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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class Operation {
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public int idx, val, op;
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// 0: ChangeValue
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// 1: OpenDoor
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// 2: CloseDoor
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// 3: Delay
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// 4: AddValue
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}
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public class Initalize : MonoBehaviour
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{
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public GameObject[] Boxes;
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public DoorAnimation[] Door;
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public NewTextModify[] Label;
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public GameObject AllBoxes;
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public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
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public bool ActionExisted = false, ActionMoving = false;
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Queue<Operation> AllOperation = new Queue<Operation>();
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public GameObject TextAreaInstruction, TextAreaInput, CompileButton;
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public TextMeshProUGUI Instruction, Input, AnotherDisplayAccumulator;
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Queue<int> AllInput = new Queue<int>();
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public int Output;
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private bool GonnaCompile = true;
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private int FakeAccumulator = 0;
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private int[] FakeBoxes = new int[100];
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// Start is called before the first frame update
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void Start()
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{
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// public string s = DisplayAccumulator.GetComponent<TextMeshProUGUI>();
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for(int i = 0; i < 100; ++i) {
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Boxes[i] = AllBoxes.gameObject.transform.GetChild(i).gameObject;
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Label[i] = Boxes[i].GetComponent<NewTextModify>();
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Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>();
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Label[i].Init(i);
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}
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}
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public Operation Cope(int idx, int val, int op) {
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var Op = new Operation();
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Op.idx = idx; Op.val = val; Op.op = op;
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return Op;
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}
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// Put value from Box into Accumulator
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void Op5(int idx) {
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AllOperation.Enqueue(Cope(idx, 0, 1));
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AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 0));
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AllOperation.Enqueue(Cope(0, 100, 3));
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AllOperation.Enqueue(Cope(idx, 0, 2));
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FakeAccumulator = FakeBoxes[idx];
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}
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// Put value from Accumulator into Box
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void Op3(int idx) {
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// Code to animate number to fly up from Accumulator
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AllOperation.Enqueue(Cope(idx, 0, 1));
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AllOperation.Enqueue(Cope(idx, FakeAccumulator, 0));
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AllOperation.Enqueue(Cope(0, 100, 3));
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AllOperation.Enqueue(Cope(idx, 0, 2));
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FakeBoxes[idx] = FakeAccumulator;
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}
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// Get value from Box and add into Accumulator
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void Op1(int idx) {
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AllOperation.Enqueue(Cope(idx, 0, 1));
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AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
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AllOperation.Enqueue(Cope(0, 100, 3));
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AllOperation.Enqueue(Cope(idx, 0, 2));
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FakeAccumulator += FakeBoxes[idx];
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}
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// Get value from Box and subtract from Accumulator
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void Op2(int idx) {
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AllOperation.Enqueue(Cope(idx, 0, 1));
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AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
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AllOperation.Enqueue(Cope(0, 100, 3));
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AllOperation.Enqueue(Cope(idx, 0, 2));
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FakeAccumulator -= FakeBoxes[idx];
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}
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void Op901() {
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// Code to summon number from Input Bracket
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AllOperation.Enqueue(Cope(100, AllInput.Peek(), 0));
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FakeAccumulator = AllInput.Peek(); AllInput.Dequeue();
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}
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void Op902() {
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// Code to summon number from Accumulator
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AllOperation.Enqueue(Cope(101, FakeAccumulator, 0));
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// Output = FakeAccumulator;
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}
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// Just update value of a box from nowhere
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void UpdateValue(int idx, int value) {
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AllOperation.Enqueue(Cope(idx, 0, 1));
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AllOperation.Enqueue(Cope(idx, value, 0));
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AllOperation.Enqueue(Cope(0, 100, 3));
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AllOperation.Enqueue(Cope(idx, 0, 2));
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FakeBoxes[idx] = value;
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}
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void CompileError() {
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}
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bool CheckDigit(char c) {
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return (c >= '0' && c <= '9');
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}
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public void Compile() {
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if(!GonnaCompile) return;
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GonnaCompile = false;
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string InstructionText = Instruction.text;
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string InputText = Input.text;
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TextAreaInstruction.gameObject.SetActive(false);
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CompileButton.gameObject.SetActive(false);
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TextAreaInput.gameObject.SetActive(false);
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int InputLength = InputText.Length;
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for(int i = 0; i < InputLength; ++i) {
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int idx = i, value = 0;
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while(idx < InputLength && CheckDigit(InputText[idx])) {
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value = value * 10 + (InputText[idx] - '0');
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++idx;
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}
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if(i != idx) {
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i = idx - 1;
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AllInput.Enqueue(value);
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}
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}
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int[] EncodeOperation = new int[100];
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int InstructionLength = InstructionText.Length, Counter = 0;
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for(int i = 0; i < InstructionLength - 2; i += 4) {
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while(i < InstructionLength && !CheckDigit(InstructionText[i]))
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++i;
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EncodeOperation[Counter] = Convert.ToInt32(InstructionText.Substring(i, 3));
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Counter += 1;
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}
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int ptr = 0;
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while(true) {
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int OpType = EncodeOperation[ptr] / 100;
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int OpValue = EncodeOperation[ptr] % 100;
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if(OpType == 0) {
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break;
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}
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else if(OpType == 9) {
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if(OpValue == 1) Op901();
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if(OpValue == 2) Op902();
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}
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else if(OpType == 1) {
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Op1(OpValue);
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}
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else if(OpType == 2) {
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Op2(OpValue);
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}
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else if(OpType == 3) {
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Op3(OpValue);
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}
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else if(OpType == 5) {
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Op5(OpValue);
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}
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else if(OpType == 6) {
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ptr = OpValue;
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continue;
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}
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else if(OpType == 7 && FakeAccumulator == 0) {
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ptr = OpValue;
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continue;
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}
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else if(OpType == 8 && FakeAccumulator >= 0) {
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ptr = OpValue;
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continue;
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}
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ptr += 1;
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}
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}
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// Update is called once per frame
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void Update()
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{
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// Compile();
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if(TimeStop > 0) {
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TimeStop -= 1;
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return;
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}
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if(ActionExisted) {
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if(!Door[IndexChange].DoorIsMoving) {
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if(ActionChange == 1) Door[IndexChange].OpenDoor();
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else Door[IndexChange].CloseDoor();
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}
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if(Door[IndexChange].TimePassed >= 1.0f) {
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ActionExisted = false;
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IndexChange = -1;
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ActionChange = -1;
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}
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}
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else {
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if(AllOperation.Count == 0) return;
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var Current = AllOperation.Peek(); AllOperation.Dequeue();
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if(Current.op == 0) {
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if(Current.idx == 100) {
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Accumulator = Current.val;
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AnotherDisplayAccumulator.text = Accumulator.ToString();
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return;
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}
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else if(Current.idx == 101) {
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Output = Current.val;
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return;
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}
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Label[Current.idx].ChangeValue(Current.val);
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}
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else if(Current.op == 4) {
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if(Current.idx == 100) {
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Accumulator += Current.val;
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AnotherDisplayAccumulator.text = Accumulator.ToString();
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return;
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}
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}
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else if(Current.op == 3) {
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TimeStop = Current.val;
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}
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else {
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ActionExisted = true;
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IndexChange = Current.idx;
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ActionChange = Current.op;
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}
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}
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}
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void LateUpdate() {
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}
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}
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