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using PMaker.DependencyInjection;
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using UnityEngine;
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public class TestMark : SingletonMonobehaviour
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{
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[SerializeField]
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private GameObject[] _hideObjects;
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protected override void Awake()
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{
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base.Awake();
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foreach (var item in _hideObjects)
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{
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item.SetActive(false);
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}
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}
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}
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