SAIMA/UserSettings/Layouts/default-2021.dwlt

1755 lines
85 KiB
Plaintext
Raw Normal View History

2022-07-17 23:29:12 +08:00
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &1
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12004, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
m_EditorClassIdentifier:
m_PixelRect:
serializedVersion: 2
x: 0
y: 42
width: 1792
height: 889
2022-07-17 23:29:12 +08:00
m_ShowMode: 4
m_Title: Project
m_RootView: {fileID: 6}
2022-07-17 23:29:12 +08:00
m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000}
m_Maximized: 1
2022-07-17 23:29:12 +08:00
--- !u!114 &2
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12010, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
m_Children:
- {fileID: 9}
2022-07-17 23:29:12 +08:00
- {fileID: 3}
m_Position:
serializedVersion: 2
x: 0
y: 30
width: 1792
height: 839
m_MinSize: {x: 300, y: 200}
m_MaxSize: {x: 24288, y: 16192}
vertical: 0
2022-08-26 05:26:28 +08:00
controlID: 70
2022-07-17 23:29:12 +08:00
--- !u!114 &3
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
m_Children: []
m_Position:
serializedVersion: 2
2022-08-26 05:26:28 +08:00
x: 1389.5
2022-07-17 23:29:12 +08:00
y: 0
2022-08-26 05:26:28 +08:00
width: 402.5
height: 839
m_MinSize: {x: 276, y: 71}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 16}
m_Panes:
- {fileID: 16}
m_Selected: 0
m_LastSelected: 0
2022-07-17 23:29:12 +08:00
--- !u!114 &4
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Children: []
2022-07-17 23:29:12 +08:00
m_Position:
serializedVersion: 2
x: 0
y: 0
2022-08-26 05:26:28 +08:00
width: 343.5
height: 497
2022-08-26 05:26:28 +08:00
m_MinSize: {x: 201, y: 221}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 17}
m_Panes:
- {fileID: 17}
m_Selected: 0
m_LastSelected: 0
2022-07-17 23:29:12 +08:00
--- !u!114 &5
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
m_Name: ProjectBrowser
2022-07-17 23:29:12 +08:00
m_EditorClassIdentifier:
m_Children: []
2022-07-17 23:29:12 +08:00
m_Position:
serializedVersion: 2
x: 0
y: 497
2022-08-26 05:26:28 +08:00
width: 1389.5
height: 342
m_MinSize: {x: 231, y: 271}
m_MaxSize: {x: 10001, y: 10021}
m_ActualView: {fileID: 15}
m_Panes:
- {fileID: 15}
- {fileID: 20}
m_Selected: 0
m_LastSelected: 1
2022-07-17 23:29:12 +08:00
--- !u!114 &6
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12008, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
m_Children:
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
- {fileID: 7}
- {fileID: 2}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
- {fileID: 8}
2022-07-17 23:29:12 +08:00
m_Position:
serializedVersion: 2
x: 0
y: 0
width: 1792
height: 889
m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000}
m_UseTopView: 1
m_TopViewHeight: 30
m_UseBottomView: 1
m_BottomViewHeight: 20
2022-07-17 23:29:12 +08:00
--- !u!114 &7
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12011, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
2022-07-17 23:29:12 +08:00
m_EditorClassIdentifier:
m_Children: []
m_Position:
serializedVersion: 2
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
x: 0
2022-07-17 23:29:12 +08:00
y: 0
width: 1792
height: 30
m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0}
m_LastLoadedLayoutName:
2022-07-17 23:29:12 +08:00
--- !u!114 &8
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12042, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
2022-07-17 23:29:12 +08:00
m_EditorClassIdentifier:
m_Children: []
m_Position:
serializedVersion: 2
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
x: 0
y: 869
width: 1792
height: 20
m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0}
2022-07-17 23:29:12 +08:00
--- !u!114 &9
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12010, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
m_Children:
- {fileID: 10}
- {fileID: 5}
2022-07-17 23:29:12 +08:00
m_Position:
serializedVersion: 2
x: 0
2022-07-17 23:29:12 +08:00
y: 0
2022-08-26 05:26:28 +08:00
width: 1389.5
height: 839
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 16192, y: 16192}
vertical: 1
2022-08-26 05:26:28 +08:00
controlID: 36
2022-07-17 23:29:12 +08:00
--- !u!114 &10
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12010, guid: 0000000000000000e000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Name:
m_EditorClassIdentifier:
m_Children:
- {fileID: 4}
- {fileID: 11}
2022-07-17 23:29:12 +08:00
m_Position:
serializedVersion: 2
x: 0
2022-07-17 23:29:12 +08:00
y: 0
2022-08-26 05:26:28 +08:00
width: 1389.5
height: 497
m_MinSize: {x: 200, y: 100}
m_MaxSize: {x: 16192, y: 8096}
vertical: 0
2022-08-26 05:26:28 +08:00
controlID: 37
2022-07-17 23:29:12 +08:00
--- !u!114 &11
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
m_Name: SceneView
2022-07-17 23:29:12 +08:00
m_EditorClassIdentifier:
m_Children: []
m_Position:
serializedVersion: 2
2022-08-26 05:26:28 +08:00
x: 343.5
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
y: 0
2022-08-26 05:26:28 +08:00
width: 1046
height: 497
m_MinSize: {x: 202, y: 221}
m_MaxSize: {x: 4002, y: 4021}
m_ActualView: {fileID: 18}
2022-07-17 23:29:12 +08:00
m_Panes:
- {fileID: 18}
- {fileID: 19}
- {fileID: 14}
- {fileID: 13}
- {fileID: 12}
2022-07-17 23:29:12 +08:00
m_Selected: 0
m_LastSelected: 4
2022-07-17 23:29:12 +08:00
--- !u!114 &12
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 924ffcbe75518854f97b48776d0f1939, type: 3}
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 100, y: 100}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Boom
m_Image: {fileID: 2800000, guid: 7129268cf102b2f45809905bcb27ce8b, type: 3}
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 339
y: 72
width: 1027.5
height: 476
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_Selected: ef29d83b0f674524686c80b756443bf5
m_GraphObject: {fileID: 0}
m_LastSerializedFileContents: "{\n \"m_SGVersion\": 3,\n \"m_Type\": \"UnityEditor.ShaderGraph.GraphData\",\n
\"m_ObjectId\": \"a1a22eda8e8b4914b96cd9de8912fe54\",\n \"m_Properties\":
[\n {\n \"m_Id\": \"69838c2fac2c4e54bdc7a7948f38a146\"\n
},\n {\n \"m_Id\": \"908b3c6234a24c4d84f3b53efd566029\"\n
}\n ],\n \"m_Keywords\": [],\n \"m_Dropdowns\": [],\n \"m_CategoryData\":
[\n {\n \"m_Id\": \"124fcfc64bfa40bda68d2fd3ce3929de\"\n
}\n ],\n \"m_Nodes\": [\n {\n \"m_Id\": \"105715128861456fb2bd6dc5b0a999fb\"\n
},\n {\n \"m_Id\": \"c83aada6504740b994d82aa0698c290d\"\n
},\n {\n \"m_Id\": \"68f7c054039b4a22afd75e03cb14c4a6\"\n
},\n {\n \"m_Id\": \"3bc416d74f2f4a61a7353e0b5b3dea0f\"\n
},\n {\n \"m_Id\": \"21cd4fe902774f469e7b39d83bb8ae1f\"\n
},\n {\n \"m_Id\": \"63d216614279476b9aa89721e0781aa3\"\n
},\n {\n \"m_Id\": \"a9793a76eaae48d4a4ace219f1583a48\"\n
},\n {\n \"m_Id\": \"2cc8ac44a2214b01b76472b648891201\"\n
},\n {\n \"m_Id\": \"080c0f8092f34315b0330952792c9df5\"\n
},\n {\n \"m_Id\": \"b611355738314580b0fcd84e86f3f7c5\"\n
}\n ],\n \"m_GroupDatas\": [],\n \"m_StickyNoteDatas\": [],\n \"m_Edges\":
[\n {\n \"m_OutputSlot\": {\n \"m_Node\": {\n
\"m_Id\": \"080c0f8092f34315b0330952792c9df5\"\n },\n
\"m_SlotId\": 0\n },\n \"m_InputSlot\": {\n
\"m_Node\": {\n \"m_Id\": \"2cc8ac44a2214b01b76472b648891201\"\n
},\n \"m_SlotId\": 1\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"2cc8ac44a2214b01b76472b648891201\"\n },\n \"m_SlotId\":
2\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"3bc416d74f2f4a61a7353e0b5b3dea0f\"\n
},\n \"m_SlotId\": 0\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"2cc8ac44a2214b01b76472b648891201\"\n },\n \"m_SlotId\":
2\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"b611355738314580b0fcd84e86f3f7c5\"\n
},\n \"m_SlotId\": 0\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"63d216614279476b9aa89721e0781aa3\"\n },\n \"m_SlotId\":
0\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"a9793a76eaae48d4a4ace219f1583a48\"\n
