 0;\n  font-size: 14px;\n  text-align: left;\n  list-style: none;\n  background-color: #fff;\n  -webkit-background-clip: padding-box;\n          background-clip: padding-box;\n  border: 1px solid #ccc;\n  border: 1px solid rgba(0, 0, 0, .15);\n  border-radius: 4px;\n  -webkit-box-shadow: 0 6px 12px rgba(0, 0, 0, .175);\n          box-shadow: 0 6px 12px rgba(0, 0, 0, .175);\n}\n.dropdown-menu.pull-right {\n  right: 0;\n  left: auto;\n}\n.dropdown-menu .divider {\n  height: 1px;\n  margin: 9px 0;\n  overflow: hidden;\n  background-color: #e5e5e5;\n}\n.dropdown-menu > li > a {\n  display: block;\n  padding: 3px 20px;\n  clear: both;\n  font-weight: normal;\n  line-height: 1.42857143;\n  color: #333;\n  white-space: nowrap;\n}\n.dropdown-menu > li > a:hover,\n.dropdown-menu > li > a:focus {\n  color: #262626;\n  text-decoration: none;\n  background-color: #f5f5f5;\n}\n.dropdown-menu > .active > a,\n.dropdown-menu > .active > a:hover,\n.dropdown-menu > .active > a:focus {\n  color: #fff;\n  text-decoration: none;\n  background-color: #337ab7;\n  outline: 0;\n}\n.dropdown-menu > .disabled > a,\n.dropdown-menu > .disabled > a:hover,\n.dropdown-menu > .disabled > a:focus {\n  color: #777;\n}\n.dropdown-menu > .disabled > a:hover,\n.dropdown-menu > .disabled > a:focus {\n  text-decoration: none;\n  cursor: not-allowed;\n  background-color: transparent;\n  background-image: none;\n  filter: progid:DXImageTransform.Microsoft.gradient(enabled = false);\n}\n.open > .dropdown-menu {\n  display: block;\n}\n.open > a {\n  outline: 0;\n}\n.dropdown-menu-right {\n  right: 0;\n  left: auto;\n}\n.dropdown-menu-left {\n  right: auto;\n  left: 0;\n}\n.dropdown-header {\n  display: block;\n  padding: 3px 20px;\n  font-size: 12px;\n  line-height: 1.42857143;\n  color: #777;\n  white-space: nowrap;\n}\n.dropdown-backdrop {\n  position: fixed;\n  top: 0;\n  right: 0;\n  bottom: 0;\n  left: 0;\n  z-index: 990;\n}\n.pull-right > .dropdown-menu {\n  right: 0;\n  left: auto;\n}\n.dropup .caret,\n.navbar-fixed-bottom .dropdown .caret {\n  content: \"\";\n  border-top: 0;\n  border-bottom: 4px dashed;\n  border-bottom: 4px solid \\9;\n}\n.dropup .dropdown-menu,\n.navbar-fixed-bottom .dropdown .dropdown-menu {\n  top: auto;\n  bottom: 100%;\n  margin-bottom: 2px;\n}\n@media (min-width: 768px) {\n  .navbar-right .dropdown-menu {\n    right: 0;\n    left: auto;\n  }\n  .navbar-right .dropdown-menu-left {\n    right: auto;\n    left: 0;\n  }\n}\n.btn-group,\n.btn-group-vertical {\n  position: relative;\n  display: inline-block;\n  vertical-align: middle;\n}\n.btn-group > .btn,\n.btn-group-vertical > .btn {\n  position: relative;\n  float: left;\n}\n.btn-group > .btn:hover,\n.btn-group-vertical > .btn:hover,\n.btn-group > .btn:focus,\n.btn-group-vertical > .btn:focus,\n.btn-group > .btn:active,\n.btn-group-vertical > .btn:active,\n.btn-group > .btn.active,\n.btn-group-vertical > .btn.active {\n  z-index: 2;\n}\n.btn-group .btn + .btn,\n.btn-group .btn + .btn-group,\n.btn-group .btn-group + .btn,\n.btn-group .btn-group + .btn-group {\n  margin-left: -1px;\n}\n.btn-toolbar {\n  margin-left: -5px;\n}\n.btn-toolbar .btn,\n.btn-toolbar .btn-group,\n.btn-toolbar .input-group {\n  float: left;\n}\n.btn-toolbar > .btn,\n.btn-toolbar > .btn-group,\n.btn-toolbar > .input-group {\n  margin-left: 5px;\n}\n.btn-group > .btn:not(:first-child):not(:last-child):not(.dropdown-toggle) {\n  border-radius: 0;\n}\n.btn-group > .btn:first-child {\n  margin-left: 0;\n}\n.btn-group > .btn:first-child:not(:last-child):not(.dropdown-toggle) {\n  border-top-right-radius: 0;\n  border-bottom-right-radius: 0;\n}\n.btn-group > .btn:last-child:not(:first-child),\n.btn-group > .dropdown-toggle:not(:first-child) {\n  border-top-left-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.btn-group > .btn-group {\n  float: left;\n}\n.btn-group > .btn-group:not(:first-child):not(:last-child) > .btn {\n  border-radius: 0;\n}\n.btn-group > .btn-group:first-child:not(:last-child) > .btn:last-child,\n.btn-group > .btn-group:first-child:not(:last-child) > .dropdown-toggle {\n  border-top-right-radius: 0;\n  border-bottom-right-radius: 0;\n}\n.btn-group > .btn-group:last-child:not(:first-child) > .btn:first-child {\n  border-top-left-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.btn-group .dropdown-toggle:active,\n.btn-group.open .dropdown-toggle {\n  outline: 0;\n}\n.btn-group > .btn + .dropdown-toggle {\n  padding-right: 8px;\n  padding-left: 8px;\n}\n.btn-group > .btn-lg + .dropdown-toggle {\n  padding-right: 12px;\n  padding-left: 12px;\n}\n.btn-group.open .dropdown-toggle {\n  -webkit-box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n          box-shadow: inset 0 3px 5px rgba(0, 0, 0, .125);\n}\n.btn-group.open .dropdown-toggle.btn-link {\n  -webkit-box-shadow: none;\n          box-shadow: none;\n}\n.btn .caret {\n  margin-left: 0;\n}\n.btn-lg .caret {\n  border-width: 5px 5px 0;\n  border-bottom-width: 0;\n}\n.dropup .btn-lg .caret {\n  border-width: 0 5px 5px;\n}\n.btn-group-vertical > .btn,\n.btn-group-vertical > .btn-group,\n.btn-group-vertical > .btn-group > .btn {\n  display: block;\n  float: none;\n  width: 100%;\n  max-width: 100%;\n}\n.btn-group-vertical > .btn-group > .btn {\n  float: none;\n}\n.btn-group-vertical > .btn + .btn,\n.btn-group-vertical > .btn + .btn-group,\n.btn-group-vertical > .btn-group + .btn,\n.btn-group-vertical > .btn-group + .btn-group {\n  margin-top: -1px;\n  margin-left: 0;\n}\n.btn-group-vertical > .btn:not(:first-child):not(:last-child) {\n  border-radius: 0;\n}\n.btn-group-vertical > .btn:first-child:not(:last-child) {\n  border-top-left-radius: 4px;\n  border-top-right-radius: 4px;\n  border-bottom-right-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.btn-group-vertical > .btn:last-child:not(:first-child) {\n  border-top-left-radius: 0;\n  border-top-right-radius: 0;\n  border-bottom-right-radius: 4px;\n  border-bottom-left-radius: 4px;\n}\n.btn-group-vertical > .btn-group:not(:first-child):not(:last-child) > .btn {\n  border-radius: 0;\n}\n.btn-group-vertical > .btn-group:first-child:not(:last-child) > .btn:last-child,\n.btn-group-vertical > .btn-group:first-child:not(:last-child) > .dropdown-toggle {\n  border-bottom-right-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.btn-group-vertical > .btn-group:last-child:not(:first-child) > .btn:first-child {\n  border-top-left-radius: 0;\n  border-top-right-radius: 0;\n}\n.btn-group-justified {\n  display: table;\n  width: 100%;\n  table-layout: fixed;\n  border-collapse: separate;\n}\n.btn-group-justified > .btn,\n.btn-group-justified > .btn-group {\n  display: table-cell;\n  float: none;\n  width: 1%;\n}\n.btn-group-justified > .btn-group .btn {\n  width: 100%;\n}\n.btn-group-justified > .btn-group .dropdown-menu {\n  left: auto;\n}\n[data-toggle=\"buttons\"] > .btn input[type=\"radio\"],\n[data-toggle=\"buttons\"] > .btn-group > .btn input[type=\"radio\"],\n[data-toggle=\"buttons\"] > .btn input[type=\"checkbox\"],\n[data-toggle=\"buttons\"] > .btn-group > .btn input[type=\"checkbox\"] {\n  position: absolute;\n  clip: rect(0, 0, 0, 0);\n  pointer-events: none;\n}\n.input-group {\n  position: relative;\n  display: table;\n  border-collapse: separate;\n}\n.input-group[class*=\"col-\"] {\n  float: none;\n  padding-right: 0;\n  padding-left: 0;\n}\n.input-group .form-control {\n  position: relative;\n  z-index: 2;\n  float: left;\n  width: 100%;\n  margin-bottom: 0;\n}\n.input-group .form-control:focus {\n  z-index: 3;\n}\n.input-group-lg > .form-control,\n.input-group-lg > .input-group-addon,\n.input-group-lg > .input-group-btn > .btn {\n  height: 46px;\n  padding: 10px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n  border-radius: 6px;\n}\nselect.input-group-lg > .form-control,\nselect.input-group-lg > .input-group-addon,\nselect.input-group-lg > .input-group-btn > .btn {\n  height: 46px;\n  line-height: 46px;\n}\ntextarea.input-group-lg > .form-control,\ntextarea.input-group-lg > .input-group-addon,\ntextarea.input-group-lg > .input-group-btn > .btn,\nselect[multiple].input-group-lg > .form-control,\nselect[multiple].input-group-lg > .input-group-addon,\nselect[multiple].input-group-lg > .input-group-btn > .btn {\n  height: auto;\n}\n.input-group-sm > .form-control,\n.input-group-sm > .input-group-addon,\n.input-group-sm > .input-group-btn > .btn {\n  height: 30px;\n  padding: 5px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n  border-radius: 3px;\n}\nselect.input-group-sm > .form-control,\nselect.input-group-sm > .input-group-addon,\nselect.input-group-sm > .input-group-btn > .btn {\n  height: 30px;\n  line-height: 30px;\n}\ntextarea.input-group-sm > .form-control,\ntextarea.input-group-sm > .input-group-addon,\ntextarea.input-group-sm > .input-group-btn > .btn,\nselect[multiple].input-group-sm > .form-control,\nselect[multiple].input-group-sm > .input-group-addon,\nselect[multiple].input-group-sm > .input-group-btn > .btn {\n  height: auto;\n}\n.input-group-addon,\n.input-group-btn,\n.input-group .form-control {\n  display: table-cell;\n}\n.input-group-addon:not(:first-child):not(:last-child),\n.input-group-btn:not(:first-child):not(:last-child),\n.input-group .form-control:not(:first-child):not(:last-child) {\n  border-radius: 0;\n}\n.input-group-addon,\n.input-group-btn {\n  width: 1%;\n  white-space: nowrap;\n  vertical-align: middle;\n}\n.input-group-addon {\n  padding: 6px 12px;\n  font-size: 14px;\n  font-weight: normal;\n  line-height: 1;\n  color: #555;\n  text-align: center;\n  background-color: #eee;\n  border: 1px solid #ccc;\n  border-radius: 4px;\n}\n.input-group-addon.input-sm {\n  padding: 5px 10px;\n  font-size: 12px;\n  border-radius: 3px;\n}\n.input-group-addon.input-lg {\n  padding: 10px 16px;\n  font-size: 18px;\n  border-radius: 6px;\n}\n.input-group-addon input[type=\"radio\"],\n.input-group-addon input[type=\"checkbox\"] {\n  margin-top: 0;\n}\n.input-group .form-control:first-child,\n.input-group-addon:first-child,\n.input-group-btn:first-child > .btn,\n.input-group-btn:first-child > .btn-group > .btn,\n.input-group-btn:first-child > .dropdown-toggle,\n.input-group-btn:last-child > .btn:not(:last-child):not(.dropdown-toggle),\n.input-group-btn:last-child > .btn-group:not(:last-child) > .btn {\n  border-top-right-radius: 0;\n  border-bottom-right-radius: 0;\n}\n.input-group-addon:first-child {\n  border-right: 0;\n}\n.input-group .form-control:last-child,\n.input-group-addon:last-child,\n.input-group-btn:last-child > .btn,\n.input-group-btn:last-child > .btn-group > .btn,\n.input-group-btn:last-child > .dropdown-toggle,\n.input-group-btn:first-child > .btn:not(:first-child),\n.input-group-btn:first-child > .btn-group:not(:first-child) > .btn {\n  border-top-left-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.input-group-addon:last-child {\n  border-left: 0;\n}\n.input-group-btn {\n  position: relative;\n  font-size: 0;\n  white-space: nowrap;\n}\n.input-group-btn > .btn {\n  position: relative;\n}\n.input-group-btn > .btn + .btn {\n  margin-left: -1px;\n}\n.input-group-btn > .btn:hover,\n.input-group-btn > .btn:focus,\n.input-group-btn > .btn:active {\n  z-index: 2;\n}\n.input-group-btn:first-child > .btn,\n.input-group-btn:first-child > .btn-group {\n  margin-right: -1px;\n}\n.input-group-btn:last-child > .btn,\n.input-group-btn:last-child > .btn-group {\n  z-index: 2;\n  margin-left: -1px;\n}\n.nav {\n  padding-left: 0;\n  margin-bottom: 0;\n  list-style: none;\n}\n.nav > li {\n  position: relative;\n  display: block;\n}\n.nav > li > a {\n  position: relative;\n  display: block;\n  padding: 10px 15px;\n}\n.nav > li > a:hover,\n.nav > li > a:focus {\n  text-decoration: none;\n  background-color: #eee;\n}\n.nav > li.disabled > a {\n  color: #777;\n}\n.nav > li.disabled > a:hover,\n.nav > li.disabled > a:focus {\n  color: #777;\n  text-decoration: none;\n  cursor: not-allowed;\n  background-color: transparent;\n}\n.nav .open > a,\n.nav .open > a:hover,\n.nav .open > a:focus {\n  background-color: #eee;\n  border-color: #337ab7;\n}\n.nav .nav-divider {\n  height: 1px;\n  margin: 9px 0;\n  overflow: hidden;\n  background-color: #e5e5e5;\n}\n.nav > li > a > img {\n  max-width: none;\n}\n.nav-tabs {\n  border-bottom: 1px solid #ddd;\n}\n.nav-tabs > li {\n  float: left;\n  margin-bottom: -1px;\n}\n.nav-tabs > li > a {\n  margin-right: 2px;\n  line-height: 1.42857143;\n  border: 1px solid transparent;\n  border-radius: 4px 4px 0 0;\n}\n.nav-tabs > li > a:hover {\n  border-color: #eee #eee #ddd;\n}\n.nav-tabs > li.active > a,\n.nav-tabs > li.active > a:hover,\n.nav-tabs > li.active > a:focus {\n  color: #555;\n  cursor: default;\n  background-color: #fff;\n  border: 1px solid #ddd;\n  border-bottom-color: transparent;\n}\n.nav-tabs.nav-justified {\n  width: 100%;\n  border-bottom: 0;\n}\n.nav-tabs.nav-justified > li {\n  float: none;\n}\n.nav-tabs.nav-justified > li > a {\n  margin-bottom: 5px;\n  text-align: center;\n}\n.nav-tabs.nav-justified > .dropdown .dropdown-menu {\n  top: auto;\n  left: auto;\n}\n@media (min-width: 768px) {\n  .nav-tabs.nav-justified > li {\n    display: table-cell;\n    width: 1%;\n  }\n  .nav-tabs.nav-justified > li > a {\n    margin-bottom: 0;\n  }\n}\n.nav-tabs.nav-justified > li > a {\n  margin-right: 0;\n  border-radius: 4px;\n}\n.nav-tabs.nav-justified > .active > a,\n.nav-tabs.nav-justified > .active > a:hover,\n.nav-tabs.nav-justified > .active > a:focus {\n  border: 1px solid #ddd;\n}\n@media (min-width: 768px) {\n  .nav-tabs.nav-justified > li > a {\n    border-bottom: 1px solid #ddd;\n    border-radius: 4px 4px 0 0;\n  }\n  .nav-tabs.nav-justified > .active > a,\n  .nav-tabs.nav-justified > .active > a:hover,\n  .nav-tabs.nav-justified > .active > a:focus {\n    border-bottom-color: #fff;\n  }\n}\n.nav-pills > li {\n  float: left;\n}\n.nav-pills > li > a {\n  border-radius: 4px;\n}\n.nav-pills > li + li {\n  margin-left: 2px;\n}\n.nav-pills > li.active > a,\n.nav-pills > li.active > a:hover,\n.nav-pills > li.active > a:focus {\n  color: #fff;\n  background-color: #337ab7;\n}\n.nav-stacked > li {\n  float: none;\n}\n.nav-stacked > li + li {\n  margin-top: 2px;\n  margin-left: 0;\n}\n.nav-justified {\n  width: 100%;\n}\n.nav-justified > li {\n  float: none;\n}\n.nav-justified > li > a {\n  margin-bottom: 5px;\n  text-align: center;\n}\n.nav-justified > .dropdown .dropdown-menu {\n  top: auto;\n  left: auto;\n}\n@media (min-width: 768px) {\n  .nav-justified > li {\n    display: table-cell;\n    width: 1%;\n  }\n  .nav-justified > li > a {\n    margin-bottom: 0;\n  }\n}\n.nav-tabs-justified {\n  border-bottom: 0;\n}\n.nav-tabs-justified > li > a {\n  margin-right: 0;\n  border-radius: 4px;\n}\n.nav-tabs-justified > .active > a,\n.nav-tabs-justified > .active > a:hover,\n.nav-tabs-justified > .active > a:focus {\n  border: 1px solid #ddd;\n}\n@media (min-width: 768px) {\n  .nav-tabs-justified > li > a {\n    border-bottom: 1px solid #ddd;\n    border-radius: 4px 4px 0 0;\n  }\n  .nav-tabs-justified > .active > a,\n  .nav-tabs-justified > .active > a:hover,\n  .nav-tabs-justified > .active > a:focus {\n    border-bottom-color: #fff;\n  }\n}\n.tab-content > .tab-pane {\n  display: none;\n}\n.tab-content > .active {\n  display: block;\n}\n.nav-tabs .dropdown-menu {\n  margin-top: -1px;\n  border-top-left-radius: 0;\n  border-top-right-radius: 0;\n}\n.navbar {\n  position: relative;\n  min-height: 50px;\n  margin-bottom: 20px;\n  border: 1px solid transparent;\n}\n@media (min-width: 768px) {\n  .navbar {\n    border-radius: 4px;\n  }\n}\n@media (min-width: 768px) {\n  .navbar-header {\n    float: left;\n  }\n}\n.navbar-collapse {\n  padding-right: 15px;\n  padding-left: 15px;\n  overflow-x: visible;\n  -webkit-overflow-scrolling: touch;\n  border-top: 1px solid transparent;\n  -webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, .1);\n          box-shadow: inset 0 1px 0 rgba(255, 255, 255, .1);\n}\n.navbar-collapse.in {\n  overflow-y: auto;\n}\n@media (min-width: 768px) {\n  .navbar-collapse {\n    width: auto;\n    border-top: 0;\n    -webkit-box-shadow: none;\n            box-shadow: none;\n  }\n  .navbar-collapse.collapse {\n    display: block !important;\n    height: auto !important;\n    padding-bottom: 0;\n    overflow: visible !important;\n  }\n  .navbar-collapse.in {\n    overflow-y: visible;\n  }\n  .navbar-fixed-top .navbar-collapse,\n  .navbar-static-top .navbar-collapse,\n  .navbar-fixed-bottom .navbar-collapse {\n    padding-right: 0;\n    padding-left: 0;\n  }\n}\n.navbar-fixed-top .navbar-collapse,\n.navbar-fixed-bottom .navbar-collapse {\n  max-height: 340px;\n}\n@media (max-device-width: 480px) and (orientation: landscape) {\n  .navbar-fixed-top .navbar-collapse,\n  .navbar-fixed-bottom .navbar-collapse {\n    max-height: 200px;\n  }\n}\n.container > .navbar-header,\n.container-fluid > .navbar-header,\n.container > .navbar-collapse,\n.container-fluid > .navbar-collapse {\n  margin-right: -15px;\n  margin-left: -15px;\n}\n@media (min-width: 768px) {\n  .container > .navbar-header,\n  .container-fluid > .navbar-header,\n  .container > .navbar-collapse,\n  .container-fluid > .navbar-collapse {\n    margin-right: 0;\n    margin-left: 0;\n  }\n}\n.navbar-static-top {\n  z-index: 1000;\n  border-width: 0 0 1px;\n}\n@media (min-width: 768px) {\n  .navbar-static-top {\n    border-radius: 0;\n  }\n}\n.navbar-fixed-top,\n.navbar-fixed-bottom {\n  position: fixed;\n  right: 0;\n  left: 0;\n  z-index: 1030;\n}\n@media (min-width: 768px) {\n  .navbar-fixed-top,\n  .navbar-fixed-bottom {\n    border-radius: 0;\n  }\n}\n.navbar-fixed-top {\n  top: 0;\n  border-width: 0 0 1px;\n}\n.navbar-fixed-bottom {\n  bottom: 0;\n  margin-bottom: 0;\n  border-width: 1px 0 0;\n}\n.navbar-brand {\n  float: left;\n  height: 50px;\n  padding: 15px 15px;\n  font-size: 18px;\n  line-height: 20px;\n}\n.navbar-brand:hover,\n.navbar-brand:focus {\n  text-decoration: none;\n}\n.navbar-brand > img {\n  display: block;\n}\n@media (min-width: 768px) {\n  .navbar > .container .navbar-brand,\n  .navbar > .container-fluid .navbar-brand {\n    margin-left: -15px;\n  }\n}\n.navbar-toggle {\n  position: relative;\n  float: right;\n  padding: 9px 10px;\n  margin-top: 8px;\n  margin-right: 15px;\n  margin-bottom: 8px;\n  background-color: transparent;\n  background-image: none;\n  border: 1px solid transparent;\n  border-radius: 4px;\n}\n.navbar-toggle:focus {\n  outline: 0;\n}\n.navbar-toggle .icon-bar {\n  display: block;\n  width: 22px;\n  height: 2px;\n  border-radius: 1px;\n}\n.navbar-toggle .icon-bar + .icon-bar {\n  margin-top: 4px;\n}\n@media (min-width: 768px) {\n  .navbar-toggle {\n    display: none;\n  }\n}\n.navbar-nav {\n  margin: 7.5px -15px;\n}\n.navbar-nav > li > a {\n  padding-top: 10px;\n  padding-bottom: 10px;\n  line-height: 20px;\n}\n@media (max-width: 767px) {\n  .navbar-nav .open .dropdown-menu {\n    position: static;\n    float: none;\n    width: auto;\n    margin-top: 0;\n    background-color: transparent;\n    border: 0;\n    -webkit-box-shadow: none;\n            box-shadow: none;\n  }\n  .navbar-nav .open .dropdown-menu > li > a,\n  .navbar-nav .open .dropdown-menu .dropdown-header {\n    padding: 5px 15px 5px 25px;\n  }\n  .navbar-nav .open .dropdown-menu > li > a {\n    line-height: 20px;\n  }\n  .navbar-nav .open .dropdown-menu > li > a:hover,\n  .navbar-nav .open .dropdown-menu > li > a:focus {\n    background-image: none;\n  }\n}\n@media (min-width: 768px) {\n  .navbar-nav {\n    float: left;\n    margin: 0;\n  }\n  .navbar-nav > li {\n    float: left;\n  }\n  .navbar-nav > li > a {\n    padding-top: 15px;\n    padding-bottom: 15px;\n  }\n}\n.navbar-form {\n  padding: 10px 15px;\n  margin-top: 8px;\n  margin-right: -15px;\n  margin-bottom: 8px;\n  margin-left: -15px;\n  border-top: 1px solid transparent;\n  border-bottom: 1px solid transparent;\n  -webkit-box-shadow: inset 0 1px 0 rgba(255, 255, 255, .1), 0 1px 0 rgba(255, 255, 255, .1);\n          box-shadow: inset 0 1px 0 rgba(255, 255, 255, .1), 0 1px 0 rgba(255, 255, 255, .1);\n}\n@media (min-width: 768px) {\n  .navbar-form .form-group {\n    display: inline-block;\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .navbar-form .form-control {\n    display: inline-block;\n    width: auto;\n    vertical-align: middle;\n  }\n  .navbar-form .form-control-static {\n    display: inline-block;\n  }\n  .navbar-form .input-group {\n    display: inline-table;\n    vertical-align: middle;\n  }\n  .navbar-form .input-group .input-group-addon,\n  .navbar-form .input-group .input-group-btn,\n  .navbar-form .input-group .form-control {\n    width: auto;\n  }\n  .navbar-form .input-group > .form-control {\n    width: 100%;\n  }\n  .navbar-form .control-label {\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .navbar-form .radio,\n  .navbar-form .checkbox {\n    display: inline-block;\n    margin-top: 0;\n    margin-bottom: 0;\n    vertical-align: middle;\n  }\n  .navbar-form .radio label,\n  .navbar-form .checkbox label {\n    padding-left: 0;\n  }\n  .navbar-form .radio input[type=\"radio\"],\n  .navbar-form .checkbox input[type=\"checkbox\"] {\n    position: relative;\n    margin-left: 0;\n  }\n  .navbar-form .has-feedback .form-control-feedback {\n    top: 0;\n  }\n}\n@media (max-width: 767px) {\n  .navbar-form .form-group {\n    margin-bottom: 5px;\n  }\n  .navbar-form .form-group:last-child {\n    margin-bottom: 0;\n  }\n}\n@media (min-width: 768px) {\n  .navbar-form {\n    width: auto;\n    padding-top: 0;\n    padding-bottom: 0;\n    margin-right: 0;\n    margin-left: 0;\n    border: 0;\n    -webkit-box-shadow: none;\n            box-shadow: none;\n  }\n}\n.navbar-nav > li > .dropdown-menu {\n  margin-top: 0;\n  border-top-left-radius: 0;\n  border-top-right-radius: 0;\n}\n.navbar-fixed-bottom .navbar-nav > li > .dropdown-menu {\n  margin-bottom: 0;\n  border-top-left-radius: 4px;\n  border-top-right-radius: 4px;\n  border-bottom-right-radius: 0;\n  border-bottom-left-radius: 0;\n}\n.navbar-btn {\n  margin-top: 8px;\n  margin-bottom: 8px;\n}\n.navbar-btn.btn-sm {\n  margin-top: 10px;\n  margin-bottom: 10px;\n}\n.navbar-btn.btn-xs {\n  margin-top: 14px;\n  margin-bottom: 14px;\n}\n.navbar-text {\n  margin-top: 15px;\n  margin-bottom: 15px;\n}\n@media (min-width: 768px) {\n  .navbar-text {\n    float: left;\n    margin-right: 15px;\n    margin-left: 15px;\n  }\n}\n@media (min-width: 768px) {\n  .navbar-left {\n    float: left !important;\n  }\n  .navbar-right {\n    float: right !important;\n    margin-right: -15px;\n  }\n  .navbar-right ~ .navbar-right {\n    margin-right: 0;\n  }\n}\n.navbar-default {\n  background-color: #f8f8f8;\n  border-color: #e7e7e7;\n}\n.navbar-default .navbar-brand {\n  color: #777;\n}\n.navbar-default .navbar-brand:hover,\n.navbar-default .navbar-brand:focus {\n  color: #5e5e5e;\n  background-color: transparent;\n}\n.navbar-default .navbar-text {\n  color: #777;\n}\n.navbar-default .navbar-nav > li > a {\n  color: #777;\n}\n.navbar-default .navbar-nav > li > a:hover,\n.navbar-default .navbar-nav > li > a:focus {\n  color: #333;\n  background-color: transparent;\n}\n.navbar-default .navbar-nav > .active > a,\n.navbar-default .navbar-nav > .active > a:hover,\n.navbar-default .navbar-nav > .active > a:focus {\n  color: #555;\n  background-color: #e7e7e7;\n}\n.navbar-default .navbar-nav > .disabled > a,\n.navbar-default .navbar-nav > .disabled > a:hover,\n.navbar-default .navbar-nav > .disabled > a:focus {\n  color: #ccc;\n  background-color: transparent;\n}\n.navbar-default .navbar-toggle {\n  border-color: #ddd;\n}\n.navbar-default .navbar-toggle:hover,\n.navbar-default .navbar-toggle:focus {\n  background-color: #ddd;\n}\n.navbar-default .navbar-toggle .icon-bar {\n  background-color: #888;\n}\n.navbar-default .navbar-collapse,\n.navbar-default .navbar-form {\n  border-color: #e7e7e7;\n}\n.navbar-default .navbar-nav > .open > a,\n.navbar-default .navbar-nav > .open > a:hover,\n.navbar-default .navbar-nav > .open > a:focus {\n  color: #555;\n  background-color: #e7e7e7;\n}\n@media (max-width: 767px) {\n  .navbar-default .navbar-nav .open .dropdown-menu > li > a {\n    color: #777;\n  }\n  .navbar-default .navbar-nav .open .dropdown-menu > li > a:hover,\n  .navbar-default .navbar-nav .open .dropdown-menu > li > a:focus {\n    color: #333;\n    background-color: transparent;\n  }\n  .navbar-default .navbar-nav .open .dropdown-menu > .active > a,\n  .navbar-default .navbar-nav .open .dropdown-menu > .active > a:hover,\n  .navbar-default .navbar-nav .open .dropdown-menu > .active > a:focus {\n    color: #555;\n    background-color: #e7e7e7;\n  }\n  .navbar-default .navbar-nav .open .dropdown-menu > .disabled > a,\n  .navbar-default .navbar-nav .open .dropdown-menu > .disabled > a:hover,\n  .navbar-default .navbar-nav .open .dropdown-menu > .disabled > a:focus {\n    color: #ccc;\n    background-color: transparent;\n  }\n}\n.navbar-default .navbar-link {\n  color: #777;\n}\n.navbar-default .navbar-link:hover {\n  color: #333;\n}\n.navbar-default .btn-link {\n  color: #777;\n}\n.navbar-default .btn-link:hover,\n.navbar-default .btn-link:focus {\n  color: #333;\n}\n.navbar-default .btn-link[disabled]:hover,\nfieldset[disabled] .navbar-default .btn-link:hover,\n.navbar-default .btn-link[disabled]:focus,\nfieldset[disabled] .navbar-default .btn-link:focus {\n  color: #ccc;\n}\n.navbar-inverse {\n  background-color: #222;\n  border-color: #080808;\n}\n.navbar-inverse .navbar-brand {\n  color: #9d9d9d;\n}\n.navbar-inverse .navbar-brand:hover,\n.navbar-inverse .navbar-brand:focus {\n  color: #fff;\n  background-color: transparent;\n}\n.navbar-inverse .navbar-text {\n  color: #9d9d9d;\n}\n.navbar-inverse .navbar-nav > li > a {\n  color: #9d9d9d;\n}\n.navbar-inverse .navbar-nav > li > a:hover,\n.navbar-inverse .navbar-nav > li > a:focus {\n  color: #fff;\n  background-color: transparent;\n}\n.navbar-inverse .navbar-nav > .active > a,\n.navbar-inverse .navbar-nav > .active > a:hover,\n.navbar-inverse .navbar-nav > .active > a:focus {\n  color: #fff;\n  background-color: #080808;\n}\n.navbar-inverse .navbar-nav > .disabled > a,\n.navbar-inverse .navbar-nav > .disabled > a:hover,\n.navbar-inverse .navbar-nav > .disabled > a:focus {\n  color: #444;\n  background-color: transparent;\n}\n.navbar-inverse .navbar-toggle {\n  border-color: #333;\n}\n.navbar-inverse .navbar-toggle:hover,\n.navbar-inverse .navbar-toggle:focus {\n  background-color: #333;\n}\n.navbar-inverse .navbar-toggle .icon-bar {\n  background-color: #fff;\n}\n.navbar-inverse .navbar-collapse,\n.navbar-inverse .navbar-form {\n  border-color: #101010;\n}\n.navbar-inverse .navbar-nav > .open > a,\n.navbar-inverse .navbar-nav > .open > a:hover,\n.navbar-inverse .navbar-nav > .open > a:focus {\n  color: #fff;\n  background-color: #080808;\n}\n@media (max-width: 767px) {\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .dropdown-header {\n    border-color: #080808;\n  }\n  .navbar-inverse .navbar-nav .open .dropdown-menu .divider {\n    background-color: #080808;\n  }\n  .navbar-inverse .navbar-nav .open .dropdown-menu > li > a {\n    color: #9d9d9d;\n  }\n  .navbar-inverse .navbar-nav .open .dropdown-menu > li > a:hover,\n  .navbar-inverse .navbar-nav .open .dropdown-menu > li > a:focus {\n    color: #fff;\n    background-color: transparent;\n  }\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .active > a,\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .active > a:hover,\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .active > a:focus {\n    color: #fff;\n    background-color: #080808;\n  }\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .disabled > a,\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .disabled > a:hover,\n  .navbar-inverse .navbar-nav .open .dropdown-menu > .disabled > a:focus {\n    color: #444;\n    background-color: transparent;\n  }\n}\n.navbar-inverse .navbar-link {\n  color: #9d9d9d;\n}\n.navbar-inverse .navbar-link:hover {\n  color: #fff;\n}\n.navbar-inverse .btn-link {\n  color: #9d9d9d;\n}\n.navbar-inverse .btn-link:hover,\n.navbar-inverse .btn-link:focus {\n  color: #fff;\n}\n.navbar-inverse .btn-link[disabled]:hover,\nfieldset[disabled] .navbar-inverse .btn-link:hover,\n.navbar-inverse .btn-link[disabled]:focus,\nfieldset[disabled] .navbar-inverse .btn-link:focus {\n  color: #444;\n}\n.breadcrumb {\n  padding: 8px 15px;\n  margin-bottom: 20px;\n  list-style: none;\n  background-color: #f5f5f5;\n  border-radius: 4px;\n}\n.breadcrumb > li {\n  display: inline-block;\n}\n.breadcrumb > li + li:before {\n  padding: 0 5px;\n  color: #ccc;\n  content: \"/\\00a0\";\n}\n.breadcrumb > .active {\n  color: #777;\n}\n.pagination {\n  display: inline-block;\n  padding-left: 0;\n  margin: 20px 0;\n  border-radius: 4px;\n}\n.pagination > li {\n  display: inline;\n}\n.pagination > li > a,\n.pagination > li > span {\n  position: relative;\n  float: left;\n  padding: 6px 12px;\n  margin-left: -1px;\n  line-height: 1.42857143;\n  color: #337ab7;\n  text-decoration: none;\n  background-color: #fff;\n  border: 1px solid #ddd;\n}\n.pagination > li:first-child > a,\n.pagination > li:first-child > span {\n  margin-left: 0;\n  border-top-left-radius: 4px;\n  border-bottom-left-radius: 4px;\n}\n.pagination > li:last-child > a,\n.pagination > li:last-child > span {\n  border-top-right-radius: 4px;\n  border-bottom-right-radius: 4px;\n}\n.pagination > li > a:hover,\n.pagination > li > span:hover,\n.pagination > li > a:focus,\n.pagination > li > span:focus {\n  z-index: 2;\n  color: #23527c;\n  background-color: #eee;\n  border-color: #ddd;\n}\n.pagination > .active > a,\n.pagination > .active > span,\n.pagination > .active > a:hover,\n.pagination > .active > span:hover,\n.pagination > .active > a:focus,\n.pagination > .active > span:focus {\n  z-index: 3;\n  color: #fff;\n  cursor: default;\n  background-color: #337ab7;\n  border-color: #337ab7;\n}\n.pagination > .disabled > span,\n.pagination > .disabled > span:hover,\n.pagination > .disabled > span:focus,\n.pagination > .disabled > a,\n.pagination > .disabled > a:hover,\n.pagination > .disabled > a:focus {\n  color: #777;\n  cursor: not-allowed;\n  background-color: #fff;\n  border-color: #ddd;\n}\n.pagination-lg > li > a,\n.pagination-lg > li > span {\n  padding: 10px 16px;\n  font-size: 18px;\n  line-height: 1.3333333;\n}\n.pagination-lg > li:first-child > a,\n.pagination-lg > li:first-child > span {\n  border-top-left-radius: 6px;\n  border-bottom-left-radius: 6px;\n}\n.pagination-lg > li:last-child > a,\n.pagination-lg > li:last-child > span {\n  border-top-right-radius: 6px;\n  border-bottom-right-radius: 6px;\n}\n.pagination-sm > li > a,\n.pagination-sm > li > span {\n  padding: 5px 10px;\n  font-size: 12px;\n  line-height: 1.5;\n}\n.pagination-sm > li:first-child > a,\n.pagination-sm > li:first-child > span {\n  border-top-left-radius: 3px;\n  border-bottom-left-radius: 3px;\n}\n.pagination-sm > li:last-child > a,\n.pagination-sm > li:last-child > span {\n  border-top-right-radius: 3px;\n  border-bottom-right-radius: 3px;\n}\n.pager {\n  padding-left: 0;\n  margin: 20px 0;\n  text-align: center;\n  list-style: none;\n}\n.pager li {\n  display: inline;\n}\n.pager li > a,\n.pager li > span {\n  display: inline-block;\n  padding: 5px 14px;\n  background-color: #fff;\n  border: 1px solid #ddd;\n  border-radius: 15px;\n}\n.pager li > a:hover,\n.pager li > a:focus {\n  text-decoration: none;\n  background-color: #eee;\n}\n.pager .next > a,\n.pager .next > span {\n  float: right;\n}\n.pager .previous > a,\n.pager .previous > span {\n  float: left;\n}\n.pager .disabled > a,\n.pager .disabled > a:hover,\n.pager .disabled > a:focus,\n.pager .disabled > span {\n  color: #777;\n  cursor: not-allowed;\n  background-color: #fff;\n}\n.label {\n  display: inline;\n  padding: .2em .6em .3em;\n  font-size: 75%;\n  font-weight: bold;\n  line-height: 1;\n  color: #fff;\n  text-align: center;\n  white-space: nowrap;\n  vertical-align: baseline;\n  border-radius: .25em;\n}\na.label:hover,\na.label:focus {\n  color: #fff;\n  text-decoration: none;\n  cursor: pointer;\n}\n.label:empty {\n  display: none;\n}\n.btn .label {\n  position: relative;\n  top: -1px;\n}\n.label-default {\n  background-color: #777;\n}\n.label-default[href]:hover,\n.label-default[href]:focus {\n  background-color: #5e5e5e;\n}\n.label-primary {\n  background-color: #337ab7;\n}\n.label-primary[href]:hover,\n.label-primary[href]:focus {\n  background-color: #286090;\n}\n.label-success {\n  background-color: #5cb85c;\n}\n.label-success[href]:hover,\n.label-success[href]:focus {\n  background-color: #449d44;\n}\n.label-info {\n  background-color: #5bc0de;\n}\n.label-info[href]:hover,\n.label-info[href]:focus {\n  background-color: #31b0d5;\n}\n.label-warning {\n  background-color: #f0ad4e;\n}\n.label-warning[href]:hover,\n.label-warning[href]:focus {\n  background-color: #ec971f;\n}\n.label-danger {\n  background-color: #d9534f;\n}\n.label-danger[href]:hover,\n.label-danger[href]:focus {\n  background-color: #c9302c;\n}\n.badge {\n  display: inline-block;\n  min-width: 10px;\n  padding: 3px 7px;\n  font-size: 12px;\n  font-weight: bold;\n  line-height: 1;\n  color: #fff;\n  text-align: center;\n  white-space: nowrap;\n  vertical-align: middle;\n  background-color: #777;\n  border-radius: 10px;\n}\n.badge:empty {\n  display: none;\n}\n.btn .badge {\n  position: relative;\n  top: -1px;\n}\n.btn-xs .badge,\n.btn-group-xs > .btn .badge {\n  top: 0;\n  padding: 1px 5px;\n}\na.badge:hover,\na.badge:focus {\n  color: #fff;\n  text-decoration: none;\n  cursor: pointer;\n}\n.list-group-item.active > .badge,\n.nav-pills > .active > a > .badge {\n  color: #337ab7;\n  background-color: #fff;\n}\n.list-group-item > .badge {\n  float: right;\n}\n.list-group-item > .badge + .badge {\n  margin-right: 5px;\n}\n.nav-pills > li > a > .badge {\n  margin-left: 3px;\n}\n.jumbotron {\n  padding-top: 30px;\n  padding-bottom: 30px;\n  margin-bottom: 30px;\n  color: inherit;\n  background-color: #eee;\n}\n.jumbotron h1,\n.jumbotron .h1 {\n  color: inherit;\n}\n.jumbotron p {\n  margin-bottom: 15px;\n  font-size: 21px;\n  font-weight: 200;\n}\n.jumbotron > hr {\n  border-top-color: #d5d5d5;\n}\n.container .jumbotron,\n.container-fluid .jumbotron {\n  padding-right: 15px;\n  padding-left: 15px;\n  border-radius: 6px;\n}\n.jumbotron .container {\n  max-width: 100%;\n}\n@media screen and (min-width: 768px) {\n  .jumbotron {\n    padding-top: 48px;\n    padding-bottom: 48px;\n  }\n  .container .jumbotron,\n  .container-fluid .jumbotron {\n    padding-right: 60px;\n    padding-left: 60px;\n  }\n  .jumbotron h1,\n  .jumbotron .h1 {\n    font-size: 63px;\n  }\n}\n.thumbnail {\n  display: block;\n  padding: 4px;\n  margin-bottom: 20px;\n  line-height: 1.42857143;\n  background-color: #fff;\n  border: 1px solid #ddd;\n  border-radius: 4px;\n  -webkit-transition: border .2s ease-in-out;\n       -o-transition: border .2s ease-in-out;\n          transition: border .2s ease-in-out;\n}\n.thumbnail > img,\n.thumbnail a > img {\n  margin-right: auto;\n  margin-left: auto;\n}\na.thumbnail:hover,\na.thumbnail:focus,\na.thumbnail.active {\n  border-color: #337ab7;\n}\n.thumbnail .caption {\n  padding: 9px;\n  color: #333;\n}\n.alert {\n  padding: 15px;\n  margin-bottom: 20px;\n  border: 1px solid transparent;\n  border-radius: 4px;\n}\n.alert h4 {\n  margin-top: 0;\n  color: inherit;\n}\n.alert .alert-link {\n  font-weight: bold;\n}\n.alert > p,\n.alert > ul {\n  margin-bottom: 0;\n}\n.alert > p + p {\n  margin-top: 5px;\n}\n.alert-dismissable,\n.alert-dismissible {\n  padding-right: 35px;\n}\n.alert-dismissable .close,\n.alert-dismissible .close {\n  position: relative;\n  top: -2px;\n  right: -21px;\n  color: inherit;\n}\n.alert-success {\n  color: #3c763d;\n  background-color: #dff0d8;\n  border-color: #d6e9c6;\n}\n.alert-success hr {\n  border-top-color: #c9e2b3;\n}\n.alert-success .alert-link {\n  color: #2b542c;\n}\n.alert-info {\n  color: #31708f;\n  background-color: #d9edf7;\n  border-color: #bce8f1;\n}\n.alert-info hr {\n  border-top-color: #a6e1ec;\n}\n.alert-info .alert-link {\n  color: #245269;\n}\n.alert-warning {\n  color: #8a6d3b;\n  background-color: #fcf8e3;\n  border-color: #faebcc;\n}\n.alert-warning hr {\n  border-top-color: #f7e1b5;\n}\n.alert-warning .alert-link {\n  color: #66512c;\n}\n.alert-danger {\n  color: #a94442;\n  background-color: #f2dede;\n  border-color: #ebccd1;\n}\n.alert-danger hr {\n  border-top-color: #e4b9c0;\n}\n.alert-danger .alert-link {\n  color: #843534;\n}\n@-webkit-keyframes progress-bar-stripes {\n  from {\n    background-position: 40px 0;\n  }\n  to {\n    background-position: 0 0;\n  }\n}\n@-o-keyframes progress-bar-stripes {\n  from {\n    background-position: 40px 0;\n  }\n  to {\n    background-position: 0 0;\n  }\n}\n@keyframes progress-bar-stripes {\n  from {\n    background-position: 40px 0;\n  }\n  to {\n    background-position: 0 0;\n  }\n}\n.progress {\n  height: 20px;\n  margin-bottom: 20px;\n  overflow: hidden;\n  background-color: #f5f5f5;\n  border-radius: 4px;\n  -webkit-box-shadow: inset 0 1px 2px rgba(0, 0, 0, .1);\n          box-shadow: inset 0 1px 2px rgba(0, 0, 0, .1);\n}\n.progress-bar {\n  float: left;\n  width: 0;\n  height: 100%;\n  font-size: 12px;\n  line-height: 20px;\n  color: #fff;\n  text-align: center;\n  background-color: #337ab7;\n  -webkit-box-shadow: inset 0 -1px 0 rgba(0, 0, 0, .15);\n          box-shadow: inset 0 -1px 0 rgba(0, 0, 0, .15);\n  -webkit-transition: width .6s ease;\n       -o-transition: width .6s ease;\n          transition: width .6s ease;\n}\n.progress-striped .progress-bar,\n.progress-bar-striped {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  -webkit-background-size: 40px 40px;\n          background-size: 40px 40px;\n}\n.progress.active .progress-bar,\n.progress-bar.active {\n  -webkit-animation: progress-bar-stripes 2s linear infinite;\n       -o-animation: progress-bar-stripes 2s linear infinite;\n          animation: progress-bar-stripes 2s linear infinite;\n}\n.progress-bar-success {\n  background-color: #5cb85c;\n}\n.progress-striped .progress-bar-success {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n}\n.progress-bar-info {\n  background-color: #5bc0de;\n}\n.progress-striped .progress-bar-info {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n}\n.progress-bar-warning {\n  background-color: #f0ad4e;\n}\n.progress-striped .progress-bar-warning {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n}\n.progress-bar-danger {\n  background-color: #d9534f;\n}\n.progress-striped .progress-bar-danger {\n  background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:      -o-linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n  background-image:         linear-gradient(45deg, rgba(255, 255, 255, .15) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%, transparent 75%, transparent);\n}\n.media {\n  margin-top: 15px;\n}\n.media:first-child {\n  margin-top: 0;\n}\n.media,\n.media-body {\n  overflow: hidden;\n  zoom: 1;\n}\n.media-body {\n  width: 10000px;\n}\n.media-object {\n  display: block;\n}\n.media-object.img-thumbnail {\n  max-width: none;\n}\n.media-right,\n.media > .pull-right {\n  padding-left: 10px;\n}\n.media-left,\n.media > .pull-left {\n  padding-right: 10px;\n}\n.media-left,\n.media-right,\n.media-body {\n  display: table-cell;\n  vertical-align: top;\n}\n.media-middle {\n  vertical-align: middle;\n}\n.media-bottom {\n  vertical-align: bottom;\n}\n.media-heading {\n  margin-top: 0;\n  margin-bottom: 5px;\n}\n.media-list {\n  padding-left: 0;\n  list-style: none;\n}\n.list-group {\n  padding-left: 0;\n  margin-bottom: 20px;\n}\n.list-group-item {\n  position: relative;\n  display: block;\n  padding: 10px 15px;\n  margin-bottom: -1px;\n  background-color: #fff;\n  border: 1px solid #ddd;\n}\n.list-group-item:first-child {\n  border-top-left-radius: 4px;\n  border-top-right-radius: 4px;\n}\n.list-group-item:last-child {\n  margin-bottom: 0;\n  border-bottom-right-radius: 4px;\n  border-bottom-left-radius: 4px;\n}\na.list-group-item,\nbutton.list-group-item {\n  color: #555;\n}\na.list-group-item .list-group-item-heading,\nbutton.list-group-item .list-group-item-heading {\n  color: #333;\n}\na.list-group-item:hover,\nbutton.list-group-item:hover,\na.list-group-item:focus,\nbutton.list-group-item:focus {\n  color: #555;\n  text-decoration: none;\n  background-color: #f5f5f5;\n}\nbutton.list-group-item {\n  width: 100%;\n  text-align: left;\n}\n.list-group-item.disabled,\n.list-group-item.disabled:hover,\n.list-group-item.disabled:focus {\n  color: #777;\n  cursor: not-allowed;\n  background-color: #eee;\n}\n.list-group-item.disabled .list-group-item-heading,\n.list-group-item.disabled:hover .list-group-item-heading,\n.list-group-item.disabled:focus .list-group-item-heading {\n  color: inherit;\n}\n.list-group-item.disabled .list-group-item-text,\n.list-group-item.disabled:hover .list-group-item-text,\n.list-group-item.disabled:focus .list-group-item-text {\n  color: #777;\n}\n.list-group-item.active,\n.list-group-item.active:hover,\n.list-group-item.active:focus {\n  z-index: 2;\n  color: #fff;\n  background-color: #337ab7;\n  border-color: #337ab7;\n}\n.list-group-item.active .list-group-item-heading,\n.list-group-item.active:hover .list-group-item-heading,\n.list-group-item.active:focus .list-group-item-heading,\n.list-group-item.active .list-group-item-heading > small,\n.list-group-item.active:hover .list-group-item-heading > small,\n.list-group-item.active:focus .list-group-item-heading > small,\n.list-group-item.active .list-group-item-heading > .small,\n.list-group-item.active:hover .list-group-item-heading > .small,\n.list-group-item.active:focus .list-group-item-heading > .small {\n  color: inherit;\n}\n.list-group-item.active .list-group-item-text,\n.list-group-item.active:hover .list-group-item-text,\n.list-group-item.active:focus .list-group-item-text {\n  color: #c7ddef;\n}\n.list-group-item-success {\n  color: #3c763d;\n  background-color: #dff0d8;\n}\na.list-group-item-success,\nbutton.list-group-item-success {\n  color: #3c763d;\n}\na.list-group-item-success .list-group-item-heading,\nbutton.list-group-item-success .list-group-item-heading {\n  color: inherit;\n}\na.list-group-item-success:hover,\nbutton.list-group-item-success:hover,\na.list-group-item-success:focus,\nbutton.list-group-item-success:focus {\n  color: #3c763d;\n  background-color: #d0e9c6;\n}\na.list-group-item-success.active,\nbutton.list-group-item-success.active,\na.list-group-item-success.active:hover,\nbutton.list-group-item-success.active:hover,\na.list-group-item-success.active:focus,\nbutton.list-group-item-success.active:focus {\n  color: #fff;\n  background-color: #3c763d;\n  border-color: #3c763d;\n}\n.list-group-item-info {\n  color: #31708f;\n  background-color: #d9edf7;\n}\na.list-group-item-info,\nbutton.list-group-item-info {\n  color: #31708f;\n}\na.list-group-item-info .list-group-item-heading,\nbutton.list-group-item-info .list-group-item-heading {\n  color: inherit;\n}\na.list-group-item-info:hover,\nbutton.list-group-item-info:hover,\na.list-group-item-info:focus,\nbutton.list-group-item-info:focus {\n  color: #31708f;\n  background-color: #c4e3f3;\n}\na.list-group-item-info.active,\nbutton.list-group-item-info.active,\na.list-group-item-info.active:hover,\nbutton.list-group-item-info.active:hover,\na.list-group-item-info.active:focus,\nbutton.list-group-item-info.active:focus {\n  color: #fff;\n  background-color: #31708f;\n  border-color: #31708f;\n}\n.list-group-item-warning {\n  color: #8a6d3b;\n  background-color: #fcf8e3;\n}\na.list-group-item-warning,\nbutton.list-group-item-warning {\n  color: #8a6d3b;\n}\na.list-group-item-warning .list-group-item-heading,\nbutton.list-group-item-warning .list-group-item-heading {\n  color: inherit;\n}\na.list-group-item-warning:hover,\nbutton.list-group-item-warning:hover,\na.list-group-item-warning:focus,\nbutton.list-group-item-warning:focus {\n  color: #8a6d3b;\n  background-color: #faf2cc;\n}\na.list-group-item-warning.active,\nbutton.list-group-item-warning.active,\na.list-group-item-warning.active:hover,\nbutton.list-group-item-warning.active:hover,\na.list-group-item-warning.active:focus,\nbutton.list-group-item-warning.active:focus {\n  color: #fff;\n  background-color: #8a6d3b;\n  border-color: #8a6d3b;\n}\n.list-group-item-danger {\n  color: #a94442;\n  background-color: #f2dede;\n}\na.list-group-item-danger,\nbutton.list-group-item-danger {\n  color: #a94442;\n}\na.list-group-item-danger .list-group-item-heading,\nbutton.list-group-item-danger .list-group-item-heading {\n  color: inherit;\n}\na.list-group-item-danger:hover,\nbutton.list-group-item-danger:hover,\na.list-group-item-danger:focus,\nbutton.list-group-item-danger:focus {\n  color: #a94442;\n  background-color: #ebcccc;\n}\na.list-group-item-danger.active,\nbutton.list-group-item-danger.active,\na.list-group-item-danger.active:hover,\nbutton.list-group-item-danger.active:hover,\na.list-group-item-danger.active:focus,\nbutton.list-group-item-danger.active:focus {\n  color: #fff;\n  background-color: #a94442;\n  border-color: #a94442;\n}\n.list-group-item-heading {\n  margin-top: 0;\n  margin-bottom: 5px;\n}\n.list-group-item-text {\n  margin-bottom: 0;\n  line-height: 1.3;\n}\n.panel {\n  margin-bottom: 20px;\n  background-color: #fff;\n  border: 1px solid transparent;\n  border-radius: 4px;\n  -webkit-box-shadow: 0 1px 1px rgba(0, 0, 0, .05);\n          box-shadow: 0 1px 1px rgba(0, 0, 0, .05);\n}\n.panel-body {\n  padding: 15px;\n}\n.panel-heading {\n  padding: 10px 15px;\n  border-bottom: 1px solid transparent;\n  border-top-left-radius: 3px;\n  border-top-right-radius: 3px;\n}\n.panel-heading > .dropdown .dropdown-toggle {\n  color: inherit;\n}\n.panel-title {\n  margin-top: 0;\n  margin-bottom: 0;\n  font-size: 16px;\n  color: inherit;\n}\n.panel-title > a,\n.panel-title > small,\n.panel-title > .small,\n.panel-title > small > a,\n.panel-title > .small > a {\n  color: inherit;\n}\n.panel-footer {\n  padding: 10px 15px;\n  background-color: #f5f5f5;\n  border-top: 1px solid #ddd;\n  border-bottom-right-radius: 3px;\n  border-bottom-left-radius: 3px;\n}\n.panel > .list-group,\n.panel > .panel-collapse > .list-group {\n  margin-bottom: 0;\n}\n.panel > .list-group .list-group-item,\n.panel > .panel-collapse > .list-group .list-group-item {\n  border-width: 1px 0;\n  border-radius: 0;\n}\n.panel > .list-group:first-child .list-group-item:first-child,\n.panel > .panel-collapse > .list-group:first-child .list-group-item:first-child {\n  border-top: 0;\n  border-top-left-radius: 3px;\n  border-top-right-radius: 3px;\n}\n.panel > .list-group:last-child .list-group-item:last-child,\n.panel > .panel-collapse > .list-group:last-child .list-group-item:last-child {\n  border-bottom: 0;\n  border-bottom-right-radius: 3px;\n  border-bottom-left-radius: 3px;\n}\n.panel > .panel-heading + .panel-collapse > .list-group .list-group-item:first-child {\n  border-top-left-radius: 0;\n  border-top-right-radius: 0;\n}\n.panel-heading + .list-group .list-group-item:first-child {\n  border-top-width: 0;\n}\n.list-group + .panel-footer {\n  border-top-width: 0;\n}\n.panel > .table,\n.panel > .table-responsive > .table,\n.panel > .panel-collapse > .table {\n  margin-bottom: 0;\n}\n.panel > .table caption,\n.panel > .table-responsive > .table caption,\n.panel > .panel-collapse > .table caption {\n  padding-right: 15px;\n  padding-left: 15px;\n}\n.panel > .table:first-child,\n.panel > .table-responsive:first-child > .table:first-child {\n  border-top-left-radius: 3px;\n  border-top-right-radius: 3px;\n}\n.panel > .table:first-child > thead:first-child > tr:first-child,\n.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child,\n.panel > .table:first-child > tbody:first-child > tr:first-child,\n.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child {\n  border-top-left-radius: 3px;\n  border-top-right-radius: 3px;\n}\n.panel > .table:first-child > thead:first-child > tr:first-child td:first-child,\n.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child td:first-child,\n.panel > .table:first-child > tbody:first-child > tr:first-child td:first-child,\n.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child td:first-child,\n.panel > .table:first-child > thead:first-child > tr:first-child th:first-child,\n.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child th:first-child,\n.panel > .table:first-child > tbody:first-child > tr:first-child th:first-child,\n.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child th:first-child {\n  border-top-left-radius: 3px;\n}\n.panel > .table:first-child > thead:first-child > tr:first-child td:last-child,\n.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child td:last-child,\n.panel > .table:first-child > tbody:first-child > tr:first-child td:last-child,\n.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child td:last-child,\n.panel > .table:first-child > thead:first-child > tr:first-child th:last-child,\n.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child th:last-child,\n.panel > .table:first-child > tbody:first-child > tr:first-child th:last-child,\n.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child th:last-child {\n  border-top-right-radius: 3px;\n}\n.panel > .table:last-child,\n.panel > .table-responsive:last-child > .table:last-child {\n  border-bottom-right-radius: 3px;\n  border-bottom-left-radius: 3px;\n}\n.panel > .table:last-child > tbody:last-child > tr:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child,\n.panel > .table:last-child > tfoot:last-child > tr:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child {\n  border-bottom-right-radius: 3px;\n  border-bottom-left-radius: 3px;\n}\n.panel > .table:last-child > tbody:last-child > tr:last-child td:first-child,\n.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child td:first-child,\n.panel > .table:last-child > tfoot:last-child > tr:last-child td:first-child,\n.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child td:first-child,\n.panel > .table:last-child > tbody:last-child > tr:last-child th:first-child,\n.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child th:first-child,\n.panel > .table:last-child > tfoot:last-child > tr:last-child th:first-child,\n.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child th:first-child {\n  border-bottom-left-radius: 3px;\n}\n.panel > .table:last-child > tbody:last-child > tr:last-child td:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child td:last-child,\n.panel > .table:last-child > tfoot:last-child > tr:last-child td:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child td:last-child,\n.panel > .table:last-child > tbody:last-child > tr:last-child th:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child th:last-child,\n.panel > .table:last-child > tfoot:last-child > tr:last-child th:last-child,\n.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child th:last-child {\n  border-bottom-right-radius: 3px;\n}\n.panel > .panel-body + .table,\n.panel > .panel-body + .table-responsive,\n.panel > .table + .panel-body,\n.panel > .table-responsive + .panel-body {\n  border-top: 1px solid #ddd;\n}\n.panel > .table > tbody:first-child > tr:first-child th,\n.panel > .table > tbody:first-child > tr:first-child td {\n  border-top: 0;\n}\n.panel > .table-bordered,\n.panel > .table-responsive > .table-bordered {\n  border: 0;\n}\n.panel > .table-bordered > thead > tr > th:first-child,\n.panel > .table-responsive > .table-bordered > thead > tr > th:first-child,\n.panel > .table-bordered > tbody > tr > th:first-child,\n.panel > .table-responsive > .table-bordered > tbody > tr > th:first-child,\n.panel > .table-bordered > tfoot > tr > th:first-child,\n.panel > .table-responsive > .table-bordered > tfoot > tr > th:first-child,\n.panel > .table-bordered > thead > tr > td:first-child,\n.panel > .table-responsive > .table-bordered > thead > tr > td:first-child,\n.panel > .table-bordered > tbody > tr > td:first-child,\n.panel > .table-responsive > .table-bordered > tbody > tr > td:first-child,\n.panel > .table-bordered > tfoot > tr > td:first-child,\n.panel > .table-responsive > .table-bordered > tfoot > tr > td:first-child {\n  border-left: 0;\n}\n.panel > .table-bordered > thead > tr > th:last-child,\n.panel > .table-responsive > .table-bordered > thead > tr > th:last-child,\n.panel > .table-bordered > tbody > tr > th:last-child,\n.panel > .table-responsive > .table-bordered > tbody > tr > th:last-child,\n.panel > .table-bordered > tfoot > tr > th:last-child,\n.panel > .table-responsive > .table-bordered > tfoot > tr > th:last-child,\n.panel > .table-bordered > thead > tr > td:last-child,\n.panel > .table-responsive > .table-bordered > thead > tr > td:last-child,\n.panel > .table-bordered > tbody > tr > td:last-child,\n.panel > .table-responsive > .table-bordered > tbody > tr > td:last-child,\n.panel > .table-bordered > tfoot > tr > td:last-child,\n.panel > .table-responsive > .table-bordered > tfoot > tr > td:last-child {\n  border-right: 0;\n}\n.panel > .table-bordered > thead > tr:first-child > td,\n.panel > .table-responsive > .table-bordered > thead > tr:first-child > td,\n.panel > .table-bordered > tbody > tr:first-child > td,\n.panel > .table-responsive > .table-bordered > tbody > tr:first-child > td,\n.panel > .table-bordered > thead > tr:first-child > th,\n.panel > .table-responsive > .table-bordered > thead > tr:first-child > th,\n.panel > .table-bordered > tbody > tr:first-child > th,\n.panel > .table-responsive > .table-bordered > tbody > tr:first-child > th {\n  border-bottom: 0;\n}\n.panel > .table-bordered > tbody > tr:last-child > td,\n.panel > .table-responsive > .table-bordered > tbody > tr:last-child > td,\n.panel > .table-bordered > tfoot > tr:last-child > td,\n.panel > .table-responsive > .table-bordered > tfoot > tr:last-child > td,\n.panel > .table-bordered > tbody > tr:last-child > th,\n.panel > .table-responsive > .table-bordered > tbody > tr:last-child > th,\n.panel > .table-bordered > tfoot > tr:last-child > th,\n.panel > .table-responsive > .table-bordered > tfoot > tr:last-child > th {\n  border-bottom: 0;\n}\n.panel > .table-responsive {\n  margin-bottom: 0;\n  border: 0;\n}\n.panel-group {\n  margin-bottom: 20px;\n}\n.panel-group .panel {\n  margin-bottom: 0;\n  border-radius: 4px;\n}\n.panel-group .panel + .panel {\n  margin-top: 5px;\n}\n.panel-group .panel-heading {\n  border-bottom: 0;\n}\n.panel-group .panel-heading + .panel-collapse > .panel-body,\n.panel-group .panel-heading + .panel-collapse > .list-group {\n  border-top: 1px solid #ddd;\n}\n.panel-group .panel-footer {\n  border-top: 0;\n}\n.panel-group .panel-footer + .panel-collapse .panel-body {\n  border-bottom: 1px solid #ddd;\n}\n.panel-default {\n  border-color: #ddd;\n}\n.panel-default > .panel-heading {\n  color: #333;\n  background-color: #f5f5f5;\n  border-color: #ddd;\n}\n.panel-default > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #ddd;\n}\n.panel-default > .panel-heading .badge {\n  color: #f5f5f5;\n  background-color: #333;\n}\n.panel-default > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #ddd;\n}\n.panel-primary {\n  border-color: #337ab7;\n}\n.panel-primary > .panel-heading {\n  color: #fff;\n  background-color: #337ab7;\n  border-color: #337ab7;\n}\n.panel-primary > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #337ab7;\n}\n.panel-primary > .panel-heading .badge {\n  color: #337ab7;\n  background-color: #fff;\n}\n.panel-primary > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #337ab7;\n}\n.panel-success {\n  border-color: #d6e9c6;\n}\n.panel-success > .panel-heading {\n  color: #3c763d;\n  background-color: #dff0d8;\n  border-color: #d6e9c6;\n}\n.panel-success > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #d6e9c6;\n}\n.panel-success > .panel-heading .badge {\n  color: #dff0d8;\n  background-color: #3c763d;\n}\n.panel-success > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #d6e9c6;\n}\n.panel-info {\n  border-color: #bce8f1;\n}\n.panel-info > .panel-heading {\n  color: #31708f;\n  background-color: #d9edf7;\n  border-color: #bce8f1;\n}\n.panel-info > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #bce8f1;\n}\n.panel-info > .panel-heading .badge {\n  color: #d9edf7;\n  background-color: #31708f;\n}\n.panel-info > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #bce8f1;\n}\n.panel-warning {\n  border-color: #faebcc;\n}\n.panel-warning > .panel-heading {\n  color: #8a6d3b;\n  background-color: #fcf8e3;\n  border-color: #faebcc;\n}\n.panel-warning > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #faebcc;\n}\n.panel-warning > .panel-heading .badge {\n  color: #fcf8e3;\n  background-color: #8a6d3b;\n}\n.panel-warning > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #faebcc;\n}\n.panel-danger {\n  border-color: #ebccd1;\n}\n.panel-danger > .panel-heading {\n  color: #a94442;\n  background-color: #f2dede;\n  border-color: #ebccd1;\n}\n.panel-danger > .panel-heading + .panel-collapse > .panel-body {\n  border-top-color: #ebccd1;\n}\n.panel-danger > .panel-heading .badge {\n  color: #f2dede;\n  background-color: #a94442;\n}\n.panel-danger > .panel-footer + .panel-collapse > .panel-body {\n  border-bottom-color: #ebccd1;\n}\n.embed-responsive {\n  position: relative;\n  display: block;\n  height: 0;\n  padding: 0;\n  overflow: hidden;\n}\n.embed-responsive .embed-responsive-item,\n.embed-responsive iframe,\n.embed-responsive embed,\n.embed-responsive object,\n.embed-responsive video {\n  position: absolute;\n  top: 0;\n  bottom: 0;\n  left: 0;\n  width: 100%;\n  height: 100%;\n  border: 0;\n}\n.embed-responsive-16by9 {\n  padding-bottom: 56.25%;\n}\n.embed-responsive-4by3 {\n  padding-bottom: 75%;\n}\n.well {\n  min-height: 20px;\n  padding: 19px;\n  margin-bottom: 20px;\n  background-color: #f5f5f5;\n  border: 1px solid #e3e3e3;\n  border-radius: 4px;\n  -webkit-box-shadow: inset 0 1px 1px rgba(0, 0, 0, .05);\n          box-shadow: inset 0 1px 1px rgba(0, 0, 0, .05);\n}\n.well blockquote {\n  border-color: #ddd;\n  border-color: rgba(0, 0, 0, .15);\n}\n.well-lg {\n  padding: 24px;\n  border-radius: 6px;\n}\n.well-sm {\n  padding: 9px;\n  border-radius: 3px;\n}\n.close {\n  float: right;\n  font-size: 21px;\n  font-weight: bold;\n  line-height: 1;\n  color: #000;\n  text-shadow: 0 1px 0 #fff;\n  filter: alpha(opacity=20);\n  opacity: .2;\n}\n.close:hover,\n.close:focus {\n  color: #000;\n  text-decoration: none;\n  cursor: pointer;\n  filter: alpha(opacity=50);\n  opacity: .5;\n}\nbutton.close {\n  -webkit-appearance: none;\n  padding: 0;\n  cursor: pointer;\n  background: transparent;\n  border: 0;\n}\n.modal-open {\n  overflow: hidden;\n}\n.modal {\n  position: fixed;\n  top: 0;\n  right: 0;\n  bottom: 0;\n  left: 0;\n  z-index: 1050;\n  display: none;\n  overflow: hidden;\n  -webkit-overflow-scrolling: touch;\n  outline: 0;\n}\n.modal.fade .modal-dialog {\n  -webkit-transition: -webkit-transform .3s ease-out;\n       -o-transition:      -o-transform .3s ease-out;\n          transition:         transform .3s ease-out;\n  -webkit-transform: translate(0, -25%);\n      -ms-transform: translate(0, -25%);\n       -o-transform: translate(0, -25%);\n          transform: translate(0, -25%);\n}\n.modal.in .modal-dialog {\n  -webkit-transform: translate(0, 0);\n      -ms-transform: translate(0, 0);\n       -o-transform: translate(0, 0);\n          transform: translate(0, 0);\n}\n.modal-open .modal {\n  overflow-x: hidden;\n  overflow-y: auto;\n}\n.modal-dialog {\n  position: relative;\n  width: auto;\n  margin: 10px;\n}\n.modal-content {\n  position: relative;\n  background-color: #fff;\n  -webkit-background-clip: padding-box;\n          background-clip: padding-box;\n  border: 1px solid #999;\n  border: 1px solid rgba(0, 0, 0, .2);\n  border-radius: 6px;\n  outline: 0;\n  -webkit-box-shadow: 0 3px 9px rgba(0, 0, 0, .5);\n          box-shadow: 0 3px 9px rgba(0, 0, 0, .5);\n}\n.modal-backdrop {\n  position: fixed;\n  top: 0;\n  right: 0;\n  bottom: 0;\n  left: 0;\n  z-index: 1040;\n  background-color: #000;\n}\n.modal-backdrop.fade {\n  filter: alpha(opacity=0);\n  opacity: 0;\n}\n.modal-backdrop.in {\n  filter: alpha(opacity=50);\n  opacity: .5;\n}\n.modal-header {\n  padding: 15px;\n  border-bottom: 1px solid #e5e5e5;\n}\n.modal-header .close {\n  margin-top: -2px;\n}\n.modal-title {\n  margin: 0;\n  line-height: 1.42857143;\n}\n.modal-body {\n  position: relative;\n  padding: 15px;\n}\n.modal-footer {\n  padding: 15px;\n  text-align: right;\n  border-top: 1px solid #e5e5e5;\n}\n.modal-footer .btn + .btn {\n  margin-bottom: 0;\n  margin-left: 5px;\n}\n.modal-footer .btn-group .btn + .btn {\n  margin-left: -1px;\n}\n.modal-footer .btn-block + .btn-block {\n  margin-left: 0;\n}\n.modal-scrollbar-measure {\n  position: absolute;\n  top: -9999px;\n  width: 50px;\n  height: 50px;\n  overflow: scroll;\n}\n@media (min-width: 768px) {\n  .modal-dialog {\n    width: 600px;\n    margin: 30px auto;\n  }\n  .modal-content {\n    -webkit-box-shadow: 0 5px 15px rgba(0, 0, 0, .5);\n            box-shadow: 0 5px 15px rgba(0, 0, 0, .5);\n  }\n  .modal-sm {\n    width: 300px;\n  }\n}\n@media (min-width: 992px) {\n  .modal-lg {\n    width: 900px;\n  }\n}\n.tooltip {\n  position: absolute;\n  z-index: 1070;\n  display: block;\n  font-family: \"Helvetica Neue\", Helvetica, Arial, sans-serif;\n  font-size: 12px;\n  font-style: normal;\n  font-weight: normal;\n  line-height: 1.42857143;\n  text-align: left;\n  text-align: start;\n  text-decoration: none;\n  text-shadow: none;\n  text-transform: none;\n  letter-spacing: normal;\n  word-break: normal;\n  word-spacing: normal;\n  word-wrap: normal;\n  white-space: normal;\n  filter: alpha(opacity=0);\n  opacity: 0;\n\n  line-break: auto;\n}\n.tooltip.in {\n  filter: alpha(opacity=90);\n  opacity: .9;\n}\n.tooltip.top {\n  padding: 5px 0;\n  margin-top: -3px;\n}\n.tooltip.right {\n  padding: 0 5px;\n  margin-left: 3px;\n}\n.tooltip.bottom {\n  padding: 5px 0;\n  margin-top: 3px;\n}\n.tooltip.left {\n  padding: 0 5px;\n  margin-left: -3px;\n}\n.tooltip-inner {\n  max-width: 200px;\n  padding: 3px 8px;\n  color: #fff;\n  text-align: center;\n  background-color: #000;\n  border-radius: 4px;\n}\n.tooltip-arrow {\n  position: absolute;\n  width: 0;\n  height: 0;\n  border-color: transparent;\n  border-style: solid;\n}\n.tooltip.top .tooltip-arrow {\n  bottom: 0;\n  left: 50%;\n  margin-left: -5px;\n  border-width: 5px 5px 0;\n  border-top-color: #000;\n}\n.tooltip.top-left .tooltip-arrow {\n  right: 5px;\n  bottom: 0;\n  margin-bottom: -5px;\n  border-width: 5px 5px 0;\n  border-top-color: #000;\n}\n.tooltip.top-right .tooltip-arrow {\n  bottom: 0;\n  left: 5px;\n  margin-bottom: -5px;\n  border-width: 5px 5px 0;\n  border-top-color: #000;\n}\n.tooltip.right .tooltip-arrow {\n  top: 50%;\n  left: 0;\n  margin-top: -5px;\n  border-width: 5px 5px 5px 0;\n  border-right-color: #000;\n}\n.tooltip.left .tooltip-arrow {\n  top: 50%;\n  right: 0;\n  margin-top: -5px;\n  border-width: 5px 0 5px 5px;\n  border-left-color: #000;\n}\n.tooltip.bottom .tooltip-arrow {\n  top: 0;\n  left: 50%;\n  margin-left: -5px;\n  border-width: 0 5px 5px;\n  border-bottom-color: #000;\n}\n.tooltip.bottom-left .tooltip-arrow {\n  top: 0;\n  right: 5px;\n  margin-top: -5px;\n  border-width: 0 5px 5px;\n  border-bottom-color: #000;\n}\n.tooltip.bottom-right .tooltip-arrow {\n  top: 0;\n  left: 5px;\n  margin-top: -5px;\n  border-width: 0 5px 5px;\n  border-bottom-color: #000;\n}\n.popover {\n  position: absolute;\n  top: 0;\n  left: 0;\n  z-index: 1060;\n  display: none;\n  max-width: 276px;\n  padding: 1px;\n  font-family: \"Helvetica Neue\", Helvetica, Arial, sans-serif;\n  font-size: 14px;\n  font-style: normal;\n  font-weight: normal;\n  line-height: 1.42857143;\n  text-align: left;\n  text-align: start;\n  text-decoration: none;\n  text-shadow: none;\n  text-transform: none;\n  letter-spacing: normal;\n  word-break: normal;\n  word-spacing: normal;\n  word-wrap: normal;\n  white-space: normal;\n  background-color: #fff;\n  -webkit-background-clip: padding-box;\n          background-clip: padding-box;\n  border: 1px solid #ccc;\n  border: 1px solid rgba(0, 0, 0, .2);\n  border-radius: 6px;\n  -webkit-box-shadow: 0 5px 10px rgba(0, 0, 0, .2);\n          box-shadow: 0 5px 10px rgba(0, 0, 0, .2);\n\n  line-break: auto;\n}\n.popover.top {\n  margin-top: -10px;\n}\n.popover.right {\n  margin-left: 10px;\n}\n.popover.bottom {\n  margin-top: 10px;\n}\n.popover.left {\n  margin-left: -10px;\n}\n.popover-title {\n  padding: 8px 14px;\n  margin: 0;\n  font-size: 14px;\n  background-color: #f7f7f7;\n  border-bottom: 1px solid #ebebeb;\n  border-radius: 5px 5px 0 0;\n}\n.popover-content {\n  padding: 9px 14px;\n}\n.popover > .arrow,\n.popover > .arrow:after {\n  position: absolute;\n  display: block;\n  width: 0;\n  height: 0;\n  border-color: transparent;\n  border-style: solid;\n}\n.popover > .arrow {\n  border-width: 11px;\n}\n.popover > .arrow:after {\n  content: \"\";\n  border-width: 10px;\n}\n.popover.top > .arrow {\n  bottom: -11px;\n  left: 50%;\n  margin-left: -11px;\n  border-top-color: #999;\n  border-top-color: rgba(0, 0, 0, .25);\n  border-bottom-width: 0;\n}\n.popover.top > .arrow:after {\n  bottom: 1px;\n  margin-left: -10px;\n  content: \" \";\n  border-top-color: #fff;\n  border-bottom-width: 0;\n}\n.popover.right > .arrow {\n  top: 50%;\n  left: -11px;\n  margin-top: -11px;\n  border-right-color: #999;\n  border-right-color: rgba(0, 0, 0, .25);\n  border-left-width: 0;\n}\n.popover.right > .arrow:after {\n  bottom: -10px;\n  left: 1px;\n  content: \" \";\n  border-right-color: #fff;\n  border-left-width: 0;\n}\n.popover.bottom > .arrow {\n  top: -11px;\n  left: 50%;\n  margin-left: -11px;\n  border-top-width: 0;\n  border-bottom-color: #999;\n  border-bottom-color: rgba(0, 0, 0, .25);\n}\n.popover.bottom > .arrow:after {\n  top: 1px;\n  margin-left: -10px;\n  content: \" \";\n  border-top-width: 0;\n  border-bottom-color: #fff;\n}\n.popover.left > .arrow {\n  top: 50%;\n  right: -11px;\n  margin-top: -11px;\n  border-right-width: 0;\n  border-left-color: #999;\n  border-left-color: rgba(0, 0, 0, .25);\n}\n.popover.left > .arrow:after {\n  right: 1px;\n  bottom: -10px;\n  content: \" \";\n  border-right-width: 0;\n  border-left-color: #fff;\n}\n.carousel {\n  position: relative;\n}\n.carousel-inner {\n  position: relative;\n  width: 100%;\n  overflow: hidden;\n}\n.carousel-inner > .item {\n  position: relative;\n  display: none;\n  -webkit-transition: .6s ease-in-out left;\n       -o-transition: .6s ease-in-out left;\n          transition: .6s ease-in-out left;\n}\n.carousel-inner > .item > img,\n.carousel-inner > .item > a > img {\n  line-height: 1;\n}\n@media all and (transform-3d), (-webkit-transform-3d) {\n  .carousel-inner > .item {\n    -webkit-transition: -webkit-transform .6s ease-in-out;\n         -o-transition:      -o-transform .6s ease-in-out;\n            transition:         transform .6s ease-in-out;\n\n    -webkit-backface-visibility: hidden;\n            backface-visibility: hidden;\n    -webkit-perspective: 1000px;\n            perspective: 1000px;\n  }\n  .carousel-inner > .item.next,\n  .carousel-inner > .item.active.right {\n    left: 0;\n    -webkit-transform: translate3d(100%, 0, 0);\n            transform: translate3d(100%, 0, 0);\n  }\n  .carousel-inner > .item.prev,\n  .carousel-inner > .item.active.left {\n    left: 0;\n    -webkit-transform: translate3d(-100%, 0, 0);\n            transform: translate3d(-100%, 0, 0);\n  }\n  .carousel-inner > .item.next.left,\n  .carousel-inner > .item.prev.right,\n  .carousel-inner > .item.active {\n    left: 0;\n    -webkit-transform: translate3d(0, 0, 0);\n            transform: translate3d(0, 0, 0);\n  }\n}\n.carousel-inner > .active,\n.carousel-inner > .next,\n.carousel-inner > .prev {\n  display: block;\n}\n.carousel-inner > .active {\n  left: 0;\n}\n.carousel-inner > .next,\n.carousel-inner > .prev {\n  position: absolute;\n  top: 0;\n  width: 100%;\n}\n.carousel-inner > .next {\n  left: 100%;\n}\n.carousel-inner > .prev {\n  left: -100%;\n}\n.carousel-inner > .next.left,\n.carousel-inner > .prev.right {\n  left: 0;\n}\n.carousel-inner > .active.left {\n  left: -100%;\n}\n.carousel-inner > .active.right {\n  left: 100%;\n}\n.carousel-control {\n  position: absolute;\n  top: 0;\n  bottom: 0;\n  left: 0;\n  width: 15%;\n  font-size: 20px;\n  color: #fff;\n  text-align: center;\n  text-shadow: 0 1px 2px rgba(0, 0, 0, .6);\n  background-color: rgba(0, 0, 0, 0);\n  filter: alpha(opacity=50);\n  opacity: .5;\n}\n.carousel-control.left {\n  background-image: -webkit-linear-gradient(left, rgba(0, 0, 0, .5) 0%, rgba(0, 0, 0, .0001) 100%);\n  background-image:      -o-linear-gradient(left, rgba(0, 0, 0, .5) 0%, rgba(0, 0, 0, .0001) 100%);\n  background-image: -webkit-gradient(linear, left top, right top, from(rgba(0, 0, 0, .5)), to(rgba(0, 0, 0, .0001)));\n  background-image:         linear-gradient(to right, rgba(0, 0, 0, .5) 0%, rgba(0, 0, 0, .0001) 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#80000000', endColorstr='#00000000', GradientType=1);\n  background-repeat: repeat-x;\n}\n.carousel-control.right {\n  right: 0;\n  left: auto;\n  background-image: -webkit-linear-gradient(left, rgba(0, 0, 0, .0001) 0%, rgba(0, 0, 0, .5) 100%);\n  background-image:      -o-linear-gradient(left, rgba(0, 0, 0, .0001) 0%, rgba(0, 0, 0, .5) 100%);\n  background-image: -webkit-gradient(linear, left top, right top, from(rgba(0, 0, 0, .0001)), to(rgba(0, 0, 0, .5)));\n  background-image:         linear-gradient(to right, rgba(0, 0, 0, .0001) 0%, rgba(0, 0, 0, .5) 100%);\n  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#00000000', endColorstr='#80000000', GradientType=1);\n  background-repeat: repeat-x;\n}\n.carousel-control:hover,\n.carousel-control:focus {\n  color: #fff;\n  text-decoration: none;\n  filter: alpha(opacity=90);\n  outline: 0;\n  opacity: .9;\n}\n.carousel-control .icon-prev,\n.carousel-control .icon-next,\n.carousel-control .glyphicon-chevron-left,\n.carousel-control .glyphicon-chevron-right {\n  position: absolute;\n  top: 50%;\n  z-index: 5;\n  display: inline-block;\n  margin-top: -10px;\n}\n.carousel-control .icon-prev,\n.carousel-control .glyphicon-chevron-left {\n  left: 50%;\n  margin-left: -10px;\n}\n.carousel-control .icon-next,\n.carousel-control .glyphicon-chevron-right {\n  right: 50%;\n  margin-right: -10px;\n}\n.carousel-control .icon-prev,\n.carousel-control .icon-next {\n  width: 20px;\n  height: 20px;\n  font-family: serif;\n  line-height: 1;\n}\n.carousel-control .icon-prev:before {\n  content: '\\2039';\n}\n.carousel-control .icon-next:before {\n  content: '\\203a';\n}\n.carousel-indicators {\n  position: absolute;\n  bottom: 10px;\n  left: 50%;\n  z-index: 15;\n  width: 60%;\n  padding-left: 0;\n  margin-left: -30%;\n  text-align: center;\n  list-style: none;\n}\n.carousel-indicators li {\n  display: inline-block;\n  width: 10px;\n  height: 10px;\n  margin: 1px;\n  text-indent: -999px;\n  cursor: pointer;\n  background-color: #000 \\9;\n  background-color: rgba(0, 0, 0, 0);\n  border: 1px solid #fff;\n  border-radius: 10px;\n}\n.carousel-indicators .active {\n  width: 12px;\n  height: 12px;\n  margin: 0;\n  background-color: #fff;\n}\n.carousel-caption {\n  position: absolute;\n  right: 15%;\n  bottom: 20px;\n  left: 15%;\n  z-index: 10;\n  padding-top: 20px;\n  padding-bottom: 20px;\n  color: #fff;\n  text-align: center;\n  text-shadow: 0 1px 2px rgba(0, 0, 0, .6);\n}\n.carousel-caption .btn {\n  text-shadow: none;\n}\n@media screen and (min-width: 768px) {\n  .carousel-control .glyphicon-chevron-left,\n  .carousel-control .glyphicon-chevron-right,\n  .carousel-control .icon-prev,\n  .carousel-control .icon-next {\n    width: 30px;\n    height: 30px;\n    margin-top: -10px;\n    font-size: 30px;\n  }\n  .carousel-control .glyphicon-chevron-left,\n  .carousel-control .icon-prev {\n    margin-left: -10px;\n  }\n  .carousel-control .glyphicon-chevron-right,\n  .carousel-control .icon-next {\n    margin-right: -10px;\n  }\n  .carousel-caption {\n    right: 20%;\n    left: 20%;\n    padding-bottom: 30px;\n  }\n  .carousel-indicators {\n    bottom: 20px;\n  }\n}\n.clearfix:before,\n.clearfix:after,\n.dl-horizontal dd:before,\n.dl-horizontal dd:after,\n.container:before,\n.container:after,\n.container-fluid:before,\n.container-fluid:after,\n.row:before,\n.row:after,\n.form-horizontal .form-group:before,\n.form-horizontal .form-group:after,\n.btn-toolbar:before,\n.btn-toolbar:after,\n.btn-group-vertical > .btn-group:before,\n.btn-group-vertical > .btn-group:after,\n.nav:before,\n.nav:after,\n.navbar:before,\n.navbar:after,\n.navbar-header:before,\n.navbar-header:after,\n.navbar-collapse:before,\n.navbar-collapse:after,\n.pager:before,\n.pager:after,\n.panel-body:before,\n.panel-body:after,\n.modal-header:before,\n.modal-header:after,\n.modal-footer:before,\n.modal-footer:after {\n  display: table;\n  content: \" \";\n}\n.clearfix:after,\n.dl-horizontal dd:after,\n.container:after,\n.container-fluid:after,\n.row:after,\n.form-horizontal .form-group:after,\n.btn-toolbar:after,\n.btn-group-vertical > .btn-group:after,\n.nav:after,\n.navbar:after,\n.navbar-header:after,\n.navbar-collapse:after,\n.pager:after,\n.panel-body:after,\n.modal-header:after,\n.modal-footer:after {\n  clear: both;\n}\n.center-block {\n  display: block;\n  margin-right: auto;\n  margin-left: auto;\n}\n.pull-right {\n  float: right !important;\n}\n.pull-left {\n  float: left !important;\n}\n.hide {\n  display: none !important;\n}\n.show {\n  display: block !important;\n}\n.invisible {\n  visibility: hidden;\n}\n.text-hide {\n  font: 0/0 a;\n  color: transparent;\n  text-shadow: none;\n  background-color: transparent;\n  border: 0;\n}\n.hidden {\n  display: none !important;\n}\n.affix {\n  position: fixed;\n}\n@-ms-viewport {\n  width: device-width;\n}\n.visible-xs,\n.visible-sm,\n.visible-md,\n.visible-lg {\n  display: none !important;\n}\n.visible-xs-block,\n.visible-xs-inline,\n.visible-xs-inline-block,\n.visible-sm-block,\n.visible-sm-inline,\n.visible-sm-inline-block,\n.visible-md-block,\n.visible-md-inline,\n.visible-md-inline-block,\n.visible-lg-block,\n.visible-lg-inline,\n.visible-lg-inline-block {\n  display: none !important;\n}\n@media (max-width: 767px) {\n  .visible-xs {\n    display: block !important;\n  }\n  table.visible-xs {\n    display: table !important;\n  }\n  tr.visible-xs {\n    display: table-row !important;\n  }\n  th.visible-xs,\n  td.visible-xs {\n    display: table-cell !important;\n  }\n}\n@media (max-width: 767px) {\n  .visible-xs-block {\n    display: block !important;\n  }\n}\n@media (max-width: 767px) {\n  .visible-xs-inline {\n    display: inline !important;\n  }\n}\n@media (max-width: 767px) {\n  .visible-xs-inline-block {\n    display: inline-block !important;\n  }\n}\n@media (min-width: 768px) and (max-width: 991px) {\n  .visible-sm {\n    display: block !important;\n  }\n  table.visible-sm {\n    display: table !important;\n  }\n  tr.visible-sm {\n    display: table-row !important;\n  }\n  th.visible-sm,\n  td.visible-sm {\n    display: table-cell !important;\n  }\n}\n@media (min-width: 768px) and (max-width: 991px) {\n  .visible-sm-block {\n    display: block !important;\n  }\n}\n@media (min-width: 768px) and (max-width: 991px) {\n  .visible-sm-inline {\n    display: inline !important;\n  }\n}\n@media (min-width: 768px) and (max-width: 991px) {\n  .visible-sm-inline-block {\n    display: inline-block !important;\n  }\n}\n@media (min-width: 992px) and (max-width: 1199px) {\n  .visible-md {\n    display: block !important;\n  }\n  table.visible-md {\n    display: table !important;\n  }\n  tr.visible-md {\n    display: table-row !important;\n  }\n  th.visible-md,\n  td.visible-md {\n    display: table-cell !important;\n  }\n}\n@media (min-width: 992px) and (max-width: 1199px) {\n  .visible-md-block {\n    display: block !important;\n  }\n}\n@media (min-width: 992px) and (max-width: 1199px) {\n  .visible-md-inline {\n    display: inline !important;\n  }\n}\n@media (min-width: 992px) and (max-width: 1199px) {\n  .visible-md-inline-block {\n    display: inline-block !important;\n  }\n}\n@media (min-width: 1200px) {\n  .visible-lg {\n    display: block !important;\n  }\n  table.visible-lg {\n    display: table !important;\n  }\n  tr.visible-lg {\n    display: table-row !important;\n  }\n  th.visible-lg,\n  td.visible-lg {\n    display: table-cell !important;\n  }\n}\n@media (min-width: 1200px) {\n  .visible-lg-block {\n    display: block !important;\n  }\n}\n@media (min-width: 1200px) {\n  .visible-lg-inline {\n    display: inline !important;\n  }\n}\n@media (min-width: 1200px) {\n  .visible-lg-inline-block {\n    display: inline-block !important;\n  }\n}\n@media (max-width: 767px) {\n  .hidden-xs {\n    display: none !important;\n  }\n}\n@media (min-width: 768px) and (max-width: 991px) {\n  .hidden-sm {\n    display: none !important;\n  }\n}\n@media (min-width: 992px) and (max-width: 1199px) {\n  .hidden-md {\n    display: none !important;\n  }\n}\n@media (min-width: 1200px) {\n  .hidden-lg {\n    display: none !important;\n  }\n}\n.visible-print {\n  display: none !important;\n}\n@media print {\n  .visible-print {\n    display: block !important;\n  }\n  table.visible-print {\n    display: table !important;\n  }\n  tr.visible-print {\n    display: table-row !important;\n  }\n  th.visible-print,\n  td.visible-print {\n    display: table-cell !important;\n  }\n}\n.visible-print-block {\n  display: none !important;\n}\n@media print {\n  .visible-print-block {\n    display: block !important;\n  }\n}\n.visible-print-inline {\n  display: none !important;\n}\n@media print {\n  .visible-print-inline {\n    display: inline !important;\n  }\n}\n.visible-print-inline-block {\n  display: none !important;\n}\n@media print {\n  .visible-print-inline-block {\n    display: inline-block !important;\n  }\n}\n@media print {\n  .hidden-print {\n    display: none !important;\n  }\n}\n/*# sourceMappingURL=bootstrap.css.map */\n"
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    "content": "/**\n * SyntaxHighlighter\n * http://alexgorbatchev.com/SyntaxHighlighter\n *\n * SyntaxHighlighter is donationware. If you are using it, please donate.\n * http://alexgorbatchev.com/SyntaxHighlighter/donate.html\n *\n * @version\n * 3.0.83 (July 02 2010)\n * \n * @copyright\n * Copyright (C) 2004-2010 Alex Gorbatchev.\n *\n * @license\n * Dual licensed under the MIT and GPL licenses.\n */\n \n .chcontainer {\n   margin-left:8px;\n }\n \n .gutter {\n display:none;\n }\n\n.syntaxhighlighter {\n  background-color: #1b2426 !important;\n}\n.syntaxhighlighter .line.alt1 {\n  background-color: #1b2426 !important;\n}\n.syntaxhighlighter .line.alt2 {\n  background-color: #1b2426 !important;\n}\n.syntaxhighlighter .line.highlighted.alt1, .syntaxhighlighter .line.highlighted.alt2 {\n  background-color: #323e41 !important;\n}\n.syntaxhighlighter .line.highlighted.number {\n  color: #b9bdb6 !important;\n}\n.syntaxhighlighter table caption {\n  color: #b9bdb6 !important;\n}\n.syntaxhighlighter .gutter {\n  color: #afafaf !important;\n}\n.syntaxhighlighter .gutter .line {\n  font-family:Menlo,Monaco,Consolas,\"Courier New\",monospace;\n  border-right: 3px solid #435a5f !important;\n}\n.syntaxhighlighter .gutter .line.highlighted {\n  background-color: #435a5f !important;\n  color: #1b2426 !important;\n}\n.syntaxhighlighter.printing .line .content {\n  border: none !important;\n}\n.syntaxhighlighter.collapsed {\n  overflow: visible !important;\n}\n.syntaxhighlighter.collapsed .toolbar {\n  color: #5ba1cf !important;\n  background: black !important;\n  border: 1px solid #435a5f !important;\n}\n.syntaxhighlighter.collapsed .toolbar a {\n  color: #5ba1cf !important;\n}\n.syntaxhighlighter.collapsed .toolbar a:hover {\n  color: #5ce638 !important;\n}\n.syntaxhighlighter .toolbar {\n  color: white !important;\n  background: #435a5f !important;\n  border: none !important;\n}\n.syntaxhighlighter .toolbar a {\n  color: white !important;\n}\n.syntaxhighlighter .toolbar a:hover {\n  color: #e0e8ff !important;\n}\n.syntaxhighlighter .plain, .syntaxhighlighter .plain a {\n  color: #b9bdb6 !important;\n}\n.syntaxhighlighter .comments, .syntaxhighlighter .comments a {\n  /*color: #878a85 !important;*/\n  color: #4cd628 !important;\n  opacity: 1.0;\n  transition: opacity .2s linear;\n  -moz-transition: opacity .2s linear;\n  -webkit-transition: opacity .2s linear;\n}\n.syntaxhighlighter .string, .syntaxhighlighter .string a {\n  /*color: #5ce638 !important;*/\n  color: #de7536 !important;\n}\n.syntaxhighlighter .keyword {\n  color: #5ba1cf !important;\n  margin-right:3px;\n}\n.syntaxhighlighter .preprocessor {\n  color: #435a5f !important;\n}\n.syntaxhighlighter .variable {\n  color: #ffaa3e !important;\n}\n.syntaxhighlighter .value {\n  color: #009900 !important;\n}\n.syntaxhighlighter .functions {\n  color: #ffaa3e !important;\n}\n.syntaxhighlighter .constants {\n  color: #e0e8ff !important;\n}\n.syntaxhighlighter .script {\n  font-weight: bold !important;\n  color: #5ba1cf !important;\n  background-color: none !important;\n}\n.syntaxhighlighter .color1, .syntaxhighlighter .color1 a {\n  color: #e0e8ff !important;\n}\n.syntaxhighlighter .color2, .syntaxhighlighter .color2 a {\n  color: white !important;\n}\n.syntaxhighlighter .color3, .syntaxhighlighter .color3 a {\n  color: #ffaa3e !important;\n}\n"
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    "path": "Documentation CYF 1.0/css/themesidebar.css",
    "content": "@font-face{\n    font-family:'8bitoperator';\n    src: url('../fonts/8bitOperatorPlus-Bold.ttf') format('truetype');\n}\n\n\n*:not(.syntaxhighlighter) > table {\n    width: auto;\n    outline: 1px solid #fff;\n    color: #fff;\n}\n\n*:not(.syntaxhighlighter) > table td,\n*:not(.syntaxhighlighter) > table th {\n    border: 1px solid #ddd;\n    text-align: left;\n    padding: 5px 5px;\n    font-weight: normal;\n}\n\n*:not(.syntaxhighlighter) > table tr:nth-child(even) {\n    background-color: #111;\n}\n\n*:not(.syntaxhighlighter) > table tr:nth-child(1) {\n    border-bottom: 1px solid #fff;\n}\n\n*:not(.syntaxhighlighter) > table ul {\n    padding-inline-start: 15px;\n}\n\nspan.term{\n    outline: 1px solid #333333;\n    background-color: #222222;\n}\n\nspan.ref {\n    outline: 2px solid #555555;\n    background-color: #333328;\n    border-bottom: 1px solid #888855;\n}\n\nspan.string::before {\n    content: \"\\\"string\\\"\";\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n    color: #de7356;\n}\n\nspan.luatable::before {\n    content: \"{table of \";\n    color: #158BD2;\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n}\nspan.luatable::after {\n    content: \"}\";\n    color: #158BD2;\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n}\nspan.number::before {\n    color: #2AA172;\n    content: \"number\";\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n}\nspan.boolean::before {\n    color: #DC322F;\n    content: \"boolean\";\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n}\nspan.userdata {\n    /* display: contents !important; */\n\n    color: #2FEEDC;\n    font-family: segoe ui;\n    font-weight: bold;\n    /* font-size: 12px; */\n\n    /*\n    border: 1px solid #2d2d2d;\n    background-color: #111111;\n    border-radius: 5px;\n    padding-left: 2.5px;\n    padding-right: 2.5px;\n    */\n}\nspan.CYF {\n    color: #ffff00;\n}\nspan.CYF::before {\n    content: \" <CYF>\";\n}\n\nspan.unitale{\n    color: #ffffff;\n    border-bottom: 1px solid #ffffff;\n}\nspan.unitale::before{\n    content: \" <0.2.1a>\";\n}\n\n\nspan.new::before {\n    content: \"..\";\n    color: transparent;\n\n    font-size: 26px;\n\n    background-image: url(\"../img/new.png\");\n    background-repeat: no-repeat;\n    background-position: center;\n    background-size: 10px 22px;\n\n    image-rendering: optimizeSpeed;             /*                     */\n    image-rendering: -moz-crisp-edges;          /* Firefox             */\n    image-rendering: -o-crisp-edges;            /* Opera               */\n    image-rendering: -webkit-optimize-contrast; /* Chrome (and Safari) */\n    image-rendering: pixelated;                 /* Chrome as of 2019   */\n    image-rendering: optimize-contrast;         /* CSS3 Proposed       */\n    -ms-interpolation-mode: nearest-neighbor;   /* IE8+                */\n}\n\n.nav-sidebar li.new::before {\n    position: absolute;\n    content: url(\"../img/new.png\");\n    left: -15px;\n    margin-top: 6px;\n    z-index: 1;\n}\n.nav-sidebar li.li-indent.new::before {\n    left: 0px;\n}\n.nav-sidebar li.new.active::before {\n    margin-top: 0px;\n    left: -20px;\n    opacity: 0.25;\n}\n.nav-sidebar li.li-indent.new.active::before {\n    left: -25px;\n}\n\n\nh4::before {\n    content: \"* \";\n}\nh4 {\n    /*font-family: segoe ui;*/\n    /*text-decoration: underline;*/\n    color: #ffffff;\n}\n\n.hidden {\n    opacity: 0.0 !important;\n}\n\n.exblock{\n    display:block;\n    /*maybe style these separately sometime, idk*/\n}\n\n.function{\n    text-decoration:underline;\n    color:#ccf;\n    /* font-weight:bold; */\n    font-size:18px !important;\n    display:block;\n    margin-bottom: 5px;\n}\n\n.code-container{\n    margin-bottom:15px;\n}\n\n.code-example {\n    white-space:pre-wrap;\n    font-family:monospace;\n}\n\n.container {\n    margin-top: 35px;\n}\n\n.black {\n    background-color:#000;\n}\n\n.arena {\n    border:#fff 5px solid;\n    padding:5px;\n}\n\n.centerbt{\n    display:block;\n    margin:auto;\n    /*margin-left: 25%;*/\n}\n\n.backimg {\n    position : fixed;\n    width    : 100%;\n    top      : 0px;\n    z-index  : -1;\n\n    image-rendering: optimizeSpeed;             /*                     */\n    image-rendering: -moz-crisp-edges;          /* Firefox             */\n    image-rendering: -o-crisp-edges;            /* Opera               */\n    image-rendering: -webkit-optimize-contrast; /* Chrome (and Safari) */\n    image-rendering: pixelated;                 /* Chrome as of 2019   */\n    image-rendering: optimize-contrast;         /* CSS3 Proposed       */\n    -ms-interpolation-mode: nearest-neighbor;   /* IE8+                */\n}\n\n.linklike {\n    color: #8ad;\n    text-decoration:underline;\n    cursor:pointer;\n}\n\nul.nav li a, ul.nav .li-header, ul.nav .li-subheader {\n    font-size: 13px;\n    line-height:13px;\n    height: auto !important;\n    padding-top: 0px;\n    margin-bottom: 5px;\n    left: -10px;\n    width: 180px;\n}\n\n.li-subheader {\n    width: 170px;\n    color:#fff;\n    padding-top: 3px !important;\n}\n\n.li-header {\n    color:#fff;\n    padding-top: 3px !important;\n}\n\nul.nav li a {\n    border-top: 8px solid rgba(0,0,0,0);\n}\n\nul.nav li a, ul.nav li a:visited {\n    color: #8ad;\n}\n\nul.nav li a:hover, ul.nav li a:active {\n    background-color: #222 !important;\n    color: #8ad;\n}\n\nul.nav li.active {\n    font-size: 13px;\n    line-height: 13px;\n    height: auto !important;\n    padding-bottom: 5px;\n}\n\nh2 {\n    color:#ddd;\n    text-decoration: underline;\n    display: inline-block;\n}\n\nh3 {\n    color:#ddd;\n    text-decoration: underline;\n    display: inline-block;\n    font-size: 24px;\n}\n\nbody {\n    font-weight:none, color:#ccc !important;\n    font-family:\"8bitoperator\", sans-serif !important;\n    background-color:#000;\n    color:#bbb;\n    font-size:14px;\n}\n\n.li-indent, .li-indent a {\n    left: 5px !important;\n    width: 160px !important;\n}\n"
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    "path": "Documentation CYF 1.0/css/themesidebar.css.bak",
    "content": "@font-face{\n    font-family:'8bitoperator';\n    src: url('../fonts/8bitOperatorPlus-Bold.ttf') format('truetype');\n}\n\n\n.keys {\n\twidth: auto;\n\toutline: 1px solid #ffffff;\n\tcolor: #ffffff;\n}\n\n.keys td, .keys th {\n\tborder: 1px solid #dddddd;\n\ttext-align: left;\n\tpadding: 5px 5px;\n}\n\n.keys tr:nth-child(even) {\n\tbackground-color: #222222;\n}\n\n.keys tr:nth-child(1) {\n\tborder-bottom: 1px solid #ffffff;\n}\n\nspan.term{\n\toutline: 1px solid #333333;\n\tbackground-color: #222222;\n}\n\nspan.ref {\n\toutline: 2px solid #555555;\n\tbackground-color: #333328;\n\tborder-bottom: 1px solid #888855;\n}\n\nspan.CYF{\n\tcolor: #ffff00;\n}\nspan.CYF::before{\n\tcontent: \" <CYF>\";\n}\n\nh4::before {\n\tcontent: \"* \";\n}\nh4 {\n\t//font-family: segoe ui;\n\t//text-decoration: underline;\n\tcolor: #ffffff;\n}\n\n.hidden {\n    opacity: 0.0 !important;\n}\n\n.exblock{\n    display:block;\n    /*maybe style these separately sometime, idk*/\n}\n\n.function{\n    text-decoration:underline;\n    color:#ccf;\n    //font-weight:bold;\n    font-size:18px;\n    display:block;\n\tmargin-bottom: 5px;\n}\n\n.code-container{\n    margin-bottom:15px;\n}\n\n.code-example {\n    white-space:pre-wrap;\n    font-family:monospace;\n}\n\n.container {\n    margin-top: 35px;\n}\n\n.black {\n    background-color:#000;\n}\n\n.arena {\n    border:#fff 5px solid;\n    padding:5px;\n}\n\n.centerbt{\n    //display:block;\n    //margin:auto;\n\tmargin-left: 25%;\n}\n\n.backimg {\n    position : fixed;\n    width    : 100%;\n    top      : 0px;\n    z-index  : -1;\n}\n\n.li-header{\ncolor:#fff;\n}\n\n.linklike {\n    color: #8ad;\n    text-decoration:underline;\n    cursor:pointer;\n}\n\nul.nav li a, ul.nav .li-header {\n\tfont-size: 13px;\n\tline-height:13px;\n\theight: auto !important;\n\tpadding-bottom: 3 !important;\n\tpadding-top: 0 !important;\n\tmargin-bottom: 5px;\n\tleft: -10px;\n\twidth: 180px;\n}\n\nul.nav li a {\n\tborder-top: 8px solid rgba(0,0,0,0);\n}\n\nul.nav li a, ul.nav li a:visited {\n    color: #8ad !important;\n}\n\nul.nav li a:hover, ul.nav li a:active {\n    background-color: #222 !important;\n    color: #8ad !important;\n}\n\nul.nav li.active a {\n    background-color:#222 !important;\n    color: #8ad !important;\n}\n\nh2 {\n    color:#ddd;\n\ttext-decoration: underline;\n\tdisplay: inline-block;\n}\n\nh3 {\n    color:#ddd;\n\ttext-decoration: underline;\n\tdisplay: inline-block;\n    font-size: 24px;\n}\n\nbody {\n    font-weight:none, color:#ccc !important;\n    font-family:\"8bitoperator\", sans-serif !important;\n    background-color:#000;\n    color:#bbb;\n    font-size:14px;\n}"
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  {
