Terraria 1.4.0.5 Source Code
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GameContent/Skies/CreditsRoll/Actions.cs
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241
GameContent/Skies/CreditsRoll/Actions.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Skies.CreditsRoll.Actions
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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namespace Terraria.GameContent.Skies.CreditsRoll
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{
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public class Actions
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{
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public class NPCs
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{
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public interface INPCAction : ICreditsRollSegmentAction<NPC>
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{
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}
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public class Fade : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
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{
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private int _duration;
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private int _alphaPerFrame;
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private float _delay;
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public Fade(int alphaPerFrame)
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{
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this._duration = 0;
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this._alphaPerFrame = alphaPerFrame;
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}
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public Fade(int alphaPerFrame, int duration)
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{
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this._duration = duration;
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this._alphaPerFrame = alphaPerFrame;
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}
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public void BindTo(NPC obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => this._duration;
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public void SetDelay(float delay) => this._delay = delay;
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public void ApplyTo(NPC obj, float localTimeForObj)
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{
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if ((double) localTimeForObj < (double) this._delay)
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return;
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if (this._duration == 0)
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{
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obj.alpha = Utils.Clamp<int>(obj.alpha + this._alphaPerFrame, 0, (int) byte.MaxValue);
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}
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else
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{
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float num = localTimeForObj - this._delay;
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if ((double) num > (double) this._duration)
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num = (float) this._duration;
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obj.alpha = Utils.Clamp<int>(obj.alpha + (int) num * this._alphaPerFrame, 0, (int) byte.MaxValue);
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}
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}
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}
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public class Move : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
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{
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private Vector2 _offsetPerFrame;
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private int _duration;
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private float _delay;
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public Move(Vector2 offsetPerFrame, int durationInFrames)
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{
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this._offsetPerFrame = offsetPerFrame;
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this._duration = durationInFrames;
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}
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public void BindTo(NPC obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => this._duration;
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public void SetDelay(float delay) => this._delay = delay;
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public void ApplyTo(NPC obj, float localTimeForObj)
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{
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if ((double) localTimeForObj < (double) this._delay)
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return;
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float num = localTimeForObj - this._delay;
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if ((double) num > (double) this._duration)
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num = (float) this._duration;
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NPC npc = obj;
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npc.position = npc.position + this._offsetPerFrame * num;
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obj.velocity = this._offsetPerFrame;
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if ((double) this._offsetPerFrame.X == 0.0)
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return;
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obj.direction = obj.spriteDirection = (double) this._offsetPerFrame.X > 0.0 ? 1 : -1;
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}
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}
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public class Wait : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
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{
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private int _duration;
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private float _delay;
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public Wait(int durationInFrames) => this._duration = durationInFrames;
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public void BindTo(NPC obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => this._duration;
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public void ApplyTo(NPC obj, float localTimeForObj)
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{
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if ((double) localTimeForObj < (double) this._delay)
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return;
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obj.velocity = Vector2.Zero;
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}
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public void SetDelay(float delay) => this._delay = delay;
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}
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public class LookAt : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
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{
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private int _direction;
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private float _delay;
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public LookAt(int direction) => this._direction = direction;
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public void BindTo(NPC obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => 0;
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public void ApplyTo(NPC obj, float localTimeForObj)
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{
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if ((double) localTimeForObj < (double) this._delay)
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return;
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obj.direction = obj.spriteDirection = this._direction;
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}
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public void SetDelay(float delay) => this._delay = delay;
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}
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public class PartyHard : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
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{
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public void BindTo(NPC obj)
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{
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obj.ForcePartyHatOn = true;
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obj.UpdateAltTexture();
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}
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public int ExpectedLengthOfActionInFrames => 0;
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public void ApplyTo(NPC obj, float localTimeForObj)
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{
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}
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public void SetDelay(float delay)
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{
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}
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}
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}
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public class Sprites
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{
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public interface ISpriteAction : ICreditsRollSegmentAction<Segments.LooseSprite>
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{
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}
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public class Fade :
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Actions.Sprites.ISpriteAction,
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ICreditsRollSegmentAction<Segments.LooseSprite>
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{
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private int _duration;
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private float _opacityTarget;
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private float _delay;
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public Fade(float opacityTarget)
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{
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this._duration = 0;
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this._opacityTarget = opacityTarget;
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}
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public Fade(float opacityTarget, int duration)
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{
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this._duration = duration;
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this._opacityTarget = opacityTarget;
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}
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public void BindTo(Segments.LooseSprite obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => this._duration;
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public void SetDelay(float delay) => this._delay = delay;
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public void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
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{
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if ((double) localTimeForObj < (double) this._delay)
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return;
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if (this._duration == 0)
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{
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obj.CurrentOpacity = this._opacityTarget;
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}
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else
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{
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float t = localTimeForObj - this._delay;
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if ((double) t > (double) this._duration)
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t = (float) this._duration;
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obj.CurrentOpacity = MathHelper.Lerp(obj.CurrentOpacity, this._opacityTarget, Utils.GetLerpValue(0.0f, (float) this._duration, t, true));
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}
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}
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}
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public class Wait :
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Actions.Sprites.ISpriteAction,
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ICreditsRollSegmentAction<Segments.LooseSprite>
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{
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private int _duration;
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private float _delay;
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public Wait(int durationInFrames) => this._duration = durationInFrames;
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public void BindTo(Segments.LooseSprite obj)
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{
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}
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public int ExpectedLengthOfActionInFrames => this._duration;
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public void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
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{
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double delay = (double) this._delay;
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}
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public void SetDelay(float delay) => this._delay = delay;
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}
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}
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}
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}
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