},\n \"m_SlotId\": 1\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"a9793a76eaae48d4a4ace219f1583a48\"\n },\n \"m_SlotId\":
0\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"2cc8ac44a2214b01b76472b648891201\"\n
},\n \"m_SlotId\": 0\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"b611355738314580b0fcd84e86f3f7c5\"\n },\n \"m_SlotId\":
1\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"21cd4fe902774f469e7b39d83bb8ae1f\"\n
},\n \"m_SlotId\": 0\n }\n }\n ],\n \"m_VertexContext\":
{\n \"m_Position\": {\n \"x\": 0.0,\n \"y\": 0.0\n
},\n \"m_Blocks\": [\n {\n \"m_Id\": \"105715128861456fb2bd6dc5b0a999fb\"\n
},\n {\n \"m_Id\": \"c83aada6504740b994d82aa0698c290d\"\n
},\n {\n \"m_Id\": \"68f7c054039b4a22afd75e03cb14c4a6\"\n
}\n ]\n },\n \"m_FragmentContext\": {\n \"m_Position\": {\n
\"x\": 0.0,\n \"y\": 200.0\n },\n \"m_Blocks\": [\n
{\n \"m_Id\": \"3bc416d74f2f4a61a7353e0b5b3dea0f\"\n
},\n {\n \"m_Id\": \"21cd4fe902774f469e7b39d83bb8ae1f\"\n
}\n ]\n },\n \"m_PreviewData\": {\n \"serializedMesh\": {\n
\"m_SerializedMesh\": \"{\\\"mesh\\\":{\\\"instanceID\\\":0}}\",\n
\"m_Guid\": \"\"\n },\n \"preventRotation\": false\n },\n
\"m_Path\": \"Shader Graphs\",\n \"m_GraphPrecision\": 0,\n \"m_PreviewMode\":
2,\n \"m_OutputNode\": {\n \"m_Id\": \"\"\n },\n \"m_ActiveTargets\":
[\n {\n \"m_Id\": \"af944400a62841f5a589990c073034fd\"\n
}\n ]\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n
\"m_ObjectId\": \"025250d9792f44dfae8b912aa3101a43\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"A\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"A\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"e00\": 0.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 0.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 0.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 0.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.PropertyNode\",\n \"m_ObjectId\":
\"080c0f8092f34315b0330952792c9df5\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"Property\",\n \"m_DrawState\": {\n
\"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -540.0,\n \"y\": 138.00001525878907,\n
\"width\": 107.0,\n \"height\": 34.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"11b5b386a05a4687a763546079be0087\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_Property\": {\n \"m_Id\": \"908b3c6234a24c4d84f3b53efd566029\"\n
}\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n
\"m_ObjectId\": \"105715128861456fb2bd6dc5b0a999fb\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"VertexDescription.Position\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n
\"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"eba32d95909e4d739c5dee694990a26a\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Position\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector4MaterialSlot\",\n
\"m_ObjectId\": \"11b5b386a05a4687a763546079be0087\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Color\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n },\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.CategoryData\",\n \"m_ObjectId\":
\"124fcfc64bfa40bda68d2fd3ce3929de\",\n \"m_Name\": \"\",\n \"m_ChildObjectList\":
[\n {\n \"m_Id\": \"69838c2fac2c4e54bdc7a7948f38a146\"\n
},\n {\n \"m_Id\": \"908b3c6234a24c4d84f3b53efd566029\"\n
}\n ]\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.TangentMaterialSlot\",\n
\"m_ObjectId\": \"1891252fe24d4de48b174af2973174e8\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Tangent\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Tangent\",\n \"m_StageCapability\": 1,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\":
0.0\n },\n \"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.SamplerStateMaterialSlot\",\n
\"m_ObjectId\": \"1929068acd444860acc9f0fa99923584\",\n \"m_Id\": 3,\n
\"m_DisplayName\": \"Sampler\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Sampler\",\n \"m_StageCapability\": 3,\n \"m_BareResource\":
false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicVectorMaterialSlot\",\n
\"m_ObjectId\": \"19707059c7fd49edb89dba222a849bfe\",\n \"m_Id\": 1,\n
\"m_DisplayName\": \"Out\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n }\n}\n\n{\n \"m_SGVersion\": 0,\n
\"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\": \"21cd4fe902774f469e7b39d83bb8ae1f\",\n
\"m_Group\": {\n \"m_Id\": \"\"\n },\n \"m_Name\": \"SurfaceDescription.Alpha\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n
\"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"948fcee90dae4769ab97f978eeb20a63\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"SurfaceDescription.Alpha\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.MultiplyNode\",\n
\"m_ObjectId\": \"2cc8ac44a2214b01b76472b648891201\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"Multiply\",\n \"m_DrawState\": {\n
\"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -399.0000305175781,\n \"y\": -39.9999885559082,\n
\"width\": 208.00001525878907,\n \"height\": 302.0\n }\n
},\n \"m_Slots\": [\n {\n \"m_Id\": \"025250d9792f44dfae8b912aa3101a43\"\n
},\n {\n \"m_Id\": \"aad0ca5d245340dbab02e27e57e4458f\"\n
},\n {\n \"m_Id\": \"c196ef059d0e45388f736f070ef689f8\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n }\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicVectorMaterialSlot\",\n
\"m_ObjectId\": \"2e4b89f316c04c738e9e45ee62f6921c\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"In\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"In\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n }\n}\n\n{\n \"m_SGVersion\": 0,\n
\"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\": \"3bc416d74f2f4a61a7353e0b5b3dea0f\",\n
\"m_Group\": {\n \"m_Id\": \"\"\n },\n \"m_Name\": \"SurfaceDescription.BaseColor\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n
\"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"5872152e0dc54b22ae0737eac47674a6\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"SurfaceDescription.BaseColor\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.NormalMaterialSlot\",\n
\"m_ObjectId\": \"45c1cdf032a146b5bc49d67037ecb629\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Normal\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Normal\",\n \"m_StageCapability\": 1,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\":
0.0\n },\n \"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"472ada2ebb6b49b1b6d3b8c2c5c1d2f7\",\n \"m_Id\": 5,\n \"m_DisplayName\":
\"G\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"G\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Texture2DMaterialSlot\",\n \"m_ObjectId\": \"51b2288f57f74b80822917babafd4810\",\n
\"m_Id\": 0,\n \"m_DisplayName\": \"Texture2D\",\n \"m_SlotType\": 1,\n
\"m_Hidden\": false,\n \"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\":
3,\n \"m_BareResource\": false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.ColorRGBMaterialSlot\",\n \"m_ObjectId\": \"5872152e0dc54b22ae0737eac47674a6\",\n
\"m_Id\": 0,\n \"m_DisplayName\": \"Base Color\",\n \"m_SlotType\": 0,\n
\"m_Hidden\": false,\n \"m_ShaderOutputName\": \"BaseColor\",\n \"m_StageCapability\":
2,\n \"m_Value\": {\n \"x\": 0.5,\n \"y\": 0.5,\n \"z\":
0.5\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0\n },\n \"m_Labels\": [],\n \"m_ColorMode\": 0,\n \"m_DefaultColor\":
{\n \"r\": 0.5,\n \"g\": 0.5,\n \"b\": 0.5,\n \"a\":
1.0\n }\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.PropertyNode\",\n
\"m_ObjectId\": \"63d216614279476b9aa89721e0781aa3\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"Property\",\n \"m_DrawState\": {\n
\"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -912.0,\n \"y\": -169.0,\n \"width\":
