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removed unused imports, slots drag/drop
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shnok committed Aug 16, 2024
1 parent 127db89 commit cccda78
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Showing 294 changed files with 463 additions and 729 deletions.
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background-image: resource('Data/UI/Inventory/ItemWindow_DF_SlotBox_Disable');
}

.inventory-slot .slot-frame {
.l2-slot .slot-frame {
display: none;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Monster/MonsterStateAtk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateAtk : MonsterStateBase
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateAtkWait : MonsterStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Monster/MonsterStateBase.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateBase : StateMachineBehaviour
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateDeath : MonsterStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Monster/MonsterStateRun.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateRun : MonsterStateBase
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateWait : MonsterStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Monster/MonsterStateWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateSpWait : MonsterStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Monster/MonsterStateWalk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterStateWalk : MonsterStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateAtk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateAtk : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateAtkWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateAtkWait : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateBase.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateBase : StateMachineBehaviour {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateDeath.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateDeath : NpcStateBase
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateRun.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateRun : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateSocial.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateSocial : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateSpWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateSpWait : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateWait : NpcStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Npc/NpcStateWalk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcStateWalk : NpcStateBase {
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3 changes: 0 additions & 3 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateAction.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateAction : PlayerStateBase
{
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateAtk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateAtk : PlayerStateAction {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateAtkWait : PlayerStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateBase.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateBase : StateMachineBehaviour {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateDead.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateDead : PlayerStateBase {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateDeadWait : PlayerStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateJump.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateJump : PlayerStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateRun.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateRun : PlayerStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateSit.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateSit : PlayerStateAction {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateSitWait : PlayerStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateStand.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateStand : PlayerStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/Player/PlayerStateWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateWait : PlayerStateAction {
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using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAnimationController : BaseAnimationController {
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3 changes: 0 additions & 3 deletions l2-unity/Assets/Scripts/Animation/User/UserStateAction.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateAction : UserStateBase
{
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateAtk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateAtk : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateAtkWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateWaitAtk : UserStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateBase.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateBase : StateMachineBehaviour {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateDead.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateDead : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateDeadWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateDeadWait : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateJump.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateJump : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateRun.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateRun : UserStateAction {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateSit.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateSit : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateSitWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateSitWait : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateStand.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateStand : UserStateBase {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Animation/User/UserStateWait.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserStateWait : UserStateAction {
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1 change: 0 additions & 1 deletion l2-unity/Assets/Scripts/Audio/AmbientSoundEmitter.cs
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using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AmbientSoundEmitter : EventHandler {
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4 changes: 0 additions & 4 deletions l2-unity/Assets/Scripts/Audio/AmbientSoundType.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum AmbientSoundType
{
AST1_Always,
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BaseAnimationAudioHandler : MonoBehaviour
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CharacterAnimationAudioHandler : BaseAnimationAudioHandler
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;

[RequireComponent(typeof(MonsterEntity), typeof(Animator))]
public class MonsterAnimationAudioHandler : BaseAnimationAudioHandler
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NpcAnimationAudioHandler : CharacterAnimationAudioHandler
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum MonsterSoundEvent : int
{
Step,
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1 change: 0 additions & 1 deletion l2-unity/Assets/Scripts/Audio/MusicManager.cs
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using FMOD.Studio;
using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Audio/SurfaceDetector.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SurfaceDetector : MonoBehaviour
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Audio/ThirdPersonListener.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThirdPersonListener : MonoBehaviour
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1 change: 0 additions & 1 deletion l2-unity/Assets/Scripts/Camera/LoginCameraManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Gear/Gear.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Gear : MonoBehaviour {
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Gear/PlayerGear.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerGear : UserGear
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Gear/UserGear.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UserGear : Gear
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/ObjectData.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Stats/PlayerStats.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Stats/Stats.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
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2 changes: 0 additions & 2 deletions l2-unity/Assets/Scripts/Combat/Status/PlayerStatus.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
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4 changes: 0 additions & 4 deletions l2-unity/Assets/Scripts/Combat/Status/StatsConverter.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class StatsConverter
{
private static StatsConverter _instance;
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