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@ -4,17 +4,15 @@ public class ChaseObstacleTrigger : MonoBehaviour
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{
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.CompareTag("Player"))
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{
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FindObjectOfType<ChaseScoreManager>().GameOver();
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private void OnTriggerEnter(Collider other)
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}
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private IEnumerator ApplySpeedBoost(ChasePlayerController player)
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{
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float originalSpeed = player.moveSpeed;
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player.moveSpeed -= speedBoostAmount;
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player.moveSpeed += speedBoostAmount;
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// Optional: trigger visual/audio effect here
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BIN
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101
Assets/CrateEscapeCameraFollow.cs
Normal file
101
Assets/CrateEscapeCameraFollow.cs
Normal file
@ -0,0 +1,101 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public class CrateEscapeCameraFollow : MonoBehaviour
|
||||
{
|
||||
[Header("Targets")]
|
||||
public Transform player; // follow target
|
||||
public Transform topDownAnchor; // start view (pos+rot)
|
||||
public Transform gameplayAnchor; // after-intro view (pos+rot)
|
||||
|
||||
[Header("Timing")]
|
||||
public float introHoldSeconds = 3f; // top-down hold
|
||||
public float transitionSeconds = 1f; // tween duration to gameplay view
|
||||
public bool useUnscaledTime = false; // set true if you pause timeScale during intro
|
||||
|
||||
[Header("Follow")]
|
||||
public float followSmoothTime = 0.20f; // SmoothDamp time
|
||||
public float maxFollowSpeed = Mathf.Infinity;
|
||||
|
||||
// runtime
|
||||
private Vector3 _worldOffset;
|
||||
private Quaternion _lockedRotation;
|
||||
private Vector3 _vel;
|
||||
private bool _following;
|
||||
private Sequence _seq;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (!player || !gameplayAnchor)
|
||||
{
|
||||
Debug.LogError("[CameraFollow] Assign player & gameplayAnchor.");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// snap to top-down if provided, otherwise keep current
|
||||
if (topDownAnchor)
|
||||
{
|
||||
transform.position = topDownAnchor.position;
|
||||
transform.rotation = topDownAnchor.rotation;
|
||||
}
|
||||
|
||||
StartCoroutine(BeginFlow());
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator BeginFlow()
|
||||
{
|
||||
// 1) Hold top-down
|
||||
if (introHoldSeconds > 0f)
|
||||
{
|
||||
if (useUnscaledTime) yield return new WaitForSecondsRealtime(introHoldSeconds);
|
||||
else yield return new WaitForSeconds(introHoldSeconds);
|
||||
}
|
||||
|
||||
// 2) Tween to your provided gameplay pose
|
||||
_seq?.Kill();
|
||||
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|
||||
.Join(transform.DOMove(gameplayAnchor.position, transitionSeconds).SetEase(Ease.InOutSine))
|
||||
.Join(transform.DORotateQuaternion(gameplayAnchor.rotation, transitionSeconds).SetEase(Ease.InOutSine))
|
||||
.OnComplete(() =>
|
||||
{
|
||||
// 3) Lock rotation & compute world offset for follow
|
||||
_lockedRotation = gameplayAnchor.rotation;
|
||||
_worldOffset = gameplayAnchor.position - player.position;
|
||||
_following = true;
|
||||
});
|
||||
|
||||
yield break;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!_following || !player) return;
|
||||
|
||||
// keep rotation fixed (no camera roll/yaw changes during follow)
|
||||
if (transform.rotation != _lockedRotation)
|
||||
transform.rotation = _lockedRotation;
|
||||
|
||||
Vector3 targetPos = player.position + _worldOffset;
|
||||
|
||||
if (useUnscaledTime)
|
||||
{
|
||||
transform.position = Vector3.SmoothDamp(
|
||||
transform.position, targetPos, ref _vel, followSmoothTime, maxFollowSpeed, Time.unscaledDeltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = Vector3.SmoothDamp(
|
||||
transform.position, targetPos, ref _vel, followSmoothTime, maxFollowSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable() => _seq?.Kill();
|
||||
|
||||
/// Call if the player respawns or you reposition the gameplayAnchor at runtime.