139.0,\n \"height\": 34.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"51b2288f57f74b80822917babafd4810\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_Property\": {\n \"m_Id\": \"69838c2fac2c4e54bdc7a7948f38a146\"\n
}\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Texture2DInputMaterialSlot\",\n
\"m_ObjectId\": \"650849636ad04a15b4b700e174161e7e\",\n \"m_Id\": 1,\n
\"m_DisplayName\": \"Texture\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Texture\",\n \"m_StageCapability\": 3,\n \"m_BareResource\":
false,\n \"m_Texture\": {\n \"m_SerializedTexture\": \"{\\\"texture\\\":{\\\"instanceID\\\":0}}\",\n
\"m_Guid\": \"\"\n },\n \"m_DefaultType\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\":
\"68f7c054039b4a22afd75e03cb14c4a6\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"VertexDescription.Tangent\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\":
0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"1891252fe24d4de48b174af2973174e8\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Tangent\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Internal.Texture2DShaderProperty\",\n
\"m_ObjectId\": \"69838c2fac2c4e54bdc7a7948f38a146\",\n \"m_Guid\": {\n
\"m_GuidSerialized\": \"82e61a1c-9f24-4fe2-8bc7-9e09d380a4b2\"\n },\n \"m_Name\":
\"Texture2D\",\n \"m_DefaultRefNameVersion\": 0,\n \"m_RefNameGeneratedByDisplayName\":
\"\",\n \"m_DefaultReferenceName\": \"Texture2D_69838c2fac2c4e54bdc7a7948f38a146\",\n
\"m_OverrideReferenceName\": \"_MainTex\",\n \"m_GeneratePropertyBlock\":
true,\n \"m_UseCustomSlotLabel\": false,\n \"m_CustomSlotLabel\": \"\",\n
\"m_Precision\": 0,\n \"overrideHLSLDeclaration\": false,\n \"hlslDeclarationOverride\":
0,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"m_SerializedTexture\":
\"{\\\"texture\\\":{\\\"fileID\\\":10307,\\\"guid\\\":\\\"0000000000000000f000000000000000\\\",\\\"type\\\":0}}\",\n
\"m_Guid\": \"\"\n },\n \"isMainTexture\": false,\n \"useTilingAndOffset\":
false,\n \"m_Modifiable\": true,\n \"m_DefaultType\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"794989a9a35c41fdaa0da3f62375f8ee\",\n \"m_Id\": 6,\n \"m_DisplayName\":
\"B\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"B\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 3,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Internal.ColorShaderProperty\",\n \"m_ObjectId\":
\"908b3c6234a24c4d84f3b53efd566029\",\n \"m_Guid\": {\n \"m_GuidSerialized\":
\"d00a59dc-df4f-4b1e-bf08-285fd667baa7\"\n },\n \"m_Name\": \"Color\",\n
\"m_DefaultRefNameVersion\": 0,\n \"m_RefNameGeneratedByDisplayName\": \"\",\n
\"m_DefaultReferenceName\": \"Color_908b3c6234a24c4d84f3b53efd566029\",\n
\"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n
\"m_UseCustomSlotLabel\": false,\n \"m_CustomSlotLabel\": \"\",\n \"m_Precision\":
0,\n \"overrideHLSLDeclaration\": false,\n \"hlslDeclarationOverride\":
0,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"r\": 1.0,\n
\"g\": 1.0,\n \"b\": 1.0,\n \"a\": 0.0\n },\n \"isMainColor\":
false,\n \"m_ColorMode\": 1\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\": \"948fcee90dae4769ab97f978eeb20a63\",\n
\"m_Id\": 0,\n \"m_DisplayName\": \"Alpha\",\n \"m_SlotType\": 0,\n
\"m_Hidden\": false,\n \"m_ShaderOutputName\": \"Alpha\",\n \"m_StageCapability\":
2,\n \"m_Value\": 1.0,\n \"m_DefaultValue\": 1.0,\n \"m_Labels\": []\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.SampleTexture2DNode\",\n
\"m_ObjectId\": \"a9793a76eaae48d4a4ace219f1583a48\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"Sample Texture 2D\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -773.0000610351563,\n \"y\": -79.0,\n
\"width\": 208.00001525878907,\n \"height\": 437.0\n }\n
},\n \"m_Slots\": [\n {\n \"m_Id\": \"d087c2778f06485ba961c930f48ad4b5\"\n
},\n {\n \"m_Id\": \"f464ada475824952abf3fe5620918e2c\"\n
},\n {\n \"m_Id\": \"472ada2ebb6b49b1b6d3b8c2c5c1d2f7\"\n
},\n {\n \"m_Id\": \"794989a9a35c41fdaa0da3f62375f8ee\"\n
},\n {\n \"m_Id\": \"f360cccd29d74a05a3e60b015f9c9caa\"\n
},\n {\n \"m_Id\": \"650849636ad04a15b4b700e174161e7e\"\n
},\n {\n \"m_Id\": \"db72ef0642a945338d1a035ac40325f7\"\n
},\n {\n \"m_Id\": \"1929068acd444860acc9f0fa99923584\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_TextureType\": 0,\n \"m_NormalMapSpace\": 0,\n \"m_EnableGlobalMipBias\":
true\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n
\"m_ObjectId\": \"aad0ca5d245340dbab02e27e57e4458f\",\n \"m_Id\": 1,\n
\"m_DisplayName\": \"B\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"B\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"e00\": 2.0,\n \"e01\": 2.0,\n \"e02\": 2.0,\n
\"e03\": 2.0,\n \"e10\": 2.0,\n \"e11\": 2.0,\n \"e12\":
2.0,\n \"e13\": 2.0,\n \"e20\": 2.0,\n \"e21\": 2.0,\n
\"e22\": 2.0,\n \"e23\": 2.0,\n \"e30\": 2.0,\n \"e31\":
2.0,\n \"e32\": 2.0,\n \"e33\": 2.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
1,\n \"m_Type\": \"UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget\",\n
\"m_ObjectId\": \"af944400a62841f5a589990c073034fd\",\n \"m_ActiveSubTarget\":
{\n \"m_Id\": \"f0df30ad94894e398e8417bbb2348146\"\n },\n \"m_AllowMaterialOverride\":
false,\n \"m_SurfaceType\": 0,\n \"m_ZTestMode\": 4,\n \"m_ZWriteControl\":
0,\n \"m_AlphaMode\": 0,\n \"m_RenderFace\": 2,\n \"m_AlphaClip\": false,\n
\"m_CastShadows\": true,\n \"m_ReceiveShadows\": true,\n \"m_CustomEditorGUI\":
\"\",\n \"m_SupportVFX\": false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.FlipNode\",\n \"m_ObjectId\": \"b611355738314580b0fcd84e86f3f7c5\",\n
\"m_Group\": {\n \"m_Id\": \"\"\n },\n \"m_Name\": \"Flip\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": -178.00006103515626,\n
\"y\": 164.00001525878907,\n \"width\": 208.0,\n \"height\":
391.0\n }\n },\n \"m_Slots\": [\n {\n \"m_Id\":
\"2e4b89f316c04c738e9e45ee62f6921c\"\n },\n {\n \"m_Id\":
\"19707059c7fd49edb89dba222a849bfe\"\n }\n ],\n \"synonyms\": [],\n
\"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_PreviewMode\":
0,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n
\"m_RedChannel\": false,\n \"m_GreenChannel\": false,\n \"m_BlueChannel\":
false,\n \"m_AlphaChannel\": true\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n \"m_ObjectId\": \"c196ef059d0e45388f736f070ef689f8\",\n
\"m_Id\": 2,\n \"m_DisplayName\": \"Out\",\n \"m_SlotType\": 1,\n \"m_Hidden\":
false,\n \"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n
\"m_Value\": {\n \"e00\": 0.0,\n \"e01\": 0.0,\n \"e02\":
0.0,\n \"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 0.0,\n
\"e12\": 0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\":
0.0,\n \"e22\": 0.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n
\"e31\": 0.0,\n \"e32\": 0.0,\n \"e33\": 0.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\":
\"c83aada6504740b994d82aa0698c290d\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"VertexDescription.Normal\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\":
0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"45c1cdf032a146b5bc49d67037ecb629\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Normal\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector4MaterialSlot\",\n
\"m_ObjectId\": \"d087c2778f06485ba961c930f48ad4b5\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"RGBA\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"RGBA\",\n \"m_StageCapability\": 2,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n },\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.UVMaterialSlot\",\n \"m_ObjectId\":
\"db72ef0642a945338d1a035ac40325f7\",\n \"m_Id\": 2,\n \"m_DisplayName\":
\"UV\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"UV\",\n \"m_StageCapability\": 3,\n \"m_Value\": {\n \"x\": 0.0,\n
\"y\": 0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\":
