Merge branch 'Inventory' into Tools
							
								
								
									
										987
									
								
								Assets/Scene.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class ButtonEventHandler : MonoBehaviour | ||||||
|  | { | ||||||
|  |  | ||||||
|  |     [SerializeField] UI_Inventory inventory; | ||||||
|  |  | ||||||
|  | } | ||||||
							
								
								
									
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class Identity : MonoBehaviour | ||||||
|  | { | ||||||
|  |     public int index; | ||||||
|  | } | ||||||
							
								
								
									
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								Assets/Scripts/Inventory/FoodItem.cs
									
									
									
									
									
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  | [CreateAssetMenu(fileName = "FoodItem", menuName = "Items/FoodItem", order = 2)] | ||||||
|  | public class FoodItem : Item | ||||||
|  | { | ||||||
|  |     public int health; | ||||||
|  |     public int water; | ||||||
|  |     public int regeneration; | ||||||
|  | } | ||||||
							
								
								
									
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|  | fileFormatVersion: 2 | ||||||
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class Inventory : MonoBehaviour | ||||||
|  | { | ||||||
|  |     /// <summary> | ||||||
|  |     /// -------------------------------------------------------------------------------/// | ||||||
|  |     ///  | ||||||
|  |     /// Inventory holds a list of Slots where Items can be added. | ||||||
|  |     /// | ||||||
|  |     ///[IMPORTANT] | ||||||
|  |     /// !!createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots) : Has to be called after the Inventory has been initialized!! | ||||||
|  |     /// | ||||||
|  |     ///[Methods] | ||||||
|  |     /// getInventory() : Gets the list of Slots. | ||||||
|  |     /// addItemAt(int index, Item itemType,int count) : Adds a number (count) of items of type itemType (itemType) to an item slot(index). | ||||||
|  |     /// removeItemAt(int index, int count) : Removes a number of items (count)  from a specific slot (index). | ||||||
|  |     /// addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10) | ||||||
|  |     ///  | ||||||
|  |     /// -------------------------------------------------------------------------------/// | ||||||
|  |     /// </summary> | ||||||
|  |  | ||||||
|  |  | ||||||
|  |     public delegate void OnItemChanged(); | ||||||
|  |     public OnItemChanged onItemChangedCallback; //  | ||||||
|  |  | ||||||
|  |     List<Slot> inventory = new List<Slot>(); | ||||||
|  |  | ||||||
|  |     public List<Slot> getInventory { get => inventory;} | ||||||
|  |     public void createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots = 10)  | ||||||
|  |     { | ||||||
|  |         // Initializes the inventory with a specific number of slots and slotsize. | ||||||
|  |         // !!!Has to be called bevore adding any items!!! | ||||||
|  |         // Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each | ||||||
|  |         inventory = new List<Slot>(); | ||||||
|  |         for (int i = 0; i < numberOfSlots; i++) | ||||||
|  |         { | ||||||
|  |             inventory.Add(new Slot(maxSpaceOfSlots)); | ||||||
|  |         } | ||||||
|  |         if (onItemChangedCallback != null) | ||||||
|  |             onItemChangedCallback.Invoke(); | ||||||
|  |     } | ||||||
|  |     public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10) | ||||||
|  |     { | ||||||
|  |         // Adds a specific number of slots and slotsize to the inventory. | ||||||
|  |         // Example addInventorySlots(5, 10) : Adds 5 Slots with space for 10 items each | ||||||
|  |         for (int i = 0; i < numberOfSlots; i++) | ||||||
|  |         { | ||||||
|  |             inventory.Add(new Slot(maxSpaceOfSlots)); | ||||||
|  |         } | ||||||
|  |         if (onItemChangedCallback != null) | ||||||
|  |             onItemChangedCallback.Invoke(); | ||||||
|  |     } | ||||||
|  |     public int addItemAt(int index, Item itemType,int count)  | ||||||
|  |     { | ||||||
|  |         // Adds a number (count = 7) of items of type itemType (itemType = Stone) to an item slot(index = 3). | ||||||
|  |         //Returns the number of items that could not be added because of unsufficent space in the specefied slot | ||||||
|  |         //or Return -1 if the index is out of bound or the item slot is already filled with a different itemType. | ||||||
|  |         // | ||||||
|  |         // Example inventory.addItemAt(3,Stone,7); | ||||||
|  |  | ||||||