    "path": "Documentation CYF 1.0/index.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"favicon.ico\">\n\n    <title>CYF Documentation</title>\n    <link href=\"css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Welcome\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"welcome\">\n            <h2>Welcome to Create Your Frisk's documentation!</h2><br><br>\n\n            <p><b>NOTE:</b> There will be casual <b>spoilers</b>\n                all over the place. If you haven't played or completed Undertale yet, it's highly recommended that you do\n                so first! Don't say you weren't warned.\n                <br><br>\n                You probably want to get right in, so let's keep it short. Honestly, the fastest way to get started is\n                to check out the existing encounters and tinker with them. The documentation is for reference if you\n                want to know the specifics of everything. Help is provided on the\n                <a href=\"http://www.reddit.com/r/Unitale\">/r/Unitale subreddit</a>.\n                <br><br>\n                <span style=\"color:#ff0000\"><u>FOR BACKWARDS COMPATIBILITY:</u></span> You can enable <b>retrocompatibility mode</b>\n                from the options screen, and it should make all Unitale mods compatible with CYF!\n                <br><br>\n                <h4>Note: Create Your Frisk v0.6.6 was built using Unity Personal 2018.4.36f1, also known as Unity 2018's Long Term Support version, which you can <b><u><a href=\"https://unity3d.com/get-unity/download/archive\">find here</a></u></b>.\n                <br>See the GitHub page\n                <b><u><a href=\"https://github.com/RhenaudTheLukark/CreateYourFrisk\">here</a></u></b>.</h4><br>\n                <span class=\"new\"></span>Indicates <u>new or changed content</u> in Create Your Frisk v0.6.6 LTS 3.\n                <br><br>\n                Finally, you should start your visit with <span class=\"ref\">How to read this documentation</span>.\n                <hr>\n                <h4>Basics</h4><br>\n                <i><u>Controls</u></i><br>\n                A short little page that tells you about the controls used in Unitale and Create Your Frisk.\n                <br><br>\n                <i><u>Basic setup</u></i><br>\n                Details folder structure of mods, how the game reads folders and expects files, that kind of stuff.\n                Recommended to start with.\n                <br><br>\n                <span class=\"CYF\"></span> <i><u>Unity Setup (Optional)</u></i><br>\n                Explains the process of setting up Unity for use with Create Your Frisk, how to use the editor to play mods,\n                where files and folders are located, and how to export CYF builds.\n                <br><br>\n                <i><u>Special Variables</u></i><br>\n                This section talks about the unique variables that are read from a mod's scripts and how to use these variables.\n                <br><br>\n                <i><u>Terminology</u></i><br>\n                This is a short page on what things are called in the documentation. For instance, the white box\n                that the bullet dodging occurs in is referred to as the &quot;arena&quot;. Recommended read so you don't\n                get lost in later parts of the documentation.\n                <hr>\n                <h4>API</h4><br>\n                <i><u>Text commands</u></i><br>\n                This is where all the special commands are that you can use in your dialogue boxes. Text effects,\n                colours, character voices, automatic skipping, you name it. You can even add commands to run Lua\n                code!\n                <br><br>\n                <i><u>Game events</u></i><br>\n                If you want to get your hands dirty with Lua, these are the functions the game will use from your\n                script, and at what point they're used. Useful for if you want to have certain events occur during\n                specific times, such as before/after using an act command or item, or just before the fight starts. A\n                must-read for interactive fights.\n                <br><br>\n                <i><u>Functions &amp; Objects</u></i><br>\n                These are most custom functions and objects that you can use in your scripts, detailing how to use them\n                and what they do. Want to control the music, check for game events or handle keyboard input? Global\n                variables so you can communicate between scripts? Need to know how much HP the player has, damage them,\n                heal them? This is where to go! Projectile management and sprite management are split off into separate\n                sections below.\n                <br><br>\n                <i><u>Projectile management</u></i><br>\n                This is where you can read details about how to create projectiles, what you can do with them and some\n                short examples.\n                <br><br>\n                <span class=\"CYF\"></span> <i><u>The Pixel-Perfect Collision System</u></i><br>\n                This section shows you how CYF's Pixel-Perfect Collision System works. Why would you use square hitboxes when\n                you have a system like this?\n                <br><br>\n                <i><u>Sprites &amp; Animation</u></i><br>\n                This section is about creating sprites and how to control them. By combining sprite functions, you can\n                create animations.\n                <br><br>\n                <span class=\"CYF\"></span> <i><u>The Text Object</u></i><br>\n                This section details the usage of CYF's Text Object. You can use it to create text anywhere at all, with any\n                font, with or without a bubble, and more!\n                <hr>\n                <h4><span class=\"CYF\"></span> Shaders</h4><br>\n                <i><u>Introduction</u></i><br>\n                Here is where you can learn all about the shaders system added in Create Your Frisk v0.6.5! It requires a bit\n                of setting up, but if you can handle it, shaders can be a fun visual addition to a mod.\n                <br><br>\n                <i><u>The Shader Object</u></i><br>\n                This is the actual object used from your battle's Lua scripts to apply and control shaders on a sprite or the\n                entire screen.\n                <br><br>\n                <i><u>Coding a Shader</u></i><br>\n                Covers the process of creating and coding your own shaders for use with Create Your Frisk.\n                <br><br>\n                <hr>\n                <h4><span class=\"CYF\"></span> Overworld</h4><br>\n                <i><u>Basics</u></i><br>\n                This section covers how to set up CYF on your computer with Unity, and describes in general how the Overworld\n                is set up. Read this first if you are making an overworld.\n                <br><br>\n                <i><u>How to create a map</u></i><br>\n                This is where you can learn how to make a map in CYF's Overworld, with Tiled2Unity in mind.\n                <br><br>\n                <i><u>How to create an event</u></i><br>\n                Events are all the different objects, interactables, and cutscenes that you can add to your map. This page\n                explains how to set them up in the Unity editor.\n                <br><br>\n                <i><u>How to animate an event</u></i><br>\n                This smaller tutorial explains the CYFAnimator system in the Overworld, which removes the need to use coding\n                to set up animations on your events.\n                <br><br>\n                <i><u>How to create a shop</u></i><br>\n                This page fully documents everything accessible within Shops you can set up in the Overworld.\n                <br><br>\n                <i><u>Overworld Objects</u></i><br>\n                These are all the different objects you can control from within your Event scripts, and how to use them. Want\n                to show dialogue, save the game, move characters around, control the player's stats, mess with the screen,\n                and so on? These are the pages to see!\n                <br><br>\n                A few things like the Audio object are carried over here from encounters. To see\n                a list of all of them, see <span class=\"ref\">Overworld - Basics</span>.\n                <hr>\n                <h4>Resources</h4><br>\n                <i><u>Dialog bubble names</u></i><br>\n                A list of every dialogue bubble name you can use with <span class=\"term\">dialogbubble</span> in your monster\n                scripts, and what they look like.\n                <br><br>\n                <span class=\"CYF\"></span> <i><u>Key List</u></i><br>\n                This section shows you the list of keys available for <span class=\"term\">Input.GetKey(key)</span> and\n                <span class=\"term\">[waitfor:key]</span>.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"js/FontToggleButton.js\"></script>\n</body>\n</html>"
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  {
    "path": "Documentation CYF 1.0/js/FontToggleButton.js",
    "content": "var node = document.getElementsByClassName(\"tabs\")[0];\n\nvar img = document.createElement(\"img\");\nvar link = document.createElement(\"a\");\n\nvar src;\n\nvar locationSplit = window.location.pathname.split(\"/\");\nif (locationSplit[locationSplit.length - 2] !== \"pages\") {\n    src = \"img/fontbt_0.png\";\n} else {\n    src = \"../img/fontbt_0.png\";\n}\n\nimg.src = src;\nlink.href = \"javascript:SwapFonts();\";\n\nimg.style = \"margin-bottom: 10px; margin-top: 5px;\";\nlink.style = \"left: 12.5%; position: relative;\";\n\nlink.onmouseover = function() {img.src = img.src.replace(\"_0\", \"_1\");}\nlink.onmouseout = function() {img.src = img.src.replace(\"_1\", \"_0\");}\n\nnode.insertBefore(link, node.firstChild);\nlink.appendChild(img);\n\nvar fontsSwapped = false;\n        \nfunction getCSS(element, property) {\n    return window.getComputedStyle(element, null).getPropertyValue(property);\n}\n\nfunction SwapFonts() {\n    var i;\n    var table = document.body.getElementsByTagName(\"*\");\n    for (i = 0; i < table.length; i++) {\n        if (getCSS(table[i], \"font-family\").indexOf(\"monospace\") == -1 && getCSS(table[i], \"font-family\").indexOf(\"courier\") == -1) {\n            //alert(getCSS(table[i], \"font-family\"));\n            \n            if (!fontsSwapped) {\n                table[i].style.fontFamily = \"sans-serif\";\n                // table[i].style.fontWeight = \"bold\";\n            } else {\n                table[i].style.fontFamily = \"'8bitoperator', sans-serif\";\n                // table[i].style.fontWeight = \"normal\";\n            }\n        }\n    }\n    fontsSwapped = !fontsSwapped;\n}\n"
  },
  {
    "path": "Documentation CYF 1.0/js/SideBar.js",
    "content": "// Names of the various tabs of the side bar\n// Empty strings are separators\nconst tabs = [\n    \"Welcome\",\n    \"How to read this documentation\",\n    \"\",\n    \"Controls\",\n    \"Basic Setup\",\n    \"Unity Setup (Optional)\",\n    \"Special Variables\",\n    \"Terminology\",\n\n    \"Text Commands\",\n    \"Game Events\",\n    \"\",\n    \"Misc. Functions\",\n    \"General Objects\",\n    \"The Player Object\",\n    \"The Script Object\",\n    \"The Audio Object\",\n    \"The NewAudio Object\",\n    \"The Input Object\",\n    \"The Text Object\",\n    \"The Time Object\",\n    \"The Inventory Object\",\n    \"The Misc Object\",\n    \"The Discord Object\",\n    \"The Arena Object\",\n    \"The UI Object\",\n\n    \"\",\n    \"Projectile Management\",\n    \"The Pixel-Perfect Collision System\",\n    \"Sprites &amp; Animation\",\n    \"\",\n\n    \"Shader Introduction\",\n    \"The Shader Object\",\n    \"Coding a Shader\",\n    \"\",\n\n    \"Overworld Basics\",\n    \"How to create a map\",\n    \"How to create an event\",\n    \"How to animate an event\",\n    \"How to create a shop\",\n    \"\",\n\n    \"The General Overworld Object\",\n    \"The Event Overworld Object\",\n    \"The Player Overworld Object\",\n    \"The Screen Overworld Object\",\n    \"The Inventory Overworld Object\",\n    \"The Map Overworld Object\",\n\n    \"\",\n\n    \"Dialog Bubble Names\",\n    \"Key List\",\n    \"Item List\"\n];\n\n// Links for tabs which have one\nconst links = new Map([\n    [\"Welcome\", \"index.html\"],\n    [\"How to read this documentation\", \"howtoread.html\"],\n    [\"Controls\", \"controls.html\"],\n    [\"Basic Setup\", \"basic.html\"],\n    [\"Unity Setup (Optional)\", \"unity.html\"],\n    [\"Special Variables\", \"variables.html\"],\n    [\"Terminology\", \"terms.html\"],\n\n    [\"Text Commands\", \"api-text.html\"],\n    [\"Game Events\", \"api-events.html\"],\n\n    [\"Misc. Functions\", \"api-functions-main.html\"],\n    [\"General Objects\", \"api-functions-object.html\"],\n    [\"The Player Object\", \"api-functions-player.html\"],\n    [\"The Script Object\", \"api-functions-script.html\"],\n    [\"The Audio Object\", \"api-functions-audio.html\"],\n    [\"The NewAudio Object\", \"api-functions-newaudio.html\"],\n    [\"The Input Object\", \"api-functions-input.html\"],\n    [\"The Text Object\", \"cyf-text.html\"],\n    [\"The Time Object\", \"api-functions-time.html\"],\n    [\"The Inventory Object\", \"cyf-inventory.html\"],\n    [\"The Misc Object\", \"api-functions-misc.html\"],\n    [\"The Discord Object\", \"api-functions-discord.html\"],\n    [\"The Arena Object\", \"api-functions-waves.html\"],\n    [\"The UI Object\", \"api-functions-ui.html\"],\n\n    [\"Projectile Management\", \"api-projectile.html\"],\n    [\"The Pixel-Perfect Collision System\", \"cyf-ppcollision.html\"],\n    [\"Sprites &amp; Animation\", \"api-animation.html\"],\n\n    [\"Shader Introduction\", \"shaders.html\"],\n    [\"The Shader Object\", \"shaders-object.html\"],\n    [\"Coding a Shader\", \"shaders-coding.html\"],\n\n    [\"Overworld Basics\", \"overworld.html\"],\n    [\"How to create a map\", \"overworld-howto-map.html\"],\n    [\"How to create an event\", \"overworld-howto-event.html\"],\n    [\"How to animate an event\", \"overworld-howto-animevent.html\"],\n    [\"How to create a shop\", \"overworld-howto-shop.html\"],\n\n    [\"The General Overworld Object\", \"overworld-object-general.html\"],\n    [\"The Event Overworld Object\", \"overworld-object-event.html\"],\n    [\"The Player Overworld Object\", \"overworld-object-player.html\"],\n    [\"The Screen Overworld Object\", \"overworld-object-screen.html\"],\n    [\"The Inventory Overworld Object\", \"overworld-object-inventory.html\"],\n    [\"The Map Overworld Object\", \"overworld-object-map.html\"],\n\n    [\"Dialog Bubble Names\", \"media/dialogoptions.png\"],\n    [\"Key List\", \"api-keys.html\"],\n    [\"Item List\", \"item-list.html\"]\n]);\n\n// These pages are not in the pages folder of the docs\nconst pageIsInRoot = [ \"Welcome\", \"Dialog Bubble Names\" ];\n\n// Tabs at which these categories start\nconst categoriesStart = new Map([\n    [\"Basics\", \"Welcome\"],\n    [\"API\", \"Text Commands\"],\n    [\"Functions &amp; Objects:\", \"Misc. Functions\"],\n    [\"Shaders\", \"Shader Introduction\"],\n    [\"Overworld\", \"Overworld Basics\"],\n    [\"Overworld Objects:\", \"The General Overworld Object\"],\n    [\"Resources\", \"Dialog Bubble Names\"]\n]);\n\n// Tabs before which these categories ends\n// If there's no value, then the category ends at the end of the side bar\nconst categoriesEnd = new Map([\n    [\"Basics\", \"Text Commands\"],\n    [\"API\", \"Shader Introduction\"],\n    [\"Functions &amp; Objects:\", \"Projectile Management\"],\n    [\"Shaders\", \"Overworld Basics\"],\n    [\"Overworld\", \"Dialog Bubble Names\"],\n    [\"Overworld Objects:\", \"Dialog Bubble Names\"]\n]);\n\n// Categories with an exclamation mark next to them\n// Used to set apart categories with new elements in them\nconst isNew = [\n    \"Special Variables\", \"Text Commands\", \"Game Events\",\n    \"The Text Object\", \"The Arena Object\", \"The UI Object\",\n    \"Projectile Management\", \"Sprites &amp; Animation\",\n    \"General Objects\", \"Item List\", \"Key List\",\n    \"The Input Object\" ];\n\n// Categories with a <CYF> prefix\n// Used for categories only added during CYF's development\nconst isCYF = [\n    \"Unity Setup (Optional)\", \"The NewAudio Object\",\n    \"The Text Object\", \"The Inventory Object\",\n    \"The Misc Object\", \"The Discord Object\",\n    \"The UI Object\", \"The Pixel-Perfect Collision System\",\n    \"Shaders\", \"Overworld\", \"Key List\", \"Item List\" ];\n\n// Returns the various classes an element should have depending on its category depth,\n// whether it's active and whether it's a header or not\nfunction GetClasses(title, depth, isActiveTab, isHeader = false) {\n    var hasIndent = depth > 1;\n    var hasNew = isNew.includes(title);\n    var headerType = isHeader ? (depth == 1 ? \"li-header \" : \"li-subheader \") : \"\";\n    return headerType + (hasIndent ? \"li-indent \" : \"\") + (hasNew ? \"new \" : \"\") + (isActiveTab ? \"active\" : \"\");\n}\n\n// Fetches the link of an element. Returns an empty string if it has none\n// Also takes in account whether the current page is in the pages folder or not\nfunction GetLink(title, isInRoot) {\n    if (!links.has(title))\n        return \"\";\n    var link = links.get(title);\n    var needsRoot = pageIsInRoot.includes(title);\n    if (isInRoot && !needsRoot)\n        link = \"pages/\" + link;\n    else if (!isInRoot && needsRoot)\n        link = \"../\" + link;\n    return link;\n}\n\n// Main function creating the entire side bar\nfunction CreateSideBar(activeTab) {\n    var contents = '<div class=\"col-md-2\"><nav class=\"nav-sidebar\"><ul class=\"nav tabs\">';\n    var categories = [];\n    var isInRoot = pageIsInRoot.includes(activeTab);\n\n    for (var i = 0; i < tabs.length; i++) {\n        var title = tabs[i];\n\n        // Enter category\n        for (var [key, value] of categoriesStart.entries())\n            if (value == title) {\n                categories.push(key);\n                categoriesStart.delete(key);\n\n                // Add category to the HTML content to add\n                var classes = GetClasses(key, categories.length, false, true);\n                var line = '<li ' + (classes == \"\" ? '' : (' class=\"' + classes + '\"')) + '>'\n\n                if (isCYF.includes(key))\n                    line += '<span class=\"CYF\"></span> ';\n                line += key + '</li>\\n';\n                contents += line;\n            }\n\n        if (title == \"\") {\n            // Separators\n            contents += '<hr style=\"margin-top:0px; margin-bottom:5px;\">\\n';\n        } else {\n            var depth = categories.length;\n            var isActiveTab = activeTab == title;\n\n            // Add line\n            var classes = GetClasses(title, depth, isActiveTab);\n            var line = '<li' + (classes == \"\" ? '' : (' class=\"' + classes + '\"'));\n            if (isActiveTab)\n                line += ' style=\"margin-left:5px;\"'\n            line += '>';\n\n            // Add link or '< >' characters around the title\n            var link = GetLink(title, isInRoot);\n            if (isActiveTab)\n                line += '&gt; ';\n            else if (link != \"\")\n                line += '<a href=\"' + link + '\">';\n\n            if (isCYF.includes(title))\n                line += '<span class=\"CYF\"></span> ';\n\n            // Add the title\n            line += title;\n\n            // Close the open elements\n            if (isActiveTab)\n                line += ' &lt;';\n            else if (link != \"\")\n                line += '</a>';\n            line += '</li>\\n';\n\n            // Add line to the contents to display\n            contents += line;\n        }\n\n        // Exit category\n        if (i < tabs.length - 1) {\n            var nextTitle = tabs[i + 1];\n            for (var j = categories.length; j >= 0; j--)\n                if (categoriesEnd.get(categories[j]) == nextTitle)\n                    categories.splice(j);\n        }\n    }\n\n    contents += '</ul></nav></div>';\n\n    // Write it all in the HTML document\n    document.write(contents);\n}"
  },
  {
    "path": "Documentation CYF 1.0/js/bootstrap.js",
    "content": "/*!\n * Bootstrap v3.3.6 (http://getbootstrap.com)\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under the MIT license\n */\n\nif (typeof jQuery === 'undefined') {\n  throw new Error('Bootstrap\\'s JavaScript requires jQuery')\n}\n\n+function ($) {\n  'use strict';\n  var version = $.fn.jquery.split(' ')[0].split('.')\n  if ((version[0] < 2 && version[1] < 9) || (version[0] == 1 && version[1] == 9 && version[2] < 1) || (version[0] > 2)) {\n    throw new Error('Bootstrap\\'s JavaScript requires jQuery version 1.9.1 or higher, but lower than version 3')\n  }\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: transition.js v3.3.6\n * http://getbootstrap.com/javascript/#transitions\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // CSS TRANSITION SUPPORT (Shoutout: http://www.modernizr.com/)\n  // ============================================================\n\n  function transitionEnd() {\n    var el = document.createElement('bootstrap')\n\n    var transEndEventNames = {\n      WebkitTransition : 'webkitTransitionEnd',\n      MozTransition    : 'transitionend',\n      OTransition      : 'oTransitionEnd otransitionend',\n      transition       : 'transitionend'\n    }\n\n    for (var name in transEndEventNames) {\n      if (el.style[name] !== undefined) {\n        return { end: transEndEventNames[name] }\n      }\n    }\n\n    return false // explicit for ie8 (  ._.)\n  }\n\n  // http://blog.alexmaccaw.com/css-transitions\n  $.fn.emulateTransitionEnd = function (duration) {\n    var called = false\n    var $el = this\n    $(this).one('bsTransitionEnd', function () { called = true })\n    var callback = function () { if (!called) $($el).trigger($.support.transition.end) }\n    setTimeout(callback, duration)\n    return this\n  }\n\n  $(function () {\n    $.support.transition = transitionEnd()\n\n    if (!$.support.transition) return\n\n    $.event.special.bsTransitionEnd = {\n      bindType: $.support.transition.end,\n      delegateType: $.support.transition.end,\n      handle: function (e) {\n        if ($(e.target).is(this)) return e.handleObj.handler.apply(this, arguments)\n      }\n    }\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: alert.js v3.3.6\n * http://getbootstrap.com/javascript/#alerts\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // ALERT CLASS DEFINITION\n  // ======================\n\n  var dismiss = '[data-dismiss=\"alert\"]'\n  var Alert   = function (el) {\n    $(el).on('click', dismiss, this.close)\n  }\n\n  Alert.VERSION = '3.3.6'\n\n  Alert.TRANSITION_DURATION = 150\n\n  Alert.prototype.close = function (e) {\n    var $this    = $(this)\n    var selector = $this.attr('data-target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    var $parent = $(selector)\n\n    if (e) e.preventDefault()\n\n    if (!$parent.length) {\n      $parent = $this.closest('.alert')\n    }\n\n    $parent.trigger(e = $.Event('close.bs.alert'))\n\n    if (e.isDefaultPrevented()) return\n\n    $parent.removeClass('in')\n\n    function removeElement() {\n      // detach from parent, fire event then clean up data\n      $parent.detach().trigger('closed.bs.alert').remove()\n    }\n\n    $.support.transition && $parent.hasClass('fade') ?\n      $parent\n        .one('bsTransitionEnd', removeElement)\n        .emulateTransitionEnd(Alert.TRANSITION_DURATION) :\n      removeElement()\n  }\n\n\n  // ALERT PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.alert')\n\n      if (!data) $this.data('bs.alert', (data = new Alert(this)))\n      if (typeof option == 'string') data[option].call($this)\n    })\n  }\n\n  var old = $.fn.alert\n\n  $.fn.alert             = Plugin\n  $.fn.alert.Constructor = Alert\n\n\n  // ALERT NO CONFLICT\n  // =================\n\n  $.fn.alert.noConflict = function () {\n    $.fn.alert = old\n    return this\n  }\n\n\n  // ALERT DATA-API\n  // ==============\n\n  $(document).on('click.bs.alert.data-api', dismiss, Alert.prototype.close)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: button.js v3.3.6\n * http://getbootstrap.com/javascript/#buttons\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // BUTTON PUBLIC CLASS DEFINITION\n  // ==============================\n\n  var Button = function (element, options) {\n    this.$element  = $(element)\n    this.options   = $.extend({}, Button.DEFAULTS, options)\n    this.isLoading = false\n  }\n\n  Button.VERSION  = '3.3.6'\n\n  Button.DEFAULTS = {\n    loadingText: 'loading...'\n  }\n\n  Button.prototype.setState = function (state) {\n    var d    = 'disabled'\n    var $el  = this.$element\n    var val  = $el.is('input') ? 'val' : 'html'\n    var data = $el.data()\n\n    state += 'Text'\n\n    if (data.resetText == null) $el.data('resetText', $el[val]())\n\n    // push to event loop to allow forms to submit\n    setTimeout($.proxy(function () {\n      $el[val](data[state] == null ? this.options[state] : data[state])\n\n      if (state == 'loadingText') {\n        this.isLoading = true\n        $el.addClass(d).attr(d, d)\n      } else if (this.isLoading) {\n        this.isLoading = false\n        $el.removeClass(d).removeAttr(d)\n      }\n    }, this), 0)\n  }\n\n  Button.prototype.toggle = function () {\n    var changed = true\n    var $parent = this.$element.closest('[data-toggle=\"buttons\"]')\n\n    if ($parent.length) {\n      var $input = this.$element.find('input')\n      if ($input.prop('type') == 'radio') {\n        if ($input.prop('checked')) changed = false\n        $parent.find('.active').removeClass('active')\n        this.$element.addClass('active')\n      } else if ($input.prop('type') == 'checkbox') {\n        if (($input.prop('checked')) !== this.$element.hasClass('active')) changed = false\n        this.$element.toggleClass('active')\n      }\n      $input.prop('checked', this.$element.hasClass('active'))\n      if (changed) $input.trigger('change')\n    } else {\n      this.$element.attr('aria-pressed', !this.$element.hasClass('active'))\n      this.$element.toggleClass('active')\n    }\n  }\n\n\n  // BUTTON PLUGIN DEFINITION\n  // ========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.button')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.button', (data = new Button(this, options)))\n\n      if (option == 'toggle') data.toggle()\n      else if (option) data.setState(option)\n    })\n  }\n\n  var old = $.fn.button\n\n  $.fn.button             = Plugin\n  $.fn.button.Constructor = Button\n\n\n  // BUTTON NO CONFLICT\n  // ==================\n\n  $.fn.button.noConflict = function () {\n    $.fn.button = old\n    return this\n  }\n\n\n  // BUTTON DATA-API\n  // ===============\n\n  $(document)\n    .on('click.bs.button.data-api', '[data-toggle^=\"button\"]', function (e) {\n      var $btn = $(e.target)\n      if (!$btn.hasClass('btn')) $btn = $btn.closest('.btn')\n      Plugin.call($btn, 'toggle')\n      if (!($(e.target).is('input[type=\"radio\"]') || $(e.target).is('input[type=\"checkbox\"]'))) e.preventDefault()\n    })\n    .on('focus.bs.button.data-api blur.bs.button.data-api', '[data-toggle^=\"button\"]', function (e) {\n      $(e.target).closest('.btn').toggleClass('focus', /^focus(in)?$/.test(e.type))\n    })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: carousel.js v3.3.6\n * http://getbootstrap.com/javascript/#carousel\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // CAROUSEL CLASS DEFINITION\n  // =========================\n\n  var Carousel = function (element, options) {\n    this.$element    = $(element)\n    this.$indicators = this.$element.find('.carousel-indicators')\n    this.options     = options\n    this.paused      = null\n    this.sliding     = null\n    this.interval    = null\n    this.$active     = null\n    this.$items      = null\n\n    this.options.keyboard && this.$element.on('keydown.bs.carousel', $.proxy(this.keydown, this))\n\n    this.options.pause == 'hover' && !('ontouchstart' in document.documentElement) && this.$element\n      .on('mouseenter.bs.carousel', $.proxy(this.pause, this))\n      .on('mouseleave.bs.carousel', $.proxy(this.cycle, this))\n  }\n\n  Carousel.VERSION  = '3.3.6'\n\n  Carousel.TRANSITION_DURATION = 600\n\n  Carousel.DEFAULTS = {\n    interval: 5000,\n    pause: 'hover',\n    wrap: true,\n    keyboard: true\n  }\n\n  Carousel.prototype.keydown = function (e) {\n    if (/input|textarea/i.test(e.target.tagName)) return\n    switch (e.which) {\n      case 37: this.prev(); break\n      case 39: this.next(); break\n      default: return\n    }\n\n    e.preventDefault()\n  }\n\n  Carousel.prototype.cycle = function (e) {\n    e || (this.paused = false)\n\n    this.interval && clearInterval(this.interval)\n\n    this.options.interval\n      && !this.paused\n      && (this.interval = setInterval($.proxy(this.next, this), this.options.interval))\n\n    return this\n  }\n\n  Carousel.prototype.getItemIndex = function (item) {\n    this.$items = item.parent().children('.item')\n    return this.$items.index(item || this.$active)\n  }\n\n  Carousel.prototype.getItemForDirection = function (direction, active) {\n    var activeIndex = this.getItemIndex(active)\n    var willWrap = (direction == 'prev' && activeIndex === 0)\n                || (direction == 'next' && activeIndex == (this.$items.length - 1))\n    if (willWrap && !this.options.wrap) return active\n    var delta = direction == 'prev' ? -1 : 1\n    var itemIndex = (activeIndex + delta) % this.$items.length\n    return this.$items.eq(itemIndex)\n  }\n\n  Carousel.prototype.to = function (pos) {\n    var that        = this\n    var activeIndex = this.getItemIndex(this.$active = this.$element.find('.item.active'))\n\n    if (pos > (this.$items.length - 1) || pos < 0) return\n\n    if (this.sliding)       return this.$element.one('slid.bs.carousel', function () { that.to(pos) }) // yes, \"slid\"\n    if (activeIndex == pos) return this.pause().cycle()\n\n    return this.slide(pos > activeIndex ? 'next' : 'prev', this.$items.eq(pos))\n  }\n\n  Carousel.prototype.pause = function (e) {\n    e || (this.paused = true)\n\n    if (this.$element.find('.next, .prev').length && $.support.transition) {\n      this.$element.trigger($.support.transition.end)\n      this.cycle(true)\n    }\n\n    this.interval = clearInterval(this.interval)\n\n    return this\n  }\n\n  Carousel.prototype.next = function () {\n    if (this.sliding) return\n    return this.slide('next')\n  }\n\n  Carousel.prototype.prev = function () {\n    if (this.sliding) return\n    return this.slide('prev')\n  }\n\n  Carousel.prototype.slide = function (type, next) {\n    var $active   = this.$element.find('.item.active')\n    var $next     = next || this.getItemForDirection(type, $active)\n    var isCycling = this.interval\n    var direction = type == 'next' ? 'left' : 'right'\n    var that      = this\n\n    if ($next.hasClass('active')) return (this.sliding = false)\n\n    var relatedTarget = $next[0]\n    var slideEvent = $.Event('slide.bs.carousel', {\n      relatedTarget: relatedTarget,\n      direction: direction\n    })\n    this.$element.trigger(slideEvent)\n    if (slideEvent.isDefaultPrevented()) return\n\n    this.sliding = true\n\n    isCycling && this.pause()\n\n    if (this.$indicators.length) {\n      this.$indicators.find('.active').removeClass('active')\n      var $nextIndicator = $(this.$indicators.children()[this.getItemIndex($next)])\n      $nextIndicator && $nextIndicator.addClass('active')\n    }\n\n    var slidEvent = $.Event('slid.bs.carousel', { relatedTarget: relatedTarget, direction: direction }) // yes, \"slid\"\n    if ($.support.transition && this.$element.hasClass('slide')) {\n      $next.addClass(type)\n      $next[0].offsetWidth // force reflow\n      $active.addClass(direction)\n      $next.addClass(direction)\n      $active\n        .one('bsTransitionEnd', function () {\n          $next.removeClass([type, direction].join(' ')).addClass('active')\n          $active.removeClass(['active', direction].join(' '))\n          that.sliding = false\n          setTimeout(function () {\n            that.$element.trigger(slidEvent)\n          }, 0)\n        })\n        .emulateTransitionEnd(Carousel.TRANSITION_DURATION)\n    } else {\n      $active.removeClass('active')\n      $next.addClass('active')\n      this.sliding = false\n      this.$element.trigger(slidEvent)\n    }\n\n    isCycling && this.cycle()\n\n    return this\n  }\n\n\n  // CAROUSEL PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.carousel')\n      var options = $.extend({}, Carousel.DEFAULTS, $this.data(), typeof option == 'object' && option)\n      var action  = typeof option == 'string' ? option : options.slide\n\n      if (!data) $this.data('bs.carousel', (data = new Carousel(this, options)))\n      if (typeof option == 'number') data.to(option)\n      else if (action) data[action]()\n      else if (options.interval) data.pause().cycle()\n    })\n  }\n\n  var old = $.fn.carousel\n\n  $.fn.carousel             = Plugin\n  $.fn.carousel.Constructor = Carousel\n\n\n  // CAROUSEL NO CONFLICT\n  // ====================\n\n  $.fn.carousel.noConflict = function () {\n    $.fn.carousel = old\n    return this\n  }\n\n\n  // CAROUSEL DATA-API\n  // =================\n\n  var clickHandler = function (e) {\n    var href\n    var $this   = $(this)\n    var $target = $($this.attr('data-target') || (href = $this.attr('href')) && href.replace(/.*(?=#[^\\s]+$)/, '')) // strip for ie7\n    if (!$target.hasClass('carousel')) return\n    var options = $.extend({}, $target.data(), $this.data())\n    var slideIndex = $this.attr('data-slide-to')\n    if (slideIndex) options.interval = false\n\n    Plugin.call($target, options)\n\n    if (slideIndex) {\n      $target.data('bs.carousel').to(slideIndex)\n    }\n\n    e.preventDefault()\n  }\n\n  $(document)\n    .on('click.bs.carousel.data-api', '[data-slide]', clickHandler)\n    .on('click.bs.carousel.data-api', '[data-slide-to]', clickHandler)\n\n  $(window).on('load', function () {\n    $('[data-ride=\"carousel\"]').each(function () {\n      var $carousel = $(this)\n      Plugin.call($carousel, $carousel.data())\n    })\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: collapse.js v3.3.6\n * http://getbootstrap.com/javascript/#collapse\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // COLLAPSE PUBLIC CLASS DEFINITION\n  // ================================\n\n  var Collapse = function (element, options) {\n    this.$element      = $(element)\n    this.options       = $.extend({}, Collapse.DEFAULTS, options)\n    this.$trigger      = $('[data-toggle=\"collapse\"][href=\"#' + element.id + '\"],' +\n                           '[data-toggle=\"collapse\"][data-target=\"#' + element.id + '\"]')\n    this.transitioning = null\n\n    if (this.options.parent) {\n      this.$parent = this.getParent()\n    } else {\n      this.addAriaAndCollapsedClass(this.$element, this.$trigger)\n    }\n\n    if (this.options.toggle) this.toggle()\n  }\n\n  Collapse.VERSION  = '3.3.6'\n\n  Collapse.TRANSITION_DURATION = 350\n\n  Collapse.DEFAULTS = {\n    toggle: true\n  }\n\n  Collapse.prototype.dimension = function () {\n    var hasWidth = this.$element.hasClass('width')\n    return hasWidth ? 'width' : 'height'\n  }\n\n  Collapse.prototype.show = function () {\n    if (this.transitioning || this.$element.hasClass('in')) return\n\n    var activesData\n    var actives = this.$parent && this.$parent.children('.panel').children('.in, .collapsing')\n\n    if (actives && actives.length) {\n      activesData = actives.data('bs.collapse')\n      if (activesData && activesData.transitioning) return\n    }\n\n    var startEvent = $.Event('show.bs.collapse')\n    this.$element.trigger(startEvent)\n    if (startEvent.isDefaultPrevented()) return\n\n    if (actives && actives.length) {\n      Plugin.call(actives, 'hide')\n      activesData || actives.data('bs.collapse', null)\n    }\n\n    var dimension = this.dimension()\n\n    this.$element\n      .removeClass('collapse')\n      .addClass('collapsing')[dimension](0)\n      .attr('aria-expanded', true)\n\n    this.$trigger\n      .removeClass('collapsed')\n      .attr('aria-expanded', true)\n\n    this.transitioning = 1\n\n    var complete = function () {\n      this.$element\n        .removeClass('collapsing')\n        .addClass('collapse in')[dimension]('')\n      this.transitioning = 0\n      this.$element\n        .trigger('shown.bs.collapse')\n    }\n\n    if (!$.support.transition) return complete.call(this)\n\n    var scrollSize = $.camelCase(['scroll', dimension].join('-'))\n\n    this.$element\n      .one('bsTransitionEnd', $.proxy(complete, this))\n      .emulateTransitionEnd(Collapse.TRANSITION_DURATION)[dimension](this.$element[0][scrollSize])\n  }\n\n  Collapse.prototype.hide = function () {\n    if (this.transitioning || !this.$element.hasClass('in')) return\n\n    var startEvent = $.Event('hide.bs.collapse')\n    this.$element.trigger(startEvent)\n    if (startEvent.isDefaultPrevented()) return\n\n    var dimension = this.dimension()\n\n    this.$element[dimension](this.$element[dimension]())[0].offsetHeight\n\n    this.$element\n      .addClass('collapsing')\n      .removeClass('collapse in')\n      .attr('aria-expanded', false)\n\n    this.$trigger\n      .addClass('collapsed')\n      .attr('aria-expanded', false)\n\n    this.transitioning = 1\n\n    var complete = function () {\n      this.transitioning = 0\n      this.$element\n        .removeClass('collapsing')\n        .addClass('collapse')\n        .trigger('hidden.bs.collapse')\n    }\n\n    if (!$.support.transition) return complete.call(this)\n\n    this.$element\n      [dimension](0)\n      .one('bsTransitionEnd', $.proxy(complete, this))\n      .emulateTransitionEnd(Collapse.TRANSITION_DURATION)\n  }\n\n  Collapse.prototype.toggle = function () {\n    this[this.$element.hasClass('in') ? 'hide' : 'show']()\n  }\n\n  Collapse.prototype.getParent = function () {\n    return $(this.options.parent)\n      .find('[data-toggle=\"collapse\"][data-parent=\"' + this.options.parent + '\"]')\n      .each($.proxy(function (i, element) {\n        var $element = $(element)\n        this.addAriaAndCollapsedClass(getTargetFromTrigger($element), $element)\n      }, this))\n      .end()\n  }\n\n  Collapse.prototype.addAriaAndCollapsedClass = function ($element, $trigger) {\n    var isOpen = $element.hasClass('in')\n\n    $element.attr('aria-expanded', isOpen)\n    $trigger\n      .toggleClass('collapsed', !isOpen)\n      .attr('aria-expanded', isOpen)\n  }\n\n  function getTargetFromTrigger($trigger) {\n    var href\n    var target = $trigger.attr('data-target')\n      || (href = $trigger.attr('href')) && href.replace(/.*(?=#[^\\s]+$)/, '') // strip for ie7\n\n    return $(target)\n  }\n\n\n  // COLLAPSE PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.collapse')\n      var options = $.extend({}, Collapse.DEFAULTS, $this.data(), typeof option == 'object' && option)\n\n      if (!data && options.toggle && /show|hide/.test(option)) options.toggle = false\n      if (!data) $this.data('bs.collapse', (data = new Collapse(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.collapse\n\n  $.fn.collapse             = Plugin\n  $.fn.collapse.Constructor = Collapse\n\n\n  // COLLAPSE NO CONFLICT\n  // ====================\n\n  $.fn.collapse.noConflict = function () {\n    $.fn.collapse = old\n    return this\n  }\n\n\n  // COLLAPSE DATA-API\n  // =================\n\n  $(document).on('click.bs.collapse.data-api', '[data-toggle=\"collapse\"]', function (e) {\n    var $this   = $(this)\n\n    if (!$this.attr('data-target')) e.preventDefault()\n\n    var $target = getTargetFromTrigger($this)\n    var data    = $target.data('bs.collapse')\n    var option  = data ? 'toggle' : $this.data()\n\n    Plugin.call($target, option)\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: dropdown.js v3.3.6\n * http://getbootstrap.com/javascript/#dropdowns\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // DROPDOWN CLASS DEFINITION\n  // =========================\n\n  var backdrop = '.dropdown-backdrop'\n  var toggle   = '[data-toggle=\"dropdown\"]'\n  var Dropdown = function (element) {\n    $(element).on('click.bs.dropdown', this.toggle)\n  }\n\n  Dropdown.VERSION = '3.3.6'\n\n  function getParent($this) {\n    var selector = $this.attr('data-target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && /#[A-Za-z]/.test(selector) && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    var $parent = selector && $(selector)\n\n    return $parent && $parent.length ? $parent : $this.parent()\n  }\n\n  function clearMenus(e) {\n    if (e && e.which === 3) return\n    $(backdrop).remove()\n    $(toggle).each(function () {\n      var $this         = $(this)\n      var $parent       = getParent($this)\n      var relatedTarget = { relatedTarget: this }\n\n      if (!$parent.hasClass('open')) return\n\n      if (e && e.type == 'click' && /input|textarea/i.test(e.target.tagName) && $.contains($parent[0], e.target)) return\n\n      $parent.trigger(e = $.Event('hide.bs.dropdown', relatedTarget))\n\n      if (e.isDefaultPrevented()) return\n\n      $this.attr('aria-expanded', 'false')\n      $parent.removeClass('open').trigger($.Event('hidden.bs.dropdown', relatedTarget))\n    })\n  }\n\n  Dropdown.prototype.toggle = function (e) {\n    var $this = $(this)\n\n    if ($this.is('.disabled, :disabled')) return\n\n    var $parent  = getParent($this)\n    var isActive = $parent.hasClass('open')\n\n    clearMenus()\n\n    if (!isActive) {\n      if ('ontouchstart' in document.documentElement && !$parent.closest('.navbar-nav').length) {\n        // if mobile we use a backdrop because click events don't delegate\n        $(document.createElement('div'))\n          .addClass('dropdown-backdrop')\n          .insertAfter($(this))\n          .on('click', clearMenus)\n      }\n\n      var relatedTarget = { relatedTarget: this }\n      $parent.trigger(e = $.Event('show.bs.dropdown', relatedTarget))\n\n      if (e.isDefaultPrevented()) return\n\n      $this\n        .trigger('focus')\n        .attr('aria-expanded', 'true')\n\n      $parent\n        .toggleClass('open')\n        .trigger($.Event('shown.bs.dropdown', relatedTarget))\n    }\n\n    return false\n  }\n\n  Dropdown.prototype.keydown = function (e) {\n    if (!/(38|40|27|32)/.test(e.which) || /input|textarea/i.test(e.target.tagName)) return\n\n    var $this = $(this)\n\n    e.preventDefault()\n    e.stopPropagation()\n\n    if ($this.is('.disabled, :disabled')) return\n\n    var $parent  = getParent($this)\n    var isActive = $parent.hasClass('open')\n\n    if (!isActive && e.which != 27 || isActive && e.which == 27) {\n      if (e.which == 27) $parent.find(toggle).trigger('focus')\n      return $this.trigger('click')\n    }\n\n    var desc = ' li:not(.disabled):visible a'\n    var $items = $parent.find('.dropdown-menu' + desc)\n\n    if (!$items.length) return\n\n    var index = $items.index(e.target)\n\n    if (e.which == 38 && index > 0)                 index--         // up\n    if (e.which == 40 && index < $items.length - 1) index++         // down\n    if (!~index)                                    index = 0\n\n    $items.eq(index).trigger('focus')\n  }\n\n\n  // DROPDOWN PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.dropdown')\n\n      if (!data) $this.data('bs.dropdown', (data = new Dropdown(this)))\n      if (typeof option == 'string') data[option].call($this)\n    })\n  }\n\n  var old = $.fn.dropdown\n\n  $.fn.dropdown             = Plugin\n  $.fn.dropdown.Constructor = Dropdown\n\n\n  // DROPDOWN NO CONFLICT\n  // ====================\n\n  $.fn.dropdown.noConflict = function () {\n    $.fn.dropdown = old\n    return this\n  }\n\n\n  // APPLY TO STANDARD DROPDOWN ELEMENTS\n  // ===================================\n\n  $(document)\n    .on('click.bs.dropdown.data-api', clearMenus)\n    .on('click.bs.dropdown.data-api', '.dropdown form', function (e) { e.stopPropagation() })\n    .on('click.bs.dropdown.data-api', toggle, Dropdown.prototype.toggle)\n    .on('keydown.bs.dropdown.data-api', toggle, Dropdown.prototype.keydown)\n    .on('keydown.bs.dropdown.data-api', '.dropdown-menu', Dropdown.prototype.keydown)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: modal.js v3.3.6\n * http://getbootstrap.com/javascript/#modals\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // MODAL CLASS DEFINITION\n  // ======================\n\n  var Modal = function (element, options) {\n    this.options             = options\n    this.$body               = $(document.body)\n    this.$element            = $(element)\n    this.$dialog             = this.$element.find('.modal-dialog')\n    this.$backdrop           = null\n    this.isShown             = null\n    this.originalBodyPad     = null\n    this.scrollbarWidth      = 0\n    this.ignoreBackdropClick = false\n\n    if (this.options.remote) {\n      this.$element\n        .find('.modal-content')\n        .load(this.options.remote, $.proxy(function () {\n          this.$element.trigger('loaded.bs.modal')\n        }, this))\n    }\n  }\n\n  Modal.VERSION  = '3.3.6'\n\n  Modal.TRANSITION_DURATION = 300\n  Modal.BACKDROP_TRANSITION_DURATION = 150\n\n  Modal.DEFAULTS = {\n    backdrop: true,\n    keyboard: true,\n    show: true\n  }\n\n  Modal.prototype.toggle = function (_relatedTarget) {\n    return this.isShown ? this.hide() : this.show(_relatedTarget)\n  }\n\n  Modal.prototype.show = function (_relatedTarget) {\n    var that = this\n    var e    = $.Event('show.bs.modal', { relatedTarget: _relatedTarget })\n\n    this.$element.trigger(e)\n\n    if (this.isShown || e.isDefaultPrevented()) return\n\n    this.isShown = true\n\n    this.checkScrollbar()\n    this.setScrollbar()\n    this.$body.addClass('modal-open')\n\n    this.escape()\n    this.resize()\n\n    this.$element.on('click.dismiss.bs.modal', '[data-dismiss=\"modal\"]', $.proxy(this.hide, this))\n\n    this.$dialog.on('mousedown.dismiss.bs.modal', function () {\n      that.$element.one('mouseup.dismiss.bs.modal', function (e) {\n        if ($(e.target).is(that.$element)) that.ignoreBackdropClick = true\n      })\n    })\n\n    this.backdrop(function () {\n      var transition = $.support.transition && that.$element.hasClass('fade')\n\n      if (!that.$element.parent().length) {\n        that.$element.appendTo(that.$body) // don't move modals dom position\n      }\n\n      that.$element\n        .show()\n        .scrollTop(0)\n\n      that.adjustDialog()\n\n      if (transition) {\n        that.$element[0].offsetWidth // force reflow\n      }\n\n      that.$element.addClass('in')\n\n      that.enforceFocus()\n\n      var e = $.Event('shown.bs.modal', { relatedTarget: _relatedTarget })\n\n      transition ?\n        that.$dialog // wait for modal to slide in\n          .one('bsTransitionEnd', function () {\n            that.$element.trigger('focus').trigger(e)\n          })\n          .emulateTransitionEnd(Modal.TRANSITION_DURATION) :\n        that.$element.trigger('focus').trigger(e)\n    })\n  }\n\n  Modal.prototype.hide = function (e) {\n    if (e) e.preventDefault()\n\n    e = $.Event('hide.bs.modal')\n\n    this.$element.trigger(e)\n\n    if (!this.isShown || e.isDefaultPrevented()) return\n\n    this.isShown = false\n\n    this.escape()\n    this.resize()\n\n    $(document).off('focusin.bs.modal')\n\n    this.$element\n      .removeClass('in')\n      .off('click.dismiss.bs.modal')\n      .off('mouseup.dismiss.bs.modal')\n\n    this.$dialog.off('mousedown.dismiss.bs.modal')\n\n    $.support.transition && this.$element.hasClass('fade') ?\n      this.$element\n        .one('bsTransitionEnd', $.proxy(this.hideModal, this))\n        .emulateTransitionEnd(Modal.TRANSITION_DURATION) :\n      this.hideModal()\n  }\n\n  Modal.prototype.enforceFocus = function () {\n    $(document)\n      .off('focusin.bs.modal') // guard against infinite focus loop\n      .on('focusin.bs.modal', $.proxy(function (e) {\n        if (this.$element[0] !== e.target && !this.$element.has(e.target).length) {\n          this.$element.trigger('focus')\n        }\n      }, this))\n  }\n\n  Modal.prototype.escape = function () {\n    if (this.isShown && this.options.keyboard) {\n      this.$element.on('keydown.dismiss.bs.modal', $.proxy(function (e) {\n        e.which == 27 && this.hide()\n      }, this))\n    } else if (!this.isShown) {\n      this.$element.off('keydown.dismiss.bs.modal')\n    }\n  }\n\n  Modal.prototype.resize = function () {\n    if (this.isShown) {\n      $(window).on('resize.bs.modal', $.proxy(this.handleUpdate, this))\n    } else {\n      $(window).off('resize.bs.modal')\n    }\n  }\n\n  Modal.prototype.hideModal = function () {\n    var that = this\n    this.$element.hide()\n    this.backdrop(function () {\n      that.$body.removeClass('modal-open')\n      that.resetAdjustments()\n      that.resetScrollbar()\n      that.$element.trigger('hidden.bs.modal')\n    })\n  }\n\n  Modal.prototype.removeBackdrop = function () {\n    this.$backdrop && this.$backdrop.remove()\n    this.$backdrop = null\n  }\n\n  Modal.prototype.backdrop = function (callback) {\n    var that = this\n    var animate = this.$element.hasClass('fade') ? 'fade' : ''\n\n    if (this.isShown && this.options.backdrop) {\n      var doAnimate = $.support.transition && animate\n\n      this.$backdrop = $(document.createElement('div'))\n        .addClass('modal-backdrop ' + animate)\n        .appendTo(this.$body)\n\n      this.$element.on('click.dismiss.bs.modal', $.proxy(function (e) {\n        if (this.ignoreBackdropClick) {\n          this.ignoreBackdropClick = false\n          return\n        }\n        if (e.target !== e.currentTarget) return\n        this.options.backdrop == 'static'\n          ? this.$element[0].focus()\n          : this.hide()\n      }, this))\n\n      if (doAnimate) this.$backdrop[0].offsetWidth // force reflow\n\n      this.$backdrop.addClass('in')\n\n      if (!callback) return\n\n      doAnimate ?\n        this.$backdrop\n          .one('bsTransitionEnd', callback)\n          .emulateTransitionEnd(Modal.BACKDROP_TRANSITION_DURATION) :\n        callback()\n\n    } else if (!this.isShown && this.$backdrop) {\n      this.$backdrop.removeClass('in')\n\n      var callbackRemove = function () {\n        that.removeBackdrop()\n        callback && callback()\n      }\n      $.support.transition && this.$element.hasClass('fade') ?\n        this.$backdrop\n          .one('bsTransitionEnd', callbackRemove)\n          .emulateTransitionEnd(Modal.BACKDROP_TRANSITION_DURATION) :\n        callbackRemove()\n\n    } else if (callback) {\n      callback()\n    }\n  }\n\n  // these following methods are used to handle overflowing modals\n\n  Modal.prototype.handleUpdate = function () {\n    this.adjustDialog()\n  }\n\n  Modal.prototype.adjustDialog = function () {\n    var modalIsOverflowing = this.$element[0].scrollHeight > document.documentElement.clientHeight\n\n    this.$element.css({\n      paddingLeft:  !this.bodyIsOverflowing && modalIsOverflowing ? this.scrollbarWidth : '',\n      paddingRight: this.bodyIsOverflowing && !modalIsOverflowing ? this.scrollbarWidth : ''\n    })\n  }\n\n  Modal.prototype.resetAdjustments = function () {\n    this.$element.css({\n      paddingLeft: '',\n      paddingRight: ''\n    })\n  }\n\n  Modal.prototype.checkScrollbar = function () {\n    var fullWindowWidth = window.innerWidth\n    if (!fullWindowWidth) { // workaround for missing window.innerWidth in IE8\n      var documentElementRect = document.documentElement.getBoundingClientRect()\n      fullWindowWidth = documentElementRect.right - Math.abs(documentElementRect.left)\n    }\n    this.bodyIsOverflowing = document.body.clientWidth < fullWindowWidth\n    this.scrollbarWidth = this.measureScrollbar()\n  }\n\n  Modal.prototype.setScrollbar = function () {\n    var bodyPad = parseInt((this.$body.css('padding-right') || 0), 10)\n    this.originalBodyPad = document.body.style.paddingRight || ''\n    if (this.bodyIsOverflowing) this.$body.css('padding-right', bodyPad + this.scrollbarWidth)\n  }\n\n  Modal.prototype.resetScrollbar = function () {\n    this.$body.css('padding-right', this.originalBodyPad)\n  }\n\n  Modal.prototype.measureScrollbar = function () { // thx walsh\n    var scrollDiv = document.createElement('div')\n    scrollDiv.className = 'modal-scrollbar-measure'\n    this.$body.append(scrollDiv)\n    var scrollbarWidth = scrollDiv.offsetWidth - scrollDiv.clientWidth\n    this.$body[0].removeChild(scrollDiv)\n    return scrollbarWidth\n  }\n\n\n  // MODAL PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option, _relatedTarget) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.modal')\n      var options = $.extend({}, Modal.DEFAULTS, $this.data(), typeof option == 'object' && option)\n\n      if (!data) $this.data('bs.modal', (data = new Modal(this, options)))\n      if (typeof option == 'string') data[option](_relatedTarget)\n      else if (options.show) data.show(_relatedTarget)\n    })\n  }\n\n  var old = $.fn.modal\n\n  $.fn.modal             = Plugin\n  $.fn.modal.Constructor = Modal\n\n\n  // MODAL NO CONFLICT\n  // =================\n\n  $.fn.modal.noConflict = function () {\n    $.fn.modal = old\n    return this\n  }\n\n\n  // MODAL DATA-API\n  // ==============\n\n  $(document).on('click.bs.modal.data-api', '[data-toggle=\"modal\"]', function (e) {\n    var $this   = $(this)\n    var href    = $this.attr('href')\n    var $target = $($this.attr('data-target') || (href && href.replace(/.*(?=#[^\\s]+$)/, ''))) // strip for ie7\n    var option  = $target.data('bs.modal') ? 'toggle' : $.extend({ remote: !/#/.test(href) && href }, $target.data(), $this.data())\n\n    if ($this.is('a')) e.preventDefault()\n\n    $target.one('show.bs.modal', function (showEvent) {\n      if (showEvent.isDefaultPrevented()) return // only register focus restorer if modal will actually get shown\n      $target.one('hidden.bs.modal', function () {\n        $this.is(':visible') && $this.trigger('focus')\n      })\n    })\n    Plugin.call($target, option, this)\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: tooltip.js v3.3.6\n * http://getbootstrap.com/javascript/#tooltip\n * Inspired by the original jQuery.tipsy by Jason Frame\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // TOOLTIP PUBLIC CLASS DEFINITION\n  // ===============================\n\n  var Tooltip = function (element, options) {\n    this.type       = null\n    this.options    = null\n    this.enabled    = null\n    this.timeout    = null\n    this.hoverState = null\n    this.$element   = null\n    this.inState    = null\n\n    this.init('tooltip', element, options)\n  }\n\n  Tooltip.VERSION  = '3.3.6'\n\n  Tooltip.TRANSITION_DURATION = 150\n\n  Tooltip.DEFAULTS = {\n    animation: true,\n    placement: 'top',\n    selector: false,\n    template: '<div class=\"tooltip\" role=\"tooltip\"><div class=\"tooltip-arrow\"></div><div class=\"tooltip-inner\"></div></div>',\n    trigger: 'hover focus',\n    title: '',\n    delay: 0,\n    html: false,\n    container: false,\n    viewport: {\n      selector: 'body',\n      padding: 0\n    }\n  }\n\n  Tooltip.prototype.init = function (type, element, options) {\n    this.enabled   = true\n    this.type      = type\n    this.$element  = $(element)\n    this.options   = this.getOptions(options)\n    this.$viewport = this.options.viewport && $($.isFunction(this.options.viewport) ? this.options.viewport.call(this, this.$element) : (this.options.viewport.selector || this.options.viewport))\n    this.inState   = { click: false, hover: false, focus: false }\n\n    if (this.$element[0] instanceof document.constructor && !this.options.selector) {\n      throw new Error('`selector` option must be specified when initializing ' + this.type + ' on the window.document object!')\n    }\n\n    var triggers = this.options.trigger.split(' ')\n\n    for (var i = triggers.length; i--;) {\n      var trigger = triggers[i]\n\n      if (trigger == 'click') {\n        this.$element.on('click.' + this.type, this.options.selector, $.proxy(this.toggle, this))\n      } else if (trigger != 'manual') {\n        var eventIn  = trigger == 'hover' ? 'mouseenter' : 'focusin'\n        var eventOut = trigger == 'hover' ? 'mouseleave' : 'focusout'\n\n        this.$element.on(eventIn  + '.' + this.type, this.options.selector, $.proxy(this.enter, this))\n        this.$element.on(eventOut + '.' + this.type, this.options.selector, $.proxy(this.leave, this))\n      }\n    }\n\n    this.options.selector ?\n      (this._options = $.extend({}, this.options, { trigger: 'manual', selector: '' })) :\n      this.fixTitle()\n  }\n\n  Tooltip.prototype.getDefaults = function () {\n    return Tooltip.DEFAULTS\n  }\n\n  Tooltip.prototype.getOptions = function (options) {\n    options = $.extend({}, this.getDefaults(), this.$element.data(), options)\n\n    if (options.delay && typeof options.delay == 'number') {\n      options.delay = {\n        show: options.delay,\n        hide: options.delay\n      }\n    }\n\n    return options\n  }\n\n  Tooltip.prototype.getDelegateOptions = function () {\n    var options  = {}\n    var defaults = this.getDefaults()\n\n    this._options && $.each(this._options, function (key, value) {\n      if (defaults[key] != value) options[key] = value\n    })\n\n    return options\n  }\n\n  Tooltip.prototype.enter = function (obj) {\n    var self = obj instanceof this.constructor ?\n      obj : $(obj.currentTarget).data('bs.' + this.type)\n\n    if (!self) {\n      self = new this.constructor(obj.currentTarget, this.getDelegateOptions())\n      $(obj.currentTarget).data('bs.' + this.type, self)\n    }\n\n    if (obj instanceof $.Event) {\n      self.inState[obj.type == 'focusin' ? 'focus' : 'hover'] = true\n    }\n\n    if (self.tip().hasClass('in') || self.hoverState == 'in') {\n      self.hoverState = 'in'\n      return\n    }\n\n    clearTimeout(self.timeout)\n\n    self.hoverState = 'in'\n\n    if (!self.options.delay || !self.options.delay.show) return self.show()\n\n    self.timeout = setTimeout(function () {\n      if (self.hoverState == 'in') self.show()\n    }, self.options.delay.show)\n  }\n\n  Tooltip.prototype.isInStateTrue = function () {\n    for (var key in this.inState) {\n      if (this.inState[key]) return true\n    }\n\n    return false\n  }\n\n  Tooltip.prototype.leave = function (obj) {\n    var self = obj instanceof this.constructor ?\n      obj : $(obj.currentTarget).data('bs.' + this.type)\n\n    if (!self) {\n      self = new this.constructor(obj.currentTarget, this.getDelegateOptions())\n      $(obj.currentTarget).data('bs.' + this.type, self)\n    }\n\n    if (obj instanceof $.Event) {\n      self.inState[obj.type == 'focusout' ? 'focus' : 'hover'] = false\n    }\n\n    if (self.isInStateTrue()) return\n\n    clearTimeout(self.timeout)\n\n    self.hoverState = 'out'\n\n    if (!self.options.delay || !self.options.delay.hide) return self.hide()\n\n    self.timeout = setTimeout(function () {\n      if (self.hoverState == 'out') self.hide()\n    }, self.options.delay.hide)\n  }\n\n  Tooltip.prototype.show = function () {\n    var e = $.Event('show.bs.' + this.type)\n\n    if (this.hasContent() && this.enabled) {\n      this.$element.trigger(e)\n\n      var inDom = $.contains(this.$element[0].ownerDocument.documentElement, this.$element[0])\n      if (e.isDefaultPrevented() || !inDom) return\n      var that = this\n\n      var $tip = this.tip()\n\n      var tipId = this.getUID(this.type)\n\n      this.setContent()\n      $tip.attr('id', tipId)\n      this.$element.attr('aria-describedby', tipId)\n\n      if (this.options.animation) $tip.addClass('fade')\n\n      var placement = typeof this.options.placement == 'function' ?\n        this.options.placement.call(this, $tip[0], this.$element[0]) :\n        this.options.placement\n\n      var autoToken = /\\s?auto?\\s?/i\n      var autoPlace = autoToken.test(placement)\n      if (autoPlace) placement = placement.replace(autoToken, '') || 'top'\n\n      $tip\n        .detach()\n        .css({ top: 0, left: 0, display: 'block' })\n        .addClass(placement)\n        .data('bs.' + this.type, this)\n\n      this.options.container ? $tip.appendTo(this.options.container) : $tip.insertAfter(this.$element)\n      this.$element.trigger('inserted.bs.' + this.type)\n\n      var pos          = this.getPosition()\n      var actualWidth  = $tip[0].offsetWidth\n      var actualHeight = $tip[0].offsetHeight\n\n      if (autoPlace) {\n        var orgPlacement = placement\n        var viewportDim = this.getPosition(this.$viewport)\n\n        placement = placement == 'bottom' && pos.bottom + actualHeight > viewportDim.bottom ? 'top'    :\n                    placement == 'top'    && pos.top    - actualHeight < viewportDim.top    ? 'bottom' :\n                    placement == 'right'  && pos.right  + actualWidth  > viewportDim.width  ? 'left'   :\n                    placement == 'left'   && pos.left   - actualWidth  < viewportDim.left   ? 'right'  :\n                    placement\n\n        $tip\n          .removeClass(orgPlacement)\n          .addClass(placement)\n      }\n\n      var calculatedOffset = this.getCalculatedOffset(placement, pos, actualWidth, actualHeight)\n\n      this.applyPlacement(calculatedOffset, placement)\n\n      var complete = function () {\n        var prevHoverState = that.hoverState\n        that.$element.trigger('shown.bs.' + that.type)\n        that.hoverState = null\n\n        if (prevHoverState == 'out') that.leave(that)\n      }\n\n      $.support.transition && this.$tip.hasClass('fade') ?\n        $tip\n          .one('bsTransitionEnd', complete)\n          .emulateTransitionEnd(Tooltip.TRANSITION_DURATION) :\n        complete()\n    }\n  }\n\n  Tooltip.prototype.applyPlacement = function (offset, placement) {\n    var $tip   = this.tip()\n    var width  = $tip[0].offsetWidth\n    var height = $tip[0].offsetHeight\n\n    // manually read margins because getBoundingClientRect includes difference\n    var marginTop = parseInt($tip.css('margin-top'), 10)\n    var marginLeft = parseInt($tip.css('margin-left'), 10)\n\n    // we must check for NaN for ie 8/9\n    if (isNaN(marginTop))  marginTop  = 0\n    if (isNaN(marginLeft)) marginLeft = 0\n\n    offset.top  += marginTop\n    offset.left += marginLeft\n\n    // $.fn.offset doesn't round pixel values\n    // so we use setOffset directly with our own function B-0\n    $.offset.setOffset($tip[0], $.extend({\n      using: function (props) {\n        $tip.css({\n          top: Math.round(props.top),\n          left: Math.round(props.left)\n        })\n      }\n    }, offset), 0)\n\n    $tip.addClass('in')\n\n    // check to see if placing tip in new offset caused the tip to resize itself\n    var actualWidth  = $tip[0].offsetWidth\n    var actualHeight = $tip[0].offsetHeight\n\n    if (placement == 'top' && actualHeight != height) {\n      offset.top = offset.top + height - actualHeight\n    }\n\n    var delta = this.getViewportAdjustedDelta(placement, offset, actualWidth, actualHeight)\n\n    if (delta.left) offset.left += delta.left\n    else offset.top += delta.top\n\n    var isVertical          = /top|bottom/.test(placement)\n    var arrowDelta          = isVertical ? delta.left * 2 - width + actualWidth : delta.top * 2 - height + actualHeight\n    var arrowOffsetPosition = isVertical ? 'offsetWidth' : 'offsetHeight'\n\n    $tip.offset(offset)\n    this.replaceArrow(arrowDelta, $tip[0][arrowOffsetPosition], isVertical)\n  }\n\n  Tooltip.prototype.replaceArrow = function (delta, dimension, isVertical) {\n    this.arrow()\n      .css(isVertical ? 'left' : 'top', 50 * (1 - delta / dimension) + '%')\n      .css(isVertical ? 'top' : 'left', '')\n  }\n\n  Tooltip.prototype.setContent = function () {\n    var $tip  = this.tip()\n    var title = this.getTitle()\n\n    $tip.find('.tooltip-inner')[this.options.html ? 'html' : 'text'](title)\n    $tip.removeClass('fade in top bottom left right')\n  }\n\n  Tooltip.prototype.hide = function (callback) {\n    var that = this\n    var $tip = $(this.$tip)\n    var e    = $.Event('hide.bs.' + this.type)\n\n    function complete() {\n      if (that.hoverState != 'in') $tip.detach()\n      that.$element\n        .removeAttr('aria-describedby')\n        .trigger('hidden.bs.' + that.type)\n      callback && callback()\n    }\n\n    this.$element.trigger(e)\n\n    if (e.isDefaultPrevented()) return\n\n    $tip.removeClass('in')\n\n    $.support.transition && $tip.hasClass('fade') ?\n      $tip\n        .one('bsTransitionEnd', complete)\n        .emulateTransitionEnd(Tooltip.TRANSITION_DURATION) :\n      complete()\n\n    this.hoverState = null\n\n    return this\n  }\n\n  Tooltip.prototype.fixTitle = function () {\n    var $e = this.$element\n    if ($e.attr('title') || typeof $e.attr('data-original-title') != 'string') {\n      $e.attr('data-original-title', $e.attr('title') || '').attr('title', '')\n    }\n  }\n\n  Tooltip.prototype.hasContent = function () {\n    return this.getTitle()\n  }\n\n  Tooltip.prototype.getPosition = function ($element) {\n    $element   = $element || this.$element\n\n    var el     = $element[0]\n    var isBody = el.tagName == 'BODY'\n\n    var elRect    = el.getBoundingClientRect()\n    if (elRect.width == null) {\n      // width and height are missing in IE8, so compute them manually; see https://github.com/twbs/bootstrap/issues/14093\n      elRect = $.extend({}, elRect, { width: elRect.right - elRect.left, height: elRect.bottom - elRect.top })\n    }\n    var elOffset  = isBody ? { top: 0, left: 0 } : $element.offset()\n    var scroll    = { scroll: isBody ? document.documentElement.scrollTop || document.body.scrollTop : $element.scrollTop() }\n    var outerDims = isBody ? { width: $(window).width(), height: $(window).height() } : null\n\n    return $.extend({}, elRect, scroll, outerDims, elOffset)\n  }\n\n  Tooltip.prototype.getCalculatedOffset = function (placement, pos, actualWidth, actualHeight) {\n    return placement == 'bottom' ? { top: pos.top + pos.height,   left: pos.left + pos.width / 2 - actualWidth / 2 } :\n           placement == 'top'    ? { top: pos.top - actualHeight, left: pos.left + pos.width / 2 - actualWidth / 2 } :\n           placement == 'left'   ? { top: pos.top + pos.height / 2 - actualHeight / 2, left: pos.left - actualWidth } :\n        /* placement == 'right' */ { top: pos.top + pos.height / 2 - actualHeight / 2, left: pos.left + pos.width }\n\n  }\n\n  Tooltip.prototype.getViewportAdjustedDelta = function (placement, pos, actualWidth, actualHeight) {\n    var delta = { top: 0, left: 0 }\n    if (!this.$viewport) return delta\n\n    var viewportPadding = this.options.viewport && this.options.viewport.padding || 0\n    var viewportDimensions = this.getPosition(this.$viewport)\n\n    if (/right|left/.test(placement)) {\n      var topEdgeOffset    = pos.top - viewportPadding - viewportDimensions.scroll\n      var bottomEdgeOffset = pos.top + viewportPadding - viewportDimensions.scroll + actualHeight\n      if (topEdgeOffset < viewportDimensions.top) { // top overflow\n        delta.top = viewportDimensions.top - topEdgeOffset\n      } else if (bottomEdgeOffset > viewportDimensions.top + viewportDimensions.height) { // bottom overflow\n        delta.top = viewportDimensions.top + viewportDimensions.height - bottomEdgeOffset\n      }\n    } else {\n      var leftEdgeOffset  = pos.left - viewportPadding\n      var rightEdgeOffset = pos.left + viewportPadding + actualWidth\n      if (leftEdgeOffset < viewportDimensions.left) { // left overflow\n        delta.left = viewportDimensions.left - leftEdgeOffset\n      } else if (rightEdgeOffset > viewportDimensions.right) { // right overflow\n        delta.left = viewportDimensions.left + viewportDimensions.width - rightEdgeOffset\n      }\n    }\n\n    return delta\n  }\n\n  Tooltip.prototype.getTitle = function () {\n    var title\n    var $e = this.$element\n    var o  = this.options\n\n    title = $e.attr('data-original-title')\n      || (typeof o.title == 'function' ? o.title.call($e[0]) :  o.title)\n\n    return title\n  }\n\n  Tooltip.prototype.getUID = function (prefix) {\n    do prefix += ~~(Math.random() * 1000000)\n    while (document.getElementById(prefix))\n    return prefix\n  }\n\n  Tooltip.prototype.tip = function () {\n    if (!this.$tip) {\n      this.$tip = $(this.options.template)\n      if (this.$tip.length != 1) {\n        throw new Error(this.type + ' `template` option must consist of exactly 1 top-level element!')\n      }\n    }\n    return this.$tip\n  }\n\n  Tooltip.prototype.arrow = function () {\n    return (this.$arrow = this.$arrow || this.tip().find('.tooltip-arrow'))\n  }\n\n  Tooltip.prototype.enable = function () {\n    this.enabled = true\n  }\n\n  Tooltip.prototype.disable = function () {\n    this.enabled = false\n  }\n\n  Tooltip.prototype.toggleEnabled = function () {\n    this.enabled = !this.enabled\n  }\n\n  Tooltip.prototype.toggle = function (e) {\n    var self = this\n    if (e) {\n      self = $(e.currentTarget).data('bs.' + this.type)\n      if (!self) {\n        self = new this.constructor(e.currentTarget, this.getDelegateOptions())\n        $(e.currentTarget).data('bs.' + this.type, self)\n      }\n    }\n\n    if (e) {\n      self.inState.click = !self.inState.click\n      if (self.isInStateTrue()) self.enter(self)\n      else self.leave(self)\n    } else {\n      self.tip().hasClass('in') ? self.leave(self) : self.enter(self)\n    }\n  }\n\n  Tooltip.prototype.destroy = function () {\n    var that = this\n    clearTimeout(this.timeout)\n    this.hide(function () {\n      that.$element.off('.' + that.type).removeData('bs.' + that.type)\n      if (that.$tip) {\n        that.$tip.detach()\n      }\n      that.$tip = null\n      that.$arrow = null\n      that.$viewport = null\n    })\n  }\n\n\n  // TOOLTIP PLUGIN DEFINITION\n  // =========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.tooltip')\n      var options = typeof option == 'object' && option\n\n      if (!data && /destroy|hide/.test(option)) return\n      if (!data) $this.data('bs.tooltip', (data = new Tooltip(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.tooltip\n\n  $.fn.tooltip             = Plugin\n  $.fn.tooltip.Constructor = Tooltip\n\n\n  // TOOLTIP NO CONFLICT\n  // ===================\n\n  $.fn.tooltip.noConflict = function () {\n    $.fn.tooltip = old\n    return this\n  }\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: popover.js v3.3.6\n * http://getbootstrap.com/javascript/#popovers\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // POPOVER PUBLIC CLASS DEFINITION\n  // ===============================\n\n  var Popover = function (element, options) {\n    this.init('popover', element, options)\n  }\n\n  if (!$.fn.tooltip) throw new Error('Popover requires tooltip.js')\n\n  Popover.VERSION  = '3.3.6'\n\n  Popover.DEFAULTS = $.extend({}, $.fn.tooltip.Constructor.DEFAULTS, {\n    placement: 'right',\n    trigger: 'click',\n    content: '',\n    template: '<div class=\"popover\" role=\"tooltip\"><div class=\"arrow\"></div><h3 class=\"popover-title\"></h3><div class=\"popover-content\"></div></div>'\n  })\n\n\n  // NOTE: POPOVER EXTENDS tooltip.js\n  // ================================\n\n  Popover.prototype = $.extend({}, $.fn.tooltip.Constructor.prototype)\n\n  Popover.prototype.constructor = Popover\n\n  Popover.prototype.getDefaults = function () {\n    return Popover.DEFAULTS\n  }\n\n  Popover.prototype.setContent = function () {\n    var $tip    = this.tip()\n    var title   = this.getTitle()\n    var content = this.getContent()\n\n    $tip.find('.popover-title')[this.options.html ? 'html' : 'text'](title)\n    $tip.find('.popover-content').children().detach().end()[ // we use append for html objects to maintain js events\n      this.options.html ? (typeof content == 'string' ? 'html' : 'append') : 'text'\n    ](content)\n\n    $tip.removeClass('fade top bottom left right in')\n\n    // IE8 doesn't accept hiding via the `:empty` pseudo selector, we have to do\n    // this manually by checking the contents.\n    if (!$tip.find('.popover-title').html()) $tip.find('.popover-title').hide()\n  }\n\n  Popover.prototype.hasContent = function () {\n    return this.getTitle() || this.getContent()\n  }\n\n  Popover.prototype.getContent = function () {\n    var $e = this.$element\n    var o  = this.options\n\n    return $e.attr('data-content')\n      || (typeof o.content == 'function' ?\n            o.content.call($e[0]) :\n            o.content)\n  }\n\n  Popover.prototype.arrow = function () {\n    return (this.$arrow = this.$arrow || this.tip().find('.arrow'))\n  }\n\n\n  // POPOVER PLUGIN DEFINITION\n  // =========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.popover')\n      var options = typeof option == 'object' && option\n\n      if (!data && /destroy|hide/.test(option)) return\n      if (!data) $this.data('bs.popover', (data = new Popover(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.popover\n\n  $.fn.popover             = Plugin\n  $.fn.popover.Constructor = Popover\n\n\n  // POPOVER NO CONFLICT\n  // ===================\n\n  $.fn.popover.noConflict = function () {\n    $.fn.popover = old\n    return this\n  }\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: scrollspy.js v3.3.6\n * http://getbootstrap.com/javascript/#scrollspy\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // SCROLLSPY CLASS DEFINITION\n  // ==========================\n\n  function ScrollSpy(element, options) {\n    this.$body          = $(document.body)\n    this.$scrollElement = $(element).is(document.body) ? $(window) : $(element)\n    this.options        = $.extend({}, ScrollSpy.DEFAULTS, options)\n    this.selector       = (this.options.target || '') + ' .nav li > a'\n    this.offsets        = []\n    this.targets        = []\n    this.activeTarget   = null\n    this.scrollHeight   = 0\n\n    this.$scrollElement.on('scroll.bs.scrollspy', $.proxy(this.process, this))\n    this.refresh()\n    this.process()\n  }\n\n  ScrollSpy.VERSION  = '3.3.6'\n\n  ScrollSpy.DEFAULTS = {\n    offset: 10\n  }\n\n  ScrollSpy.prototype.getScrollHeight = function () {\n    return this.$scrollElement[0].scrollHeight || Math.max(this.$body[0].scrollHeight, document.documentElement.scrollHeight)\n  }\n\n  ScrollSpy.prototype.refresh = function () {\n    var that          = this\n    var offsetMethod  = 'offset'\n    var offsetBase    = 0\n\n    this.offsets      = []\n    this.targets      = []\n    this.scrollHeight = this.getScrollHeight()\n\n    if (!$.isWindow(this.$scrollElement[0])) {\n      offsetMethod = 'position'\n      offsetBase   = this.$scrollElement.scrollTop()\n    }\n\n    this.$body\n      .find(this.selector)\n      .map(function () {\n        var $el   = $(this)\n        var href  = $el.data('target') || $el.attr('href')\n        var $href = /^#./.test(href) && $(href)\n\n        return ($href\n          && $href.length\n          && $href.is(':visible')\n          && [[$href[offsetMethod]().top + offsetBase, href]]) || null\n      })\n      .sort(function (a, b) { return a[0] - b[0] })\n      .each(function () {\n        that.offsets.push(this[0])\n        that.targets.push(this[1])\n      })\n  }\n\n  ScrollSpy.prototype.process = function () {\n    var scrollTop    = this.$scrollElement.scrollTop() + this.options.offset\n    var scrollHeight = this.getScrollHeight()\n    var maxScroll    = this.options.offset + scrollHeight - this.$scrollElement.height()\n    var offsets      = this.offsets\n    var targets      = this.targets\n    var activeTarget = this.activeTarget\n    var i\n\n    if (this.scrollHeight != scrollHeight) {\n      this.refresh()\n    }\n\n    if (scrollTop >= maxScroll) {\n      return activeTarget != (i = targets[targets.length - 1]) && this.activate(i)\n    }\n\n    if (activeTarget && scrollTop < offsets[0]) {\n      this.activeTarget = null\n      return this.clear()\n    }\n\n    for (i = offsets.length; i--;) {\n      activeTarget != targets[i]\n        && scrollTop >= offsets[i]\n        && (offsets[i + 1] === undefined || scrollTop < offsets[i + 1])\n        && this.activate(targets[i])\n    }\n  }\n\n  ScrollSpy.prototype.activate = function (target) {\n    this.activeTarget = target\n\n    this.clear()\n\n    var selector = this.selector +\n      '[data-target=\"' + target + '\"],' +\n      this.selector + '[href=\"' + target + '\"]'\n\n    var active = $(selector)\n      .parents('li')\n      .addClass('active')\n\n    if (active.parent('.dropdown-menu').length) {\n      active = active\n        .closest('li.dropdown')\n        .addClass('active')\n    }\n\n    active.trigger('activate.bs.scrollspy')\n  }\n\n  ScrollSpy.prototype.clear = function () {\n    $(this.selector)\n      .parentsUntil(this.options.target, '.active')\n      .removeClass('active')\n  }\n\n\n  // SCROLLSPY PLUGIN DEFINITION\n  // ===========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.scrollspy')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.scrollspy', (data = new ScrollSpy(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.scrollspy\n\n  $.fn.scrollspy             = Plugin\n  $.fn.scrollspy.Constructor = ScrollSpy\n\n\n  // SCROLLSPY NO CONFLICT\n  // =====================\n\n  $.fn.scrollspy.noConflict = function () {\n    $.fn.scrollspy = old\n    return this\n  }\n\n\n  // SCROLLSPY DATA-API\n  // ==================\n\n  $(window).on('load.bs.scrollspy.data-api', function () {\n    $('[data-spy=\"scroll\"]').each(function () {\n      var $spy = $(this)\n      Plugin.call($spy, $spy.data())\n    })\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: tab.js v3.3.6\n * http://getbootstrap.com/javascript/#tabs\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // TAB CLASS DEFINITION\n  // ====================\n\n  var Tab = function (element) {\n    // jscs:disable requireDollarBeforejQueryAssignment\n    this.element = $(element)\n    // jscs:enable requireDollarBeforejQueryAssignment\n  }\n\n  Tab.VERSION = '3.3.6'\n\n  Tab.TRANSITION_DURATION = 150\n\n  Tab.prototype.show = function () {\n    var $this    = this.element\n    var $ul      = $this.closest('ul:not(.dropdown-menu)')\n    var selector = $this.data('target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    if ($this.parent('li').hasClass('active')) return\n\n    var $previous = $ul.find('.active:last a')\n    var hideEvent = $.Event('hide.bs.tab', {\n      relatedTarget: $this[0]\n    })\n    var showEvent = $.Event('show.bs.tab', {\n      relatedTarget: $previous[0]\n    })\n\n    $previous.trigger(hideEvent)\n    $this.trigger(showEvent)\n\n    if (showEvent.isDefaultPrevented() || hideEvent.isDefaultPrevented()) return\n\n    var $target = $(selector)\n\n    this.activate($this.closest('li'), $ul)\n    this.activate($target, $target.parent(), function () {\n      $previous.trigger({\n        type: 'hidden.bs.tab',\n        relatedTarget: $this[0]\n      })\n      $this.trigger({\n        type: 'shown.bs.tab',\n        relatedTarget: $previous[0]\n      })\n    })\n  }\n\n  Tab.prototype.activate = function (element, container, callback) {\n    var $active    = container.find('> .active')\n    var transition = callback\n      && $.support.transition\n      && ($active.length && $active.hasClass('fade') || !!container.find('> .fade').length)\n\n    function next() {\n      $active\n        .removeClass('active')\n        .find('> .dropdown-menu > .active')\n          .removeClass('active')\n        .end()\n        .find('[data-toggle=\"tab\"]')\n          .attr('aria-expanded', false)\n\n      element\n        .addClass('active')\n        .find('[data-toggle=\"tab\"]')\n          .attr('aria-expanded', true)\n\n      if (transition) {\n        element[0].offsetWidth // reflow for transition\n        element.addClass('in')\n      } else {\n        element.removeClass('fade')\n      }\n\n      if (element.parent('.dropdown-menu').length) {\n        element\n          .closest('li.dropdown')\n            .addClass('active')\n          .end()\n          .find('[data-toggle=\"tab\"]')\n            .attr('aria-expanded', true)\n      }\n\n      callback && callback()\n    }\n\n    $active.length && transition ?\n      $active\n        .one('bsTransitionEnd', next)\n        .emulateTransitionEnd(Tab.TRANSITION_DURATION) :\n      next()\n\n    $active.removeClass('in')\n  }\n\n\n  // TAB PLUGIN DEFINITION\n  // =====================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.tab')\n\n      if (!data) $this.data('bs.tab', (data = new Tab(this)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.tab\n\n  $.fn.tab             = Plugin\n  $.fn.tab.Constructor = Tab\n\n\n  // TAB NO CONFLICT\n  // ===============\n\n  $.fn.tab.noConflict = function () {\n    $.fn.tab = old\n    return this\n  }\n\n\n  // TAB DATA-API\n  // ============\n\n  var clickHandler = function (e) {\n    e.preventDefault()\n    Plugin.call($(this), 'show')\n  }\n\n  $(document)\n    .on('click.bs.tab.data-api', '[data-toggle=\"tab\"]', clickHandler)\n    .on('click.bs.tab.data-api', '[data-toggle=\"pill\"]', clickHandler)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: affix.js v3.3.6\n * http://getbootstrap.com/javascript/#affix\n * ========================================================================\n * Copyright 2011-2015 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // AFFIX CLASS DEFINITION\n  // ======================\n\n  var Affix = function (element, options) {\n    this.options = $.extend({}, Affix.DEFAULTS, options)\n\n    this.$target = $(this.options.target)\n      .on('scroll.bs.affix.data-api', $.proxy(this.checkPosition, this))\n      .on('click.bs.affix.data-api',  $.proxy(this.checkPositionWithEventLoop, this))\n\n    this.$element     = $(element)\n    this.affixed      = null\n    this.unpin        = null\n    this.pinnedOffset = null\n\n    this.checkPosition()\n  }\n\n  Affix.VERSION  = '3.3.6'\n\n  Affix.RESET    = 'affix affix-top affix-bottom'\n\n  Affix.DEFAULTS = {\n    offset: 0,\n    target: window\n  }\n\n  Affix.prototype.getState = function (scrollHeight, height, offsetTop, offsetBottom) {\n    var scrollTop    = this.$target.scrollTop()\n    var position     = this.$element.offset()\n    var targetHeight = this.$target.height()\n\n    if (offsetTop != null && this.affixed == 'top') return scrollTop < offsetTop ? 'top' : false\n\n    if (this.affixed == 'bottom') {\n      if (offsetTop != null) return (scrollTop + this.unpin <= position.top) ? false : 'bottom'\n      return (scrollTop + targetHeight <= scrollHeight - offsetBottom) ? false : 'bottom'\n    }\n\n    var initializing   = this.affixed == null\n    var colliderTop    = initializing ? scrollTop : position.top\n    var colliderHeight = initializing ? targetHeight : height\n\n    if (offsetTop != null && scrollTop <= offsetTop) return 'top'\n    if (offsetBottom != null && (colliderTop + colliderHeight >= scrollHeight - offsetBottom)) return 'bottom'\n\n    return false\n  }\n\n  Affix.prototype.getPinnedOffset = function () {\n    if (this.pinnedOffset) return this.pinnedOffset\n    this.$element.removeClass(Affix.RESET).addClass('affix')\n    var scrollTop = this.$target.scrollTop()\n    var position  = this.$element.offset()\n    return (this.pinnedOffset = position.top - scrollTop)\n  }\n\n  Affix.prototype.checkPositionWithEventLoop = function () {\n    setTimeout($.proxy(this.checkPosition, this), 1)\n  }\n\n  Affix.prototype.checkPosition = function () {\n    if (!this.$element.is(':visible')) return\n\n    var height       = this.$element.height()\n    var offset       = this.options.offset\n    var offsetTop    = offset.top\n    var offsetBottom = offset.bottom\n    var scrollHeight = Math.max($(document).height(), $(document.body).height())\n\n    if (typeof offset != 'object')         offsetBottom = offsetTop = offset\n    if (typeof offsetTop == 'function')    offsetTop    = offset.top(this.$element)\n    if (typeof offsetBottom == 'function') offsetBottom = offset.bottom(this.$element)\n\n    var affix = this.getState(scrollHeight, height, offsetTop, offsetBottom)\n\n    if (this.affixed != affix) {\n      if (this.unpin != null) this.$element.css('top', '')\n\n      var affixType = 'affix' + (affix ? '-' + affix : '')\n      var e         = $.Event(affixType + '.bs.affix')\n\n      this.$element.trigger(e)\n\n      if (e.isDefaultPrevented()) return\n\n      this.affixed = affix\n      this.unpin = affix == 'bottom' ? this.getPinnedOffset() : null\n\n      this.$element\n        .removeClass(Affix.RESET)\n        .addClass(affixType)\n        .trigger(affixType.replace('affix', 'affixed') + '.bs.affix')\n    }\n\n    if (affix == 'bottom') {\n      this.$element.offset({\n        top: scrollHeight - height - offsetBottom\n      })\n    }\n  }\n\n\n  // AFFIX PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.affix')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.affix', (data = new Affix(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.affix\n\n  $.fn.affix             = Plugin\n  $.fn.affix.Constructor = Affix\n\n\n  // AFFIX NO CONFLICT\n  // =================\n\n  $.fn.affix.noConflict = function () {\n    $.fn.affix = old\n    return this\n  }\n\n\n  // AFFIX DATA-API\n  // ==============\n\n  $(window).on('load', function () {\n    $('[data-spy=\"affix\"]').each(function () {\n      var $spy = $(this)\n      var data = $spy.data()\n\n      data.offset = data.offset || {}\n\n      if (data.offsetBottom != null) data.offset.bottom = data.offsetBottom\n      if (data.offsetTop    != null) data.offset.top    = data.offsetTop\n\n      Plugin.call($spy, data)\n    })\n  })\n\n}(jQuery);\n"
  },
  {
    "path": "Documentation CYF 1.0/js/npm.js",
    "content": "// This file is autogenerated via the `commonjs` Grunt task. You can require() this file in a CommonJS environment.\nrequire('../../js/transition.js')\nrequire('../../js/alert.js')\nrequire('../../js/button.js')\nrequire('../../js/carousel.js')\nrequire('../../js/collapse.js')\nrequire('../../js/dropdown.js')\nrequire('../../js/modal.js')\nrequire('../../js/tooltip.js')\nrequire('../../js/popover.js')\nrequire('../../js/scrollspy.js')\nrequire('../../js/tab.js')\nrequire('../../js/affix.js')"
  },
  {
    "path": "Documentation CYF 1.0/js/shAutoloader.js",
    "content": "/**\n * SyntaxHighlighter\n * http://alexgorbatchev.com/SyntaxHighlighter\n *\n * SyntaxHighlighter is donationware. If you are using it, please donate.\n * http://alexgorbatchev.com/SyntaxHighlighter/donate.html\n *\n * @version\n * 3.0.83 (July 02 2010)\n * \n * @copyright\n * Copyright (C) 2004-2010 Alex Gorbatchev.\n *\n * @license\n * Dual licensed under the MIT and GPL licenses.\n */\neval(function(p,a,c,k,e,d){e=function(c){return(c<a?'':e(parseInt(c/a)))+((c=c%a)>35?String.fromCharCode(c+29):c.toString(36))};if(!''.replace(/^/,String)){while(c--){d[e(c)]=k[c]||e(c)}k=[function(e){return d[e]}];e=function(){return'\\\\w+'};c=1};while(c--){if(k[c]){p=p.replace(new RegExp('\\\\b'+e(c)+'\\\\b','g'),k[c])}}return p}('(2(){1 h=5;h.I=2(){2 n(c,a){4(1 d=0;d<c.9;d++)i[c[d]]=a}2 o(c){1 a=r.H(\"J\"),d=3;a.K=c;a.M=\"L/t\";a.G=\"t\";a.u=a.v=2(){6(!d&&(!8.7||8.7==\"F\"||8.7==\"z\")){d=q;e[c]=q;a:{4(1 p y e)6(e[p]==3)B a;j&&5.C(k)}a.u=a.v=x;a.D.O(a)}};r.N.R(a)}1 f=Q,l=h.P(),i={},e={},j=3,k=x,b;5.T=2(c){k=c;j=q};4(b=0;b<f.9;b++){1 m=f[b].w?f[b]:f[b].S(/\\\\s+/),g=m.w();n(m,g)}4(b=0;b<l.9;b++)6(g=i[l[b].E.A]){e[g]=3;o(g)}}})();',56,56,'|var|function|false|for|SyntaxHighlighter|if|readyState|this|length|||||||||||||||||true|document||javascript|onload|onreadystatechange|pop|null|in|complete|brush|break|highlight|parentNode|params|loaded|language|createElement|autoloader|script|src|text|type|body|removeChild|findElements|arguments|appendChild|split|all'.split('|'),0,{}))\n"
  },
  {
    "path": "Documentation CYF 1.0/js/shBrushLua.js",
    "content": "SyntaxHighlighter.brushes.Lua = function()\n{\n\tvar funcs = \n\t'_VERSION assert collectgarbage dofile error gcinfo loadfile loadstring print ' +\n\t'tonumber tostring type unpack _ALERT _ERRORMESSAGE _INPUT _PROMPT _OUTPUT ' +\n\t'_STDERR _STDIN _STDOUT call dostring foreach foreachi getn globals newtype ' +\n\t'rawget rawset require sort tinsert tremove _G getfenv getmetatable ipairs ' +\n\t'loadlib next pairs pcall rawegal rawget rawset require setfenv setmetatable ' +\n\t'xpcall string table math coroutine io os debug ' +\n\t\n\t'abs acos asin atan atan2 ceil cos deg exp floor format frexp gsub ldexp log ' +\n\t'log10 max min mod rad random randomseed sin sqrt strbyte strchar strfind strlen ' +\n\t'strlower strrep strsub strupper tan string.byte string.char string.dump ' +\n\t'string.find string.len string.lower string.rep string.sub string.upper ' +\n\t'string.format string.gfind string.gsub table.concat table.foreach ' +\n\t'table.foreachi table.getn table.sort table.insert table.remove table.setn ' +\n\t'math.abs math.acos math.asin math.atan math.atan2 math.ceil math.cos math.deg ' +\n\t'math.exp math.floor math.frexp math.ldexp math.log math.log10 math.max math.min ' +\n\t'math.mod math.pi math.rad math.random math.randomseed math.sin math.sqrt math.tan ' +\n\t\n\t'openfile closefile readfrom writeto appendto remove rename flush seek tmpfile ' +\n\t'tmpname read write clock date difftime execute exit getenv setlocale time ' +\n\t'coroutine.create coroutine.resume coroutine.status coroutine.wrap ' +\n\t'coroutine.yield io.close io.flush io.input io.lines io.open io.output io.read ' +\n\t'io.tmpfile io.type io.write io.stdin io.stdout io.stderr os.clock os.date ' +\n\t'os.difftime os.execute os.exit os.getenv os.remove os.rename os.setlocale ' +\n\t'os.time os.tmpname';\n\n\tvar keywords = \n\t'and break do else elseif end false for function if in local nil not or repeat ' +\n\t'return then true until while';\n\t\n\tthis.regexList = [\n\t\t{ regex: new RegExp('--\\\\[\\\\[[\\\\s\\\\S]*\\\\]\\\\]--', 'gmi'),\t\t\tcss: 'comments' },\n\t\t{ regex: new RegExp('--[^\\\\[]{2}.*$', 'gmi'),\t\t\t\t\t\tcss: 'comments' },\n\t\t{ regex: SyntaxHighlighter.regexLib.multiLineDoubleQuotedString,\tcss: 'string' },\n\t\t{ regex: new RegExp(this.getKeywords(funcs), 'gmi'),\t\t\t\tcss: 'functions bold' },\t\t\n\t\t{ regex: new RegExp(this.getKeywords(keywords), 'gmi'),\t\t\t\tcss: 'keyword bold' }\n\t\t];\n\n};\nSyntaxHighlighter.brushes.Lua.prototype\t= new SyntaxHighlighter.Highlighter();\nSyntaxHighlighter.brushes.Lua.aliases\t= ['lua'];\n\n"
  },
  {
    "path": "Documentation CYF 1.0/js/shBrushPlain.js",
    "content": ";(function()\n{\n\t// CommonJS\n\ttypeof(require) != 'undefined' ? SyntaxHighlighter = require('shCore').SyntaxHighlighter : null;\n\n\tfunction Brush()\n\t{\n\t};\n\n\tBrush.prototype\t= new SyntaxHighlighter.Highlighter();\n\tBrush.aliases\t= ['text', 'plain'];\n\n\tSyntaxHighlighter.brushes.Plain = Brush;\n\n\t// CommonJS\n\ttypeof(exports) != 'undefined' ? exports.Brush = Brush : null;\n})();\n"
  },
  {
    "path": "Documentation CYF 1.0/js/shCore.js",
