You've already forked zumbi-game
add zombie controller and implement damage system; update gun controller for raycasting; modify prefab and scene settings
This commit is contained in:
Vendored
+2
-2
@@ -60,12 +60,12 @@
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"*.asset": "yaml",
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"*.meta": "yaml",
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"*.prefab": "yaml",
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"*.unity": "yaml",
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"*.unity": "yaml"
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},
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"explorer.fileNesting.enabled": true,
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"explorer.fileNesting.patterns": {
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"*.sln": "*.csproj",
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"*.slnx": "*.csproj"
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},
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"dotnet.defaultSolution": "ZumbiGame.slnx"
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"dotnet.defaultSolution": "zumbi-game.slnx"
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}
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@@ -1779,9 +1779,10 @@ GameObject:
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- component: {fileID: 7389507112651452681}
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- component: {fileID: 2441744333336506289}
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- component: {fileID: 5950679062911607196}
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- component: {fileID: -7112169132516269854}
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m_Layer: 0
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m_Name: Zombie1
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m_TagString: Untagged
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m_TagString: Zombie
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@@ -1886,6 +1887,19 @@ Rigidbody:
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m_Interpolate: 0
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m_Constraints: 10
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m_CollisionDetection: 0
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--- !u!114 &-7112169132516269854
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4493914613880827488}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 9e6afdd2619c6db4e9c079733c664364, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::ZombieController
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maxHealth: 100
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--- !u!1 &4710940672626480558
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GameObject:
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m_ObjectHideFlags: 0
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@@ -3374,7 +3374,10 @@ PrefabInstance:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects:
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- targetCorrespondingSourceObject: {fileID: 4213711620244162979, guid: 87e308cb23eea97419b3c2623d8bb3fa, type: 3}
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insertIndex: -1
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addedObject: {fileID: 796494257}
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m_AddedComponents:
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- targetCorrespondingSourceObject: {fileID: 4210100720165400533, guid: 87e308cb23eea97419b3c2623d8bb3fa, type: 3}
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insertIndex: -1
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@@ -10071,6 +10074,37 @@ PrefabInstance:
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 1a5f2b92e3d507a438173f443b67a160, type: 3}
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--- !u!1 &796494256
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 796494257}
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m_Layer: 0
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m_Name: MuzzlePoint
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &796494257
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 796494256}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.0031, y: 0.1004, z: 0.2019}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 253752627}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &810837519
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -26240,6 +26274,9 @@ MonoBehaviour:
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rightTriggerAction: {fileID: 83097790271614945, guid: c348712bda248c246b8c49b3db54643f, type: 3}
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audioSource: {fileID: 816325335}
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triggerSoundEffect: {fileID: 8300000, guid: 57e6ff823fc6f704f9d71aed80db932f, type: 3}
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muzzlePoint: {fileID: 796494257}
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maxRange: 100
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damage: 25
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--- !u!1001 &1837025048
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -9,6 +9,11 @@ public class GunController : MonoBehaviour
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[SerializeField] private AudioSource audioSource;
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[SerializeField] private AudioClip triggerSoundEffect;
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[Header("Raycast")]
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[SerializeField] private Transform muzzlePoint;
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[SerializeField] private float maxRange = 100f;
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[SerializeField] private float damage = 25f;
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private void OnEnable()
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{
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rightTriggerAction.action.Enable();
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@@ -28,7 +33,22 @@ public class GunController : MonoBehaviour
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private void HandleShoot()
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{
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Debug.Log("Shoot!");
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audioSource.PlayOneShot(triggerSoundEffect);
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Vector3 origin = muzzlePoint != null ? muzzlePoint.position : transform.position;
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Vector3 direction = muzzlePoint != null ? muzzlePoint.forward : transform.forward;
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if (Physics.Raycast(origin, direction, out RaycastHit hit, maxRange))
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{
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if (hit.collider.CompareTag("Zombie"))
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{
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if (hit.collider.TryGetComponent(out ZombieController zombie))
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{
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zombie.TakeDamage(damage);
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}
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}
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}
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Debug.DrawRay(origin, direction * maxRange, Color.red, 0.5f);
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}
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}
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@@ -0,0 +1,29 @@
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using UnityEngine;
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public class ZombieController : MonoBehaviour
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{
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[SerializeField] private float maxHealth = 100f;
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private float currentHealth;
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private void Start()
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{
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currentHealth = maxHealth;
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}
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public void TakeDamage(float amount)
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{
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currentHealth -= amount;
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Debug.Log($"{gameObject.name} dostal {amount} damage. HP: {currentHealth}/{maxHealth}");
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if (currentHealth <= 0)
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{
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Die();
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}
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}
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private void Die()
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{
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Debug.Log($"{gameObject.name} je mŕtvy!");
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Destroy(gameObject);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9e6afdd2619c6db4e9c079733c664364
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@@ -5,6 +5,7 @@ TagManager:
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serializedVersion: 3
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tags:
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- Anchor
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- Zombie
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layers:
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- Default
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- TransparentFX
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@@ -0,0 +1,8 @@
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<Solution>
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<Project Path="Unity.XR.Interaction.Toolkit.Samples.StarterAssets.csproj" />
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<Project Path="Assembly-CSharp.csproj" />
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<Project Path="Unity.XR.Interaction.Toolkit.Samples.Hands.Editor.csproj" />
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<Project Path="Unity.XR.Interaction.Toolkit.Samples.Hands.csproj" />
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<Project Path="Unity.XR.Hands.Samples.VisualizerSample.csproj" />
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<Project Path="Unity.XR.Interaction.Toolkit.Samples.StarterAssets.Editor.csproj" />
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</Solution>
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