|
||||
public void RecenterToGameplayAnchor()
|
||||
{
|
||||
_lockedRotation = gameplayAnchor.rotation;
|
||||
_worldOffset = gameplayAnchor.position - player.position;
|
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}
|
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}
|
11
Assets/CrateEscapeCameraFollow.cs.meta
Normal file
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324
Assets/CrateEscapeGameManager.cs
Normal file
324
Assets/CrateEscapeGameManager.cs
Normal file
@ -0,0 +1,324 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class CrateEscapeGameManager : MonoBehaviour
|
||||
{
|
||||
public static CrateEscapeGameManager Instance { get; private set; }
|
||||
|
||||
// ---------- Level Selection ----------
|
||||
[Header("Levels")]
|
||||
[Tooltip("Drag all level GameObjects here (only one will be active).")]
|
||||
public List<GameObject> levelObjects = new List<GameObject>();
|
||||
|
||||
[Tooltip("PlayerPrefs key used to remember which level index is active.")]
|
||||
public string levelIndexPrefKey = "CrateEscape_LevelIndex";
|
||||
|
||||
[Tooltip("If true, will clamp/loop index at startup as well.")]
|
||||
public bool applyIndexOnAwake = true;
|
||||
|
||||
// ---------- Animation (death) ----------
|
||||
[Header("Animation (ZibuAnimDriver)")]
|
||||
public ZibuAnimDriver animDriver; // Assign your ZibuAnimDriver on the player
|
||||
public AnimationState deathState = AnimationState.Falling; // Play Falling on death
|
||||
[Range(0f, 1f)] public float deathCrossfade = 0.1f;
|
||||
|
||||
[Tooltip("If > 0, this exact time (seconds) is used instead of auto-detecting the clip length.")]
|
||||
public float deathWaitOverride = 0f;
|
||||
|
||||
[Header("Fallbacks")]
|
||||
[Tooltip("Used if clip length can't be determined and no override set.")]
|
||||
public float fallbackDeathDelay = 1.2f;
|
||||
|
||||
// ---------- UI / State ----------
|
||||
[Header("State/UI")]
|
||||
public bool isGameOver = false;
|
||||
public GameObject GameOverPanel;
|
||||
|
||||
[Tooltip("Shown when the player reaches the door / finishes the level.")]
|
||||
public GameObject LevelCompletePanel;
|
||||
|
||||
// Internal guards
|
||||
bool _isDying = false;
|
||||
bool _levelComplete = false;
|
||||
[Header("Death Anim (Direct State Name)")]
|
||||
public string deathStateName = "Falling"; // EXACT state name in Animator
|
||||
public int deathLayerIndex = 0;
|
||||
// Add somewhere near your other fields:
|
||||
[Header("Death Anim (robust)")]
|
||||
public string[] deathStateCandidates = new[] { "Falling", "Fall", "FallingLoop", "Squashed" };
|
||||
public bool useUnscaledIfTimescaleZero = true; // play death even if timeScale == 0
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
|
||||
Instance = this;
|
||||
|
||||
if (GameOverPanel) GameOverPanel.SetActive(false);
|
||||
if (LevelCompletePanel) LevelCompletePanel.SetActive(false);
|
||||
|
||||
if (applyIndexOnAwake)
|
||||
ApplyLevelIndexFromPrefs();
|
||||
|
||||
|
||||
if (!animDriver)
|
||||
{
|
||||
animDriver = FindObjectOfType<ZibuAnimDriver>();
|
||||
if (!animDriver)
|
||||