    "content": "/**\n * SyntaxHighlighter\n * http://alexgorbatchev.com/SyntaxHighlighter\n *\n * SyntaxHighlighter is donationware. 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    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Sprites &amp; Animation</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Sprites &amp; Animation\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-animation\">\n            <h2>Sprites &amp; Animation</h2><br><br>\n            <p>Projectile management is, starting from 0.2.0, available from both the encounter and the wave scripts. As\n                a result it is now in its own section.</p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> CreateLayer(<span class=\"string\"></span> name,\n                <span class=\"string\"></span> position = \"BelowArena\", <span class=\"boolean\"></span> below = false) returns <span class=\"boolean\"></span> [E/M/W]</span>\n                Creates a layer named <span class=\"term\">name</span> that sprites can be placed in. To create your new sprite layer, you'll need to choose a pre-existing layer. Returns <span class=\"term\">true</span> if the layer was successfully created, <span class=\"term\">false</span> otherwise.\n                <br><br>\n                <span class=\"term\">position</span> can be one of three values:\n                <ul>\n                    <li><span class=\"term\">(Name of existing sprite layer)</span>: Your new layer will be created above or below the specified layer.<br>\n                    See below for default layers and how to use <span class=\"term\">below</span>.</li>\n                    <li><span class=\"term\">\"VeryHighest\"</span>: Your new sprite layer will be created as high as possible, above everything else.<br>\n                    <b>This will make your layer appear above the debugger!</b></li>\n                    <li><span class=\"term\">\"VeryLowest\"</span>: Your new sprite layer will be created as low as possible, below everything else.</li>\n                </ul>\n                <br>\n                If <span class=\"term\">below</span> is true, the new layer will be created below the layer given in <span class=\"term\">position</span>.\n                Otherwise, it will be above it.\n                <br><br>\n                Default layers:\n                <ul>\n                    <li><span class=\"term\">\"Bottom\"</span>: Under everything, even the background.</li><br>\n                    <li><span class=\"term\">\"BelowUI\"</span>: Above the background.</li><br>\n                    <li><span class=\"term\">\"BelowArena\" or \"BasisNewest\"</span>: Above the background and the UI.</li><br>\n                    <li><span class=\"term\">\"BelowPlayer\"</span>: Above the background, the UI and the Arena.</li><br>\n                    <li><span class=\"term\">\"BelowBullet\"</span>: Above the background, the UI, the Arena and the Player.</li><br>\n                    <li><span class=\"term\">\"Top\"</span>: Above everything.</li><br>\n                </ul>\n            </p>\n\n            <p>\n                <br><span class=\"function\">CreateSprite(<span class=\"string\"></span> spritename,\n                <span class=\"CYF\"></span> <span class=\"string\"></span> layer = \"BelowArena\", <span class=\"number\"></span> childNumber = -1) returns <span class=\"userdata\">sprite</span> [E/M/W]</span>\n                Creates a sprite at the center of the screen (at 320, 240) that you can modify in many ways.\n                <br><br>\n                <span class=\"CYF\"></span> You can add a layer if you want - otherwise, the sprite will be below the arena.<br>\n                From in the Overworld, the default value for <span class=\"term\">layer</span> is <span class=\"term\">\"Default\"</span> instead.<br>\n                Enter <span class=\"term\">\"none\"</span> to spawn your sprite outside of any layers, in the same way that the player is by default\n                (although this doesn't have much use).\n                <br><br>\n                <span class=\"CYF\"></span> In CYF, you can provide a number argument for <span class=\"term\">childNumber</span> if you want.<br>\n                Leave it as <span class=\"term\">-1</span> to have it move to the top of whatever layer it's placed on (default behavior), or\n                choose a numbered index you want it to appear in, with <span class=\"term\">1</span> being the very bottom-most in the layer,\n                and higher numbers moving it above other elements in sequence.\n                <br><br>\n                The best way to see what order sprites come in in their respective layers is to download Unity, playtest your mod in it, and\n                look at the order of game objects in the Inspector. See <span class=\"ref\">Unity Setup (Optional)</span> for instructions on this\n                (note that this is optional and only if you would like a better understanding of how layers work).\n                <br><br>\n                <span class=\"function\"><span class=\"CYF\"></span> CreateSprite(<span class=\"string\"></span> spritename,\n                <span class=\"number\"></span> childNumber = -1) returns <span class=\"userdata\">sprite</span> [E/M/W]</span>\n                The same as <span class=\"term\">CreateSprite</span> listed above, except you only need to provide a sprite name and child number.<br>\n                Uses the default layer <span class=\"term\">\"BelowArena\"</span> in battles, or <span class=\"term\">\"Default\"</span> in the Overworld.\n            </p>\n\n            <hr>\n            <h4>The Sprite object</h4>\n\n            <p>\n                The Sprite object has many controls intended for animation. There is a working intermediate example\n                included in the Examples folder.\n                <br>\n                <span class=\"new\"></span> As this object exists in CYF's hierarchy, it's possible to manipulate its parent and children.\n                See the <span class=\"ref\">General Objects</span> page for more information.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> sprite.spritename (readonly)</span>\n                Returns the path of the image used by this sprite, starting from the <span class=\"term\">Sprites/</span> folder.</li><br>\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.x</span></span>\n                Horizontal position of sprite relative to the bottom left corner of the screen, measured from its pivot/anchor point (center by default).\n                <br><br>\n                If parented, x position is relative to the parent.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.y</span></span>\n                Vertical position of sprite relative to the bottom left corner of the screen, measured from its pivot/anchor point (center by default).\n                <br><br>\n                If parented, y position is relative to the parent.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.z</span></span>\n                Layering position of sprite <i>in the Overworld only</i>. A negative number brings it forward (closer to the camera), a positive\n                number sends it backwards (farther into the background).\n                <br><br>\n                Note that the only thing this will affect is how your sprite and its children appear in front of the Player and Event objects.<br>\n                This variable can NOT be used to circumvent the layering system for regular sprites.\n                <br><br>\n                If parented, z position is relative to the parent.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.absx</span></span>\n                Horizontal position of sprite relative to the bottom left corner of the screen, ignoring its pivot/anchor point and all parents.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.absy</span></span>\n                Vertical position of sprite relative to the bottom left corner of the screen, ignoring its pivot/anchor point and all parents.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.absz</span></span>\n                Layering position of sprite <i>in the Overworld only</i>. A negative number brings it forward (closer to the camera), a positive\n                number sends it backwards (farther into the background).\n                <br><br>\n                Same as <span class=\"term\">sprite.z</span>, except that if this sprite has a parent, <span class=\"term\">sprite.absz</span> will not\n                be relative to the z value of the parent.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.xscale</span></span>\n                Horizontal scaling of sprite (<span class=\"term\">1.0</span> by default).\n                <span class=\"term\">2.0</span> is twice as large, <span class=\"term\">0.5</span> is half as large.\n                <br><br>\n                Scaling applies based on the sprite's pivot point - see <span class=\"term\">SetPivot</span>,\n                <span class=\"CYF\"></span><span class=\"term\">xpivot</span> and <span class=\"term\">ypivot</span>.<br>\n                <span class=\"CYF\"></span> However, in the Overworld, Event object sprites ignore pivot when scaling.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.yscale</span></span>\n                Vertical scaling of sprite (<span class=\"term\">1.0</span> by default).\n                <span class=\"term\">2.0</span> is twice as large, <span class=\"term\">0.5</span> is half as large.\n                <br><br>\n                Scaling applies based on the sprite's pivot point - see <span class=\"term\">SetPivot</span>,\n                <span class=\"CYF\"></span><span class=\"term\">xpivot</span> and <span class=\"term\">ypivot</span>.<br>\n                <span class=\"CYF\"></span> However, in the Overworld, Event object sprites ignore pivot when scaling.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"boolean\"></span> sprite.isactive (readonly)</span></span>\n                <span class=\"unitale\"></span> Returns <span class=\"term\">true</span> if the sprite has been removed and <span class=\"term\">false</span> otherwise.<br>\n                <span class=\"CYF\"></span> <b>In retromode, behaves the same as 0.2.1a</b>.<br>\n                If not in retromode, this is <span class=\"term\">false</span> if the sprite has been removed and <span class=\"term\">true</span> otherwise.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.width (readonly)</span></span>\n                Gives the width of the sprite object's active image in pixels.\n                <br><br>\n                This never changes until the sprite itself is swapped.\n                <br><br>\n                NOTE: Does not take <span class=\"term\">sprite.xscale</span> into account.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.height (readonly)</span></span>\n                Gives the height of the sprite object's active image in pixels.\n                <br><br>\n                This never changes until the sprite itself is swapped.\n                <br><br>\n                NOTE: Does not take <span class=\"term\">sprite.yscale</span> into account.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.xpivot</span></span>\n                Horizontal pivot point of the sprite. <span class=\"term\">0</span> is the left side, and <span class=\"term\">1</span> is the right side.<br>\n                Can be any number inside or outside of this range.\n                <br><br>\n                <span class=\"term\">0.5</span> by default.\n                <br><br>\n                See <span class=\"term\">sprite.SetPivot</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.ypivot</span></span>\n                Vertical pivot point of the sprite. <span class=\"term\">0</span> is the bottom side, and <span class=\"term\">1</span> is the top side.<br>\n                Can be any number inside or outside of this range.\n                <br><br>\n                <span class=\"term\">0.5</span> by default.\n                <br><br>\n                See <span class=\"term\">sprite.SetPivot</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> sprite.animcomplete (readonly)</span></span>\n                If a sprite has started an animation, this tells you if the animation is complete.\n                <br><br>\n                If a sprite does not have an active animation, if the animation's loop mode is <span class=\"term\">LOOP</span>,\n                or if the animation isn't finished yet, this will be <span class=\"term\">false</span>. Otherwise, it will be <span class=\"term\">true</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.currentframe</span></span>\n                If a sprite has an active animation running, this represents the index of the active frame in the animation.<br>\n                Otherwise, this will return <span class=\"term\">0</span>.\n                <br><br>\n                For example: If this code is run:\n                <div class=\"code-container\">\n                <pre class=\"brush: lua;\">\n                sprite.SetAnimation({\"sans_head1\", \"sans_head2\", \"sans_head3\", \"sans_head2\"})\n                </pre>\n                </div>\n                Then this variable will be <span class=\"term\">1</span> when the first image is shown, <span class=\"term\">2</span> for the second, and so on, up to <span class=\"term\">4</span> for the last one.\n                <br><br>\n                Likewise, setting <span class=\"term\">sprite.currentframe = 3</span> with the above example will jump the animation to the first frame where\n                <span class=\"term\">\"sans_head3\"</span> would be the currently shown image.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.currenttime</span></span>\n                If a sprite has an active animation running, this represents its current play time, in seconds.<br>\n                Can both be read and set.\n                <br><br>\n                If an animation is not running, this will be <span class=\"term\">0</span>.\n                <br><br>\n                Similar in function to <span class=\"term\">NewAudio.GetPlayTime</span> / <span class=\"term\">NewAudio.GetCurrentTime</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.totaltime (read-only)</span></span>\n                If a sprite has an active animation running, this represents the total amount of time its animation will last for.<br>\n                Note that this is based on the speed the animation runs at, and will always be equal to\n                (<span class=\"term\">sprite.animationspeed</span> * the number of frames in a sprite's animation).\n                <br><br>\n                If an animation is not running, this will be <span class=\"term\">0</span>.\n                <br><br>\n                Similar in function to <span class=\"term\">NewAudio.GetTotalTime</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.animationspeed</span></span>\n                If a sprite has an active animation running, this represents the amount of seconds each frame will be displayed for.\n                <br><br>\n                Can both be read and set. Must be > 0.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> sprite.animationpaused</span></span>\n                If a sprite has an active animation running, you can set this to <span class=\"term\">true</span> to pause it, or <span class=\"term\">false</span> to resume it.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> sprite.loopmode</span></span>\n                Gets the loop mode of a sprite's current animation, or<br>\n                sets the loop mode of a sprite's <u>next</u> animation.\n                <br><br>\n                Can be:<br><br>\n                <ul>\n                    <li><span class=\"term\">LOOP</span> - The default mode: when the animation is finished, it plays again.\n                    <span class=\"term\">animcomplete</span> is always false with this mode.</li><br>\n                    <li><span class=\"term\">ONESHOT</span> - Plays the animation once. The sprite object will remain on the last frame of the animation.</li><br>\n                    <li><span class=\"term\">ONESHOTEMPTY</span> - Same as <span class=\"term\">ONESHOT</span>, except that when the animation is finished, the sprite object will use an empty sprite.</li><br>\n                </ul>\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"CYF\"></span> <span class=\"number\"></span> = 1 </span> sprite.color</span></span>\n                Gets or sets the coloration of a sprite, as a table of 3 or 4 values from 0 to 1.\n                <br><br>\n                For example, <span class=\"term\">sprite.color = {1.0, 0.0, 0.0}</span> colors the sprite red. This actually overlays the sprite's\n                    original color, so if you want full control over the color, make sure your sprite is white. <i>Black areas are not affected by\n                    coloration.</i>\n                    <br><br>\n                    <span class=\"CYF\"></span>: You can provide a 4th value, which sets the alpha (transparency) of the sprite.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 255 </span> sprite.color32</span></span>\n                Gets or sets the coloration of a sprite, as a table of 3 or 4 values from 0 to 255.\n                <br><br>\n                For example, <span class=\"term\">sprite.color32 = {255, 0, 0}</span> colors the sprite red. This actually overlays the sprite's\n                    original color, so if you want full control over the color, make sure your sprite is white. <i>Black areas are not affected by\n                    coloration.</i>\n                    <br><br>\n                    You can provide a 4th value, which sets the alpha (transparency) of the sprite.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.alpha</span></span>\n                Gets or sets a sprite's transparency, as a value from 0 to 1.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.alpha32</span></span>\n                Gets or sets a sprite's transparency, as a value from 0 to 255.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"number\"></span> sprite.rotation</span></span>\n                Gets or sets a sprite's rotation, in degrees.\n                <br><br>\n                It's clamped between 0 and 360, so if you set it to 365, it will become 5.\n            </p><br>\n\n            <p>\n                <span class=\"new function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.localRotation</span></span>\n                Gets or sets a sprite's local rotation, as in its rotation compared to its parent, in degrees.\n                <br><br>\n                It's clamped between 0 and 360, so if you set it to 365, it will become 5.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> sprite.layer</span></span>\n                Gets or sets the current layer a sprite is on. Does nothing if you set it to a layer that doesn't exist.\n                <br><br>\n                Default value: <span class=\"term\">\"BelowArena\"</span> (or <span class=\"term\">\"Default\"</span> in the Overworld)\n                <br><br>\n                Overworld Event sprites and Text Objects letter sprites can not have their layers set.\n                <br><br>\n                Note: It is common practice to use <span class=\"term\">sprite.layer</span> to deparent\n                a sprite if you need to do so. Setting it again will parent the sprite to the given layer, removing its previous\n                parenting altogether.\n            </p><br>\n\n            <p>\n                <span class=\"new function\"><span class=\"CYF\"></span> <span class=\"number\"></span> sprite.characterNumber</span></span>\n                Only used for letters fetched through <span class=\"term\">Text.GetLetters()</span>. Gets the index of the character this\n                sprite displays. If the current letter shows the first character of the text object, then its number will be\n                <span class=\"term\">0</span>.\n                <br><br>\n                Non-displayed letters and text commands are taken in account, meaning if text commands are before the first shown letter\n                of the text, its index won't be 0.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.Set(<span class=\"string\"></span> newSprite)</span></span>\n                Change a sprite's current image. It retains its scaling and rotation.\n                <br><br>\n                If you have an animation running with <span class=\"term\">SetAnimation</span>, the animation will override your sprite change.\n                <br><br>\n                Note: Using this function with a sprite which has a parent with a different rotation will reset the sprite's rotation to its usual value.\n                Setting the variable <span class=\"term\">noscalerotationbug</span> to true in the Encounter script prevents that effect!\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.Mask(<span class=\"string\"></span> mode)</span></span>\n                Sets the masking mode of this sprite object. Does not function for Overworld Event sprites or Text Object letter sprites!\n                <br><br>\n                Available modes are:\n                <ul>\n                    <li><span class=\"term\">off</span> - The default mode. Has no special properties.</li><br>\n                    <li><span class=\"term\">box</span> - Any objects parented to this sprite are restricted to the bounding box of the sprite. Recommended for masking\n                    bullets to the Arena and such things. Unfortunately doesn't seem to work well with rotated sprites, but this is still the recommended mode for\n                    performance.</li><br>\n                    <li><span class=\"term\">sprite</span> - Any objects parented to this sprite will be \"cookie cuttered\" to the current image of the sprite.</li><br>\n                    <li><span class=\"term\">stencil</span> - Same as <span class=\"term\">sprite</span>, except that the parent sprite itself is not visible.</li><br>\n                    <li><span class=\"term\">invertedsprite</span> - The reverse of <span class=\"term\">sprite</span>; while the sprite itself is visible, any of its\n                    children will only display when not inside the bounds of the sprite.</li><br>\n                    <li><span class=\"term\">invertedstencil</span> - Identical to <span class=\"term\">invertedsprite</span> except that the parent sprite is not shown.</li><br>\n                </ul>\n                Anything parented to this sprite object through the use of <span class=\"term\">SetParent</span> - including <b>Other Sprite Objects</b>,\n                <b>Projectiles</b>, and even <b>Text Objects</b> - will all be masked according to the mask mode entered here.\n                <br><br>\n                If using <span class=\"term\">invertedsprite</span> or <span class=\"term\">invertedstencil</span>, you may be unable to change the mask mode\n                back to a normal mode afterwards (other than \"off\"). We fear this issue is unavoidable and unfixable - as these inverted mask modes work by directly\n                altering Unity's image display code.\n                <br><br><br>\n                <b>NOTE:</b> If you want to have a child that's not masked, you'll need to create a new invisible sprite (using the default\n                sprite \"empty\" is recommended), parent both the intended parent and child sprite to the invisible sprite, and apply motion to the invisible\n                sprite rather than the parent sprite.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> <span class=\"userdata\">shader</span> sprite.shader</span></span>\n                The shader object linked to this sprite object.\n                <br><br>\n                Be aware that due to the nature of shaders, it is possible for some shaders to break certain Create Your Frisk properties,\n                such as sprite layering and sprite masking.<br>\n                It is recommend that shaders used be based on the template shader provided in <span class=\"ref\">Coding a Shader</span>.\n                <br><br>\n                See <span class=\"ref\">The Shader Object</span> for more information.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.SetPivot(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span></span>\n                Changes the point a sprite rotates and scales around.\n                <br><br>\n                <span class=\"term\">(0, 0)</span> is the bottom-left corner of the sprite, <span class=\"term\">(1, 1)</span> is the top-right corner.\n                <br>\n                You can also have values outside the 0-1 range.\n                <br><br>\n                <b>NOTE:</b> The origin point of the sprite will change after the usage of this function, meaning moving the sprite to a given relative position\n                (through <span class=\"term\">sprite.Move()</span>, <span class=\"term\">sprite.x</span> or <span class=\"term\">sprite.y</span>) will move the sprite\n                to a different position, centering the sprite's pivot on the new position.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.SetAnchor(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span></span>\n                Changes the point a sprite anchors to when moving. Works much like <span class=\"term\">sprite.SetPivot()</span>, except it takes the sprite's\n                parent in account.\n                <br><br>\n                Most useful when rescaling a parent sprite and making this child sprite stick to a certain edge of it.\n                <br>\n                <span class=\"term\">x</span> and <span class=\"term\">y</span> should be between 0 and 1.\n                <br><br>\n                <b>NOTE:</b> The origin point of the sprite will change after the usage of this function, meaning moving the sprite to a given relative position\n                (through <span class=\"term\">sprite.Move()</span>, <span class=\"term\">sprite.x</span> or <span class=\"term\">sprite.y</span>) will move the sprite\n                to a different position, aka the current pivot of the sprite will now be moved relative to its parent. An anchor of\n                <span class=\"term\">(0, 0)</span> means the sprite's pivot point will be on the bottom left corner of its parent's own sprite.<br>\n                If a sprite has no parent, then all layers span across the entire screen.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span></span>\n                Moves the sprite <span class=\"term\">x</span> pixels right, and <span class=\"term\">y</span> pixels up.\n                <br><br>\n                See <span class=\"term\">sprite.x</span> and <span class=\"term\">sprite.y</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span></span>\n                Same as setting x and y simultaneously.\n                <br><br>\n                See <span class=\"term\">sprite.x</span> and <span class=\"term\">sprite.y</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.MoveToAbs(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span></span>\n                Same as setting absx and absy simultaneously. Moves a sprite to an absolute screen position, regardless of its parent settings.\n                <br><br>\n                See <span class=\"term\">sprite.absx</span> and <span class=\"term\">sprite.absy</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.Scale(<span class=\"number\"></span> xscale, <span class=\"number\"></span> yscale)</span></span>\n                Same as setting xscale and yscale simultaneously.\n                <br><br>\n                See <span class=\"term\">sprite.xscale</span> and <span class=\"term\">sprite.yscale</span>.\n                <br><br>\n                Note: Using this function with a sprite which has a parent with a different rotation will reset the sprite's rotation to its usual value.\n                Setting the variable <span class=\"term\">noscalerotationbug</span> to true in the Encounter script prevents that effect!\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.SetAnimation(<span class=\"luatable\"><span class=\"string\"></span></span> spriteTable, <span class=\"number\"></span> timePerFrame = 1/30, <span class=\"CYF\"></span> <span class=\"string\"></span> prefix = \"\")</span></span>\n                Performs frame-by-frame animation with your own time\n                between frames, in seconds. It's the same as changing the sprite object's image with <span class=\"term\">sprite.Set</span>\n                on a set timer. If <span class=\"term\">time_per_frame</span> is 1, it takes 1 second to move to the next sprite.\n                <br><br>\n                Example:\n                <span class=\"term\">sprite.SetAnimation({\"sans_head1\", \"sans_head2\", \"sans_head3\"})</span>\n                <br><br>\n                <span class=\"CYF\"></span> <span class=\"term\">prefix</span>: An optional string providing the path to a folder contained within your Sprites folder. This path will be automatically added to the beginning of every sprite's name.\n                <br><br>\n                For example, you can load your collection of 6 sprites in <span class=\"term\">Sprites/character</span> with <span class=\"term\">sprite.SetAnimation({\"spr1\", \"spr2\", \"spr3\", \"spr4\", \"spr5\", \"spr6\"}, 1/30, \"character\")</span>.\n                <br><br>\n                <span class=\"CYF\"></span> This can use sprites with different sizes!\n                <br><br>\n                Note: Using this function with a sprite which has a parent with a different rotation will reset the sprite's rotation to its usual value.\n                Setting the variable <span class=\"term\">noscalerotationbug</span> to true in the Encounter script prevents that effect!\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.StopAnimation()</span></span>\n                Stops a frame-by-frame animation if it was running.<br>\n                Does NOT reset your sprite's image back to its previous one! Instead, use <span class=\"term\">sprite.Set()</span> just after this function.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.SendToTop()</span></span>\n                Sends this sprite to the top of its layer's hierarchy. If a sprite has 5\n                children, for instance, you can use this to rearrange them internally. However, child sprites will\n                always appear on top of their parents, regardless of this function being called.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.SendToBottom()</span></span>\n                Sends this sprite to the bottom of its layer's hierarchy. Similar rules apply as with <span class=\"term\">SendToTop()</span>.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.MoveBelow(<span class=\"userdata\">sprite</span> otherSpriteObject)</span></span>\n                If both sprites have the same parent, this will move the calling sprite just below the other sprite.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.MoveAbove(<span class=\"userdata\">sprite</span> otherSpriteObject)</span></span>\n                If both sprites have the same parent, this will move the calling sprite just above the other sprite.\n            </p><br>\n\n            <p>\n                <span class=\"function\">sprite.Remove()</span></span>\n                Removes a sprite object. Calling anything other than <span class=\"term\">isactive</span> after this will give you an error.<br>\n                Removing a sprite object will also remove all <i>children</i> of the sprite object.\n                <br><br>\n                <font color=\"#fff\" style=\"font-size: 15px;\"><span class=\"CYF\"></span> NOTE: Calling <span class=\"term\">bullet.sprite.Remove</span> will\n                instead call <span class=\"term\">bullet.Remove</span>, unless you are using retromode.</font>\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.SetVar(<span class=\"string\"></span> yourVariableName, value)\n                <br></span>or <span class=\"function\">sprite[<span class=\"string\"> yourVariableName</span>] = value</span></span>\n                Sets a variable in a sprite object that you can retrieve with <span class=\"term\">sprite.GetVar</span>.<br>\n                Identical to <span class=\"term\">SetVar</span> in projectiles.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.GetVar(<span class=\"string\"></span> yourVariableName)\n                <br></span>or <span class=\"function\">sprite[<span class=\"string\"> yourVariableName</span>]</span></span>\n                Gets a variable in a sprite object that you previously set with <span class=\"term\">sprite.SetVar</span>.<br>\n                Identical to <span class=\"term\">GetVar</span> in projectiles.\n            </p><br>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> sprite.Dust(<span class=\"boolean\"></span> playSound = true, <span class=\"boolean\"></span> removeObject = false)</span></span>\n                Turns a sprite into dust, just like what happens in Undertale when an enemy is killed.\n                <br><br>\n                Will remove a <strike>bullet or</strike> sprite if <span class=\"term\">removeObject</span> is set to true.\n                <br><br>\n                Set <span class=\"term\">playSound</span> to false to deactivate the dust sound.\n                <br><br><br><br>\n                <font color=\"#fff\" style=\"font-size: 15px;\">* NOTE: Calling <span class=\"term\">bullet.sprite.Dust(..., true)</span>\n                will call <span class=\"term\">bullet.Remove</span>, unless you are using retromode.</font>\n            </p><br>\n\n            <hr>\n\n            <p>The animation script used in the example is shown below for reference.</p>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">-- First, we can create the torso, legs and head.\nsanstorso = CreateSprite(\"sans/sanstorso\")\nsanslegs = CreateSprite(\"sans/sanslegs\")\nsanshead = CreateSprite(\"sans/sanshead1\")\n\n--We parent the torso to the legs, so when you move the legs, the torso moves too.\n--We do the same for attaching the head to the torso.\nsanstorso.SetParent(sanslegs)\nsanshead.SetParent(sanstorso)\n\n--Now we adjust the height for the individual parts so they look more like a skeleton and less like a pile of bones.\nsanslegs.y = 240\nsanstorso.y = -5 --The torso's height is relative to the legs they're parented to.\nsanshead.y = 40 --The head's height is relative to the torso it's parented to.\n\n--We set the torso's pivot point to halfway horizontally, and on the bottom vertically,\n--so we can rotate it around the bottom instead of the center.\nsanstorso.SetPivot(0.5, 0)\n\n--We set the torso's anchor point to the top center. Because the legs are pivoted on the bottom (so rescaling them only makes them move up),\n--we want the torso to move along upwards with them.\nsanstorso.SetAnchor(0.5, 1)\nsanslegs.SetPivot(0.5, 0)\n\n--Finally, we do some frame-by-frame animation just to show off the feature. You put in a list of sprites,\n--and the time you want a sprite change to take. In this case, it's 1/2 of a second.\nsanshead.SetAnimation({\"sans/sanshead1\", \"sans/sanshead2\", \"sans/sanshead3\"}, 1/2)\n\nfunction AnimateSans()\n    sanslegs.Scale(1, 1+0.1*math.sin(Time.time*2))\n    sanshead.MoveTo(2*math.sin(Time.time), 40 + 2*math.cos(Time.time))\n    sanshead.rotation = 10*math.sin(Time.time + 1)\n    sanstorso.rotation = 10*math.sin(Time.time + 2)\nend\n</pre>\n            </div>\n\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-events.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Game Events</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Game Events\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-events\">\n            <h2>Game events</h2><br><br>\n            <p>This section is all about game events. Game events are functions in your scripts that the Unitale engine\n                runs at various points in the game. By changing up your behaviour depending on the actions the player\n                takes, you can go beyond a basic encounter and make it great.</p>\n            <!--\n            <hr>\n            <h3>Inherited events (Encounter -> Monster)</h3><br><br>\n            <p>\n                An <span class=\"term\">inherited event</span> is a function that gets run first on your Encounter script. If the\n                function is not found in the Encounter script, it will try to run the same function on all monsters. If\n                it's not found there either, it will resort to a default, built-in handler.\n            </p>\n            -->\n            <br>\n            <hr>\n            <h3>Script-specific events</h3><br><br>\n            <p>\n                <i>Script-specific events</i> are, as the name implies, functions that only happen for this specific script type.\n            </p>\n            <br>\n            <h4>Encounter script events</h4>\n            <p>\n                <br><span class=\"function\">EncounterStarting()</span>\n                Happens once when everything's done initializing but before any encounter actions start. You should do\n                things like stopping the music here, or using <span class=\"term\">State()</span> if you want to start the fight off with some\n                dialogue.\n            </p>\n            <p>\n                <br><span class=\"function\">EnemyDialogueStarting()</span>\n                Happens when you go to the monster dialogue state. You're still free to modify monster dialogue here.\n            </p>\n            <p>\n                <br><span class=\"function\">EnemyDialogueEnding()</span>\n                Happens when you go from the monster dialogue state to the defending state.\n            </p>\n            <p>\n                <br><span class=\"function\">DefenseEnding()</span>\n                Happens when you go from the defending state of the game to any other state. If you read up on the\n                <span class=\"term\">RandomEncounterText()</span> function, you'll want to use it here.\n            </p>\n            <p>\n                <br><span class=\"function\">HandleSpare()</span>\n                Happens when you select the Spare option from the Mercy menu, regardless of whether a monster is\n                spareable or not. This event fires <i>after</i> the sparing of monsters is completed. If you spare the\n                last enemy in the encounter, this function will not happen - the encounter is over at that point.\n            </p>\n            <p>\n                <br><span class=\"function\">HandleFlee(<span class=\"boolean\"> success</span>)</span>\n                Happens when you select the Flee option from the Mercy menu. If you implement <span class=\"term\">HandleFlee()</span>,\n                the fleeing sequence will not run automatically, and you will have to do it manually with the <span class=\"term\">Flee()</span> function.\n                <ul>\n                    <li><span class=\"term\">success</span>: Whether the fleeing condition is true.</li>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\">HandleItem(<span class=\"string\"></span> item_ID, <span class=\"number\"></span> position, <span class=\"boolean\"></span> silent)</span>\n                Happens when you select an item from the item menu. <br>\n                <ul>\n                    <li><span class=\"term\">item_ID</span>: The name of the item used, <b><u>IN ALL CAPS</u></b>.\n                    Similar to <span class=\"term\">HandleCustomCommand</span> in monster scripts.</li>\n                    <li><span class=\"term\">position</span>: The position of the item used in the player's inventory. The first item is number 1.</li>\n                    <li><span class=\"term\">silent</span>: If this is true, avoid doing things like writing battle text.</li>\n                </ul>\n                <br><span class=\"CYF\"></span> In CYF, you can use the Inventory object to edit the player's inventory.\n                The items' names will be in caps, like with <span class=\"term\">HandleCustomCommand()</span>.\n                <div class=\"code-container\">\n  <pre class=\"brush:lua;\">function HandleItem(ItemID, position)\n    if ItemID == \"DOGTEST2\" then\n        BattleDialog({\"You selected The Second Dog.\", \"You are truly great.\"})\n    else\n        BattleDialog({\"You didn't select The Second Dog.\", \"You could've picked better.\"})\n    end\n    DEBUG(\"You chose item #\" .. position .. \" in your inventory.\")\nend\n</pre>\n            </div>\n            </p>\n            <p>\n                <br><span class=\"function\">EnteringState(<span class=\"string\"></span> newstate, <span class=\"string\"></span>  oldstate)</span>\n                A new, more flexible way of handling state changes. When you enter a new state, this function will fire\n                with <span class=\"term\">newstate</span> containing the new state's name, and <span class=\"term\">oldstate</span> containing the previous\n                state's name. Both are in all caps. One of the most powerful things about it is that you can use <span class=\"term\">State()</span>\n                here to interrupt state changes initiated by the engine itself.\n                <br>\n                <br>Possible states and when they execute are below:\n            </p>\n            <ul>\n                <li><span class=\"term\">ACTIONSELECT</span> - Returning to the main part of the battle, where you can select\n                    FIGHT/ACT/ITEM/MERCY.\n                </li><br>\n                <li><span class=\"term\">ATTACKING</span> - When you've selected a target with the FIGHT option.</li><br>\n                <li><span class=\"term\">DEFENDING</span> - When the enemy/enemies finish dialogue, and one or more waves start.</li><br>\n                <li><span class=\"term\">ENEMYSELECT</span> - When you've selected either FIGHT or ACT, and need to select an enemy.</li><br>\n                <li><span class=\"term\">ACTMENU</span> - When you've selected an ACT target, and must now select an ACT command.</li><br>\n                <li><span class=\"term\">ITEMMENU</span> - When you've selected ITEM.</li><br>\n                <li><span class=\"term\">MERCYMENU</span> - When you've selected MERCY.</li><br>\n                <li><span class=\"term\">ENEMYDIALOGUE</span> - When your enemy/enemies start their dialogue.</li><br>\n                <li><span class=\"term\">DIALOGRESULT</span> - When you call <span class=\"term\">BattleDialog()</span>, or when the UI shows text on its own\n                (e.g. when using an item).\n                </li><br>\n            </ul>\n            Note: There are three states not mentioned here - because they never occur naturally. You can find them in <span class=\"ref\">Functions &amp;\n            objects</span>.\n            <br><br>For a clearer example, here's a code snippet replicating the older events above.\n            <div class=\"code-container\">\n<pre class=\"brush:lua;\">function EnteringState(newstate, oldstate)\n    if newstate == \"ENEMYDIALOGUE\" then\n        --same as EnemyDialogueStarting()\n    elseif newstate!= \"ENEMYDIALOGUE\" and oldstate == \"ENEMYDIALOGUE\" then\n        --same as EnemyDialogueEnding(). Alternatively, check for newstate == \"DEFENDING\"\n    elseif newstate!= \"DEFENDING\" and oldstate == \"DEFENDING\" then\n        --same as DefenseEnding()\n    end\nend\n</pre>\n            </div>\n            <p>\n                <br><span class=\"function\">Update()</span>\n                This function runs for every frame (usually at 60FPS, depends on the player's framerate) for all of\n                the encounter, even during waves. This is an extremely powerful function, as it can run any code at\n                any time, no matter what. The only exception is the game over state - if the player dies, no code\n                from within this function will be run.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"> </span>BeforeDeath()</span>\n                This function runs the moment the Player takes mortal damage (by any means, including bullet damage,\n                scripted damage, setting <span class=\"term\">Player.hp</span> to <span class=\"term\">0</span>, and even\n                text commands), just before activating the Game Over sequence. This is the perfect place to set Real\n                and AlMighty Globals you want set when the player dies<br>(see <span class=\"ref\">Misc. Functions</span>).\n                <br><br>\n                If you use <span class=\"term\">Player.hp</span> or <span class=\"term\">Player.Heal</span> here to bring the\n                Player's hp back to greater than 0, they will live and the Game Over sequence will be cancelled.\n            </p>\n            <p>\n                <br><span class=\"new function\">OnTextDisplay(<span class=\"userdata\">text</span> text)</span>\n                Every time any text object's letters are created, this function gets called. This function is the best\n                place to manipulate the text object's letters using <span class=\"term\">Text.GetLetters</span>.\n                <br><br>\n                The argument <span class=\"term\">text</span> is the text object itself.\n                <br><br>\n                This event isn't called for text objects which have their own <span class=\"term\">Text.OnTextDisplay()\n                </span> function.\n            </p>\n            <br><br>\n            <hr>\n            <h4>Monster script events</h4>\n            <p>\n                <br><span class=\"function\">HandleAttack(<span class=\"number\"></span> damage)</span>\n                Happens the moment the player's attack has applied damage - this is when you hear the hitting sound\n                after the slash animation.<br>\n                <span class=\"term\">damage</span> will be -1 if the player pressed Fight, but didn't press any\n                buttons and let it end by itself. The monster's <span class=\"term\">hp</span> variable will have updated at this time, too.\n                <br>Don't call <span class=\"term\">BattleDialog()</span> here, it's a bit buggy right now.\n            </p>\n            <p>\n                <br><span class=\"function\">OnDeath()</span>\n                Happens after your attack's shaking animation has completed and the monster's HP is 0. If you implement\n                <span class=\"term\">OnDeath()</span>, your monster will not die automatically, and you will have to do it manually with the\n                <span class=\"term\">Kill()</span> function.\n                <br><br>\n                <span class=\"term\">OnDeath()</span> will only happen through monster kills that happened with the\n                FIGHT command; scripted <span class=\"term\">Kill()</span> calls will not trigger it.\n                <br>Calling <span class=\"term\">BattleDialog()</span> here will probably screw up the battle UI.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"> </span>OnSpare()</span>\n                Happens after you successfully spared a monster. If you implement <span class=\"term\">OnSpare()</span>, your monster will not be\n                spared automatically, and you will have to do it manually with the <span class=\"term\">Spare()</span> function.\n                <br><br>\n                <span class=\"term\">OnSpare()</span> will only happen through a monster spare that happened with the SPARE command; scripted\n                <span class=\"term\">Spare()</span> calls will not trigger it.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"> </span>BeforeDamageCalculation()</span>\n                Happens before the damage calculation the moment you press Z when attacking. You can easily use <span class=\"term\">SetDamage()</span>\n                in this function. This is also the best place to initiate a dodge animation, if you want such a thing.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"> </span>BeforeDamageValues(<span class=\"number\"></span> damage)</span>\n                Happens before the damage UI is displayed on the monster (the life bar and the damage number) and before\n                the hp changing. You can still change the target with <span class=\"term\">Player.ChangeTarget(targetNumber)</span> in this function,\n                but you <i>can not</i> use <span class=\"term\">SetDamage</span> here.\n                <br><br>\n                The argument <span class=\"term\">damage</span> is equal to the incoming damage the enemy is about to take.\n                <br>Note that this damage has <u>not</u> been applied yet, unlike in <span class=\"term\">HandleAttack</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">HandleCustomCommand(<span class=\"string\"></span> command)</span>\n                Happens when you select an Act command on this monster. <span class=\"term\">command</span> will be the same as how you\n                defined it in the <span class=\"term\">commands</span> list, except it will be <b><u>IN ALL CAPS</u></b>. Intermediate example\n                below, showing how you can use it and spice it up a little.\n            </p>\n            <div class=\"code-container\">\n  <pre class=\"brush:lua;\">commands = {\"Sing\", \"Dance\", \"Wiggle\"} --somewhere at the beginning\nwigglecounter = 0 --let's keep a counter to check how often we've wiggled\n\nfunction HandleCustomCommand(command)\n    if command == \"SING\" then\n        BattleDialog({\"You sing your heart out. It's in the arena now.\"})\n    elseif command == \"DANCE\" then\n        BattleDialog({\"You busted out your best moves.\"})\n    elseif command == \"WIGGLE\" then\n        if wigglecounter == 0 then --you can use variables to make commands more exciting!\n            BattleDialog({\"You just kind of stood there and wiggled.\"})\n        elseif wigglecounter == 1 then\n            BattleDialog({\"You're still kind of standing there and wiggling.\"})\n        else\n            BattleDialog({\"Your wiggled so often that your wiggling technique\\ris now legendary.\"})\n        end\n        wigglecounter = wigglecounter + 1 --be sure to increase the wiggle counter, or it'll stay at 0\n    end\nend\n</pre>\n            </div>\n            <br>\n            <hr>\n            <h4>Wave script events</h4>\n            <p>\n                <br><span class=\"function\">Update()</span>\n                This function is called every frame (usually at 60FPS) while monsters are attacking (the defense step).\n                <br><br>\n                That's pretty much it. Update your bullets here - more on bullet creation and control is on the\n                <span class=\"ref\">API - Projectile Management</span> page.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"> </span>EndingWave()</span>\n                This function is called just before the wave ends. It allows you to easily reset some variables and other such things.\n            </p>\n            <p>\n                <br><span class=\"function\">OnHit(<span class=\"userdata\">bullet</span> bullet)</span>\n                Every time a bullet collides with a player, this function gets called from the script that created the\n                projectile. The bullet object in this function can be modified if you feel like it. For more information\n                on the bullet object, see the section <span class=\"ref\">Projectile Management</span>.<br>\n                <br>\n                If you implement this function in your script, you have to manually define what should happen after\n                bullet collision. This is what allows you to create orange, cyan and green projectiles, and much much\n                more. If you don't implement this function in your script, it'll stick to the default of dealing 3\n                damage on hit.<!-- Below are multiple examples of how to use this function. -->\n            </p>\n            <hr>\n            <h3>All-script events</h3><br><br>\n            <p>\n                <i>All-script events</i> are events that can exist in all types of scripts - that's encounter, monster,\n                and wave scripts.\n            </p>\n            <br>\n            <p>\n                <br><span class=\"function\">OnHit(<span class=\"userdata\">bullet</span> bullet)</span>\n                Every time a bullet collides with a player, this function gets called from the script that created the\n                projectile. The bullet object in this function can be modified if you feel like it. For more information\n                on the bullet object, see the section <span class=\"ref\">Projectile Management</span>.<br>\n                <br>\n                If you implement this function in your script, you have to manually define what should happen after\n                bullet collision. This is what allows you to create orange, cyan and green projectiles, and much much\n                more. If you don't implement this function in your script, it'll stick to the default of dealing 3\n                damage on hit.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-audio.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Audio Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Audio Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-audio\">\n            <p>\n                <br><span class=\"function\">The Audio object [E/M/W]</span>\n                The Audio object allows you to control music in the game and play sounds. Here are the ways in which you\n                can use it.\n            </p>\n            <ul>\n                <li><span class=\"number\"></span> <span class=\"term\">Audio.playtime</span> - Get or set the current play position of the current music in seconds.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Audio.totaltime</span> - Get the total length of the current music in seconds.</li><br>\n                <li><span class=\"term\">Audio.Play()</span> - Play the currently loaded music. Done automatically at the beginning of a fight.</li><br>\n                <li><span class=\"term\">Audio.Stop()</span> - Stops the music. If you want a battle not to have music, call this in\n                <span class=\"term\">EncounterStarting()</span>.\n                </li><br>\n                <li><span class=\"term\">Audio.Pause()</span> - Pause the music.</li><br>\n                <li><span class=\"term\">Audio.Unpause()</span> - Unpause the music if you previously paused it.</li><br>\n                <li><span class=\"term\">Audio.Volume(<span class=\"number\"></span> value)</span> - Set music to given volume. <span class=\"term\">value</span>\n                should be between <span class=\"term\">0.0</span> (muted) and <span class=\"term\">1.0</span> (full volume).\n                This is <span class=\"term\">0.75</span> by default.\n                </li><br>\n                <li><span class=\"term\">Audio.Pitch(<span class=\"number\"></span> value)</span> - Set music pitch to given value. <span class=\"term\">1.0</span>\n                is default, <span class=\"term\">2.0</span> is twice the regular speed.\n                Negative values play the music backwards. <span class=\"term\">value</span> may be between <span class=\"term\">-3.0</span> and <span class=\"term\">3.0</span>.\n                </li><br>\n                <li><span class=\"term\">Audio.LoadFile(<span class=\"string\"></span> filename)</span> - Load music from the Audio folder titled <span class=\"term\">filename.ogg</span>\n                or <span class=\"term\">filename.wav</span> and play it immediately. If you don't want immediate playback,\n                call <span class=\"term\">Audio.Stop()</span> after this. Don't include the file extension.</li><br>\n                <li><span class=\"term\">Audio.PlaySound(<span class=\"string\"></span> filename, <span class=\"CYF\"></span> <span class=\"number\"></span> volume = 0.65)</span> - Play the sound from the Sounds folder titled\n                <span class=\"term\">filename.ogg</span> or <span class=\"term\">filename.wav</span>. Don't include the file extension.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">Audio.isPlaying</span> - Returns true if the music is playing, or false if the music is stopped or paused.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio.StopAll()</span> - Stops all playing audio.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio.PauseAll()</span> - Pauses all the audio sources.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio.UnpauseAll()</span> - Unpauses all the audio sources.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio.SetSoundDictionary(<span class=\"string\"></span> key, <span class=\"string\"></span> value)</span> - Adds a sound to the sound dictionary. Doing\n                so allows you to change the name of the sounds played by the engine - like, for example, <span class=\"term\">hurtsound</span>\n                or <span class=\"term\">menumove</span>.\n                <br><br>\n                Setting <span class=\"term\">key</span> to <span class=\"term\">\"RESETDICTIONARY\"</span> will reset the entire sound dictionary to its original state.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio.GetSoundDictionary(<span class=\"string\"></span> key)</span> - Returns the index of the sound in the\n                    sound dictionary. Returns the key itself if the key isn't in the dictionary.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Audio[<span class=\"string\"></span> key]</span>,\n                <span class=\"term\">Audio[<span class=\"string\"></span> key] = <span class=\"string\"></span> value</span> - Fast way to use\n                <span class=\"term\">Audio.SetSoundDictionary</span> / <span class=\"term\">GetSoundDictionary</span>.</li><br>\n            </ul>\n\n            <p>As this is an object, you can't directly use it with <span class=\"term\">[func]</span>, but you can make your own function if you want\n                to, say, stop the music mid-dialogue:</p>\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">currentdialogue = {\"but then I realized...\\n[w:30][func:drama]the butler did it!!!\"}\n\nfunction drama()\n    Audio.Stop()\n    Audio.PlaySound(\"dramatic_sound_effect\")\nend</pre>\n            </div>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-discord.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Discord Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Discord Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-misc\">\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> The Discord object [E/M/W]</span>\n                This class is used to manipulate the data the <span class=\"term\">Discord Rich Presence Status</span> bar displays, if Discord\n                is open and if this feature is enabled. This feature can be customized in Create Your Frisk's options screen, accessible from\n                the mod selection screen. This object <i>cannot</i> override the user's settings for Discord Rich Presence.\n            </p>\n            <ul>\n                <li><span class=\"term\">Discord.SetName(<span class=\"string\"></span> name)</span>:\n                    Sets the top row of the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.\n                    <br><br>\n                    By default, this line displays <span class=\"term\">Playing Mod: MODNAME</span> (with <span class=\"term\">MODNAME</span>\n                    being the name of your mod) in battle, or <span class=\"term\">In the Overworld</span> if in the Overworld.\n                    <br><br>\n                    Setting <span class=\"term\">name</span> to <span class=\"term\">\"\"</span> doesn't display the line at all.\n                </li><br>\n                <li><span class=\"term\">Discord.ClearName(<span class=\"boolean\"></span> reset = false)</span>:\n                    Resets the top row of the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.\n                    <br><br>\n                    If <span class=\"term\">reset</span> is true, the entire line will be hidden. Otherwise, it will be reset to its default value\n                    (see <span class=\"term\">Discord.SetName</span> above).\n                </li><br>\n                <li><span class=\"term\">Discord.SetDetails(<span class=\"string\"></span> details)</span>:\n                    Sets the second row of the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.\n                    <br><br>\n                    By default, this line displays the name of the currently running encounter file in battle, or the name of the current map\n                    if in the Overworld. If the current map has no name, the line will be hidden.<br>\n                    Map names are set in <span class=\"term\">AddKeysToMapCorrespondanceList</span> in the file<br>\n                    <span class=\"term\">Assets/Scripts/Util/UnitaleUtil.cs</span>.\n                    <br><br>\n                    Setting <span class=\"term\">details</span> to <span class=\"term\">\"\"</span> doesn't display the line at all.\n                </li><br>\n                <li><span class=\"term\">Discord.ClearDetails(<span class=\"boolean\"></span> reset = true)</span>:\n                    Resets the second row of the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.\n                    <br><br>\n                    If <span class=\"term\">reset</span> is true, the entire line will be hidden. Otherwise, it will be reset to its default value\n                    (see <span class=\"term\">Discord.SetDetails</span> above).\n                </li><br>\n                <li><span class=\"term\">Discord.SetTime(<span class=\"number\"></span> time, <span class=\"boolean\"></span> countdown = false)</span>:\n                    Sets the current time displayed in the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.<br>\n                    The <span class=\"term\">time</span> value is a number of seconds. The displayed time is in the <span class=\"term\">minutes:seconds</span>\n                    format, so every multiple of 60 in <span class=\"term\">time</span> will display as one minute.\n                    <br><br>\n                    If <span class=\"term\">countdown</span> is true, the given time will be displayed as a countdown timer, counting down to 0:00 from the\n                    value you entered (in the format <span class=\"term\">mm:ss remaining</span>).<br>\n                    Otherwise, the given time will be displayed as an elapsed time counter, counting upwards from the value you entered (in the format\n                    <span class=\"term\">mm:ss elapsed</span>).\n                    <br><br>\n                    By default, this line will display the time elapsed since the encounter was started in battle, or it will be hidden if in the Overworld.\n                </li><br>\n                <li><span class=\"term\">Discord.ClearTime(<span class=\"boolean\"></span> reset = false)</span>:\n                    Resets the current time displayed in the <span class=\"term\">Discord Rich Presence Status</span> bar, if enabled in the user's options.\n                    <br><br>\n                    If <span class=\"term\">reset</span> is true, the entire line will be hidden. Otherwise, it will be reset to its default value\n                    (see <span class=\"term\">Discord.SetTime</span> above). Since there is no timer in the Overworld, using <span class=\"term\">reset</span>\n                    may produce some erroneous values if used in the Overworld.\n                </li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>\n"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-input.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Input Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Input Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-input\">\n            <br><span class=\"function\">The Input object [E/M/W]</span>\n            <p>\n                The Input object allows you to retrieve input status.\n                <br>\n                All keys will return a number. Here are the different values each variable or function below returns, if\n                it returns a number:\n                <ul>\n                    <li><span class=\"term\">2</span>: The key is being held</li>\n                    <li><span class=\"term\">1</span>: The key is being pressed this very frame</li>\n                    <li><span class=\"term\">0</span>: The key isn't being pressed</li>\n                    <li><span class=\"term\">-1</span>: The key has been released this very frame</li>\n                </ul>\n            </p>\n            <p>\n                Following these values, you can check if a key's value is greater than 0 to see if it's pressed, or if\n                it's exactly 1/-1 to only have an action if it was just pressed/released.\n                <br>\n                Possible key options are below:\n                <ul>\n                    <li><span class=\"term\">Input.Confirm</span> - Z or Enter</li>\n                    <li><span class=\"term\">Input.Cancel</span> - X or any Shift key</li>\n                    <li><span class=\"term\">Input.Menu</span> - C or any Control key</li>\n                    <li><span class=\"term\">Input.Up</span> - Up arrow or <span class=\"CYF\"></span> W</li>\n                    <li><span class=\"term\">Input.Down</span> - Down arrow or <span class=\"CYF\"></span> S</li>\n                    <li><span class=\"term\">Input.Left</span> - Left arrow or <span class=\"CYF\"></span> A</li>\n                    <li><span class=\"term\">Input.Right</span> - Right arrow or <span class=\"CYF\"></span> D</li>\n                </ul>\n            </p>\n            <p>\n                <u>Note:</u> do not rely on the Input object to replace proper UI controls. Changing game state in the UI based\n                on input will likely cause a fair share of issues and is not supported at this moment (but feel free to\n                see what does and doesn't work).\n            </p>\n            <br>\n            <p>\n                Here follows a list of other variables and functions available within the Input object.\n                <br><span class=\"new\"></span> Keep in mind that the <span class=\"ref\">Key List</span> page shows a\n                list of most available keys within the engine.\n            </p><br>\n            <ul>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Input.MousePosX</span> (readonly)\n                - Returns the X position of the mouse relative to the bottom left corner of the screen.\n                (from <span class=\"term\">0</span> to <span class=\"term\">639</span>)</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Input.MousePosY</span> (readonly)\n                - Returns the Y position of the mouse relative to the bottom left corner of the screen.\n                (from <span class=\"term\">0</span> to <span class=\"term\">479</span>)</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">Input.IsMouseInWindow</span>\n                (readonly) - Returns true if the mouse is in the window, false otherwise.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"boolean\"></span> <span class=\"term\">Input.IsMouseVisible</span>\n                - Returns true if the mouse cursor is visible, false otherwise. True by default. Can be set in order to hide or\n                show the mouse cursor.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Input.MouseScroll</span>\n                (readonly) - Returns a number representing the change in the user's scroll wheel position (or movement supplied\n                by the trackpad when using a Mac).\n                <span class=\"term\">0</span> represents no movement, while a positive number means the user is scrolling up, and\n                a negative number means the user is scrolling down.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Input.GetKey(\n                <span class=\"string\"></span> keyname)</span> - Gets the state of the given key.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"number\"></span> <span class=\"term\">Input.GetAxisRaw(\n                <span class=\"string\"></span> axisName)</span> - Gets the precise state of the given axis (joystick, trigger,\n                D-Pad), between <span class=\"term\">-1</span> and <span class=\"term\">1</span>.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">\n                Input.GetPressedKeys()</span> - Gets a list of all the keys which are currently pressed. This function only takes\n                keys in account, not axes.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">\n                Input.GetHeldKeys()</span> - Gets a list of all the keys which are currently held. This function only takes keys\n                in account, not axes.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">\n                Input.GetReleasedKeys()</span> - Gets a list of all the keys which are currently being released. This function\n                only takes keys in account, not axes.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"term\">Input.CreateKeybind(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"string\"></span></span> keys = { })</span> - Creates a keybind, which can be\n                used as a shortcut to get the state of several keys at the same time.\n                <br>For quick setup, you can give it a list of keys to bind to it immediately, or you can only give it a name\n                and use the functions <span class=\"term\">Input.SetKeybindKeys()</span> or\n                <span class=\"term\">Input.BindKeyToKeybind()</span> to bind keys to it afterwards.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"term\">Input.RemoveKeybind(<span class=\"string\"></span> name</span>\n                - Completely removes an existing keybind.\n                <br>Note that base CYF keybinds cannot be deleted, as it would cause errors when the engine tries to fetch them.\n                </li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"term\">Input.SetKeybindKeys(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"string\"></span></span> keys)</span> OR\n                <span class=\"term\">Input[<span class=\"string\"></span> name] =\n                <span class=\"luatable\"><span class=\"string\"></span></span> keys</span> - Replaces a keybind's list of bound keys\n                with the given list of keys, erasing any keys set before running this function.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"boolean\"></span> <span class=\"term\">Input.BindKeyToKeybind(\n                <span class=\"string\"></span> name, <span class=\"string\"></span> key)</span> - Adds a key to the keys bound to the\n                given keybind. Returns true if the key was successfully bound to the keybind, false otherwise.\n                <br>If the key is already bound to the given keybind, nothing will happen and this function will return false.\n                </li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"boolean\"></span> <span class=\"term\">Input.UnbindKeyFromKeybind(\n                <span class=\"string\"></span> name, <span class=\"string\"></span> key)</span> - Removes a key from the keys bound\n                to the given keybind. Returns true if the key was successfully unbound from the keybind, false otherwise.\n                <br>If the key is not bound to the given keybind, nothing will happen and this function will return false.\n                </li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"number\"></span> <span class=\"term\">Input.GetKeybind(\n                <span class=\"string\"></span> name)</span> OR <span class=\"term\">Input[<span class=\"string\"></span> name]</span>\n                - Gets the state of the given keybind.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">\n                Input.GetKeybindKeys(<span class=\"string\"></span> name)</span> - Returns a table of the keys currently bound to\n                the given keybind.</li><br>\n\n                <li><span class=\"CYF new\"></span>\n                <span class=\"luatable\"><span class=\"luatable\"><span class=\"string\"></span></span></span> <span class=\"term\">\n                Input.GetKeybindConflicts()</span> - Returns a table containing one table for each existing keybind conflict.\n                Each conflict table contains as its first value the key that currently has a conflict, with each following\n                values being the keybinds containing this key.\n                <br>Example: If the key <span class=\"term\">T</span> is bound to both keybinds\n                <span class=\"term\">Confirm</span> and <span class=\"term\">Cancel</span>, then the resulting conflict table will\n                be <span class=\"term\">{ \"T\", \"Confirm\", \"Cancel\" }</span>.</li><br>\n\n                <li><span class=\"CYF new\"></span> <span class=\"term\">Input.ResetKeybinds()</span></span> - Resets all created\n                and modified keybinds within the encounter, effectively wiping any keybind changes made in this encounter.\n                </li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-main.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Misc. Functions</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Misc. Functions\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-main\">\n            <h2>Functions &amp; Objects</h2><br><br>\n            <p>\n                This section details functions Unitale adds to your Lua scripts to interact with the game in various\n                ways. All functions will have a suffix in square brackets to denote in which scripts they may be used.<br>\n                See <span class=\"ref\">How to read this documentation</span> for more details.\n            </p>\n\n            <hr>\n            <h4>All-script functions</h4>\n\n            <p>\n                <br><span class=\"function\">DEBUG(<span class=\"string\"></span> text) [E/M/W]</span>\n                Write text to the debug console (toggleable with <span class=\"term\">F9</span>). It will appear automatically the first time you\n                write text to it. You can use this to check values in your code, or make sure some pieces of code are\n                actually running.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> EnableDebugger(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                Forcefully allows and disallows the showing of the debugger. If you enter <span class=\"term\">false</span>, the debugger will be\n                immediately hidden if it is open, and will no longer show itself for any reason. If you then enter <span class=\"term\">true</span>,\n                the debugger will <u>not</u> appear again immediately, but can be re-opened if the user presses F9.\n                <br><br>\n                The debugger is enabled by default.<br>\n                Note: The state of the debugger also applies to the state of the FPS display.\n            </p>\n\n            <p>\n                <br><span class=\"function\">SetGlobal(<span class=\"string\"></span> your_variable_name, value) [E/M/W]</span>\n                An alternative to setting variables in the Encounter script to be accessed from anywhere (see <span class=\"ref\">The Script Object</span>).\n                <br><br>Sets a global variable. After setting, you can retrieve it from all your scripts at any time with\n                <span class=\"term\">GetGlobal(variable_name)</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">GetGlobal(<span class=\"string\"></span> your_variable_name) returns variable [E/M/W]</span>\n                An alternative to setting variables in the Encounter script to be accessed from anywhere (see <span class=\"ref\">The Script Object</span>).\n                <br><br>Gets a Global Variable that you previously set using <span class=\"term\">SetGlobal()</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetRealGlobal(<span class=\"string\"></span> your_variable_name, value) [E/M/W]</span>\n                Sets a Global variable that is accessible even in the overworld. After setting it, you can retrieve it from all of\n                your scripts at any time with <span class=\"term\">GetRealGlobal(variable_name)</span>.\n                <br><br>\n                Persists through battles, but not between sessions. These variables can be saved using the overworld save system.\n                <br><br>\n                <font style=\"color:#fff\">* Note: \"Complex\" variables (such as tables, functions and userdata) can not be saved as Real or AlMighty globals.</font>\n                <br><br>\n                <font style=\"color:#fff\">* Also note: as Real and AlMighty Globals persist across mods, it is possible for mods to read each others' globals.\n                Be careful when choosing global names.</font>\n                <br><br>\n                Can be used in the overworld.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> GetRealGlobal(<span class=\"string\"></span> your_variable_name) returns variable [E/M/W]</span>\n                Gets a Global that you previously set using <span class=\"term\">SetRealGlobal()</span>.\n                <br><br>\n                Can be used in the overworld.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetAlMightyGlobal(<span class=\"string\"></span> your_variable_name, value) [E/M/W]</span>\n                <i>AlMighty Globals</i> are globals that are instantly saved into a file when set: these globals <b>persist\n                through sessions</b>.\n                <br><br>\n                However, you can use the <span class=\"term\">Remove AlMighty Globals</span> button in modDev to remove them.\n                <br><br>\n                <font style=\"color:#fff\">* Note: \"Complex\" variables (such as tables, functions and userdata) can not be saved as Real or AlMighty globals.</font>\n                <br><br>\n                <font style=\"color:#fff\">* Also note: as Real and AlMighty Globals persist across mods, it is possible for mods to read each others' globals.\n                Be careful when choosing global names.</font>\n                <br><br>\n                Can be used in the overworld.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> GetAlMightyGlobal(<span class=\"string\"></span> your_variable_name) returns variable [E/M/W]</span>\n                Gets an AlMighty Global that you previously set using <span class=\"term\">SetAlMightyGlobal()</span>.<br>\n                Can be used in the overworld.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetFrameBasedMovement(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                Set to <span class=\"term\">true</span> if you want frame-based player movement (2px/frame) instead of time based player movement (120px/s).\n                <br>Set it to <span class=\"term\">false</span> if you already are in frame-based movement and you want to go back to the time based movement.\n                <br><br>\n                By default, time-based movement is used (same as if <span class=\"term\">SetFrameBasedMovement(false)</span> were called).\n                <br>Note that this function only controls the player's movement with the default control scheme (see <span class=\"term\">Player.SetControlOverride</span>\n                in <span class=\"ref\">The Player Object</span>).\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetAction(<span class=\"string\"></span> \"FIGHT\", \"ACT\", \"ITEM\" or \"MERCY\") [E/M/W]</span>\n                Used alongside <span class=\"term\">State(\"ENEMYSELECT\")</span> (or <span class=\"term\">EnteringState</span> when entering the same state) to\n                force the player to choose FIGHT or ACT. This controls whether you'll see the enemy's health bar in the menu and whether the next state upon\n                pressing Z is <span class=\"term\">ATTACKING</span> or <span class=\"term\">ACTMENU</span>.\n                <br><br>\n                If used in the state <span class=\"term\">ACTIONSELECT</span>, this function will move the player over the specified button.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> AllowPlayerDef(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                If the given value is true, all damage that the player will take will be reduced - like in Undertale - by 1 point for each 5 defense,\n                with the player's defense at LV1 not affecting the damage.<br/>\n                Damage taken can not be fully blocked and will always be at least 1.\n                <br>False by default.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetPPCollision(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                Setting this to true will force all bullets that don't have a specified collision type to use the Pixel-Perfect collision system.\n                If you want to use it, then I'd highly recommend seeing <span class=\"ref\">The Pixel-Perfect Collision System</span>.\n                <br>False by default.\n            </p>\n\n            <p>\n                <br><span class=\"function\">BattleDialogue(<span class=\"luatable\"><span class=\"string\"></span></span> list_of_strings) [E/M/W]<br><span class=\"cyf\"></span>or BattleDialog</span>\n                This makes the list of strings you give to the function appear in the UI dialog box. After skipping through\n                them, you will automatically go to the monster dialogue step by default. Below is a working example of\n                how you could use it for a Vegetoid encounter.\n                <br><br>\n                As of CYF v0.6.4, if you end up with 4 or more lines of battle dialog displayed at once, the text will move up\n                (9 pixels, one time) to compensate and try to fit your text inside the box.\n                <br><br>\n                * You can use <span class=\"term\">\\n</span> to create a new line <b>with a star</b> (*), and <span class=\"term\">\\r</span> to create\n                a new line <b>without</b> a star.\n            </p>\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">function HandleCustomCommand(command)\n    if command == \"DINNER\" then\n        if ate_greens then -- ate_greens is a non-default variable, of course\n            currentdialogue = {\"Ate\\nYour\\nGreens\"}\n        else\n            currentdialogue = {\"Eat\\nYour\\nGreens\"}\n        end\n        BattleDialog({\"You pat your stomach.\\nVegetoid offers a healthy meal.\"})\n    end\nend\n</pre>\n            </div>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> CreateState(<span class=\"string\"></span> name) [E/M/W]</span>\n                This function creates a custom state with the name <span class=\"term\">name</span>, which will function like the NONE state. You cannot have two states with the same name.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> UnloadSprite(<span class=\"string\"></span> path) [E/M/W]</span>\n                This function removes the sprite loaded through <span class=\"term\">path</span> from CYF's internal cache, allowing you to load it from your folder again.\n                <br><br>\n                Usually, CYF keeps all sprites it loads in an encounter in memory so the engine does not have to load it again, which may create a lag spike. However, if the sprite is changed during the mod, the file will not be reloaded, and only its first version will be kept until the encounter is over, or the mod is unloaded in the overworld.\n            </p>\n\n            <p>\n                <br><span class=\"function\">State(<span class=\"string\"></span> state_to_go_to) [E/M/W]</span>\n                A powerful function that immediately skips the battle to the specified state, rather than following the\n                default conventions. Below is a list of valid strings you can pass to it, what state you'll be going to\n                and what that state entails. The states you pass to it are case-invariant, but uppercase is recommended\n                for readability.\n            </p>\n\n            <p>\n                Arguably the best part about <span class=\"term\">State</span> is that it can be used in conjunction with the text command <span class=\"term\">\n                [func]</span> to change the state from within your dialogue. An example is below - this will have a monster say that he will\n                not fight you, then return to the action select screen, instead of starting a wave.\n            </p>\n\n            <div class=\"code-container\">\n                <pre class=\"brush: lua;\">currentdialogue = {\"I won't fight you.\", \"[func:State,ACTIONSELECT]\"}</pre>\n            </div>\n\n            <ul>\n                <li><span class=\"term\">ACTIONSELECT</span> - While in this state, you can select FIGHT/ACT/ITEM/MERCY.</li><br>\n                <li><span class=\"term\">ENEMYDIALOGUE</span> - When starting this state, <span class=\"term\">currentdialogue</span> gets read from the\n                    Encounter script for every monster and their dialogue is displayed. If that doesn't exist, it'll return something at\n                    random from the <span class=\"term\">randomdialogue</span> list.\n                </li><br>\n                <li><span class=\"term\">DEFENDING</span> - When starting this state, <span class=\"term\">nextwaves</span> is read out from the Encounter\n                    script and all scripts in the Waves folder with matching names will be part of this defense step. <span class=\"term\">wavetimer</span>\n                    is also read from the Encounter script at this time.\n                </li><br>\n            </ul>\n\n            <p>\n                There are some other states available, but entering some might have nasty side effects. It's possible that\n                they might lock up your battle if you enter them with <span class=\"term\">State</span>. So, use at your own risk:\n            </p>\n\n            <ul>\n                <li><span class=\"term\">ATTACKING</span> - Starting this state will put you in the screen where you either deal damage to an enemy by pressing\n                \"Z\" at the right time, or you wait and miss entirely. The enemy this affects is the same as the last enemy selected in the states <span class=\n                \"term\">ENEMYSELECT</span> or <span class=\"term\">ACTMENU</span>. After this state ends, the encounter moves on to the <span class=\"term\">\n                ENEMYDIALOGUE</span> state by default.</li><br>\n                <li><span class=\"term\">ENEMYSELECT</span> - This state displays a list of all active enemies in the encounter. This state gets entered\n                automatically after choosing FIGHT or ACT. If the Player got here from choosing FIGHT, the state loaded from pressing \"Z\" is <span class=\n                \"term\">ATTACKING</span>, if they got here from choosing ACT, that state will be <span class=\"term\">ACTMENU</span>, but if they got here from\n                calling <span class=\"term\">State</span> and press \"Z\", nothing will happen.</li><br>\n                <li><span class=\"term\">ACTMENU</span> - This state displays all of the options from the enemy's <span class=\"term\">commands</span> in order.\n                If the enemy has <span class=\"term\">cancheck</span> set to <i>true</i>, then a \"Check\" option will be displayed here - which\n                will follow the syntax seen in the description for <span class=\"term\">commands</span> as seen in <span class=\"ref\">Basic Setup</span>.\n                Having more than 6 ACT commands may cause glitchiness, though, so watch out! (Additional note: the enemy chosen will always be the same as\n                the last enemy chosen in <span class=\"term\">ENEMYSELECT</span>.)</li><br>\n                <li><span class=\"term\">ITEMMENU</span> - This state shows all of the player's available items. It's tied with the\n                <span class=\"term\">HandleItem</span> function (see <span class=\"ref\">Game events</span> for more information).</li><br>\n                <li><span class=\"term\">MERCYMENU</span> - This state lets you choose from either \"Spare\" or \"Flee\". If at least one active enemy\n                has <span class=\"term\">canspare</span> set to <i>true</i>, then \"Spare\" will be yellow - and selecting it will spare that enemy.\n                Otherwise, if the option is not yellow, then choosing \"Spare\" will activate the encounter function <span class=\"term\">HandleSpare</span>.\n                Also, choosing \"Flee\" prompts some silly messages :P<br><span class=\"CYF\"></span> If the encounter was entered from the\n                overworld, choosing \"Flee\" allows the player to flee the battle and return to the overworld.</li><br>\n                <li><span class=\"term\">DIALOGRESULT</span> - This is the state that is entered whenever <span class=\"term\">BattleDialog</span> is called,\n                when the victory message displays, when the player fails to flee, or when an item is used. When all text is done and the player presses\n                \"Z\", the state <span class=\"term\">ENEMYDIALOGUE</span> is entered next. The soul is forcibly invisible during this state.</li><br>\n            </ul>\n\n            <p>\n                Finally, there are two \"special\" states that evoke behavior in the engine itself:\n            </p>\n\n            <ul>\n                <li><span class=\"term\">DONE</span> - Changing state to <span class=\"term\">DONE</span> will instantly end the current battle. Normally, this will\n                force the player to the mod selection screen.<br>\n                <span class=\"CYF\"></span> If the encounter was entered from the overworld, the battle will end and the player will return to the overworld, in the\n                same way as if the player had ended the battle normally, such as by sparing all the enemies or running away.</li><br>\n                <li><span class=\"term\">NONE</span> - This state does nothing. It is entered for the first frame of the encounter, but entering it manually will completely freeze your encounter. It might be useful if you want to disable all of Unitale/CYF's basic functionality.</li><br>\n                <li><span class=\"unitale\"></span> <span class=\"term\">RESETTING</span> - DEPRECATED, DO NOT USE. Only listed for completion purposes. It only exists in Unitale 0.2.1a, so trying to use it in CYF won't work. It was removed in the Github release of Unitale 0.2.1a, and seemed to be only for testing.</li><br>\n            </ul>\n\n            <p>\n                <span class=\"function\"><span class=\"CYF\"></span> Freezing states</span>\n                As of CYF v0.6.2.1, calling <span class=\"term\">State(\"PAUSE\")</span> will perfectly \"pause\" an encounter. The last active state will remain active, but in a frozen state, until you call <span class=\"term\">State</span> again.\n                <br><br>\n                * <span style=\"color:#fff\">Only the <span class=\"term\">Update</span> function of the Encounter script will remain active here.\n                <br><br>\n                * To unfreeze a state, you must use <span class=\"term\">State</span> to switch to another state, preferably the last active state.</span> <span class=\"term\">GetCurrentState()</span> will tell you the name of the frozen state.\n                <br><br>\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> GetCurrentState() returns <span class=\"string\"></span> [E/M/W]</span>\n                Returns the name of the current state (see above for all states).\n            </p>\n\n            <hr>\n            <h4>Encounter script functions</h4>\n\n            <p>\n                <br><span class=\"function\">RandomEncounterText() returns <span class=\"string\"></span> [E]</span>\n                Select a random monster from the encounter, then get a random entry from the <span class=\"term\">comments</span> table there.\n                You'll want to use this to replicate default encounter behaviour. See code below (or one of the example\n                encounters).\n            </p>\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">function DefenseEnding() --This built-in function fires after the defense round ends.\n    encountertext = RandomEncounterText()\nend</pre>\n            </div>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetButtonLayer(<span class=\"string\"></span> layer) [E]</span>\n                Changes the <span class=\"term\">layer</span> of the FIGHT, ACT, ITEM and MERCY buttons <b>and the Player's name, lv and hp</b>.<br>\n                The usable layers are created sprite layers and these base layers:\n                <ul>\n                    <li><span class=\"term\">\"Bottom\"</span>: Under everything, even the background.</li><br>\n                    <li><span class=\"term\">\"BelowUI\"</span>: Above the background.</li><br>\n                    <li><span class=\"term\">\"BelowArena\"</span>: Above the background and the UI.</li><br>\n                    <li><span class=\"term\">\"BelowPlayer\"</span>: Above the background, the UI and the Arena.</li><br>\n                    <li><span class=\"term\">\"BelowBullet\"</span>: Above the background, the UI, the Arena and the Player.</li><br>\n                    <li><span class=\"term\">\"Top\"</span>: Above everything.</li><br>\n                </ul>\n                <font style=\"font-size:16px;color: white;\">NOTE: Enter <span class=\"term\">\"default\"</span> to reset the Buttons and UI.</font>\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> CreateEnemy(<span class=\"string\"></span> scriptName,\n                <span class=\"number\"></span> x, <span class=\"number\"></span> y) [E]</span>\n                This function creates an <span class=\"term\">enemy script</span> using the script <span class=\"term\">scriptName</span> in the\n                <span class=\"term\">Lua/Monsters</span> folder of your mod, which will act as a new enemy in battle, and returns a reference to it.<br><br>\n                It will move the enemy so that it is centered just above the arena, with 1 pixel of space inbetween, and will move the enemy's sprite\n                by <span class=\"term\">x</span> pixels horizontally and <span class=\"term\">y</span> pixels vertically.<br><br>\n                Be aware that creating an enemy this way will NOT add it to the Encounter script's <span class=\"term\">enemies</span> table,\n                so you have to manage the table yourself by adding this new enemy script to it.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Flee() [E]</span>\n                This function runs the fleeing sequence.\n            </p>\n\n            <hr>\n            <h4>Monster script functions</h4>\n\n            <p>\n                <br><span class=\"function\">SetSprite(<span class=\"string\"></span> filename) [M]</span>\n                Sets the monster's sprite from the Sprites folder to <span class=\"term\">filename.png</span>.\n                Can be used with <span class=\"term\">[func]</span> to change sprites mid-dialogue.\n            </p>\n\n            <p>\n                <br><span class=\"function\">SetActive(<span class=\"boolean\"></span> active) [M]</span>\n                Either true or false. If false, this monster will stay on screen but will not show up in menus, do its\n                dialogue or run any of its events. You can use this to introduce monsters to an encounter at a later\n                point. The battle will end when a monster is killed or spared and there are no active monsters left.\n                Having no active monsters at all will likely cause a bunch of errors right now.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetDamage(<span class=\"number\"></span> amount) [M]</span>\n                Set the amount of damage the monster will take the next time it is attacked. Can be negative.\n                <br>Set <span class=\"term\">amount</span> to the amount of damage the monster will take, or <span class=\"term\">0</span> to make the attack miss.\n                <br><br>\n                This function can only be used within the <span class=\"ref\">Game Event</span> <span class=\"term\">BeforeDamageCalculation</span>, or just before\n                using the function <span class=\"term\">Player.ChangeTarget</span>.