iter44-卡1:卡①(组合根注册面批): ui_registry+三域容器建件·main.gd 49→15·全消费面改址main.ui.*·四闸主证行为零变化
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@@ -51,10 +51,10 @@ func _ready() -> void:
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var top: Node = null
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var top_rx := -1
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var top_ry := -1
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for c: Node in [main._start_overlay, main._battle_root, main._inter_overlay,
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main.legend_overlay, main.node_overlay, main.level_screen, main.curio_overlay,
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main._end_overlay, main.shop_overlay, main.camp_overlay, main.settings_overlay,
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main.status_panel, main.career_overlay, main.confirm_dialog, main.debug_overlay]:
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for c: Node in [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
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main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
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main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp_overlay, main.ui.modals.settings_overlay,
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main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]:
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if c == null or not (c is CanvasItem) or not (c as CanvasItem).visible:
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continue
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var rx: int = c.get_parent().get_index()
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@@ -63,14 +63,14 @@ func _ready() -> void:
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top = c
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top_rx = rx
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top_ry = ry
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if top != main._start_overlay:
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if top != main.ui.screens.start_overlay:
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_problems.append("boot 态顶层可见层≠start_overlay(实测 %s——菜单被埋)〔装配生命批 V4〕"
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% (top.name if top != null else "null"))
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# 自检二:菜单标题 label 必须 is_visible_in_tree 且 rect 落屏内
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#(对比度只判反差不判「字在」——本条+checker 墨色占比共同补内容判据)
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var vp := get_viewport().get_visible_rect()
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for pair in [["menu_title", "Dungeon Sweeper"]]:
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var lbl: Label = ProbeUiUtil.find_label(main._start_overlay, String(pair[1]))
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var lbl: Label = ProbeUiUtil.find_label(main.ui.screens.start_overlay, String(pair[1]))
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if lbl == null:
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_problems.append("菜单文字缺失: %s(find_label 零命中)〔装配生命批 V4〕" % String(pair[1]))
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continue
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@@ -79,22 +79,22 @@ func _ready() -> void:
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var gr: Rect2 = lbl.get_global_rect()
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if not vp.encloses(gr):
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_problems.append("菜单文字 rect 越出视口: %s(%s ⊄ %s)〔装配生命批 V4〕" % [String(pair[1]), str(gr), str(vp)])
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_meta[String(pair[0])] = ProbeUiUtil.label_rect(main._start_overlay, String(pair[1]))
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_meta[String(pair[0])] = ProbeUiUtil.label_rect(main.ui.screens.start_overlay, String(pair[1]))
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await _snap("menu")
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# ①b 设置面(settingsbtn 真实信号路径,开合同款真实钮)
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var setbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "设置", "prefix")
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var setbtn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix")
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if setbtn == null:
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_problems.append("设置入口缺失(开始层 settingsbtn)")
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else:
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setbtn.pressed.emit()
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for i in 3:
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await get_tree().process_frame
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if not main.settings_overlay.visible:
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if not main.ui.modals.settings_overlay.visible:
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_problems.append("设置面未打开(settingsbtn 路径)")
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else:
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_meta["settings_title"] = ProbeUiUtil.label_rect(main.settings_overlay, "设置")
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_meta["settings_title"] = ProbeUiUtil.label_rect(main.ui.modals.settings_overlay, "设置")
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await _snap("settings")
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var set_close: Button = ProbeUiUtil.find_button(main.settings_overlay, "返回", "prefix")
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var set_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
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if set_close == null:
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_problems.append("设置面返回钮缺失")
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else:
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@@ -105,19 +105,19 @@ func _ready() -> void:
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main._open_career()
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for i in 3:
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await get_tree().process_frame
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if not main.career_overlay.visible or main._start_overlay.visible:
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if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
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_problems.append("生涯页未打开或开始层未隐藏(函数直调中间态路径)")
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else:
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_meta["career_title"] = ProbeUiUtil.label_rect(main.career_overlay, "生 涯")
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_meta["career_title"] = ProbeUiUtil.label_rect(main.ui.modals.career_overlay, "生 涯")
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await _snap("career")
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var career_close: Button = ProbeUiUtil.find_button(main.career_overlay, "返回", "prefix")
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var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
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if career_close == null:
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_problems.append("生涯页返回钮缺失")
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else:
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career_close.pressed.emit()