Debug.LogWarning("[CrateEscape] No ZibuAnimDriver assigned to GameManager.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ---------- LEVEL HANDLING ----------
|
||||
public int GetCurrentLevelIndex()
|
||||
{
|
||||
return PlayerPrefs.GetInt(levelIndexPrefKey, 0);
|
||||
}
|
||||
|
||||
public void ApplyLevelIndexFromPrefs()
|
||||
{
|
||||
if (levelObjects == null || levelObjects.Count == 0) return;
|
||||
|
||||
int count = levelObjects.Count;
|
||||
int idx = GetCurrentLevelIndex();
|
||||
idx = Mod(idx, count);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
if (levelObjects[i]) levelObjects[i].SetActive(i == idx);
|
||||
}
|
||||
|
||||
static int Mod(int a, int n) => (n == 0) ? 0 : ((a % n) + n) % n;
|
||||
|
||||
// ---------- GAME OVER ----------
|
||||
public void GameOver()
|
||||
{
|
||||
if (isGameOver || _levelComplete) return; // don’t double end if already completed
|
||||
isGameOver = true;
|
||||
|
||||
Time.timeScale = 0f;
|
||||
Debug.Log("[CrateEscape] GAME OVER");
|
||||
if (GameOverPanel) GameOverPanel.SetActive(true);
|
||||
}
|
||||
|
||||
public void Restarter()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
Scene current = SceneManager.GetActiveScene();
|
||||
SceneManager.LoadScene(current.buildIndex);
|
||||
}
|
||||
|
||||
public void OnPlayerHitByLaser()
|
||||
{
|
||||
if (_isDying || isGameOver || _levelComplete) return;
|
||||
StartCoroutine(DeathSequenceThenGameOver());
|
||||
// inside CrateEscapeGameManager when death begins:
|
||||
var joy = FindObjectOfType<CrateEscapePlayerControllerJoystick>();
|
||||
if (joy) joy.LockControls(true);
|
||||
|
||||
}
|
||||
private void ForceEnterAnimatorState(Animator anim, int layer, string stateName, float xfade)
|
||||
{
|
||||
// Build both hashes: full path ("Base Layer.Falling") and short ("Falling")
|
||||
string layerName = anim.GetLayerName(layer);
|
||||
string fullPath = string.IsNullOrEmpty(layerName) ? stateName : $"{layerName}.{stateName}";
|
||||
|
||||
int fullHash = Animator.StringToHash(fullPath);
|
||||
int shortHash = Animator.StringToHash(stateName);
|
||||
|
||||
bool hasFull = anim.HasState(layer, fullHash);
|
||||
bool hasShort = anim.HasState(layer, shortHash); // often false; Unity prefers full path
|
||||
|
||||
// Try full path first
|
||||
if (hasFull)
|
||||
{
|
||||
anim.CrossFadeInFixedTime(fullHash, xfade, layer, 0f);
|
||||
// if still not in, hard play
|
||||
StartCoroutine(_EnsureState(anim, layer, fullHash, shortHash, stateName, xfade, triedFull: true));
|
||||
return;
|
||||
}
|
||||
|
||||
// Try short name next
|
||||
if (hasShort)
|
||||
{
|
||||
anim.CrossFadeInFixedTime(shortHash, xfade, layer, 0f);
|
||||
StartCoroutine(_EnsureState(anim, layer, shortHash, fullHash, stateName, xfade, triedFull: false));
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"[CrateEscape] Animator state not found: Layer={layerName} ({layer}), State='{stateName}'. " +
|
||||
"Check exact spelling/case or set 'deathStateName' to your real clip state name.");
|
||||
}
|
||||
private bool ForceEnterAny(Animator anim, int layer, string[] names, float xfade)
|
||||
{
|
||||
// Try full path first ("<LayerName>.<StateName>"), then short name.