\n                <br>You also don't want to use it with a monster who's been disabled with <span class=\"term\">SetActive(false)</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Kill(<span class=\"boolean\"></span> playSound = true) [M]</span>\n                Kills the monster immediately. If this was the last monster, the battle ends.<br>\n                Does NOT call the <span class=\"ref\">Game Event</span> <span class=\"term\">OnDeath</span>.<br><br>\n                If <span class=\"term\">playSound</span> is set to <span class=\"term\">false</span>, the dusting sound will not be played.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Spare(<span class=\"boolean\"></span> playSound = true) [M]</span>\n                Spares the monster immediately. Similar to <span class=\"term\">Kill()</span>, if this was the last monster, the battle ends.<br>\n                Does NOT call the <span class=\"ref\">Game Event</span> <span class=\"term\">OnSpare</span>.<br><br>\n                If <span class=\"term\">playSound</span> is set to <span class=\"term\">false</span>, the sparing sound will not be played.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y) [M]</span>\n                Moves the enemy's sprite relative to its current position.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y) [M]</span>\n                Moves the enemy's sprite relative to the bottom left corner of the screen.<br>\n                This is effectively the same as setting <span class=\"term\">enemypositions</span> again, except <span class=\"term\">x</span> is 320px left and <span class=\"term\">y</span> is 231px down.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> BindToArena(<span class=\"boolean\"></span> bind, <span class=\"boolean\"></span> isUnderArena = false) [M]</span>\n                Controls whether the enemy's sprite will follow the Arena's movements.\n                <br><br>\n                If <span class=\"term\">bind</span> is true, the enemy will be parented to the Arena and follow all of its movements.<br>\n                <u>Otherwise</u>, it will be either behind or in front of the arena, depending on the value of <span class=\"term\">isUnderArena</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetBubbleOffset(<span class=\"number\"></span> x, <span class=\"number\"></span> y) [M]</span>\n                Makes the enemy's dialogue bubble appear <span class=\"term\">x</span> pixels horizontally and\n                <span class=\"term\">y</span> pixels vertically relative to its original position.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetDamageUIOffset(<span class=\"number\"></span> x, <span class=\"number\"></span> y) [M]</span>\n                Changes the offset of the enemy's damage UI (the enemy's health bar and the red numbers). Note that the damage UI is on a layer\n                above that of the arena.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> SetSliceAnimOffset(<span class=\"number\"></span> x, <span class=\"number\"></span> y) [M]</span>\n                Changes the offset of the attack animation (the red slice by default) for when the player attacks this monster.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Remove() [M]</span>\n                This function immediately removes this enemy from the encounter, including the script it's been called from.<br><br>\n                Be aware that removing an enemy this way will NOT remove it from the Encounter script's <span class=\"term\">enemies</span> table, so you have\n                to manage the table yourself by removing this enemy script from it before running this function, because any reference to it will be invalid.\n            </p>\n\n            <hr>\n            <h4>Wave script functions</h4>\n\n            <p>\n                <br><span class=\"function\">EndWave() [W]</span>\n                Ends this wave immediately. You can only call this function from the Update function.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-misc.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Misc Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Misc Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-misc\">\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> The Misc object [E/M/W]</span>\n                The Misc object has some window-related and computer-related functions. Most of them are functions.\n            </p>\n            <ul>\n                <li><span class=\"string\"></span> <span class=\"term\">Misc.MachineName</span> (read-only) - Returns the name of the player's session.</li><br>\n                <li><span class=\"string\"></span> <span class=\"term\">Misc.OSType</span> - Returns <span class=\"term\">Windows</span>, <span class=\"term\">Mac</span> or <span class=\"term\">Linux</span>.</li><br>\n                <li><span class=\"userdata\">shader</span> <span class=\"term\">Misc.ScreenShader</span> - A shader object that affects the entire screen, instead of a single sprite.<br>\n                See <span class=\"ref\">The Shader Object</span> for more information.</li><br>\n                <li>\n                    <span class=\"term\">Misc.ShakeScreen(<span class=\"number\"></span> durationInFrames, <span class=\"number\"></span> intensity = 3, <span class=\"boolean\"></span> isIntensityDecreasing = true)</span>\n                    - Shakes the screen for <span class=\"term\">durationInFrames</span> frames, with a maximum of\n                    <span class=\"term\">intensity</span> pixels away from the normal position.<br>\n                    Set <span class=\"term\">isIntensityDecreasing</span> as true to reduce the intensity over time.\n                </li><br>\n                <li><span class=\"term\">Misc.StopShake()</span> - Stops a previous <span class=\"term\">Misc.ShakeScreen</span> call, does nothing\n                otherwise.</li><br>\n                <li><span class=\"term\">Misc.MoveCamera(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span> - Moves the camera right <span class=\"term\">x</span> pixels and up <span class=\"term\">y</span> pixels.</li><br>\n                <li><span class=\"term\">Misc.MoveCameraTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span> - Moves the bottom-left of the camera directly to the point (<span class=\"term\">x</span>, <span class=\"term\">y</span>).<br>\n                <span class=\"term\">(0, 0)</span> is the starting position.</li><br>\n                <li><span class=\"term\">Misc.ResetCamera()</span> - Resets the position of the camera. Same as calling <span class=\"term\">MoveCameraTo(0, 0)</span> in battle - in the Overworld, this instead resets the camera to the Player's position.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.cameraX</span> - Gets or sets the current x position of the bottom-left corner of the camera.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.cameraY</span> - Gets or sets the current y position of the bottom-left corner of the camera.</li><br>\n                <li><span class=\"boolean\"></span> <span class=\"term\">Misc.FullScreen</span> - Gets or sets whether the user is in fullscreen mode.</li><br>\n                <li>\n                    <span class=\"boolean\"></span> <span class=\"term\">Misc.ResizeWindow(<span class=\"number\"></span> width, <span class=\"number\"></span> height)</span> - Resizes CYF's window to the given width and height, in pixels. The parameters <span class=\"term\">width</span> and <span class=\"term\">height</span> must both be positive, and the function will return <span class=\"term\">true</span> if the window was successfully resized, false otherwise. The window will not be resized if the requested width or height are bigger than the player's screen's respective width or height.\n                    <br><br>\n                    It also works in fullscreen; this function will make sure the given area will be displayed on screen at all times by adding black borders if needed.\n                    <br><br>\n                    <font color=\"red\">* NOTE: Only allowed during battles.</font>\n                </li><br>\n                <li>\n                    <span class=\"number\"></span> <span class=\"term\">Misc.WindowWidth</span> - Returns the width of the game window when running in windowed mode (even in fullscreen).\n                    <br><br>\n                    If set, it will set the width of CYF's window in pixels. CYF's default width is 640 pixels. Will do nothing if the player's screen's width is lower than the requested width.\n                    <br><br>\n                    <font color=\"red\">* NOTE: Only allowed during battles.</font>\n                </li><br>\n                <li>\n                    <span class=\"number\"></span> <span class=\"term\">Misc.WindowHeight</span> - Returns the height of the game window when running in windowed mode (even in fullscreen).\n                    <br><br>\n                    If set, it will set the height of CYF's window in pixels. CYF's default height is 480 pixels. Will do nothing if the player's screen's height is lower than the requested height.\n                    <br><br>\n                    <font color=\"red\">* NOTE: Only allowed during battles.</font>\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.ScreenWidth</span> (read-only) - Returns the width of the user's screen in windowed mode, or the number of displayed pixel columns when in fullscreen.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.ScreenHeight</span> (read-only) - Returns the height of the user's screen in windowed mode, or the number of displayed pixel rows when in fullscreen.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.MonitorWidth</span> (read-only) - Returns the width of the user's monitor, regardless of the user's settings or if <span class=\"term\">Misc.SetWideFullscreen</span> has been used.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.MonitorHeight</span> (read-only) - Returns the height of the user's monitor, regardless of the user's settings or if <span class=\"term\">Misc.SetWideFullscreen</span> has been used.</li><br>\n                <li>\n                    <span class=\"term\">Misc.SetWideFullscreen(<span class=\"boolean\"></span> wide)</span> - If the user is playing with an aspect ratio wider than 4:3, this function will expand the view in fullscreen to show the space to the left and right of the 640x480 screen space.\n                    <br><br>\n                    It will only take effect when in fullscreen, and will automatically resize the view if already in fullscreen.<br>\n                    If the user's aspect ratio is 4:3 or thinner, nothing will change.<br>\n                    Note that object positions, such as projectiles and sprites, will remain the same.\n                    <br><br>\n                    <font color=\"red\">* NOTE: Only allowed during battles.</font>\n                    <br><br><br>\n                    You can use this code to determine how much space you have available on either side (still using the relative position system in which the screen is always assumed to be 640x480):\n                    <br><br>\n                    <div class=\"code-container\">\n   <pre class=\"brush: lua;\">local displayedWidth = Misc.MonitorHeight / 0.75\nlocal scale = 640 / displayedWidth\nlocal widthOnEachSide = math.max(scale * (Misc.MonitorWidth - displayedWidth) / 2, 0)\n\nCreateProjectileAbs(\"bullet\", 0 - widthOnEachSide, 240) -- creates a bullet at the absolute left side of the screen when in wide fullscreen</pre>\n            </div>\n                    Here, if <span class=\"term\">widthOnEachSide</span> is 0, the user is using a resolution that is 4:3 or thinner. Be sure to check if this number is greater than 0 before doing operations that require fullscreen!\n                    <br><br>\n                </li><br>\n                <li><span class=\"term\">Misc.DestroyWindow()</span> - Closes the window instantly.</li><br>\n\t\t\t</ul>\n\t\t\t<hr>\n\t\t\t<ul>\n\t\t\t\t<li><span class=\"number\"></span> <span class=\"term\">Misc.debuggerX</span> - Change the debugger's x position relative to the camera's position.</li><br>\n\t\t\t\t<li><span class=\"number\"></span> <span class=\"term\">Misc.debuggerY</span> - Change the debugger's y position relative to the camera's position.</li><br>\n\t\t\t\t<li><span class=\"number\"></span> <span class=\"term\">Misc.debuggerAbsX</span> - Change the debugger's x position relative to the encounter's bottom-left corner, or the map's bottom-left corner if used in the overworld.</li><br>\n\t\t\t\t<li><span class=\"number\"></span> <span class=\"term\">Misc.debuggerAbsY</span> - Change the debugger's y position relative to the encounter's bottom-left corner, or the map's bottom-left corner if used in the overworld.</li><br>\n\t\t\t\t<li><span class=\"term\">Misc.MoveDebugger(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span> - Move the debugger relative to its current position.</li><br>\n\t\t\t\t<li><span class=\"term\">Misc.MoveDebuggerTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span> - Move the debugger relative to the camera's current position.</li><br>\n\t\t\t\t<li><span class=\"term\">Misc.MoveDebuggerToAbs(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span> - Move the debugger relative to the encounter's bottom-left corner, or the map's bottom-left corner if used in the overworld.</li><br>\n\t\t\t\t<li><span class=\"boolean\"></span> <span class=\"term\">Misc.isDebuggerAttachedToCamera</span> - Whether or not the camera should move the debugger along with it when it moves. True by default.</li><br>\n\t\t\t\t<li>Additional notes on the debugger:\n\t\t\t\t\t<ul>\n\t\t\t\t\t\t<li>The debugger's pivot point is its top-right corner.</li>\n\t\t\t\t\t\t<li>Its default absolute position is (620, 480).</li>\n                        <li>Its width is 320 and its height 140.</li>\n                        <li>If <span class=\"term\">Misc.isDebuggerAttachedToCamera</span> is true when the window is resized, the debugger will stick to the top right corner of the screen.</li>\n\t\t\t\t\t</ul>\n\t\t\t\t</li>\n            </ul>\n            <hr>\n            <span style=\"color:#aa0000;font-size:18px;\">THE FOLLOWING VARIABLES AND FUNCTIONS ARE <u>WINDOWS ONLY</u>.</span><br>\n            Don't forget to check if the user is playing with a Windows OS by using the variable <span class=\"term\">windows</span>!<br><br>\n            <ul>\n                <li><span class=\"string\"></span> <span class=\"term\">Misc.WindowName</span> - Gets or sets the name of the window.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.WindowX</span> - Gets or sets the X position of the bottom left corner of the window.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Misc.WindowY</span> - Gets or sets the Y position of the bottom left corner of the window.</li><br>\n                <li><span class=\"term\">Misc.MoveWindow(<span class=\"number\"></span> X, <span class=\"number\"></span>  Y)</span> - Moves the window X pixels horizontally and Y pixels vertically.</li><br>\n                <li><span class=\"term\">Misc.MoveWindowTo(<span class=\"number\"></span> X, <span class=\"number\"></span> Y)</span> - Moves the bottom left corner of the window to the given coordinates.\n                </li><br>\n            </ul>\n            <hr>\n            <h3>File Functions</h3>\n            <br>\n            <br><span class=\"function\"><span class=\"boolean\"></span> Misc.FileExists(<span class=\"string\"></span> path)</span>\n            Use this function to check if a file exists.\n            <br><br>\n            <ul>\n                <li><span class=\"term\">path</span>: Path to the file to open, relative to your Mod folder.<br>\n                    Can enter subfolders such as <span class=\"term\">Lua</span>.</li><br>\n            </ul>\n            Use this before <span class=\"term\">Misc.OpenFile</span> if you plan to read from a file.\n            <br><br>\n            <br><span class=\"function\"><span class=\"luatable\"><span class=\"string\"></span></span> Misc.ListDir(<span class=\"string\"></span> path, <span class=\"boolean\"></span> getFolders = false)</span>\n            This function returns a list of either files or folders.\n            <br><br>\n            <ul>\n                <li><span class=\"term\">path</span>: Path to the file to open, relative to your Mod folder.<br>\n                    Can enter subfolders such as <span class=\"term\">Lua</span>.</li><br>\n                <li><span class=\"term\">getFolders</span>: If true, this function will return the names of all <b>Folders</b> in <span class=\"term\">path</span>.<br>\n                    Otherwise, this function will return the names of all <b>Files</b> in <span class=\"term\">path</span>.</li>\n            </ul>\n            <br><br>\n            <br><span class=\"function\"><span class=\"boolean\"></span> Misc.DirExists(<span class=\"string\"></span> path)</span>\n            Use this function to check if a folder exists.\n            <br><br>\n            <ul>\n                <li><span class=\"term\">path</span>: Path to the file to open, relative to your Mod folder.<br>\n                    Can enter subfolders such as <span class=\"term\">Lua</span>.</li><br>\n            </ul>\n            <br><span class=\"function\"><span class=\"boolean\"></span> Misc.CreateDir(<span class=\"string\"></span> path)</span>\n            Attempts to create a folder with the path <span class=\"term\">path</span> relative to your Mod folder.\n            <br><br>\n            Returns <span class=\"term\">true</span> if the operation was successful, <span class=\"term\">false</span> otherwise.\n            <br><br>\n            <br><span class=\"function\"><span class=\"boolean\"></span> Misc.MoveDir(<span class=\"string\"></span> path, <span class=\"string\"></span> newPath)</span>\n            Attempts to move a folder with the path <span class=\"term\">path</span> relative to your Mod folder to a new location <span class=\"term\">newPath</span>\n            also relative to your mod folder.\n            <br><br>\n            Returns <span class=\"term\">true</span> if the operation was successful, <span class=\"term\">false</span> otherwise.\n            <br><br>\n            <br><span class=\"function\"><span class=\"boolean\"></span> Misc.RemoveDir(<span class=\"string\"></span> path, <span class=\"boolean\"></span> force = false)</span>\n            Attempts to delete a folder with the path <span class=\"term\">path</span> relative to your Mod folder.\n            <br><br>\n            <ul>\n                <li><span class=\"term\">force</span>: If true, this function will forcefully remove a folder. Otherwise, a folder will only be removed if it is empty.</li>\n            </ul>\n            Returns <span class=\"term\">true</span> if the operation was successful, <span class=\"term\">false</span> otherwise.\n            <br><br>\n            <br><span class=\"function\">Misc.OpenFile(<span class=\"string\"></span> path, <span class=\"string\"></span> mode = \"rw\") returns <span class=\"userdata\">File</span></span>\n            This function opens a file <u>in CYF's Mods folder ONLY</u> for writing and anywhere for reading.\n            <br><br>\n            <ul>\n                <li><span class=\"term\">path</span>: Path to the file to open, relative to your Mod folder.<br>\n                    Can enter subfolders such as <span class=\"term\">Lua</span>.</li><br>\n                <li>\n                    <span class=\"term\">mode</span>: Determines how the file should be opened:\n                    <ul>\n                        <li><span class=\"term\">r</span>: The file can only be <u>read</u> from.</li><br>\n                        <li><span class=\"term\">w</span>: The file can only be <u>written</u> to.</li><br>\n                        <li><span class=\"term\">rw</span>: The file can be read from <u>AND</u> written to.</li><br>\n                    </ul>\n                    Files can be <u>created</u> through use of <span class=\"term\">File.Write</span> (see below).\n                </li>\n            </ul>\n            <br><br>\n            This function returns a <span class=\"userdata\">File</span> object representing the file:\n            <br><br>\n            <br><span class=\"function\"> The File object [E/M/W]</span>\n            <br><br>\n            <ul>\n                <span class=\"function ref\" style=\"display: inline;\">All modes</span>\n                <br><br>\n                <li><span class=\"string\"></span> <span class=\"term\">File.openMode</span> (read-only):\n                    Returns the file mode being used by this File object.<br>\n                    This is what you entered for <span class=\"term\">mode</span> in <span class=\"term\">Misc.OpenFile</span>.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">File.lineCount</span> (read-only):\n                    The number of lines in the file.</li><br>\n                <li><span class=\"string\"></span> <span class=\"term\">File.filePath</span> (read-only):\n                    The full file path to the opened file.</li><br>\n                <li><span class=\"term\">File.Move(<span class=\"string\"></span> new_path)</span>:\n                    Moves the opened file to the path <span class=\"term\">new_path</span>.<br>\n                    Can be used to rename a file.</li><br>\n                <li><span class=\"term\">File.Copy(<span class=\"string\"></span> new_path, <span class=\"boolean\"></span> overwrite = false)</span>:\n                    Copies the opened file to the path <span class=\"term\">new_path</span>.<br>\n                    If <span class=\"term\">overwrite</span> is true, a file at the target path that already exists will be replaced with the opened file.</li><br>\n                <hr><br>\n                <span class=\"function ref\" style=\"display: inline;\">\"r\"</span>\n                <br><br>\n                <li><span class=\"string\"></span> <span class=\"term\">File.ReadLine(<span class=\"number\"></span> line)</span>:\n                    Returns the contents of line #<span class=\"term\">line</span> as a string.</li><br>\n                <li><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">File.ReadLines()</span>:\n                    Returns every line in the file as a separate string, all within one table.<br>\n                    Same as using <span class=\"term\">File.ReadLine</span> on every line.</li><br>\n                <li><span class=\"luatable\"><span class=\"number\"></span></span> <span class=\"term\">File.ReadBytes()</span>:\n                    Returns a table containing every individual byte in the file, start to finish, represented as a number.\n                    <br><br>\n                    Be prepared for a lag spike as soon as you use this function. Depending on the size of the file, the resulting table can be very large.</li>\n                <br><br>\n                <span class=\"function ref\" style=\"display: inline;\">\"w\"</span>\n                <br><br>\n                <li><span class=\"term\">File.Write(<span class=\"string\"></span> data, <span class=\"boolean\"></span> append = true)</span>:\n                    Writes the text in <span class=\"term\">data</span> to the file. Supports <span class=\"term\">\\n</span>.\n                    <br><br>\n                    Creates the file if it doesn't exist.\n                    <br><br>\n                    If <span class=\"term\">append</span> is true, the new text will be added to the end of the file (without a new line).<br>\n                    Otherwise, the <u>entire file</u> will be replaced by <span class=\"term\">data</span>.</li><br>\n                <li><span class=\"term\">File.ReplaceLine(<span class=\"number\"></span> line, <span class=\"string\"></span> data)</span>:\n                    Sets the contents of line #<span class=\"term\">line</span> in the file to <span class=\"term\">data</span>.<br>\n                    Supports <span class=\"term\">\\n</span>.</li><br>\n                <li><span class=\"term\">File.DeleteLine(<span class=\"number\"></span> line)</span>:\n                    Removes line #<span class=\"term\">line</span> from the file.<br>\n                    The line that came after it previously is now line #<span class=\"term\">line</span>.</li><br>\n                <li><span class=\"term\">File.WriteBytes(<span class=\"luatable\"><span class=\"number\"></span></span> data)</span>:\n                    Writes a series of bytes to a file. This will <u>replace</u> all contents of the file.</li><br>\n                <li><span class=\"term\">File.Delete()</span> <span class=\"ref\">(w)</span>:\n                    Deletes the file.<br>\n                    If using <span class=\"term\">\"w\"</span> or <span class=\"term\">\"rw\"</span> mode, you can use <span class=\"term\">File.Write</span> to create the file again.</li><br>\n                <br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>\n"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-newaudio.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The NewAudio Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The NewAudio Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-newaudio\">\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> The NewAudio object [E/M/W]</span>\n                The NewAudio object allows you to create sound channels and has overall better music management than the Audio object.\n                <br><br>\n                <b>Audio Channels</b> can play up to one sound at a time, and will stop any currently playing sounds if you add a new sound to the channel.\n                <br><br>\n                <font size=\"3\" style=\"color:#fff;\">NOTE! The default audio channel used by the Audio object (not this one) is called <span class=\"term\">\"src\"</span>.</font><br>\n                It exists at the start of the encounter, and, by default, all music and sounds will be played there.<br>\n                You may use it as the argument <span class=\"term\">\"name\"</span> in all of the below functions.\n            </p>\n            <ul>\n                <li><span class=\"term\">NewAudio.CreateChannel(<span class=\"string\"></span> name)</span> - Creates the audio channel\n                <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.DestroyChannel(<span class=\"string\"></span> name)</span> - Destroys the audio channel\n                <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"boolean\"></span> <span class=\"term\">NewAudio.Exists(<span class=\"string\"></span> name)</span> - Checks if the audio channel\n                <span class=\"term\">name</span> exists.</li><br>\n                <li><span class=\"string\"></span> <span class=\"term\">NewAudio.GetAudioName(<span class=\"string\"></span> name,\n                <span class=\"boolean\"></span> withPrefix = true)</span> - Gets the name and type of the audio clip currently playing in the channel\n                <span class=\"term\">name</span> as a string.<br>\n                If no audio is playing in a channel, this function returns <span class=\"term\">\"empty\"</span>.\n                <br><br>\n                If <span class=\"term\">withPrefix</span> is true, the string returned by this function will begin with <span class=\"term\">music:</span> for music clips,\n                <span class=\"term\">sound:</span> for sound clips and <span class=\"term\">voice:</span> for voice clips.\n                <br><br>\n                For example, playing the sound <span class=\"term\">dogsecret</span> in an audio channel\n                and using this function on that channel would return the string <span class=\"term\">\"sound:dogsecret\"</span> (or <span class=\"term\">\"dogsecret\"</span>).</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">NewAudio.GetTotalTime(<span class=\"string\"></span> name)</span> - Gets the length of time in seconds that an audio channel <span class=\"term\">name</span>'s most recently played audio lasts for.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">NewAudio.GetPlayTime(<span class=\"string\"></span> name)</span> or <span class=\"number\"></span> <span class=\"term\">NewAudio.GetCurrentTime(<span class=\"string\"></span> name)</span> - Get the current play position of the current audio of this channel\n                in seconds.</li><br>\n                <li><span class=\"term\">NewAudio.PlayMusic(<span class=\"string\"></span> name, <span class=\"string\"></span> music,\n                <span class=\"boolean\"></span> loop = false, <span class=\"number\"></span> volume = 1)</span> - Plays the music\n                <span class=\"term\">music</span> on the channel <span class=\"term\">name</span>.\n                <br><br>\n                <span class=\"term\">loop</span> tells the engine if it should loop the music or not;<br>\n                <span class=\"term\">volume</span> is the volume of the music.\n                <br><br>\n                Songs played are loaded from your mod's <span class=\"term\">Audio</span> folder, as .ogg or .wav files. Don't include the file extension.</li><br>\n\n                <li><span class=\"term\">NewAudio.PlaySound(<span class=\"string\"></span> name, <span class=\"string\"></span> sound,\n                <span class=\"boolean\"></span> loop = false, <span class=\"number\"></span> volume = 0.65)</span> - Plays the sound\n                <span class=\"term\">sound</span> on the channel <span class=\"term\">name</span>.\n                <br><br>\n                <span class=\"term\">loop</span> tells the engine if it should loop the sound or not;<br>\n                <span class=\"term\">volume</span> is the volume of the sound.\n                <br><br>\n                Sounds played are loaded from your mod's <span class=\"term\">Sounds</span> folder, as .ogg or .wav files. Don't include the file extension.</li><br>\n\n                <li><span class=\"term\">NewAudio.PlayVoice(<span class=\"string\"></span> name, <span class=\"string\"></span> voice,\n                <span class=\"boolean\"></span> loop = false, <span class=\"number\"></span> volume = 0.65)</span> - Plays the voice\n                <span class=\"term\">voice</span> on the channel <span class=\"term\">name</span>.\n                <br><br>\n                <span class=\"term\">loop</span> tells the engine if it should loop the voice or not;<br>\n                <span class=\"term\">volume</span> is the volume of the voice.\n                <br><br>\n                Voices played are loaded from your mod's <span class=\"term\">Sounds/Voices</span> folder, as .ogg or .wav files. Don't include the file extension.</li><br>\n\n                <li><span class=\"term\">NewAudio.SetPitch(<span class=\"string\"></span> name, <span class=\"number\"></span> value)</span> - Sets the pitch (and speed) of the audio channel <span class=\"term\">name</span>.\n                <br>1.0 is normal pitch/speed.\n                <br>If the value becomes negative, the audio will be played in reverse.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">NewAudio.GetPitch(<span class=\"string\"></span> name)</span> - Gets the pitch of the audio channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.SetVolume(<span class=\"string\"></span> name, <span class=\"number\"></span> value)</span> - Sets the volume of the audio channel <span class=\"term\">name</span>.\n                <br>0.75 is the default value.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">NewAudio.GetVolume(<span class=\"string\"></span> name)</span> - Gets the volume of the audio channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.Play(<span class=\"string\"></span> name)</span> - Plays the last sound played in the audio channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.Stop(<span class=\"string\"></span> name)</span> - Stops the audio in the channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.Pause(<span class=\"string\"></span> name)</span> - Pauses the audio in the channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.Unpause(<span class=\"string\"></span> name)</span> - Unpauses the audio in the channel <span class=\"term\">name</span>.</li><br>\n                <li><span class=\"term\">NewAudio.SetPlayTime(<span class=\"string\"></span> name, <span class=\"number\"></span> value)</span> - Sets the track position of the audio channel\n                <span class=\"term\">name</span>'s audio, in seconds.</li><br>\n                <li><span class=\"boolean\"></span> <span class=\"term\">NewAudio.isStopped(<span class=\"string\"></span> name)</span> - Checks if the audio channel <span class=\"term\">name</span> is stopped (or paused).</li><br>\n                <li><span class=\"term\">NewAudio.StopAll()</span> - Stops all audio channels' audio.</li><br>\n                <li><span class=\"term\">NewAudio.PauseAll()</span> - Pauses all the audio channels' audio.</li><br>\n                <li><span class=\"term\">NewAudio.UnpauseAll()</span> - Unpauses all the audio channels' audio.</li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-object.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - General Objects</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"General Objects\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-audio\">\n            <h2>General object functions and the CYFObject object</h2><br><br>\n            <p>\n                Usually, in CYF, you handle given objects such as text objects, sprites and the like.\n                <br>\n                However, in certain situations, you may have to manipulate some elements which you\n                can't normally use, such as internal elements used by Unity.\n                <br><br>\n                The <span class=\"term\">CYFObject</span> object's goal is to be able to manipulate\n                these objects, mostly by moving the various elements of the battle's hierarchy.\n                All of its functions and variables are also usable for\n                <span class=\"term\">text objects</span>, <span class=\"term\">sprites</span> and\n                <span class=\"term\">bullets</span> unless said otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"string\"></span> object.name\n                (readonly)</span>\n\n                The name of the object in Unity. Different from sprites'\n                <span class=\"term\">spritename</span> variable.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> object.childIndex</span>\n\n                The position of this object in its parent's children list, between 1 and\n                <span class=\"term\">childCount</span>. The first child will be displayed under all\n                other children, while the last child will be displayed above all others.\n                <br><br>\n                For example, if an object has 5 children and this value is 2, then this object is\n                its parent's second child, and will appear above the parent's first child and\n                below all of its other children.\n                <br><br>\n                Setting this value will change the current object's child index, reordering it in\n                its parent's children list.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> object.childCount\n                (readonly)</span>\n\n                The number of children this object has.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> object.GetParent() returns <span class=\"userdata\">object\n                </span></span>\n\n                Returns the parent of this object. Can be either a <span class=\"term\">sprite</span>, a\n                <span class=\"term\">bullet</span> or a <span class=\"term\">CYFObject</span>.\n                <br><br>\n                If you don't know by advance the type of this object's parent, you can use the function\n                <span class=\"term\">tostring</span> on the parent to know which kind of object it is.\n                The values are as follows:\n                <ul>\n                    <li>Sprites will return <span class=\"term\">\"LuaSpriteController\"</span>,</li>\n                    <li>Bullets will return <span class=\"term\">\"ProjectileController\"</span>,</li>\n                    <li>CYFObjects will return <span class=\"term\">\"LuaCYFObject\"</span>.</li>\n                </ul>\n            </p>\n\n            <p>\n                <br><span class=\"function\"> object.SetParent(<span class=\"userdata\">object</span>\n                otherObject)</span>\n\n                Parents <span class=\"term\">object</span> to <span class=\"term\">otherObject</span>.\n                <br>\n                This will make the original object move along with the object it's parented to.\n                <br><br>\n                You can parent any <span class=\"term\">sprite</span>, <span class=\"term\">bullet</span>,\n                <span class=\"term\">CYFObject</span> or <span class=\"term\">text object</span> to\n                <span class=\"term\">sprites</span>, <span class=\"term\">bullets</span> and\n                <span class=\"term\">CYFObjects</span>, although <span class=\"term\">text objects</span>\n                cannot be the parent of another object.\n                <br><br>\n                <span class=\"CYF\"></span> NOTE: If you are in the <i>Overworld</i>, you can NOT use\n                this to parent sprites to Event objects' sprites, or vice versa.<br>\n                Text object letter sprites can <i>only</i> be parented to other Text object letter\n                sprites.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> object.GetChild(<span class=\"number\"></span> childIndex)\n                returns <span class=\"userdata\">object</span></span>\n\n                Returns the child at index <span class=\"term\">childIndex</span> of this object. Can\n                be either a <span class=\"term\">sprite</span>, a <span class=\"term\">bullet</span>, a\n                <span class=\"term\">text object</span> or a <span class=\"term\">CYFObject</span>.\n                <br><br>\n                If you don't know by advance the type of this object's child, you can use the function\n                <span class=\"term\">tostring</span> on the child to know which kind of object it is.\n                The values are as follows:\n                <ul>\n                    <li>Sprites will return <span class=\"term\">\"LuaSpriteController\"</span>,</li>\n                    <li>Bullets will return <span class=\"term\">\"ProjectileController\"</span>,</li>\n                    <li>Text objects will return <span class=\"term\">\"LuaTextManager\"</span>,</li>\n                    <li>CYFObjects will return <span class=\"term\">\"LuaCYFObject\"</span>.</li>\n                </ul>\n            </p>\n\n            <p>\n                <br><span class=\"function\"> object.GetChildren() returns\n                <span class=\"luatable\"><span class=\"userdata\">object</span></span></span>\n\n                Returns a table with all of this object's children. See\n                <span class=\"term\">object.GetChild()</span> for more information.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-player.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Player Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Player Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-player\">\n            <p>\n                <br><span class=\"function\">The Player object [E/M/W]</span>\n                You can use this object to obtain information about the player. Since the player is always 16x16 pixels\n                in Undertale, you can add/subtract 8 from the player's horizontal/vertical position to get the edges of\n                the player's hitbox, if you need that for anything.\n            </p>\n            <ul>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.x</span> (readonly) - gets the X position of the <i>player's center</i> relative to the arena's\n                    center.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.y</span> (readonly) - get the Y position of the <i>player's center</i> relative to the arena's\n                    center.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.absx</span> (readonly) - get the X position of the <i>player's center</i> relative to the bottom\n                    left corner of the screen.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.absy</span> (readonly) - get the Y position of the <i>player's center</i> relative to the bottom\n                    left corner of the screen.\n                </li><br>\n                <li><span class=\"userdata\">sprite</span> <span class=\"term\">Player.sprite</span> - the Player's soul sprite component.\n                    See the <span class=\"ref\">Sprites &amp; Animation</span> section for usage details.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.hp</span> - get or set the player's current HP. Can't exceed max HP. If set to 0, game over\n                    triggers.<br>\n                    <span class=\"CYF\"></span> The hp value is now a float, but there can be some problems about accuracy of float values.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.maxhp</span> - returns the player's MaxHP value. <br>\n                    As of CYF v0.6.4, this is settable. Setting this is the same as calling\n                    <span class=\"term\">Player.SetMaxHPShift(&lt;value&gt;, 0, true, false, false)</span>.<br>\n                    Max hp is not a float, but regular hp is.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.maxhpshift</span> (readonly) - returns the difference between the\n                    player's current Max HP and their normal, unmodified Max HP.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.atk</span> - base attack of the player. Depends on the player's level.\n                    <br><br>\n                    Changing <span class=\"term\">Player.lv</span> or ending the battle will <b>reset</b> this to its intended value.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">Player.weapon</span> (readonly) - name of the player's current weapon.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.weaponatk</span> (readonly) - attack value of the player's current weapon.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.def</span> - base defense of the player. Depends on the player's level.\n                    <br><br>\n                    Changing <span class=\"term\">Player.lv</span> or ending the battle will <b>reset</b> this to its intended value.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">Player.armor</span> (readonly) - name of the player's current armor.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.armordef</span> (readonly) - defense value of the player's current armor.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.speed</span> - Player's speed in pixels per second. Default is 120.\n                </li><br>\n                <li><span class=\"string\"></span> <span class=\"term\">Player.name</span> - get or set the player's current name. <br>\n                    <span class=\"unitale\"></span> 6 letters max. By default, it is a name randomly chosen from a small list of pre-set names.<br>\n                    <span class=\"CYF\"></span> 9 letters max. \"Rhenao\" by default.</li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Player.lv</span> - use this to get or set the player's current level. It can be between 1 and 20 (99 in <span class=\"CYF\"></span>). It's 1 by default.\n                Player starts with 20HP / 10 ATK and gets 4 HP / 2 ATK per level.\n                <br><br>\n                Leveling up the player through code doesn't automatically heal them; you'll have to do this manually.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.lastenemychosen</span> (readonly) - gets the id of the last chosen enemy in the\n                ACT/FIGHT menus. -1 at the beginning of a fight.<br>\n                NOTE: This is NOT the same as the enemy's position in the <span class=\"term\">enemies</span> table. This is the position of the enemies in the <i>menu</i> in-game.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Player.lasthitmultiplier</span> (readonly) - gets the accuracy value from the last time the\n                player was in <span class=\"term\">ATTACKING</span>. Normally, it will be between 0 and 2. It will be -1 if the player missed the attack (and\n                at the beginning of the battle) and 2.2 if the attack was perfectly precise.\n                </li><br>\n                <li><span class=\"boolean\"></span> <span class=\"term\">Player.ishurting</span> (readonly) - true if the player's currently blinking due to being hurt, false\n                    otherwise.\n                </li><br>\n                <li><span class=\"boolean\"></span> <span class=\"term\">Player.ismoving</span> (readonly) - true if the player is currently moving in battle, false otherwise.\n                Will always be false while not in a wave script.\n                <br>NOTE: This only will change with the default control scheme (see <span class=\"term\">Player.SetControlOverride</span> below).\n                </li><br>\n                <li><span class=\"term\">Player.Hurt(<span class=\"number\"></span> damage, <span class=\"number\"></span> invul_time = 1.7, <span class=\"boolean\"></span> ignoreDef = false, <span class=\"boolean\"></span> playSound = true)</span>\n                - deals damage to the player, and makes them invincible for <span class=\"term\">invul_time</span> seconds.\n                <br>Can not hurt the player again if they are already hurting (flashing).\n                <br><br>\n                Set <span class=\"term\">ignoreDef</span> to true, and if the encounter variable <span class=\"term\">allowPlayerDef</span> is true, the damage dealt here will ignore the player's defense.\n                <br><br>\n                <span class=\"CYF\"></span> Call <span class=\"term\">Player.Hurt(0, 0)</span> to stop the player's invincibility frames without making a sound.\n                <br>Set <span class=\"term\">playSound</span> to <span class=\"term\">false</span>, and no sound will be played whatsoever.\n                </li><br>\n                <li><span class=\"term\">Player.Heal(<span class=\"number\"></span> value)</span> - heals the player for this amount. This is exactly the same as\n                    Player.Hurt(-value, 0). It also plays the healing sound.\n                </li><br>\n                <li><span class=\"term\">Player.SetControlOverride(<span class=\"boolean\"></span> boolean)</span> - either true or false. Only useable in waves.\n                If true, this will prevent the player soul from doing its regular movement/keyboard control for the rest of the wave\n                (in other words, it disables the red soul functionality).\n                <br><br>\n                Use this if you want to implement your own controls in a wave (i.e. a custom soul mode, like the blue or purple soul).\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y, <span class=\"boolean\"></span> ignoreWalls = false)</span> - Moves the player soul based on its last position.\n                    If <span class=\"term\">ignoreWalls</span> is false, it will make sure the player doesn't go outside of the arena;\n                    otherwise, it ignores the arena's boundaries. If you want to move the player out of bounds in a wave, you'll\n                    have to call <span class=\"term\">Player.SetControlOverride(true)</span>, as the player's default movement keeps the soul inside\n                    the arena otherwise.\n                </li><br>\n                <li><span class=\"term\">Player.MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y, <span class=\"boolean\"></span> ignoreWalls = false)</span> - Moves the player soul to this position relative to the arena's\n                    center. If <span class=\"term\">ignoreWalls</span> is false, it will make sure the player doesn't go outside of the arena;\n                    otherwise, it ignores the arena's boundaries. If you want to move the player out of bounds in a wave, you'll\n                    have to call <span class=\"term\">Player.SetControlOverride(true)</span> as the player's default movement keeps the soul inside\n                    the arena.\n                </li><br>\n                <li><span class=\"term\">Player.MoveToAbs(<span class=\"number\"></span> x, <span class=\"number\"></span> y, <span class=\"boolean\"></span> ignoreWalls = false)</span> - Moves the player soul to this position relative to the bottom left\n                    of the screen. If <span class=\"term\">ignoreWalls</span> is false, it will make sure the player doesn't go outside of the arena;\n                    otherwise, it ignores the arena's boundaries. If you want to move the player out of bounds in a wave, you'll\n                    have to call <span class=\"term\">Player.SetControlOverride(true)</span> as the player's default movement keeps the soul inside\n                    the arena.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ForceHP(<span class=\"number\"></span> amount)</span> - Lets you set the player's HP to a number above the\n                player's Max HP. The REAL maximum is 999.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.SetMaxHPShift(<span class=\"number\"></span> shift, <span class=\"number\"></span> invulnerabilitySeconds = 1.7f, <span class=\"boolean\"></span> set = false,\n                <span class=\"boolean\"></span> canHeal = false, <span class=\"boolean\"></span> playSound = true)</span> - Lets you set the Player's MaxHP, relative to their normal MaxHP. If the total MaxHP is negative or nil, it\n                    causes a GameOver. The max value for the Player's MaxHP is 999.<br>\n                    Formula: Player's MaxHP = Basis MaxHP + MaxHP Shift\n                    <br><br>\n                    <ul>\n                        <li><span class=\"term\">shift</span> = The value that will be added to the Max HP. If <span class=\"term\">set</span> is true,\n                        this will be the player's <i>new</i> Max HP.</li><br>\n                        <li><span class=\"term\">invulnerabilitySeconds</span> = The time for which the player will be invulnerable after this operation.\n                        </li><br>\n                        <li><span class=\"term\">set</span> = true if you want to set the Player's MaxHP directly.</li><br>\n                        <li><span class=\"term\">canHeal</span> = true if the player will automatically gain any health added by this function as normal (yellow) health. Does not apply for losing health.</li><br>\n                        <li><span class=\"term\">playSound</span> = true if you want to play the heal/hurt sound when the operation is done.</li><br>\n                    </ul>\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ResetStats(<span class=\"boolean\"></span> resetMHP = true, <span class=\"boolean\"></span> resetATK = true, <span class=\"boolean\"></span> resetDEF = false)</span> - Resets the player's Max HP, ATK and/or DEF to their original values based on the player's LV.\n                    <br><br>\n                    You can choose which stats to reset through the arguments:\n                    <ul>\n                        <li><span class=\"term\">resetMHP</span> = If true, the player's Max HP will be set back to what it should be based on the player's LV.</li><br>\n                        <li><span class=\"term\">resetATK</span> = If true, the player's ATK will be set back to what it should be based on the player's LV.</li><br>\n                        <li><span class=\"term\">resetDEF</span> = If true, the player's DEF will be set back to what it should be based on the player's LV.</li><br>\n                    </ul>\n                    The values set through this function are chosen according to <a href=\"https://undertale.fandom.com/wiki/Stats#Stat_Chart\">this chart</a>.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.SetAttackAnim(<span class=\"luatable\"><span class=\"string\"></span></span> anim, <span class=\"number\"></span> frequency, <span class=\"string\"></span> prefix = \"\")</span> - Sets the animation used\n                when attacking an enemy. Use it like <span class=\"term\">sprite.SetAnimation()</span>.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ResetAttackAnim()</span> - Resets the animation of the player's\n                attack to the default slashing animation.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ChangeTarget(<span class=\"number\"></span> targetNumber)</span> - Changes the target of the Player's attack\n                while in <span class=\"term\">ATTACKING</span>. Does nothing outside of the state <span class=\"term\">ATTACKING</span>.\n                    It should be used in <span class=\"term\">BeforeDamageCalculation()</span> or <span class=\"term\">BeforeDamageValues()</span>.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ForceAttack(<span class=\"number\"></span> enemyID, <span class=\"number\"></span> damage = normal_damage_values)</span> - Forces an\n                    attack towards the enemy number <span class=\"term\">enemyID</span>. If you want to, you can choose the attack's damage, too - but\n                    otherwise, damage will be calculated normally.\n                    <br><span style=\"color:#ff0000\">If you want enemies to be able to die this way, you MUST check with <span class=\"term\">Player.CheckDeath</span>!</span></li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.MultiTarget(<span class=\"luatable\"><span class=\"number\"></span></span>  targetIDs = all, <span class=\"luatable\"><span class=\"number\"></span></span> OR <span class=\"number\"></span> damage = normal_damage_values)</span> - The\n                    next attack the player executes will attack the enemies contained in <span class=\"term\">targetIDs</span> and deal <span class=\"term\">\n                    damage</span> damage. If you want to, you can choose the attack's damage, too - but otherwise, damage will be calculated normally.\n                    If you put nothing as a parameter, this will attack all enemies with the normal damage calculations.\n                    <br>Each target needs to have one damage value if you use a <span class=\"term\">table of numbers</span> for the <span class=\"term\">damage</span> value, or all targets can share the same damage value if the <span class=\"term\">damage</span> value is a simple <span class=\"term\">number</span>.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.MultiTarget(<span class=\"number\"></span> damage)</span> - The next attack the player executes will attack all\n                enemies and deals <span class=\"term\">damage</span> damage.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ForceMultiAttack(<span class=\"luatable\"><span class=\"number\"></span></span> targetIDs = all, <span class=\"luatable\"><span class=\"number\"></span></span> OR <span class=\"number\"></span> damage = normal_damage_values)</span>\n                    - Forces an attack towards the enemies contained in <span class=\"term\">targetIDs</span> and deals <span class=\"term\">damage\n                    </span> damage. If you want to, you can choose the attack's damage, too - but otherwise, damage will be calculated normally.\n                    If you put nothing as a parameter, this will attack all enemies with the normal damage calculations.\n                    <br>Each target needs to have one damage value if you use a <span class=\"term\">table of numbers</span> for the <span class=\"term\">damage</span> value, or all targets can share the same damage value if the <span class=\"term\">damage</span> value is a simple <span class=\"term\">number</span>.\n                    <br><span style=\"color:#ff0000\">If you want enemies to be able to die this way, you MUST check with <span class=\"term\">Player.CheckDeath</span>!</span></li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.ForceMultiAttack(<span class=\"number\"></span> damage)</span> - Forces an attack that deals\n                <span class=\"term\">damage</span> damage to all enemies.\n                    <br><span style=\"color:#ff0000\">If you want enemies to be able to die this way, you MUST check with <span class=\"term\">Player.CheckDeath</span>!</span></li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">Player.CheckDeath()</span> - Checks if the enemies are dead after a forced attack.\n                    I don't kill the enemies from forced attacks because death texts will be easier to implement if you use\n                    <span class=\"term\">ForceAttack</span> or <span class=\"term\">ForceMultiAttack</span> in the middle of text.</li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-script.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Script Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Script Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-script\">\n            <p>\n                <br><span class=\"function\">The Script object (and the <span class=\"term\">Encounter</span> variable) [varies]</span>\n                Script objects are a bit of a special case. They're used to refer to other scripts that were loaded by\n                the engine itself.\n                <br><br>\n                In the encounter script, the <span class=\"term\">enemies</span> table is filled with Script objects after\n                the encounter starts, <span class=\"CYF\"></span> and the <span class=\"term\">Wave</span> table is filled with Script objects when entering the\n                state <span class=\"term\">DEFENDING</span>.\n                <br><br>\n                The variable <span class=\"term\">Encounter</span> is also a script object that refers to the current encounter, and is <b>accessible from anywhere except from the Encounter itself</b>. <i>Do not enter the name of your encounter file</i>, it will always just be <span class=\"term\">Encounter</span>. Case-sensitive.\n            </p>\n            <ul>\n                <li><span class=\"term\">script.GetVar(<span class=\"string\"></span> variable_name)</span> - gets <span class=\"term\">variable_name</span> from the script.</li><br>\n                <li><span class=\"term\">script[<span class=\"string\"></span> variable_name]</span> - same as the above.</li><br>\n                <li><span class=\"term\">script.SetVar(<span class=\"string\"></span> variable_name, value)</span> - sets <span class=\"term\">variable_name</span> in the script.</li><br>\n                <li><span class=\"term\">script[<span class=\"string\"></span> variable_name] = value</span> - same as the above.</li><br>\n                <li><span class=\"term\">script.Call(<span class=\"string\"></span> function_name)</span> - runs <span class=\"term\">function_name</span> from within the target script.</li><br>\n                <li><span class=\"term\">script.Call(<span class=\"string\"></span> function_name, argument)</span> - runs <span class=\"term\">function_name</span>\n                from within the target script with one argument.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"term\">script.Call(<span class=\"string\"></span> function_name, <span class=\"luatable\">any types</span> arguments)</span> - runs <span class=\"term\">function_name</span>\n                from within the target script with <font color=\"#fff\">all arguments in <span class=\"term\">arguments</span> as the arguments</font>.\n                <br><br>\n                So, for example, you can call an encounter function <span class=\"term\">TakeTwoArguments</span> with two arguments by using:\n                <div class=\"code-container\">\n                <pre class=\"brush: lua;\">\n                Encounter.Call(\"TakeTwoArguments\", {\"argument 1!\", \"argument 2!\"})\n                </pre>\n                </div>\n                and the two arguments given can be any variable types!\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">script.scriptname</span> - this is equal to the file name of the script in question.</li>\n            </ul>\n            <hr>\n            <p>\n                <h4>Examples</h4>\n                Here are some quick examples:<br><br>\n                <div class=\"code-container\">\n                <pre class=\"brush: lua;\">\n                -- This is the ENCOUNTER file, and I want to deactivate my first enemy from here\n                -- To do that, I'll call the function \"SetActive\" (see Misc. Functions) in the MONSTER file from here\n                enemies[1].Call(\"SetActive\", false)\n                </pre>\n                </div>\n                <br>\n                <div class=\"code-container\">\n                <pre class=\"brush: lua;\">\n                -- here is a simple way to change the encounter's \"wavetimer\" from another script, for instance,\n                -- a monster script if a player ACTs right, or just from a Wave that needs to last a certain time\n                Encounter.SetVar(\"wavetimer\", 10)\n                -- alternatively:\n                Encounter[\"wavetimer\"] = 10\n                </pre>\n                </div>\n                <br>\n                <div class=\"code-container\">\n                <pre class=\"brush: lua;\">\n                -- let's say we're in the MONSTER file, and we want to turn a Sprite in the ENCOUNTER file to dust\n                -- we can do it in at least two different ways:\n                local spriteToDust = Encounter.GetVar(\"torso\")\n                spriteToDust.Dust(true, true) -- see Sprites & Animation.\n                -- alternatively:\n                Encounter[\"torso\"].Dust(true, true)\n                </pre>\n                </div>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-time.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Time Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Time Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-time\">\n            <p>\n                <br><span class=\"function\">The Time object [E/M/W]</span>\n                The Time object serves as a way to retrieve game timing without having to keep track of it yourself, or\n                using a frame counter. Whenever possible, try using the Time object over a frame-based timing method to\n                ensure equal behaviour across all framerates.\n            </p>\n            <ul>\n                <li><span class=\"number\"></span> <span class=\"term\">Time.time</span> (readonly) - Time (in seconds) since the game application started. If you want to time specific\n                    events, store <span class=\"term\">Time.time</span> in a variable of your own at the start of what you want to time, then\n                    subtract <span class=\"term\">Time.time</span> from your stored time to calculate the difference.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Time.dt</span> (readonly) - Delta time (in seconds). This is the time it took for the last game update to complete.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Time.mult</span> (readonly) - Multiplier to ensure equal movement across all framerates (this is essentially\n                    <span class=\"term\">deltatime*framerate</span>). This will be around 1.0 when the application runs at 60FPS, ~0.5 at 120FPS and\n                    ~2.0 at 30FPS, etc. By multiplying your movement by this value, your waves will be consistent on\n                    lower framerates as well.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Time.wave</span> (readonly) - Returns the elapsed time (in seconds) of the current\n                waves while in <span class=\"term\">DEFENDING</span>. -1 outside of <span class=\"term\">DEFENDING</span>.<br>\n                You can use <span class=\"term\">wavetimer - Time.wave</span> while in <span class=\"term\">DEFENDING</span> to see how much time is left in the defense round.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Time.frameCount</span> (readonly) - The total number of frames since the start of the\n                encounter or overworld.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Time.timeScale</span> - The scale at which time passes.\n                When timeScale is 1.0, time passes as fast as real time. When timeScale is 0.5 time passes 2x slower than realtime.<br>Note: You should examine the\n                <span class=\"term\">Examples 2 / #10 - timeScale test</span> mod to see how to properly implement waves to make them work with this.\n                </li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-ui.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The UI Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The UI Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-main\">\n            <h2><span class=\"CYF\"></span> The UI Object [E/M/W]</h2><br><br>\n            <p>\n                This section details the various elements you can use to manipulate CYF's internal user interface.\n                <br><br>\n                If you want to manipulate UI elements related to the enemy (attack animation, health bar, position of the damage text), I suggest visiting the <span class=\"term\">Misc. Functions</span> section of the documentation.\n                <br><br>\n                Keep in mind that removing any of these elements has a great chance of making the engine unstable, so take caution when manipulating the UI.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.background</span>\n                Sprite object allowing you to manipulate the background image set using the <span class=\"term\">background</span> variable.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">text</span> UI.namelv</span>\n                Text object displaying the Player's name as well as its level. Its contents is usually the Player's name followed by two spaces, the text <span class=\"term\">LV</span>, another space, then finally the Player's level.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.hplabel</span>\n                Sprite for the <span class=\"term\">HP</span> text next to the Player's life bar.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">bar</span> UI.hpbar</span>\n                Bar object used as the Player's life bar.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">text</span> UI.hptext</span>\n                Text object displaying the Player's HP. Its contents display the Player's current HP, a space, a slash, another space, and finally the Player's max HP.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"userdata\">text</span> UI.maintext</span>\n                Text object used in the Arena to display most things. Take caution when handling this object, as it's used absolutely everywhere in encounters.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"userdata\">sprite</span> UI.mugshot</span>\n                Sprite used to display a character's face sprite on the left side of the arena, through the usage of the <span class=\"term\">[mugshot:x]</span> text command.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"userdata\">sprite</span> UI.mugshotmask</span>\n                Mask sprite used to keep the mugshot within the bounds of the arena. Its size is usually 130x130, although its height scales with the arena's, meaning changing its height may not work as intended. Changing its anchor will stop that effect from happening.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"luatable\"><span class=\"userdata\">bar</span></span> UI.enemylifebarlist</span>\n                List of life bars displayed next to each enemy whenever the Player selects the FIGHT button. All life bars are destroyed whenever the Player changes the current page if there are more than 3 active enemies, so you need to get this variable again to fetch the new life bars if the page is changed\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.fightbtn</span>\n                Sprite for the <span class=\"term\">FIGHT</span> button. Do not use its <span class=\"term\">Remove</span> function, or it may cause unexpected errors. If you want to remove it, set its alpha to 0 instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.actbtn</span>\n                Sprite for the <span class=\"term\">ACT</span> button. Do not use its <span class=\"term\">Remove</span> function, or it may cause unexpected errors. If you want to remove it, set its alpha to 0 instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.itembtn</span>\n                Sprite for the <span class=\"term\">ITEM</span> button. Do not use its <span class=\"term\">Remove</span> function, or it may cause unexpected errors. If you want to remove it, set its alpha to 0 instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> UI.mercybtn</span>\n                Sprite for the <span class=\"term\">MERCY</span> button. Do not remove it in any way, or it may cause unexpected errors. If you want to remove it, set its alpha to 0 instead.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"userdata\">object</span> UI.root</span>\n                Root of the entire battle scene. See the <span class=\"ref\">General Objects</span> for more information on how to handle this object.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.StopUpdate(<span class=\"boolean\"></span> toggle)</span>\n                If <span class=\"term\">toggle</span> is true, the Player's UI (except the buttons) will not be updated by the engine, whether it is the Player's name and level text or the Player's hp bar and text.<br><br>\n                False by default.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.Hide(<span class=\"boolean\"></span> hide)</span>\n                If <span class=\"term\">hide</span> is true, all of the Player's UI (including the buttons) will be hidden.<br><br>\n                False by default.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.RepositionHPElements()</span>\n                Updates the Player's life's bar's position, and the player's hp text's position depending on the sizes of the hp bar and the hp label.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.Reset()</span>\n                Tries to reset all modifications to the Player's UI, making it look like it originally is at the beginning of the battle by resetting most of the UI elements' parameters.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.GetCurrentButton() returns <span class=\"string\"></span></span>\n                Returns the name of the currently selected button. Its return value can either be <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.DisableButton(<span class=\"string\"></span> button)</span>\n                Disables the given button, preventing its selection in the state <span class=\"term\">ACTIONSELECT</span>.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.EnableButton(<span class=\"string\"></span> button)</span>\n                Reenables the given button if it was previously disabled using <span class=\"term\">UI.DisableButton</span>.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.ResetButtonPosition(<span class=\"string\"></span> button, <span class=\"boolean\"></span> resetX = true, <span class=\"boolean\"></span> resetY = true)</span>\n                Resets the position of the given button. Setting <span class=\"term\">resetX</span> to <span class=\"term\">true</span> resets the button's horizontal position, while setting <span class=\"term\">resetY</span> to <span class=\"term\">true</span> resets the button's vertical position.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.GetPlayerXPosOnButton(<span class=\"string\"></span> button) returns <span class=\"number\"></span></span>\n                Returns the player's horizontal position offset when selecting the given button, starting from the button's bottom left corner. The default value for all buttons is <span class=\"term\">16</span>.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.GetPlayerYPosOnButton(<span class=\"string\"></span> button) returns <span class=\"number\"></span></span>\n                Returns the player's vertical position offset when selecting the given button, starting from the button's bottom left corner. The default value for all buttons is <span class=\"term\">19</span>.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.SetPlayerXPosOnButton(<span class=\"string\"></span> button, <span class=\"number\"></span> newX)</span>\n                Sets the player's horizontal position offset when selecting the given button, starting from the button's bottom left corner.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.SetPlayerYPosOnButton(<span class=\"string\"></span> button, <span class=\"number\"></span> newY)</span>\n                Sets the player's vertical position offset when selecting the given button, starting from the button's bottom left corner.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.ResetPlayerPosOnButton(<span class=\"string\"></span> button, <span class=\"boolean\"></span> resetX = true, <span class=\"boolean\"></span> resetY = true)</span>\n                Resets the player's position offset when selecting the given button, starting from the button's bottom left corner. Setting <span class=\"term\">resetX</span> to <span class=\"term\">true</span> resets the player's horizontal position offset, while setting <span class=\"term\">resetY</span> to <span class=\"term\">true</span> resets the player's vertical position offset.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.SetButtonActiveSprite(<span class=\"string\"></span> button, <span class=\"string\"></span> sprite)</span>\n                Sets the sprite of the given button whenever it is selected.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.ResetButtonActiveSprite(<span class=\"string\"></span> button)</span>\n                Resets the sprite of the given button whenever it is selected to the one that was used by the engine at the beginning of the encounter.\n                <br><br>\n                Accepted values for the <span class=\"term\">button</span> argument are <span class=\"term\">FIGHT</span>, <span class=\"term\">ACT</span>, <span class=\"term\">ITEM</span> or <span class=\"term\">MERCY</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">UI.UpdateButtons()</span>\n                Sets the active button's active sprite and moves the Player where it needs to be on its currently selected button. This function is automatically called after most functions related to button manipulation.\n            </p>\n\n\n            <hr>\n            <h3><span class=\"CYF\"></span> The Bar Object [E/M/W]</h2><br><br>\n            <p>\n                This separate section lists the various functions and variables are usable when dealing with a bar object, which can be used for life bars, for example.\n                <br><br>\n                These objects are used in CYF as life bars, whether it's the Player's, the life bars appearing next to the enemy's names after selecting the <span class=\"term\">FIGHT</span> button and the life bar appearing after attacking an enemy.\n                <br><br>\n                Bar objects are composed of three sprites (four of them if it has an outline) which are all children of one another: <span class=\"term\">fill</span> is the child of <span class=\"term\">mask</span> which is itself the child of <span class=\"term\">background</span>. If the bar's <span class=\"term\">outline</span> exists, then <span class=\"term\">background</span> will be its child.\n            </p>\n\n            <p>\n                <br><span class=\"function\">CreateBar(<span class=\"number\"></span> x, <span class=\"number\"></span> y, <span class=\"number\"></span> width, <span class=\"number\"></span> height = 20) returns <span class=\"userdata\">bar</span> [E/M/W]</span>\n                Creates a bar object which bottom left corner is at the absolute position <span class=\"term\">x</span> and <span class=\"term\">y</span>, with a size of <span class=\"term\">width</span> pixels horizontally and <span class=\"term\">height</span> pixels vertically.\n            </p>\n\n            <p>\n                <br><span class=\"function\">CreateBarWithSprites(<span class=\"number\"></span> x, <span class=\"number\"></span> y, <span class=\"string\"></span> backgroundSprite, <span class=\"string\"></span> fillSprite = backgroundSprite) returns <span class=\"userdata\">bar</span> [E/M/W]</span>\n                Creates a bar object which bottom left corner is at the absolute position <span class=\"term\">x</span> and <span class=\"term\">y</span>, and which uses the sprites <span class=\"term\">backgroundSprite</span> and <span class=\"term\">fillSprite</span> to create the life bar.\n                <br><br>\n                Both sprites must have the same size, and if no value is given for <span class=\"term\">fillSprite</span>, then it uses the same sprite as <span class=\"term\">backgroundSprite</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> Bar.background</span>\n                Background sprite of the bar object, which is also the parent of all other standard bar elements.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> Bar.mask</span>\n                Mask sprite of the bar object, used to hide part of the <span class=\"term\">fill</span> sprite. A mask is used in order to cut the <span class=\"term\">fill</span> sprite if it's a sprite other than a single pixel scaled up, allowing for the bar's <span class=\"term\">fill</span> to be cut instead of squished.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> Bar.fill</span>\n                Fill sprite of the bar object, which is used to represent the amount of the bar which is still full.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"userdata\">sprite</span> Bar.outline</span>\n                Outline sprite of the bar object, which adds a black outline to the bar object. It needs to be created first using the function <span class=\"term\">AddOutline()</span>.\n                <br><br>\n                If it exists, it will be the parent of the <span class=\"term\">background</span> sprite.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"number\"></span> Bar.currentFill (readonly)</span>\n                Value usually between 0 and 1 that gives the percentage of the bar which is currently full. <span class=\"term\">0</span> means the bar is empty, while <span class=\"term\">1</span> means it is full.\n                <br><br>\n                Can be outside of these bounds if <span class=\"term\">SetInstant()</span> or <span class=\"term\">SetLerp()</span> are used without clamping.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"boolean\"></span> Bar.hasOutline (readonly)</span>\n                Returns true if the bar object has an <span class=\"term\">outline</span> sprite, false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> <span class=\"number\"></span> Bar.outlineThickness</span>\n                Returns the thickness in pixels of the <span class=\"term\">outline</span> sprite. Returns 0 if the outline doesn't exist.\n                <br><br>\n                Can be set to resize the outline's thickness.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> <span class=\"number\"></span> Bar.isactive</span>\n                True if the lifebar hasn't been removed, false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.SetInstant(<span class=\"number\"></span> fillValue, <span class=\"boolean\"></span> allowNonClamped = false)</span>\n                Sets the fill percentage of the bar object between 0 and 1. <span class=\"term\">0</span> means the bar is empty, while <span class=\"term\">1</span> means it is full.\n                <br><br>\n                If <span class=\"term\">allowNonClamped</span> is set to true, you can use values lower than 0 and higher than 1.\n                <br><br>\n                Note that the bar will be updated properly when <span class=\"term\">fillValue</span> is beyond its usual bounds only if the <span class=\"term\">bar-px</span> sprite is used for all of the bar's sprites.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> Bar.SetLerp(<span class=\"number\"></span> fillValue, <span class=\"number\"></span> time = 60, <span class=\"boolean\"></span> allowNonClamped = false)</span>\n                Gradually sets the fill percentage of the bar object between 0 and 1 from the bar's current fill to <span class=\"term\">fillValue</span> over <span class=\"term\">time</span> frames, with 60 frames being equal to one second. <span class=\"term\">0</span> means the bar is empty, while <span class=\"term\">1</span> means it is full.\n                <br><br>\n                If <span class=\"term\">allowNonClamped</span> is set to true, you can use values lower than 0 and higher than 1.\n                <br><br>\n                Note that the bar will be updated properly when <span class=\"term\">fillValue</span> is beyond its usual bounds only if the <span class=\"term\">bar-px</span> sprite is used for all of the bar's sprites.\n            </p>\n\n            <p>\n                <br><span class=\"new function\"> Bar.SetLerpFull(<span class=\"number\"></span> originalValue, <span class=\"number\"></span> fillValue, <span class=\"number\"></span> time = 60, <span class=\"boolean\"></span> allowNonClamped = false)</span>\n                Gradually sets the fill percentage of the bar object between 0 and 1 from <span class=\"term\">originalValue</span> to <span class=\"term\">fillValue</span> over <span class=\"term\">time</span> frames, with 60 frames being equal to one second. <span class=\"term\">0</span> means the bar is empty, while <span class=\"term\">1</span> means it is full.\n                <br><br>\n                If <span class=\"term\">allowNonClamped</span> is set to true, you can use values lower than 0 and higher than 1.\n                <br><br>\n                Note that the bar will be updated properly when <span class=\"term\">fillValue</span> is beyond its usual bounds only if the <span class=\"term\">bar-px</span> sprite is used for all of the bar's sprites.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.AddOutline(<span class=\"number\"></span> thickness, <span class=\"number\"></span> r = 0, <span class=\"number\"></span> g = 0, <span class=\"number\"></span> b = 0)</span>\n                Creates a rectangle outline sprite which has a thickness of <span class=\"term\">thickness</span> pixels on all sides. This new sprite will be the parent of the <span class=\"term\">background</span> sprite, which means it needs to be moved if you want to move the entire bar object if it exists.\n                <br><br>\n                The standard color of the outline is black, but you can change the color of the <span class=\"term\">outline</span> sprite by setting the values <span class=\"term\">r</span>, <span class=\"term\">g</span> and <span class=\"term\">b</span> between 0 and 1.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.RemoveOutline()</span>\n                Removes the <span class=\"term\">outline</span> sprite if it exists without removing the bar object.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.Resize(<span class=\"number\"></span> width, <span class=\"number\"></span> height, <span class=\"boolean\"></span> updateOutline = true)</span>\n                Sets the scale of the various elements of the bar object. If the <span class=\"term\">outline</span> sprite shouldnt be updated, set <span class=\"term\">updateOutline</span> to <span class=\"term\">false</span>.\n                <br><br>\n                If used on a bar object using the <span class=\"term\">bar-px</span> sprite for both its <span class=\"term\">background</span> and its <span class=\"term\">fill</span> sprite, then the bar object will be <span class=\"term\">width</span> pixels wide and <span class=\"term\">height</span> pixels tall.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.SetSprites(<span class=\"string\"></span> bgSprite, <span class=\"string\"></span> fSprite = bgSprite, <span class=\"string\"></span> mSprite = nil, <span class=\"string\"></span> oSprite = nil)</span>\n                Sets the sprites of the various elements of the bar object. <span class=\"term\">bgSprite</span> will replace the image of the <span class=\"term\">background</span> sprite, <span class=\"term\">fSprite</span> will replace the image of the <span class=\"term\">fill</span> sprite, <span class=\"term\">mSprite</span> will replace the image of the <span class=\"term\">mask</span> sprite and <span class=\"term\">oSprite</span> will replace the image of the <span class=\"term\">outline</span> sprite, if it exists.\n                <br><br>\n                The size of the <span class=\"term\">background</span> and <span class=\"term\">fill</span> sprites must always be the same, hence why if <span class=\"term\">fSprite</span> is not given, it will use the same spite as <span class=\"term\">bgSprite</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.SetVisible(<span class=\"boolean\"></span> visible)</span>\n                Hides the bar object completely if <span class=\"term\">visible</span> is set to <span class=\"term\">false</span>, shows it otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"> Bar.Destroy()</span>\n                Destroys this bar object, removing all of its sprites. The Player's lifebar cannot be destroyed.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-functions-waves.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Arena Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Arena Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-functions-waves\">\n            <h3>The Arena Object</h3><br><br>\n\n            <p>The following section is dedicated exclusively to the arena. This is the area inside the white box\n               that the player is allowed to move within. Projectiles can spawn and move relative to the arena,\n               and the arena can be resized <span class=\"CYF\"></span> and moved.\n            </p>\n\n            <p>\n                <br><span class=\"function\">The Arena object</span>\n                You can use this object to obtain information about the arena, resize it or move it.<br>\n                Don't forget that the Arena's position is reset at the end of the wave!\n            </p>\n\n            <ul>\n                <li><span class=\"number\"></span> <span class=\"term\">Arena.width</span> (readonly) - the width of the arena in pixels, after resizing. Since the reference for\n                    the player and bullets is the arena's center, you can get the left/right side of the arena with\n                    <span class=\"term\">-Arena.width/2</span> and <span class=\"term\">Arena.width/2</span> respectively.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Arena.height</span> (readonly) - the height of the arena in pixels, after resizing. Like with width, you\n                    can get the bottom/top with <span class=\"term\">-Arena.height/2</span> and <span class=\"term\">Arena.height/2</span> respectively.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Arena.x</span> (readonly) - the x position of the center of the Arena,\n                after resizing.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Arena.y</span> (readonly) - the position of the bottom of the Arena,\n                after resizing. To get that of the center, just do <span class=\"term\">Arena.y + Arena.height/2</span>.\n                <br><br>\n                NOTE: <span class=\"term\">Arena.y</span> is the position of the bottom of the <i>outside</i> (white part) of the Arena. It will be 5 pixels (the\n                arena's width) less than <span class=\"term\">Arena.currenty</span>.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Arena.currentwidth</span> (readonly) - the <i>current</i> width of the arena in pixels. Differs from\n                    <span class=\"term\">width</span> in that it will accurately reflect the arena size in the middle of resizing, too.\n                </li><br>\n                <li><span class=\"number\"></span> <span class=\"term\">Arena.currentheight</span> (readonly) - the <i>current</i> height of the arena in pixels. Differs from\n                    <span class=\"term\">height</span> in that it will accurately reflect the arena size in the middle of resizing, too.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Arena.currentx</span> (readonly) - the <i>current</i> x of the arena in pixels. Differs\n                    from <span class=\"term\">x</span> in that it will accurately reflect the arena position in the middle of moving, too.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">Arena.currenty</span> (readonly) - the <i>current</i> y of the arena in pixels. Differs\n                    from <span class=\"term\">y</span> in that it will accurately reflect the arena position in the middle of moving, too.\n                <br><br>\n                NOTE: <span class=\"term\">Arena.currenty</span> is the position of the bottom of the <i>inside</i> (black part) of the Arena. It will be 5 pixels (the\n                arena's width) greater than <span class=\"term\">Arena.y</span>.\n                </li><br>\n                <li><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 1 </span> <span class=\"term\">Arena.innerColor</span>\n                - Set RGBA color (0-1) of Arena's inner sprite.</li><br>\n\n                <li><<span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 255 </span> <span class=\"term\">Arena.innerColor32</span>\n                - Set RGBA color (0-255) of Arena's inner sprite.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 1 </span> <span class=\"term\">Arena.outerColor</span>\n                - Set RGBA color (0-1) of Arena's outer sprite.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 255 </span> <span class=\"term\">Arena.outerColor32</span>\n                - Set RGBA color (0-255) of Arena's outer sprite.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">Arena.isResizing</span> (readonly) - Tells you if the Arena is currently being resized.\n                <br><span class=\"unitale\"></span>: There's an equivalent of this in\n                0.2.1a - just use<br><span class=\"term\" style=\"line-height:28px;\">Arena.currentwidth ~= Arena.width or Arena.currentheight ~= Arena.height</span>.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">Arena.isMoving</span> (readonly) - Tells you if the Arena is currently being moved.</li><br>\n                <li><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">Arena.isModifying</span> (readonly) - Returns true if the Arena is being moved <i>or</i>\n                resized, false otherwise.</li><br>\n                <li><span class=\"term\">Arena.Resize(<span class=\"number\"></span> width, <span class=\"number\"></span> height)</span> - Resizes the arena to the new size. Currently, monsters stay on top of\n                    the arena. This was going to be changed around the animation update.<br><span class=\"CYF\"></span> But, in CYF, you can use\n                    <span class=\"term\">BindToArena</span> to control that!\n                </li><br>\n                <li><span class=\"term\">Arena.ResizeImmediate(<span class=\"number\"></span> width, <span class=\"number\"></span> height)</span> - Resizes the arena instantly, without the animation.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"term\">Arena.Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y,\n                <span class=\"boolean\"></span> movePlayer = true, <span class=\"boolean\"></span> immediate = false)</span> - Moves the Arena\n                    based on its current position. Set <span class=\"term\">movePlayer</span> to true if you want the Player to move with the Arena and set\n                    <span class=\"term\">immediate</span> to true if you want to move the Arena immediately.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"term\">Arena.MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y,\n                <span class=\"boolean\"></span> movePlayer = true, <span class=\"boolean\"></span> immediate = false)</span> - Moves the Arena\n                    based on the bottom-left corner of the window. Set <span class=\"term\">movePlayer</span> to true if you want the Player to move with the\n                    Arena and set <span class=\"term\">immediate</span> to true if you want to move the Arena immediately.