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https://github.com/babalae/better-genshin-impact.git
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* GetFishBarRect方法添加更复杂的算法,并为其配备独立的单元测试,和分离难度较大的测试用例(未熟练时两侧出现黄色动态折线的情况);GetFishBoxArea行为去掉拉条框初始位置必须位于屏幕中轴线的条件,并添加其后续Fishing行为的单元测试来验证可行性;EnterFishingMode行为使用结束时间来代替Sleep,并添加整体超时时间;添加一个鱼咬钩的假阳性测试用例仅供娱乐 * 补充GetFishBarRect算法,使通过遗漏的测试"20250314002439020_Fishing_Succeeded.png" * 拉条增加1秒未检测持续时间以应对瞬间丢失拉条框的情况;新增一个检查提竿结果的行为;新增一个检查开始钓一条鱼的初始状态的方法,以应对行为状态错配的情况;一些行为将Sleep优化为DateTime;修改上述改动对应的单元测试 * 解决合并冲突剩余问题,删掉ImageRegion的Bitmap构造函数重载 * 提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可 * InitForTest * 和鸭蛋昨夜的提交撞车了。。。抽象了ISystemInto供单元测试实例化Fake类;给BaseAssets类定义了成员字段systemInfo(我想,既然都是图片模板数据集,如此定义是合理的),供继承类AutoFishingAssets使用,并定义了其在单元测试的派生类;添加了一个900p的选取鱼饵测试用例;blackboard改为负责携带AutoFishingAssets,并将其实例化时机挪到独立任务的Start方法中,避免由于TaskContext尚未初始化导致获取到的SystemInfo为空 * 一个特殊的测试用例:抛竿的瞬间、开始检测咬杆时遇到了假阳性 * Revert "InitForTest" This reverts commit225e9783a7. * Revert "提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可" This reverts commit610c57263a. * 为始终没有找到落点的情况添加计数,在第3次时直接退出,并添加此情况的单元测试 --------- Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
222 lines
6.8 KiB
C#
222 lines
6.8 KiB
C#
using BehaviourTree.Composites;
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using BehaviourTree.FluentBuilder;
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using BehaviourTree;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using BetterGenshinImpact.Core.Config;
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using OpenCvSharp;
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using System.IO;
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using Microsoft.Extensions.Logging;
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using BetterGenshinImpact.GameTask.Model.Area;
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using System.Threading.Tasks;
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using System.Linq;
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namespace BetterGenshinImpact.GameTask.AutoFishing
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{
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public static class BehaviourTreeExtensions
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{
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public static FluentBuilder<TContext> MySimpleParallel<TContext>(this FluentBuilder<TContext> builder, string name, SimpleParallelPolicy policy = SimpleParallelPolicy.BothMustSucceed)
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{
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return builder.PushComposite((IBehaviour<TContext>[] children) => new MySimpleParallel<TContext>(name, policy, children));
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}
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}
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/// <summary>
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/// MySimpleParallel
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/// 和SimpleParallel的区别是,任一子行为返回失败则返回失败;并且支持两个以上子行为
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/// </summary>
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/// <typeparam name="TContext"></typeparam>
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public class MySimpleParallel<TContext> : CompositeBehaviour<TContext>
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{
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private readonly Func<TContext, BehaviourStatus> _behave;
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public readonly SimpleParallelPolicy Policy;
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public MySimpleParallel(SimpleParallelPolicy policy, IBehaviour<TContext>[] children)
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: this("SimpleParallel", policy, children)
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{
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}
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public MySimpleParallel(string name, SimpleParallelPolicy policy, IBehaviour<TContext>[] children)
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: base(name, children)
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{
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Policy = policy;
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_behave = ((policy == SimpleParallelPolicy.BothMustSucceed) ? new Func<TContext, BehaviourStatus>(BothMustSucceedBehaviour) : new Func<TContext, BehaviourStatus>(OnlyOneMustSucceedBehaviour));
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}
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private BehaviourStatus OnlyOneMustSucceedBehaviour(TContext context)
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{
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if (Children.Any(c => c.Status == BehaviourStatus.Succeeded))
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{
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return BehaviourStatus.Succeeded;
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}
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if (Children.All(c => c.Status == BehaviourStatus.Failed))
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{
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return BehaviourStatus.Failed;
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}
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return BehaviourStatus.Running;
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}
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private BehaviourStatus BothMustSucceedBehaviour(TContext context)
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{
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if (Children.All(c => c.Status == BehaviourStatus.Succeeded))
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{
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return BehaviourStatus.Succeeded;
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}
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if (Children.Any(c => c.Status == BehaviourStatus.Failed))
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{
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return BehaviourStatus.Failed;
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}
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return BehaviourStatus.Running;
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}
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protected override BehaviourStatus Update(TContext context)
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{
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if (base.Status != BehaviourStatus.Running)
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{
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foreach (var child in Children)
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{
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child.Tick(context);
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}
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}
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else
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{
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foreach (var child in Children)
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{
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if (child.Status == BehaviourStatus.Ready || child.Status == BehaviourStatus.Running)
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{