|
||||
string layerName = anim.GetLayerName(layer);
|
||||
foreach (var name in names)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name)) continue;
|
||||
|
||||
string fullPath = string.IsNullOrEmpty(layerName) ? name : $"{layerName}.{name}";
|
||||
int fullHash = Animator.StringToHash(fullPath);
|
||||
int shortHash = Animator.StringToHash(name);
|
||||
|
||||
bool hasFull = anim.HasState(layer, fullHash);
|
||||
bool hasShort = anim.HasState(layer, shortHash);
|
||||
|
||||
if (hasFull || hasShort)
|
||||
{
|
||||
int chosen = hasFull ? fullHash : shortHash;
|
||||
anim.CrossFadeInFixedTime(chosen, xfade, layer, 0f);
|
||||
// verify in a frame
|
||||
StartCoroutine(VerifyOrPlay(anim, layer, chosen, xfade));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private IEnumerator VerifyOrPlay(Animator anim, int layer, int hash, float xfade)
|
||||
{
|
||||
yield return null;
|
||||
var st = anim.GetCurrentAnimatorStateInfo(layer);
|
||||
var nxt = anim.GetNextAnimatorStateInfo(layer);
|
||||
bool inTarget = st.shortNameHash == hash ||
|
||||
(anim.IsInTransition(layer) && nxt.shortNameHash == hash);
|
||||
if (!inTarget)
|
||||
{
|
||||
anim.Play(hash, layer, 0f);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator _EnsureState(Animator anim, int layer, int primaryHash, int altHash, string stateName, float xfade, bool triedFull)
|
||||
{
|
||||
yield return null; // wait one frame
|
||||
var st = anim.GetCurrentAnimatorStateInfo(layer);
|
||||
var nxt = anim.GetNextAnimatorStateInfo(layer);
|
||||
|
||||
bool inTarget = st.shortNameHash == primaryHash ||
|
||||
(anim.IsInTransition(layer) && (nxt.shortNameHash == primaryHash));
|
||||
|
||||
if (!inTarget)
|
||||
{
|
||||
// try hard Play on the same hash
|
||||
anim.Play(primaryHash, layer, 0f);
|
||||
yield return null;
|
||||
|
||||
st = anim.GetCurrentAnimatorStateInfo(layer);
|
||||
nxt = anim.GetNextAnimatorStateInfo(layer);
|
||||
inTarget = st.shortNameHash == primaryHash ||
|
||||
(anim.IsInTransition(layer) && (nxt.shortNameHash == primaryHash));
|
||||
|
||||
if (!inTarget && altHash != 0)
|
||||
{
|
||||
// last resort: try the other hash type
|
||||
anim.CrossFadeInFixedTime(altHash, xfade, layer, 0f);
|
||||
yield return null;
|
||||
st = anim.GetCurrentAnimatorStateInfo(layer);
|
||||
nxt = anim.GetNextAnimatorStateInfo(layer);
|
||||
inTarget = st.shortNameHash == altHash ||
|
||||
(anim.IsInTransition(layer) && (nxt.shortNameHash == altHash));
|
||||
}
|
||||
}
|
||||
|
||||
if (!inTarget)
|
||||
{
|
||||
string layerName = anim.GetLayerName(layer);
|
||||
Debug.LogWarning($"[CrateEscape] Could not enter '{stateName}' on layer '{layerName}' (idx {layer}). " +
|
||||
"Verify state name/layer. If it's inside a sub-state machine, the short name must still be EXACT.");
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator DeathSequenceThenGameOver()
|
||||
{
|
||||
_isDying = true;
|
||||
|
||||
// 1) Stop anything that could fight the death state
|
||||
var ctrl = animDriver ? animDriver.GetComponent<CratePlayerController>() : null;
|
||||
if (ctrl) ctrl.enabled = false;
|
||||
|
||||
// 2) Try very hard to enter a valid death state
|
||||
Animator anim = animDriver ? animDriver.animator : null;
|
||||
if (anim)
|
||||
{
|
||||
anim.cullingMode = AnimatorCullingMode.AlwaysAnimate;
|
||||
anim.updateMode = AnimatorUpdateMode.Normal; // will switch to UnscaledTime below if needed
|
||||
|
||||
animDriver.SetGrounded(false);
|
||||
animDriver.SetSpeed(0f);
|
||||
|
||||
bool entered = ForceEnterAny(anim, deathLayerIndex, deathStateCandidates, deathCrossfade);
|
||||
yield return null; // let the state machine settle one frame
|
||||
|
||||
if (!entered)
|
||||
Debug.LogWarning("[CrateEscape] Could not enter any death state. Check names/layer.");
|
||||
}
|
||||
|
||||