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"term\">Arena.MoveAndResize(<span class=\"number\"></span> x, <span class=\"number\"></span> y,\n                <span class=\"number\"></span> width, <span class=\"number\"></span> height, <span class=\"boolean\"></span> movePlayer = true,\n                <span class=\"boolean\"></span> immediate = false)\n                </span> - Moves the Arena based on its current position and resizes it at the same time.\n                Set <span class=\"term\">movePlayer</span> to true if you want the Player to move with the Arena and set\n                <span class=\"term\">immediate</span> to true if you want to move the Arena immediately.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"term\">Arena.MoveToAndResize(<span class=\"number\"></span> x, <span class=\"number\"></span> y,\n                <span class=\"number\"></span> width, <span class=\"number\"></span> height, <span class=\"boolean\"></span> movePlayer = true,\n                <span class=\"boolean\"></span> immediate = false)\n                </span> - Move the Arena based on the bottom-left corner of the window and resizes it at the same time. Set\n                <span class=\"term\">movePlayer</span> to true if you want the Player to move with the Arena and set <span class=\"term\">immediate</span> to\n                true if you want to move the Arena immediately.</li><br>\n\n                <li><span class=\"new\"></span> <span class=\"CYF\"></span> <span class=\"term\">Arena.Hide(<span class=\"boolean\"></span> showWhenWaveEnds = true)\n                </span> - Makes the Arena invisible, but it will stay active. If <span class=\"term\">showWhenWaveEnds</span> is set to true, the Arena will\n                be shown again after the end of the wave. Setting it to false will keep it hidden until it's manually shown again.</li><br>\n\n                <li><span class=\"CYF\"></span> <span class=\"term\">Arena.Show()</span> - Makes the Arena visible after using\n                <span class=\"term\">Arena.Hide</span>.<br>\n                <span class=\"new\"></span>This is called automatically whenever a wave ends if the <span class=\"term\">showWhenWaveEnds</span> argument of\n                <span class=\"term\">Arena.Hide()</span> is set to true upon its last use.</li><br>\n            </ul>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-keys.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Key List</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Key List\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-keys\" style=\"color:#ffffff\">\n            <h2><span class=\"CYF\"></span> Key List</h2><br><br>\n\n            <h3 style=\"text-decoration: none;\"><span class=\"term\">Input.GetKey</span> uses Unity key codes.</h3><br>\n            <h3 style=\"text-decoration: none; margin-top: -4px;\">A complete list\n            <a href=\"https://docs.unity3d.com/2018.4/Documentation/ScriptReference/KeyCode.html\">can be found here</a>.\n            </h3>\n\n            <br><br>\n\n            <p>\n            <h4>Regular Alphabet:</h4>\n            (All regular alphabet characters are exactly the same between their key names and CYF Key IDs.<br>For instance, the \"A\"\n            key will be <span class=\"term\">A</span> in CYF.<br>Note that using <span class=\"term\">Input.GetKey(\"A\")</span>, for instance,\n            will detect the lowercase \"a\".)\n            </p>\n\n            <br><p>\n            <h4>F-keys:</h4>\n            (All F-keys are exactly the same between their key names and CYF Key IDs.<br>For instance, the <span class=\"term\">F12</span>\n            key will be <span class=\"term\">F12</span> in CYF.<br>For reference, the supported F-keys are <span class=\"term\">F1</span> through\n            <span class=\"term\">F15</span>.)\n            </p>\n\n            <br><p>\n            <h4>Keyboard Number Keys:</h4>\n            <table>\n                <tr>\n                    <th>Keyboard Key</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>1</td>\n                    <td>Alpha1</td>\n                </tr>\n                <tr>\n                    <td>2</td>\n                    <td>Alpha2</td>\n                </tr>\n                <tr>\n                    <td>3</td>\n                    <td>Alpha3</td>\n                </tr>\n                <tr>\n                    <td>4</td>\n                    <td>Alpha4</td>\n                </tr>\n                <tr>\n                    <td>5</td>\n                    <td>Alpha5</td>\n                </tr>\n                <tr>\n                    <td>6</td>\n                    <td>Alpha6</td>\n                </tr>\n                <tr>\n                    <td>7</td>\n                    <td>Alpha7</td>\n                </tr>\n                <tr>\n                    <td>8</td>\n                    <td>Alpha8</td>\n                </tr>\n                <tr>\n                    <td>9</td>\n                    <td>Alpha9</td>\n                </tr>\n                <tr>\n                    <td>0</td>\n                    <td>Alpha0</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Keypad Keys:</h4>\n            <table>\n                <tr>\n                    <th>Keyboard Key</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>1 (End)</td>\n                    <td>Keypad1</td>\n                </tr>\n                <tr>\n                    <td>2 (Down)</td>\n                    <td>Keypad2</td>\n                </tr>\n                <tr>\n                    <td>3 (Page Down)</td>\n                    <td>Keypad3</td>\n                </tr>\n                <tr>\n                    <td>4 (Left)</td>\n                    <td>Keypad4</td>\n                </tr>\n                <tr>\n                    <td>5</td>\n                    <td>Keypad5</td>\n                </tr>\n                <tr>\n                    <td>6 (Right)</td>\n                    <td>Keypad6</td>\n                </tr>\n                <tr>\n                    <td>7 (Home)</td>\n                    <td>Keypad7</td>\n                </tr>\n                <tr>\n                    <td>8 (Up)</td>\n                    <td>Keypad8</td>\n                </tr>\n                <tr>\n                    <td>9 (Page Up)</td>\n                    <td>Keypad9</td>\n                </tr>\n                <tr>\n                    <td>0 (Insert)</td>\n                    <td>Keypad0</td>\n                </tr>\n                <tr>\n                    <td>. (Del)</td>\n                    <td>KeypadPeriod</td>\n                </tr>\n                <tr>\n                    <td>/</td>\n                    <td>KeypadDivide</td>\n                </tr>\n                <tr>\n                    <td>*</td>\n                    <td>KeypadMultiply</td>\n                </tr>\n                <tr>\n                    <td>-</td>\n                    <td>KeypadMinus</td>\n                </tr>\n                <tr>\n                    <td>+</td>\n                    <td>KeypadPlus</td>\n                </tr>\n                <tr>\n                    <td>Enter</td>\n                    <td>KeypadEnter</td>\n                </tr>\n                <tr>\n                    <td>=</td>\n                    <td>KeypadEquals</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Keyboard Arrow Keys:</h4>\n            <table>\n                <tr>\n                    <th>Keyboard Key</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>↑</td>\n                    <td>UpArrow</td>\n                </tr>\n                <tr>\n                    <td>↓</td>\n                    <td>DownArrow</td>\n                </tr>\n                <tr>\n                    <td>→</td>\n                    <td>RightArrow</td>\n                </tr>\n                <tr>\n                    <td>←</td>\n                    <td>LeftArrow</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Special Keyboard Keys:</h4>\n            <i>Note: the</i> <span class=\"term\">%</span> <i>key cannot be detected as of this moment.</i><br><br>\n            <table>\n                <tr>\n                    <th>Keyboard Key</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>Backspace</td>\n                    <td>Backspace</td>\n                </tr>\n                <tr>\n                    <td>Tab</td>\n                    <td>Tab</td>\n                </tr>\n                <tr>\n                    <td>Return/Enter</td>\n                    <td>Return</td>\n                </tr>\n                <tr>\n                    <td>Pause</td>\n                    <td>Pause</td>\n                </tr>\n                <tr>\n                    <td>Space Bar</td>\n                    <td>Space</td>\n                </tr>\n                <tr>\n                    <td>Escape</td>\n                    <td>Escape</td>\n                </tr>\n                <tr>\n                    <td>!</td>\n                    <td>Exclaim</td>\n                </tr>\n                <tr>\n                    <td>@</td>\n                    <td>At</td>\n                </tr>\n                <tr>\n                    <td>#</td>\n                    <td>Hash</td>\n                </tr>\n                <tr>\n                    <td>$</td>\n                    <td>Dollar</td>\n                </tr>\n                <tr>\n                    <td>^</td>\n                    <td>Caret</td>\n                </tr>\n                <tr>\n                    <td>&amp;</td>\n                    <td>Ampersand</td>\n                </tr>\n                <tr>\n                    <td>*</td>\n                    <td>Asterisk</td>\n                </tr>\n                <tr>\n                    <td>(</td>\n                    <td>LeftParen</td>\n                </tr>\n                <tr>\n                    <td>)</td>\n                    <td>RightParen</td>\n                </tr>\n                <tr>\n                    <td>-</td>\n                    <td>Minus</td>\n                </tr>\n                <tr>\n                    <td>+</td>\n                    <td>Plus</td>\n                </tr>\n                <tr>\n                    <td>_</td>\n                    <td>Underscore</td>\n                </tr>\n                <tr>\n                    <td>=</td>\n                    <td>Equals</td>\n                </tr>\n                <tr>\n                    <td>:</td>\n                    <td>Colon</td>\n                </tr>\n                <tr>\n                    <td>;</td>\n                    <td>Semicolon</td>\n                </tr>\n                <tr>\n                    <td>\"</td>\n                    <td>DoubleQuote</td>\n                </tr>\n                <tr>\n                    <td>'</td>\n                    <td>Quote</td>\n                </tr>\n                <tr>\n                    <td>,</td>\n                    <td>Comma</td>\n                </tr>\n                <tr>\n                    <td>.</td>\n                    <td>Period</td>\n                </tr>\n                <tr>\n                    <td>\\</td>\n                    <td>Backslash</td>\n                </tr>\n                <tr>\n                    <td>/</td>\n                    <td>Slash</td>\n                </tr>\n                <tr>\n                    <td>?</td>\n                    <td>Question</td>\n                </tr>\n                <tr>\n                    <td>&lt;</td>\n                    <td>Less</td>\n                </tr>\n                <tr>\n                    <td>&gt;</td>\n                    <td>Greater</td>\n                </tr>\n                <tr>\n                    <td>[</td>\n                    <td>LeftBracket</td>\n                </tr>\n                <tr>\n                    <td>]</td>\n                    <td>RightBracket</td>\n                </tr>\n                <tr>\n                    <td>`</td>\n                    <td>BackQuote</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Misc. Keyboard Keys:</h4>\n            <table>\n                <tr>\n                    <th>Keyboard Key</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>Insert</td>\n                    <td>Insert</td>\n                </tr>\n                <tr>\n                    <td>Home</td>\n                    <td>Home</td>\n                </tr>\n                <tr>\n                    <td>Delete</td>\n                    <td>Delete</td>\n                </tr>\n                <tr>\n                    <td>End</td>\n                    <td>End</td>\n                </tr>\n                <tr>\n                    <td>Page Up</td>\n                    <td>PageUp</td>\n                </tr>\n                <tr>\n                    <td>Page Down</td>\n                    <td>PageDown</td>\n                </tr>\n                <tr>\n                    <td>Num Lock</td>\n                    <td>Numlock</td>\n                </tr>\n                <tr>\n                    <td>Caps Lock</td>\n                    <td>CapsLock</td>\n                </tr>\n                <tr>\n                    <td>Scroll Lock</td>\n                    <td>ScrollLock</td>\n                </tr>\n                <tr>\n                    <td>Right Shift</td>\n                    <td>RightShift</td>\n                </tr>\n                <tr>\n                    <td>Left Shift</td>\n                    <td>LeftShift</td>\n                </tr>\n                <tr>\n                    <td>Right Control</td>\n                    <td>RightControl</td>\n                </tr>\n                <tr>\n                    <td>Left Control</td>\n                    <td>LeftControl</td>\n                </tr>\n                <tr>\n                    <td>Right Alt</td>\n                    <td>RightAlt</td>\n                </tr>\n                <tr>\n                    <td>Left Alt</td>\n                    <td>LeftAlt</td>\n                </tr>\n                <tr>\n                    <td>Right Command</td>\n                    <td>RightCommand</td>\n                </tr>\n                <tr>\n                    <td>Left Command</td>\n                    <td>LeftCommand</td>\n                </tr>\n                <tr>\n                    <td>Right Apple Key</td>\n                    <td>RightApple</td>\n                </tr>\n                <tr>\n                    <td>Left Apple Key</td>\n                    <td>LeftApple</td>\n                </tr>\n                <tr>\n                    <td>Right Windows Key</td>\n                    <td>RightWindows</td>\n                </tr>\n                <tr>\n                    <td>Left Windows Key</td>\n                    <td>LeftWindows</td>\n                </tr>\n                <tr>\n                    <td>Alt Gr</td>\n                    <td>AltGr</td>\n                </tr>\n                <tr>\n                    <td>Print Screen/Sys Rq</td>\n                    <td>SysReq</td>\n                </tr>\n                <tr>\n                    <td>Break</td>\n                    <td>Break</td>\n                </tr>\n                <tr>\n                    <td>Menu</td>\n                    <td>Menu</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Mouse Inputs:</h4>\n            <table>\n                <tr>\n                    <th>Mouse Input</th>\n                    <th>ID for CYF use</th>\n                </tr>\n                <tr>\n                    <td>Left Mouse Button</td>\n                    <td>Mouse0</td>\n                </tr>\n                <tr>\n                    <td>Right Mouse Button</td>\n                    <td>Mouse1</td>\n                </tr>\n                <tr>\n                    <td>Scroll Wheel Press</td>\n                    <td>Mouse2</td>\n                </tr>\n                <tr>\n                    <td>Mouse 3</td>\n                    <td>Mouse3</td>\n                </tr>\n                <tr>\n                    <td>Mouse 4</td>\n                    <td>Mouse4</td>\n                </tr>\n                <tr>\n                    <td>Mouse 5</td>\n                    <td>Mouse5</td>\n                </tr>\n                <tr>\n                    <td>Mouse 6</td>\n                    <td>Mouse6</td>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4><span class=\"new\">Controller Buttons:</span></h4>\n            All controller buttons follow the same format: <span class=\"term\">JoystickXButtonY</span>\n            <br>X represents the number of the controller currently in use, between 1 and 8.\n            <br>Y represents the number of the button checked, between 0 and 19.\n            <br><br><u>Note:</u> It is not recommended to directly query a user's controller inputs, as these can greatly vary between users.\n            It would be best to make a keybind and let the user bind their controller buttons to it, or to restrict yourself to standard CYF keys.\n            </p>\n\n            <br><p>\n            <h4><span class=\"new\">Controller Axes (Joysticks, D-Pad, Triggers...):</h4>\n            Most controller axes follow the same format: <span class=\"term\">AxisX-Y +</span> or <span class=\"term\">AxisX-Y -</span>\n            <br>X represents the number of the axis currently checked, between 3 and 10.\n            <br>Y represents the number of the controller currently in use, between 1 and 2. CYF currently only handles axes for up to 2 controllers.\n            <br><br>Axes 1 and 2 have specific names: Axis 1 is named <span class=\"term\">HorizontalY</span>, while Axis 2 is named\n            <span class=\"term\">VerticalY</span>, following the same scheme as above.\n            <br><br><u>Note:</u> It is not recommended to directly query a user's controller inputs except for <span class=\"term\">HorizontalY</span> and\n            <span class=\"term\">VerticalY</span>, as these can greatly vary between users.\n            It would be best to make a keybind and let the user bind their controller buttons to it, or to restrict yourself to standard CYF keys.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-projectile.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Projectile management</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Projectile Management\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-projectile\">\n            <h2>Projectile management</h2><br><br>\n            <p>Projectile management is, starting from 0.2.0, available from both the encounter and the wave scripts. As\n                a result it is now in its own section.</p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> CreateProjectileLayer(<span class=\"string\"></span> name,\n                <span class=\"string\"></span> position = \"\", <span class=\"boolean\"></span> below = false) [E/W]</span>\n                Creates a layer named <span class=\"term\">name</span> that projectiles can be placed in. To create your new projectile layer, you'll need to choose a pre-existing layer.\n                <br><br>\n                <span class=\"term\">position</span> must be the name of an existing projectile layer.<br>\n                The only default layer is <span class=\"term\">\"\"</span>, so <b>you must use it first</b>.\n                <br><br>\n                If <span class=\"term\">before</span> is true, the new layer will be created below the layer given in <span class=\"term\">position</span>,\n                otherwise it will be above it.\n            </p>\n\n            <p>\n                <br><span class=\"function\">CreateProjectile(<span class=\"string\"></span> spritename, <span class=\"number\"></span> initial_x,\n                <span class=\"number\"></span> initial_y,<span class=\"CYF\"></span> <span class=\"string\"></span> layer = \"\") returns <span class=\"userdata\">bullet</span> [E/W]</span>\n                Creates a bullet that you can store and modify, with its spawn position relative to the center of the\n                arena. The hitbox of the bullet is a rectangle around the sprite, unless you use CYF's PP mode.<br>\n                <span class=\"CYF\"></span> You can specify a layer if you want - otherwise, the bullet will be in the normal bullet layer.\n            </p>\n\n            <p>\n                <br><span class=\"function\">CreateProjectileAbs(<span class=\"string\"></span> spritename, <span class=\"number\"></span> initial_x,\n                <span class=\"number\"></span> initial_y,<span class=\"CYF\"></span> <span class=\"string\"></span> layer = \"\") returns <span class=\"userdata\">bullet</span> [E/W]</span>\n                Same as <span class=\"term\">CreateProjectile</span>, but the bullet's spawn position is relative to the bottom left of the screen instead of\n                the arena's center. The hitbox of the bullet is a rectangle around the sprite, unless you use CYF's PP mode.<br>\n                <span class=\"CYF\"></span> You can specify a layer if you want - otherwise, the bullet will be in the normal bullet layer.\n            </p>\n\n            <p>\n                <hr>\n                <h4>The Bullet object</h4>\n                This is what you use to move around the arena and store values in. You can store a bunch of bullets in a table\n                and modify them. The functions and variables you can use on a Bullet are as follows.\n                <br>\n                <span class=\"new\"></span> As this object exists in CYF's hierarchy, it's possible to manipulate its parent and children.\n                See the <span class=\"ref\">General Objects</span> page for more information.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"userdata\">sprite</span> Bullet.sprite</span>\n                The bullet's sprite component. See the <span class=\"ref\">Sprites &amp; Animation</span> section for usage details.\n                <br><br>\n                NOTE: In 0.2.1a, modifying the sprite does not change the bullet's hitbox yet. it's always\n                the original square of the bullet when it was created.\n                <br><br>\n                <span class=\"CYF\"></span> But, in CYF, changing the bullet's sprite <i>does</i> modify the bullet's hitbox!\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Bullet.x</span>\n                The X position of this bullet, relative to the arena's center. A bullet at\n                <span class=\"term\">x=0</span> and <span class=\"term\">y=0</span> will be at the center of the arena.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Bullet.y</span>\n                The Y position of this bullet, relative to the arena's center.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Bullet.absx</span>\n                The X position of this bullet, relative to the bottom-left corner of the screen.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Bullet.absy</span>\n                The Y position of this bullet, relative to the bottom-left corner of the screen.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> Bullet.ppcollision</span>\n                If this is true, the bullet will use the Pixel-Perfect Collision system.\n                <br><br>\n                By default, this is the encounter's <b style=\"color:#fff\">default</b> collision system.\n                <br><br>\n                <font color=\"#fff\">* Manually setting this will set <span class=\"term\">Bullet.ppchanged</span> to true.</font>\n                <br><br>\n                See <span class=\"term\">SetPPCollision</span> in <span class=\"ref\">The Pixel-Perfect Collision System</span> for more information.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> Bullet.ppchanged (read-only)</span>\n                Tells you if the bullet's collision system has been changed by manually changing <span class=\"term\">Bullet.ppcollision</span>.\n                <br><br>\n                <font color=\"#fff\">* Bullets with <span class=\"term\">Bullet.ppchanged</span> set to true will NOT be affected by future calls of<br>\n                <span class=\"term\">SetPPCollision</span> (see <span class=\"ref\">The Pixel-Perfect Collision System</span>).</font>\n                <br><br>\n                Will be false after you call <span class=\"term\">Bullet.ResetCollisionSystem()</span>, or if you haven't changed\n                <span class=\"term\">Bullet.ppcollision</span>.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Bullet.ResetCollisionSystem()</span>\n                Resets the collision system of the bullet to the encounter's <b style=\"color:#fff\">default</b> collision system.\n                <br><br>\n                The default collision system is set by <span class=\"term\">SetPPCollision</span>.<br>\n                See <span class=\"ref\">The Pixel-Perfect Collision System</span> for more information.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> Bullet.layer</span>\n                The bullet layer that the bullet is on.\n                <br><br>\n                Note: It is common practice to use <span class=\"term\">Bullet.layer</span> to deparent\n                a bullet if you need to do so. Setting it back to <span class=\"term\">\"\"</span> will parent the bullet to its default\n                layer, removing its previous parenting altogether.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Bullet.isactive (read-only)</span>\n                Used to check if the bullet is still active.\n                <br><br>\n                If the bullet has been removed, this will be <span class=\"term\">false</span>; otherwise <span class=\"term\">true</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Move this bullet <span class=\"term\">x</span> pixels to the right and <span class=\"term\">y</span> pixels up.\n                <br><br>\n                A negative <span class=\"term\">x</span> will move it to the left, and a negative\n                <span class=\"term\">y</span> will move it downwards.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Move this bullet to this position immediately, relative to the arena's center.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.MoveToAbs(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Move this bullet to this position immediately, relative to the bottom-left corner of the screen.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.Remove()</span>\n                Destroys this bullet.\n                <br><br>\n                You can continue retrieving its <span class=\"term\">x</span>,\n                <span class=\"term\">y</span>, <span class=\"term\">absx</span> and <span class=\"term\">absy</span>\n                properties. Trying to move a removed bullet will give you a Lua error. If you're not sure if your\n                bullet still exists, check <span class=\"term\">Bullet.isactive</span> first.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet[<span class=\"string\"></span> your_variable_name] = value <font style=\"color:#fff\">(OR)</font></span>\n                <span class=\"function\">Bullet.SetVar(<span class=\"string\"></span> your_variable_name, value)</span>\n                Sets a variable on this bullet that you can retrieve with <span class=\"term\">Bullet.GetVar</span>.\n                <br><br>\n                Similar in use to <span class=\"term\">SetGlobal</span> - but you can use this to store specific variables on a per-bullet basis.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet[<span class=\"string\"></span> your_variable_name] <font style=\"color:#fff\">(OR)</font></span>\n                <span class=\"function\">Bullet.GetVar(<span class=\"string\"></span> your_variable_name)</span>\n                Gets a variable that you previously set using <span class=\"term\">Bullet.SetVar</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.SendToTop()</span>\n                Moves this bullet on top of all currently existing projectiles.\n                <br><br>\n                Note that newly spawned projectiles are always on top by default;\n                this function is mostly to move existing bullets to the top.\n                <br><br>\n                <span class=\"CYF\"></span> Moves the bullet to the top of its current layer.\n            </p>\n            <p>\n                <br><span class=\"function\">Bullet.SendToBottom()</span>\n                Moves this bullet below all currently existing projectiles.\n                <br><br>\n                <span class=\"CYF\"></span> Moves the bullet to the bottom of its current layer.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Bullet.isColliding()</span>\n                Returns true if the player is colliding with the bullet.\n                <br><br>\n                Will use PPCollision (pixel-perfect collisions) if the bullet has PP enabled. See <span class=\"term\">Bullet.ppcollision</span>.</li><br>\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Bullet.OnHit(<span class=\"userdata\">bullet</span> bullet)</span>\n                This variable must receive a function, which can be done in two possible ways:\n            </p>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">Bullet.OnHit = function(bullet)\n    -- Your code\nend\n</pre>\n            </div>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">function Bullet.OnHit(bullet)\n    -- Your code\nend\n</pre>\n            </div>\n                If it has been assigned, this function will be run instead of the script's <span class=\"term\">OnHit</span> function when the bullet collides with the Player.\n                <br><br>\n                The bullet and its <span class=\"term\">OnHit</span> function must both be created in the same script.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> Bullet.isPersistent = false</span>\n                Set this to true and, if you're not in retrocompatibility mode, this will make the bullet stay loaded even after the wave ends.\n            </p>\n            <br><hr><br>\n            <p>Here is an example of a bullet that chases you pretty fast, but slows down as it gets closer. You have to\n                keep moving to dodge it. This is a fairly basic example that makes use of the Player object.</p>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">oursprite = \"hOI!!!!\"\n--Create a new bullet, starting in the upper right corner.\nchasingbullet = CreateProjectile(oursprite, Arena.width/2, Arena.height/2)\n--Set initial speed of 0 in both directions.\nchasingbullet.SetVar('xspeed', 0)\nchasingbullet.SetVar('yspeed', 0)\n\nfunction Update()\n    -- Get the x/y difference between the player and bullet\n    local xdifference = Player.x - chasingbullet.x\n    local ydifference = Player.y - chasingbullet.y\n    -- We create a new speed by first halving the original speed\n    -- Then we add a small fraction of the position difference between the player and bullet.\n    -- The result is a bullet that moves faster as it's further away, and slower when it's closer.\n    -- The value we're dividing by is experimental. Experimenting with numbers is essential!\n    local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100\n    local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100\n    -- Now move the bullet...\n    chasingbullet.Move(xspeed, yspeed)\n    -- ...and store our new speeds.\n    chasingbullet.SetVar('xspeed', xspeed)\n    chasingbullet.SetVar('yspeed', yspeed)\nend\n</pre>\n            </div>\n            <p>Below is an example of a fully scripted Wave using most of these functions. It will spawn a projectile\n                above the arena (assuming a width/height of 155/130), give it a random speed in the X direction, and\n                drop it downwards. If it hits the bottom border of the arena, it'll bounce back up. Otherwise it'll\n                continue falling off the screen.</p>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">spawntimer = 0\nbullets = {}\n\n-- This happens every frame while you're defending. --\nfunction Update()\n    spawntimer = spawntimer + 1 --Add 1 to the counter every frame\n\n    -- This part takes care of bullet spawning. --\n    if spawntimer%30 == 0 then  --This happens every 30 frames.\n        local posx = 30 - math.random(60) --Set a random X position between -30 and 30\n        local posy = 65 --and set the Y position to 65, on the top edge of the arena.\n        local bullet = CreateProjectile('hOI!!!!', posx, posy) -- Create projectile with sprite hOI!!!!.png\n        bullet.SetVar('velx', 1 - 2*math.random()) -- We'll use this for horizontal speed. Random between -1/1\n        bullet.SetVar('vely', 0) -- We'll use this for fall speed. We're starting without downward movement.\n        table.insert(bullets, bullet) -- Add this new Bullet object to the bullets table up there.\n    end\n\n    -- This part updates every bullet in the bullets table. --\n    for i=1,#bullets do -- #bullets in Lua means 'length of bullets table'.\n        local bullet = bullets[i] -- For convenience, so we don't have to use bullets[i]\n        local velx = bullet.GetVar('velx') -- Get the X/Y velocity we just set\n        local vely = bullet.GetVar('vely')\n        local newposx = bullet.x + velx -- New position will be old position + velocity\n        local newposy = bullet.y + vely\n        if(bullet.x &gt; -Arena.width/2 and bullet.x &lt; Arena.width/2) then -- Are we inside the arena (horizontally)?\n            if(bullet.y &lt; -Arena.height/2 + 8) then -- And did we go past the bottom edge?\n                bullet.MoveTo(bullet.x, -Arena.height/2 + 8) -- Don't move it past the edge!\n                -- Note the +8; I know the bullet sprite I'm using is 16x16.\n                -- Without adding 8 it'll be inside the edge.\n                vely = 4 --reverse bounce direction\n            end\n        end\n        vely = vely - 0.04 -- Apply gravity\n        bullet.MoveTo(newposx, newposy) -- and finally, move our bullet\n        bullet.SetVar('vely', vely) -- and store our new fall speed into the bullet again.\n    end\nend </pre>\n            </div>\n\n            <p>\n                <br><span class=\"function\">OnHit(<span class=\"userdata\">bullet</span> bullet)</span>\n                Every time a bullet collides with a player, this function gets called on the script that created the\n                projectile. The bullet object in this function can be modified if you feel like it. For more information\n                on the bullet object, see the documentation above.<br>\n                <br>\n                If you implement this function in your script, you have to manually define what should happen after\n                bullet collision. This is what allows you to create orange, cyan and green projectiles, and much much\n                more. If you don't implement this function in your wave script, it'll stick to the default of dealing 3\n                damage on hit. Below are multiple examples of how to use this function.</p>\n<div class=\"code-container\"><pre class=\"brush:lua;\">--Defining your own damage for this wave\nfunction OnHit(bullet)\n    Player.Hurt(10)\nend</pre></div>\n<div class=\"code-container\"><pre class=\"brush:lua;\">--Replicating cyan bullet functionality\nfunction OnHit(bullet)\n    if Player.isMoving then\n        Player.Hurt(5)\n    end\nend</pre></div>\n<div class=\"code-container\"><pre class=\"brush:lua;\">--Replicating orange bullet functionality; opposite condition of cyan\nfunction OnHit(bullet)\n    if not Player.isMoving then\n        Player.Hurt(5)\n    end\nend</pre></div>\n<div class=\"code-container\"><pre class=\"brush:lua;\">--Replicating green bullet functionality\nfunction OnHit(bullet)\n    Player.Heal(1)\n    bullet.Remove()\nend</pre></div>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/api-text.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Text Commands</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Text Commands\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-text\">\n            <h2>Text commands</h2><br><br>\n            <p>There are <b>two types</b> of text commands: commands that get executed <u>instantly</u>, like text color\n                and effects; and commands that get executed <u>inline</u>, as they're displayed, like wait commands and\n                character voices. Note that currently, if you skip a text command (with X), it'll also skip all inline\n                commands that were still in your text.<span class=\"CYF\"></span> <i>Unless</i>, that is, you use <span class=\"term\">playerskipdocommand</span> :P</p>\n\n            <p>On line breaks: there are actually two different kinds. In <i>UI messages</i> where asterisks are used,\n                you can use <span class=\"term\">\\n</span> to start a new line <i>with</i> an asterisk. If you want a new line <i>without</i>\n                an asterisk, use <span class=\"term\">\\r</span>.</p>\n\n            <p>This is different for monster dialogue that isn't prefixed with asterisks: <i>Always</i> use <span class=\"term\">\\n</span> for line\n                breaks here.<span class=\"CYF\"></span> Or use <span class=\"term\">autolinebreak</span>! See <span class=\"ref\">Special Variables</span>.</p>\n\n            <h3>Instant commands</h3><br>\n            <p class=\"exblock\">\n                <br><span class=\"function\">[color:rrggbb]</span>\n                This sets the text color for all text after this command to the specified hex code. It resets per\n                dialogue. <span class=\"term\">[color:ff0000]</span> would be red, <span class=\"term\">[color:555555]</span> a dark grey.\n                <br>\n                Here are a few examples:</p>\n            <table class=\"table\">\n                <tr>\n                    <td><span class=\"term\">[color:ff0000]</span></td>\n                    <td><span style=\"color:#ff0000\">Determination</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:003cff]</span></td>\n                    <td><span style=\"color:#003cff\">Integrity</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:00c000]</span></td>\n                    <td><span style=\"color:#00c000\">Kindness</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:ffff00]</span></td>\n                    <td><span style=\"color:#ffff00\">Justice</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:d535d9]</span></td>\n                    <td><span style=\"color:#d535d9\">Perseverance</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:fca600]</span></td>\n                    <td><span style=\"color:#fca600\">Bravery</span></td>\n                </tr>\n                <tr>\n                    <td><span class=\"term\">[color:42fcff]</span></td>\n                    <td><span style=\"color:#42fcff\">Patience</span></td>\n                </tr>\n            </table>\n            <p class=\"exblock\">\n                If you have to use colours, try to stick to these. While the option for any colour is offered, actual\n                usage in Undertale is very limited.\n                <br><br>\n                The default UI text is plain white and the default enemy dialogue text is plain black - <span class=\"term\">[color:ffffff]</span>\n                and <span class=\"term\">[color:000000]</span> respectively.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [color]</span>\n                This command resets any previous usage of the <span class=\"term\">[color:rrggbb]</span> command, displaying any following text in the font's default color.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [alpha:aa]</span>\n                This command allows you to set the alpha (transparency) value of your text.\n                <br><br>\n                The number you enter should be a two-character hex value between <span class=\"term\">\"00\"</span> and <span class=\"term\">\"ff\"</span>.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [alpha]</span>\n                This command resets any previous usage of the <span class=\"term\">[alpha:aa]</span> command, displaying any following text in the font's default alpha.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[starcolor:rrggbb]</span>\n                Same usage as color but <i>only affects the first asterisk in a dialogue box that has asterisks.</i>\n                This is a dirty workaround, but now you don't need it anymore, it's deprecated.\n                <br><br>\n                <span class=\"CYF\"></span> As commands are now executed before the star, you can use <span class=\"term\">[color:rrggbb]</span> to color the star.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[effect:x] or [effect:x,intensity] or <span class=\"new\"></span>[effect:x,intensity,step]</span>\n                Sets the text effect for <i>the entire message, regardless of position</i>. You can use the following\n                effects:</p>\n            <ul>\n                <li><span class=\"term\">none</span>: No effect on the text.</li><br>\n                <li><span class=\"term\">rotate</span>: Rotating text, most random monsters have this by default. Intensity sets how far letters\n                    rotate, in pixels. Default is 1.5.\n                    <br>\n                    <span class=\"new\"> Step allows shifting the rotation animation of the letters by a given degree in radians.\n                </li><br>\n                <li><span class=\"term\">shake</span>: Shaking text. Flowey uses this sometimes. Intensity sets how far the letters offset, in\n                    pixels. Default is 1.0.\n                    <br>\n                    <span class=\"new\"> Step allows shifting the frequency of the twitching effect. Default is 48 frames.\n                    The value will be varied by about <span class=\"term\">33%</span> every time the delay until the next twitch effect show up is computed.\n                </li><br>\n                <li><span class=\"term\">twitch</span>: Letters twitch occasionally - the battle UI has this by default. Intensity sets how far a letter\n                    should shake. Default is 2.0.\n                </li><br>\n            </ul>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [lettereffect:x] or [lettereffect:x,intensity] or <span class=\"new\"></span>[lettereffect:x,intensity,step]</span>\n                This works the same as <span class=\"term\">[effect:x]</span>, but it works <b>inline</b>.\n                This means you can have <i>multiple</i> different text effects in a single line!\n                <br><br>\n                Keep in mind that, like all other inline text commands, this command will not execute if the player skips over it with X -\n                unless you set <span class=\"term\">playerskipdocommand</span> to <span class=\"term\">true</span>, first.\n                <br><br>\n                <span class=\"new\">On top of that, the default step value for the shake effect is now 500. The value will be varied by about\n                <span class=\"term\">80%</span> every time the delay until the next twitch effect show up is computed. It's high\n                so the twitch effects of all letters can play at various times!\n            </ul>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[font:x]</span>\n                Sets the font for this dialogue. Usually includes a default voice. As the <span class=\"term\">[font]</span> command can change both\n                text colour and voice, if you want to have your own voice/text color do it after the font change.\n                Possible options:</p>\n            <ul>\n                <li><span class=\"term\">uidialog</span>: Default large pixel font for UI.</li><br>\n                <li><span class=\"term\">monster</span>: Default font for almost all monsters in the game.</li><br>\n                <li><span class=\"term\">sans</span>: sans. use lowercase. uppercase works, but... sans.</li><br>\n                <li><span class=\"term\">papyrus</span>: PAPYRUS! USE UPPERCASE ONLY. LOWERCASE WON'T WORK.</li><br>\n                <li><span class=\"term\">wingdings</span>: Wingdings.</li><br>\n                <li><span class=\"term\">uibattlesmall</span>: The font used for the character name, HP and level.</li><br>\n                <li>and a lot of others...you can even create your own font!</li><br>\n            </ul>\n            <p>For all default fonts, check out the <span class=\"term\">Default/Sprites/UI/Fonts</span> folder. Every font with a matching .xml\n                file is mapped.</p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [charspacing:number] and [charspacing:default]</span>\n                Sets the number of pixels that separate characters on the same line.<br>\n                Negative = less space between characters, Positive = more space between characters\n                <br><br>\n                The default value is <span class=\"term\">3</span>.<br>\n                Fonts can specify a <span class=\"term\">&lt;charspacing&gt;</span> tag that <i>sets</i> this value.\n                <br><br>\n                Enter <span class=\"term\">[charspacing:default]</span> to reset this value to the value provided by the font (or the default value of 3).\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [linespacing:number]</span>\n                Number of pixels that separate different lines. The number you enter here gets <i>added on</i> to the active font's regular line spacing.<br>\n                Negative = less space between lines, Positive = more space between lines\n                <br><br>\n                By default, the amount of pixels between lines is <span class=\"term\">1.5 *</span> the height of the font's \"space\" character.<br>\n                If the font has a <span class=\"term\">&lt;linespacing&gt;</span> tag, its number value will be the amount of pixels between lines instead.\n                <br><br>\n                Enter <span class=\"term\">[linespacing:0]</span> to reset the line spacing to its original value.\n            </p>\n\n            <h3>Inline commands</h3><br>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[noskip]</span>\n                Prevents this dialogue from being skipped by pressing X.\n                <br><br>\n                It is effective only whenever the text reaches it, <font style='color: #fff'>but if it is placed at the\n                beginning of a line of text, it will always work, even if it is not the first command.</font>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [noskip:off]</span>\n                Cancels a previous <span class=\"term\">[noskip]</span> command.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[instant]</span>\n                Instantly shows the entire text without having to wait or press anything.\n                <br><br>\n                <span class=\"CYF\"></span> <font style='color: #fff;'>* Note: This command works as an inline command\n                when placed at the beginning of a line of text.</font>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [instant:allowcommand]</span>\n                The same as <span class=\"term\">[instant]</span>, but here other text commands are called, except <span class=\"term\">[w]</span>, <span class=\"term\">[letters]</span> and commands with the \"<span class=\"term\">skipover</span>\" tag.\n                <br><br>\n                <font style='color: #fff;'>* Note: This command works as an inline command\n                when placed at the beginning of a line of text.</font>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [instant:stop]</span>\n                Cancels a previous <span class=\"term\">[instant]</span> or <span class=\"term\">[instant:allowcommand]</span> command,\n                and resumes typing.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [instant:stopall]</span>\n                Cancels a previous <span class=\"term\">[instant]</span>, <span class=\"term\">[instant:allowcommand]</span> command or a\n                Player skip, and resumes typing.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[w:x]</span>\n                The wait command. Pauses your textbox temporarily based on the number you enter.\n                <br><br>\n                Technically: This will pause the textbox for <span class=\"term\">x * 4</span> in-game frames.<br>\n                Calling <span class=\"term\">[w:1]</span> will freeze the textbox for 4 in-game frames.\n                <br><br>\n                <span class=\"term\">[w:4]</span> is 16 in-game frames, <span class=\"term\">[w:10]</span> is 40, and so on.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[waitall:x]</span>\n                Makes all letters after this command take <span class=\"term\">x</span> times as long to type out.\n                (slightly different from <span class=\"term\">[w:x]</span>)\n                <br><br>\n                Use <span class=\"term\">[waitall:1]</span> to reset text to its default speed.\n                <br><br>\n                <b style=\"color:#fff\">Overrides <span class=\"term\">[speed:x]</span>.</b>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[voice:filename]</span>\n                Sets the voice (sound per letter) to a sound located in <span class=\"term\">YOUR MOD/Sounds/Voices</span>. Applies to all letters\n                after the command. It resets per dialogue. This has to be a .wav file, and you shouldn't include the\n                file extension when using <span class=\"term\">[voice]</span>. If your voice sound is <span class=\"term\">YOUR MOD/Sounds/Voices/mettaton.wav</span>, you can\n                use it with <span class=\"term\">[voice:mettaton]</span>.\n                <br><br>\n                <span class=\"term\">[voice:default]</span> resets to the default voice (beeps). If you have a voice sound named 'default', it will\n                be ignored.</p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[novoice]</span>\n                Removes the voice for the letters after this command. It resets per dialogue.\n                <span style=\"color:#000\">Useful for when you should be burning in hell.</span></p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[next]</span>\n                Skips to the next line of the current text object automatically.\n                If used in a monster's text object, skips the dialogue of all monsters, without concern for the other monsters' dialogue's state.\n                You can also use this for textbox trickery.\n                Here's an example to replicate Flowey's text-changing effect if you dodge the Friendliness Pellets(tm) twice.\n            </p>\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">first line:  \"[noskip][voice:flowey][effect:none]RUN. [w:30]INTO. [w:30]THE.\\n[w:30]BULLETS!![w:30][next]\"\nsecond line: \"[instant][effect:none]RUN. INTO. THE.\\nfriendliness\\npellets\"</pre>\n            </div>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [nextthisnow]</span>\n                Skips to the next dialogue of the current monster only, even if several monsters are speaking, effectively desyncing their text.\n                It acts like <span class=\"term\">[next]</span> outside of monster text objects, its only difference is that it only affects the current monster\n                if used on a monster's text object.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [finished]</span>\n                Sets this dialogue box as \"finished\". To go through the next dialogue box, you'll have to wait until the other\n                monsters' dialogue boxes are also finished.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [waitfor:key]</span>\n                Waits for the user to press the given key to continue the message.\n                Check the <span class=\"ref\">Key List</span> to see the available keys.\n                <br><br>\n                <font style='color: #fff;'>* Note that keybinds are also accepted here.\n                For more info, check the page on <span class=\"ref\">The Input Object</span></font>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">[func:x], [func:x,argument] <span class=\"CYF\"></span> or [func:x,{argument1, argument2...}]</span>\n                The most powerful command. If the previous text commands were established official characters, [func] is\n                some kid's deviantArt original character that never dies and has all the superpowers.<br>\n                <br>\n                In all seriousness, <span class=\"term\">[func]</span> allows you to execute <i>any function from your script in line with the\n                text</i>. Refer to the examples below.</p>\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">your dialogue: \"hoi hoi this is dog [func:dog] and now the music changed\"\n\nfunction dog()\n    Audio.LoadFile(\"dog_music\")\n    --plays dog_music.ogg (or .wav) from your Audio folder! for built-in functions like this, refer to section API - Functions &amp; Objects\n    --insert more code here, any code!\nend</pre>\n            </div>\n\n            <div class=\"code-container\">\n   <pre class=\"brush: lua;\">your dialogue: \"dog with arguments!! [func:newmusic,temietheme] so intense!\"\n\nfunction newmusic(yourargumentname)\n    Audio.LoadFile(yourargumentname) --with this example, it'll load 'temietheme.ogg (or .wav)'...\n    --and then play it! THE FUTURE IS NOW! By using an argument, your function can be more versatile.\nend</pre>\n            <br><br>\n            <b style=\"color:#fff\">Please note</span></b> that the target function must exist in the source script.<br>\n            More commonly, if you are using it in monster dialogue through <span class=\"term\">currentdialogue</span>, your function must\n            exist within the monster's Lua script, regardless of what script is actually setting the monster's dialogue.\n            </div>\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [speed:x]</span>\n                Makes the text handler print <span class=\"term\">x</span> characters over every 4 frames.<br>\n                The default text speed in CYF (<span class=\"term\">[speed:1]</span>) is 1 character every 4 frames.\n                <br><br>\n                For example, <span class=\"term\">[speed:4]</span> will type text at 4x the regular speed: 4 characters every 4 frames, or 1 per frame.\n                <br><br>\n                <b>* Supports fractional numbers!</b> <span class=\"term\">[speed:0.25]</span> writes text at 1/4th the regular speed, for instance.\n                <br><br>\n                <b style=\"color:#fff\">Overrides <span class=\"term\">[waitall:x]</span>.</b>\n            </p>\n\n            <p class=\"exblock\">\n            <br><span class=\"function\"><span class=\"CYF\"></span> [letters:x]</span>\n                For this frame only, the text box will show the next x characters.\n                <br><span class=\"new\"></span>If used with the command <span class=\"term\">[lettersperframe:y]</span>, the next <span class=\"term\">x+y-1</span>\n                letters will be displayed.\n            </p>\n\n            <p class=\"exblock\">\n            <br><span class=\"new function\"> [lettersperframe:x]</span>\n                For the rest of the line, the text box will show the next x characters every time one character should be displayed.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [name]</span>\n                This text gets replaced by by the name of the player. I totally forgot that we could actually use <span class=\"term\">Player.name</span>, but\n                whatever.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [music:x]</span>\n                Plays the music given as an argument on the main music channel, unless the argument is one of these keywords:\n                <ul>\n                    <li><span class=\"term\">play</span> = Only plays the last played music, from the beginning.</li><br>\n                    <li><span class=\"term\">pause</span> = Pauses the music.</li><br>\n                    <li><span class=\"term\">unpause</span> = Unpauses the music.</li><br>\n                    <li><span class=\"term\">stop</span>, <span class=\"term\">null</span>, <span class=\"term\">nil</span> or an empty string = Stops the current\n                    music.</li><br>\n                </ul>\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [sound:x]</span>\n                Plays the sound given as an argument.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [mugshot:face], [mugshot:null] or [mugshot:{face1,face2,...,time}]</span>\n                <u><span class=\"new\"></span>Only usable with the Overworld's main text as well as the main text object in battles.</u>\n                <br><br>\n                Displays a set face sprite (or sequence of face sprites) next to your dialogue set by <span class=\"term\">General.SetDialog</span>.<br>\n                Note that the overworld's automatic line break system will not account for face sprites set this way; instead, it's recommended to\n                set a face sprite in <span class=\"term\">General.SetDialog</span> (see <span class=\"ref\">The General Object</span>).\n                <br><br>\n                This function loads face sprites from <span class=\"term\">YOUR MOD/Sprites/Mugshots</span>, and if none exists, from\n                <span class=\"term\">Default/Sprites/Mugshots</span>. You may put folder names in here, such as\n                <span class=\"term\">[mugshot:Papyrus/suspicious]</span> to get the file <span class=\"term\">YOUR MOD/Sprites/Mugshots/Papyrus/suspicious.png</span>,\n                or if it doesn't exist, <span class=\"term\">Default/Sprites/Mugshots/Papyrus/suspicious.png</span>.<br>\n                Use <span class=\"term\">[mugshot:null]</span> or <span class=\"term\">[mugshot]</span> to revert the text box back to normal.<br>\n                <br><br>\n                To use a sequence of face sprites, enter something such as<br><span class=\"term\">[mugshot:{Papyrus/happy,Papyrus/suspicious,0.1}]</span>.<br>\n                This is a list of normal paths to put into <span class=\"term\">[mugshot:x]</span> as described above, followed by the amount of real time\n                seconds between faces (such as with <span class=\"term\">sprite.SetAnimation</span>).\n                <br><br>\n                If you do not provide a time, or the time you enter is lower than 0, a default value of <span class=\"term\">0.2</span> will be used.\n                <br><br>\n                <span class=\"new\"></span><u>NOTE:</u> While the overworld's mugshots have a size of 140x140, in battles, the mugshots are 130x130, so if bigger\n                mugshots are applied in battles, 5 pixels around each edge are hidden.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\"><span class=\"CYF\"></span> [health:x,y]</span>\n                Heals the Player by x points. Can damage the player if x is negative, but the Player's HP\n                will not go under 1 unless certain conditions are met. The parameter y is optional.\n                <br><br>\n                Examples:\n                <ul>\n                    <li><span class=\"term\">[health:3]</span> => Heals 3 HP.</li><br>\n                    <li><span class=\"term\">[health:-5]</span> => Damages 5 HP. Doesn't go under 1HP.</li><br>\n                </ul>\n                Tags:\n                <ul>\n                    <li>x (y is unused if these tags are used):\n                        <ul>\n                            <li><span class=\"term\">kill</span> = Kills the Player.</li><br>\n                            <li><span class=\"term\">Max-1</span> = Sets the Player's HP at Player's Max HP minus 1.</li><br>\n                            <li><span class=\"term\">Max</span> = Sets the Player's HP at Player's Max HP.</li><br>\n                        </ul>\n                    </li>\n                    <li>y:\n                        <ul>\n                            <li><span class=\"term\">killable</span> = The possible HP reduction can now kill the Player.</li><br>\n                            <li><span class=\"term\">set</span> = The amount of HP given in the first argument will be the Player's current HP.</li><br>\n                        </ul>\n                    </li>\n                </ul>\n            </p>\n\n            <h3><span class=\"CYF\"></span> Command tags</h3><br><br>\n\n            <p><br>These tags can be added after a text command and have different behaviours.<br>\n            To use them, you must do this: <span class=\"term\">[command:tag]</span> or <span class=\"term\">[command:arguments:tag]</span>. For now, only one\n            tag can be added at a time.</p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">skipover</span>\n                Makes a command only be activated when the text is not skipped (by using any <span class=\"term\">[instant]</span> command or by the\n                player skipping). Has no effect on the commands <span class=\"term\">[w]</span> and <span class=\"term\">[letters]</span>.\n            </p>\n\n            <p class=\"exblock\">\n                <br><span class=\"function\">skiponly</span>\n                The command this is attached to will only be activated if the text has been skipped by using any <span class=\"term\">[instant]</span>\n                command, or if the player skips it manually.\n                This tag disables the commands <span class=\"term\">[w]</span> and <span class=\"term\">[letters]</span> if used with them.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/basic.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Basic Setup</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Basic Setup\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"basic\">\n            <h2>Basic setup</h2><br><br>\n            <p>By this point you'll probably want to set up an encounter of your own. Currently, scripts are set up like this:</p>\n            <ul>\n                <li><u>Monster scripts</u> - will contain information about your enemies. Here, you'll set things like their\n                    ATK, DEF, HP, random comments that might show up as encounter texts, random dialogue, and what ACT\n                    commands they have.\n                </li><br>\n                <li><u>Encounter scripts</u> - will contain a set of monsters, a set of wave scripts (that you can modify at\n                    any point), size of the arena, custom interactions for items, etc. A mod can have multiple encounter scripts.\n                </li><br>\n                <li><u>Wave scripts</u> - will contain an update function. You may use these to spawn, track, modify and\n                    otherwise interact with bullets during the defending phase of the game.\n                </li><br>\n                <li><span class=\"CYF\"></span> <u>Event scripts</u> - used within the Overworld. Will contain different functions\n                    that can be set up within Unity to run under certain conditions in game.\n                </li><br>\n                <li><span class=\"CYF\"></span> <u>Shop scripts</u> - used within the Overworld. Will contain many variables and\n                    functions controlling not only what items can be sold at what prices, but also shopkeeper dialog, special\n                    code and events to run, and the potential to animate the shopkeeper yourself.\n                </li><br>\n            </ul>\n            <p>From the mod selection screen, you may pick any mod, and play any encounter script within that mod.\n                <br><span class=\"CYF\"></span> In Create Your Frisk, the Overworld exists, and battles can be initiated from the\n                Overworld with proper setup.</p>\n            <p><span class=\"CYF\"></span> As of CYF v0.6.4, the only folder required within a mod is the\n                <span class=\"term\">YOUR MOD/Lua/Encounters/</span> folder. For all older versions, your encounter will\n                break if the other folders are missing.</p>\n            <hr>\n            <h3>Files and directories</h3><br><br>\n            <p>It's fairly self-explanatory. If you just want to move on fast, feel free to skip this section and go to\n                the next one. If for any reason some of your files don't work, you might want to read this anyway.</p>\n            <h4>Scripts</h4>\n            <p>The <i>Encounter scripts</i> are located in <span class=\"term\">YOUR MOD/Lua/Encounters/</span>. The <i>Monster scripts</i>\n                are in <span class=\"term\">YOUR MOD/Lua/Monsters/</span>, and your wave scripts at <span class=\"term\">YOUR MOD/Lua/Waves/</span>.\n                If you're getting started, check out these files in example encounters to see how they're put together.\n                <br><br>\n                You may also create a <span class=\"term\">YOUR MOD/Lua/Libraries/</span> folder. You can put libraries other\n                people have made in here (or create your own) for use in your other scripts. Libraries/modules are more\n                Lua functionality than they are Unitale functionality, so please read up about them\n                <a href=\"http://lua-users.org/wiki/ModulesTutorial\">here</a> instead. There is an example encounter\n                included making use of one such library.\n                <br><br>\n                <span class=\"CYF\"></span> In the Overworld, <i>Event scripts</i> are located in\n                <span class=\"term\">YOURMOD/Lua/Events/</span>, and <i>Shop scripts</i> are located in\n                <span class=\"term\">YOURMOD/Lua/Shops</span>. These features are explained in the <span class=\"ref\">Overworld</span>\n                category in this documentation.</p>\n            <h4>Music</h4>\n            <p>Music can be put in <span class=\"term\">YOUR MOD/Audio/</span>. Your music must be in .ogg or .wav format. <a\n                    href=\"http://audacityteam.org/download/\">Audacity</a> can export to .ogg if you're missing the\n                appropriate software.</p>\n            <h4>Sounds</h4>\n            <p>Sounds can be put in <span class=\"term\">YOUR MOD/Sounds/</span>. They must be in .ogg or .wav format. You can play them with\n                <span class=\"term\">Audio.PlaySound(filename)</span>; more on this in <span class=\"ref\">The Audio Object</span>.</p>\n            <h4>Voices</h4>\n            <p>Voices can be put in <span class=\"term\">YOUR MOD/Voices/</span>. They must be in .ogg or .wav format, although .wav is\n                generally recommended. You can use them with the <span class=\"term\">[voice]</span> text command; more on this in\n                <span class=\"ref\">Text Commands</span>.</p>\n            <h4>Sprites</h4>\n            <p>Sprites can be put in <span class=\"term\">YOUR MOD/Sprites/</span>. They must be in the .png format. Note that most vanilla\n                Undertale monster sprites start with a small base resolution, then resize the sprite to 2x its original\n                resolution for an oldschool look.\n                <br><br>\n                To <i>add a background</i> you can have one file titled <span class=\"term\">bg.png</span>\n                in the sprites folder. This image will stretch over the entire background, so 640x480 resolution is\n                recommended. Actually modifying and animating the background from the Lua side is not possible;\n                <span class=\"CYF\"></span> however, in CYF, you may use sprite layers to create a sprite behind\n                the built-in background layer and animate <i>that</i> instead.</p>\n            <hr>\n            <h3>The Default directory</h3><br><br>\n            <p>Unitale and Create Your Frisk both have a \"Default\" directory. This is where resources from Undertale reside.\n                It is not advised to modify files in this directory, as they are expected to be the same across all\n                installations. <br><br>If you wish to replace any of the files for your mod, create a file with the same\n                name at the same location instead. For instance, if you want to change the player soul hurt sound, don't\n                replace <span class=\"term\">Default/Sounds/hurtsound.wav</span>. Instead, create a new file located at\n                <span class=\"term\">YOUR MOD/Sounds/hurtsound.wav</span>. This also goes for sprites, music, and even fonts.</p>\n            <hr>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/controls.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Controls</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Controls\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"controls\">\n            <h2>Controls</h2>\n            <br><br>\n            <h4>In battle</h4>\n            <p><span class=\"term\">Arrow keys, Z (or Enter), X (or left/right Shift)</span> - The same as in Undertale.</p>\n            <p><span class=\"term\">Esc</span> - Exit to the Mod Selection screen to assist in quickly testing mods.\n                <br><span class=\"CYF\"></span> Disabled if the encounter has <span class=\"term\">unescape</span> set to true.</p>\n            <p><span class=\"term\">F9</span> - Toggle the debug console. You can write text to this with\n                <span class=\"term\">DEBUG(\"your text here\")</span> in your scripts.</p>\n            <p><span class=\"term\">F4, Alt+Enter</span> - Toggle fullscreen mode.\n                <br><span class=\"CYF\"></span> You can change how fullscreen displays with the option\n                \"cropped fullscreen\" in the Options menu, found in the Mod Selection screen.</p>\n            <p><span class=\"CYF\"></span> <span class=\"term\">H</span> with debugger open (<span class=\"term\">F9</span>) - Show or hide hitboxes of bullets and\n                the player.</p><br>\n            <h4><span class=\"CYF\"></span> Mod Selection screen (main)</h4>\n            <p><span class=\"term\">Z, Enter, or Mouse Click</span> - Start an encounter, or open an encounter list for a mod if it has multiple. (see below)</p>\n            <p><span class=\"term\">X or any Shift key</span> - Return to the disclaimer (title) screen.</p>\n            <p><span class=\"term\">Up or C</span> - Opens the mod list, used to jump to any mods you have installed. (see below)</p>\n            <p><span class=\"term\">Left or Right arrows</span> - Scroll through your installed mods.</p><br>\n            <h4><span class=\"CYF\"></span> Mod Selection screen (mod or encounter list)</h4>\n            <p><span class=\"term\">Z, Enter, or Mouse Click</span> - Jump to a mod you have installed (mod list), or start a selected encounter (encounter list).</p>\n            <p><span class=\"term\">X or any Shift key</span> - Close the list.</p>\n            <p><span class=\"term\">Up and Down, Mouse Scroll, Click and Drag</span> - Move up and down through the list.</p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/cyf-inventory.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Inventory Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Inventory Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"cyf-inventory\">\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> The Inventory object [E/M/W]</span>\n                It was hard to customize items and such in Unitale, right? Plus, items wouldn't go away when you used them,\n                because they are the only ones that will ever love you. But now, nobody loves you at all, because items\n                can be deleted and the Inventory System has been simplified! Here are the functions that are created to\n                help you with this hellish mechanism that added items.<br><br>\n                Note: All of Undertale's consumable items, weapons and armors are already implemented in CYF!<br>\n                You can use them in your mod if you want to, all you need to do is:\n                <ul>\n                    <li>Add an item using its long name (you have to add an item with the name <span class=\"term\">\"Butterscotch Pie\"</span>\n                        if you want the Player to have one, not <span class=\"term\">\"ButtsPie\"</span>),</li>\n                    <li>Avoid running the <span class=\"term\">BattleDialog</span> function in <span class=\"term\">HandleCustomCommand</span> for these items.</li>\n                </ul>\n                This system extends to any item added to Create Your Frisk's internals.\n                <br><br><br>\n                Some of these functions can only be used in <span class=\"term\">HandleItem</span>. Examples are\n                included at the bottom of this page.\n            </p><br>\n\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Inventory.AddItem(<span class=\"string\"></span> name, <span class=\"number\"></span> index = 8)</span>\n                Attempts to add the item <span class=\"term\">name</span> to the player's inventory.\n                <ul>\n                    <li>\n                        <span class=\"term\" style=\"margin-left:20px\">name</span> = The name of the item to add. Must have been set with <span class=\"term\">Inventory.AddCustomItems</span>.\n                    </li>\n                    <li>\n                        <span class=\"term\" style=\"margin-left:20px\">index</span> = The position to place the item in, starting from 1.\n                        <br><span style=\"margin-left:90px\"></span>Will \"push away\" items if placed in the same position as one.\n                        <br><span style=\"margin-left:90px\"></span>If > the number of items in the inventory, the item will just be added to the end.\n                    </li>\n                </ul>\n                <br><br>\n                Can not make a player's inventory exceed 8 items.<br><br>\n                Returns <span class=\"term\">true</span> if the item was successfully added, <span class=\"term\">false</span> otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.RemoveItem(<span class=\"number\"></span> index)</span>\n                Removes the item in position <span class=\"term\">index</span> from the player's inventory.\n                <br><span class=\"term\" style=\"margin-left:20px\">index</span> = Index to remove the item from. The first item is position 1.\n            </p>\n            <p>\n                <br><br><span class=\"function\"><span class=\"string\"></span> Inventory.GetItem(<span class=\"number\"></span> index)</span>\n                Returns the name of the item in the inventory at the given index.\n                <br><span class=\"term\" style=\"margin-left:20px\">index</span> = Index of the chosen item. The first item is number 1.\n            </p>\n            <p>\n                <br><br><span class=\"function\"><span class=\"number\"></span> Inventory.GetType(<span class=\"number\"></span> index)</span>\n                Returns the type of the item in the inventory at the given index.\n                <br><span class=\"term\" style=\"margin-left:20px\">index</span> = Index of the chosen item. The first item is number 1.<br>\n                <br>Types:<br>\n                <div style=\"margin-left:20px\">\n                    <span class=\"term\">0</span> = Consumable. Will be deleted upon use.\n                    <br><span class=\"term\">1</span> = Weapon. You will be able to equip this item as a weapon.\n                    <br><span class=\"term\">2</span> = Armor. You will be able to equip this item as armor.\n                    <br><span class=\"term\">3</span> = Special. This item will not be deleted upon use.\n                </div>\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.SetItem(<span class=\"number\"></span> index, <span class=\"string\"></span> name)</span>\n                Sets the inventory item at <span class=\"term\">index</span> to the item <span class=\"term\">Name</span>.\n                <br><span class=\"term\" style=\"margin-left:20px\">index</span> = Index to put the item in. The first item is position 1.\n                <br><span class=\"term\" style=\"margin-left:20px\">name</span> = Name of the item to put in the inventory.\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.UseItem(<span class=\"number\"></span> index, <span class=\"boolean\"></span> silent)</span>\n                Uses the inventory item at index <span class=\"term\">index</span>. Will throw an error if you have no item at the given index, so check if it exists before using this function.\n                <br><span class=\"term\" style=\"margin-left:20px\">index</span> = Index of the item to use, starting from 1.\n                <br><span class=\"term\" style=\"margin-left:20px\">silent</span> = Whether or not using the item will result in writing battle text.\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.AddCustomItems(<span class=\"luatable\"><span class=\"string\"></span></span> names,\n                <span class=\"luatable\"><span class=\"number\"></span></span> types)</span>\n                If you want to add custom items, this has to be used before <span class=\"term\">SetInventory</span>.\n                This adds all items in <span class=\"term\">names</span> to the inventory, where each item matches up with a\n                type in <span class=\"term\">types</span>. If you don't do this, the engine\n                will not recognise your newly created items.\n                <br><br>Usage: <span class=\"term\">Inventory.AddCustomItems({\"item1\", \"item2\"}, {1, 0})</span>\n                <br><br><span class=\"term\" style=\"margin-left:20px\">names</span> = The names of your custom items.\n                <br><span class=\"term\" style=\"margin-left:20px\">types</span> = The item types of your custom items. This array must be same size as <span class=\"term\">names</span>.\n\n                <br>Types:<br>\n                <div style=\"margin-left:20px\">\n                    <span class=\"term\">0</span> = Consumable. Will be deleted upon use.\n                    <br><span class=\"term\">1</span> = Weapon. You will be able to equip this item as a weapon.\n                    <br><span class=\"term\">2</span> = Armor. You will be able to equip this item as armor.\n                    <br><span class=\"term\">3</span> = Special. This item will not be deleted upon use.\n                </div>\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.SetInventory(<span class=\"luatable\"><span class=\"string\"></span></span> names)</span>\n                Sets the player's inventory. To use custom items, this must be used after <span class=\"term\">AddCustomItems</span>.\n                <br>This function is used like this: <span class=\"term\">Inventory.SetInventory({\"item1\", \"item2\"})</span>;\n                <br><span class=\"term\" style=\"margin-left:20px\">names</span> = The names of the items.\n                <br><br>\n                To empty the player's inventory, use <span class=\"term\">Inventory.SetInventory({})</span>.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Inventory.ItemCount</span>\n                Returns the number of items the player has in their inventory. Read-only.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Inventory.NoDelete</span>\n                <u>In the encounter function <span class=\"term\">HandleItem</span> only</u>, setting this to true will make the\n                last used item stay in the inventory.\n            </p>\n            <p>\n                <br><span class=\"function\">Inventory.SetAmount(<span class=\"number\"></span> amount)</span>\n                Used with Weapon and Armor items. If the item is a Weapon, this sets its ATK. If the item is armor,\n                this sets its DEF.\n                <br><span class=\"term\" style=\"margin-left:20px\">amount</span>: the amount of ATK/DEF the item will have.\n            </p>\n            <br><br><h4>Examples:</h4>\n            <br>Example of a healing item:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Starfait\"}, {0})\n    Inventory.SetInventory({\"Starfait\"})\nend\n\nfunction HandleItem(ItemID)\n    if ItemID == \"STARFAIT\" then\n        Player.Heal(14)\n        BattleDialog({\"You eat the Starfait.[w:10]\\nYou recovered 14 HP!\"})\n    end\nend\n            </pre></div>\n            <br>Example of a weapon:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Shotgun\"}, {1})\n    Inventory.SetInventory({\"Shotgun\"})\nend\n\nfunction HandleItem(ItemID)\n    if ItemID == \"SHOTGUN\" then\n        Inventory.SetAmount(16777215)\n        BattleDialog({\"You equipped the Shotgun.\"})\n    end\nend\n            </pre></div>\n            <br>Example of armor:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Shield\"}, {2})\n    Inventory.SetInventory({\"Shield\"})\nend\n\nfunction HandleItem(ItemID)\n    if ItemID == \"SHIELD\" then\n        Inventory.SetAmount(8)\n        BattleDialog({\"You equipped the rusty shield.\"})\n    end\nend\n            </pre></div>\n            <br>Example of a special item:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Music Box\"}, {3})\n    Inventory.SetInventory({\"Music Box\"})\nend\n\nfunction HandleItem(ItemID)\n    if ItemID == \"MUSIC BOX\" then\n        BattleDialog({\"[noskip]You wind up the music box.[w:10]\\nA haunting melody fills the room.\", \"The enemy's DEF drops!\"})\n        enemies[1].SetVar(\"def\", enemies[1].GetVar(\"def\") / 2)\n    end\nend\n            </pre></div>\n            <br>Example of a persistent item:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Test\"}, {0})\n    Inventory.SetInventory({\"Test\"})\nend\n\nfunction HandleItem(ItemID)\n    if ItemID == \"TEST\" then\n        Inventory.NoDelete = true\n        BattleDialog({\"This item won't be\\rdeleted!\"})\n    end\nend\n            </pre></div>\n            <br>Many items:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">function EncounterStarting()\n    Inventory.AddCustomItems({\"Test\", \"Test2\", \"Shotgun\", \"Shield\", \"PsnPotion\", \"Life Roll\", \"Nothing\"}, {0, 0, 1, 2, 0, 0, 3})\n    Inventory.SetInventory({\"Test\", \"Test2\", \"Shotgun\", \"Shield\", \"PsnPotion\", \"Life Roll\", \"Nothing\"})\nend\n\nfunction HandleItem(ItemID)\n    if (ItemID == \"TEST\") then\n        Inventory.NoDelete = true\n        BattleDialog({\"This is a persistent item.[w:5]\\nThe item will be in the\\rinventory in the next turn!\"})\n    elseif (ItemID == \"TEST2\") then\n        BattleDialog({\"This is a normal item.[w:10]\\nThe item will be gone\\rby the next turn!\"})\n    elseif (ItemID == \"SHOTGUN\") then\n        Inventory.SetAmount(16777215)\n        BattleDialog({\"You equipped the Shotgun.\"})\n    elseif (ItemID == \"SHIELD\") then\n        Inventory.SetAmount(30)\n        AllowPlayerDef(true)\n        BattleDialog({\"You equipped the shield.\"})\n    elseif (ItemID == \"PSNPOTION\") then\n        BattleDialog({\"You drank the Poison Potion.\",\"[noskip][waitall:10]...[waitall:1][w:20]\\rThat was a bad idea.[w:20][health:kill]\"})\n    elseif (ItemID == \"LIFE ROLL\") then\n        BattleDialog({\"Your HP goes to 1[waitall:10]...[waitall:1][health:1,set]now.[w:20]\\nNow, byebye![w:20][health:-1, killable]\"})\n    elseif (ItemID == \"NOTHING\") then\n        BattleDialog({\"You use Nothing. [w:10]Did you really\\rthink that something would\\rhappen?\"})\n    end\nend\n            </pre></div>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/cyf-ppcollision.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Pixel-Perfect Collision System</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Pixel-Perfect Collision System\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"cyf-ppcollision\">\n            <h2><span class=\"CYF\"></span> The Pixel-Perfect Collision System</h2><br><br>\n                <p>Have you had enough of Unitale's default rectangular collisions and having to use thousands of lines\n                of <span class=\"term\">if</span> statements in <span class=\"term\">OnHit</span> just to get precise\n                collisions? Then the Pixel-Perfect Collision System is for YOU!</p>\n                <p>You can use this system for your entire encounter with <span class=\"term\">SetPPCollision(bool)</span>,\n                or you can apply it just to a bullet with <span class=\"term\">bullet.ppcollision</span>.\n                The bullet's <span class=\"term\">ppcollision</span> value will override the encounter's\n                <span class=\"term\">ppcollision</span> value.</p>\n                <!-- <p>But wait just a minute before rushing to use the Pixel-Perfect Collision System...or not, do as you want!</p> -->\n                <p>The Pixel-Perfect Collision System now supports bullets with scale! You can rotate and move bullets\n                like always and collision will still work! (this is why it took me one week to make this feature)</p>\n                <p>One last tip: The Pixel-Perfect Collision System is more resource-intensive than the Normal Collision\n                System. Don't use Pixel-Perfect for bullets that won't damage you, as that will just waste resources!</p>\n\n            <hr>\n            <img src=\"../img/PP.png\">\n            <br><br>\n            <h4>Note: PPCollision does <b><u>NOT</u></b> affect the hitboxes shown when pressing <span class=\"term\">H</span> with the debugger open.</h4>\n            <hr>\n            <p>\n                <br><span class=\"function\">SetPPCollision(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                Call this to set the encounter's <b style=\"color:#fff\">default</b> collision system.\n                <br><br>\n                Enter <span class=\"term\">false</span> for the regular \"Unitale\" system, or <span class=\"term\">true</span> for PPCollision.\n                <br><br>\n                <font color=\"#fff\">* Calling this will force all bullets with <span class=\"term\">Bullet.ppchanged</span> as\n                <span class=\"term\">false</span> to use the collision system you enter here (see above).\n                <br><br>\n                <span class=\"term\">Bullet.ppchanged</span> will remain <span class=\"term\">false</span>.</font>\n                <br><br>\n                The initial value is <span class=\"term\">false</span>.\n            </p>\n\n            <hr>\n            <i>From <span class=\"ref\">Projectile management</ref></i>:\n            <br><br>\n\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Bullet.ppcollision</span>\n                If this is true, the bullet will use the Pixel-Perfect Collision system.\n                <br><br>\n                By default, this is the encounter's <b style=\"color:#fff\">default</b> collision system.\n                <br><br>\n                <font color=\"#fff\">* Manually setting this will set <span class=\"term\">Bullet.ppchanged</span> to true.</font>\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> Bullet.ppchanged (read-only)</span>\n                Tells you if the bullet's collision system has been changed by manually changing <span class=\"term\">Bullet.ppcollision</span>.\n                <br><br>\n                <font color=\"#fff\">* Bullets with <span class=\"term\">Bullet.ppchanged</span> set to true will NOT be affected by future calls of<br>\n                <span class=\"term\">SetPPCollision</span>.</font>\n                <br><br>\n                Will be false after you call <span class=\"term\">Bullet.ResetCollisionSystem()</span>, or if you haven't changed\n                <span class=\"term\">Bullet.ppcollision</span>.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> Bullet.ResetCollisionSystem()</span>\n                Resets the collision system of the bullet to the encounter's <b style=\"color:#fff\">default</b> collision system.\n                <br><br>\n                The default collision system is set by <span class=\"term\">SetPPCollision</span>.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/cyf-text.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Text Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Text Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"cyf-text\">\n            <h2><span class=\"CYF\"></span> The Text Object</h2><br><br>\n            <p>A lot of people were waiting for this: I'm proud to present to you the Text Object! With it, you can create text\n                wherever you want, with or without a bubble, with a tail or without a tail... It's 100%\n                your choice!</p>\n            <p>Plus, if you choose to make a bubble, the height of the bubble is automatically computed, but you can still choose the\n                bubble's height if you want to.</p>\n            <p>By default, a Text Object has a bubble with an automatically-set height, with no tail/speech thing. Plus, the object is hidden when\n                you enter or come out of <span class=\"term\">ENEMYDIALOGUE</span>. If you want to change this, there are a lot of functions\n                to do so. Look down to see them!\n                <br>\n                <span class=\"new\"></span> As this object exists in CYF's hierarchy, it's possible to manipulate its parent.\n                See the <span class=\"ref\">General Objects</span> page for more information.\n            </p>\n            <p>\n                <br><span class=\"function\">CreateText(<span class=\"luatable\"><span class=\"string\"></span></span> / <span class=\"string\"></span> text,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span></span> position, <span class=\"number\"></span> width, <span class=\"string\"></span> layer = \"BelowPlayer\", <span class=\"number\"></span>  bubbleHeight = -1) returns <span class=\"userdata\">textObject</span> [E/M/W]</span>\n                This function creates a Text Object and returns it. However, as you can see, a lot of parameters are needed.\n                <Br>Here is what you need to set:\n                <ul>\n                    <li><span class=\"term\">text</span> - The text to display.\n                    <br>Used the same way as in <span class=\"term\">BattleDialog</span>: <span class=\"term\">{\"Text 1\", \"Text 2\"}</span>\n                    <br>Can also just be a single line of text.</li><br>\n                    <li><span class=\"term\">position</span> - <b>Two numbers</b>: The x and y positions of the center of the object. Sorry if it may be hard to place it, but you'll be\n                    able to use <span class=\"term\">MoveTo</span> to adjust it afterwards.\n                    <br>You only need two numbers, like this:\n                    <span class=\"term\">{320, 240}</span></li><br>\n                    <li><span class=\"term\">width</span> - You'll always need this, as it's the maximum width of the text! The bubble's width will be 20px larger than the text's\n                    width. Also, bubbles have a minimum width of 40.<br>Example: <span class=\"term\">150</span></li><br>\n                    <li><span class=\"term\">layer</span> - The sprite layer of the Text Object. If it doesn't exist, it returns an error. This argument is\n                    optional. If it's not provided, the Text Object will be in the layer <span class=\"term\">BelowPlayer</span> (or <span class=\"term\">Default</span> in the Overworld).\n                    <br>Example: <span class=\"term\">\"BelowPlayer\"</span></li><br>\n                    <li><span class=\"term\">bubbleHeight</span> - You can enter a static bubble height here if you want to. By default, this will\n                    be -1, which will auto compute the height of the bubble. However, bubbles have a minimum height of 40.\n                    <br>Example: <span class=\"term\">150</span></li><br>\n                </ul>\n                NOTE: To allow for using properties such as <span class=\"term\">Text.SetFont</span> and <span class=\"term\">Text.color</span> on the same frame as creating the text object, a one-frame delay is implemented by default: The text object will not create its letters or start typing until one frame after you call <span class=\"term\">CreateText</span>. As a consequence, expect a few properties such as <span class=\"term\">Text.color</span> and <span class=\"term\">Text.GetLetters</span> to run into issues if you run them on the same frame you use <span class=\"term\">CreateText</span>.