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for i in 3:
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await get_tree().process_frame
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if main.career_overlay.visible or not main._start_overlay.visible:
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if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
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_problems.append("生涯页关闭后页未隐藏或开始层未恢复")
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# ② 营地(进档开层新路径——卡② mn9;槽模板注入隔离命名空间)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
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@@ -125,7 +125,7 @@ func _ready() -> void:
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else:
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await get_tree().process_frame
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await _snap("camp")
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var close_btn: Button = ProbeUiUtil.find_button(main.camp_overlay, "关闭营地", "contains")
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var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.camp_overlay, "关闭营地", "contains")
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if close_btn != null:
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close_btn.pressed.emit()
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await get_tree().process_frame
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@@ -137,24 +137,24 @@ func _ready() -> void:
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await get_tree().process_frame
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await _snap("level")
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# GP 常驻徽章断言(读数=runner.gp 现值,刷新=写路径回执后重查〔open_choices〕)
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var gp_label: Label = ProbeUiUtil.find_label(main.level_screen, "◈ ")
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var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.level_screen, "◈ ")
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if gp_label == null or not gp_label.is_visible_in_tree():
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_problems.append("GP 徽章不可见(关卡画面顶栏)")
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elif main.level_screen.get("_runner") != null:
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var expect := "◈ %d" % int(main.level_screen.get("_runner").gp)
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elif main.ui.modals.level_screen.get("_runner") != null:
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var expect := "◈ %d" % int(main.ui.modals.level_screen.get("_runner").gp)
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if gp_label.text != expect:
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_problems.append("GP 徽章读数不符: %s != %s" % [gp_label.text, expect])
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# ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款)
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if main.level_screen != null and main.level_screen.visible:
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main.level_screen.press_candidate(0)
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if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
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main.ui.modals.level_screen.press_candidate(0)
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for i in 10:
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await get_tree().process_frame
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await _snap("battle")
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# 战斗屏文字框/明度带锚点(全局 rect——checker 取样坐标源;明细带锚 S1 裁后改认现行文案)
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_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.stage, "上轮摘要")
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_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.ui.battle.stage, "上轮摘要")
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_meta["hero_panel"] = _node_rect(ProbeUiUtil.find_by_script(main, "hero_info_panel_view"))
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_meta["stage_view"] = _node_rect(main.stage)
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_meta["board_zone"] = _node_rect(main.board_zone)
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_meta["stage_view"] = _node_rect(main.ui.battle.stage)
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_meta["board_zone"] = _node_rect(main.ui.battle.board_zone)
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# draw calls 真机测量(基线 270→目标 <200;窗口化渲染帧读数,
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# 取值时机=战斗截图同帧后一帧——呈现终态满负荷)
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await get_tree().process_frame
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@@ -162,25 +162,25 @@ func _ready() -> void:
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_meta["battle_draw_calls"] = dc
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print("[shot_probe] battle draw_calls=%d(基线 270/目标 <200)" % dc)
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# ⑤ 状态面板(战斗屏状态角标真实信号路径;层在战斗屏之上开合)
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var pb: Button = main.board_zone.status_badge
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var pb: Button = main.ui.battle.board_zone.status_badge
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if pb == null or not pb.visible or pb.disabled:
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_problems.append("状态面板入口角标缺失/置灰(战斗屏 board_zone)")
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else:
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pb.pressed.emit()
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for i in 3:
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await get_tree().process_frame
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if not main.status_panel.visible:
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if not main.ui.modals.status_panel.visible:
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_problems.append("状态面板未打开(角标路径)")
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else:
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_meta["status_title"] = ProbeUiUtil.label_rect(main.status_panel, "状态")
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_meta["status_title"] = ProbeUiUtil.label_rect(main.ui.modals.status_panel, "状态")
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await _snap("status")
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var status_close: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
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var status_close: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
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if status_close == null:
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_problems.append("状态面板继续钮缺失")
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else:
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status_close.pressed.emit()
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await get_tree().process_frame
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if main.status_panel.visible:
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if main.ui.modals.status_panel.visible:
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_problems.append("状态面板关闭后未隐藏(继续钮路径)")
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else:
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_problems.append("关卡画面未出现(函数直调中间态路径)")
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