0.0\n },\n \"m_Labels\": [],\n \"m_Channel\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.PositionMaterialSlot\",\n \"m_ObjectId\":
\"eba32d95909e4d739c5dee694990a26a\",\n \"m_Id\": 0,\n \"m_DisplayName\":
\"Position\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"Position\",\n \"m_StageCapability\": 1,\n \"m_Value\": {\n \"x\":
0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n \"m_DefaultValue\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.Rendering.Universal.ShaderGraph.UniversalSpriteUnlitSubTarget\",\n
\"m_ObjectId\": \"f0df30ad94894e398e8417bbb2348146\"\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"f360cccd29d74a05a3e60b015f9c9caa\",\n \"m_Id\": 7,\n \"m_DisplayName\":
\"A\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"A\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\": \"f464ada475824952abf3fe5620918e2c\",\n
\"m_Id\": 4,\n \"m_DisplayName\": \"R\",\n \"m_SlotType\": 1,\n \"m_Hidden\":
false,\n \"m_ShaderOutputName\": \"R\",\n \"m_StageCapability\": 2,\n
\"m_Value\": 0.0,\n \"m_DefaultValue\": 0.0,\n \"m_Labels\": []\n}\n\n"
m_AssetMaybeChangedOnDisk: 1
m_AssetMaybeDeleted: 0
--- !u!114 &13
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 12914, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 100, y: 100}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Animator
m_Image: {fileID: 1711060831702674872, guid: 0000000000000000d000000000000000, type: 0}
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 339
y: 72
width: 1027.5
height: 476
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_ViewTransforms:
m_KeySerializationHelper:
- {fileID: 6475115023232895398, guid: 49672ecc31107f343a81a19718b7e723, type: 2}
m_ValueSerializationHelper:
- e00: 1
e01: 0
e02: 0
e03: 0
e10: 0
e11: 1
e12: 0
e13: 0
e20: 0
e21: 0
e22: 1
e23: 0
e30: 0
e31: 0
e32: 0
e33: 1
m_PreviewAnimator: {fileID: 0}
m_AnimatorController: {fileID: 9100000, guid: 49672ecc31107f343a81a19718b7e723, type: 2}
m_BreadCrumbs:
- m_Target: {fileID: 6475115023232895398, guid: 49672ecc31107f343a81a19718b7e723, type: 2}
m_ScrollPosition: {x: 0, y: 0}
stateMachineGraph: {fileID: 0}
stateMachineGraphGUI: {fileID: 0}
blendTreeGraph: {fileID: 0}
blendTreeGraphGUI: {fileID: 0}
m_AutoLiveLink: 1
m_MiniTool: 0
m_LockTracker:
m_IsLocked: 0
m_CurrentEditor: 0
m_LayerEditor:
m_SelectedLayerIndex: 0
--- !u!114 &14
任务:开发人马分离系统 分析: 1.其是与马并列的存在 2.具有状态:Normal:骑在马背,Shoot:从发射到着地到平台,Walk:在平台行走,landing:降落,Recover:若成功降落至马背,从刚判定成功到恢复到Normal态的中间态,为Recover态,Dead:判定为失败的瞬间以后都为Dead态。 3.效果要求:到达障碍物前某一位置后,人自动弹射,降落至平台,然后开始匀速移动,脱离平台后降落,之后持续判定是进入Recover还是Dead态。进入Recover态后,修正其偏移,使其回到默认的位置,Dead后,触发GameOver事件。 子任务:使人紧紧跟随马 1.当人处于Normal态,每帧同步人的位置和旋转到马背某处。 效果正常。 DONE 子任务:设计障碍物 1.仅跑道有碰撞体。 2.在障碍物主体之前有触发器,保证用户通过时能检测到,当检测到人进入触发器时,触发人的函数,Shoot()。这个触发仅有一次。 3.当检测到人着陆到平台上,触发人的函数Land()。 4.当检测到人离开平台,触发人的函数FallOff() DONE 子任务:完成人的Shoot、Land、Falloff函数 Shoot: 1.给予刚体一个固定的朝向右上角的速度,使其刚好能抛到平台上。 2.从Shoot到Walk,大约有1~2秒时间,不能让人脸着地前进吧。所以,需要在1秒内修正人的旋转,修正完后锁定刚体Z旋转。 Good Job!效果不错 DONE Land: 1.此时人脚着地处于平台上,让人按照固定的速度一直朝着右边前进即可 比较简单 DONE FallOff: 由于胶囊碰撞体的特殊性,下落时会触发多次FallOff,这是不行的。同时,人在边缘直接坠落非常难看,所以这里加上一段小跳跃。 1.当触发FallOff,给刚体一个右上的速度,模拟跳跃 Good Job,效果很不错 DONE 子任务:完成马接住人的判定和控制系统 1.在马背安置触发器,当检测到玩家进入,触发人的Recover函数 2.完成人的Recover函数,使人在短时间内回到指定的位置和旋转,恢复的最后把人的状态恢复到Normal DONE 子任务:开发,人直接掉落到地面的死亡逻辑 1.直接掉落到地面后,触发GameOver 子任务:测试 1.发现人Recover功能的问题,Recover时的目标点是固定的,但是恢复的过程中马会动,所以这种办法从根本上就有问题。再多写一个动态的追踪比较麻烦,姑且让人恢复得快一点,这样就看不出来什么破绽。 已解决 2.人有时发射不到人马分离的平台上,应该是发射速度太小导致的,已调大。 3.我认为现在创烂障碍物的速度门槛太低了,已适当加快 4.人马分离障碍会突然出现而不是从屏幕右侧进入出现,这是人马分离障碍体积过大导致的。目前只能适当右移障碍物生成点解决。 5.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。 已修复。 暂未发现更多问题。 至此,人马分离障碍物的逻辑基本完成 *修复Bug 1.原先马在触发器也会被阻挡,这是因为马脚供力的算法的错误导致的,要从根本解决需要修改复杂的算法,所以这里使用Trick,将触发器的物理层转移到忽略射线检测层,解决了这个问题。 DONE 2.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。原来监听的是马的速度,由于整个数学模型的特殊性,马本体的速度变化极其诡异,所以易导致监听错误。应采用新的监听方式,不再监听马本体速度,而是监听用户过去若干时间内的输入变化,由此来决定爆破力度。 不是!我的代码没问题,是这个插件的作者的代码的问题,非常啥卵。已通过修改插件作者源码解决问题。 DONE
2022-08-19 14:23:35 +08:00
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 924ffcbe75518854f97b48776d0f1939, type: 3}
任务:开发人马分离系统 分析: 1.其是与马并列的存在 2.具有状态:Normal:骑在马背,Shoot:从发射到着地到平台,Walk:在平台行走,landing:降落,Recover:若成功降落至马背,从刚判定成功到恢复到Normal态的中间态,为Recover态,Dead:判定为失败的瞬间以后都为Dead态。 3.效果要求:到达障碍物前某一位置后,人自动弹射,降落至平台,然后开始匀速移动,脱离平台后降落,之后持续判定是进入Recover还是Dead态。进入Recover态后,修正其偏移,使其回到默认的位置,Dead后,触发GameOver事件。 子任务:使人紧紧跟随马 1.当人处于Normal态,每帧同步人的位置和旋转到马背某处。 效果正常。 DONE 子任务:设计障碍物 1.仅跑道有碰撞体。 2.在障碍物主体之前有触发器,保证用户通过时能检测到,当检测到人进入触发器时,触发人的函数,Shoot()。这个触发仅有一次。 3.当检测到人着陆到平台上,触发人的函数Land()。 4.当检测到人离开平台,触发人的函数FallOff() DONE 子任务:完成人的Shoot、Land、Falloff函数 Shoot: 1.给予刚体一个固定的朝向右上角的速度,使其刚好能抛到平台上。 2.从Shoot到Walk,大约有1~2秒时间,不能让人脸着地前进吧。所以,需要在1秒内修正人的旋转,修正完后锁定刚体Z旋转。 Good Job!效果不错 DONE Land: 1.此时人脚着地处于平台上,让人按照固定的速度一直朝着右边前进即可 比较简单 DONE FallOff: 由于胶囊碰撞体的特殊性,下落时会触发多次FallOff,这是不行的。同时,人在边缘直接坠落非常难看,所以这里加上一段小跳跃。 1.当触发FallOff,给刚体一个右上的速度,模拟跳跃 Good Job,效果很不错 DONE 子任务:完成马接住人的判定和控制系统 1.在马背安置触发器,当检测到玩家进入,触发人的Recover函数 2.完成人的Recover函数,使人在短时间内回到指定的位置和旋转,恢复的最后把人的状态恢复到Normal DONE 子任务:开发,人直接掉落到地面的死亡逻辑 1.直接掉落到地面后,触发GameOver 子任务:测试 1.发现人Recover功能的问题,Recover时的目标点是固定的,但是恢复的过程中马会动,所以这种办法从根本上就有问题。再多写一个动态的追踪比较麻烦,姑且让人恢复得快一点,这样就看不出来什么破绽。 已解决 2.人有时发射不到人马分离的平台上,应该是发射速度太小导致的,已调大。 3.我认为现在创烂障碍物的速度门槛太低了,已适当加快 4.人马分离障碍会突然出现而不是从屏幕右侧进入出现,这是人马分离障碍体积过大导致的。目前只能适当右移障碍物生成点解决。 5.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。 已修复。 暂未发现更多问题。 至此,人马分离障碍物的逻辑基本完成 *修复Bug 1.原先马在触发器也会被阻挡,这是因为马脚供力的算法的错误导致的,要从根本解决需要修改复杂的算法,所以这里使用Trick,将触发器的物理层转移到忽略射线检测层,解决了这个问题。 DONE 2.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。原来监听的是马的速度,由于整个数学模型的特殊性,马本体的速度变化极其诡异,所以易导致监听错误。应采用新的监听方式,不再监听马本体速度,而是监听用户过去若干时间内的输入变化,由此来决定爆破力度。 不是!我的代码没问题,是这个插件的作者的代码的问题,非常啥卵。已通过修改插件作者源码解决问题。 DONE
2022-08-19 14:23:35 +08:00
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 100, y: 100}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: fog
m_Image: {fileID: 2800000, guid: 7129268cf102b2f45809905bcb27ce8b, type: 3}
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 339
y: 72
width: 1027.5
height: 476
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_Selected: 9b306e84ee84cf941a49d01cb55eb4a1
m_GraphObject: {fileID: 0}
m_LastSerializedFileContents: "{\n \"m_SGVersion\": 3,\n \"m_Type\": \"UnityEditor.ShaderGraph.GraphData\",\n
\"m_ObjectId\": \"f7b27fa6ec6d4bb880f24c51f0254a4f\",\n \"m_Properties\":
[\n {\n \"m_Id\": \"c4a16920b37541d69ec146f4951463d0\"\n
},\n {\n \"m_Id\": \"1949c725fcdf4cc18de0a4ec540bca75\"\n
}\n ],\n \"m_Keywords\": [],\n \"m_Dropdowns\": [],\n \"m_CategoryData\":
[\n {\n \"m_Id\": \"afe196384f514242aa8ae7a2dde85ee7\"\n
}\n ],\n \"m_Nodes\": [\n {\n \"m_Id\": \"21878c62b2684936bc0e77a39df77a1c\"\n
},\n {\n \"m_Id\": \"5af4b75fcd1a43afaf44d3011ef924d8\"\n
},\n {\n \"m_Id\": \"f9f3a02856c644b38fa2aefa80759683\"\n
},\n {\n \"m_Id\": \"fee48bf2ce584718a84aafa87a5cbba6\"\n
},\n {\n \"m_Id\": \"aa0264e1e92740b5ae9c4b2d32439c32\"\n
},\n {\n \"m_Id\": \"2cdca468df8244e9bffb69b8127e9f55\"\n
},\n {\n \"m_Id\": \"97722e3e11b64cc6a9c6e0f8e7c2aaad\"\n
},\n {\n \"m_Id\": \"f1f4a1e0ace245f2b713ca8bd6c747f6\"\n
},\n {\n \"m_Id\": \"53364181e7cd4af8b5b8a19fd9e5c0ba\"\n
}\n ],\n \"m_GroupDatas\": [],\n \"m_StickyNoteDatas\": [],\n \"m_Edges\":
[\n {\n \"m_OutputSlot\": {\n \"m_Node\": {\n
\"m_Id\": \"2cdca468df8244e9bffb69b8127e9f55\"\n },\n
\"m_SlotId\": 0\n },\n \"m_InputSlot\": {\n
\"m_Node\": {\n \"m_Id\": \"97722e3e11b64cc6a9c6e0f8e7c2aaad\"\n
},\n \"m_SlotId\": 1\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"53364181e7cd4af8b5b8a19fd9e5c0ba\"\n },\n \"m_SlotId\":
0\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"f1f4a1e0ace245f2b713ca8bd6c747f6\"\n
},\n \"m_SlotId\": 1\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"97722e3e11b64cc6a9c6e0f8e7c2aaad\"\n },\n \"m_SlotId\":
0\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"f1f4a1e0ace245f2b713ca8bd6c747f6\"\n