\n                <br><br>\n                If you need to disable the one-frame delay, start your first line of text with the <span class=\"ref\">Text Command</span> <span class=\"term\">[instant]</span>. And if you need to disable <i>that</i> too, follow it up with <span class=\"term\">[instant:stop]</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.Remove()</span>\n                Shortcut to <span class=\"term\">Text.DestroyText</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.DestroyText()</span>\n                This function destroys a text object, similar to <span class=\"term\">.Remove()</span> for bullets and sprites.\n                <br><br>\n                Trying to get, set or call almost anything besides <span class=\"term\">Text.isactive</span> on a destroyed text object will error.\n                <br><br>\n                Note that this happens automatically if a text object closes itself, either by having the player close it or by closing automatically if <span class=\"term\">progressmode</span> is <span class=\"term\">\"auto\"</span>.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"luatable\"><span class=\"string\"></span></span>Text.text</span>\n                Returns all lines of text the text object is holding. The texts might be different to how you added them to the text object because of how CYF handles text.\n                <br><br>\n                For example, if your text is too long to be held within one line, the text object will replace spaces with newline characters when needed. This change will\n                be visible on the current line of text and all previous ones, but not on the lines of text which have yet to be displayed.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Text.isactive</span>\n                <b>Read-only.</b><br>\n                Tells you if a text object is active.\n                <br><br>\n                A text object will become inactive when it finishes its text and tries to continue,\n                or if you call <span class=\"term\">Text.DestroyText()</span>.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"string\"></span> Text.progressmode</span>\n                This value is used to set the progression mode of the text to one of the following values.\n                <ul>\n                    <li><span class=\"term\">\"auto\"</span>: Makes the text start a new line after a given number of frames\n                    set in <span class=\"term\">Text.SetAutoWaitTimeBetweenTexts()</span>.</li>\n                    <li><span class=\"term\">\"manual\"</span>: Makes the text require the player to press the Confirm button at\n                    the end of each line.</li>\n                    <li><span class=\"term\">\"none\"</span>: With this option, you will need to manually display the next line\n                    in-code using <span class=\"term\">Text.NextLine()</span>.</li>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Text.deleteWhenFinished</span>\n                This value is used to check whether the text object should be removed or not after the text is finished.\n                Its default value is <span class=\"term\">true</span>, meaning the text object will be automatically removed after the end of the text.\n                You can set it to <span class=\"term\">false</span> to automatically hide the text object once its text is complete, which allows you to reuse it later.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.x</span>\n                The local x position of the object, measured from the position of the text object's parent. This value depends on the object's pivot.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.y</span>\n                The local y position of the object, measured from the position of the text object's parent. This value depends on the object's pivot.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.absx</span>\n                The absolute x position of the object, measured from the bottom left corner of the screen. This value depends on the object's pivot.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.absy</span>\n                The absolute y position of the object, measured from the bottom left corner of the screen. This value depends on the object's pivot.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.textMaxWidth or Text.width</span>\n                Get or set the maximum width of the text. If the value is lower than 16, it'll be set back to 16.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.bubbleHeight</span>\n                Get or set the height of the bubble. If the value is lower than 40, it'll be set back to 40.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"string\"></span> Text.layer</span>\n                The sprite layer of the Text Object. If it doesn't exist, it returns an error. This is <span class=\"term\">\"BelowPlayer\"</span> by default.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>,\n                <span class=\"number\"></span>, <span class=\"number\"></span> = 1 </span> Text.color</span>\n                Get or set the color of the text, as a table of 3 or 4 values from 0 to 1.<br>For example, <span class=\"term\">\n                text.color = {1.0, 0.0, 0.0}</span> makes the text red.<br>Black areas are not affected by coloration.<br>\n                The 4th value is the alpha (transparency) value of the text.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>,\n                <span class=\"number\"></span>, <span class=\"number\"></span> = 255 </span> Text.color32</span>\n                Get or set the color of the text, as a table of 3 or 4 integer values from 0 to 255.<br>For example, <span class=\"term\">\n                text.color = {250, 0, 0}</span> makes it red.<br>Black areas are not affected by coloration.<br>\n                The 4th value is the alpha (transparency) value of the text.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.ResetColor(<span class=\"boolean\"></span> resetAlpha = false)</span>\n                Resets any previous set of the variable <span class=\"term\">Text.color</span> or <span class=\"term\">Text.color32</span>,\n                resetting the text's default color to the font's default color.<br>\n                This function will not reset the color's <span class=\"term\">alpha</span> if it was set in any way unless\n                <span class=\"term\">resetAlpha</span> is set to true.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.alpha</span>\n                Get or set the text's transparency, as a value between 0 and 1.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.alpha32</span>\n                Get or set the text's transparency, as an integer between 0 and 255.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.ResetAlpha()</span>\n                Resets the text object's <span class=\"term\">alpha</span> value, whether it was set through <span class=\"term\">Text.alpha</span>,\n                <span class=\"term\">Text.color</span> or <span class=\"term\">Text.color32</span>, resetting the text's default alpha to the font's default alpha.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.currentCharacter</span>\n                Returns a number representing the total number of characters currently shown in the text object's text.\n                <br>It also works the same if your text is slowed down or sped up.\n                <br><br>Text commands are also taken in account using this variable.\n                You can easily check where the text is currently at using this value and <span class=\"term\">Text.text</span>'s output.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.currentReferenceCharacter</span>\n                Returns a number representing the total number of visible characters currently shown in the text object's text.\n                <br>It also works the same if your text is slowed down or sped up.\n                <br><br>Any text commands that you have in your active line of text will be ignored by this number, as it only counts the visible characters, and not the length of the string you put into the text object.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.rotation</span>\n                Gets or sets a text object's rotation, in degrees. Will also rotate the text object's bubble if it has any.\n                <br><br>The text object will rotate around the bottom left corner of the first letter of the text object.\n                <br><br>It's clamped between 0 and 360, so if you set it to 365, it will become 5.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.adjustTextDisplay</span>\n                False by default. If set to true, CYF will try to adjust the text's position and scale to prevent jagged lines to appear if the text's scale or position is slightly off.\n                <br><br>Only taken in account if set, otherwise the global value set through the <span class=\"term\">adjusttextdisplay</span> Encounter variable is used.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.currentLine</span>\n                Returns the number of the line (page) that the text is currently on, starting from 0.\n                <br><br>So, if your text object's text table is <span class=\"term\">{\"Text 1\", \"Text 2\"}</span>, then <span class=\"term\">\"Text 1\"</span> is line 0, and <span class=\"term\">\"Text 2\"</span> is line 1.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"string\"></span> Text.linePrefix</span>\n                This variable will be added at the beginning of each line of text the text object will display.\n                <br><br>Useful for adding various text commands you want to apply to all lines of text displayed by a given text object.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.columnNumber</span>\n                Represents the number of columns used by some texts in CYF, such as the ITEM and ACT menu.\n                <br>If this is value is set, you should also consider changing <span class=\"term\">Text.columnShift</span>.\n                <br><br>This value is only ever used by the engine, so setting it to a specific value doesn't prevent you from using the character <span class=\"term\">\\t</span> as much as you like.\n                <br>Refer to the entry on <span class=\"term\">Text.columnShift</span> for more informations on the character <span class=\"term\">\\t</span>.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.columnShift</span>\n                Amount of horizontal pixels the letters moves by from its last column (or first character) whenever the character <span class=\"term\">\\t</span> is used.\n                <br><br>The <span class=\"term\">\\t</span> character is used in-engine for aligning columns of text. It affects the current line of the text and can be used several times on the same line to support more than two columns.\n                <br><br>For example, the following text will result with the following image:\n                <br><div class=\"code-container\"><pre class=\"brush: lua\">* Check \\t * Act 1 \\t * Act 2 \\n\n* Act 3 \\t * Act 4 \\t * Act 5 \\n\n\\t \\t * Act 6</pre></div>\n                <img src=\"../img/columns.png\" height=\"140\">\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"userdata\">sprite</span></span> Text.GetLetters()</span>\n                Returns a table containing sprite objects representing every letter to be displayed in the text object's current line of text. Note that even if a text object has not finished typing yet, all characters it will type are still accessible this way.\n                <h4>Letter sprite objects can not have their layer changed, can not run <span class=\"term\">sprite.Mask</span>, and can only be parented to other letter sprites. They cannot be deleted or dusted (using sprite.Dust()) as well.</h4>\n                <br>NOTE: Accessing this table generates the table anew every time. To save on resources, store this table to a local variable before doing any operations on it. Even code such as <span class=\"term\">for i = 1, #text.GetLetters() do</span> is a bad idea.\n                <br><br>\n                It is recommended to use this property in coordination with the <span class=\"ref\">Game Event</span> <span class=\"term\">OnTextAdvance</span>. You may also not be able to use this on the same frame as creating the text - read the note under <span class=\"term\">CreateText</span> for more information.\n                <br><br><br>\n                Here is an example of using <span class=\"term\">Text.GetLetters</span> to apply offset and rotation to every letter.\n                <br><div class=\"code-container\"><pre class=\"brush: lua\">local t = CreateText({\"Some example text for testing!\"}, {40, 400}, 560, \"Top\")\nt.HideBubble()\nt.progressmode = \"none\"\n\nfunction OnTextAdvance(text, final)\n    if text == t and final == false then -- optional if you only have one text object\n        local letters = t.GetLetters()\n\n        for i = 1, #letters do\n            letters[i].y = math.sin(i) * 3\n            letters[i].rotation = math.sin(i * 1.5) * 6\n        end\n    end\nend\n            </pre></div>\n            Alternatively, if you want it all done on the first frame, it's much more compact:\n            <br><div class=\"code-container\"><pre class=\"brush: lua\">local t = CreateText({\"[instant]Some example text for testing!\"}, {40, 400}, 560, \"Top\")\nt.HideBubble()\nt.progressmode = \"none\"\n\nlocal letters = t.GetLetters()\n\nfor i = 1, #letters do\n    letters[i].y = math.sin(i) * 3\n    letters[i].rotation = math.sin(i * 1.5) * 6\nend\n            </pre></div>\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"userdata\">function</span> Text.OnTextDisplay(<span class=\"userdata\">text</span> text)</span>\n                Every time this text object's letters are created, this function gets called. This function is the best\n                place to manipulate the text object's letters using <span class=\"term\">Text.GetLetters</span>.\n                <br><br>\n                The argument <span class=\"term\">text</span> is the text object itself.\n                <br><br>\n                If this value isn't set and the function <span class=\"term\">OnTextDisplay()</span> exists in the Encounter\n                script, it will call it with the text object as its argument.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SkipLine()</span>\n                This function skips to the end of the text object's current text, as if using the text command <span class=\"term\">[instant]</span>.<br>\n                If <span class=\"term\">playerskipdocommand</span> is true, this function will behave the same as a player skip.\n                See <span class=\"ref\">Special Variables</span> for an explanation on <span class=\"term\">playerskipdocommand</span>.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Text.lineComplete</span>\n                <b>Read-only.</b><br>\n                Returns true if the current line (page) of text is fully displayed, false otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Text.allLinesComplete</span>\n                <b>Read-only.</b><br>\n                Returns true if the current line of text is fully displayed <i>and</i> if this is the last line the test object will show, false otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.lineCount()</span>\n                This function returns the total number of lines/pages of text set to the text object, regardless of whether they've been shown yet.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.NextLine()</span>\n                Shows the next line (dialogue) of the text instantly, regardless of if the current one is finished or what progress mode the object has.<br>\n                If you run this function while this is this text object's last line, it will delete the text object if its\n                <span class=\"term\">Text.deleteWhenFinished</span> variable is set to true, othrwise it will deactive it until further use.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetWaitTime(<span class=\"number\"></span> time)</span>\n                Shortcut to <span class=\"term\">Text.SetAutoWaitTimeBetweenTexts</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetAutoWaitTimeBetweenTexts(<span class=\"number\"></span> time)</span>\n                Sets the number of frames to wait before automatically going to the next line of text.<br><i>Only applies to the \"auto\" progress mode.</i>\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetAnchor(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                If this text object has a parent set via <span class=\"term\">Text.SetParent</span>, this will control its anchor point\n                (the relative point on the parent sprite that the text object will follow if the parent sprite gets scaled).\n                <br><br>\n                <span class=\"term\">x</span> and <span class=\"term\">y</span> should usually both be between <span class=\"term\">0</span> and <span class=\"term\">1</span>.\n                However, you are free to use numbers outside of this range as well.\n                <br><br>\n                Works exactly the same as <span class=\"term\">sprite.SetAnchor</span> (see <span class=\"ref\">Sprites &amp; Animation</span>).\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> Text.xscale,<br>\n                <span class=\"number\"></span> Text.yscale<br></span>\n                Allows you to stretch and squish text objects, similarly to sprite objects.\n                <br><br>\n                This works at any point: while the text has not yet started to type, is in the middle of typing, is paused, between lines, even if it's done typing.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.Scale(<span class=\"number\"></span> xscale, <span class=\"number\"></span> yscale)</span>\n                Same as setting <span class=\"term\">Text.xscale</span> and <span class=\"term\">Text.yscale</span> at the same time.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.MoveBelow(<span class=\"userdata\">text</span> otherTextObject)</span>\n                Moves a text object below another text object.<br>They must both be on the same layer.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.MoveAbove(<span class=\"userdata\">text</span> otherTextObject)</span>\n                Moves a text object above another text object.<br>They must both be on the same layer.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SendToTop()</span>\n                Sends this text object to the top of its layer's hierarchy. If a sprite has 5\n                children, for instance, you can use this to rearrange this text object's position internally.\n                However, child text objects will always appear on top of their parents, regardless of this\n                function being called.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SendToBottom()</span>\n                Sends this text objct to the bottom of its layer's hierarchy. Similar rules apply as with <span class=\"term\">SendToTop()</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.AddText(<span class=\"luatable\"><span class=\"string\"></span></span> text <font style=\"color:#fff;\">(OR)</font> <span class=\"string\"></span> text)</span>\n                Adds the given text to the object's text table. Acts like <span class=\"term\">Text.SetText()</span> if all the text is already done.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetText(<span class=\"luatable\"><span class=\"string\"></span></span> text <font style=\"color:#fff;\">(OR)</font> <span class=\"string\"></span> text)</span>\n                Sets the text in the Text Object.<br>If the text object is inactive when this is called, the object will reactive itself.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetPause(<span class=\"boolean\"></span> pause)</span>\n                Pauses the text object's typing, in the same way as <span class=\"term\">[waitfor:key]</span>, except that it doesn't resume until you use this function again.\n                <br><br>However, while paused, text can still be skipped, unless <span class=\"term\">[noskip]</span> is applied to the text first.\n            </p>\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> Text.isPaused()</span>\n                This function will return a boolean, telling you whether text has been paused with <span class=\"term\">SetPaused</span>.\n                <br>It does not count if the text object was paused by other means, such as <span class=\"term\">[waitfor:key]</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetVoice(<span class=\"string\"></span> voiceName)</span>\n                Sets the voice of the text object. It's the same as the text command <span class=\"term\">[voice]</span>, but whatever.<br>\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetFont(<span class=\"string\"></span> fontName)</span>\n                Sets the font of the text. It's the same as the text command <span class=\"term\">[font]</span>, but whatever.<br>\n                Returns an error if the font doesn't exist.<br>\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetEffect(<span class=\"string\"></span> effect, <span class=\"number\"></span> intensity = -1)</span>\n                Sets the effect of the text. Can be easily replaced with the text command <span class=\"term\">[effect]</span>, but whatever.<br>\n                Can only take <span class=\"term\">none</span>, <span class=\"term\">twitch</span>, <span class=\"term\">shake</span> or\n                <span class=\"term\">rotate</span> as the effect.\n                <br><br>\n                If you want to use the default intensity value, enter <span class=\"term\">-1</span>.<br><br>\n            </p>\n            <p>\n                <br><span class=\"function\">Text.ShowBubble(<span class=\"string\"></span> side = nil, <span class=\"number\"></span>/<span class=\"string\"></span> position = nil)</span>\n                Use this function to add a bubble to the text. You can also set the side and the position of the tail (a.k.a. speech thing) if you\n                want to.<br>\n                Look at <span class=\"term\">Text.SetSpeechThingPositionAndSide</span> to see how to use this.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetTail(<span class=\"string\"></span> side, <span class=\"number\"></span>/<span class=\"string\"></span> position = \"50%\")</span>\n                Shorter (and better) alias of <span class=\"term\">Text.SetSpeechThingPositionAndSide</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.SetSpeechThingPositionAndSide(<span class=\"string\"></span> side,\n                <span class=\"number\"></span>/<span class=\"string\"></span> position = \"50%\")</span>\n                Sets the size and position of the dialogue bubble's tail (a.k.a speech thing). The <span class=\"term\">side</span> can only take\n                <span class=\"term\">\"left\"</span>, <span class=\"term\">\"right\"</span>, <span class=\"term\">\"up\"</span>, <span class=\"term\">\"down\"</span> or\n                <span class=\"term\">\"none\"</span>.<br>\n                <span class=\"term\">\"none\"</span> is used to hide the speech thing, while the other directions control the side of the bubble where the\n                speech thing is.<br><br>\n                <span class=\"term\">position</span> can be set to one of two things:\n                <ul>\n                    <li>A number. If the <span class=\"term\">side</span> is <span class=\"term\">\"left\"</span> or <span class=\"term\">\"right\"</span>, this will\n                    determine its distance from the bottom of the bubble. If the <span class=\"term\">side</span> is <span class=\"term\">\"up\"</span>\n                    or <span class=\"term\">\"down\"</span>, then this will determine its distance from the right side of the bubble.\n                    <br>If on the bottom or top of the bubble, this value can only be between 0 and the bubble's width. If on the left or right sides\n                    of the bubble, this value can only be between 0 and the bubble's height.</li><br>\n                    <li>A string. It must be formatted like <span class=\"term\">\"0%\"</span>, where you can replace the \"0\" with any percentage.\n                    If on the top or bottom of the bubble, <span class=\"term\">\"0%\"</span> will be the right side of the bubble and\n                    <span class=\"term\">\"100%\"</span> will be the left side of the bubble. If on the left or right side, <span class=\"term\">\"0%\"</span>\n                    will be the bottom of the bubble and <span class=\"term\">\"100%\"</span> will be the top of the bubble. The value can only be between\n                    \"0%\" and \"100%\".</li><br>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\">Text.HideBubble()</span>\n                A function that hides the bubble.\n            </p>\n            <p>\n                <br><span class=\"new function\">Text.Move(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Moves the text object by x pixels horizontally and y pixels vertically from its current position.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.MoveTo(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Moves the text to a new position, relative to the text object's parent's position.\n            </p>\n            <p>\n                <br><span class=\"function\">Text.MoveToAbs(<span class=\"number\"></span> x, <span class=\"number\"></span> y)</span>\n                Moves the text to a new position, relative to the bottom left corner of the window.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.GetTextWidth(<span class=\"number\"></span> firstLetter = 0,\n                <span class=\"number\"></span> lastLetter = 999999)</span>\n                Returns the width of the currently set text in pixels. Useful if you want to center your text.\n                <br>\n                Will give the same result even if the text isn't finished typing.\n                <br><br>\n                Also ignores <span class=\"term\">Text.xscale</span>.\n                <br><br>\n                <span class=\"term\">firstLetter</span> chooses the index of the first letter from which the text's width should\n                be computed, while <span class=\"term\">lastLetter</span> chooses the index of the last letter, and both start\n                with <span class=\"term\">0</span> as the index for the first letter.\n                <br><br>\n                The values of these arguments can be negative, in which case it will start from the end, pointing at the xth last\n                letter of the text. For example, using <span class=\"term\">Text.GetTextHeight(-4)</span> on the text\n                <span class=\"term\">I want some text</span> will start counting the text's width from the first t of \"text\", or\n                the 4th letter from the end of the text.\n            </p>\n            <p>\n                <br><span class=\"new function\"><span class=\"number\"></span> Text.GetTextHeight(<span class=\"number\"></span> firstLetter = 0,\n                <span class=\"number\"></span> lastLetter = 999999)</span>\n                Returns the height of the curently set text in pixels.\n                <br>\n                Will give the same result even if the text isn't finished typing.\n                <br><br>\n                Also ignores <span class=\"term\">Text.yscale</span>.\n                <br><br>\n                <span class=\"term\">firstLetter</span> chooses the index of the first letter from which the text's height should\n                be computed, while <span class=\"term\">lastLetter</span> chooses the index of the last letter, and both start\n                with <span class=\"term\">0</span> as the index for the first letter.\n                <br><br>\n                The values of these arguments can be negative, in which case it will start from the end, pointing at the xth last\n                letter of the text. For example, using <span class=\"term\">Text.GetTextHeight(-4)</span> on the text\n                <span class=\"term\">I want some text</span> will start counting the text's height from the first t of \"text\", or\n                the 4th letter from the end of the text.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Text.SetVar(<span class=\"string\"></span> yourVariableName, value)\n                <br></span>or <span class=\"function\">Text[<span class=\"string\"> yourVariableName</span>] = value</span></span>\n                Sets a variable in a text object that you can retrieve with <span class=\"term\">Text.GetVar</span>.<br>\n                Identical to <span class=\"term\">SetVar</span> in projectiles.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Text.GetVar(<span class=\"string\"></span> yourVariableName)\n                <br></span>or <span class=\"function\">Text[<span class=\"string\"> yourVariableName</span>]</span></span>\n                Gets a variable in a text object that you previously set with <span class=\"term\">Text.SetVar</span>.<br>\n                Identical to <span class=\"term\">GetVar</span> in projectiles.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/howtoread.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - How to read this documentation</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"How to read this documentation\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"howtoreadthisdocumentation\">\n            <h2>How to read this documentation</h2><br><br>\n            <hr>\n            <h4>Reading Function Examples</h4>\n            <br><br>\n            <p>After people had some problems reading the documentation correctly, I decided to create this little tutorial.</p>\n            <p>Let's say you see something in the documentation that looks like this:\n            </p>\n            <br>\n            <p>\n            <span class=\"function\">\n            <!-- <div class=\"code-container\"> -->\n            <!-- <pre class=\"brush: lua\"> -->\n            Screen.DispImg(<span class=\"string\"></span> path, <span class=\"number\"></span> ID, <span class=\"number\"></span> posX, <span class=\"number\"></span> posY, <span class=\"number\"></span> toneR = 255, <span class=\"number\"></span> toneG = 255, <span class=\"number\"></span> toneB = 255, <span class=\"number\"></span> toneA = 255)\n            <!-- </pre> -->\n            <!-- </div> -->\n            </span>\n            </p>\n            <br><br>\n            <p>There are several things to know here. First of all, the arguments have a type and a name. The name really is here just to help you to know\n            what the variable is,\n               you don't really have to care about it. However, the type is important, it determines what kind of variable you'll need to send.<br>\n            </p>\n            <p>\n               In this example, <span class=\"string\"></span> is a character chain (i.e. \"hello\"), and <span class=\"number\"></span> is any number (i.e. 4).\n            </p>\n            <br>\n            <p>One last thing with functions: some of these arguments have a value after them - this is the variable's <i>default value</i>. So, you can\n               use the function <i>without</i> including that argument.</p>\n            <p>In our example, that means that you can just call <span class=\"term\">Screen.DispImg(\"poseur\", 1, 320, 240)</span> - but you can add the\n               other values if you want to add them.<br><br>\n            </p>\n            </p>\n               However, if you need to set <span class=\"term\">toneB</span> in our example, you need to set <span class=\"term\">toneR</span> and <span class=\n               \"term\">toneG</span> before it, as well. If you want to keep the default values, just enter the ones the documentation says :P<br>\n               <br>So if we want to fully call this function and set <span class=\"term\">toneA</span> to 128, we have to call it like this: <br><br>\n               <!-- <div class=\"code-container\"><pre class=\"brush: lua\">Screen.DispImg(\"poseur\", 1, 320, 240, 255, 255, 255, 128)</pre></div> -->\n               <span class=\"term\">Screen.DispImg(\"poseur\", 1, 320, 240, 255, 255, 255, 128)</span>\n            </p>\n            <hr>\n            <h4>E, M and W</h4>\n            <br>\n            <p>\n               All over this documentation, you will find...<br>\n               <span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> isCYF [E/M/W]</span>\n               [E], [M], [W], or a mix of the three.\n               <br><br>\n               These simply mean that the relevant variable, function or object is accessible from:<br>\n               <ul>\n               <li><span class=\"term\">[E]</span>: <span class=\"term\">Encounter</span> scripts.</li>\n               <li><span class=\"term\">[M]</span>: <span class=\"term\">Monster</span> scripts.</li>\n               <li><span class=\"term\">[W]</span>: <span class=\"term\">Wave</span> scripts.</li>\n               </ul>\n            </p>\n            <hr>\n            <p>Finally, if you're a fan of Unitale and want to use it instead of CYF, but still want to use this documentation, note this: all the variables\n            or functions with this tag: <span class=\"CYF\"></span> are only usable in CYF.<br>\n            Additionally, this symbol indicates new or changed content in the most recent major version of Create Your Frisk, and\n            its sub-versions.</p>\n            <p>Now that you know how to read the documentation, you should keep reading! It'd be too bad if you stopped now :P</p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/item-list.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Item List</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Item List\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"api-keys\" style=\"color:#ffffff\">\n            <h2><span class=\"CYF\"></span> Item List</h2><br><br>\n\n            <p>\n                This page lists all items added in CYF, as well as their effect.\n            </p>\n\n            <br><p>\n            <h4>Consumable items:</h4>\n            <table>\n                <tr>\n                    <th>Item Name</th>\n                    <th>Effect</th>\n                    <th>Price</th>\n                    <th>Notes</th>\n                </tr>\n                <tr>\n                    <th>Bandage</th>\n                    <th>Restores 10 HP</th>\n                    <th>5 G</th>\n                    <th>Equipped by the Player as their armor by default</th>\n                </tr>\n                <tr>\n                    <th>Monster Candy</th>\n                    <th>Restores 10 HP</th>\n                    <th>5 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Spider Donut</th>\n                    <th>Restores 12 HP</th>\n                    <th>7 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Spider Cider</th>\n                    <th>Restores 24 HP</th>\n                    <th>18 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Butterscotch Pie</th>\n                    <th>Restores all HP</th>\n                    <th>900 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Snail Pie</th>\n                    <th>Restores all HP but one</th>\n                    <th>899 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Snowman Piece</th>\n                    <th>Restores 45 HP</th>\n                    <th>300 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Nice Cream</th>\n                    <th>Restores 15 HP</th>\n                    <th>15 G</th>\n                    <th>Part of the item's text is randomized upon use</th>\n                </tr>\n                <tr>\n                    <th>Bisicle</th>\n                    <th>Restores 11 HP</th>\n                    <th>15 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Unisicle</th>\n                    <th>Restores 11 HP</th>\n                    <th>8 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Cinnamon Bunny</th>\n                    <th>Restores 22 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Astronaut Food</th>\n                    <th>Restores 21 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Crab Apple</th>\n                    <th>Restores 18 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Sea Tea</th>\n                    <th>Restores 18 HP</th>\n                    <th>18 G</th>\n                    <th>This item doesn't increase the Player's speed in CYF</th>\n                </tr>\n                <tr>\n                    <th>Abandoned Quiche</th>\n                    <th>Restores 34 HP</th>\n                    <th>200 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Temmie Flakes</th>\n                    <th>Restores 2 HP</th>\n                    <th>6 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Dog Salad</th>\n                    <th>Randomly restores between 2, 10, 30 and all HP</th>\n                    <th>10 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Instant Noodles</th>\n                    <th>Restores 15 HP outside of battle, 4 HP in battle</th>\n                    <th>30 G</th>\n                    <th>This item's use description is excruciatingly long</th>\n                </tr>\n                <tr>\n                    <th>Hot Dog...?</th>\n                    <th>Restores 20 HP</th>\n                    <th>30 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Hot Cat</th>\n                    <th>Restores 21 HP</th>\n                    <th>30 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Junk Food</th>\n                    <th>Restores 17 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Hush Puppy</th>\n                    <th>Restores 65 HP</th>\n                    <th>600 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Starfait</th>\n                    <th>Restores 14 HP</th>\n                    <th>60 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Glamburger</th>\n                    <th>Restores 27 HP</th>\n                    <th>120 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Legendary Hero</th>\n                    <th>Restores 40 HP</th>\n                    <th>300 G</th>\n                    <th>This item doesn't increase the Player's ATK in CYF</th>\n                </tr>\n                <tr>\n                    <th>Steak in the Shape of Mettaton's Face</th>\n                    <th>Restores 60 HP</th>\n                    <th>500 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Potato Chisps</th>\n                    <th>Restores 13 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Bad Memory</th>\n                    <th>Restores all HP if HP is 3 or lower, otherwise reduces HP by 1</th>\n                    <th>10 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Last Dream</th>\n                    <th>Restores 17 HP</th>\n                    <th>25 G</th>\n                    <th></th>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <u>NOTE:</u> Weapons do not modify the usual ATTACKING state.\n            <br>\n            <h4>Weapons:</h4>\n            <table>\n                <tr>\n                    <th>Item Name</th>\n                    <th>Effect</th>\n                    <th>Price</th>\n                    <th>Notes</th>\n                </tr>\n                <tr>\n                    <th>Toy Knife</th>\n                    <th>3 ATK</th>\n                    <th>30 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Tough Glove</th>\n                    <th>5 ATK</th>\n                    <th>50 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Ballet Shoes</th>\n                    <th>7 ATK</th>\n                    <th>100 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Torn Notebook</th>\n                    <th>2 ATK</th>\n                    <th>55 G</th>\n                    <th>This item doesn't increase the Player's INV in CYF</th>\n                </tr>\n                <tr>\n                    <th>Burnt Pan</th>\n                    <th>10 ATK</th>\n                    <th>200 G</th>\n                    <th>This item doesn't increase the efficiency of consumable items in CYF</th>\n                </tr>\n                <tr>\n                    <th>Empty Gun</th>\n                    <th>12 ATK</th>\n                    <th>350 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Worn Dagger</th>\n                    <th>15 ATK</th>\n                    <th>500 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Real Knife</th>\n                    <th>99 ATK</th>\n                    <th>99999 G</th>\n                    <th></th>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Armors:</h4>\n            <table>\n                <tr>\n                    <th>Item Name</th>\n                    <th>Effect</th>\n                    <th>Price</th>\n                    <th>Notes</th>\n                </tr>\n                <tr>\n                    <th>Faded Ribbon</th>\n                    <th>3 DEF</th>\n                    <th>30 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Manly Bandanna</th>\n                    <th>7 DEF</th>\n                    <th>50 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Old Tutu</th>\n                    <th>10 DEF</th>\n                    <th>100 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Cloudy Glasses</th>\n                    <th>6 DEF</th>\n                    <th>35 G</th>\n                    <th>This item doesn't increase the Player's INV in CYF</th>\n                </tr>\n                <tr>\n                    <th>Stained Apron</th>\n                    <th>11 DEF</th>\n                    <th>200 G</th>\n                    <th>This item doesn't increase the efficiency of consumable items in CYF</th>\n                </tr>\n                <tr>\n                    <th>Cowboy Hat</th>\n                    <th>12 DEF</th>\n                    <th>350 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Heart Locket</th>\n                    <th>15 DEF</th>\n                    <th>500 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>The Locket</th>\n                    <th>99 DEF</th>\n                    <th>99999 G</th>\n                    <th></th>\n                </tr>\n                <tr>\n                    <th>Temmie Armor</th>\n                    <th>20 DEF</th>\n                    <th>99999 G</th>\n                    <th>All of this item's secondary effects aren't applied in CYF (ATK +, HP Regen, INV +)</th>\n                </tr>\n            </table>\n            </p>\n\n            <br><p>\n            <h4>Miscellaneous:</h4>\n            <table>\n                <tr>\n                    <th>Item Name</th>\n                    <th>Effect</th>\n                    <th>Price</th>\n                    <th>Notes</th>\n                </tr>\n                <tr>\n                    <th>Stick</th>\n                    <th>Displays a message</th>\n                    <th>50 G</th>\n                    <th>Equipped by the Player as their weapon by default</th>\n                </tr>\n                <tr>\n                    <th>Testing Dog</th>\n                    <th>Displays a message</th>\n                    <th>0 G</th>\n                    <th></th>\n                </tr>\n            </table>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-howto-animevent.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - How to add an animation to an event</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"How to animate an event\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-howto-animevent\">\n            <h2><span class=\"CYF\"></span>The Overworld: How to add an animation to an event</h2><br><br>\n\n\n            <p>\n                Tired of all these static events? Do you want them to be animated, to bring more life to your map? You're in the right place!<br>\n                Animating events is (again) something very easy, but it may be time-consuming. This animator is used like\n                <span class=\"term\">sprite.SetAnimation()</span>, only the ways you fill in data are different.\n            </p>\n            <br>\n            <p>\n                <li>All the animations are driven by a component named <span class=\"term\">CYFAnimator</span>. Click on the event you want to add this\n                component in, go at the very bottom of the Inspector tab, then click on the button \"Add component\".</li>\n                <li>Enter \"CYFAnimator\" and you should be able to find it. Click and it'll be added.</li>\n            </p>\n\n            <br><img src=\"../img/CYFAnimator screenshot.png\" alt=\"CYFAnimator screenshot\"><br><br>\n            <p>\n                This is a working example of the <span class=\"term\">CYFAnimator</span> object.\n                The 8 animations pictured here are the minimum ones required to make the component run correctly.\n            </p>\n            <br>\n            <p>\n                You should be able to see some variables. Here is a description of each of them:\n                <li><span class=\"term\">Movement Direction</span>: The direction that the event goes. Normally, you don't need to modify this,\n                as the component will calculate this by itself.</li>\n                <li><span class=\"term\">Begin Anim</span>: The name of the animation that the event will start with.</li>\n                <li><span class=\"term\">Special Header</span>: This variable is used to modify the event's animation scheme.<br>\n                Normally, the event will start the animations <span class=\"term\">StopDown</span>, <span class=\"term\">StopUp</span>,\n                <span class=\"term\">MovingDown</span>,  <span class=\"term\">MovingUp</span> and all the others in the screenshot.<br>\n                But if you set this variable, it'll act as a prefix for the animations.<br>\n                So, if this variable is set to \"Frisk\", the <span class=\"term\">CYFAnimator</span> component will use\n                <span class=\"term\">FriskMovingDown</span>, <span class=\"term\">FriskMovingUp</span>, ... instead of the others.\n                <br><br>\n                There is one exception to this scheme. If the special header is equal to an animation's name, said animation will be the only one used\n                while the special header has this value.</li>\n                <li><span class=\"term\">Anims</span>: Your list of animations. Check the screenshot above to see how you should fill it.\n                <br><br>\n                <b>NOTE:</b> While any mix of the above animations is fine, such as only having vertical animations if your event will only move up and down,\n                an animation named \"StopDown\" is <b>required</b> for every event with a CYFAnimator component. It is the default animation, and the absolute\n                bare minimum to include if you wish to have a CYFAnimator component.</li>\n            </p>\n            <hr>\n            <p>\n                And that's it for animated events! As I said, the biggest part here is to fill in the Anims list, so it's not much of a deal!<br><br>\n                If you had any problems with this tutorial, please tell me what went wrong.<br>\n                If you see any ways that this tutorial can be improved, please tell me that as well.<br>\n                You'll have more chances to contact me on Unitale's Discord server - the response will be way faster and it will be much\n                smoother than using messages on reddit.<br>\n                Here is the link to the <a href=\"https://discord.gg/0c8fN7KCwBh4ZBL9\">Discord server</a>.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-howto-event.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - How to create an event in Unity</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"How to create an event\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-howto-event\">\n            <h2><span class=\"CYF\"></span>The Overworld: How to create an event in Unity</h2><br><br>\n\n            <p>\n                If you want to make a good map, creating events is something that you might want to get used to.<br>\n                Making events is not complicated, though, you just need to know what to tweak.\n            </p>\n            <br>\n            <p>\n                <li>The first thing that you'll have to do is, of course, to open the map you want to add the event in.</li>\n                <li>As you may have seen in the previous tutorial, Unity uses \"prefabs\". These are generic objects that can\n                be used in different scenes across the project.<br><br>\n                Here, you'll want to go to the Project tab and go to <span class=\"term\">Assets/Resources/prefabs</span> to see them.<br>\n                The one that interests us here is the <span class=\"term\">Event1</span> prefab. Click and drag it to the GameObject list\n                to create an instance of this prefab.</li>\n            </p>\n            <br>\n            <p>\n                Now, as you can see, there are two different objects, both named \"Event1\".<br>\n                You <b>absolutely need to</b> rename the parent GameObject to <span class=\"term\">\"SpritePivot\"</span> in order for the event to be correctly layered.<br><br>\n                This is a workaround I use to correctly layer the sprites.<br>\n                The position (transform data) of the event must be held by the parent GameObject\n                in order for its layer to be correctly set. You can modify the position of the child GameObjct if you want to, and it'll\n                move the layer point accordingly.<br>\n                <a href=\"https://forum.unity3d.com/threads/official-2d-sorting-feedback.376707/#post-3167142\">For more infomation about this workaround and how it works, go here.</a>\n            </p>\n            <hr>\n            <p>\n                Now the event is ready! Simple, isn't it? However, you'll want to modify it now. Keeping the object like this is not recommended.<br>\n                What follows is a list of things that you can modify.\n            </p>\n            <br>\n            <p>\n                <ul>\n                <li><span class=\"term\">GameObject</span>:<ul>\n                    <li><span class=\"term\">Name</span>: All events must have a different name, so find one that fits this event!</li>\n                </ul></li>\n                <li><span class=\"term\">RectTransform</span>:<ul>\n                    <li><span class=\"term\">PosX</span>, <span class=\"term\">PosY</span>: The position of the event.</li>\n                    <li><span class=\"term\">Anchors</span>: The anchors of the event. Must have the same value!</li>\n                    <li><span class=\"term\">Pivot</span>: Pivot of the event. It changes the object's position!</li>\n                </ul></li>\n                <li><span class=\"term\">SpriteRenderer</span>:<ul>\n                    <li><span class=\"term\">Sprite</span>: This is not what will be used to display the sprite.<br>\n                    But, you can still use this to see if the event's sprite looks good and to modify its hitbox.</li><br>\n                    <u style=\"color:#ff0000\">NOTE:</u> In order to make your Event appear in the same place in-game as in the editor,\n                    use Unity to change the \"Pivot\" property of the imported sprite image to \"Bottom\" instead of \"Center\". Otherwise, in the editor,\n                    you'll only be able to tell an Event's actual position by its hitbox and not its visual location.\n                    <br>\n                </ul></li>\n                <li><span class=\"term\">BoxCollider</span>:<ul>\n                    <li><span class=\"term\">Edit Collider</span>: Lets you modify the event's hitbox.</li>\n                    <li><span class=\"term\">Is Trigger</span>: Must be activated to allow Touch events.</li>\n                    <li><span class=\"term\">Offset</span>, <span class=\"term\">Size</span>: Same as the <span class=\"term\">Edit Collider</span> Button.</li>\n                </ul></li>\n                <li><span class=\"term\">EventOW</span>:<ul>\n                    <li><span class=\"term\">Script to Load</span>: Name of the event script to load when triggering this event.\n                The event must be in the directory <span class=\"term\">MAPMOD/Lua/Events/</span>.</li>\n                    <li><span class=\"term\">Actual Page</span>: The first page of the event (and in-game, the current page of the event).</li>\n                    <li><span class=\"term\">Event Triggers</span>: <span style=\"color:#ff0000\">This part MUST NOT be forgotten.</span>\n                    It is the most important part of the event.<br><br>\n                    In your event's Lua code, you will need to create <span class=\"term\">EventPage0</span>, followed by one function for each event page you want,\n                    following the pattern <span class=\"term\">\"EventPage\" + Page number</span>, starting at 0.<br><br>\n                    For instance: <span class=\"term\">EventPage0</span>, followed by <span class=\"term\">EventPage1</span>, <span class=\"term\">EventPage2</span>\n                    ...until you have all the functions you want.<br><br>\n                    <b><span class=\"term\">EventPage0</span></b> is a special event that is <b>always automatically called</b> as soon as the map loads.<br>\n                    So any custom events that you want to use the Event Trigger system below should be in <span class=\"term\">EventPage1</span> and after.\n                    <br><br><br>\n                    Back in Unity, for each X value in the <span class=\"term\">Event Trigger</span> table, you need to give the Page number,\n                    and for each matching Y value, you'll need to input the trigger type of the event:\n                    <br><br>\n                    <ul>\n                        <li><span class=\"term\">0</span>: <b>Confirm Button</b>. Activates when the player presses <span class=\"term\">Z</span> on this event.</li><br>\n                        <li><span class=\"term\">1</span>: <b>Touch</b>. Activates when the player collides with this event's hitbox.<br><br>\n                        <b>NOTE</b>: In order to have a Touch event, you must check <b><span class=\"term\">Is Trigger</span></b> in the event's\n                        <span class=\"term\">BoxCollider</span> component, and also use <span class=\"term\">Event.IgnoreCollision</span> in\n                        <span class=\"term\">EventPage0</span>. See <span class=\"ref\">The Event Object</span>.</li><br>\n                        <li><span class=\"term\">2</span>: <b>Automatic</b>. Activates instantly, as soon as the map loads.</li><br>\n                        <li><span class=\"term\">3</span>: <b>Parallel Process</b>. Also called a coroutine. Activates on every frame, identical\n                        to <span class=\"term\">Update</span> in Mods.</li><br>\n                    </ul>\n                    <li><span class=\"term\">Move Speed</span>: The speed of the event in px/frame, if you want to move the event.</li>\n                </ul></li>\n                <li><span class=\"term\">AutoloadResourcesFromRegistry</span>:<ul>\n                    Used to select a \"default\" sprite for this Event. Think of it the same as how a sprite path is necessary to use <span class=\"term\">CreateSprite</span>.\n                    <li><span class=\"term\">Sprite Path</span>: Path of the sprite from <span class=\"term\">MAPMOD/Sprites</span>.\n                </ul></li>\n                </ul>\n            </p>\n            <br>\n            <p>\n                Now you'll need to create your event's script. It needs to be located at <span class=\"term\">MAPMOD/Lua/Events</span>.\n            </p>\n            <hr>\n            <p>\n                If you want to permanently disable an event in-game, set its event page to -1. It'll be automatically deleted when you enter the map.\n            </p>\n            <br>\n            <p>\n                All other values must not be changed, unless you know what you're doing<br>\n                (except for some self-explanatory values like <span class=\"term\">SpriteRenderer</span>'s <span class=\"term\">FlipX</span>/\n                <span class=\"term\">FlipY</span>)\n            </p>\n            <br>\n            <p>\n                If you had any problems with this tutorial, please tell me what went wrong.<br>\n                If you see any ways that this tutorial can be improved, please tell me that as well.<br>\n                You'll have more chances to contact me on Unitale's Discord server - the response will be way faster and it will be much\n                smoother than using messages on reddit.<br>\n                Here is the link to the <a href=\"https://discord.gg/0c8fN7KCwBh4ZBL9\">Discord server</a>.\n            </p>\n            <br>\n            <p>\n                I hope that you enjoyed the tutorial!\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-howto-map.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - How to create a map in Unity with Tiled2Unity</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"How to create a map\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-howto-map\">\n            <h2><span class=\"CYF\"></span> The Overworld: How to create a map in Unity with Tiled2Unity</h2><br><br>\n\n            <p>\n                Creating a map for CYF is not that difficult. All that you need to do is follow the rules.\n                There are a lot of them, but as long as you stick to them, you'll be fine.\n            </p>\n\n            <p>\n                The very first step is to create the map in Tiled, and save it.<br>\n                <u>Tip:</u> Undertale's tiles are 20x20 pixels, with a scale factor of 2: I suggest for you to\n                make a tileset of 40x40px tiles so you will not have to worry about scaling.\n            </p>\n\n            <br><img src=\"../img/Tiled2Unity screenshot.png\" alt=\"Tiled2Unity screenshot\"><br><br>\n            <p>\n                <li>Open Tiled2Unity.exe</li>\n                <li><span class=\"term\">File</span> --> Choose your .tmx file</li>\n                <li><span class=\"term\">Export To</span> --> <span class=\"term\">PathToCYF\\Assets\\Tiled2Unity\\Tiled2Unity.export.txt</span></li>\n                <li>Click the <span class=\"term\">Big Ass Export Button</span></li>\n                <li>Close Tiled2Unity and open Unity</li>\n            </p>\n            <br>\n            <p>\n                <li>Now that you're in Unity, you should create a scene, then delete the Main Camera object, save and then name the map\n                (the name will be important!)</li>\n                <li>Open the scene <span class=\"term\">Assets\\Scenes\\test4.unity</span>, copy all its contents and paste them into your newly\n                created scene.</li>\n                <li>In the <span class=\"term\">Project</span> tab, go to <span class=\"term\">Assets\\Tiled2Unity\\Prefabs</span> and you should\n                see your map. Drag and drop it over the scene. (Put it in the root, not in a directory)</li>\n                <li>Go to <span class=\"term\">Assets\\Resources\\Prefabs</span> and include <span class=\"term\">Main Camera OW</span> like you\n                did in the previous  line. Now you should be able to see something in the Game tab!</li>\n            </p>\n            <br>\n            <p>\n                <li>Remove the map in <span class=\"term\">Background</span>, disable the objects <span class=\"term\">Foreground</span> and\n                <span class=\"term\">Bottom</span> by clicking on each object, going to the Inspector and unchecking the box right next to the\n                object's name.</li>\n                <li>Move your map so that the bottom-left corners of the map and the camera are at the same coordinates.</li>\n                <li>Delete everything that is in the GameObject <span class=\"term\">Background</span>, except for the TPs. You'll see that\n                  your map object is composed of every layer that you've added in your map.</li>\n                 <li>Now, inside of <span class=\"term\">Background</span>, you'll have to insert the main object component of your map and\n                  its colliders (in your object layers).<br>\n                  If Unity asks you if you want to break the prefab, say \"Yes\".</li>\n                <li>If there are other layers, just put them in the root.</li>\n                <li>Delete the object which contained all the map elements.</li>\n            </p>\n            <br>\n            <p>\n                <li>Adjust so that <span class=\"term\">Background</span>'s RectTransform fits in the map. It's very important,\n                    as the RectTransform bounds are used for map scrolling.<br>\n                  <u>Tips:</u>\n                  <ul>\n                      <li>Put all of <span class=\"term\">Background</span>'s children in the root or as the children of another object, so\n                        that their position isn't changed while the background moves.</li>\n                      <li>Then, <span class=\"term\">Background</span>'s RectTransform size will be equal to (the bounds of the map / 100) - so,\n                        if your map is 640x480, the size will be 6.4 by 4.8.</li>\n                      <li>Now, center the main map object to make it fit inside of <span class=\"term\">Background</span>'s\n                      <span class=\"term\">RectTransform</span>.</li>\n                      <li>Don't forget that <span class=\"term\">Background</span>'s <span class=\"term\">RectTransform</span>'s bottom-left corner\n                        must be at the same coordinates as the <span class=\"term\">Main Camera OW</span>'s\n                        <span class=\"term\">RectTransform</span>'s bottom-left corner!</li>\n                      <li>Now, when everything is all done, put <span class=\"term\">Background</span>'s old children back to their original places\n                      as <span class=\"term\">Background</span>'s children.</li>\n                  </ul></li>\n                  <br>NOTE: The absolute minimum size for a map for the camera to function properly is 640x480.\n            </p>\n            <br>\n            <p>\n                <li>For each map component, go to the component <span class=\"term\">Sorting Layer Exposed</span> and set the value\n                  <span class=\"term\">Order in Layer</span> to 0.</li>\n                <li>For each map component, you'll need to set the Z value of the map. The Z value works like\n                  this: the greater it is, the further into the background a component will be.<br>\n                  Set <span class=\"term\">Background</span>'s Z value to 140, then play around this value to set the Z value of other\n                  background layers (between 139 and 141; you can use decimal numbers, of course).<br>\n                  For foreground layers' Z values, you should use values between -1.5 and -0.5.<br>\n                  <u>Warning</u>: The maps' Z value must be set to 0 after setting the layers' Z values!</li>\n            </p>\n            <br>\n            <p>\n                <li>Edit, add and/or remove the TP objects. You'll have to set some values for the TP: see the\n                  component <span class=\"term\">TP Handler</span>.\n                  <ul>\n                      <li><span class=\"term\">Scene Name</span> = Name of the destination scene of the TP.</li>\n                      <li><span class=\"term\">Position</span> = Position of the player in the destination map, from the bottom-left corner of\n                      the map.</li>\n                      <li><span class=\"term\">Direction</span> = Direction the player will be facing after the TP. <span class=\"term\">2</span> = Down,\n                      <span class=\"term\">4</span> = Left, <span class=\"term\">6</span> = Right, <span class=\"term\">8</span> = Up.<br>\n                      (I used the NumPad for this, yeah ^^)</li>\n                      <li><span class=\"term\">Activated</span> = Boolean used when the TP is activated. Don't activate it manually!</li>\n                  </ul></li>\n            </p>\n            <br>\n            <p>\n                <li>Change the layer of all of the colliders. Give them the layer <span class=\"term\">BlockingLayer</span>.<br>\n                  <u>Tip:</u> Select the first one, then shift-click on the last one. Then, you can change the\n                      layer of all objects simultaneously!</li>\n                <li>Finally, modify the data in the object <span class=\"term\">Background</span>, in the <span class=\"term\">Map Info</span> Component.\n                  <ul>\n                      <li><span class=\"term\">Music</span> = Name of the BGM played on the map. The BGM must be in the <span class=\"term\">Audio</span>\n                      folder of the mod or the <span class=\"term\">Default</span> folder.</li>\n                      <li><span class=\"term\">Mod To Load</span> = Name of the mod loaded by the map.</li>\n                      <li><span class=\"term\">Is Music Kept Between Battles</span> = Makes the Overworld music keep playing during battles\n                      (like the CORE in Undertale). If unsure, leave unchecked.</li>\n                      <li><span class=\"term\">No Random Encounter</span> = Check to disable random encounters on your map. If left unchecked, random\n                      encounters will occur, by randomly choosing an encounter .lua file from the mod set in <span class=\"term\">Mod To Load</span>.\n                      Will exclude any encounters whose names start with <span class=\"term\">#</span>.</li>\n                  </ul></li>\n                <li>When everything is ready, remove the <span class=\"term\">Main Camera OW</span> object and save the map.</li>\n            </p>\n            <hr>\n            <p>\n                <h4>Now, it's time to test it!</h4><br><br>\n                Your map is now ready! But it isn't playable yet...Before testing it, we'll need to add it to the Build.<br><br>\n                When you're on your newly created map, open <span class=\"term\">File</span> --> <span class=\"term\">Build Settings</span>...<br>\n                Click on the button <span class=\"term\">Add Open Scenes</span> while you're on your map. It should now be in the list of Scenes in the\n                Build. It'll be built with the project and it can now be used!\n            </p><br>\n            <p>\n                <li>Open the scene <span class=\"term\">Assets\\Scenes\\TransitionOverworld.unity</span> and search for the GameObject\n                  <span class=\"term\">Main Camera OW</span>.<br>\n                  <li>Go to the component <span class=\"term\">Transition Overworld</span> and change the values.</li>\n                  <ul>\n                  <li><span class=\"term\">First Level To Load</span>: Name of the first scene to load.</li>\n                  <li><span class=\"term\">Beginning Position</span> = Position of the player in the first map, from the bottom-left corner\n                        of the map.</li>\n                  </ul>\n              </li>\n              <li>Load the scene <span class=\"term\">Disclaimer.unity</span> and launch the game.<br>\n                Start a new game if you've already saved.<br><br>\n                You should now be in your map!</li>\n            </p>\n            <br>\n            <p>\n                Run some tests on the map if there are problems.<br>\n                If there are no problems, you can now move on to adding events!<br><br>\n            </p>\n            <hr>\n            <p>\n                If you had any problems with this tutorial, please tell me what went wrong.<br>\n                If you see any ways that this tutorial can be improved, please tell me that as well.<br>\n                You'll have more chances to contact me on Unitale's Discord server - the response will be way faster and it will be much\n                smoother than using messages on reddit.<br>\n                Here is the link to the <a href=\"https://discord.gg/0c8fN7KCwBh4ZBL9\">Discord server</a>.\n            </p>\n            <br>\n            <p>\n                I hope that you enjoyed the tutorial! If you're ready to add an event, go to the next tutorial!\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-howto-shop.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - How to create a shop</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"How to create a shop\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-howto-shop\">\n            <h2><span class=\"CYF\"></span>The Overworld: How to create a shop</h2><br><br>\n\n            <p>\n                You may know what a shop is in Undertale. Well, here you'll learn how to make one in Create Your Frisk!\n                <br><br>\n                Shop scripts contain some of the same functions and objects that are in all scripts, such as the <span class=\"term\">Audio</span> object,\n                the <span class=\"term\">NewAudio</span> object, the <span class=\"term\">Inventory</span> object, the <span class=\"term\">Input</span> object,\n                the <span class=\"term\">Misc</span> object, and the <span class=\"term\">Time</span> object, as well as <span class=\"term\">RealGlobals</span>\n                and <span class=\"term\">AlMightyGlobals</span>.\n                <br>The variables <span class=\"term\">isCYF</span>, <span class=\"term\">safe</span>, <span class=\"term\">windows</span>\n                and <span class=\"term\">CYFversion</span> are also accessible (see <span class=\"ref\">Overworld - Basics</span>).\n                <br><br>\n                Finally, the functions <span class=\"term\">CreateSprite</span>, <span class=\"term\">CreateLayer</span> and\n                <span class=\"term\">CreateText</span> are all accessible (see <span class=\"ref\">Overworld - Basics</span> for differences in functionality),\n                as well as the <span class=\"ref\">Game Event</span> <span class=\"term\">OnTextAdvance</span>.\n                <br><br>\n                <h4><span style=\"color:#aa0000;line-height:30px;\"><u>CAUTION! You will need to code in C# for some aspects of this feature!</u></span></h4>\n                In the future, Items will be defined in a Lua file, along with the rest of the Overworld. Until then, if you wish to use this feature\n                in your CYF fangame, you will need to read <a href=\"overworld.html\">Overworld - Basics</a> to learn how to open this project in Unity,\n                edit its source code, and build it.\n            </p>\n            <hr>\n            <p>\n                Shop scripts have their own State system. You can't directly access them, but here is a list of the shop's states:\n                <ul>\n                    <li><span class=\"term\">MENU</span> - The main menu of the Shop script.</li>\n                    <li><span class=\"term\">BUY</span> - The Buy menu of the Shop script.</li>\n                    <li><span class=\"term\">BUYCONFIRM</span> - State for confirming a purchase when buying an item.</li>\n                    <li><span class=\"term\">SELL</span> -The Sell menu of the Shop script.</li>\n                    <li><span class=\"term\">SELLCONFIRM</span> - State for confirming a sale when selling an item.</li>\n                    <li><span class=\"term\">TALK</span> - The Talk menu of the Shop script.</li>\n                    <li><span class=\"term\">TALKINPROGRESS</span> - Entered when a Talk option is chosen and its assigned text is displayed.</li>\n                    <li><span class=\"term\">EXIT</span> - Entered while showing the exit text of the shop, just before leaving.</li>\n                    <li><span class=\"term\">INTERRUPT</span> - Entered when interrupting the action of any other state. See the function\n                    <span class=\"term\">Interrupt()</span> for more details.</li>\n                </ul>\n            </p>\n            <p>\n                If you don't know what to do or where to start, I suggest you look at the file <span class=\"term\">Examples 2/Lua/Shops/Dummy.lua</span> to\n                visualize how it's done.\n            </p>\n            <p>\n                Other than that, other functions and variables are available, to personalize your shop. The following is a detailed list of those.<br>\n            </p>\n            <hr>\n            <h3>Setting up your shop for use in the overworld</h3>\n            <p>\n                CYF's shops are different from what you've seen so far.<br>\n                Your shop scripts are to be put in the directory <span class=\"term\">YOURMOD/Lua/Shops/</span>.\n                <br><br>A shop can be loaded with this function:\n                <span class=\"function\">General.EnterShop(<span class=\"string\"></span> scriptName)</span>\n                Enters a shop scene from the overworld.<br>\n                <span class=\"term\">scriptName</span> should be the name of your shop's lua file, without the extension.\n                <br>So, if you have want to load <span class=\"term\">YOURMOD/Lua/Shops/shop.lua</span>, you would use\n                <span class=\"term\">General.EnterShop(\"shop\")</span>.\n            </p>\n\n            <hr>\n            <h3>Shop variables</h3>\n            <br>\n\n            <p>\n                <ul>\n                    <li><span class=\"userdata\">sprite</span> <span class=\"term\">background</span> - A sprite object used as the background of the shop. Optimally, this sprite should be 640x240 pixels.</li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">returnscene</span> - The name of the scene the Player will go back to when exiting the shop.</li>\n                    <br>\n                    <li><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span></span> <span class=\"term\">returnpos</span> - A table containing the position the Player will appear at in the map when leaving the shop.</li>\n                    <br>\n                    <li><span class=\"number\"></span> <span class=\"term\">returndir</span> - Direction the Player will face when returned to the overworld.<br>\n                    Possible values:\n                    <ul>\n                        <li><span class=\"term\">2</span>: Down</li>\n                        <li><span class=\"term\">4</span>: Left</li>\n                        <li><span class=\"term\">6</span>: Right</li>\n                        <li><span class=\"term\">8</span>: Up</li>\n                    </ul>\n                    </li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">music</span> - Name of the music file the shop will use. The music file must be .ogg or .wav and must be in\n                    <span class=\"term\">YOURMOD/Audio</span>.</li>\n                    <br>\n                    <li><span class=\"luatable\"><span class=\"luatable\"><span class=\"string\"></span></span>,\n                    <span class=\"luatable\"><span class=\"string\"></span></span>, <span class=\"luatable\"><span class=\"number\"></span></span></span> <span class=\"term\">buylist</span> - A table defining which items the shop will have in store.<br>\n                    This table is composed of 3 other tables:\n                        <ul>\n                            <li>The first table contains the names of the items to be sold.<br>\n                            The items must be in the item database (<span class=\"term\">CYF/Scripts/Inventory/Inventory.cs</span>).</li><br>\n                            <li>The second table contains the descriptions for each item.</li><br>\n                            <li>The third table contains the prices of each item.<br>\n                            Use -1 to use the price set in the database (<span class=\"term\">CYF/Scripts/Inventory/Inventory.cs</span>).<br>\n                            Use 0 to make the item display as \"--- SOLD OUT ---\" like in Undertale. The player will not be able to buy it.</li>\n                        </ul>\n                    </li>\n                    <br>\n                    <li><span class=\"luatable\"><span class=\"luatable\"><span class=\"string\"></span></span>,\n                    <span class=\"luatable\"><span class=\"luatable\"><span class=\"string\"></span></span> or <span class=\"string\"></span></span></span> <span class=\"term\">talklist</span> - A table containing the list of all the talk options in the shop. This table is composed of 2 other tables:\n                        <ul>\n                            <li>The first table contains the name of each TALK option the Player can pick.</li>\n                            <li>The second table contains the text associated with these TALK actions. These can each be a single string or a table of\n                            strings.</li>\n                        </ul>\n                        <br>\n                        Example setup:\n                        <div class=\"code-container\">\n                        <pre class=\"brush: lua;\">\ntalklist = {\n    { \"Job\", \"Hobbies\", \"Threaten\", \"Sell?\" },\n    {\n        { \"Me?\", \"I'm just a shopkeeper.\" },\n        \"Just a shopkeeper.\",\n        { \"Threats? I'm not impressed, I'm just a shopkeeper.\" },\n        { \"So you have items to sell?\",\n          \"I guess some of them could be useful to me...\",\n          \"Alright, I'll see what you have next time you want to sell something to me!\" }\n    }\n}\n                        </pre>\n                        </div>\n                    </li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">maintalk</span> - The text displayed in the main Shop menu.</li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">buytalk</span> - The text displayed when entering the Buy menu.</li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">talktalk</span> - The text displayed when entering the Talk menu.</li>\n                    <br>\n                    <li><span class=\"string\"></span> <span class=\"term\">exittalk</span> - The text displayed when entering the Exit menu.</li>\n                    <br>\n                    <li><span class=\"boolean\"></span> <span class=\"term\">playerskipdocommand</span> - False by default. If this value is\n                    set to true, text commands will be called even if the player skips the text - except for <span class=\"term\">[w]</span> and\n                    <span class=\"term\">[letters]</span> commands, and commands with the tag \"<span class=\"term\">skipover</span>\".</li>\n                </ul>\n            </p>\n\n            <hr>\n            <h3>Shop events</h3>\n            <br>\n\n            These events work the same way as events work in-battle. See <span class=\"ref\">Game events</span>.\n\n            <p>\n                <br><span class=\"function\">Start()</span>\n                This event is called when entering the shop.\n                <br>It is advised to set the background's image here.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Update()</span>\n                Every well-functioning script needs an Update() function.<br>\n                This function is called once per frame.\n            </p>\n\n            <p>\n                <br><span class=\"function\">EnterMenu()</span>\n                Entered when entering the main Shop menu.\n            </p>\n\n            <p>\n                <br><span class=\"function\">EnterBuy()</span>\n                Entered when entering the Buy menu.\n            </p>\n\n            <p>\n                <br><span class=\"function\">SuccessBuy(<span class=\"string\"></span> itemName)</span>\n                Entered when an item is successfully purchased.\n                <br><span class=\"term\">itemName</span> is the name of the item bought.\n            </p>\n\n            <p>\n                <br><span class=\"function\">FailBuy(<span class=\"string\"></span> error)</span>\n                Entered when the Player tries to buy an item, but can't.\n                <br><span class=\"term\">error</span> has two possible values:\n                <ul>\n                    <li><span class=\"term\">\"gold\"</span> - If the Player doesn't have enough Gold.</li>\n                    <li><span class=\"term\">\"full\"</span> - If the Player's inventory is full.</li>\n                    <li><span class=\"term\">\"soldout\"</span> - If the shop is sold out of this item.<br>\n                    See <span class=\"term\">buylist</span> for how to accomplish this.</li>\n                </ul>\n            </p>\n\n            <p>\n                <br><span class=\"function\">ReturnBuy()</span>\n                Entered when the player selects an item to buy, then chooses \"No\" or presses the Cancel button.\n            </p>\n\n            <p>\n                <br><span class=\"function\">EnterSell()</span>\n                Entered when entering the Sell menu.\n                <br>To prevent the player from selling, use the function <span class=\"term\">Interrupt()</span> here (see below).\n            </p>\n\n            <p>\n                <br><span class=\"function\">SuccessSell(<span class=\"string\"></span> itemName)</span>\n                Entered when an item is successfully sold.\n                <br><span class=\"term\">itemName</span> is the name of the item sold.\n            </p>\n\n            <p>\n                <br><span class=\"function\">FailSell(<span class=\"string\"></span> error)</span>\n                Entered when failing to enter or use the Sell menu.\n                <br><span class=\"term\">error</span> has two possible values:\n                <ul>\n                    <li><span class=\"term\">\"empty\"</span> - If the Player's inventory is empty.</li>\n                    <li><span class=\"term\">\"cantsell\"</span> - If the Player tries to sell an item, but it is unsellable.<br>\n                    In order to accomplish this, set the item's sell price to 0 in the database (<span class=\"term\">CYF/Scripts/Inventory/Inventory.cs</span>).</li>\n                </ul>\n            </p>\n\n            <p>\n                <br><span class=\"function\">ReturnSell()</span>\n                Entered when the player selects an item to sell, then chooses \"No\" or presses the Cancel button.\n            </p>\n\n            <p>\n                <br><span class=\"function\">EnterTalk()</span>\n                Entered when entering the Talk menu.\n            </p>\n\n            <p>\n                <br><span class=\"function\">SuccessTalk(<span class=\"string\"></span> talkOption)</span>\n                Entered when a Talk option is successfully selected.\n                <br><span class=\"term\">talkOption</span> is the name of the option selected.\n            </p>\n\n            <p>\n                <br><span class=\"function\">EnterExit()</span>\n                Entered when choosing the Exit option.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Interrupt(<span class=\"luatable\"><span class=\"string\"></span></span> text, <span class=\"string\"></span> newState = \"MENU\")</span>\n                Interrupts any current state (except the <span class=\"term\">INTERRUPT</span> state) to display the message given in\n                <span class=\"term\">text</span>.<br>\n                At the end of the message, the state <span class=\"term\">newState</span> will be entered.<br><br>\n                <i>I advise for you to not use this to enter the states</i> <span class=\"term\">BUYCONFIRM</span>,\n                <span class=\"term\">SELLCONFIRM</span> <i>or</i> <span class=\"term\">TALKINPROGRESS</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">OnInterrupt(<span class=\"string\"></span> newState)</span>\n                This function is called when entering the Interrupt state.\n                <br><span class=\"term\">newState</span> is the name of the state the Player will enter when the\n                Interrupt state finishes its text.<br>\n            </p>\n\n            <hr>\n            <h3>Additional info</h3>\n            <br>\n\n            <p>\n                The layers in the Shop scene aren't the same as everywhere else.<br>\n                This is the Shop script's layering system:\n                <ul>\n                    <li><span class=\"term\">\"Bottom\"</span>: Under everything, even the background.</li><br>\n                    <li><span class=\"term\">\"BelowUI\"</span>: Above the background.</li><br>\n                    <li><span class=\"term\">\"BelowPlayer\"</span>: Above the background and the UI.</li><br>\n                    <li><span class=\"term\">\"Top\"</span>: Above everything.</li><br>\n                </ul>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-event.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Event Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Event Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-event\">\n            <h2><span class=\"CYF\"></span>The Overworld: The Event Object</h2><br><br>\n            NOTE: You can provide <span class=\"term\">\"Player\"</span> as the <span class=\"term\">name</span> argument for any of these functions to\n            instead apply them to the actual Player.\n            <p>\n                <br><span class=\"function\">Event.Exists(<span class=\"string\"></span> name) returns <span class=\"boolean\"></span></span>\n                Returns <span class=\"term\">true</span> if an event with this name exists, <span class=\"term\">false</span> otherwise.\n                <br><br>\n                Note that this refers to the name given to the GameObject in the Unity scene, rather than the name of the script attached to it.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.Teleport(<span class=\"string\"></span> name, <span class=\"number\"></span> dirX,\n                <span class=\"number\"></span> dirY)</span>\n                Teleports the given event to a given point in space. The position (dirX and dirY) is computed based off of the bottom left corner of the map.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.MoveToPoint(<span class=\"string\"></span> name, <span class=\"number\"></span> dirX,\n                <span class=\"number\"></span> dirY, <span class=\"boolean\"></span> wallPass = false, <span class=\"boolean\"></span> waitEnd = true)</span>\n                Moves an event to a given point in space. The event's speed will be the speed variable of its <span class=\"term\">EventOW</span>\n                component, so choose that wisely, or use <span class=\"term\">Event.SetSpeed()</span>.<br>\n                Set <span class=\"term\">wallPass</span> to true to ignore any obstacles that the event may encounter while moving.<br><br>\n                By default, the script will pause until the event has stopped moving. Set <span class=\"term\">waitEnd</span> to false\n                to bypass this and continue the script instead.\n                <br><br>\n                By calling this function on an Event that is already moving, the event's current movement will be cancelled,\n                and will start over moving towards the newly provided target destination. This also means you can provide the Event's current position\n                when interrupting movement to force the Event to stop moving instantly.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.isMoving(<span class=\"string\"></span> name)</span>\n                Returns <span class=\"term\">true</span> if an event is currently moving by means of <span class=\"term\">Event.MoveToPoint</span>,\n                <span class=\"term\">false</span> otherwise.\n                <br><br>\n                Note: this will also return <span class=\"term\">true</span> if being used with the Player, given the Player is walking around\n                manually with the arrow keys or WASD.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.SetAnimHeader(<span class=\"string\"></span> name, <span class=\"string\"></span> anim)</span>\n                If the event given has a <span class=\"term\">CYFAnimator</span> component, this will set its <span class=\"term\">Special Header</span>\n                property to <span class=\"term\">anim</span>.\n                <br><br>\n                Set <span class=\"term\">anim</span> to <span class=\"term\">\"\"</span> to reset to the default animation, <span class=\"term\">StopDown</span>.\n                <br><br>\n                Read about how the <span class=\"term\">Special Header</span> works in <span class=\"ref\">How to animate an event</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetAnimHeader(<span class=\"string\"></span> name) returns <span class=\"string\"></span></span>\n                If the event given has a <span class=\"term\">CYFAnimator</span> component, this will return its <span class=\"term\">Special Header</span>\n                value.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetDirection(<span class=\"string\"></span> name) returns <span class=\"number\"></span></span>\n                If the event has a CYFAnimator component, this returns the direction the event is facing.<br>\n                Possible values:\n                <ul>\n                    <li><span class=\"term\">2</span>: Down</li>\n                    <li><span class=\"term\">4</span>: Left</li>\n                    <li><span class=\"term\">6</span>: Right</li>\n                    <li><span class=\"term\">8</span>: Up</li>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\">Event.SetDirection(<span class=\"string\"></span> name, <span class=\"number\"></span> dir)</span>\n                If the event has a CYFAnimator component, this sets the direction the event is facing.<br>\n                Possible values:\n                <ul>\n                    <li><span class=\"term\">2</span>: Down</li>\n                    <li><span class=\"term\">4</span>: Left</li>\n                    <li><span class=\"term\">6</span>: Right</li>\n                    <li><span class=\"term\">8</span>: Up</li>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\">Event.Rotate(<span class=\"string\"></span> name, <span class=\"number\"></span> rotateX,\n                <span class=\"number\"></span> rotateY, <span class=\"number\"></span> rotateZ, <span class=\"boolean\"></span> anim = true,\n                <span class=\"boolean\"></span> waitEnd = true)</span>\n                This function rotates the event. The Z rotation is the rotation normally applied in battles, while the X and Y rotations\n                are 3D rotations.<br>\n                Set <span class=\"term\">anim</span> to false to make the rotation instantaneous.<br><br>\n                By default, the script will pause until the event has stopped rotating. Set <span class=\"term\">waitEnd</span> to false\n                to bypass this and continue the script instead.\n                <br><br>\n                By calling this function on an Event that is already rotating, the event's current rotation will be cancelled,\n                and will start over moving towards the newly provided target angles.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.isRotating(<span class=\"string\"></span> name)</span>\n                Returns <span class=\"term\">true</span> if an event is currently being rotated by means of <span class=\"term\">Event.Rotate</span>,\n                <span class=\"term\">false</span> otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.Stop()</span>\n                If this function is called in a normal event, it stops the event instantly.<br>\n                If called in a coroutine event, this will call <span class=\"term\">Event.StopCoroutine()</span> instead.<br>\n                If you want to stop the coroutine instantly, just add <span class=\"term\">return</span> after this function.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.StopCoroutine(<span class=\"string\"></span> eventName = \"thisevent\")</span>\n                Stops the coroutine of the given event.<br>\n                Use the string <span class=\"term\">thisevent</span> to stop the coroutine of the calling event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.Remove(<span class=\"string\"></span> name)</span>\n                Removes the given event from the scene.