// 3) Decide wait duration (prefer actual clip length if we’re in a real state)
|
||||
float wait = fallbackDeathDelay;
|
||||
if (deathWaitOverride > 0f)
|
||||
{
|
||||
wait = deathWaitOverride;
|
||||
}
|
||||
else if (anim)
|
||||
{
|
||||
var st = anim.GetCurrentAnimatorStateInfo(deathLayerIndex);
|
||||
var nxt = anim.GetNextAnimatorStateInfo(deathLayerIndex);
|
||||
float len = st.length;
|
||||
if (anim.IsInTransition(deathLayerIndex)) len = Mathf.Max(len, nxt.length);
|
||||
if (len > 0.05f) wait = len;
|
||||
}
|
||||
|
||||
// 4) Wait (works even if someone set timeScale = 0)
|
||||
float clamped = Mathf.Max(0.05f, wait);
|
||||
if (useUnscaledIfTimescaleZero && Time.timeScale == 0f && anim)
|
||||
{
|
||||
var prev = anim.updateMode;
|
||||
anim.updateMode = AnimatorUpdateMode.UnscaledTime;
|
||||
yield return new WaitForSecondsRealtime(clamped);
|
||||
anim.updateMode = prev;
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSeconds(clamped);
|
||||
}
|
||||
|
||||
GameOver();
|
||||
}
|
||||
|
||||
// ---------- LEVEL COMPLETE FLOW ----------
|
||||
/// <summary>Call this from the door trigger when the player enters.</summary>
|
||||
public void OnLevelCompleteTriggered()
|
||||
{
|
||||
if (_levelComplete || isGameOver) return;
|
||||
_levelComplete = true;
|
||||
|
||||
Time.timeScale = 0f;
|
||||
if (LevelCompletePanel) LevelCompletePanel.SetActive(true);
|
||||
Debug.Log("[CrateEscape] LEVEL COMPLETE");
|
||||
}
|
||||
|
||||
/// <summary>Hook this to the Continue button on the Level Complete UI.</summary>
|
||||
public void ContinueToNextLevel()
|
||||
{
|
||||
if (levelObjects == null || levelObjects.Count == 0)
|
||||
{
|
||||
// No levels listed: just reload scene unchanged.
|
||||
Time.timeScale = 1f;
|
||||
Restarter();
|
||||
return;
|
||||
}
|
||||
|
||||
int count = levelObjects.Count;
|
||||
int idx = GetCurrentLevelIndex();
|
||||
int next = Mod(idx + 1, count);
|
||||
|
||||
PlayerPrefs.SetInt(levelIndexPrefKey, next);
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
}
|
11
Assets/CrateEscapeGameManager.cs.meta
Normal file
11
Assets/CrateEscapeGameManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 247497a124c5ca949bb7b1f9a1bc947b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
57
Assets/CrateEscapeTimer.cs
Normal file
57
Assets/CrateEscapeTimer.cs
Normal file
@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using System.Collections;
|
||||
|
||||
public class CrateEscapeTimer : MonoBehaviour
|
||||
{
|
||||
[Header("UI")]
|
||||
public TMP_Text timerText; // Assign a TextMeshProUGUI on your world canvas
|
||||
|
||||
[Header("Timer")]
|
||||
public int startSeconds = 120; // 2 minutes
|
||||
public bool autoStart = true;
|
||||
|
||||
private int _remaining;
|
||||
private Coroutine _routine;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (!timerText)
|
||||
timerText = GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (autoStart) StartTimer();
|
||||
}
|
||||
|
||||
public void StartTimer(int? overrideSeconds = null)
|
||||
{
|
||||
if (_routine != null) StopCoroutine(_routine);
|
||||
_remaining = overrideSeconds ?? startSeconds;
|
||||
UpdateLabel(_remaining);
|
||||
_routine = StartCoroutine(Tick());
|
||||
}
|
||||
|
||||
IEnumerator Tick()
|
||||
{
|
||||
while (_remaining > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1f);
|
||||
_remaining--;
|
||||
UpdateLabel(_remaining);
|
||||
}
|
||||
|
||||
// Time's up!
|
||||
UpdateLabel(0);
|
||||
if (CrateEscapeGameManager.Instance != null)
|
||||
CrateEscapeGameManager.Instance.GameOver();
|
||||
}
|
||||
|
||||
private void UpdateLabel(int seconds)
|
||||
{
|
||||
int m = seconds / 60;
|
||||
int s = seconds % 60;
|
||||
if (timerText) timerText.text = $"{m:00}:{s:00}";
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user