|  |         if (indexIsInRange(index) && (inventory[index].ItemType == null || inventory[index].ItemType.id == itemType.id)) | ||||||
|  |         { | ||||||
|  |             if (inventory[index].ItemType == null)  | ||||||
|  |             { | ||||||
|  |                 inventory[index].ItemType = Instantiate(itemType); // Set the itemType if the slot was empty. | ||||||
|  |             } | ||||||
|  |  | ||||||
|  |             if (inventory[index].MaxItems == inventory[index].Count)  | ||||||
|  |             { | ||||||
|  |  | ||||||
|  |                 if (onItemChangedCallback != null) | ||||||
|  |                     onItemChangedCallback.Invoke(); | ||||||
|  |                 return count; // Can't add any items if the slot is full. | ||||||
|  |             } | ||||||
|  |             else if (inventory[index].MaxItems >= inventory[index].Count + count) | ||||||
|  |             { | ||||||
|  |                 inventory[index].addItem(count); // Adds all items if there is enought space. | ||||||
|  |                 if(onItemChangedCallback != null) | ||||||
|  |                     onItemChangedCallback.Invoke(); | ||||||
|  |                 return 0; | ||||||
|  |             } else  | ||||||
|  |             { | ||||||
|  |                 int rest = count - inventory[index].MaxItems - inventory[index].Count; | ||||||
|  |                 inventory[index].addItem(inventory[index].MaxItems - inventory[index].Count); // Adds the number of items until the slot is full and returns the number of items that didn't fit. | ||||||
|  |                 if (onItemChangedCallback != null) | ||||||
|  |                     onItemChangedCallback.Invoke(); | ||||||
|  |                 return rest; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |         else  | ||||||
|  |         { | ||||||
|  |              | ||||||
|  |             return -1;//Wrong item or index not in range. | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     public int removeItemAt(int index, int count) | ||||||
|  |     { | ||||||
|  |         // Removes a number of items (count = 5)  from a specific slot (index = 4). | ||||||
|  |         // Example inventory.removeItemAt(4,5) | ||||||
|  |         if (indexIsInRange(index)) | ||||||
|  |         { | ||||||
|  |             if (inventory[index].ItemType == null) | ||||||
|  |             { | ||||||
|  |                 return count;// Can't remove any items if the slot is empty. | ||||||
|  |             } | ||||||
|  |             else if (inventory[index].Count > count) | ||||||
|  |             { | ||||||
|  |                 inventory[index].removeItem(count);// Removes the number of items if there are more or equal items in the slot. | ||||||
|  |                 return 0; | ||||||
|  |             } | ||||||
|  |             else if (inventory[index].Count <= count) | ||||||
|  |             { | ||||||
|  |                 int rest = count - inventory[index].Count; | ||||||
|  |                 inventory[index].Count = 0; // Removes all the items from the slot  and returns the number of items that could not be removed. | ||||||
|  |                 inventory[index].ItemType = null; // When the slot is empty the itemType can also be removed. | ||||||
|  |                 return rest; | ||||||
|  |             } | ||||||
|  |             else  | ||||||
|  |             { | ||||||
|  |                 return -1; // Something went wrong (you should never end up in here). | ||||||
|  |             } | ||||||
|  |              | ||||||
|  |         } | ||||||
|  |         else | ||||||
|  |         { | ||||||
|  |             return -1;//Index not in range. | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     private bool indexIsInRange(int index) | ||||||
|  |     { | ||||||
|  |         // Returns true if a given index is in the bounds of the inventory. | ||||||
|  |         // Example (maxSize = 10) index = -10 : false , index =  100: false, index = 7 : true  | ||||||
|  |  | ||||||
|  |         if (index < inventory.Count && index >= 0) | ||||||
|  |         { | ||||||
|  |             return true; | ||||||
|  |         } | ||||||
|  |         else | ||||||
|  |         { | ||||||
|  |             return false; | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
										11
									
								
								Assets/Scripts/Inventory/Inventory.cs.meta
									
									
									
									
									
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										39
									
								
								Assets/Scripts/Inventory/InventoryController.cs
									
									
									
									
									
