feat(animation): ASCII 애니메이션 시스템 구현
- TaskType별 애니메이션 (전투, 마을, 걷기) - 몬스터 카테고리별 전투 애니메이션 (7종) - 특수 애니메이션 (레벨업, 퀘스트 완료, Act 완료) - 색상 테마 옵션 (green, amber, white, system) - 테마 설정 SharedPreferences 저장 - 프로그레스 바를 상단으로 이동
This commit is contained in:
@@ -1,8 +1,12 @@
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import 'package:flutter/material.dart';
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import 'package:askiineverdie/src/core/animation/ascii_animation_data.dart';
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import 'package:askiineverdie/src/core/animation/ascii_animation_type.dart';
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import 'package:askiineverdie/src/core/model/game_state.dart';
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import 'package:askiineverdie/src/core/storage/theme_preferences.dart';
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import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
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import 'package:askiineverdie/src/features/game/game_session_controller.dart';
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import 'package:askiineverdie/src/features/game/widgets/task_progress_panel.dart';
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/// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃)
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class GamePlayScreen extends StatefulWidget {
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@@ -16,11 +20,85 @@ class GamePlayScreen extends StatefulWidget {
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class _GamePlayScreenState extends State<GamePlayScreen>
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with WidgetsBindingObserver {
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AsciiColorTheme _colorTheme = AsciiColorTheme.green;
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AsciiAnimationType? _specialAnimation;
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// 이전 상태 추적 (레벨업/퀘스트/Act 완료 감지용)
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int _lastLevel = 0;
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int _lastQuestCount = 0;
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int _lastPlotStageCount = 0;
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void _cycleColorTheme() {
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setState(() {
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_colorTheme = switch (_colorTheme) {
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AsciiColorTheme.green => AsciiColorTheme.amber,
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AsciiColorTheme.amber => AsciiColorTheme.white,
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AsciiColorTheme.white => AsciiColorTheme.system,
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AsciiColorTheme.system => AsciiColorTheme.green,
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};
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});
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// 테마 변경 시 저장
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ThemePreferences.saveColorTheme(_colorTheme);
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}
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Future<void> _loadColorTheme() async {
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final theme = await ThemePreferences.loadColorTheme();
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if (mounted) {
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setState(() {
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_colorTheme = theme;
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});
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}
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}
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void _checkSpecialEvents(GameState state) {
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// 레벨업 감지
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if (state.traits.level > _lastLevel && _lastLevel > 0) {
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_specialAnimation = AsciiAnimationType.levelUp;
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_resetSpecialAnimationAfterFrame();
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}
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_lastLevel = state.traits.level;
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// 퀘스트 완료 감지
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if (state.progress.questCount > _lastQuestCount && _lastQuestCount > 0) {
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_specialAnimation = AsciiAnimationType.questComplete;
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_resetSpecialAnimationAfterFrame();
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}
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_lastQuestCount = state.progress.questCount;
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// Act 완료 감지 (plotStageCount 증가)
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if (state.progress.plotStageCount > _lastPlotStageCount &&
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_lastPlotStageCount > 0) {
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_specialAnimation = AsciiAnimationType.actComplete;
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_resetSpecialAnimationAfterFrame();
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}
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_lastPlotStageCount = state.progress.plotStageCount;
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}
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void _resetSpecialAnimationAfterFrame() {
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// 다음 프레임에서 리셋 (AsciiAnimationCard가 값을 받은 후)
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WidgetsBinding.instance.addPostFrameCallback((_) {
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if (mounted) {
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setState(() {
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_specialAnimation = null;
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});
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}
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});
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}
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@override
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void initState() {
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super.initState();
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widget.controller.addListener(_onControllerChanged);
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WidgetsBinding.instance.addObserver(this);
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_loadColorTheme();
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// 초기 상태 설정
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final state = widget.controller.state;
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if (state != null) {
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_lastLevel = state.traits.level;
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_lastQuestCount = state.progress.questCount;
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_lastPlotStageCount = state.progress.plotStageCount;
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}
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}
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@override
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@@ -83,6 +161,10 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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}
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void _onControllerChanged() {
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final state = widget.controller.state;
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if (state != null) {
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_checkSpecialEvents(state);
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}
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setState(() {});
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}
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@@ -131,6 +213,19 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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),
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body: Column(
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children: [
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// 상단: ASCII 애니메이션 + Task Progress
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TaskProgressPanel(
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progress: state.progress,
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speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1,
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onSpeedCycle: () {
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widget.controller.loop?.cycleSpeed();
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setState(() {});
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},
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colorTheme: _colorTheme,
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onThemeCycle: _cycleColorTheme,
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specialAnimation: _specialAnimation,
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),
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// 메인 3패널 영역
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Expanded(
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child: Row(
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@@ -147,9 +242,6 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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],
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),
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),
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// 하단: Task Progress
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_buildBottomPanel(state),
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],
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),
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),
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@@ -261,71 +353,6 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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);
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}
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/// 하단 패널: Task Progress + Status
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Widget _buildBottomPanel(GameState state) {
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final speed = widget.controller.loop?.speedMultiplier ?? 1;
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return Container(
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padding: const EdgeInsets.all(8),
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decoration: BoxDecoration(
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color: Theme.of(context).colorScheme.surfaceContainerHighest,
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border: Border(top: BorderSide(color: Theme.of(context).dividerColor)),
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),
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child: Column(
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mainAxisSize: MainAxisSize.min,
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children: [
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// 상태 메시지 + 배속 버튼
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Row(
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children: [
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Expanded(
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child: Text(
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state.progress.currentTask.caption.isNotEmpty
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? state.progress.currentTask.caption
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: 'Welcome to Progress Quest!',
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style: Theme.of(context).textTheme.bodyMedium,
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textAlign: TextAlign.center,
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),
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),
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// 배속 버튼
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SizedBox(
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height: 28,
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child: OutlinedButton(
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onPressed: () {
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widget.controller.loop?.cycleSpeed();
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setState(() {});
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},
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style: OutlinedButton.styleFrom(
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padding: const EdgeInsets.symmetric(horizontal: 8),
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visualDensity: VisualDensity.compact,
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),
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child: Text(
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'${speed}x',
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style: TextStyle(
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fontWeight: speed > 1
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? FontWeight.bold
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: FontWeight.normal,
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color: speed > 1
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? Theme.of(context).colorScheme.primary
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: null,
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),
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),
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),
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),
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],
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),
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const SizedBox(height: 4),
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// Task Progress 바
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_buildProgressBar(
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state.progress.task.position,
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state.progress.task.max,
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Theme.of(context).colorScheme.primary,
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),
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],
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),
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);
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}
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Widget _buildPanelHeader(String title) {
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return Container(
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padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
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