Added Cinemachine + Improved Spectrum Bind (by Philip)
This commit is contained in:
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commit
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34 changed files with 24800 additions and 2103 deletions
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@ -161,6 +161,12 @@
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<Reference Include="com.unity.multiplayer-hlapi.Runtime">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Cinemachine">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Cinemachine.dll</HintPath>
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</Reference>
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<Reference Include="com.unity.cinemachine.editor">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.cinemachine.editor.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AIModule">
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<HintPath>D:/Unity Installs/2019.2.8f1/Editor/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
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</Reference>
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@ -338,6 +338,12 @@
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<Reference Include="com.unity.multiplayer-hlapi.Runtime">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Cinemachine">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Cinemachine.dll</HintPath>
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</Reference>
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<Reference Include="com.unity.cinemachine.editor">
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<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.cinemachine.editor.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AIModule">
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<HintPath>D:/Unity Installs/2019.2.8f1/Editor/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
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</Reference>
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@ -4,11 +4,24 @@ namespace cylvester
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{
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public class SpectrumGeneratorEditMode : SpectrumGenerator, ISpectrumGenerator
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{
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private Color32[] resetColorArray;
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public SpectrumGeneratorEditMode(int textureWidth, int textureHeight)
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: base(textureWidth,textureHeight) { }
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: base(textureWidth,textureHeight)
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{
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//generate empty texture
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Color32 resetColor = new Color32(0, 0, 0, 64); //black with alpha
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resetColorArray = Spectrum.GetPixels32();
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for (int i = 0; i < resetColorArray.Length; i++)
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{
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resetColorArray[i] = resetColor;
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}
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}
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public int Update(Rect selectionRect)
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{
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/*
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OnAllPixels((x, y) =>
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{
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var color = Color.black;
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@ -19,6 +32,24 @@ namespace cylvester
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Spectrum.SetPixel(x, y, color);
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});
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Spectrum.Apply();
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*/
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Spectrum.SetPixels32(resetColorArray); // Reset all pixels color
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var rectcolor = Color.red;
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//Draw selection Rectangle border
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for (int i = (int)selectionRect.x; i < (selectionRect.x + (selectionRect.width - 1)); i++) //horizontal lines
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{
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Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)), rectcolor); //end line
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Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y), rectcolor); //start line
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}
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for (int i = (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)); i < (int)(Spectrum.height - selectionRect.y); i++) //vertical lines
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{
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Spectrum.SetPixel((int)selectionRect.x, i, rectcolor); // line left
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Spectrum.SetPixel((int)(selectionRect.x + (selectionRect.width - 1)), i, rectcolor); // line right
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}
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Spectrum.Apply();
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return 0;
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}
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}
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UnityProject/Assets/Scenes/Examples/First Project/20116.unity
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@ -6,16 +6,28 @@ namespace cylvester
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{
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private IPdArraySelector arraySelector_;
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private Color32[] resetColorArray;
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public SpectrumGeneratorPlayMode(int textureWidth, int textureHeight, IPdArraySelector arraySelector)
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:base(textureWidth, textureHeight)
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{
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arraySelector_ = arraySelector;
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//generate empty texture
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Color32 resetColor = new Color32(0, 0, 0, 64); //black with alpha
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resetColorArray = Spectrum.GetPixels32();
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for (int i = 0; i < resetColorArray.Length; i++)
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{
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resetColorArray[i] = resetColor;
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}
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}
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public int Update(Rect selectionRect)
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{
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/* ## Old implementation
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var numPixels = 0;
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var data = arraySelector_.SelectedArray;
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OnAllPixels((x, y) =>
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{
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var magnitude = data[x] * 20f;
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|
@ -34,27 +46,45 @@ namespace cylvester
|
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Spectrum.SetPixel(x, y, color);
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});
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// statt über alle Pixel, nur über SpektrumArray und dann die Auswahl prüfen
|
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/*for (int x = (int) selectionRect.x; x < selectionRect.x+selectionRect.width-1; x++)
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{
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for (int y = (int) selectionRect.y; y < Spectrum.height - selectionRect.y - (selectionRect.height - 1); y++)
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{
|
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var magnitude = data[x] * 20f;
|
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var validPixel = magnitude > y;
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var color = validPixel ? Color.green : Color.black;
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//if (IsInSelection(x, y, ref selectionRect))
|
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color.a = 1f;
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if (validPixel)
|
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numPixels++;
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Spectrum.SetPixel(x, y, color);
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}
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}
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Spectrum.Apply();
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return numPixels;
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*/
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Spectrum.Apply();
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//New Implementation
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var numPixels = 0;
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var data = arraySelector_.SelectedArray;
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Spectrum.SetPixels32(resetColorArray); // Reset all pixels color
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var rectcolor = Color.red;
|
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//Draw selection Rectangle border
|
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for (int i=(int)selectionRect.x;i< (selectionRect.x + (selectionRect.width - 1)); i++) //horizontal lines
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{
|
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Spectrum.SetPixel(i, (int) (Spectrum.height - selectionRect.y - (selectionRect.height - 1)), rectcolor); //end line
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Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y), rectcolor); //start line
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}
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for (int i = (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)); i < (int)(Spectrum.height - selectionRect.y); i++) //vertical lines
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{
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Spectrum.SetPixel((int)selectionRect.x, i, rectcolor); // line left
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Spectrum.SetPixel((int)(selectionRect.x + (selectionRect.width - 1)), i, rectcolor); // line right
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}
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//Draw Spectrum and calculate numPixels
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var spectrumcolor = Color.green;
|
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for (int x = 0; x < Spectrum.width; x++) //iterate over sprectrum length
|
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{
|
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var magnitude = data[x] * 20f; //TODO: implement logarithmic scale for y values
|
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|
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for (int y=0; y<magnitude; y++) //all pixels below spectrum value at x position
|
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{
|
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Spectrum.SetPixel(x, y, spectrumcolor);
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|
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if (IsInSelection(x, y, ref selectionRect)) //current spectrum pixel is inside rect
|
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{
|
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numPixels++;
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}
|
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}
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}
|
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|
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Spectrum.Apply();
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return numPixels;
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}
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}
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|
|
|
@ -13,6 +13,7 @@
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"com.unity.2d.tilemap": "1.0.0",
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"com.unity.ads": "2.0.8",
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"com.unity.analytics": "3.3.2",
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"com.unity.cinemachine": "2.4.0",
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"com.unity.collab-proxy": "1.2.16",
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"com.unity.ext.nunit": "1.0.0",
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"com.unity.ide.rider": "1.1.0",
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@ -6,6 +6,6 @@ EditorBuildSettings:
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serializedVersion: 2
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m_Scenes:
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path: Assets/Scenes/Examples/First Project/First Project.unity
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guid: 29f2d0f7e14b3dc4f9afbc9e05ff3e24
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path: Assets/Scenes/Examples/First Project/20115.unity
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guid: db72fb4aed40e794da8af4c93b61c85d
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m_configObjects: {}
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Loading…
Reference in a new issue