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						| @@ -0,0 +1,39 @@ | |||||||
|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class InventoryController : MonoBehaviour | ||||||
|  | { | ||||||
|  |     [SerializeField] Item item1;// not needed | ||||||
|  |     [SerializeField] Item item2;// not needed | ||||||
|  |     public Inventory inventory; | ||||||
|  |     [SerializeField] UI_Inventory uiInventory; | ||||||
|  |     private void Awake() | ||||||
|  |     { | ||||||
|  |         inventory = transform.GetComponent<Inventory>(); | ||||||
|  |         inventory.createEmptyInventory(8,10); | ||||||
|  |          | ||||||
|  |         inventory.addItemAt(0, item1, 8); | ||||||
|  |         inventory.addItemAt(0, item1, 1); | ||||||
|  |         inventory.addItemAt(3, item2, 15); | ||||||
|  |         inventory.addItemAt(4, item1, 3); | ||||||
|  |  | ||||||
|  |         /* | ||||||
|  |         Debug.Log(inventory.addItemAt(0, item2, 15)); | ||||||
|  |         Debug.Log(inventory.getInventory[0].Count); | ||||||
|  |         Debug.Log(inventory.removeItemAt(0, 10)); | ||||||
|  |         Debug.Log(inventory.getInventory[0].Count); | ||||||
|  |         */  | ||||||
|  |         uiInventory.setInventory(inventory); | ||||||
|  |     } | ||||||
|  |     void Start() | ||||||
|  |     { | ||||||
|  |  | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // Update is called once per frame | ||||||
|  |     void Update() | ||||||
|  |     { | ||||||
|  |  | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
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										12
									
								
								Assets/Scripts/Inventory/Item.cs
									
									
									
									
									
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						| @@ -0,0 +1,12 @@ | |||||||
|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | [CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)] | ||||||
|  | public class Item : ScriptableObject | ||||||
|  | { | ||||||
|  |     public new string name; | ||||||
|  |     public int id; | ||||||
|  |     public bool isStackable; | ||||||
|  |     public Sprite sprite; | ||||||
|  | } | ||||||
							
								
								
									
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										19
									
								
								Assets/Scripts/Inventory/ItemAtlas.cs
									
									
									
									
									
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						| @@ -0,0 +1,19 @@ | |||||||
|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class ItemAtlas : MonoBehaviour | ||||||
|  | { | ||||||
|  |     public static ItemAtlas Instance { get; private set; } | ||||||
|  |  | ||||||
|  |     private void Awake() | ||||||
|  |     { | ||||||
|  |         Instance = this; | ||||||
|  |     } | ||||||
|  |     enum ItemTypes { | ||||||
|  |     STONE,TOMATO | ||||||
|  |      | ||||||
|  |     } | ||||||
|  |     public Sprite stoneSprite; | ||||||
|  |     public Sprite woodSprite; | ||||||
|  | } | ||||||
							
								
								