},\n \"m_SlotId\": 0\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"97722e3e11b64cc6a9c6e0f8e7c2aaad\"\n },\n \"m_SlotId\":
7\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"aa0264e1e92740b5ae9c4b2d32439c32\"\n
},\n \"m_SlotId\": 0\n }\n },\n {\n
\"m_OutputSlot\": {\n \"m_Node\": {\n \"m_Id\":
\"f1f4a1e0ace245f2b713ca8bd6c747f6\"\n },\n \"m_SlotId\":
2\n },\n \"m_InputSlot\": {\n \"m_Node\":
{\n \"m_Id\": \"fee48bf2ce584718a84aafa87a5cbba6\"\n
},\n \"m_SlotId\": 0\n }\n }\n ],\n \"m_VertexContext\":
{\n \"m_Position\": {\n \"x\": 0.0,\n \"y\": 0.0\n
},\n \"m_Blocks\": [\n {\n \"m_Id\": \"21878c62b2684936bc0e77a39df77a1c\"\n
},\n {\n \"m_Id\": \"5af4b75fcd1a43afaf44d3011ef924d8\"\n
},\n {\n \"m_Id\": \"f9f3a02856c644b38fa2aefa80759683\"\n
}\n ]\n },\n \"m_FragmentContext\": {\n \"m_Position\": {\n
\"x\": 0.0,\n \"y\": 200.0\n },\n \"m_Blocks\": [\n
{\n \"m_Id\": \"fee48bf2ce584718a84aafa87a5cbba6\"\n
},\n {\n \"m_Id\": \"aa0264e1e92740b5ae9c4b2d32439c32\"\n
}\n ]\n },\n \"m_PreviewData\": {\n \"serializedMesh\": {\n
\"m_SerializedMesh\": \"{\\\"mesh\\\":{\\\"instanceID\\\":0}}\",\n
\"m_Guid\": \"\"\n },\n \"preventRotation\": false\n },\n
\"m_Path\": \"Shader Graphs\",\n \"m_GraphPrecision\": 1,\n \"m_PreviewMode\":
2,\n \"m_OutputNode\": {\n \"m_Id\": \"\"\n },\n \"m_ActiveTargets\":
[\n {\n \"m_Id\": \"3c1819bd537c492d85b1d0e1fa14bf2e\"\n
}\n ]\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector4MaterialSlot\",\n
\"m_ObjectId\": \"0a57766a19724139a3b709a7d7f19873\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Color\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n },\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\":
3,\n \"m_Type\": \"UnityEditor.ShaderGraph.Internal.ColorShaderProperty\",\n
\"m_ObjectId\": \"1949c725fcdf4cc18de0a4ec540bca75\",\n \"m_Guid\": {\n
\"m_GuidSerialized\": \"fd967ee1-ba25-4720-8fb1-4cdac47abc6d\"\n },\n \"m_Name\":
\"Color\",\n \"m_DefaultRefNameVersion\": 1,\n \"m_RefNameGeneratedByDisplayName\":
\"Color\",\n \"m_DefaultReferenceName\": \"_Color\",\n \"m_OverrideReferenceName\":
\"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_UseCustomSlotLabel\":
false,\n \"m_CustomSlotLabel\": \"\",\n \"m_Precision\": 0,\n \"overrideHLSLDeclaration\":
false,\n \"hlslDeclarationOverride\": 0,\n \"m_Hidden\": false,\n \"m_Value\":
{\n \"r\": 1.8443026542663575,\n \"g\": 1.4194371700286866,\n
\"b\": 0.6759224534034729,\n \"a\": 0.0\n },\n \"isMainColor\":
false,\n \"m_ColorMode\": 1\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.Rendering.Universal.ShaderGraph.UniversalSpriteUnlitSubTarget\",\n
\"m_ObjectId\": \"2035af285a10456a8fa1898e04fb0f99\"\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\":
\"21878c62b2684936bc0e77a39df77a1c\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"VertexDescription.Position\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\":
0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"a6b70ffae8c44d939a6d7637b5729835\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Position\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.PropertyNode\",\n
\"m_ObjectId\": \"2cdca468df8244e9bffb69b8127e9f55\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"Property\",\n \"m_DrawState\": {\n
\"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -1136.5001220703125,\n \"y\": 54.4999885559082,\n
\"width\": 139.00006103515626,\n \"height\": 34.0000114440918\n
}\n },\n \"m_Slots\": [\n {\n \"m_Id\": \"9ff255ab8ce342909ce5a0e874fc2743\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_Property\": {\n \"m_Id\": \"c4a16920b37541d69ec146f4951463d0\"\n
}\n}\n\n{\n \"m_SGVersion\": 1,\n \"m_Type\": \"UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget\",\n
\"m_ObjectId\": \"3c1819bd537c492d85b1d0e1fa14bf2e\",\n \"m_ActiveSubTarget\":
{\n \"m_Id\": \"2035af285a10456a8fa1898e04fb0f99\"\n },\n \"m_AllowMaterialOverride\":
false,\n \"m_SurfaceType\": 0,\n \"m_ZTestMode\": 4,\n \"m_ZWriteControl\":
0,\n \"m_AlphaMode\": 0,\n \"m_RenderFace\": 2,\n \"m_AlphaClip\": false,\n
\"m_CastShadows\": true,\n \"m_ReceiveShadows\": true,\n \"m_CustomEditorGUI\":
\"\",\n \"m_SupportVFX\": false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n \"m_ObjectId\": \"40b0a3449728485c98583cadf6e826e7\",\n
\"m_Id\": 0,\n \"m_DisplayName\": \"A\",\n \"m_SlotType\": 0,\n \"m_Hidden\":
false,\n \"m_ShaderOutputName\": \"A\",\n \"m_StageCapability\": 3,\n
\"m_Value\": {\n \"e00\": 0.0,\n \"e01\": 0.0,\n \"e02\":
0.0,\n \"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 0.0,\n
\"e12\": 0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\":
0.0,\n \"e22\": 0.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n
\"e31\": 0.0,\n \"e32\": 0.0,\n \"e33\": 0.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"49538168f3da4305adfefd68c9e994fd\",\n \"m_Id\": 6,\n \"m_DisplayName\":
\"B\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"B\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.SamplerStateMaterialSlot\",\n \"m_ObjectId\": \"5266fd3ae2ac4f4b83dbe6b41814d5d1\",\n
\"m_Id\": 3,\n \"m_DisplayName\": \"Sampler\",\n \"m_SlotType\": 0,\n
\"m_Hidden\": false,\n \"m_ShaderOutputName\": \"Sampler\",\n \"m_StageCapability\":
3,\n \"m_BareResource\": false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.PropertyNode\",\n \"m_ObjectId\": \"53364181e7cd4af8b5b8a19fd9e5c0ba\",\n
\"m_Group\": {\n \"m_Id\": \"\"\n },\n \"m_Name\": \"Property\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": -683.0000610351563,\n
\"y\": 100.00000762939453,\n \"width\": 105.00006103515625,\n
\"height\": 33.999977111816409\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"0a57766a19724139a3b709a7d7f19873\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_Property\": {\n \"m_Id\": \"1949c725fcdf4cc18de0a4ec540bca75\"\n
}\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector4MaterialSlot\",\n
\"m_ObjectId\": \"579bdb679a9b49c285b5f6d2a325fd94\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"RGBA\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"RGBA\",\n \"m_StageCapability\": 2,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0,\n \"w\": 0.0\n },\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\":
\"5af4b75fcd1a43afaf44d3011ef924d8\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"VertexDescription.Normal\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\":
0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"b0725c959ce74e1ca9ee939f2ad471a9\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Normal\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.SampleTexture2DNode\",\n
\"m_ObjectId\": \"97722e3e11b64cc6a9c6e0f8e7c2aaad\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"Sample Texture 2D\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -931.5000610351563,\n \"y\": 33.499996185302737,\n
\"width\": 208.0,\n \"height\": 434.0000305175781\n }\n
},\n \"m_Slots\": [\n {\n \"m_Id\": \"579bdb679a9b49c285b5f6d2a325fd94\"\n
},\n {\n \"m_Id\": \"c5e2b941ed0645ee8d8c5ec57196ea1f\"\n
},\n {\n \"m_Id\": \"e441198bcdb549f6b26d880caab6f53f\"\n
},\n {\n \"m_Id\": \"49538168f3da4305adfefd68c9e994fd\"\n
},\n {\n \"m_Id\": \"ea639eff483c41489a8551cc41191b58\"\n
},\n {\n \"m_Id\": \"a54bfdf814124c82bc6bd5ffb4301b92\"\n
},\n {\n \"m_Id\": \"b8d5325179ff4c7e8a14b5079d9165cc\"\n
},\n {\n \"m_Id\": \"5266fd3ae2ac4f4b83dbe6b41814d5d1\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_TextureType\": 0,\n \"m_NormalMapSpace\": 0,\n \"m_EnableGlobalMipBias\":
true\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Texture2DMaterialSlot\",\n
\"m_ObjectId\": \"9ff255ab8ce342909ce5a0e874fc2743\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Texture2D\",\n \"m_SlotType\": 1,\n \"m_Hidden\":