<br>\n                Then, it won't be accessible until the player re-enters the room!<br><br>\n                To permanently remove an event, set its page to -1.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.SetPage(<span class=\"string\"></span> name, <span class=\"number\"></span> page)</span>\n                Sets the page of a given event.<br>\n                Set it to -1 to totally remove the event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetPage(<span class=\"string\"></span> name) returns <span class=\"number\"></span></span>\n                Returns the current page of the given event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetSprite(<span class=\"string\"></span> name) returns <span class=\"userdata\">sprite</span></span>\n                Returns the sprite object of the given event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.CenterOnCamera(<span class=\"string\"></span> name, <span class=\"number\"></span> speed = 5,\n                <span class=\"boolean\"></span> straightLine = false, <span class=\"boolean\"></span> waitEnd = true)</span>\n                Centers the camera on the given event.<br>\n                The camera's speed will be <span class=\"term\">speed</span> pixels per second in each direction, unless you set\n                <span class=\"term\">straightLine</span> to true.<br>\n                In that case, the camera will follow a line to the center of the event.<br><br>\n                By default, the script will halt execution until the camera has stopped moving.<br>\n                Set <span class=\"term\">waitEnd</span> to false to bypass this and continue the script instead.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetName() returns <span class=\"string\"></span></span>\n                Returns the name of the calling event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetPosition(<span class=\"string\"></span> name) returns\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span></span></span>\n                Returns a table of two values containing the position of the given event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.IgnoreCollision(<span class=\"string\"></span> name, <span class=\"boolean\"></span> ignore)</span>\n                Sets the collision mode of the event.<br>\n                If <span class=\"term\">ignore</span> is set to true,\n                all other events may pass through it normally.<br><br>\n                Events activated when the player touches them (touch-enabled events, see <span class=\"ref\">How to create an event</span>) need their\n                collision to be ignored in order to function properly.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.SetSpeed(<span class=\"string\"></span> name, <span class=\"number\"></span> speed)</span>\n                Sets the set movement speed of an event.\n            </p>\n            <p>\n                <br><span class=\"function\">Event.GetSpeed(<span class=\"string\"></span> name) returns <span class=\"number\"></span></span>\n                Gets the set movement speed of an event.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-general.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The General Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The General Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-general\">\n            <h2><span class=\"CYF\"></span>The Overworld: The General Object</h2><br>\n\n            <p>\n                <br><span class=\"function\">General.SetDialog(<span class=\"luatable\"><span class=\"string\"></span></span> texts,\n                <span class=\"boolean\"></span> formatted = true, <span class=\"luatable\"><span class=\"string\"></span></span> mugshots = nil, <span class=\"boolean\"></span> forcePosition = nil)</span>\n                Displays text.\n                <ul>\n                    <li><span class=\"term\">texts</span> = The different lines of text displayed.</li><br>\n                    <li><span class=\"term\">formatted</span> = Adds asterisks to your text.<br>\n                        (if true: <span class=\"term\">\\n</span> for asterisks, <span class=\"term\">\\r</span> for no asterisks)\n                        <br>True by default.\n                    </li><br>\n                    <li><span class=\"term\">mugshots</span> = A sequence of mugshots (dialogue faces) to display - one per line of text.\n                        <br>All images are loaded from <span class=\"term\">YourMod/Sprites/Mugshots/</span>!\n                        <br><br>\n                        Each mugshot can either be:\n                        <ul>\n                            <li>\n                                A single string, for one face for the whole line of text (or <span class=\"term\">null</span> to hide the face for this line)\n                                <br>Examples: <span class=\"term\">\"Punder/normal\"</span>, <span class=\"term\">\"null\"</span>\n                            </li><br>\n                            <li>\n                                Another table, containing multiple strings (representing what faces to animate between for this line) and, optionally, a number (the amount of time between faces - 0.2 by default)\n                                <br>Examples: <span class=\"term\">{\"Booster/normalT\", \"Booster/normal\"}</span>, <span class=\"term\">{\"Asriel/happyT\", \"Asriel/happy\", 0.3}</span>\n                            </li><br>\n                        </ul>\n                        See <span class=\"term\">mugshot</span> in <span class=\"ref\">Text Commands</span> if you like, as it works the same way as this.\n                    </li><br>\n                    <li><span class=\"term\">forcePosition</span> = <span class=\"term\">true</span> to place the text box at the top of the screen,\n                        <span class=\"term\">false</span> to place it at the bottom of the screen, or <span class=\"term\">nil</span> to decide\n                        automatically.\n                        <br>\n                        <span style=\"color:#ff0000\">WARNING: If you want to use this argument, <span class=\"term\">mugshots</span> must not be <span class=\"term\">nil</span>!! Set it to <span class=\"term\">{}</span> instead.</span>\n                    </li>\n                </ul>\n            </p>\n            <p>\n                <br><span class=\"function\">General.SetChoice(<span class=\"luatable\"><span class=\"string\"></span></span> choices,\n                <span class=\"string\"></span> question = null, <span class=\"boolean\"></span> forcePosition = nil)</span>\n                Displays a choice screen.\n                <br><br>\n                The response will be returned to a variable named <span class=\"term\">lastChoice</span> as either <span class=\"term\">0</span>\n                for the first option or <span class=\"term\">1</span> for the second option.<br>\n                For now, there are a lot of constraints, but I hope that I'll find a better way to do this easily.<br><br>\n                Each choice must have no more than 3 lines.\n                If you want there to be a question (a prompt to appear above the options), it must be no more than one line long.\n                <br><br>\n                * As with <span class=\"term\">General.SetDialog</span>, set <span class=\"term\">forcePosition</span> to <span class=\"term\">true</span>\n                to place the text box at the top of the screen, <span class=\"term\">false</span> to place it at the bottom of the screen,\n                or <span class=\"term\">nil</span> to decide automatically.\n                <br>\n                <span style=\"color:#ff0000\">WARNING: If you want to use this argument, <span class=\"term\">question</span> must not be <span class=\"term\">nil</span>!! Set it to <span class=\"term\">\"\"</span> instead.</span>\n            </p>\n            <p>\n                <br><span class=\"function\">General.EndDialog()</span>\n                Forcefully closes the Overworld text box and continues the event that opened the textbox if applicable.<br>\n                Applies to <span class=\"term\">General.SetDialog</span>, <span class=\"term\">General.SetChoice</span>, and text sequences started from\n                the pause menu, such as dropping an item or using the cell phone).\n                <br><br>\n                Can only be run from a <b>Parallel Process</b> event page (also called a coroutine).\n                <br><br>\n                If used with <span class=\"term\">General.SetChoice</span>, <span class=\"term\">lastChoice</span> will NOT be set, so be careful.\n                <br><br>\n                If the Overworld text box is not open, does nothing.\n            </p>\n            <p>\n                <br><span class=\"function\">General.Wait(<span class=\"number\"></span> frames)</span>\n                Pauses code execution for a given amount of frames.\n            </p>\n            <p>\n                <br><span class=\"function\">General.WaitForInput()</span>\n                Waits for the player to press the <span class=\"term\">Confirm</span> input (Enter or Z) to continue.\n            </p>\n            <p>\n                <br><span class=\"function\">General.GameOver(<span class=\"luatable\"><span class=\"string\"></span></span> deathText = nil,\n                <span class=\"string\"></span> deathMusic = nil)</span>\n                Starts the Game Over cutscene, putting the player back at their save point afterwards. <br>\n                You can choose the text and the music if you want to. Otherwise, it'll play the normal music and show a default message.\n            </p>\n            <p>\n                <br><span class=\"function\">General.PlayBGM(<span class=\"string\"></span> bgm, <span class=\"number\"></span> volume)</span>\n                Plays music on the main music channel with a volume between 0 and 1.<br>\n                Watch out, <span class=\"term\">NewAudio[\"src\"]</span> ISN'T the main music channel when music is kept between battles!\n            </p>\n            <p>\n                <br><span class=\"function\">General.StopBGM(<span class=\"number\"></span> fadeFrames = 0, <span class=\"boolean\"></span> waitEnd = false)</span>\n                Stops the music currently being played in the main music channel.<br>\n                If <span class=\"term\">fadeFrames</span> is greater than 0, the music will fade out over that many frames.<br>\n                If <span class=\"term\">waitEnd</span> is set to true, the script will wait until the BGM has stopped before continuing.\n            </p>\n            <p>\n                <br><span class=\"function\">General.PlaySound(<span class=\"string\"></span> sound, <span class=\"number\"></span> volume = 0.65)</span>\n                Plays a sound in a temporary sound channel with a volume between 0 and 1.\n            </p>\n            <p>\n                <br><span class=\"function\">General.Save(<span class=\"boolean\"></span> forced = false)</span>\n                Opens the Save UI that allows the player to save their progress.\n                <br><br>\n                Note that the \"save point name\" (text displayed in the Save UI after saving, and on the Undertale continue/load game screen) uses a set string\n                for the map you are in.\n                <br>You can change these values by changing the function <span class=\"term\">AddKeysToMapCorrespondanceList</span> in the file\n                <span class=\"term\">Assets/Scripts/Util/UnitaleUtil.cs</span>.\n                <br><br>\n                Set <span class=\"term\">forced</span> to true to instantly save the game without asking the player's permission.\n            </p>\n            <p>\n                <br><span class=\"function\">General.TitleScreen()</span>\n                Exits the current game and sends the player back to the title screen.\n            </p>\n            <p>\n                <br><span class=\"function\">General.SetBattle(<span class=\"string\"></span> encounterName = \"\", <span class=\"string\"></span> anim = \"normal\",\n                <span class=\"boolean\"></span> ForceNoFlee = false)</span>\n                Initiates a battle with a chosen encounter (leave out the <span class=\"term\">.lua</span> in <span class=\"term\">encounterName</span>).<br>\n                Set <span class=\"term\">encounterName</span> to <span class=\"term\">\"\"</span> to choose a random encounter from the\n                current map's set mod folder (except for ones that have <span class=\"term\">#</span> in their name - if you want to load an encounter with\n                <span class=\"term\">#</span> at the beginning of its name, <b style=\"color: #fff\">make SURE</b> to include the <span class=\"term\">#</span> character as well).\n                <br><br>\n                If you want the battle's intro to be quick like Undyne's battle, set <span class=\"term\">anim</span> to <span class=\"term\">\"fast\"</span>.<br>\n                You can also set it to <span class=\"term\">\"instant\"</span> to enter the battle immediately on the next frame.\n                <br><br>\n                Finally, <span class=\"term\">ForceNoFlee</span> removes the flee option from the encounter - unless your encounter sets\n                <span class=\"term\">flee</span> to true.\n                <br><br><br>\n                <h4 style=\"color:red;\">VERY IMPORTANT:</h4>\n                <font style=\"font-size: 16px; color: #fff;\">\n                Calling <span class=\"term\">General.SetBattle</span> will STOP the current Event sequence.<br>\n                This means that <b>code you place AFTER</b> <span class=\"term\">General.SetBattle</span> <b>will NOT activate</b>!\n                </font>\n                <br><br>\n                However, all events' <span class=\"term\">EventPage0()</span> functions will automatically be called when the battle ends.<br>\n                Use this, and possibly Real Globals, to your advantage to detect when a battle ends.\n            </p>\n\n            <p>\n                <br><span class=\"function\">General.EnterShop(<span class=\"string\"></span> scriptName, <span class=\"boolean\"></span> instant = false)</span>\n                Enters a Shop scene, using the shop .lua script given in <span class=\"term\">scriptName</span>.<br>\n                The Shop script must be in <span class=\"term\">YOURMOD/Lua/Shops/</span>.<br>\n                Check the <span class=\"ref\">How to create a shop</span> section for more informations.\n                <br><br>\n                Set <span class=\"term\">instant</span> to true to instantly warp to the shop. Otherwise, a short fade animation will play.\n                <br><br>\n                <font color=\"ffffff\">* NOTE: Just like with <span class=\"term\">General.SetBattle</span>, using this function will halt the rest of your event script.</font>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-inventory.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Inventory Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Inventory Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-inventory\">\n            <h2><span class=\"CYF\"></span>The Overworld: The Inventory Object</h2>\n            <br><br>\n            <p><span style=\"color:#ff0000\"><u>NOTE: This Inventory object is not the same as the one used in battle!<br>\n            This one is specific to the overworld!</u></span></p><br>\n\n            <p>\n                <br><span class=\"function\">Inventory.SetWeapon(<span class=\"string\"></span> weapon)</span>\n                This function is an alias of <span class=\"term\">Player.SetWeapon</span>.<br>\n                Makes the player equip the given weapon, but only if it's in their inventory.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.SetArmor(<span class=\"string\"></span> armor)</span>\n                This function is an alias of <span class=\"term\">Player.SetArmor</span>.<br>\n                Makes the player equip the given armor, but only if it's in their inventory.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.AddItem(<span class=\"string\"></span> name)</span>\n                Adds the given item to the player's inventory.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.RemoveItem(<span class=\"number\"></span> id)</span>\n                Removes the item number <span class=\"term\">id</span> from the inventory.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.IsItemInTheInventory(<span class=\"string\"></span> name) returns <span class=\"boolean\"></span></span>\n                If the inventory contains this item, this will be true. It will be false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.ItemExists(<span class=\"string\"></span> name) returns <span class=\"boolean\"></span></span>\n                If this item exists in the engine's item list (if you created/defined it already), this will be true.\n                It will be false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.GetItemID(<span class=\"string\"></span> name) returns <span class=\"number\"></span></span>\n                Gets the id of the first item with the same name as <span class=\"term\">name</span><br>\n                If the item couldn't be found, this returns -1 instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.GetItemCount() returns <span class=\"number\"></span></span>\n                Returns the number of items the player has in their inventory.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Inventory.SpawnBoxMenu()</span>\n                This function opens Undertale's \"box\" menu (the chest that appears throughout the game with 10 slots).<br>\n                All items within this box are saved to CYF's save file upon using <span class=\"term\">General.Save</span>.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-map.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Map Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Map Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-map\">\n            <h2><span class=\"CYF\"></span>The Overworld: The Map Object</h2><br>\n\n            <p>\n                Each map has its own settings, which are determined by the mod it loads, the music it plays, and a bunch of other stuff.\n                <br>Listed below are functions mainly used to access these variables.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Map.GetName() returns <span class=\"string\"></span></span>\n                Returns a string representing the name of the active scene. This is a valid name you may pass to the other functions here.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetSaveName(<span class=\"string\"></span> mapName) returns <span class=\"string\"></span></span>\n                Returns a string representing the text displayed in the save screen when the player has saved on the scene <span class=\"term\">mapName</span>.<br>\n                If there is no scene named <span class=\"term\">mapName</span>, or <span class=\"term\">mapName</span> does not have save point text set,\n                this function will return <span class=\"term\">nil</span>.\n                <br><br>\n                You can change these values by changing the function <span class=\"term\">AddKeysToMapCorrespondanceList</span> in the file\n                <span class=\"term\">Assets/Scripts/Util/UnitaleUtil.cs</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.HasPlayerBeenInMap(<span class=\"string\"></span> mapName) returns <span class=\"boolean\"></span></span>\n                Returns a boolean specifying whether the player has been in the map <span class=\"term\">mapName</span> before or not.<br>\n                If they have, the function will return true, false otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetMusic() returns <span class=\"string\"></span></span>\n                Returns the name of the music the map plays when loaded.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetMusic(<span class=\"string\"></span>value)</span>\n                Sets the name of the music the map plays when loaded.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetModToLoad() returns <span class=\"string\"></span> </span>\n                Returns the name of the mod the map uses.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetModToLoad(<span class=\"string\"></span> value)</span>\n                Sets the name of the mod the map uses. The player needs to enter the map again for this new mod to be loaded.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetNoRandomEncounter() returns <span class=\"boolean\"></span> </span>\n                Returns whether random encounters can occur on this map.\n                <br><br>\n                <font style=\"font-size:16px;color:#fff\"><u>IMPORTANT: Encounters with names starting with <span class=\"term\">#</span> will be ignored!!</u>\n                <br><br>Add <span class=\"term\">#</span> to the names of Encounters you <u>DON'T</u> want to be chosen as random encounters.<br>\n                This way, you can have both random encounters AND a unique encounter in the same map.</font>\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetNoRandomEncounter(<span class=\"boolean\"></span> value)</span>\n                Sets whether random encounters can occur on this map.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetMusicKept() returns <span class=\"boolean\"></span></span>\n                Returns whether music will persist between the Overworld and battles, like in The Core.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetMusicKept(<span class=\"boolean\"></span> value)</span>\n                Sets whether music will persist between the Overworld and battles, like in The Core.<br>\n                The main Audio channel used for the map's bgm will be <span class=\"term\">StaticKeptAudio</span> if true, and\n                <span class=\"term\">src</span> otherwise.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetMusicMap(<span class=\"string\"></span> mapName) returns <span class=\"string\"></span></span>\n                Returns the name of the music that the map <span class=\"term\">mapName</span> plays when loaded.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will return <span class=\"term\">Map.GetMusic()</span> instead.<br><br>\n                <span style=\"color:#ff0000\"><u>NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!</u></span><br>\n                Use <span class=\"term\">Map.HasPlayerBeenInMap()</span> to check if they have.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetMusicMap(<span class=\"string\"></span> mapName, <span class=\"string\"></span> value)</span>\n                Sets the name of the music that the map <span class=\"term\">mapName</span> plays when loaded.<br>\n                Works with maps the player hasn't been in yet.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will call <span class=\"term\">Map.SetMusic()</span> instead.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetModToLoadMap(<span class=\"string\"></span> mapName) returns <span class=\"string\"></span></span>\n                Returns the name of the mod that the map <span class=\"term\">mapName</span> uses.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will return <span class=\"term\">Map.GetModToLoad()</span> instead.<br><br>\n                <span style=\"color:#ff0000\"><u>NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!</u></span><br>\n                Use <span class=\"term\">Map.HasPlayerBeenInMap()</span> to check if they have.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetModToLoadMap(<span class=\"string\"></span> mapName, <span class=\"string\"></span> value)</span>\n                Sets the name of the mod that the map <span class=\"term\">mapName</span> uses.<br>\n                Works with maps the player hasn't been in yet.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will call <span class=\"term\">Map.SetModToLoad()</span> instead.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetNoRandomEncounterMap(<span class=\"string\"></span> mapName) returns <span class=\"string\"></span></span>\n                Returns whether random encounters can occur on the map <span class=\"term\">mapName</span>.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will return <span class=\"term\">Map.GetNoRandomEncounter()</span>\n                instead.<br><br>\n                <span style=\"color:#ff0000\"><u>NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!</u></span><br>\n                Use <span class=\"term\">Map.HasPlayerBeenInMap()</span> to check if they have.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetNoRandomEncounterMap(<span class=\"string\"></span> mapName, <span class=\"boolean\"></span> value)</span>\n                Sets whether random encounters can occur on the map <span class=\"term\">mapName</span>.<br>\n                Works on maps the player hasn't been in yet.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will call <span class=\"term\">Map.SetNoRandomEncounter()</span> instead.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.GetMusicKeptMap(<span class=\"string\"></span> mapName)</span>\n                Returns whether music will persist between the Overworld and battles, like in The Core, for the map <span class=\"term\">mapName</span>.<br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will return <span class=\"term\">Map.GetMusicKept()</span>\n                instead.<br><br>\n                <span style=\"color:#ff0000\"><u>NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!</u></span><br>\n                Use <span class=\"term\">Map.HasPlayerBeenInMap()</span> to check if they have.\n            </p>\n            <p>\n                <br><span class=\"function\">Map.SetMusicKeptMap(<span class=\"string\"></span> mapName, <span class=\"boolean\"></span> value)</span>\n                Sets whether music will persist between the Overworld and battles, like in The Core, for the map <span class=\"term\">mapName</span>.<br>\n                Works on maps the player hasn't been in yet. <br>\n                If <span class=\"term\">mapName</span> is the current map's name, this will call <span class=\"term\">Map.SetMusicKept()</span> instead.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-player.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Player Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Player Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-player\">\n            <h2><span class=\"CYF\"></span>The Overworld: The Player Object</h2>\n            <br><br>\n            <p>\n                <span style=\"color:#ff0000\"><u>NOTE: This Player object is not the same as the one used in battle! <br>\n                This one is specific to the overworld!</u></span></p><br>\n\n            <p>\n                <br><span class=\"function\">Player.GetLevel() returns <span class=\"number\"></span></span>\n                Returns the player's level (LV).\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetLevel(<span class=\"number\"></span> value)</span>\n                Sets the player's level (LV).\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetHP() returns <span class=\"number\"></span></span>\n                Returns the player's HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetHP(<span class=\"number\"></span> value)</span>\n                Sets the player's HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetMaxHP() returns <span class=\"number\"></span></span>\n                Returns the player's max HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetMaxHP(<span class=\"number\"></span> value)</span>\n                Sets the player's max HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.ResetMaxHP()</span>\n                Resets the player's max HP to the value it would have based on their level (LV).\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetName() returns <span class=\"string\"></span></span>\n                Returns the player's name.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetName(<span class=\"string\"></span> value)</span>\n                Sets the player's name.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetWeaponATK() returns <span class=\"number\"></span></span>\n                Returns the player's weapon's ATK.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetArmorDEF() returns <span class=\"number\"></span></span>\n                Returns the player's armor's DEF.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetATK() returns <span class=\"number\"></span></span>\n                Returns the player's total ATK.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetDEF() returns <span class=\"number\"></span></span>\n                Returns the player's total DEF.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetGold() returns <span class=\"number\"></span></span>\n                Returns the player's amount of gold.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetGold(<span class=\"number\"></span> value)</span>\n                Sets the player's amount of gold.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetWeapon() returns <span class=\"string\"></span></span>\n                Returns the name of the player's weapon.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetWeapon(<span class=\"string\"></span> value)</span>\n                Makes the player equip the weapon given in <span class=\"term\">value</span>, but only if a weapon with that name is in their inventory.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetArmor() returns <span class=\"string\"></span></span>\n                Returns the player's armor's name.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetArmor(<span class=\"string\"></span> value)</span>\n                Makes the player equip the armor given in <span class=\"term\">value</span>, but only if any armor with that name is in their inventory.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.GetEXP() returns <span class=\"number\"></span></span>\n                Returns the player's EXP (XP).\n            </p>\n            <p>\n                <br><span class=\"function\">Player.SetEXP(<span class=\"number\"></span> value)</span>\n                Sets the player's EXP (XP) to <span class=\"term\">value</span>.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.ForceHP(<span class=\"number\"></span> value)</span>\n                Sets the player's hp.<br>\n                You can set it up to 1.5 times the player's max HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.Hurt(<span class=\"number\"></span> value)</span>\n                Removes <span class=\"term\">value</span> HP from the player's current HP. The Player can't be killed by use of this function.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.Heal(<span class=\"number\"></span> value)</span>\n                Adds <span class=\"term\">value</span> HP to the player's current HP, but can not exceed the player's maximum HP.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.CanMove(<span class=\"boolean\"></span> canMove)</span>\n                This function determines whether the player can move or not.<br>\n                However, if <span class=\"term\">canMove</span> is set to <i>true</i> and the function is\n                called while a main event is running, then you can't trigger any other main events,\n                teleport to other maps or open the menu until the main event is stopped.\n            </p>\n            <p>\n                <br><span class=\"function\">Player.Teleport(<span class=\"string\"></span> mapName, <span class=\"number\"></span> posX,\n                <span class=\"number\"></span> posY, <span class=\"number\"></span> direction = 0, <span class=\"boolean\"></span> noFadeIn = false,\n                <span class=\"boolean\"></span> noFadeOut = false)</span>\n                Teleports the player to the map named <span class=\"term\">mapName</span>.\n                <br>You can set the player's direction using <span class=\"term\">direction</span>.\n                <br><span class=\"term\">noFadeIn</span> and <span class=\"term\">noFadeOut</span> determine whether there will be fades before and after the teleport, respectively.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld-object-screen.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Screen Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Screen Overworld Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld-object-screen\">\n            <h2><span class=\"CYF\"></span>The Overworld: The Screen Object</h2><br>\n\n            <p>\n                <br><span class=\"function\">Screen.DispImg(<span class=\"string\"></span> path, <span class=\"number\"></span> id,\n                <span class=\"number\"></span> posX, <span class=\"number\"></span> posY, <span class=\"number\"></span> toneR = 255,\n                <span class=\"number\"></span> toneG = 255, <span class=\"number\"></span> toneB = 255,\n                <span class=\"string\"></span> toneA = 255)</span>\n                This function displays an image on a given point on the map. This image will take the form of an event, and this event will be\n                named <span class=\"term\">\"Image\" + id</span>.<br>\n                Also, you'll have to give the position of your image using <span class=\"term\">posX</span> and <span class=\"term\">posY</span>.<br>\n                You can add a color to the image with the 4 last values, if you want to. If you do, these values must be between 0 and 255.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.SupprImg(<span class=\"string\"></span> id)</span>\n                Deletes an image previously created with a <span class=\"term\">Screen.DispImg()</span> function.<br>\n                In application, it's basically the same as <span class=\"term\">Event.Remove(\"Image\" .. id)</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.SetTone(<span class=\"boolean\"></span> anim, <span class=\"boolean\"></span> waitEnd,\n                <span class=\"number\"></span> r = 255, <span class=\"number\"></span> g = 255, <span class=\"number\"></span> b = 255,\n                <span class=\"number\"></span> a = 128)</span>\n                Creates a solid color image over the whole screen with a given color (for instance, you can use this for a sepia tone).<br>\n                Set <span class=\"term\">anim</span> to true to gradually transition to the tone.<br>\n                If <span class=\"term\">anim</span> is set to true, you can also set <span class=\"term\">waitEnd</span> to true to make the event's code\n                pause until the transition is done. For the other values, they must be between 0 and 255.\n                <br><br>\n                128 is the recommended value for <span class=\"term\">a</span>.<br>\n                The <span class=\"term\">a</span> value can go up to 255, which means fully opaque, but at that point the screen will be fully obscured.\n                <br><br><br>\n                <font color=\"ffffff\">* NOTE: To undo the efffects of this function, call <span class=\"term\">SetTone</span> again\n                but with the argument <span class=\"term\">a</span> as <span class=\"term\">0</span>.<br>\n                You can remove it instantly as well if you set <span class=\"term\">anim</span> to false!</font></span>\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.Flash(<span class=\"number\"></span> frames, <span class=\"number\"></span> colorR = 255,\n                <span class=\"number\"></span> colorG = 255, <span class=\"number\"></span> colorB = 255, <span class=\"number\"></span> colorA = 255,\n                <span class=\"boolean\"></span> waitEnd = true)</span>\n                Flashes the screen for a given number of frames. A flash is an image that is displayed on top of the entire screen and fades afterwards.<br>\n                Change the color of the flash by changing the values of the 4 other variables. Each one must be between 0 and 255.<br><br>\n                By default, the script will halt execution until the flash has stopped. Set <span class=\"term\">waitEnd</span> to false to bypass this and\n                continue the script instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.CenterEventOnCamera(<span class=\"string\"></span> name, <span class=\"number\"></span> speed = 5,\n                <span class=\"boolean\"></span> straightLine = false, <span class=\"boolean\"></span> waitEnd = true)</span>\n                This function is an alias of <span class=\"term\">Event.CenterOnScreen()</span>.<br><br>\n                Centers the camera on the given event.<br>\n                The camera will move at <span class=\"term\">speed</span> pixels per second in each direction,\n                unless you set <span class=\"term\">straightLine</span> to true. In that case, the camera will follow a line to the center of the event.<br><br>\n                By default, the script will halt execution until the camera has stopped moving. Set <span class=\"term\">waitEnd</span> to false to bypass\n                this and continue the script instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.MoveCamera(<span class=\"number\"></span> pixX, <span class=\"number\"></span> pixY,\n                <span class=\"number\"></span> speed = 5, <span class=\"boolean\"></span> straightLine = false, <span class=\"boolean\"></span> waitEnd = true)</span>\n                Moves the camera to a given position from the bottom left center of the screen.<br>The camera's speed will be\n                <span class=\"term\">speed</span> pixels per second in each direction, unless you set <span class=\"term\">straightLine</span> to true.\n                In that case, the camera will follow a line to reach the destination you entered.<br><br>\n                By default, the script will halt execution until the camera has stopped moving. Set <span class=\"term\">waitEnd</span> to false to bypass\n                this and continue the script instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\">Screen.ResetCameraPosition(<span class=\"number\"></span> speed = 5, <span class=\"boolean\"></span> straightLine = false, <span class=\"boolean\"></span> waitEnd = true)</span>\n                Centers the camera on the player.<br>\n                The camera's speed will be <span class=\"term\">speed</span> pixels per second in each direction,\n                unless you set <span class=\"term\">straightLine</span> to true. In that case, the camera will follow a line to the player's center.<br><br>\n                By default, the script will halt execution until the camera has stopped moving. Set <span class=\"term\">waitEnd</span> to false to bypass\n                this and continue the script instead.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/overworld.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - RhenaudTheLukark's Overworld Basics</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Overworld Basics\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"overworld\">\n            <h2><span class=\"CYF\"></span> Create Your Frisk: RhenaudTheLukark's Overworld basics</h2><br><br>\n\n            <h4>Presentation</h4>\n\n            <p>Create Your Frisk is different from Unitale because of its numerous new features...but the overworld\n                is the key feature that everyone was waiting to use for a long time.</p>\n            <p>So I'm finally able and proud to give access to the overworld feature, which includes an efficient event handler\n               with a lot of functions that you'll be able to use to create your own Undertale-like fangame!</p>\n            <p>However, to be able to use the overworld part of CYF, you will need to have at least some experience with Unity and\n               you'll need to know at least some of the Game Objects' mechanics.</p>\n           <br>\n            <h4>Get Started</h4>\n\n            <p>To get started, you'll need to, first of all, download the current version of Unity that CYF uses, and, of course,\n                download the project via <a href=\"https://github.com/RhenaudTheLukark/CreateYourFrisk\">Github</a>.</p>\n                <p><b><u>The full instructions for setting up Unity for Create Your Frisk are in <span class=\"ref\">Unity Setup (Optional)</span>.</u>\n                Please read and follow them before you continue.</b></p>\n            <p>Once you've completed the setup mentioned above, you're ready!! You can launch CYF and you'll be ready to start fiddling with\n                the engine! If you followed these instructions and for some reason CYF won't launch, you may want to contact me\n                directly via Discord or Reddit. In this case, please get <a href=\"https://www.teamviewer.com/en/\">TeamViewer</a>,\n                a software that allows you to share your screen with other users. With this, I'll be able to see what's wrong and help you.</p><br>\n\n            <h4>How does it work?</h4>\n\n            <p>Some software will have to be used to create an overworld in CYF. First of all, you can use a software\n               called <a href=\"http://www.mapeditor.org/\">Tiled</a> that allows you to create maps out of tilesets - images that\n               contain tiles used to fill in maps. This tiling system is absent from Unity, though - but it's easier to use to create\n               a map, so being able to translate a Tiled map to a Unity scene thanks to\n               <a href=\"http://www.seanba.com/tiled2unity\">Tiled2Unity</a> would be a great idea.</p>\n            <p>Well, now we're going to go deep into the details. If you still haven't learned Unity's basics, you should research those\n                beforehand, as some technical language may be used here.</p>\n            <p>There are mostly two things to look at when making a map: the map itself (how the map will be made) and the events (how\n               the map will work). Let's delve into the more complex stuff now.</p>\n            <p>As I said above, each map is converted into a scene with Tiled2Unity. This scene will have to contain at least one\n               element, which is the map object called <span class=\"term\">Background</span>. To see more about how to create a map,\n               I suggest for you to look at the tutorial on <span class=\"ref\">How to create a map</span>.</p>\n            <p>Now, the events. These are universal and used the same way, with the exception of one \"add-on\" that is a\n               <span class=\"term\">CYFAnimator</span> component. The events have different function-calling conditions, such as pressing\n               the confirm button to call it, colliding with it, it being called automatically, or the function being called as a\n               parallel process. The functions themselves have to be created in Lua scripts, like battles. To see more about how to use\n               the events, you should check out <span class=\"ref\">How to create an event</span>.</p>\n            <p>Of course, there are other things to see, but these are the two main parts of CYF's overworld coding. Now, let's look at the\n                functions that will let you do whatever you want to with the overworld!</p><br>\n\n            <h4>The event code</h4>\n\n            <p>For a long time, events' code was accessible and could only be modified by going into\n               <span class=\"term\">YOURMOD/Lua/Events/</span>. Maybe you already fiddled with them, maybe not. Now that the system\n               is stable and easier to use, event programming may be as easy as creating a battle: all that you have to do is to follow\n               the documentation and know what you're doing.\n            </p>\n            <hr>\n            <p>The overworld has a debugger like battles' (and it's used the same way):\n                <span class=\"function\">DEBUG(<span class=\"string\"></span> value)</span>\n                <i>Prints one string value to the Overworld debugger.</i>\n                <br><br>\n                <span class=\"function\"><span class=\"CYF\"></span> EnableDebugger(<span class=\"boolean\"></span> bool) [E/M/W]</span>\n                <i>Forcefully disables or re-enables the debugger. See this function in</i> <span class=\"ref\">Misc. Functions</span>\n                <i>for more information and specifics.</i>\n            </p>\n            <br>\n            <p>The <span class=\"term\">Audio</span>, <span class=\"term\">NewAudio</span>, <span class=\"term\">Inventory</span>,\n                <span class=\"term\">Input</span>, <span class=\"term\">Misc</span> and <span class=\"term\">Time</span> objects from  battles\n                are usable in the overworld too, as well as <span class=\"term\">RealGlobals</span> and <span class=\"term\">AlMightyGlobals</span>.\n                <br><br><br>\n                <span class=\"term\">CreateSprite</span> and <span class=\"term\">CreateText</span> all work exactly the same,\n                except that the default value for the \"layer\" argument is <span class=\"term\">\"Default\"</span> instead of <span class=\"term\">\"BelowArena\"</span>\n                or <span class=\"term\">\"BelowPlayer\"</span>.<br>\n                <span class=\"term\">CreateLayer</span> also works exactly the same as before.\n                <br><br>\n                Along with text objects being accessible, their <span class=\"ref\">Game Event</span>\n                <span class=\"term\">OnTextAdvance</span> is usable here too. When a text object advances in the Overworld, it will call this function\n                in the event script that created it.\n            </p>\n            <br><br>\n            <p>\n                Finally, these variables are also accessible:\n                <br><br>\n                <span class=\"function\"><span class=\"boolean\"></span> isCYF</span>\n                A value that indicates if you are using CYF. Because the Overworld is a feature exclusive to CYF, this will always be true.\n                <span class=\"function\"><span class=\"boolean\"></span> safe</span>\n                Indicates whether CYF's \"safe mode\" has been enabled from the modDev screen.\n                <span class=\"function\"><span class=\"boolean\"></span> windows</span>\n                This value indicates whether the user is playing on Windows.\n                <br><span class=\"function\"><span class=\"string\"></span> CYFversion [E/M/W]</span>\n                Returns a different string based on the version of CYF you are using.<br>\n                <ul>\n                    <li><span class=\"term\">Versions before v0.6</span>: Previous version's number.<br>\n                    For example, in CYF v0.5.5, this will be \"0.5.4\".</li>\n                    <br>\n                    <li><span class=\"term\">Versions between v0.6 and v0.6.1.2</span>: always \"1.0\".</li>\n                    <br>\n                    <li><span class=\"term\">Versions after v0.6.1.2</span>: Current version's number.<br>\n                    For example, in CYF v0.6.2, this will be \"0.6.2\".</li>\n                </ul>\n\n                <h4>TIP: Lua has a very useful built-in string comparing function.</h4>\n                You can very easily check for <span class=\"term\">if CYFversion &lt; \"0.6.2.2\" then</span>, <span class=\"term\">if CYFversion &gt;= \"0.6.1.2\" then</span> and other combinations.\n                <span class=\"function\"><span class=\"boolean\"></span> playerskipdocommand</span>\n                False by default. If this value is set to true, text commands will be called even if the player skips the text - except for\n                <span class=\"term\">[w]</span> and <span class=\"term\">[letters]</span> commands, and commands with the tag \"<span class=\"term\">skipover</span>\".\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/shaders-coding.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Coding a Shader</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushPlain.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Coding a Shader\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"shaders\">\n            <h2><span class=\"CYF\"></span> Coding a Shader</h2>\n            <p>\n                The purpose of this page is to go over everything necessary to know about actually coding the\n                <span class=\"term\">.shader</span> files that can be made into shader AssetBundles for Create Your Frisk v0.6.5 and\n                higher. You will need to code at least a little in Unity ShaderLabs, so some helpful links are provided right at\n                the top for you to look at.\n                <br><br>\n                <h4>Please read <span class=\"ref\">Shaders - Introduction</span> before continuing.</h4>\n            </p>\n            <hr>\n            <h3>Getting Started with Shaders</h3>\n\n            <p>\n                The first thing you should know about shaders is that <u>most of the process is not related to Create Your\n                Frisk</u>. It almost solely depends on your own ability to code in Unity's ShaderLabs format. There are some\n                sample shaders provided that you may look at for reference (see\n                <span class=\"ref\">Shaders - Introduction</span>), but ultimately the deciding factor is your own skill and\n                knowledge.<br>\n                The helpful links below definitely will come in handy, especially as reference material - but\n                it is not guaranteed you will be able to code your own shader as easily as you can code in CYF.\n                <br><br>\n                The Basics\n                <ul>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/ShadersOverview.html\">Writing Shaders</a>\n                        - Basic descriptions and terminology to help you begin\n                    </li>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-Shader.html\">ShaderLab Syntax</a>\n                        - Basic overview of the full shader file's syntax\n                    </li>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-Properties.html\">ShaderLab: Properties</a>\n                        - How to set variables up in the Properties block at the top of the file\n                    </li>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-PropertiesInPrograms.html\">ShaderLab: Access shader properties in Cg/HLSL</a>\n                        - How to access said variables later in the file\n                    </li>\n                </ul>\n                Bit more advanced (but still recommended)\n                <ul>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-BuiltinFunctions.html\">Built-in shader helper functions</a>\n                        - Helper functions you can use within your shader scripts\n                    </li>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-UnityShaderVariables.html\">Built-in shader variables</a>\n                        - Built in variables you can use. <span class=\"term\">_Time</span>, <span class=\"term\">_SinTime</span> and\n                        <span class=\"term\">_CosTime</span> are highly recommended for performance.\n                    </li>\n                    <li>\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-MultipleProgramVariants.html\">Making multiple shader program variants</a>\n                        - Covers setting up keywords in your shader script (see below)\n                    </li>\n                </ul>\n                Other Links\n                <ul>\n                    <li>\n                        <a href=\"https://developer.download.nvidia.com/cg/index_stdlib.html\">Cg Standard Library Documentation</a>\n                        - A list of functions you can use within your shader's <span class=\"term\">CGPROGRAM</span> that are not\n                        necessarily in the Unity documentation\n                    </li>\n                    <li>\n                        <a href=\"https://en.wikibooks.org/wiki/Cg_Programming\">Cg Programming</a>\n                        - Some additional guides and tutorials on writing the <span class=\"term\">CGPROGRAM</span>\n                    </li>\n                </ul>\n            </p>\n            <hr>\n            <h3>Properties of CYF Shaders</h3>\n\n            <h4>Name</h4>\n            <p>\n                The shader's name is defined at the very top of the script. You will see something like this:\n                <pre class=\"brush: plain;\">Shader \"CYF/ScreenTest\"\n{</pre>\n                The name is what is between quotation marks here. This is also the same name you will provide if you are using\n                <span class=\"term\">shader.Test</span> within the editor. This name must be unique if you want to use\n                <span class=\"term\">shader.Test</span> with no issues. For that reason, it is good practice to start your shader's\n                name with <span class=\"term\">CYF/</span>, or some other identifier.\n            </p><br>\n\n            <h4>Keywords</h4>\n            <p>\n                Because of Create Your Frisk's Unity version (2018.4), the concept of global and local keywords does not exist, as they\n                were only added in a future Unity version. Make sure you read\n                <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/SL-MultipleProgramVariants.html\">this page</a>, which applies\n                to our version of Unity.<br>\n                Keywords can be enabled and disabled from the Lua side using <span class=\"term\">shader.EnableKeyword</span> and\n                <span class=\"term\">shader.DisableKeyword</span>. The proper syntax for defining a shader from the shader script side is:\n                <pre class=\"brush: plain;\">#pragma compile_mode KEYWORD_DISABLED KEYWORD_ENABLED</pre><br>\n                but this would require you to type <span class=\"term\">shader.EnableKeyword(\"KEYWORD_ENABLED\")</span> and\n                <span class=\"term\">shader.DisableKeyword(\"KEYWORD_DISABLED\")</span>. To remove the confusion, try something like this:\n                <br><br>\n                <pre class=\"brush: plain;\">#pragma multi_compile __ NO_WRAP</pre><br>\n                which would use <span class=\"term\">shader.EnableKeyword(\"NO_WRAP\")</span> and\n                <span class=\"term\">shader.DisableKeyword(\"NO_WRAP\")</span>.\n                <br><br>\n                You may also check out the source code for the sample shaders included with CYF if you would like more examples.\n            </p><br>\n\n            <h4>Check if shader is on the camera or a sprite</h4>\n            <p>\n                Shaders can be applied to both the screen camera (using <span class=\"term\">Misc.ScreenShader</span>) and sprite objects\n                (using <span class=\"term\">sprite.shader</span>). It is not unusual to want your shader to function differently depending on\n                which one of these it is applied to.\n                <br><br>\n                The keyword <span class=\"term\">CYF_SHADER_IS_CAMERA</span> is automatically applied whenever a shader object is applied to\n                the camera rather than a script. You may check for this within your shader script like so:\n                <pre class=\"brush: plain;\">#ifdef CYF_SHADER_IS_CAMERA</pre> to run code specifically if it is on the camera.\n                <br><br>\n                Note that you do not have to define it using <span class=\"term\">#pragma</span> first.\n            </p><br>\n\n            <h4>Sprite Masking</h4>\n            <p>\n                Sprite masking is the CYF feature controlled by <span class=\"term\">sprite.Mask</span>. The default mode is \"off\", but\n                depending on its other 5 values, it behaves differently. Here is how to make your shader compatible with sprite masking.\n                <br><br>\n                First thing to note: When in \"box\" mode, the keyword <span class=\"term\">UNITY_UI_CLIP_RECT</span> will be enabled - it is\n                disabled otherwise.<br>\n                And when in the \"sprite\", \"stencil\", \"invertedsprite\" or \"invertedstencil\" modes, the keyword\n                <span class=\"term\">UNITY_UI_ALPHACLIP</span> will be enabled.<br>\n                Within the shader template, both of these keywords are defined through <span class=\"term\">#pragma</span>, and have their\n                own code in the fragment shader at the bottom of the script.<br>\n                Finally, all of the code related to \"stencils\" and the \"color mask\" variable are also needed for sprite masking\n                compatibility (the properties are defined at about two places each).\n                <br><br>\n                By including all of this code in your shader, you will maintain compatibility with CYF sprite shaders.\n                <br><br>\n                Additionally - When in the mask modes \"invertedsprite\" and \"invertedstencil\", the keyword\n                <span class=\"term\">CYF_INVERTED_MASK</span> will be enabled on <b>children</b> of the inverted parent. In these modes, the\n                child's stencil properties are exactly the same as they would be in \"sprite\" and \"stencil\", except that the stencil\n                comparison (<span class=\"term\">_StencilComp</span>) is set to 6 (not equal).\n            </p><br>\n\n            <h4>Little Warning on the Properties Block</h4>\n            <p>\n                This is something standard to Unity shaders, but it still very much warrants a mention here. See the \"Properties\" block\n                at the top of the example shaders? One might assume it's useless, because it defines properties for the shader to be\n                edited in the Unity editor. But it actually serves another purpose: It's a list of \"important\" variables to store in the\n                shader. In other words, <u>every property you want to persist in the shader should be set here</u>. Any variables that\n                are not set up here are likely to be <b>lost</b> when the window refreshes!\n                <br><br>\n                In addition, here is something else to consider. There are a certain list of shader object properties - listed under\n                \"non-persistent data\" on <span class=\"ref\">The Shader Object</span> page - that actually <i>can not be defined</i> in\n                the shader's Properties block. All examples in the Unity documentation that use them show them being applied <i>on\n                every frame</i>, i.e. in <span class=\"term\">Update</span>. So, if you use any of the properties\n                <ul>\n                    <li><span class=\"term\">shader.SetColorArray</span></li>\n                    <li><span class=\"term\">shader.SetFloatArray</span></li>\n                    <li><span class=\"term\">shader.SetVectorArray</span></li>\n                    <li><span class=\"term\">shader.SetMatrix</span></li>\n                    <li><span class=\"term\">shader.SetMatrixArray</span></li>\n                </ul>\n                ...be sure you are applying them every frame within <span class=\"term\">Update</span> on the Lua side, or their values\n                may be lost suddenly!\n            </p>\n            <hr>\n            <h3>Recommended Enhancements</h3>\n\n            <h4>Pixel Snap</h4>\n            <p>\n                Create Your Frisk is designed with the intent to output its screen image in a pixelated format, obviously comparable to\n                Undertale itself. However, shaders are not guaranteed to be precise, and can often result in non-integer coordinates of\n                pixels. As a result, you may see \"blurriness\" output to the screen with some shaders, and you may wish to avoid that.\n                <br><br>\n                Assuming that the float2 <span class=\"term\">offset</span> is your coordinates AFTER modification, and that you have added\n                a <span class=\"term\">_MainTex_TexelSize</span> property alongside your <span class=\"term\">_MainTex</span> property, simply\n                use\n                <pre class=\"brush: plain;\">offset.x = (floor(offset.x * _MainTex_TexelSize.z) + 0.5) / _MainTex_TexelSize.z;\noffset.y = (floor(offset.y * _MainTex_TexelSize.w) + 0.5) / _MainTex_TexelSize.w;\n</pre>\n                to snap the coordinates to pixels, to avoid the texture being smoothed out.\n            </p><br>\n\n            <h4>Controlling Texture Wrapping</h4>\n            <p>\n                Let's say you have a fragment shader that is changing UVs (moving pixels on screen). Something like the \"Wave\" sample shader,\n                for instance. Whenever you move the whole source texture out of its normal boundaries, a void is left. Depending on the value\n                of <span class=\"term\">shader.SetWrapMode</span>, it will look different - most commonly \"stretching\" the last pixel of the\n                texture very long.\n                <br><br>\n                But what if you don't want that? Well, you can put some code in your fragment shader to force pixels to not be drawn if they\n                are outside of the original texture that you moved.\n                <br><br>\n                The float2 <span class=\"term\">offset</span> here represents the coordinates of a pixel AFTER modification in your fragment\n                shader <span class=\"term\">IN.uv</span> (compare to <span class=\"term\">IN.uv</span> in the template shader below):\n                <pre class=\"brush: plain;\">(offset.x < 0 || offset.x > 1) || (offset.y < 0 || offset.y > 1) ? 0 : col.a;</pre>\n                You can find examples in the sample shaders \"Displacement\", \"Rotation\", \"ScreenScale\", or \"Wave\". As a side note, in the \"Wave\"\n                shader, pixels are only ever moved horizontally and not vertically, so the check for <span class=\"term\">y</span> is omitted\n                there.\n            </p>\n            <hr>\n            <h3>Template Shader</h3>\n\n            <p>\n                Here is a template shader for you to edit to make your own. It provides compatibility with sprite masking (see above), but\n                does not necessarily make use of anything special, it being a template to build off of. It is based on the Unity default shader,\n                UI/Default.\n<pre class=\"brush: plain;\">// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\n\nShader \"CYF/Template\"\n{\n    Properties\n    {\n        _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\n\n        _StencilComp(\"Stencil Comparison\", Float) = 8\n        _Stencil(\"Stencil ID\", Float) = 0\n        _StencilOp(\"Stencil Operation\", Float) = 0\n        _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n        _StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n        _ColorMask(\"Color Mask\", Float) = 15\n\n        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n    }\n\n    SubShader\n    {\n        Tags\n        {\n            \"Queue\" = \"Transparent\"\n            \"IgnoreProjector\" = \"True\"\n            \"RenderType\" = \"Transparent\"\n            \"PreviewType\" = \"Plane\"\n            \"CanUseSpriteAtlas\" = \"True\"\n        }\n\n        Stencil\n        {\n            Ref[_Stencil]\n            Comp[_StencilComp]\n            Pass[_StencilOp]\n            ReadMask[_StencilReadMask]\n            WriteMask[_StencilWriteMask]\n        }\n\n        Cull Off\n        Lighting Off\n        ZWrite Off\n        ZTest[unity_GUIZTestMode]\n        Blend SrcAlpha OneMinusSrcAlpha\n        ColorMask[_ColorMask]\n\n        Pass\n        {\n            Name \"Default\"\n        CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma target 2.0\n\n            #include \"UnityCG.cginc\"\n            #include \"UnityUI.cginc\"\n\n            #pragma multi_compile __ UNITY_UI_CLIP_RECT\n            #pragma multi_compile __ UNITY_UI_ALPHACLIP\n\n            struct appdata_t\n            {\n                float4 vertex   : POSITION;\n                float4 color    : COLOR;\n                float2 texcoord : TEXCOORD0;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct v2f\n            {\n                float4 vertex   : SV_POSITION;\n                fixed4 color    : COLOR;\n                float2 uv : TEXCOORD0;\n                float4 worldPosition : TEXCOORD1;\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            sampler2D _MainTex;\n            fixed4 _TextureSampleAdd;\n            float4 _ClipRect;\n            float4 _MainTex_ST;\n\n            v2f vert(appdata_t v)\n            {\n                v2f OUT;\n                UNITY_SETUP_INSTANCE_ID(v);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n                OUT.worldPosition = v.vertex;\n                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\n\n                OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);\n\n                OUT.color = v.color;\n                return OUT;\n            }\n\n            fixed4 frag(v2f IN) : SV_Target\n            {\n                half4 color = (tex2D(_MainTex, IN.uv) + _TextureSampleAdd) * IN.color;\n\n                #ifdef UNITY_UI_CLIP_RECT\n                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\n                #endif\n\n                #ifdef UNITY_UI_ALPHACLIP\n                clip(color.a - 0.001);\n                #endif\n\n                return color;\n            }\n        ENDCG\n        }\n    }\n}</pre>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/shaders-object.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - The Shader Object</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"The Shader Object\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"shader-object\">\n            <h2><span class=\"CYF\"></span> The Shader Object [E/M/W]</h2>\n            <p>\n                The shader object is a Lua side object that can force a sprite object to display using a certain shader, and manipulate said shader.<br>\n            </p>\n            <hr>\n\n            <p>\n                A new shader object is created whenever a sprite object is created - this also includes bullets.<br>\n                In addition, there is a shader object created for the camera itself, to apply a shader to the whole screen!\n                <br><br>\n                You can access the shader objects by using\n                <span class=\"function\"><span class=\"userdata\">shader</span> sprite.shader</span></span>\n                and\n                <span class=\"function\"><span class=\"userdata\">shader</span> Misc.ScreenShader</span></span>\n            </p>\n            <hr>\n            <h4>Main functions and variables</h4>\n\n            <p>\n                <br><span class=\"function\">shader.Set(<span class=\"string\"></span> bundleName, <span class=\"string\"></span> shaderName)</span>\n                Loads <span class=\"term\">shaderName</span> from the AssetBundle named <span class=\"term\">bundleName</span>\n                in the <span class=\"term\">Shaders</span> folder.<br>\n                The bundle is either CYF's default shaders bundle, a bundle you got from someone or somewhere else, or a bundle you built using Unity.<br>\n                To clarify, <span class=\"term\">shaderName</span> is the name of the <span class=\"term\">.shader</span> file within the bundle, <b>not</b>\n                the name defined within the shader itself. No extension should be provided.\n                <br><br>\n                NOTE: If the shader is unsupported on the user's graphics card (or the shader compiled with an error), you will see an error message\n                when loading your shader in game.<br>\n                It is <u>your responsibility</u> as a modder to account for this. You should use the Lua function <span class=\"term\">pcall</span> to safely load your shader:\n                <div class=\"code-container\">\n<pre class=\"brush: lua;\">-- Load \"shaderName.shader\" from the bundle \"bundleName\"\npcall(sprite.shader.Set, \"bundleName\", \"shaderName\")\n\nif sprite.shader.isActive == true then\n    -- Shader was successfully loaded\nend\n</pre></div>\n                Alternatively:\n                <div class=\"code-container\">\n<pre class=\"brush: lua;\">-- Load \"shaderName.shader\" from the bundle \"bundleName\"\nif pcall(sprite.shader.Set, \"bundleName\", \"shaderName\") then\n    -- Shader was successfully loaded\nelse\n    -- Shader was NOT successfully loaded\nend\n</pre></div>\n                If the shader failed to load using this method, your sprite will still be using the default shader, as if you called <span class=\"term\">shader.Revert()</span>.\n                <br><br>\n                <b>See <span class=\"ref\">Shaders - Introduction</span> for setup instructions</b>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">shader.Test(<span class=\"string\"></span> shaderName)</span>\n                <u>Unity Editor only.</u>\n                <br><br>\n                Loads the shader with the name <span class=\"term\">shaderName</span> and applies it to the sprite or screen.<br>\n                Highly recommended to use while testing shaders before packaging them into AssetBundles.\n                <br><br>\n                This function will work the same as <span class=\"term\">shader.Set</span> otherwise, including the potential use of\n                <span class=\"term\">pcall</span> if you see fit. Just remember to replace this function with <span class=\"term\">shader.Set</span>\n                when you're done creating your mod.\n                <br><br>\n                You don't need to involve yourself with AssetBundles or directories this time - the name you enter here is just the name of a shader,\n                as defined in its first line, such as <span class=\"term\">Shader \"UI/Default\"</span> becoming <span class=\"term\">\"UI/Default\"</span>\n                for the argument <span class=\"term\">shaderName</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">shader.Revert()</span>\n                Reverts the sprite's shader to what it was originally. If no shader has been applied yet, this function simply does nothing.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> shader.isactive (readonly)</span>\n                Returns <span class=\"term\">true</span> if a shader was successfully loaded through <span class=\"term\">shader.Set</span> or\n                <span class=\"term\">shader.Test</span>, and <span class=\"term\">false</span> if no shader has been applied yet, or the shader was reverted\n                using <span class=\"term\">shader.Revert</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\">shader.SetWrapMode(<span class=\"string\"></span> wrapMode, <span class=\"number\"></span> sides = 0)</span>\n                Sets the wrap mode of this sprite's texture, or the screen. Only usable if a shader has been applied.\n                <br><br>\n                This affects what happens when a shader manipulates the position of pixels, such as with \"wavey\" effects.\n                It has to do with what should be drawn in the holes outside the boundaries of the original image.\n                <br><br>\n                <span class=\"term\">wrapMode</span> can be:\n                <ul>\n                    <li><span class=\"term\">\"clamp\"</span>: The default wrap mode. When a shader manipulates the positions of pixels, the texture will be\n                    clamped to the last row or column of pixels of the source image.</li><br>\n                    <li><span class=\"term\">\"repeat\"</span>: The source image is tiled infinitely.</li><br>\n                    <li><span class=\"term\">\"mirror\"</span>: Similar to <span class=\"term\">\"repeat\"</span>, except all the repeated images will\n                    alternatingly be flipped horizontally/vertically.</li><br>\n                    <li><span class=\"term\">\"mirroronce\"</span>: Similar to <span class=\"term\">\"mirror\"</span>, except only one mirror image gets created,\n                    and then the behavior of <span class=\"term\">\"clamp\"</span> is followed for all other areas.</li><br>\n                </ul>\n                <span class=\"term\">sides</span> can be:\n                <ul>\n                    <li><span class=\"term\">0</span>: The new wrap mode is applied to both the horizontal and vertical edges of the image.</li><br>\n                    <li><span class=\"term\">1</span>: The new wrap mode is applied to the horizontal edges of the image.</li><br>\n                    <li><span class=\"term\">2</span>: The new wrap mode is applied to the vertical edges of the image.</li><br>\n                </ul>\n                You can have a different wrap mode for both the vertical and horizontal edges of the image this way.\n                <br><br>\n                <span style=\"color:#ffffff\"><u>NOTE:</u></span> You may find all three wrap modes, especially the default\n                <span class=\"term\">\"clamp\"</span> mode unappealing, and wish for something else. This is indeed possible, but it is handled\n                on the shader side. Some of the example shaders in <span class=\"ref\">Shaders - Introduction</span> use keywords to show transparency\n                instead of clamping the texture to the last pixels.\n                <br><br>\n                See the paragraph on texture wrapping in <span class=\"ref\">Coding a Shader</span> for more information.\n            </p>\n            <hr>\n            <h4>Shader property functions and variables</h4>\n            These all have to do with getting and setting properties within the shader file. It's pretty much based on your knowledge of ShaderLab.\n            See <span class=\"ref\">Coding a Shader</span> for some helpful links and information on writing shaders.\n            <br><br>\n            For all \"Set\" functions listed below, if a variable with the given name does not exist on the shader side, it will be created with the\n            value you gave.\n\n            <p>\n                <br><span class=\"function\"><span class=\"boolean\"></span> shader.HasProperty(<span class=\"string\"></span> name)</span>\n                Returns <span class=\"term\">true</span> if the active shader has a property with the name <span class=\"term\">name</span>,\n                <span class=\"term\">false</span> otherwise.<br>\n                Properties must be defined within the shader's <span class=\"term\">Properties</span> block to be persistent.\n                <br><br>\n                For all \"Get\" functions listed below, the function will either return the data it found, or throw an error if the property does not exist\n                on the shader side. Check if the property exists first using this funciton.\n                <br><br>\n                <span style=\"color:#ffffff\"><u>NOTE:</u></span> The non-persistent data types (see the section below) can not be defined in the Properties\n                block at the top of a shader file. They can be defined in the shader's <span class=\"term\">CPROGRAM</span> code, but their data is likely\n                to be lost whenever the window refreshes. Before that happens, <span class=\"term\">HasProperty</span> will return true, and after that\n                happens, <span class=\"term\">HasProperty</span> will return false.\n            </p>\n\n            <p>\n                <br><span class=\"function\">shader.EnableKeyword(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.DisableKeyword(<span class=\"string\"></span> name)</span>\n                Enables or disables a keyword named <span class=\"term\">name</span> within the shader script.\n                <br><br>\n                See the \"keywords\" section in <span class=\"ref\">Coding a Shader</span> for more information.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span>\n                shader.GetColor(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetColor(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 1</span> color)</span>\n                Gets or sets a color in the active shader, in the property named <span class=\"term\">name</span>.\n                <br><br>\n                Here, a color is a table of either 3 or 4 number values, each from <span class=\"term\">0.0</span> to <span class=\"term\">1.0</span>,\n                following the RGBA format. If no fourth argument is provided, <span class=\"term\">1.0</span> is given as the fourth argument instead.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> shader.GetFloat(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetFloat(<span class=\"string\"></span> name, <span class=\"number\"></span> float)</span>\n                Gets or sets a float in the active shader, in the property named <span class=\"term\">name</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"number\"></span> shader.GetInt(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetInt(<span class=\"string\"></span> name, <span class=\"number\"></span> int)</span>\n                Gets or sets an integer (a \"whole number\", i.e. no decimal point) in the active shader, in the property named <span class=\"term\">name</span>.\n            </p>\n\n            <p>\n                <span class=\"function\">shader.SetTexture(<span class=\"string\"></span> name, <span class=\"string\"></span> texture)</span>\n                Sets a texture in the active shader, in the property named <span class=\"term\">name</span>.<br>\n                This function loads an image in the same way as <span class=\"term\">CreateProjectile</span> or <span class=\"term\">CreateSprite</span> -\n                it searches for an image named <span class=\"term\">texture</span> in your mod's \"Sprites\" folder first, then the Default folder's \"Sprites\"\n                folder last.\n                <br><br>\n                <i>Note that there is no <span class=\"term\">shader.GetTexture</span>.</i>\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> shader.GetVector(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetVector(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> vector)</span>\n                Gets or sets a vector (<a href=\"https://docs.unity3d.com/2018.4/Documentation/ScriptReference/Vector4.html\">Vector4</a>) in the active shader,\n                in the property named <span class=\"term\">name</span>.\n                <br><br>\n                Here, a vector is a table of 4 number values, with any range.\n                <br><br>\n                <span style=\"color:#ffffff\"><u>NOTE:</u></span> The two functions don't use the same kind of vectors. <span class=\"term\">shader.GetVector()</span> uses <span class=\"term\">(w, x, y, z)</span> vectors, where <span class=\"term\">shader.SetVector()</span> uses <span class=\"term\">(x, y, z, w)</span> vectors. This behavior will be corrected to only use <span class=\"term\">(x, y, z, w)</span> vectors in a later version.\n            </p>\n\n            <hr>\n            <h4>Non-persistent data</h4>\n            All of the data types presented below can not be initialized in a shader's <span class=\"term\">Properties</span> block, which means that\n            Unity will not treat them as persistent data, and they are likely to be lost if the window gets re-loaded or re-drawn. Unity expects\n            these data types to be set in the shader on every frame, such as through <span class=\"term\">Update</span>. Use with caution.\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span></span>\n                shader.GetColorArray(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetColorArray(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span> = 1</span></span> colorArray)</span>\n                Gets or sets a color <b>array</b> in the active shader, in the property named <span class=\"term\">name</span>.\n                <br><br>\n                Just like with <span class=\"term\">shader.SetColor</span>, a color is a table of either 3 or 4 number values.<br>\n                However, keep in mind that this is an <i>array</i> of colors. So, a table with multiple smaller tables inside, each with 3 or 4 numbers.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"number\"></span></span> shader.GetFloatArray(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetFloatArray(<span class=\"string\"></span> name, <span class=\"luatable\"><span class=\"number\"></span></span> floatArray)</span>\n                Gets or sets a float <b>array</b> in the active shader, in the property named <span class=\"term\">name</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span></span>\n                shader.GetVectorArray(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetVectorArray(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span></span> vectorArray)</span>\n                Gets or sets a vector <b>array</b> in the active shader, in the property named <span class=\"term\">name</span>.\n                <br><br>\n                Just like with <span class=\"term\">shader.SetVector</span>, a vector\n                (<a href=\"https://docs.unity3d.com/2018.4/Documentation/ScriptReference/Vector4.html\">Vector4</a>) is a table of 4 number values.<br>\n                However, keep in mind that this is an <i>array</i> of vectors. So, a table with multiple smaller tables inside, each with 4 numbers.\n                <br><br>\n                <span style=\"color:#ffffff\"><u>NOTE:</u></span> The two functions don't use the same kind of vectors. <span class=\"term\">shader.GetVectorArray()</span> uses <span class=\"term\">(w, x, y, z)</span> vectors, where <span class=\"term\">shader.SetVectorArray()</span> uses <span class=\"term\">(x, y, z, w)</span> vectors. This behavior will be corrected to only use <span class=\"term\">(x, y, z, w)</span> vectors in a later version.\n            </p>\n\n            <p>\n                <br><br>\n                <h4>The Matrix object</h4>\n                There is a Unity property called the <a href=\"https://docs.unity3d.com/2018.4/Documentation/ScriptReference/Matrix4x4.html\">Matrix4x4</a>,\n                which can be used as a property within shaders.<br>\n                The Matrix object is a way to manipulate a Matrix4x4 on the Lua side.\n                <br><br>\n                A Matrix object represents a 4x4 matrix filled with numbers.\n                You'll create it by supplying 4 rows of 4 numbers, and after that, you can modify each individual number one at a time.\n                <br><br>\n                NOTE: The Matrix object is also a non-persistent data type (can not be defined in the shader's Properties block). See the previous section\n                for more information.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"userdata\">matrix</span> shader.Matrix(\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> row1,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> row2,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> row3,\n                <span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span></span> row4)</span>\n                Creates a new matrix object with its rows set to <span class=\"term\">row1</span>, <span class=\"term\">row2</span>,\n                <span class=\"term\">row3</span>, and <span class=\"term\">row4</span>, in that order, from top to bottom.\n                <br><br>\n                An easy way to visualize it while creating it is like this:\n                <div class=\"code-container\">\n<pre class=\"brush: lua;\">-- Create a simple numbered matrix\nmatrix = shader.Matrix( {  1,  2,  3,  4 },\n                        {  5,  6,  7,  8 },\n                        {  9, 10, 11, 12 },\n                        { 13, 14, 15, 16 } )\n</pre></div>\n                After creation, you can get and set any values within the 4x4 range by using multi-indexing, like so:\n                <div class=\"code-container\">\n<pre class=\"brush: lua;\">-- Check what number is in row 1, column 2\nDEBUG(matrix[1, 2])\n-- Set the number in row 3, column 4\nmatrix[3, 4] = 4.2\n</pre></div>\n                The matrix object is involved in the functions <span class=\"term\">shader.SetMatrix</span>, <span class=\"term\">shader.SetMatrixArray</span>,\n                <span class=\"term\">shader.GetMatrix</span>, and <span class=\"term\">shader.GetMatrixArray</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"userdata\">matrix</span> shader.GetMatrix(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetMatrix(<span class=\"string\"></span> name, <span class=\"userdata\">matrix</span> matrix)</span>\n                Gets or sets a Matrix4x4 in the active shader, in the property named <span class=\"term\">name</span>. <span class=\"term\">shader.GetMatrix</span>\n                will return a matrix object (see above), while <span class=\"term\">shader.SetMatrix</span> requires one to be created and passed as the argument\n                <span class=\"term\">matrix</span>.\n                <br><br>\n                NOTE: manipulating a matrix this way does <b><u>not</u></b> create a \"link\" between it and the shader side. If you change values of the matrix\n                object after retrieving it with <span class=\"term\">shader.GetMatrix</span>, you will need to call <span class=\"term\">shader.SetMatrix</span>\n                to update its values on the shader side. Likewise, if you continue to change values of the matrix object passed to\n                <span class=\"term\">shader.SetMatrix</span> after calling the function, you will need to call it once again to update its values on the\n                shader side.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"luatable\"><span class=\"userdata\">matrix</span></span>\n                shader.GetMatrixArray(<span class=\"string\"></span> name)</span>\n                <span class=\"function\">shader.SetMatrixArray(<span class=\"string\"></span> name,\n                <span class=\"luatable\"><span class=\"userdata\">matrix</span></span> matrixArray)</span>\n                Gets or sets a Matrix4x4 <b>array</b> in the active shader, in the property named <span class=\"term\">name</span>.\n                <br><br>\n                Just like with <span class=\"term\">shader.SetMatrix</span>, matrix objects are used (see above).<br>\n                This is an array of them, so basically a table containing as many matrix objects as you like.\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/shaders.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Shaders - Introduction</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Shader Introduction\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"shaders\">\n            <h2><span class=\"CYF\"></span> Shaders - Introduction</h2>\n            <p>\n                As of Create Your Frisk v0.6.5, you may now use Unity shaders in your encounters (and the overworld)!<br>\n                Be warned that <b><u>this is a very advanced feature</u></b> and not everyone will be able to create\n                their own shaders. However, any shaders people make and release can be added into a mod very easily.\n                This page is intended to serve as a basic outline and interface into how the system works.\n            </p>\n            <hr>\n            <h3>Basic Overview</h3>\n\n            <p>\n                Here's how shaders are set up in CYF:\n                <ul>\n                    <li>\n                        First of all: Shaders are stored as\n                        <a href=\"https://docs.unity3d.com/2018.4/Documentation/Manual/AssetBundlesIntro.html\">Unity AssetBundles</a>.<br>\n                        You might expect them to be <span class=\"term\">.shader</span> files, but they <b>aren't</b>. Keep\n                        that in mind.\n                    </li><br>\n                    <li>\n                        Every bundle can contain multiple shaders.\n                        When loading a shader in your mod, you will have to provide the name of a bundle, as well as the\n                        name of a shader in the bundle.\n                    </li><br>\n                    <li>\n                        The actual file setup consists of a folder (the bundle) within the <span class=\"term\">Shaders</span>\n                        folder, with files inside named <span class=\"term\">windows</span>, <span class=\"term\">mac</span>,\n                        and <span class=\"term\">linux</span>. <b>Keep all of these files</b> if you want your mod to be\n                        cross-compatible between operating systems.\n                    </li><br>\n                    <li>\n                        These files are created by Unity, so <u>if you want to create your own shaders, <b>you MUST set up\n                        Unity</b> on your machine.</u><br>\n                        Read <span class=\"ref\">Unity Setup (Optional)</span> for a guide.\n                    </li><br>\n                    <li>\n                        There are some default shaders included with CYF, present in the\n                        <span class=\"term\">CYF/Default/Shaders</span> folder. They are treated just like sprites and audio,\n                        in that shaders will be read from the mod's <span class=\"term\">Shaders</span> folder first, and the\n                        Default shaders folder second.\n                    </li>\n                </ul>\n            </p>\n\n            <p>\n                And on the topic of creating shaders:\n                <ul>\n                    <li>\n                        All shaders are coded using Unity ShaderLabs. See <span class=\"ref\">Coding a Shader</span> for\n                        links and help.<br>\n                        They will be created as <span class=\"term\">.shader</span> files on the Unity side before they're\n                        exported to bundles.<br>\n                        Note that the majority of the work and involvement in creating a shader is knowing how to write the\n                        shader, and has nothing to do with CYF.\n                    </li><br>\n                    <li>\n                        Not all errors and issues with shaders will explicitly show an error screen in game, instead resulting\n                        in a pink \"error\" shader being applied.<br>\n                        When creating your shader in Unity, you will be able to see syntax errors and such before compiling\n                        your shader.\n                    </li><br>\n                    <li>\n                        If the shader (and all of its fallbacks) are found to be unsupported, you'll see an error screen when\n                        loading the shader.<br>\n                        <u>You will need to use the Lua function</u> <span class=\"term\">pcall</span> <u>to account for this</u>\n                        (an example is provided in <span class=\"ref\">The Shader Object</span>).\n                    </li><br>\n                    <li>\n                        While actually creating a shader in Unity, there's a shortcut function available\n                        (<span class=\"term\">shader.Test</span>) that does not require you to build your shaders to AssetBundles\n                        repeatedly.\n                    </li><br>\n                    <li>\n                        Depending on the setup of the shader, it may or may not cause issues with Create Your Frisk features\n                        such as sprite layers and sprite masking. This is why it is recommended that all shaders used be based\n                        off of the template located at <span class=\"ref\">Coding a Shader</span> and\n                        <span class=\"term\">Assets/Editor/Shaders/CYFShaderTemplate.shader</span>.\n                    </li>\n                </ul>\n            </p>\n            <hr>\n            <h3>Creating Shaders</h3>\n\n            <p>\n                The first step involved with creating shaders is to set up Create Your Frisk in Unity on your machine.