									
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class Slot | ||||||
|  | { | ||||||
|  |     /// <summary> | ||||||
|  |     /// Holds an itemType the number of items and the number of maxItems | ||||||
|  |     /// this has no logic so everything has to be done from the outside | ||||||
|  |     /// [Get/Set] | ||||||
|  |     /// ItemType | ||||||
|  |     /// Count | ||||||
|  |     /// MaxItems | ||||||
|  |     /// [Methods] | ||||||
|  |     /// void addItem(int count = 1) | ||||||
|  |     /// void removeItem(int count = 1)  | ||||||
|  |     /// void clear() | ||||||
|  |     /// </summary> | ||||||
|  |  | ||||||
|  |     Item item; | ||||||
|  |     int maxItems = 1; | ||||||
|  |     int count = 0; | ||||||
|  |     public Item ItemType { get => item; set => item = value; } | ||||||
|  |     public int Count { get => count; set => count = value; } | ||||||
|  |     public int MaxItems { get => maxItems; set => maxItems = value; } | ||||||
|  |     public Slot(int maxItems = 1) | ||||||
|  |     { | ||||||
|  |         item = null; | ||||||
|  |         this.maxItems = maxItems; | ||||||
|  |     } | ||||||
|  |     public void addItem(int count = 1) | ||||||
|  |     { | ||||||
|  |         // adds any number of items to the slot will also go over the max items | ||||||
|  |         this.count += count; | ||||||
|  |     } | ||||||
|  |     public void removeItem(int count = 1)  | ||||||
|  |     { | ||||||
|  |         // removes any number of items from the slot will also go negative  | ||||||
|  |         this.count -= count; | ||||||
|  |     } | ||||||
|  |     public void clear() | ||||||
|  |     { | ||||||
|  |         item = null; | ||||||
|  |         count = 0; | ||||||
|  |     } | ||||||
|  |     public Slot copy()  | ||||||
|  |     { | ||||||
|  |         Slot slot = new Slot(maxItems); | ||||||
|  |         slot.count = count; | ||||||
|  |         slot.ItemType = ItemType; | ||||||
|  |  | ||||||
|  |         return slot; | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
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|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using TMPro; | ||||||
|  | using UnityEngine; | ||||||
|  | using UnityEngine.UI; | ||||||
|  |  | ||||||
|  | public class UI_Inventory : MonoBehaviour | ||||||
|  | { | ||||||
|  |     Inventory playerInventory; | ||||||
|  |     public Transform inventoryContainer; | ||||||
|  |     public Transform itemSlotTemplate; | ||||||
|  |     private RectTransform[] UIItemSlots; | ||||||
|  |     private Button[] buttons; | ||||||
|  |     private Slot pickedItem = new Slot(); | ||||||
|  |     private RectTransform pickedItemSlot; | ||||||
|  |     private void Awake() | ||||||
|  |     { | ||||||
|  |         //itemSlotTemplate = inventoryContainer.Find("containerTemplate"); | ||||||
|  |         pickedItemSlot = Instantiate(itemSlotTemplate, this.transform).GetComponent<RectTransform>(); | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     void pickItem(int index)  | ||||||
|  |     { | ||||||
|  |         pickedItem = playerInventory.getInventory[index].copy(); | ||||||
|  |         playerInventory.getInventory[index].clear(); | ||||||
|  |         UIItemSlots[index].GetChild(0).Find("Icon").gameObject.SetActive(false); | ||||||
|  |     } | ||||||
|  |     void placeItem()  | ||||||
|  |     { | ||||||
|  |      | ||||||
|  |     } | ||||||
|  |     public void buttonEvent(int index)  | ||||||
|  |     { | ||||||
|  |         if (pickedItem.ItemType == null && playerInventory.getInventory[index].ItemType != null) | ||||||
|  |         { | ||||||
|  |             pickItem(index); | ||||||
|  |         } | ||||||
|  |         else | ||||||
|  |         { | ||||||
|  |             if (pickedItem.ItemType != null)  | ||||||
|  |             { | ||||||
|  |                 int rest = playerInventory.addItemAt(index, pickedItem.ItemType, pickedItem.Count); | ||||||
|  |                 if (rest == 0) | ||||||
|  |                 { | ||||||
|  |                     pickedItem.clear(); | ||||||
|  |                 } | ||||||
|  |                 else | ||||||
|  |                 { | ||||||
|  |                     pickedItem.Count = rest; | ||||||
|  |                 } | ||||||
|  |                 //placeItem(index); | ||||||
|  |             } | ||||||
|  |  | ||||||
|  |         } | ||||||
|  |          | ||||||
|  |         //Debug.Log("button " + index + " has been pressed!"); | ||||||
|  |     } | ||||||
|  |     public void setInventory(Inventory inventory)  | ||||||
|  |     { | ||||||
|  |         playerInventory = inventory; | ||||||
|  |         inventory.onItemChangedCallback += updateInventory; | ||||||
|  |         updateInventory(); | ||||||