false,\n \"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n
\"m_BareResource\": false\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Texture2DInputMaterialSlot\",\n
\"m_ObjectId\": \"a54bfdf814124c82bc6bd5ffb4301b92\",\n \"m_Id\": 1,\n
\"m_DisplayName\": \"Texture\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Texture\",\n \"m_StageCapability\": 3,\n \"m_BareResource\":
false,\n \"m_Texture\": {\n \"m_SerializedTexture\": \"{\\\"texture\\\":{\\\"instanceID\\\":0}}\",\n
\"m_Guid\": \"\"\n },\n \"m_DefaultType\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.PositionMaterialSlot\",\n \"m_ObjectId\":
\"a6b70ffae8c44d939a6d7637b5729835\",\n \"m_Id\": 0,\n \"m_DisplayName\":
\"Position\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"Position\",\n \"m_StageCapability\": 1,\n \"m_Value\": {\n \"x\":
0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n \"m_DefaultValue\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.BlockNode\",\n \"m_ObjectId\": \"aa0264e1e92740b5ae9c4b2d32439c32\",\n
\"m_Group\": {\n \"m_Id\": \"\"\n },\n \"m_Name\": \"SurfaceDescription.Alpha\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n
\"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"bb4d0ac93a4d47a4a263017acb0f3cbe\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"SurfaceDescription.Alpha\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.CategoryData\",\n
\"m_ObjectId\": \"afe196384f514242aa8ae7a2dde85ee7\",\n \"m_Name\": \"\",\n
\"m_ChildObjectList\": [\n {\n \"m_Id\": \"c4a16920b37541d69ec146f4951463d0\"\n
},\n {\n \"m_Id\": \"1949c725fcdf4cc18de0a4ec540bca75\"\n
}\n ]\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.NormalMaterialSlot\",\n
\"m_ObjectId\": \"b0725c959ce74e1ca9ee939f2ad471a9\",\n \"m_Id\": 0,\n
\"m_DisplayName\": \"Normal\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Normal\",\n \"m_StageCapability\": 1,\n \"m_Value\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\":
0.0\n },\n \"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.ColorRGBMaterialSlot\",\n \"m_ObjectId\":
\"b08353871139479fb2effe4d69b28ba0\",\n \"m_Id\": 0,\n \"m_DisplayName\":
\"Base Color\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"BaseColor\",\n \"m_StageCapability\": 2,\n \"m_Value\": {\n \"x\":
0.5,\n \"y\": 0.5,\n \"z\": 0.5\n },\n \"m_DefaultValue\":
{\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0\n },\n
\"m_Labels\": [],\n \"m_ColorMode\": 0,\n \"m_DefaultColor\": {\n
\"r\": 0.5,\n \"g\": 0.5,\n \"b\": 0.5,\n \"a\": 1.0\n
}\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n
\"m_ObjectId\": \"b5ea8b06d0244ff4bf8367bce5886175\",\n \"m_Id\": 2,\n
\"m_DisplayName\": \"Out\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"Out\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"e00\": 0.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 0.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 0.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 0.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.UVMaterialSlot\",\n \"m_ObjectId\":
\"b8d5325179ff4c7e8a14b5079d9165cc\",\n \"m_Id\": 2,\n \"m_DisplayName\":
\"UV\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"UV\",\n \"m_StageCapability\": 3,\n \"m_Value\": {\n \"x\": 0.0,\n
\"y\": 0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\":
0.0\n },\n \"m_Labels\": [],\n \"m_Channel\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"bb4d0ac93a4d47a4a263017acb0f3cbe\",\n \"m_Id\": 0,\n \"m_DisplayName\":
\"Alpha\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"Alpha\",\n \"m_StageCapability\": 2,\n \"m_Value\": 1.0,\n \"m_DefaultValue\":
1.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Internal.Texture2DShaderProperty\",\n \"m_ObjectId\":
\"c4a16920b37541d69ec146f4951463d0\",\n \"m_Guid\": {\n \"m_GuidSerialized\":
\"64a13caf-c51d-4447-89a2-831a2858353d\"\n },\n \"m_Name\": \"Texture2D\",\n
\"m_DefaultRefNameVersion\": 1,\n \"m_RefNameGeneratedByDisplayName\": \"Texture2D\",\n
\"m_DefaultReferenceName\": \"_Texture2D\",\n \"m_OverrideReferenceName\":
\"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_UseCustomSlotLabel\":
false,\n \"m_CustomSlotLabel\": \"\",\n \"m_Precision\": 0,\n \"overrideHLSLDeclaration\":
false,\n \"hlslDeclarationOverride\": 0,\n \"m_Hidden\": false,\n \"m_Value\":
{\n \"m_SerializedTexture\": \"{\\\"texture\\\":{\\\"fileID\\\":2800000,\\\"guid\\\":\\\"3b6c4fa01f9ec334696d43647d33b981\\\",\\\"type\\\":3}}\",\n
\"m_Guid\": \"\"\n },\n \"isMainTexture\": false,\n \"useTilingAndOffset\":
false,\n \"m_Modifiable\": true,\n \"m_DefaultType\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"c5e2b941ed0645ee8d8c5ec57196ea1f\",\n \"m_Id\": 4,\n \"m_DisplayName\":
\"R\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"R\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.TangentMaterialSlot\",\n \"m_ObjectId\": \"dd6ff19a603a401699a4c238204f31fb\",\n
\"m_Id\": 0,\n \"m_DisplayName\": \"Tangent\",\n \"m_SlotType\": 0,\n
\"m_Hidden\": false,\n \"m_ShaderOutputName\": \"Tangent\",\n \"m_StageCapability\":
1,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\":
0.0\n },\n \"m_DefaultValue\": {\n \"x\": 0.0,\n \"y\": 0.0,\n
\"z\": 0.0\n },\n \"m_Labels\": [],\n \"m_Space\": 0\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\":
\"e441198bcdb549f6b26d880caab6f53f\",\n \"m_Id\": 5,\n \"m_DisplayName\":
\"G\",\n \"m_SlotType\": 1,\n \"m_Hidden\": false,\n \"m_ShaderOutputName\":
\"G\",\n \"m_StageCapability\": 2,\n \"m_Value\": 0.0,\n \"m_DefaultValue\":
0.0,\n \"m_Labels\": []\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\":
\"UnityEditor.ShaderGraph.Vector1MaterialSlot\",\n \"m_ObjectId\": \"ea639eff483c41489a8551cc41191b58\",\n
\"m_Id\": 7,\n \"m_DisplayName\": \"A\",\n \"m_SlotType\": 1,\n \"m_Hidden\":
false,\n \"m_ShaderOutputName\": \"A\",\n \"m_StageCapability\": 2,\n
\"m_Value\": 0.0,\n \"m_DefaultValue\": 0.0,\n \"m_Labels\": []\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.DynamicValueMaterialSlot\",\n
\"m_ObjectId\": \"ea94cc3c19dd434793daa3a8f96b772d\",\n \"m_Id\": 1,\n
\"m_DisplayName\": \"B\",\n \"m_SlotType\": 0,\n \"m_Hidden\": false,\n
\"m_ShaderOutputName\": \"B\",\n \"m_StageCapability\": 3,\n \"m_Value\":
{\n \"e00\": 2.0,\n \"e01\": 2.0,\n \"e02\": 2.0,\n
\"e03\": 2.0,\n \"e10\": 2.0,\n \"e11\": 2.0,\n \"e12\":
2.0,\n \"e13\": 2.0,\n \"e20\": 2.0,\n \"e21\": 2.0,\n
\"e22\": 2.0,\n \"e23\": 2.0,\n \"e30\": 2.0,\n \"e31\":
2.0,\n \"e32\": 2.0,\n \"e33\": 2.0\n },\n \"m_DefaultValue\":
{\n \"e00\": 1.0,\n \"e01\": 0.0,\n \"e02\": 0.0,\n
\"e03\": 0.0,\n \"e10\": 0.0,\n \"e11\": 1.0,\n \"e12\":
0.0,\n \"e13\": 0.0,\n \"e20\": 0.0,\n \"e21\": 0.0,\n
\"e22\": 1.0,\n \"e23\": 0.0,\n \"e30\": 0.0,\n \"e31\":
0.0,\n \"e32\": 0.0,\n \"e33\": 1.0\n }\n}\n\n{\n \"m_SGVersion\":
0,\n \"m_Type\": \"UnityEditor.ShaderGraph.MultiplyNode\",\n \"m_ObjectId\":
\"f1f4a1e0ace245f2b713ca8bd6c747f6\",\n \"m_Group\": {\n \"m_Id\":
\"\"\n },\n \"m_Name\": \"Multiply\",\n \"m_DrawState\": {\n
\"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": -511.0000305175781,\n \"y\": -112.5,\n
\"width\": 208.0,\n \"height\": 302.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"40b0a3449728485c98583cadf6e826e7\"\n
},\n {\n \"m_Id\": \"ea94cc3c19dd434793daa3a8f96b772d\"\n
},\n {\n \"m_Id\": \"b5ea8b06d0244ff4bf8367bce5886175\"\n
}\n ],\n \"synonyms\": [\n \"multiplication\",\n \"times\",\n
\"x\"\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n
\"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n }\n}\n\n{\n \"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n
\"m_ObjectId\": \"f9f3a02856c644b38fa2aefa80759683\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"VertexDescription.Tangent\",\n \"m_DrawState\":