\n                Read through <span class=\"ref\">Unity Setup (Optional)</span> for a guide on doing this.\n                <br><br>\n                After that, locate the path <span class=\"term\">Assets/Editor/Shaders</span>. This is where you will create and edit\n                your shaders as <span class=\"term\">.shader</span> files. You can also find here all of the default shaders Create\n                Your Frisk comes with, which are in <span class=\"term\">Default/Shaders</span> when Create Your Frisk gets built.\n                <br><br>\n                Create a new <span class=\"term\">.shader</span> file here, with whatever name you like. This name is the name you will\n                eventually pass to <span class=\"term\">shader.Set</span> from the Lua side. Follow the instructions in\n                <span class=\"ref\">Coding a Shader</span> to write the contents of your shader file. You may use\n                <span class=\"term\">shader.Test</span> from mods within the Unity editor (found at <span class=\"term\">Assets/Mods</span>\n                to test shaders before you compile them.\n                <br><br>\n                Once you're done editing and testing your shader, it's time to compile it to an AssetBundle. Using the Unity project\n                files viewer (normally at the bottom of the screen), browse to the path <span class=\"term\">Assets/Editor/Shaders</span>.\n                Click on your shader. Look for the \"Asset Windows\" label (normally at the bottom-right of the screen, under the\n                Inspector).\n                <br><br>\n                <img src=\"../img/AssetBundle.png\" alt=\"Shader bundler screenshot\">\n                <br><br>\n                Click on the button to the right of \"AssetBundle\" (says \"none\" in this image), and enter the name of a bundle. This\n                will be the name of the folder that gets exported, that you will be able to drop in your mod's\n                <span class=\"term\">Shaders</span> folder later. You can have multiple shaders contained in one bundle, and as many\n                bundles as you like. As an example, all of the shaders listed below are part of the\n                <span class=\"term\">cyfshaders</span> bundle.\n                <br><br>\n                Finally, to compile all shaders into AssetBundles, click on <span class=\"term\">Create Your Frisk</span> at the top of\n                the Unity window, and click on <span class=\"term\">Build Shader AssetBundles...</span> in the list. A new window will\n                appear.\n                <br><br>\n                <img src=\"../img/Shader bundler screenshot.png\" alt=\"Shader bundler screenshot\">\n                <br><br>\n                You may either click <span class=\"term\">Build all AssetBundles</span> to build every AssetBundle you defined\n                earlier, or you may enter a single name in the box and click <span class=\"term\">Build one AssetBundle</span> to only\n                build one AssetBundle of your choosing (for instance, <span class=\"term\">cyfshaders</span>).\n                <br><br>\n                You will have to wait for a moment while the shaders get built into bundles. You will see an alert box whenever the\n                shaders are done being bundled. Once finished, your bundles will appear in\n                <span class=\"term\">Assets/Editor/Output</span>! They will be present as folders, with the same names as the\n                AssetBundles you set up in the editor. Each one of these folders is a shader bundle that you may now move to your\n                mod's <span class=\"term\">Shaders</span> folder.\n            </p>\n            <hr>\n            <h3>Sample Shaders</h3>\n\n            <p>\n                Create Your Frisk v0.6.5 comes with an AssetBundle named <span class=\"term\">\"cyfshaders\"</span>, containing several sample\n                shaders for you to toy with, be it in the Lua side or as a means to create your own shaders.<br>\n                Remember that you can find the source code for these shaders by downloading CYF's source code - see\n                <span class=\"ref\">Unity Setup (Optional)</span>.<br>\n                You may set all of the properties listed in the \"usage\" column by using the functions within <span class=\"ref\">The Shader Object</span>\n                on the Lua side. All the keywords are disabled by default, that's just how the shader language functions.\n            </p>\n\n            <p>\n                <table>\n                <tr>\n                    <th>Shader Name</th>\n                    <th>Description</th>\n                    <th>Usage</th>\n                </tr>\n                <tr>\n                    <td>CYFShaderTemplate<br>(not in the bundle)</td>\n                    <td>A template base shader to build all your own shaders from. Same as the sample shader in\n                    <span class=\"ref\">Coding a Shader</span>.</td>\n                    <td>No unique properties or variables.</td>\n                </tr>\n                <tr>\n                    <td>Displacement</td>\n                    <td>\n                        A shader that allows for the use of displacement maps, by means of images in your mod's Sprites folder.\n                        <br><br>\n                        Colors greater than 50% will move the rendered space forward, while colors less than 50% will move it backwards.<br>\n                        For reference, the color <span class=\"term\">#808080</span> represents zero displacement.\n                    </td>\n                    <td>\n                        <ul>\n                            <li><span class=\"term\">DispMap</span> - Texture - The displacement map in question. See left.</li>\n                            <li><span class=\"term\">Intensity</span> - Float - Controls the magnitude of the displacement. 1 by default.</li>\n                            <li><span class=\"term\">NO_PIXEL_SNAP</span> - Keyword - If enabled, disables pixel snapping on the newly rendered\n                            image (blurry).</li>\n                            <li><span class=\"term\">NO_WRAP</span> - Keyword - If enabled, does not render pixels that were outside of the\n                            original image/screen boundaries.</li>\n                        </ul>\n                    </td>\n                </tr>\n                <tr>\n                    <td>FitScreen</td>\n                    <td>\n                        This shader is intended for use alongside <span class=\"term\">Misc.SetWideFullscreen(true)</span>, and should be\n                        applied to the camera through <span class=\"term\">Misc.ScreenShader</span>.\n                        <br><br>\n                        It forcefully takes the 640x480, 4:3 normal display area of CYF and stretches it across the user's monitor, when\n                        in fullscreen. In other words, it uses a \"stretch\" display method instead of keeping letterboxing, even if it is\n                        controllable.\n                    </td>\n                    <td>\n                        <ul>\n                            <li>\n                                <span class=\"term\">Width</span> - Float - Controls the new size of the display area.<br>\n                                Should be set to <span class=\"term\">640</span> normally, or\n                                <br><span class=\"term\">math.ceil(math.max(Misc.MonitorWidth / 3, 640))</span> in fullscreen.\n                            </li>\n                            <li><span class=\"term\">NO_PIXEL_SNAP</span> - Keyword - If enabled, disables pixel snapping on the newly sized\n                            screen render (blurry).</li>\n                        </ul>\n                    </td>\n                </tr>\n                <tr>\n                    <td>Gradient</td>\n                    <td>\n                        A simple shader that takes 4 colors (all white by default), applies them to the 4 corners of an image (or the\n                        screen), and generates a color gradient connecting them. The colorization is done similarly to\n                        <span class=\"term\">sprite.color</span>, so the effect may be most visible with white images.\n                    </td>\n                    <td>\n                        <ul>\n                            <li><span class=\"term\">TopLeft</span> - Color - Color for the top left corner.</li>\n                            <li><span class=\"term\">TopRight</span> - Color - Color for the top right corner.</li>\n                            <li><span class=\"term\">BottomLeft</span> - Color - Color for the bottom left corner.</li>\n                            <li><span class=\"term\">BottomRight</span> - Color - Color for the bottom right corner.</li>\n                        </ul>\n                    </td>\n                </tr>\n                <tr>\n                    <td>Invert</td>\n                    <td>A simple shader that inverts the colors of every displayed pixel.</td>\n                    <td>No unique properties or variables.</td>\n                </tr>\n                <tr>\n                    <td>Rotation</td>\n                    <td>\n                        This shader is intended to be applied to the camera through <span class=\"term\">Misc.ScreenShader</span>.\n                        <br><br>\n                        The purpose of this shader is to allow the entire screen to be rotated all around. It has customizeable pivot\n                        points, as well.\n                    </td>\n                    <td>\n                        <ul>\n                            <li><span class=\"term\">Rotation</span> - Float - Rotation of the screen. 0 by default. This value takes\n                                degrees.</li>\n                            <li><span class=\"term\">xPivot</span> - Float - X pivot to rotate around. 0.5 (center) by default.</li>\n                            <li><span class=\"term\">yPivot</span> - Float - X pivot to rotate around. 0.5 (center) by default.</li>\n                            <li><span class=\"term\">WRAP</span> - Keyword - If enabled, renders pixels that were outside of the\n                            original screen boundaries.</li>\n                            <li><span class=\"term\">NO_PIXEL_SNAP</span> - Keyword - If enabled, disables pixel snapping on the newly rendered\n                            image (blurry).</li>\n                        </ul>\n                    </td>\n                </tr>\n                <tr>\n                    <td>ScreenScale</td>\n                    <td>\n                        This shader is intended to be applied to the camera through <span class=\"term\">Misc.ScreenShader</span>.\n                        <br><br>\n                        This shader scales the screen horizontally and vertically, similarly to <span class=\"term\">sprite.Scale</span>.\n                        Values can be both positive and negative, which can also result in flipping the screen.\n                    </td>\n                    <td>\n                        <ul>\n                            <li><span class=\"term\">HorMult</span> - Float - Horizontal Scale. 1 by default.</li>\n                            <li><span class=\"term\">VerMult</span> - Float - Vertical Scale. 1 by default.</li>\n                            <li><span class=\"term\">WRAP</span> - Keyword - If enabled, renders pixels that were outside of the\n                            original screen boundaries.</li>\n                            <li><span class=\"term\">NO_PIXEL_SNAP</span> - Keyword - If enabled, disables pixel snapping on the newly sized\n                            screen render (blurry).</li>\n                        </ul>\n                    </td>\n                </tr>\n                <tr>\n                    <td>Wave</td>\n                    <td>\n                        A nifty effect that makes an image appear to wave and sway back and forth. Its size and distance can be customized.\n                    </td>\n                    <td>\n                        <ul>\n                            <li>\n                                <span class=\"term\">Width</span> - Float - Controls the width of the wave motion.\n                                Larger numbers mean more distance travelled horizontally. 1 by default.\n                            </li>\n                            <li>\n                                <span class=\"term\">Rate</span> - Float - Controls the rate of waves in the image.\n                                Larger numbers mean less space between waves. 1 by default.\n                            </li>\n                            <li><span class=\"term\">NO_WRAP</span> - Keyword - If enabled, does not render pixels that were outside of the\n                            original image boundaries.</li>\n                            <li><span class=\"term\">NO_PIXEL_SNAP</span> - Keyword - If enabled, disables pixel snapping on the newly rendered\n                            image (blurry).</li>\n                        </ul>\n                    </td>\n                </tr>\n            </table>\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/terms.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Terminology</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Terminology\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"terms\">\n            <h2>Terminology</h2><br><br>\n            <p><span class=\"term\">arena</span> - The inside of the white box in which the player is allowed to move.</p>\n            <p><span class=\"term\">bullet</span> - Everything in a wave that can collide with you. Flowey's pellets would\n                be referred to as bullets, but so would Papyrus' bones, anything Woshua can shoot (of any colour), even\n                the dancing Migosp.</p>\n            <p><span class=\"term\">encounter text</span> - The text that shows up before you've selected FIGHT/ACT/ITEM/MERCY.</p>\n            <p><span class=\"term\">monster dialogue</span> - Text from monsters in an encounter, often seen before\n                attacking. Can also be multiple dialogue boxes for special encounters.</p>\n            <p><span class=\"term\">dialog</span> - A user interface component that contains text. For example, the battle\n                dialog window. The distinction between \"dialog\" and \"dialogue\" is that \"dialog\" refers to interface windows\n                containing text, and \"dialogue\" refers to the speech content of monsters.</p>\n            <p><span class=\"term\">wave</span> - A single attack behaviour (or attack \"wave\", to say), measured from when\n                you start defending until when it stops. Vegetoid's bouncing vegetables attack would count as a wave.\n                Papyrus' special Cool Dude attack would also count as a wave. Unitale works with \"wave scripts\" for\n                attacks; you can use multiple wave scripts at the same time for when you have various monsters.</p>\n            <p><span class=\"CYF\"></span> <span class=\"term\">overworld</span> - A CYF feature that is external to battles. It allows\n                the user to explore maps, like in Undertale. The overworld can contain event objects, too.<br>You can find a tutorial\n                on maps in <span class=\"ref\">How to create a map</span> and a tutorial on events is in <span class=\"ref\">How\n                to create an event</span>.\n                </p>\n            <p><span class=\"CYF\"></span> <span class=\"term\">modDev</span> - This is a feature exclusive to CYF. In CYF, you can\n                access some extra options from the Mod Selection screen. These mainly include the options to wipe\n                <span class=\"term\">RealGlobals</span> and <span class=\"term\">AlMightyGlobals</span>, as well as toggle\n                <span class=\"term\">safe mode</span> and <span class=\"term\">retrocompatibilty mode</span>.\n                <br><br>\n                * In CYF v0.6.2.1 and beyond, the modDev screen is located in an \"options menu\" accessible by clicking \"Options\"\n                from within the Mod Selection screen.\n            <p><span class=\"CYF\"></span> <span class=\"term\">retrocompatibilty mode</span> - This CYF feature is designed in such\n                a way where, if it's enabled, functions from 0.2.1a that were changed in CYF will function exactly as they did\n                in 0.2.1a.</p>\n            <p><span class=\"CYF\"></span> <span class=\"term\">safe mode</span> - This is a CYF-mode that removes swear words found\n                in CYF. Mod authors can also use this to do the same in their mods, maybe even also using this to remove blood\n                or mature content.</p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/unity.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Unity Setup (Optional)</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Unity Setup (Optional)\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"basic\">\n            <h2><span class=\"CYF\"></span> Unity Setup (Optional)</h2><br><br>\n            <p>\n                This page will cover how to set up Create Your Frisk in the Unity editor, which is necessary for utilizing\n                Create Your Frisk's Overworld feature, as well as for setting up shaders. It is also helpful for seeing the\n                way encounters work from the Unity side, and in particular how sprite layers work.\n            </p>\n\n            <hr>\n            <h4>Get Started</h4>\n\n            <p>\n                To get started, you'll need to, first of all, download the current version of Unity that CYF uses, and, of course,\n                download the project via Github.\n                <br><br>\n                To do this, go to the\n                <a href=\"https://github.com/RhenaudTheLukark/CreateYourFrisk/releases\">Releases</a> section, find the latest version of\n                Create Your Frisk, scroll down to its downloads section, and download <span class=\"term\">Source Code (zip)</span>.\n                You will need to extract it (you should have a means to extract it already on your computer).\n                <br><br>\n                Once the folder is extracted, you will need to open it as a project in Unity. Download the version of Unity used to build\n                the version of Create Your Frisk.\n            </p>\n            <h4>Create Your Frisk v0.6.6 was built using Unity Personal 2018.4.36f1, also known as Unity 2018's Long Term Support version, which you can <b><u><a href=\"https://unity3d.com/get-unity/download/archive\">find here</a></u></b>.</h4>\n            <br>\n            <p>\n                Unity may take a lot of time to install and to load the project for the first time, due to a lot of resources being\n                registered by Unity - but you won't have to do it again in the future.\n            </p>\n\n            <hr>\n            <h4>Once you're in</h4>\n\n            <p>\n                Once you're in, you'll have to load the scene <span class=\"term\">Assets/Scenes/Disclaimer.unity</span> using the command\n                <span class=\"term\">File</span> => <span class=\"term\">Open Scene</span> at the top left corner of Unity's window. You should\n                always start play mode from this scene when using Create Your Frisk in Unity.\n                <br><br>\n                In order to set up the viewport properly, first switch to the \"Game\" tab (<span class=\"term\">Window</span> =>\n                <span class=\"term\">General</span> => <span class=\"term\">Game</span>, or click it in the editor). Within the Game tab, find the\n                button labelled <span class=\"term\">Display 1</span>. Next to it should be another button, most likely labelled\n                <span class=\"term\">Free Aspect</span>. Click on it, click the\n                \"plus\" sign at the bottom of the list that appears, and add an option with a fixed resolution of <span class=\"term\">640</span> x\n                <span class=\"term\">480</span>.\n                <br><br>\n                <i>This is Create Your Frisk's native resolution, and viewing it like this ensures that everything\n                you see in the Unity editor will look exactly the same in the built version of Create Your Frisk</i>.\n            </p>\n\n            <hr>\n            <h4>Where is everything?</h4>\n\n            <p>\n                Look in the folder <span class=\"term\">Assets</span> within the folder you extracted earlier. In here, the folder named\n                <span class=\"term\">Default</span> is the same as the folder named <span class=\"term\">Default</span> in the built executable versions\n                of Create Your Frisk. Likewise, <span class=\"term\">Mods</span> is the same as the <span class=\"term\">Mods</span> folder in the built\n                versions of CYF. Load all of your mods here if you want them playable in the editor.\n                <br><br>\n                Another folder here is <span class=\"term\">Scenes</span>. If you are using Create Your Frisk's Overworld feature, this is where all\n                overworld scenes will go. See the <span class=\"ref\">Overworld</span> section of the documentation for more information.\n                <br><br>\n                Also within <span class=\"term\">Assets</span> the folder <span class=\"term\">Editor</span> is used for shaders. It contains a folder\n                <span class=\"term\">Shaders</span>, which is where all of your original shader files go, and another folder\n                <span class=\"term\">Output</span>, which is where your shaders will be compiled into AssetBundles. Read\n                <span class=\"ref\">Shaders - Introduction</span> for more information.\n            </p>\n\n            <hr>\n            <h4>Building CYF</h4>\n\n            <p>\n                This is an optional step, for if you want or need to export Create Your Frisk to a built executable. Within your Create Your Frisk\n                installation is a python script, named <span class=\"term\">Build.py</span>. It uses\n                <a href=\"https://www.python.org/downloads/release/python-374/\">Python v3.7.4</a>. This is the script used to build CYF into executables.\n                You can optionally install <a href=\"https://www.7-zip.org/\">7-zip</a> as well, if you want the script to automatically package your\n                builds into archives.\n                <br><br>\n                You should first peek inside the script and edit it as needed - you only need change one or two lines. You can change the variable\n                <span class=\"term\">CYFversion</span> to dictate the names of the created folders (or edit them yourself in\n                <span class=\"term\">buildTargets</span> and <span class=\"term\">macTarget</span>). Next, check the variable\n                <span class=\"term\">unityPath</span> - you need to set it to the path of your machine's Unity installation, if it is not already set to it.\n                <br><br>\n                Make sure Create Your Frisk is <u>the last project opened in Unity</u>. Then, <u>CLOSE UNITY</u> before running the script.\n                <br><br>\n                Actually running the script also has some documentation at the top of the file itself. You can either run the script directly\n                (double click it) or run it from the command line (varies depending on your operating system). If you do the former option, or do the\n                second option with no extra setup, the script will attempt to create all 5 builds, and archive them if possible.\n                <br><br>\n                If running from the command line, you may provide two arguments to specify the build process:\n                <ul>\n                    <li><span class=\"term\">--nozip</span>: Does not attempt to package the resulting builds into archives with 7-zip.</li><br>\n                    <li>\n                        <span class=\"term\">--single [id]</span>: Only creates one of the possible builds. <span class=\"term\">id</span> should be\n                        from 1 to 5:\n                        <ol>\n                            <li>Windows 32-bit</li>\n                            <li>Windows 64-bit</li>\n                            <li>Linux 32-bit</li>\n                            <li>Linux 64-bit</li>\n                            <li>Mac</li>\n                        </ol>\n                    </li>\n                </ul>\n                Your build(s) of Create Your Frisk will appear in a folder named <span class=\"term\">bin</span> within your CYF installation!\n            </p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "Documentation CYF 1.0/pages/variables.html",
    "content": "<!DOCTYPE html>\n<!--\nsince you're here anyway: there's a small easter egg on the text commands page but it's probably not worth finding, sorry\nyou may notice this page's code is garbage: i'm not a web designer! ;-;\nit's w3c valid, at least\n-->\n\n<html lang=\"en\">\n<head>\n    <meta charset=\"utf-8\">\n    <meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\">\n    <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n    <meta name=\"description\" content=\"\">\n    <meta name=\"author\" content=\"\">\n    <link rel=\"icon\" href=\"../img/icon.png\">\n\n    <title>CYF Documentation - Special Variables</title>\n    <link href=\"../css/bootstrap.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/bootstrap-theme.min.css\" rel=\"stylesheet\">\n    <link href=\"../css/themesidebar.css\" rel=\"stylesheet\">\n    <link href=\"../css/shThemeRDark.css\" rel=\"stylesheet\">\n\n    <!-- Syntax highlighting -->\n    <script type=\"text/javascript\" src=\"../js/shCore.js\"></script>\n    <script type=\"text/javascript\" src=\"../js/shBrushLua.js\"></script>\n    <script type=\"text/javascript\">SyntaxHighlighter.all();</script>\n</head>\n<body>\n<img src=\"../img/bg2.png\" alt=\"Undertale background\" class=\"backimg\">\n<div class=\"container arena black\">\n    <!--navigation-->\n    <script type=\"text/javascript\" src=\"../js/SideBar.js\"></script>\n    <script type=\"text/javascript\"> CreateSideBar(\"Special Variables\"); </script>\n\n    <!--tabs'n'shit-->\n    <div class=\"tab-content col-md-10\">\n        <div class=\"tab-pane active text-style\" id=\"variables\">\n            <h3>Special variables</h3><br><br>\n            <p>It's time to set up the basics of an encounter! The fastest way to\n                get started is to copy the 'Encounter Skeleton' mod and play with the values in it, then either copying\n                over existing examples' code, or writing your own. This section serves to explain the variables you\n                see.</p>\n            <hr>\n            <h4>All-script variables</h4>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> isCYF [E/M/W]</span>\n                A value - true by default - that indicates that if you're on CYF. nil if not on CYF. Test it with\n                <span class=\"term\">if not isCYF then</span> or <span class=\"term\">if isCYF then</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> isRetro [E/M/W]</span>\n                A value which is true whenever CYF's retrocompatibility mode is active and false when it isn't. Test it with\n                <span class=\"term\">if not isRetro then</span> or <span class=\"term\">if isRetro then</span>.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> safe [E/M/W]</span>\n                True if CYF's safe mode is enabled, false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"boolean\"></span> windows [E/M/W]</span>\n                Returns true if the user is on Windows, false otherwise.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> CYFversion [E/M/W]</span>\n                Returns a different string based on the version of CYF you are using.<br>\n                <ul>\n                    <li><span class=\"term\">Versions before v0.6</span>: Previous version's number.<br>\n                    For example, in CYF v0.5.5, this will be \"0.5.4\".</li>\n                    <br>\n                    <li><span class=\"term\">Versions between v0.6 and v0.6.1.2</span>: always \"1.0\".</li>\n                    <br>\n                    <li><span class=\"term\">Versions after v0.6.1.2</span>: Current version's number.<br>\n                    For example, in CYF v0.6.2, this will be \"0.6.2\".</li>\n                </ul>\n\n                <h4>TIP: Lua has a very useful built-in string comparing function.</h4>\n                You can very easily check for <span class=\"term\">if CYFversion &lt; \"0.6.2.2\" then</span>, <span class=\"term\">if CYFversion &gt;= \"0.6.1.2\" then</span> and other combinations.\n            </p>\n\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"number\"></span> LTSversion [E/M/W]</span>\n                Returns a different number based on the LTS version of CYF you are using.<br><br>\n                You can compare this number to your own values to make sure the right version of CYF is used to play your mod, if needed.<br><br>\n                You may also want to check if this value exists at all in case older versions of CYF are used to play your mod.\n            </p>\n\n            <hr>\n            <h4>Encounter script variables</h4>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">music = \"yourmusicname_without_extension\"\nencountertext = \"Vegetoid came out of\\rthe earth!\"\nnextwaves = {\"bullettest_wavy\", \"bullettest_homing\"}\nwavetimer = 4.0\narenasize = {155, 130}\n\nenemies = { \"vegetoid\" }\n\nenemypositions = {\n{0, 50},\n{-70, 30},\n{70, 30}\n}\n\ndeathtext = {\n\"[voice:v_fluffybuns][waitall:2]You cannot give up\\njust yet...\",\n\"[voice:v_fluffybuns][waitall:2]Frisk!\\n[w:15]Stay determined...\"\n}\n</pre>\n            </div>\n            <br><p><span class=\"string\"></span> <span class=\"term\">music</span> - Name of your encounter's starting music, without the file extension.\n                If this variable isn't present, it'll play Undertale's default battle theme. If you don't want any music, call\n                <span class=\"term\">Audio.Stop()</span> in the <span class=\"term\">EncounterStarting()</span> function.\n                For more information see <span class=\"ref\">API - Game events</span>.</p>\n            <br><p><span class=\"string\"></span> <span class=\"term\">encountertext</span> - Set the initial text of your encounter here.\n                After that, you can modify it at any time in preparation for the next turn. <span class=\"term\">encountertext</span> gets read out at the\n                start of every new turn (i.e. you going back to the FIGHT/ACT/ITEM/MERCY selection).<br><br>\n                * You can use <span class=\"term\">\\n</span> to create a new line <b>with a star</b> (*), and <span class=\"term\">\\r</span> to create\n                a new line <b>without</b> a star.\n                <br><br>\n                As of CYF v0.6.4, if you end up with 4 or more lines of encounter text displayed at once, the text will move up\n                (9 pixels, one time) to compensate and try to fit your text inside the box.</p>\n            <br><p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">nextwaves</span> - A list of all simultaneous attack waves\n                you want when the monsters start their attacks. You can modify this at any time, and it'll get read out before the enemies start their\n                attack. For most boss-type encounters, you'll likely only want one wave simultaneously - but you can get creative\n                here.</p>\n            <br><p><span class=\"number\"></span> <span class=\"term\">wavetimer</span> - How long it takes for the defending step to end.\n                If this isn't set anywhere, it'll be the default <i>4.0 seconds</i>.</p>\n            <br><p><span class=\"luatable\"><span class=\"number\"></span></span> <span class=\"term\">arenasize</span> - The inner size of the box the player's\n                constrained to. <span class=\"term\">{155, 130}</span> is the default size for a\n                lot of basic Undertale encounters. Papyrus' battle, for instance, has this at <span class=\"term\">{245, 130}</span> most of the\n                time. You may modify this at any time - it'll only get read out before the enemies start their\n                attack.<br>\n                Note: lowest possible setting is <span class=\"term\">{16, 16}</span> - this is the size of the player's soul. Anything lower will\n                be set to 16 anyway.</p>\n            <br><p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">enemies</span> - Defines the names of your enemy scripts\n                that will be used in your encounter. In this example,\n                <span class=\"term\">vegetoid.lua</span> will be used from the Monsters folder. After initialization, the names will be\n                replaced by Script controller objects you can use to control your monster scripts.<br>Refer to <span class=\"ref\">API -\n                    Functions &amp; Objects</span> for more information.</p>\n            <br><p><span class=\"luatable\"><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span></span></span>\n            <span class=\"term\">enemypositions</span> -\n            Defines where the enemies are on the screen. <span class=\"term\">{0, 0}</span> means they're centered just above the arena, with 1 pixel of space\n            inbetween. <span class=\"term\">{-30, 0}</span> means above the arena to the left; <span class=\"term\">{50, 80}</span> means 50 pixels to the right\n            and 80 pixels above that center.<br>\n                You will always need at least as many enemy positions as enemies in your encounter. In this example we\n                have 3 enemy positions set to show you how you can define more than one, but since this example only\n                contains Vegetoid you only really need one position.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">autolinebreak</span> - False by default. If this value is set to\n                true, the auto linebreak system will automatically add line breaks (<span class=\"term\">\\r</span>) to the text.\n                No need to use <span class=\"term\">\\r</span> or <span class=\"term\">\\n</span> anymore!</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">playerskipdocommand</span> - False by default. If this value is\n                set to true, text commands will be called even if the player skips the text - except for <span class=\"term\">[w]</span> and\n                <span class=\"term\">[letters]</span> commands, and commands with the tag \"<span class=\"term\">skipover</span>\".</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">unescape</span> - False by default. If this value is set\n                to true, you can't exit the battle with the ESC key anymore.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">flee</span> - True by default. If this value is set to false,\n            the Flee option will not appear in the Mercy menu.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">fleesuccess</span> - <span class=\"term\">nil</span> by default.\n            Set this to <span class=\"term\">true</span> or <span class=\"term\">false</span> to force the Flee option to succeed or fail, respectively.\n            Otherwise, Undertale's formula is used, which starts at a 50% chance to flee on the first turn, and increases by 10% every turn after that\n            (regardless of if those turns were spent trying to flee as well).</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">fleetexts</span> - If you set this\n            to a table filled with strings, a random one of your strings will be displayed whenever the player flees the battle (if that's enabled).</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">revive</span> - If this variable is set to true, the player\n            will be revived when they hit 0 HP.<br>By default, there will be no special text for the player being revived; however, if you set\n            <span class=\"term\">deathtext</span>, that will be used.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">deathtext</span> - Text displayed\n            when the player dies, in the Game Over screen. By default, it'll use the normal death text.<br>\n            This text is also used if the player gets revived while <span class=\"term\">revive</span> is true. Otherwise, there is no revive text.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">deathmusic</span> - Sets the death music. The music is played\n            if <span class=\"term\">revive</span> is not set.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"luatable\"><span class=\"userdata\">script</span></span> <span class=\"term\">Wave</span> - A table\n            returning the current wave scripts used. Returns a table with a length of 0 if not in the state DEFENDING.</p>\n            <br><p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">noscalerotationbug</span> - If this\n            variable is set to true, the rotation of any child sprite with a rotated parent will no longer be reset after either changing its sprite in any\n            way or scaling it.</p>\n            <br><p><span class=\"new\"></span><span class=\"boolean\"></span> <span class=\"term\">adjusttextdisplay</span> - False if not set. If set to true,\n            CYF will try to adjust the text's position and scale to prevent jagged lines to appear if the text's scale or position is slightly off.\n            <br>Can be overridden for each text object by setting their <span class=\"term\">adjustTextDisplay</span> value.</p>\n            <br><p><span class=\"new\"></span><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>,\n            <span class=\"number\"></span> = 1 </span> <span class=\"term\">sparecolor</span> - Changes the RGBA color of the Spare option in the Mercy menu if\n            one or several enemies are spareable. Each given number will be clamped between 0 and 1.\n            <br>If neither this or <span class=\"term\">sparecolor32</span> are set, the default color is <span class=\"term\">{ 1, 1, 0 }</span>, or yellow.\n            <br><p><span class=\"new\"></span><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>,\n            <span class=\"number\"></span> = 255 </span> <span class=\"term\">sparecolor32</span> - Changes the RGBA color of the Spare option in the Mercy menu\n            if one or several enemies are spareable. Each given number will be clamped between 0 and 255.\n            <br>This value is ignored if <span class=\"term\">sparecolor</span> is set.\n\n            <hr>\n            <h4>Monster script variables</h4>\n            <div class=\"code-container\">\n<pre class=\"brush: lua;\">comments = {\"Vegetoid cackles softly.\", \"Vegetoid's here for your health.\"}\ncommands = {\"Talk\", \"Devour\", \"Dinner\"}\nrandomdialogue = {\"Fresh\\nMorning\\nTaste\", \"Farmed\\nLocally,\\nVery\\nLocally\"}\ncurrentdialogue = {'Eat\\nYour\\nGreens'}\ncancheck = true\ncanspare = false\n\nsprite = \"vegetoid_sprite\"\ndialogbubble = \"rightshort\"\nname = \"Vegetoid\"\nhp = 20\natk = 6\ndef = 6\nxp = 6\ngold = 1\ncheck = \"Serving Size: 1 Monster\\nNot monitored by the USDA\"</pre>\n            </div>\n            <p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">comments</span> - A list of random comments attached to this\n            monster. You can retrieve one at random using the\n                <span class=\"term\">RandomEncounterText()</span> function in your Encounter script. See <span class=\"ref\">API - Functions &amp; Objects</span>\n                for details.</p>\n            <p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">commands</span> - A list of ACT commands you can do. Listed in\n            the ACT menu and used in <span class=\"term\">HandleCustomCommand()</span>.\n                See <span class=\"ref\">API - Game events</span> for details. Note that the behaviour for Check is built-in, and shows you\n                the monster's <span class=\"term\">name</span> followed by the <span class=\"term\">ATK</span> and <span class=\"term\">DEF</span>, and then the\n                <span class=\"term\">check</span> variable you'll see all the way down.</p>\n            <p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">randomdialogue</span> - A list of random dialogue the monster\n                can have. One of these is selected at random if <span class=\"term\">currentdialogue</span> is <span class=\"term\">nil</span>\n                (i.e. has no value).\n                <br><br>\n                <span class=\"CYF\"></span> NOTE: The dialogue bubble will not be shown so long as it has no displayable letters. Set\n                <span class=\"term\">randomdialogue</span> to a line with only text commands, such as <span class=\"term\">\"[noskip][next]\"</span>, to use\n                this to your advantage.</p>\n            <p><span class=\"luatable\"><span class=\"string\"></span></span> <span class=\"term\">currentdialogue</span> - The next dialogue for this monster.\n                This overrides the random dialogue and is meant for special actions (e.g. you hit Vegetoid's green carrots after selecting Dinner from the\n                ACT menu). This variable gets <i>cleared every time after it's read out in the monster dialogue phase</i>. This is done\n                so you don't have to take care of managing it manually.\n                <br><br>\n                <span class=\"CYF\"></span> NOTE: The dialogue bubble will not be shown so long as it has no displayable letters. Set\n                <span class=\"term\">currentdialogue</span> to a line with only text commands, such as <span class=\"term\">\"[noskip][next]\"</span>, to use\n                this to your advantage.</p>\n                <p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">defensemisstext</span> - The text which will be displayed if the Player's attack is successful but deals 0 damage. \"MISS\" by default.</p>\n                <p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">noattackmisstext</span> - The text which will be displayed if the Player doesn't press Z when attacking. \"MISS\" by default.</p>\n            <p><span class=\"boolean\"></span> <span class=\"term\">cancheck</span> - Either true or false. You can leave this line out; it will be true by\n                default. If set to false, it will disable the default Check action that shows up in your ACT menu. If you want a custom\n                Check action, you can add it back into your <span class=\"term\">commands</span> table, and handle it like any other custom\n                command. See <span class=\"ref\">API - Game events</span> for details.</p>\n            <p><span class=\"boolean\"></span> <span class=\"term\">canspare</span> - Either true or false. If you leave this line out, it'll be set to false by\n                default. If you change this to true, your monster's name will turn yellow and it will be spareable.</p>\n            <p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">isactive</span> - Tells you whether this enemy is active.<br>\n                Will be false if they have been manually de-activated, killed or spared.<br>\n            <b><u>Setting this will do nothing! You must call</u></b> <span class=\"term\">SetActive</span> (see <span class=\"ref\">Misc. Functions</span>).</p>\n            <br>\n            <p><span class=\"string\"></span> <span class=\"term\">sprite</span> - Name of the sprite in your Sprites folder, without the .PNG extension.\n                This is the initial sprite for your monster. It can be changed using <span class=\"term\">SetSprite(name)</span>; see <span class=\"ref\">API -\n                Functions &amp; Objects</span> for details.</p>\n            <p><span class=\"CYF\"></span> <span class=\"userdata\">sprite</span> <span class=\"term\">monstersprite</span> - Sprite handler of the monster.</p>\n            <p><span class=\"string\"></span> <span class=\"term\">dialogbubble</span> - What dialogue bubble will be used for the monster's dialogue. You can\n                change this at any time, but this <i>must</i> be initially set to something. For a list of all possible options, check the\n                <a href=\"../media/dialogoptions.png\">dialog bubble names</a> chart; it's also in the sidebar.\n                Positioning of the bubbles is done automatically.\n                <br>\n                <span class=\"new\"></span>This value can also be nil, which means the monster's text will use an automatically sized bubble much like text\n                objects do. In which case, you need to set the value of the variables <span class=\"term\">bubbleside</span> and <span class=\"term\">bubblewidth</span>. See their entries below for details.</p>\n            <p><span class=\"new\"></span><span class=\"string\"></span> <span class=\"term\">bubbleside</span> - Only useful when\n                <span class=\"term\">dialogbubble</span> is nil. Determines which side the bubble and its tail are on. Can only accept the values\n                <span class=\"term\">RIGHT</span>, <span class=\"term\">LEFT</span>, <span class=\"term\">UP</span>, <span class=\"term\">DOWN</span> and\n                <span class=\"term\">NONE</span>.\n                <br>\n                The <span class=\"term\">NONE</span> value places the bubble on the right side of the monster with no tail, while the other values\n                place the bubble on their corresponding side.</p>\n            <p><span class=\"new\"></span><span class=\"number\"></span> <span class=\"term\">bubblewidth</span> - Only useful when\n                <span class=\"term\">dialogbubble</span> is nil. Determines the width of the automatic bubble in pixels. This value cannot be under 16.</p>\n            <p><span class=\"new\"></span><span class=\"userdata\">sprite</span> <span class=\"term\">bubblesprite</span> - Only useful when\n                <span class=\"term\">dialogbubble</span> is not nil. This is the sprite object used for the bubble sprite used for monster dialogues.\n                This object has <span class=\"term\">textobject</span> as child, so moving it will also move that object.</p>\n            <p><span class=\"new\"></span><span class=\"userdata\">text</span> <span class=\"term\">textobject</span> - Text object used to display the\n                monster's dialogue. Moving it also moves the dialog bubble if dialogbubble is nil.</p>\n            <p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">dialogueprefix</span> - A string, appended to the beginning\n                of every monster's dialogue. The default is <span class=\"term\">\"[effect:rotate]\"</span></p>\n            <p><span class=\"string\"></span> <span class=\"term\">name</span> - Monster name. Fairly self-explanatory; shows up in the FIGHT/ACT menus.\n                Can also be changed at any time.</p>\n            <p><span class=\"number\"></span> <span class=\"term\">hp</span> - Your monster's max HP, initially. After the fight has started,\n                this value will always accurately reflect your monster's current HP. You can then modify this value to change your monster's current HP.</p>\n            <p><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">maxhp</span> - Your monster's max HP. After the fight has\n                started this value will be always the same, unless you change it. It is mainly used for lifebars and such. You better not set it as 0 or as a\n                negative number, though.</p>\n            <p><span class=\"number\"></span> <span class=\"term\">atk</span> - Your monster's ATK. Only used in the default Check handler; bullet damage\n                is set through wave scripts. If you're not using the default Check you can leave this out.</p>\n            <p><span class=\"number\"></span> <span class=\"term\">def</span> - Your monster's DEF.</p>\n            <p><span class=\"number\"></span> <span class=\"term\">xp</span> - Your monster's XP upon actually defeating them. You only get this by\n                killing the monster.</p>\n            <p><span class=\"number\"></span> <span class=\"term\">gold</span> - Gold you get from either killing or sparing this monster. Since the gold\n                can change based on whether you kill or spare the monster, you can modify this at any time up until the fight ends.</p>\n            <p><span class=\"string\"></span> <span class=\"term\">check</span> - When checking with the default Check option, this is what's listed under\n                the monster's name, ATK and DEF.</p>\n            <p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">unkillable</span> - Set it to true and the monster will not\n                be killed if it has less than 1 HP. However, it can still be killed with <span class=\"term\">Kill()</span>.</p>\n            <p><span class=\"CYF\"></span> <span class=\"boolean\"></span> <span class=\"term\">canmove</span> - Deprecated, always returns true.\n                <br>Old behavior: Returns true if you are able to move or unbind <span class=\"term\">monstersprite</span>, false otherwise.</p>\n            <p><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">posx</span> - The x position of the enemy's sprite.</p>\n            <p><span class=\"CYF\"></span> <span class=\"number\"></span> <span class=\"term\">posy</span> - The y position of the enemy's sprite.</p>\n            <p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">font</span> - The default font used by the monster. Set it to\n            <span class=\"term\">nil</span> if you want to use the normal monster font.</p>\n            <p><span class=\"CYF\"></span> <span class=\"string\"></span> <span class=\"term\">voice</span> - The default voice used by the monster. Set it\n            to <span class=\"term\">nil</span> if you want to use the default voice.</p>\n            <br><p><span class=\"new\"></span><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>,\n            <span class=\"number\"></span> = 1 </span> <span class=\"term\">sparecolor</span> - Changes the RGBA color of the enemy's name in the enemy\n            choice menu if they are spareable. Each given number will be clamped between 0 and 1.\n            <br>If neither this or <span class=\"term\">sparecolor32</span> are set, the default color is <span class=\"term\">{ 1, 1, 0 }</span>, or yellow.\n            <br><p><span class=\"new\"></span><span class=\"luatable\"><span class=\"number\"></span>, <span class=\"number\"></span>, <span class=\"number\"></span>,\n            <span class=\"number\"></span> = 255 </span> <span class=\"term\">sparecolor32</span> - Changes the RGBA color of the enemy's name in the enemy\n            choice menu if they are spareable. Each given number will be clamped between 0 and 255.\n            <br>This value is ignored if <span class=\"term\">sparecolor</span> is set.\n            <hr>\n\n            <h4>Wave script variables</h4>\n            <p>\n                <br><span class=\"function\"><span class=\"CYF\"></span> <span class=\"string\"></span> wavename [W]</span>\n                Returns the name of the wave file, without the extension, from the Waves folder.\n            </p>\n\n            <br><br>\n\n            <p>Other than the above, wave scripts don't have any variables that are read out from the start, but you can\n               define your own. An instance of a wave script is made when you start defending, and is destroyed when the\n               defending step  ends. As such, you can't store variables in a wave script for reusing later. Use the\n               Encounter script to keep track of things.</p>\n        </div>\n\n        <div class=\"tab-pane text-style\" id=\"mercy\">\n            <h2 style=\"text-decoration: none; line-height:50px;\">\n                * YOU WON!<br>\n                * You earned 0 EXP and 0 gold.<br>\n                * also the nav menu is broken now\n            </h2><br>\n        </div>\n\n    </div>\n</div>\n\n<div class=\"container\">\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/fightbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/actbt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><img class=\"centerbt black\" alt=\"Undertale fake button\" src=\"../img/itembt_0.png\" height=\"42\">\n    </div>\n    <div class=\"col-xs-3\"><a href=\"#mercy\" data-toggle=\"tab\"><img class=\"centerbt black\" alt=\"Undertale fake button\"\n                                                                  src=\"../img/mercybt_0.png\" height=\"42\"></a>\n    </div>\n</div>\n<br>\n<!-- Bootstrap core JavaScript\n================================================== -->\n<!-- Placed at the end of the document so the pages load faster -->\n<script src=\"https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js\"></script>\n<script src=\"../js/bootstrap.min.js\"></script>\n<script type=\"text/javascript\" src=\"../js/show_hide_comments.js\"></script>\n\n<script type=\"text/javascript\" src=\"../js/FontToggleButton.js\"></script>\n</body>\n</html>"
  },
  {
    "path": "How to use CYF and add mods (Mac).txt",
    "content": "=====================\nHOW TO RUN CYF ON MAC\n=====================\n\n1: Open a command prompt in the folder containing CYF's application file.\n2: Run the command\n\t   sudo chmod +x \"<application file>\"\n   \"<application file>\" is the name of the CYF app in the CreateYourFrisk folder.\n   Here's an example of a potentially valid full command: sudo chmod +x \"CreateYourFrisk-macos64.app\", if the CYF app is named \"CreateYourFrisk-macos64.app\".\n   If the command does not work because of administrator right issues, remove the \"sudo\" word and try again.\n3: Run the command\n\t   sudo chmod +x \"<application file>/Contents/MacOS/<internal file>\"\n   \"<application file>\" is the name of the CYF app in the CreateYourFrisk folder.\n   \"<internal file>\" is the name of the executable nested within the application file.\n   To access it, right click on CYF's aplication file and click the option \"Show Package Contents\".\n   Once you do, navigate to the folder \"Contents/MacOS\", the file in that folder is the one you want to copy the name of and replace that part with in the path above.\n   Here's an example of a potentially valid full command: sudo chmod +x \"CreateYourFrisk-macos64.app/Contents/MacOS/CreateYourFrisk-macos64\", if the CYF app is named \"CreateYourFrisk-macos64.app\" and its internal executable is named \"CreateYourFrisk-macos64\".\n   If the command does not work because of administrator right issues, remove the \"sudo\" word and try again.\n4: Now the app should be able to run!\n\n\n\n=============================\nHOW TO ADD MODS TO CYF ON MAC\n=============================\n\n1: Click on Create Your Frisk's application file\n2: Click on the Gear icon in Finder OR Right click on Create Your Frisk's application file\n3: Click on \"Show package contents\"\n4: Open \"Mods\"\n5: Place all downloaded mods here!\n\n"
  },
  {
    "path": "LICENSE",
    "content": "                    GNU GENERAL PUBLIC LICENSE\n                       Version 3, 29 June 2007\n\n Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>\n Everyone is permitted to copy and distribute verbatim copies\n of this license document, but changing it is not allowed.\n\n                            Preamble\n\n  The GNU General Public License is a free, copyleft license for\nsoftware and other kinds of works.\n\n  The licenses for most software and other practical works are designed\nto take away your freedom to share and change the works.  By contrast,\nthe GNU General Public License is intended to guarantee your freedom to\nshare and change all versions of a program--to make sure it remains free\nsoftware for all its users.  We, the Free Software Foundation, use the\nGNU General Public License for most of our software; it applies also to\nany other work released this way by its authors.  You can apply it to\nyour programs, too.\n\n  When we speak of free software, we are referring to freedom, not\nprice.  Our General Public Licenses are designed to make sure that you\nhave the freedom to distribute copies of free software (and charge for\nthem if you wish), that you receive source code or can get it if you\nwant it, that you can change the software or use pieces of it in new\nfree programs, and that you know you can do these things.\n\n  To protect your rights, we need to prevent others from denying you\nthese rights or asking you to surrender the rights.  Therefore, you have\ncertain responsibilities if you distribute copies of the software, or if\nyou modify it: responsibilities to respect the freedom of others.\n\n  For example, if you distribute copies of such a program, whether\ngratis or for a fee, you must pass on to the recipients the same\nfreedoms that you received.  You must make sure that they, too, receive\nor can get the source code.  And you must show them these terms so they\nknow their rights.\n\n  Developers that use the GNU GPL protect your rights with two steps:\n(1) assert copyright on the software, and (2) offer you this License\ngiving you legal permission to copy, distribute and/or modify it.\n\n  For the developers' and authors' protection, the GPL clearly explains\nthat there is no warranty for this free software.  For both users' and\nauthors' sake, the GPL requires that modified versions be marked as\nchanged, so that their problems will not be attributed erroneously to\nauthors of previous versions.\n\n  Some devices are designed to deny users access to install or run\nmodified versions of the software inside them, although the manufacturer\ncan do so.  This is fundamentally incompatible with the aim of\nprotecting users' freedom to change the software.  The systematic\npattern of such abuse occurs in the area of products for individuals to\nuse, which is precisely where it is most unacceptable.  Therefore, we\nhave designed this version of the GPL to prohibit the practice for those\nproducts.  If such problems arise substantially in other domains, we\nstand ready to extend this provision to those domains in future versions\nof the GPL, as needed to protect the freedom of users.\n\n  Finally, every program is threatened constantly by software patents.\nStates should not allow patents to restrict development and use of\nsoftware on general-purpose computers, but in those that do, we wish to\navoid the special danger that patents applied to a free program could\nmake it effectively proprietary.  To prevent this, the GPL assures that\npatents cannot be used to render the program non-free.\n\n  The precise terms and conditions for copying, distribution and\nmodification follow.\n\n                       TERMS AND CONDITIONS\n\n  0. 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Mere interaction with a user through\na computer network, with no transfer of a copy, is not conveying.\n\n  An interactive user interface displays \"Appropriate Legal Notices\"\nto the extent that it includes a convenient and prominently visible\nfeature that (1) displays an appropriate copyright notice, and (2)\ntells the user that there is no warranty for the work (except to the\nextent that warranties are provided), that licensees may convey the\nwork under this License, and how to view a copy of this License.  If\nthe interface presents a list of user commands or options, such as a\nmenu, a prominent item in the list meets this criterion.\n\n  1. Source Code.\n\n  The \"source code\" for a work means the preferred form of the work\nfor making modifications to it.  \"Object code\" means any non-source\nform of a work.\n\n  A \"Standard Interface\" means an interface that either is an official\nstandard defined by a recognized standards body, or, in the case of\ninterfaces specified for a particular programming language, one that\nis widely used among developers working in that language.\n\n  The \"System Libraries\" of an executable work include anything, other\nthan the work as a whole, that (a) is included in the normal form of\npackaging a Major Component, but which is not part of that Major\nComponent, and (b) serves only to enable use of the work with that\nMajor Component, or to implement a Standard Interface for which an\nimplementation is available to the public in source code form.  A\n\"Major Component\", in this context, means a major essential component\n(kernel, window system, and so on) of the specific operating system\n(if any) on which the executable work runs, or a compiler used to\nproduce the work, or an object code interpreter used to run it.\n\n  The \"Corresponding Source\" for a work in object code form means all\nthe source code needed to generate, install, and (for an executable\nwork) run the object code and to modify the work, including scripts to\ncontrol those activities.  However, it does not include the work's\nSystem Libraries, or general-purpose tools or generally available free\nprograms which are used unmodified in performing those activities but\nwhich are not part of the work.  For example, Corresponding Source\nincludes interface definition files associated with source files for\nthe work, and the source code for shared libraries and dynamically\nlinked subprograms that the work is specifically designed to require,\nsuch as by intimate data communication or control flow between those\nsubprograms and other parts of the work.\n\n  The Corresponding Source need not include anything that users\ncan regenerate automatically from other parts of the Corresponding\nSource.\n\n  The Corresponding Source for a work in source code form is that\nsame work.\n\n  2. Basic Permissions.\n\n  All rights granted under this License are granted for the term of\ncopyright on the Program, and are irrevocable provided the stated\nconditions are met.  This License explicitly affirms your unlimited\npermission to run the unmodified Program.  The output from running a\ncovered work is covered by this License only if the output, given its\ncontent, constitutes a covered work.  This License acknowledges your\nrights of fair use or other equivalent, as provided by copyright law.\n\n  You may make, run and propagate covered works that you do not\nconvey, without conditions so long as your license otherwise remains\nin force.  You may convey covered works to others for the sole purpose\nof having them make modifications exclusively for you, or provide you\nwith facilities for running those works, provided that you comply with\nthe terms of this License in conveying all material for which you do\nnot control copyright.  Those thus making or running the covered works\nfor you must do so exclusively on your behalf, under your direction\nand control, on terms that prohibit them from making any copies of\nyour copyrighted material outside their relationship with you.\n\n  Conveying under any other circumstances is permitted solely under\nthe conditions stated below.  Sublicensing is not allowed; section 10\nmakes it unnecessary.\n\n  3. Protecting Users' Legal Rights From Anti-Circumvention Law.\n\n  No covered work shall be deemed part of an effective technological\nmeasure under any applicable law fulfilling obligations under article\n11 of the WIPO copyright treaty adopted on 20 December 1996, or\nsimilar laws prohibiting or restricting circumvention of such\nmeasures.\n\n  When you convey a covered work, you waive any legal power to forbid\ncircumvention of technological measures to the extent such circumvention\nis effected by exercising rights under this License with respect to\nthe covered work, and you disclaim any intention to limit operation or\nmodification of the work as a means of enforcing, against the work's\nusers, your or third parties' legal rights to forbid circumvention of\ntechnological measures.\n\n  4. Conveying Verbatim Copies.\n\n  You may convey verbatim copies of the Program's source code as you\nreceive it, in any medium, provided that you conspicuously and\nappropriately publish on each copy an appropriate copyright notice;\nkeep intact all notices stating that this License and any\nnon-permissive terms added in accord with section 7 apply to the code;\nkeep intact all notices of the absence of any warranty; and give all\nrecipients a copy of this License along with the Program.\n\n  You may charge any price or no price for each copy that you convey,\nand you may offer support or warranty protection for a fee.\n\n  5. Conveying Modified Source Versions.\n\n  You may convey a work based on the Program, or the modifications to\nproduce it from the Program, in the form of source code under the\nterms of section 4, provided that you also meet all of these conditions:\n\n    a) The work must carry prominent notices stating that you modified\n    it, and giving a relevant date.\n\n    b) The work must carry prominent notices stating that it is\n    released under this License and any conditions added under section\n    7.  This requirement modifies the requirement in section 4 to\n    \"keep intact all notices\".\n\n    c) You must license the entire work, as a whole, under this\n    License to anyone who comes into possession of a copy.  This\n    License will therefore apply, along with any applicable section 7\n    additional terms, to the whole of the work, and all its parts,\n    regardless of how they are packaged.  This License gives no\n    permission to license the work in any other way, but it does not\n    invalidate such permission if you have separately received it.\n\n    d) If the work has interactive user interfaces, each must display\n    Appropriate Legal Notices; however, if the Program has interactive\n    interfaces that do not display Appropriate Legal Notices, your\n    work need not make them do so.\n\n  A compilation of a covered work with other separate and independent\nworks, which are not by their nature extensions of the covered work,\nand which are not combined with it such as to form a larger program,\nin or on a volume of a storage or distribution medium, is called an\n\"aggregate\" if the compilation and its resulting copyright are not\nused to limit the access or legal rights of the compilation's users\nbeyond what the individual works permit.  Inclusion of a covered work\nin an aggregate does not cause this License to apply to the other\nparts of the aggregate.\n\n  6. Conveying Non-Source Forms.\n\n  You may convey a covered work in object code form under the terms\nof sections 4 and 5, provided that you also convey the\nmachine-readable Corresponding Source under the terms of this License,\nin one of these ways:\n\n    a) Convey the object code in, or embodied in, a physical product\n    (including a physical distribution medium), accompanied by the\n    Corresponding Source fixed on a durable physical medium\n    customarily used for software interchange.\n\n    b) Convey the object code in, or embodied in, a physical product\n    (including a physical distribution medium), accompanied by a\n    written offer, valid for at least three years and valid for as\n    long as you offer spare parts or customer support for that product\n    model, to give anyone who possesses the object code either (1) a\n    copy of the Corresponding Source for all the software in the\n    product that is covered by this License, on a durable physical\n    medium customarily used for software interchange, for a price no\n    more than your reasonable cost of physically performing this\n    conveying of source, or (2) access to copy the\n    Corresponding Source from a network server at no charge.\n\n    c) Convey individual copies of the object code with a copy of the\n    written offer to provide the Corresponding Source.  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Regardless of what server hosts the\n    Corresponding Source, you remain obligated to ensure that it is\n    available for as long as needed to satisfy these requirements.\n\n    e) Convey the object code using peer-to-peer transmission, provided\n    you inform other peers where the object code and Corresponding\n    Source of the work are being offered to the general public at no\n    charge under subsection 6d.\n\n  A separable portion of the object code, whose source code is excluded\nfrom the Corresponding Source as a System Library, need not be\nincluded in conveying the object code work.\n\n  A \"User Product\" is either (1) a \"consumer product\", which means any\ntangible personal property which is normally used for personal, family,\nor household purposes, or (2) anything designed or sold for incorporation\ninto a dwelling.  In determining whether a product is a consumer product,\ndoubtful cases shall be resolved in favor of coverage.  For a particular\nproduct received by a particular user, \"normally used\" refers to a\ntypical or common use of that class of product, regardless of the status\nof the particular user or of the way in which the particular user\nactually uses, or expects or is expected to use, the product.  A product\nis a consumer product regardless of whether the product has substantial\ncommercial, industrial or non-consumer uses, unless such uses represent\nthe only significant mode of use of the product.\n\n  \"Installation Information\" for a User Product means any methods,\nprocedures, authorization keys, or other information required to install\nand execute modified versions of a covered work in that User Product from\na modified version of its Corresponding Source.  The information must\nsuffice to ensure that the continued functioning of the modified object\ncode is in no case prevented or interfered with solely because\nmodification has been made.\n\n  If you convey an object code work under this section in, or with, or\nspecifically for use in, a User Product, and the conveying occurs as\npart of a transaction in which the right of possession and use of the\nUser Product is transferred to the recipient in perpetuity or for a\nfixed term (regardless of how the transaction is characterized), the\nCorresponding Source conveyed under this section must be accompanied\nby the Installation Information.  But this requirement does not apply\nif neither you nor any third party retains the ability to install\nmodified object code on the User Product (for example, the work has\nbeen installed in ROM).\n\n  The requirement to provide Installation Information does not include a\nrequirement to continue to provide support service, warranty, or updates\nfor a work that has been modified or installed by the recipient, or for\nthe User Product in which it has been modified or installed.  Access to a\nnetwork may be denied when the modification itself materially and\nadversely affects the operation of the network or violates the rules and\nprotocols for communication across the network.\n\n  Corresponding Source conveyed, and Installation Information provided,\nin accord with this section must be in a format that is publicly\ndocumented (and with an implementation available to the public in\nsource code form), and must require no special password or key for\nunpacking, reading or copying.\n\n  7. Additional Terms.\n\n  \"Additional permissions\" are terms that supplement the terms of this\nLicense by making exceptions from one or more of its conditions.\nAdditional permissions that are applicable to the entire Program shall\nbe treated as though they were included in this License, to the extent\nthat they are valid under applicable law.  If additional permissions\napply only to part of the Program, that part may be used separately\nunder those permissions, but the entire Program remains governed by\nthis License without regard to the additional permissions.\n\n  When you convey a copy of a covered work, you may at your option\nremove any additional permissions from that copy, or from any part of\nit.  (Additional permissions may be written to require their own\nremoval in certain cases when you modify the work.)  You may place\nadditional permissions on material, added by you to a covered work,\nfor which you have or can give appropriate copyright permission.\n\n  Notwithstanding any other provision of this License, for material you\nadd to a covered work, you may (if authorized by the copyright holders of\nthat material) supplement the terms of this License with terms:\n\n    a) Disclaiming warranty or limiting liability differently from the\n    terms of sections 15 and 16 of this License; or\n\n    b) Requiring preservation of specified reasonable legal notices or\n    author attributions in that material or in the Appropriate Legal\n    Notices displayed by works containing it; or\n\n    c) Prohibiting misrepresentation of the origin of that material, or\n    requiring that modified versions of such material be marked in\n    reasonable ways as different from the original version; or\n\n    d) Limiting the use for publicity purposes of names of licensors or\n    authors of the material; or\n\n    e) Declining to grant rights under trademark law for use of some\n    trade names, trademarks, or service marks; or\n\n    f) Requiring indemnification of licensors and authors of that\n    material by anyone who conveys the material (or modified versions of\n    it) with contractual assumptions of liability to the recipient, for\n    any liability that these contractual assumptions directly impose on\n    those licensors and authors.\n\n  All other non-permissive additional terms are considered \"further\nrestrictions\" within the meaning of section 10.  If the Program as you\nreceived it, or any part of it, contains a notice stating that it is\ngoverned by this License along with a term that is a further\nrestriction, you may remove that term.  If a license document contains\na further restriction but permits relicensing or conveying under this\nLicense, you may add to a covered work material governed by the terms\nof that license document, provided that the further restriction does\nnot survive such relicensing or conveying.\n\n  If you add terms to a covered work in accord with this section, you\nmust place, in the relevant source files, a statement of the\nadditional terms that apply to those files, or a notice indicating\nwhere to find the applicable terms.\n\n  Additional terms, permissive or non-permissive, may be stated in the\nform of a separately written license, or stated as exceptions;\nthe above requirements apply either way.\n\n  8. Termination.\n\n  You may not propagate or modify a covered work except as expressly\nprovided under this License.  Any attempt otherwise to propagate or\nmodify it is void, and will automatically terminate your rights under\nthis License (including any patent licenses granted under the third\nparagraph of section 11).\n\n  However, if you cease all violation of this License, then your\nlicense from a particular copyright holder is reinstated (a)\nprovisionally, unless and until the copyright holder explicitly and\nfinally terminates your license, and (b) permanently, if the copyright\nholder fails to notify you of the violation by some reasonable means\nprior to 60 days after the cessation.\n\n  Moreover, your license from a particular copyright holder is\nreinstated permanently if the copyright holder notifies you of the\nviolation by some reasonable means, this is the first time you have\nreceived notice of violation of this License (for any work) from that\ncopyright holder, and you cure the violation prior to 30 days after\nyour receipt of the notice.\n\n  Termination of your rights under this section does not terminate the\nlicenses of parties who have received copies or rights from you under\nthis License.  If your rights have been terminated and not permanently\nreinstated, you do not qualify to receive new licenses for the same\nmaterial under section 10.\n\n  9. Acceptance Not Required for Having Copies.\n\n  You are not required to accept this License in order to receive or\nrun a copy of the Program.  Ancillary propagation of a covered work\noccurring solely as a consequence of using peer-to-peer transmission\nto receive a copy likewise does not require acceptance.  However,\nnothing other than this License grants you permission to propagate or\nmodify any covered work.  These actions infringe copyright if you do\nnot accept this License.  Therefore, by modifying or propagating a\ncovered work, you indicate your acceptance of this License to do so.\n\n  10. Automatic Licensing of Downstream Recipients.\n\n  Each time you convey a covered work, the recipient automatically\nreceives a license from the original licensors, to run, modify and\npropagate that work, subject to this License.  You are not responsible\nfor enforcing compliance by third parties with this License.\n\n  An \"entity transaction\" is a transaction transferring control of an\norganization, or substantially all assets of one, or subdividing an\norganization, or merging organizations.  If propagation of a covered\nwork results from an entity transaction, each party to that\ntransaction who receives a copy of the work also receives whatever\nlicenses to the work the party's predecessor in interest had or could\ngive under the previous paragraph, plus a right to possession of the\nCorresponding Source of the work from the predecessor in interest, if\nthe predecessor has it or can get it with reasonable efforts.\n\n  You may not impose any further restrictions on the exercise of the\nrights granted or affirmed under this License.  For example, you may\nnot impose a license fee, royalty, or other charge for exercise of\nrights granted under this License, and you may not initiate litigation\n(including a cross-claim or counterclaim in a lawsuit) alleging that\nany patent claim is infringed by making, using, selling, offering for\nsale, or importing the Program or any portion of it.\n\n  11. Patents.\n\n  A \"contributor\" is a copyright holder who authorizes use under this\nLicense of the Program or a work on which the Program is based.  The\nwork thus licensed is called the contributor's \"contributor version\".\n\n  A contributor's \"essential patent claims\" are all patent claims\nowned or controlled by the contributor, whether already acquired or\nhereafter acquired, that would be infringed by some manner, permitted\nby this License, of making, using, or selling its contributor version,\nbut do not include claims that would be infringed only as a\nconsequence of further modification of the contributor version.  For\npurposes of this definition, \"control\" includes the right to grant\npatent sublicenses in a manner consistent with the requirements of\nthis License.\n\n  Each contributor grants you a non-exclusive, worldwide, royalty-free\npatent license under the contributor's essential patent claims, to\nmake, use, sell, offer for sale, import and otherwise run, modify and\npropagate the contents of its contributor version.\n\n  In the following three paragraphs, a \"patent license\" is any express\nagreement or commitment, however denominated, not to enforce a patent\n(such as an express permission to practice a patent or covenant not to\nsue for patent infringement).  To \"grant\" such a patent license to a\nparty means to make such an agreement or commitment not to enforce a\npatent against the party.\n\n  If you convey a covered work, knowingly relying on a patent license,\nand the Corresponding Source of the work is not available for anyone\nto copy, free of charge and under the terms of this License, through a\npublicly available network server or other readily accessible means,\nthen you must either (1) cause the Corresponding Source to be so\navailable, or (2) arrange to deprive yourself of the benefit of the\npatent license for this particular work, or (3) arrange, in a manner\nconsistent with the requirements of this License, to extend the patent\nlicense to downstream recipients.  \"Knowingly relying\" means you have\nactual knowledge that, but for the patent license, your conveying the\ncovered work in a country, or your recipient's use of the covered work\nin a country, would infringe one or more identifiable patents in that\ncountry that you have reason to believe are valid.\n\n  If, pursuant to or in connection with a single transaction or\narrangement, you convey, or propagate by procuring conveyance of, a\ncovered work, and grant a patent license to some of the parties\nreceiving the covered work authorizing them to use, propagate, modify\nor convey a specific copy of the covered work, then the patent license\nyou grant is automatically extended to all recipients of the covered\nwork and works based on it.\n\n  A patent license is \"discriminatory\" if it does not include within\nthe scope of its coverage, prohibits the exercise of, or is\nconditioned on the non-exercise of one or more of the rights that are\nspecifically granted under this License.  You may not convey a covered\nwork if you are a party to an arrangement with a third party that is\nin the business of distributing software, under which you make payment\nto the third party based on the extent of your activity of conveying\nthe work, and under which the third party grants, to any of the\nparties who would receive the covered work from you, a discriminatory\npatent license (a) in connection with copies of the covered work\nconveyed by you (or copies made from those copies), or (b) primarily\nfor and in connection with specific products or compilations that\ncontain the covered work, unless you entered into that arrangement,\nor that patent license was granted, prior to 28 March 2007.\n\n  Nothing in this License shall be construed as excluding or limiting\nany implied license or other defenses to infringement that may\notherwise be available to you under applicable patent law.\n\n  12. No Surrender of Others' Freedom.\n\n  If conditions are imposed on you (whether by court order, agreement or\notherwise) that contradict the conditions of this License, they do not\nexcuse you from the conditions of this License.  If you cannot convey a\ncovered work so as to satisfy simultaneously your obligations under this\nLicense and any other pertinent obligations, then as a consequence you may\nnot convey it at all.  For example, if you agree to terms that obligate you\nto collect a royalty for further conveying from those to whom you convey\nthe Program, the only way you could satisfy both those terms and this\nLicense would be to refrain entirely from conveying the Program.\n\n  13. Use with the GNU Affero General Public License.\n\n  Notwithstanding any other provision of this License, you have\npermission to link or combine any covered work with a work licensed\nunder version 3 of the GNU Affero General Public License into a single\ncombined work, and to convey the resulting work.  The terms of this\nLicense will continue to apply to the part which is the covered work,\nbut the special requirements of the GNU Affero General Public License,\nsection 13, concerning interaction through a network will apply to the\ncombination as such.\n\n  14. Revised Versions of this License.\n\n  The Free Software Foundation may publish revised and/or new versions of\nthe GNU General Public License from time to time.  Such new versions will\nbe similar in spirit to the present version, but may differ in detail to\naddress new problems or concerns.\n\n  Each version is given a distinguishing version number.  If the\nProgram specifies that a certain numbered version of the GNU General\nPublic License \"or any later version\" applies to it, you have the\noption of following the terms and conditions either of that numbered\nversion or of any later version published by the Free Software\nFoundation.  If the Program does not specify a version number of the\nGNU General Public License, you may choose any version ever published\nby the Free Software Foundation.\n\n  If the Program specifies that a proxy can decide which future\nversions of the GNU General Public License can be used, that proxy's\npublic statement of acceptance of a version permanently authorizes you\nto choose that version for the Program.\n\n  Later license versions may give you additional or different\npermissions.  However, no additional obligations are imposed on any\nauthor or copyright holder as a result of your choosing to follow a\nlater version.\n\n  15. Disclaimer of Warranty.\n\n  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY\nAPPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT\nHOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY\nOF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,\nTHE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\nPURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM\nIS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF\nALL NECESSARY SERVICING, REPAIR OR CORRECTION.\n\n  16. Limitation of Liability.\n\n  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING\nWILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS\nTHE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY\nGENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE\nUSE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF\nDATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD\nPARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),\nEVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF\nSUCH DAMAGES.\n\n  17. Interpretation of Sections 15 and 16.\n\n  If the disclaimer of warranty and limitation of liability provided\nabove cannot be given local legal effect according to their terms,\nreviewing courts shall apply local law that most closely approximates\nan absolute waiver of all civil liability in connection with the\nProgram, unless a warranty or assumption of liability accompanies a\ncopy of the Program in return for a fee.\n\n                     END OF TERMS AND CONDITIONS\n\n            How to Apply These Terms to Your New Programs\n\n  If you develop a new program, and you want it to be of the greatest\npossible use to the public, the best way to achieve this is to make it\nfree software which everyone can redistribute and change under these terms.\n\n  To do so, attach the following notices to the program.  It is safest\nto attach them to the start of each source file to most effectively\nstate the exclusion of warranty; and each file should have at least\nthe \"copyright\" line and a pointer to where the full notice is found.\n\n    {one line to give the program's name and a brief idea of what it does.}\n    Copyright (C) {year}  {name of author}\n\n    This program is free software: you can redistribute it and/or modify\n    it under the terms of the GNU General Public License as published by\n    the Free Software Foundation, either version 3 of the License, or\n    (at your option) any later version.\n\n    This program is distributed in the hope that it will be useful,\n    but WITHOUT ANY WARRANTY; without even the implied warranty of\n    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\n    GNU General Public License for more details.\n\n    You should have received a copy of the GNU General Public License\n    along with this program.  If not, see <http://www.gnu.org/licenses/>.\n\nAlso add information on how to contact you by electronic and paper mail.\n\n  If the program does terminal interaction, make it output a short\nnotice like this when it starts in an interactive mode:\n\n    {project}  Copyright (C) {year}  {fullname}\n    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.\n    This is free software, and you are welcome to redistribute it\n    under certain conditions; type `show c' for details.\n\nThe hypothetical commands `show w' and `show c' should show the appropriate\nparts of the General Public License.  Of course, your program's commands\nmight be different; for a GUI interface, you would use an \"about box\".\n\n  You should also get your employer (if you work as a programmer) or school,\nif any, to sign a \"copyright disclaimer\" for the program, if necessary.\nFor more information on this, and how to apply and follow the GNU GPL, see\n<http://www.gnu.org/licenses/>.\n\n  The GNU General Public License does not permit incorporating your program\ninto proprietary programs.  If your program is a subroutine library, you\nmay consider it more useful to permit linking proprietary applications with\nthe library.  If this is what you want to do, use the GNU Lesser General\nPublic License instead of this License.  But first, please read\n<http://www.gnu.org/philosophy/why-not-lgpl.html>.\n"
  },
  {
    "path": "MOONSHARP_LICENSE",
    "content": "Copyright (c) 2014, Marco Mastropaolo\nAll rights reserved.\n\nParts of the string library are based on the KopiLua project (https://github.com/NLua/KopiLua)\nCopyright (c) 2012 LoDC\n\nDebugger icons are from the Eclipse project (https://www.eclipse.org/).\nCopyright of The Eclipse Foundation\n\nThe MoonSharp icon is (c) Isaac, 2014-2015\n\n\nRedistribution and use in source and binary forms, with or without\nmodification, are permitted provided that the following conditions are met:\n\n* Redistributions of source code must retain the above copyright notice, this\n  list of conditions and the following disclaimer.\n\n* Redistributions in binary form must reproduce the above copyright notice,\n  this list of conditions and the following disclaimer in the documentation\n  and/or other materials provided with the distribution.\n\n* Neither the name of the {organization} nor the names of its\n  contributors may be used to endorse or promote products derived from\n  this software without specific prior written permission.\n\nTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\nAND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\nIMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\nDISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\nFOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\nDAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\nSERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\nCAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\nOR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\nOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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    "path": "Packages/Config/manifest.json",
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    "path": "Packages/Config/manifest.json.meta",
    "content": "fileFormatVersion: 2\nguid: e00f2908e0d81c748ad39283adac5f89\ntimeCreated: 1503421097\nlicenseType: Free\nTextScriptImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Packages/Config.meta",
    "content": "fileFormatVersion: 2\nguid: 91d6bde419053834cb9705733acf6e03\nfolderAsset: yes\ntimeCreated: 1503656327\nlicenseType: Free\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "content": "# Create Your Frisk - Lua moddable Undertale engine\n\nWelcome to the Git repository for **Create Your Frisk**, a fork of [**Unitale**](https://github.com/lvk/Unitale/) by lvk!\n\nWhen testing, you'll want to load the Disclaimer scene from the Scenes folder.\n\nEditing the Overworld requires **Unity** (see **Unity Version** below).\n\nWe also have a [**Discord server**](https://discord.gg/GFJ5277)! Feel free to check it out if you want to be in touch with Unitale and Create Your Frisk's community!\n\n***\n\n## Download\n\nTo download the engine, go to [**the releases page**](https://github.com/RhenaudTheLukark/CreateYourFrisk/releases).\n\n***\n\n## Unity Version\n\nCYF's latest version is **v0.6.6**. It was built using **Unity Personal 2018.4.36f1**, or Unity 2018's **Long Term Support** version.\n\nTo get this version of Unity, either:\n\n* [**Download the Unity Hub**](https://unity3d.com/get-unity/download) or\n* [**Find it in the Unity Version Archive**](https://unity3d.com/get-unity/download/archive) (remember, it's **2018.4.36**).\n\n***\n\n## Required files\n\nPlease keep the mods and the resources which are in the Mods and Default folders, unless you know what you're doing.\n~~The only mods you can remove safely are Mionn and Donald Trump.~~ *(Removed as of CYF v0.6.2)*\n\n***\n\n## Licenses\n\nCreate Your Frisk is released under the GNU General Public License 3.0.\nWe are using MoonSharp as our Lua interpreter, written by Marco Mastropaolo. The binary is included in `/Assets/Plugins`. License details in `MOONSHARP_LICENSE`.\n"
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