|  |     } | ||||||
|  |     private void Update() | ||||||
|  |     { | ||||||
|  |         //buttons[index] = itemSlotRectTransform.Find("Button").GetComponent<Button>(); | ||||||
|  |         //itemSlotRectTransform.Find("Button").GetComponent<Identity>().index = index; | ||||||
|  |         //buttons[index].onClick.AddListener(() => buttonEvent(itemSlotRectTransform.Find("Button").GetComponent<Identity>().index)); | ||||||
|  |         pickedItemSlot.anchoredPosition = new Vector2(Input.mousePosition.x, 0); | ||||||
|  |         pickedItemSlot.gameObject.SetActive(true); | ||||||
|  |         pickedItemSlot.gameObject.name = "pickedItem"; | ||||||
|  |  | ||||||
|  |         if (pickedItem.ItemType != null) | ||||||
|  |         { | ||||||
|  |             Transform item = pickedItemSlot.GetChild(0).Find("Icon"); | ||||||
|  |             item.gameObject.SetActive(true); | ||||||
|  |             item.GetComponent<Image>().sprite = pickedItem.ItemType.sprite; | ||||||
|  |         } | ||||||
|  |         else  | ||||||
|  |         { | ||||||
|  |             Transform item = pickedItemSlot.GetChild(0).Find("Icon"); | ||||||
|  |             item.gameObject.SetActive(false); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     private void updateInventory() | ||||||
|  |     { | ||||||
|  |          | ||||||
|  |         int rows = 2; | ||||||
|  |         int columns = 4; | ||||||
|  |         float slotSize = 95; | ||||||
|  |         int x = 0; | ||||||
|  |         int y = 0; | ||||||
|  |         int index = 0; | ||||||
|  |         if (UIItemSlots != null) { | ||||||
|  |             foreach (RectTransform ItemSLot in UIItemSlots) | ||||||
|  |             { | ||||||
|  |                 Destroy(ItemSLot.gameObject); | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |          | ||||||
|  |         UIItemSlots = new RectTransform[playerInventory.getInventory.Count]; | ||||||
|  |         buttons = new Button[playerInventory.getInventory.Count]; | ||||||
|  |         //inventoryContainer.GetComponent<RectTransform>(). | ||||||
|  |         foreach (Slot slot in playerInventory.getInventory)  | ||||||
|  |         { | ||||||
|  |             RectTransform itemSlotRectTransform = Instantiate(itemSlotTemplate, inventoryContainer).GetComponent<RectTransform>(); | ||||||
|  |             buttons[index] = itemSlotRectTransform.Find("Button").GetComponent<Button>(); | ||||||
|  |             itemSlotRectTransform.Find("Button").GetComponent<Identity>().index = index; | ||||||
|  |             buttons[index].onClick.AddListener(() => buttonEvent(itemSlotRectTransform.Find("Button").GetComponent<Identity>().index)); | ||||||
|  |             itemSlotRectTransform.anchoredPosition = new Vector2(x* slotSize + slotSize * 0.5f,y * slotSize - slotSize * 0.5f ); | ||||||
|  |             itemSlotRectTransform.gameObject.SetActive(true); | ||||||
|  |             itemSlotRectTransform.gameObject.name = "ItemSlot" + index; | ||||||
|  |  | ||||||
|  |             if (slot.ItemType != null)  | ||||||
|  |             { | ||||||
|  |                 Transform item = itemSlotRectTransform.GetChild(0).Find("Icon"); | ||||||
|  |                 Transform itemCount = itemSlotRectTransform.GetChild(0).Find("Count"); | ||||||
|  |                 item.gameObject.SetActive(true); | ||||||
|  |                 item.GetComponent<Image>().sprite = slot.ItemType.sprite; | ||||||
|  |                 if (slot.Count > 1)  | ||||||
|  |                 { | ||||||
|  |                     itemCount.gameObject.SetActive(true); | ||||||
|  |                     itemCount.GetComponent<TextMeshProUGUI>().text = slot.Count.ToString(); | ||||||
|  |                 } | ||||||
|  |             } | ||||||
|  |             x++; | ||||||
|  |             if (x > 3)  | ||||||
|  |             { | ||||||
|  |                 x = 0; | ||||||
|  |                 y--; | ||||||
|  |             } | ||||||
|  |             UIItemSlots[index] = itemSlotRectTransform; | ||||||
|  |             index++; | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
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						| @@ -0,0 +1,18 @@ | |||||||
|  | using System.Collections; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  |  | ||||||
|  | public class NewBehaviourScript : MonoBehaviour | ||||||
|  | { | ||||||
|  |     // Start is called before the first frame update | ||||||
|  |     void Start() | ||||||
|  |     { | ||||||
|  |          | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // Update is called once per frame | ||||||
|  |     void Update() | ||||||
|  |     { | ||||||
|  |          | ||||||
|  |     } | ||||||
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 j.mei7
					j.mei7