{\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\":
\"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\":
0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\": [\n
{\n \"m_Id\": \"dd6ff19a603a401699a4c238204f31fb\"\n }\n
],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"VertexDescription.Tangent\"\n}\n\n{\n
\"m_SGVersion\": 0,\n \"m_Type\": \"UnityEditor.ShaderGraph.BlockNode\",\n
\"m_ObjectId\": \"fee48bf2ce584718a84aafa87a5cbba6\",\n \"m_Group\": {\n
\"m_Id\": \"\"\n },\n \"m_Name\": \"SurfaceDescription.BaseColor\",\n
\"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n
\"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n
\"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_Slots\":
[\n {\n \"m_Id\": \"b08353871139479fb2effe4d69b28ba0\"\n
}\n ],\n \"synonyms\": [],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\":
true,\n \"m_PreviewMode\": 0,\n \"m_CustomColors\": {\n \"m_SerializableColors\":
[]\n },\n \"m_SerializedDescriptor\": \"SurfaceDescription.BaseColor\"\n}\n\n"
m_AssetMaybeChangedOnDisk: 0
m_AssetMaybeDeleted: 0
--- !u!114 &15
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12014, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 230, y: 250}
m_MaxSize: {x: 10000, y: 10000}
m_TitleContent:
m_Text: Project
m_Image: {fileID: -5179483145760003458, guid: 0000000000000000d000000000000000, type: 0}
任务:开发人马分离系统 分析: 1.其是与马并列的存在 2.具有状态:Normal:骑在马背,Shoot:从发射到着地到平台,Walk:在平台行走,landing:降落,Recover:若成功降落至马背,从刚判定成功到恢复到Normal态的中间态,为Recover态,Dead:判定为失败的瞬间以后都为Dead态。 3.效果要求:到达障碍物前某一位置后,人自动弹射,降落至平台,然后开始匀速移动,脱离平台后降落,之后持续判定是进入Recover还是Dead态。进入Recover态后,修正其偏移,使其回到默认的位置,Dead后,触发GameOver事件。 子任务:使人紧紧跟随马 1.当人处于Normal态,每帧同步人的位置和旋转到马背某处。 效果正常。 DONE 子任务:设计障碍物 1.仅跑道有碰撞体。 2.在障碍物主体之前有触发器,保证用户通过时能检测到,当检测到人进入触发器时,触发人的函数,Shoot()。这个触发仅有一次。 3.当检测到人着陆到平台上,触发人的函数Land()。 4.当检测到人离开平台,触发人的函数FallOff() DONE 子任务:完成人的Shoot、Land、Falloff函数 Shoot: 1.给予刚体一个固定的朝向右上角的速度,使其刚好能抛到平台上。 2.从Shoot到Walk,大约有1~2秒时间,不能让人脸着地前进吧。所以,需要在1秒内修正人的旋转,修正完后锁定刚体Z旋转。 Good Job!效果不错 DONE Land: 1.此时人脚着地处于平台上,让人按照固定的速度一直朝着右边前进即可 比较简单 DONE FallOff: 由于胶囊碰撞体的特殊性,下落时会触发多次FallOff,这是不行的。同时,人在边缘直接坠落非常难看,所以这里加上一段小跳跃。 1.当触发FallOff,给刚体一个右上的速度,模拟跳跃 Good Job,效果很不错 DONE 子任务:完成马接住人的判定和控制系统 1.在马背安置触发器,当检测到玩家进入,触发人的Recover函数 2.完成人的Recover函数,使人在短时间内回到指定的位置和旋转,恢复的最后把人的状态恢复到Normal DONE 子任务:开发,人直接掉落到地面的死亡逻辑 1.直接掉落到地面后,触发GameOver 子任务:测试 1.发现人Recover功能的问题,Recover时的目标点是固定的,但是恢复的过程中马会动,所以这种办法从根本上就有问题。再多写一个动态的追踪比较麻烦,姑且让人恢复得快一点,这样就看不出来什么破绽。 已解决 2.人有时发射不到人马分离的平台上,应该是发射速度太小导致的,已调大。 3.我认为现在创烂障碍物的速度门槛太低了,已适当加快 4.人马分离障碍会突然出现而不是从屏幕右侧进入出现,这是人马分离障碍体积过大导致的。目前只能适当右移障碍物生成点解决。 5.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。 已修复。 暂未发现更多问题。 至此,人马分离障碍物的逻辑基本完成 *修复Bug 1.原先马在触发器也会被阻挡,这是因为马脚供力的算法的错误导致的,要从根本解决需要修改复杂的算法,所以这里使用Trick,将触发器的物理层转移到忽略射线检测层,解决了这个问题。 DONE 2.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。原来监听的是马的速度,由于整个数学模型的特殊性,马本体的速度变化极其诡异,所以易导致监听错误。应采用新的监听方式,不再监听马本体速度,而是监听用户过去若干时间内的输入变化,由此来决定爆破力度。 不是!我的代码没问题,是这个插件的作者的代码的问题,非常啥卵。已通过修改插件作者源码解决问题。 DONE
2022-08-19 14:23:35 +08:00
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 0
y: 569
2022-08-26 05:26:28 +08:00
width: 1388.5
height: 321
任务:开发人马分离系统 分析: 1.其是与马并列的存在 2.具有状态:Normal:骑在马背,Shoot:从发射到着地到平台,Walk:在平台行走,landing:降落,Recover:若成功降落至马背,从刚判定成功到恢复到Normal态的中间态,为Recover态,Dead:判定为失败的瞬间以后都为Dead态。 3.效果要求:到达障碍物前某一位置后,人自动弹射,降落至平台,然后开始匀速移动,脱离平台后降落,之后持续判定是进入Recover还是Dead态。进入Recover态后,修正其偏移,使其回到默认的位置,Dead后,触发GameOver事件。 子任务:使人紧紧跟随马 1.当人处于Normal态,每帧同步人的位置和旋转到马背某处。 效果正常。 DONE 子任务:设计障碍物 1.仅跑道有碰撞体。 2.在障碍物主体之前有触发器,保证用户通过时能检测到,当检测到人进入触发器时,触发人的函数,Shoot()。这个触发仅有一次。 3.当检测到人着陆到平台上,触发人的函数Land()。 4.当检测到人离开平台,触发人的函数FallOff() DONE 子任务:完成人的Shoot、Land、Falloff函数 Shoot: 1.给予刚体一个固定的朝向右上角的速度,使其刚好能抛到平台上。 2.从Shoot到Walk,大约有1~2秒时间,不能让人脸着地前进吧。所以,需要在1秒内修正人的旋转,修正完后锁定刚体Z旋转。 Good Job!效果不错 DONE Land: 1.此时人脚着地处于平台上,让人按照固定的速度一直朝着右边前进即可 比较简单 DONE FallOff: 由于胶囊碰撞体的特殊性,下落时会触发多次FallOff,这是不行的。同时,人在边缘直接坠落非常难看,所以这里加上一段小跳跃。 1.当触发FallOff,给刚体一个右上的速度,模拟跳跃 Good Job,效果很不错 DONE 子任务:完成马接住人的判定和控制系统 1.在马背安置触发器,当检测到玩家进入,触发人的Recover函数 2.完成人的Recover函数,使人在短时间内回到指定的位置和旋转,恢复的最后把人的状态恢复到Normal DONE 子任务:开发,人直接掉落到地面的死亡逻辑 1.直接掉落到地面后,触发GameOver 子任务:测试 1.发现人Recover功能的问题,Recover时的目标点是固定的,但是恢复的过程中马会动,所以这种办法从根本上就有问题。再多写一个动态的追踪比较麻烦,姑且让人恢复得快一点,这样就看不出来什么破绽。 已解决 2.人有时发射不到人马分离的平台上,应该是发射速度太小导致的,已调大。 3.我认为现在创烂障碍物的速度门槛太低了,已适当加快 4.人马分离障碍会突然出现而不是从屏幕右侧进入出现,这是人马分离障碍体积过大导致的。目前只能适当右移障碍物生成点解决。 5.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。 已修复。 暂未发现更多问题。 至此,人马分离障碍物的逻辑基本完成 *修复Bug 1.原先马在触发器也会被阻挡,这是因为马脚供力的算法的错误导致的,要从根本解决需要修改复杂的算法,所以这里使用Trick,将触发器的物理层转移到忽略射线检测层,解决了这个问题。 DONE 2.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。原来监听的是马的速度,由于整个数学模型的特殊性,马本体的速度变化极其诡异,所以易导致监听错误。应采用新的监听方式,不再监听马本体速度,而是监听用户过去若干时间内的输入变化,由此来决定爆破力度。 不是!我的代码没问题,是这个插件的作者的代码的问题,非常啥卵。已通过修改插件作者源码解决问题。 DONE
2022-08-19 14:23:35 +08:00
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_SearchFilter:
m_NameFilter:
m_ClassNames: []
m_AssetLabels: []
m_AssetBundleNames: []
m_VersionControlStates: []
m_SoftLockControlStates: []
m_ReferencingInstanceIDs:
m_SceneHandles:
m_ShowAllHits: 0
m_SkipHidden: 0
m_SearchArea: 1
m_Folders:
- "Assets/\u9704/\u9884\u5236\u4F53"
m_Globs: []
m_OriginalText:
m_ViewMode: 1
m_StartGridSize: 64
m_LastFolders:
- "Assets/\u9704/\u9884\u5236\u4F53"
m_LastFoldersGridSize: -1
m_LastProjectPath: C:\Users\saipo\hoo
任务:开发人马分离系统 分析: 1.其是与马并列的存在 2.具有状态:Normal:骑在马背,Shoot:从发射到着地到平台,Walk:在平台行走,landing:降落,Recover:若成功降落至马背,从刚判定成功到恢复到Normal态的中间态,为Recover态,Dead:判定为失败的瞬间以后都为Dead态。 3.效果要求:到达障碍物前某一位置后,人自动弹射,降落至平台,然后开始匀速移动,脱离平台后降落,之后持续判定是进入Recover还是Dead态。进入Recover态后,修正其偏移,使其回到默认的位置,Dead后,触发GameOver事件。 子任务:使人紧紧跟随马 1.当人处于Normal态,每帧同步人的位置和旋转到马背某处。 效果正常。 DONE 子任务:设计障碍物 1.仅跑道有碰撞体。 2.在障碍物主体之前有触发器,保证用户通过时能检测到,当检测到人进入触发器时,触发人的函数,Shoot()。这个触发仅有一次。 3.当检测到人着陆到平台上,触发人的函数Land()。 4.当检测到人离开平台,触发人的函数FallOff() DONE 子任务:完成人的Shoot、Land、Falloff函数 Shoot: 1.给予刚体一个固定的朝向右上角的速度,使其刚好能抛到平台上。 2.从Shoot到Walk,大约有1~2秒时间,不能让人脸着地前进吧。所以,需要在1秒内修正人的旋转,修正完后锁定刚体Z旋转。 Good Job!效果不错 DONE Land: 1.此时人脚着地处于平台上,让人按照固定的速度一直朝着右边前进即可 比较简单 DONE FallOff: 由于胶囊碰撞体的特殊性,下落时会触发多次FallOff,这是不行的。同时,人在边缘直接坠落非常难看,所以这里加上一段小跳跃。 1.当触发FallOff,给刚体一个右上的速度,模拟跳跃 Good Job,效果很不错 DONE 子任务:完成马接住人的判定和控制系统 1.在马背安置触发器,当检测到玩家进入,触发人的Recover函数 2.完成人的Recover函数,使人在短时间内回到指定的位置和旋转,恢复的最后把人的状态恢复到Normal DONE 子任务:开发,人直接掉落到地面的死亡逻辑 1.直接掉落到地面后,触发GameOver 子任务:测试 1.发现人Recover功能的问题,Recover时的目标点是固定的,但是恢复的过程中马会动,所以这种办法从根本上就有问题。再多写一个动态的追踪比较麻烦,姑且让人恢复得快一点,这样就看不出来什么破绽。 已解决 2.人有时发射不到人马分离的平台上,应该是发射速度太小导致的,已调大。 3.我认为现在创烂障碍物的速度门槛太低了,已适当加快 4.人马分离障碍会突然出现而不是从屏幕右侧进入出现,这是人马分离障碍体积过大导致的。目前只能适当右移障碍物生成点解决。 5.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。 已修复。 暂未发现更多问题。 至此,人马分离障碍物的逻辑基本完成 *修复Bug 1.原先马在触发器也会被阻挡,这是因为马脚供力的算法的错误导致的,要从根本解决需要修改复杂的算法,所以这里使用Trick,将触发器的物理层转移到忽略射线检测层,解决了这个问题。 DONE 2.发现Bug,本来可创烂障碍物的爆破力度会随着马的速度而改变,但现在经常响应不到。原来监听的是马的速度,由于整个数学模型的特殊性,马本体的速度变化极其诡异,所以易导致监听错误。应采用新的监听方式,不再监听马本体速度,而是监听用户过去若干时间内的输入变化,由此来决定爆破力度。 不是!我的代码没问题,是这个插件的作者的代码的问题,非常啥卵。已通过修改插件作者源码解决问题。 DONE
2022-08-19 14:23:35 +08:00
m_LockTracker:
m_IsLocked: 0
m_FolderTreeState:
2022-08-26 05:26:28 +08:00
scrollPos: {x: 0, y: 291}
m_SelectedIDs: 607b0000
m_LastClickedID: 31584
m_ExpandedIDs: 00000000d87a0000267b0000607b0000627b000000ca9a3bffffff7f
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
m_OriginalName:
m_EditFieldRect:
serializedVersion: 2
x: 0
y: 0
width: 0
height: 0
m_UserData: 0
m_IsWaitingForDelay: 0
m_IsRenaming: 0
m_OriginalEventType: 11
m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 0}
m_SearchString:
m_CreateAssetUtility:
m_EndAction: {fileID: 0}
m_InstanceID: 0
m_Path:
m_Icon: {fileID: 0}
m_ResourceFile:
m_AssetTreeState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
2022-08-26 05:26:28 +08:00
m_ExpandedIDs: 00000000d87a0000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
m_OriginalName:
m_EditFieldRect:
serializedVersion: 2
x: 0
y: 0
width: 0
height: 0
m_UserData: 0
m_IsWaitingForDelay: 0