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child.Tick(context);
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}
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}
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}
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if (Children.Any(c => c.Status == BehaviourStatus.Failed))
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{
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return BehaviourStatus.Failed;
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}
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else
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{
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return _behave(context);
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}
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}
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protected override void DoReset(BehaviourStatus status)
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{
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base.DoReset(status);
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}
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}
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/// <summary>
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/// 原库的BaseBehaviour继承后也无法改写Tick方法,只得另起此实现类
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/// 暂时直接覆盖行为树原本的BaseBehaviour
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/// </summary>
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public abstract class BaseBehaviour<TImageRegion> : IBehaviour<TImageRegion>, IDisposable where TImageRegion : ImageRegion
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{
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protected readonly bool saveScreenshotOnTerminate;
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protected readonly ILogger logger;
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public string Name { get; }
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public BehaviourStatus Status { get; private set; }
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protected BaseBehaviour(string name, ILogger logger, bool saveScreenshotOnTerminate)
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{
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Name = name;
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this.logger = logger;
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this.saveScreenshotOnTerminate = saveScreenshotOnTerminate;
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}
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public BehaviourStatus Tick(TImageRegion context)
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{
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if (Status == BehaviourStatus.Ready)
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{
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OnInitialize();
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}
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Status = Update(context);
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if (Status == BehaviourStatus.Ready)
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{
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throw new InvalidOperationException("Ready status should not be returned by Behaviour Update Method");
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}
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if (Status != BehaviourStatus.Running)
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{
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if (saveScreenshotOnTerminate)
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{
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string fileName = $"{DateTime.Now:yyyyMMddHHmmssfff}_{this.GetType().Name}_{Status}.png";
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logger.LogInformation("保存截图: {Name}", fileName);
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SaveScreenshot(context, fileName);
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}
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OnTerminate(Status);
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}
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return Status;
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}
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public virtual void SaveScreenshot(ImageRegion imageRegion, string? name)
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{
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var path = Global.Absolute($@"log\screenshot\");
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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var bitmap = imageRegion.SrcBitmap;
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if (String.IsNullOrWhiteSpace(name))
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{
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name = $@"{DateTime.Now:yyyyMMddHHmmssffff}.png";
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}
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var savePath = Global.Absolute($@"log\screenshot\{name}");
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var mat = imageRegion.SrcMat;
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if (TaskContext.Instance().Config.CommonConfig.ScreenshotUidCoverEnabled)
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{
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var rect = TaskContext.Instance().Config.MaskWindowConfig.UidCoverRect;
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mat.Rectangle(rect, Scalar.White, -1);
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}
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new Task(() =>
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{
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Cv2.ImWrite(savePath, mat);
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}).Start();
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}
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public void Reset()
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{
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if (Status != 0)
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{
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DoReset(Status);
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Status = BehaviourStatus.Ready;
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}
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}
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protected abstract BehaviourStatus Update(TImageRegion context);
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protected virtual void OnTerminate(BehaviourStatus status)
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{
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}
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protected virtual void OnInitialize()
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{
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}
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protected virtual void DoReset(BehaviourStatus status)
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{
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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public void Dispose()
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{
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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}
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