m_IsRenaming: 0
m_OriginalEventType: 11
m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 0}
m_SearchString:
m_CreateAssetUtility:
m_EndAction: {fileID: 0}
m_InstanceID: 0
m_Path:
m_Icon: {fileID: 0}
m_ResourceFile:
m_ListAreaState:
m_SelectedInstanceIDs:
m_LastClickedInstanceID: 0
m_HadKeyboardFocusLastEvent: 1
m_ExpandedInstanceIDs: c6230000be85000000000000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
m_OriginalName:
m_EditFieldRect:
serializedVersion: 2
x: 0
y: 0
width: 0
height: 0
m_UserData: 0
m_IsWaitingForDelay: 0
m_IsRenaming: 0
m_OriginalEventType: 11
m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 5}
m_CreateAssetUtility:
m_EndAction: {fileID: 0}
m_InstanceID: 0
m_Path:
m_Icon: {fileID: 0}
m_ResourceFile:
m_NewAssetIndexInList: -1
m_ScrollPosition: {x: 0, y: 0}
m_GridSize: 64
m_SkipHiddenPackages: 0
m_DirectoriesAreaWidth: 207
--- !u!114 &16
2022-08-04 17:37:45 +08:00
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12019, guid: 0000000000000000e000000000000000, type: 0}
2022-08-04 17:37:45 +08:00
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 275, y: 50}
2022-08-04 17:37:45 +08:00
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Inspector
m_Image: {fileID: -440750813802333266, guid: 0000000000000000d000000000000000, type: 0}
2022-08-04 17:37:45 +08:00
m_Tooltip:
m_Pos:
serializedVersion: 2
2022-08-26 05:26:28 +08:00
x: 1389.5
y: 72
2022-08-26 05:26:28 +08:00
width: 401.5
height: 818
2022-08-04 17:37:45 +08:00
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_ObjectsLockedBeforeSerialization: []
m_InstanceIDsLockedBeforeSerialization:
m_PreviewResizer:
m_CachedPref: 160
m_ControlHash: -371814159
m_PrefName: Preview_InspectorPreview
m_LastInspectedObjectInstanceID: -1
m_LastVerticalScrollValue: 540
m_GlobalObjectId:
m_InspectorMode: 0
m_LockTracker:
m_IsLocked: 0
m_PreviewWindow: {fileID: 0}
--- !u!114 &17
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12061, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Hierarchy
m_Image: {fileID: -3734745235275155857, guid: 0000000000000000d000000000000000, type: 0}
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 0
y: 72
2022-08-26 05:26:28 +08:00
width: 342.5
height: 476
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_SceneHierarchy:
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
2022-08-26 05:26:28 +08:00
m_ExpandedIDs: 0efbffff
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
m_OriginalName:
m_EditFieldRect:
serializedVersion: 2
x: 0
y: 0
width: 0
height: 0
m_UserData: 0
m_IsWaitingForDelay: 0
m_IsRenaming: 0
m_OriginalEventType: 11
m_IsRenamingFilename: 0
2022-08-26 05:26:28 +08:00
m_ClientGUIView: {fileID: 11}
m_SearchString:
m_ExpandedScenes: []
m_CurrenRootInstanceID: 0
m_LockTracker:
m_IsLocked: 0
m_CurrentSortingName: TransformSorting
m_WindowGUID: 4c969a2b90040154d917609493e03593
--- !u!114 &18
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Script: {fileID: 12013, guid: 0000000000000000e000000000000000, type: 0}
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Scene
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Image: {fileID: 8634526014445323508, guid: 0000000000000000d000000000000000, type: 0}
2022-07-17 23:29:12 +08:00
m_Tooltip:
m_Pos:
serializedVersion: 2
2022-08-26 05:26:28 +08:00
x: 343.5
y: 72
2022-08-26 05:26:28 +08:00
width: 1044
height: 476
2022-07-17 23:29:12 +08:00
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData:
- dockPosition: 0
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 1
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: -98, y: -26}
snapCorner: 3
id: Tool Settings
index: 0
layout: 1
- dockPosition: 0
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 1
snapOffset: {x: -141, y: 149}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 1
id: unity-grid-and-snap-toolbar
index: 1
layout: 1
- dockPosition: 1
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 1
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: unity-scene-view-toolbar
index: 0
layout: 1
- dockPosition: 1
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 1
id: unity-search-toolbar
index: 1
layout: 1
- dockPosition: 1
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Open Tile Palette
index: 2
layout: 4
- dockPosition: 1
containerId: overlay-toolbar__top
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Tilemap Focus
index: 3
layout: 4
- dockPosition: 0
containerId: overlay-container--left
floating: 0
collapsed: 0
displayed: 1
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: unity-transform-toolbar
index: 0
layout: 2
- dockPosition: 0
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 1
snapOffset: {x: 67.5, y: 86}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Orientation
index: 0
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Light Settings
index: 0
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Camera
index: 1
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Cloth Constraints
index: 2
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Cloth Collisions
index: 3
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Navmesh Display
index: 4
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Agent Display
index: 5
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Obstacle Display
index: 6
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Occlusion Culling
index: 7
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Physics Debugger
index: 8
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Scene Visibility
index: 9
layout: 4
- dockPosition: 1
containerId: overlay-container--right
floating: 0
collapsed: 0
displayed: 0
2022-08-26 05:26:28 +08:00
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Particles
index: 10
layout: 4
m_WindowGUID: cc27987af1a868c49b0894db9c0f5429
m_Gizmos: 1
2022-07-17 23:29:12 +08:00
m_OverrideSceneCullingMask: 6917529027641081856
m_SceneIsLit: 1
m_SceneLighting: 1
m_2DMode: 1
2022-07-17 23:29:12 +08:00
m_isRotationLocked: 0
m_PlayAudio: 0
m_AudioPlay: 0
m_Position:
2022-08-26 05:26:28 +08:00
m_Target: {x: -44.823742, y: 3.9192052, z: -0.21763548}
2022-07-17 23:29:12 +08:00
speed: 2
2022-08-26 05:26:28 +08:00
m_Value: {x: -44.823742, y: 3.9192052, z: -0.21763548}
2022-07-17 23:29:12 +08:00
m_RenderMode: 0
m_CameraMode:
drawMode: 0
name: Shaded
section: Shading Mode
m_ValidateTrueMetals: 0
m_DoValidateTrueMetals: 0
m_ExposureSliderValue: 0
m_SceneViewState:
m_AlwaysRefresh: 0
2022-07-17 23:29:12 +08:00
showFog: 1
showSkybox: 1
showFlares: 1
showImageEffects: 1
showParticleSystems: 1
showVisualEffectGraphs: 1
m_FxEnabled: 1
2022-07-17 23:29:12 +08:00
m_Grid:
xGrid:
m_Fade:
m_Target: 0
speed: 2
m_Value: 0
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 0, y: 0}
yGrid:
m_Fade:
m_Target: 0
2022-07-17 23:29:12 +08:00
speed: 2
m_Value: 0
2022-07-17 23:29:12 +08:00
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 1, y: 1}
zGrid:
m_Fade:
m_Target: 1
2022-07-17 23:29:12 +08:00
speed: 2
m_Value: 1
2022-07-17 23:29:12 +08:00
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 1, y: 1}
m_ShowGrid: 1
2022-07-17 23:29:12 +08:00
m_GridAxis: 1
m_gridOpacity: 0.5
m_Rotation:
m_Target: {x: 0, y: 0, z: 0, w: 1}
2022-07-17 23:29:12 +08:00
speed: 2
m_Value: {x: 0, y: 0, z: 0, w: 1}
2022-07-17 23:29:12 +08:00
m_Size:
2022-08-26 05:26:28 +08:00
m_Target: 19.649603
2022-07-17 23:29:12 +08:00
speed: 2
2022-08-26 05:26:28 +08:00
m_Value: 19.649603
2022-07-17 23:29:12 +08:00
m_Ortho:
m_Target: 1
2022-07-17 23:29:12 +08:00
speed: 2
m_Value: 1
2022-07-17 23:29:12 +08:00
m_CameraSettings:
m_Speed: 1
m_SpeedNormalized: 0.5
m_SpeedMin: 0.001
2022-07-17 23:29:12 +08:00
m_SpeedMax: 2
m_EasingEnabled: 1
m_EasingDuration: 0.4
m_AccelerationEnabled: 1
m_FieldOfViewHorizontalOrVertical: 60
2022-07-17 23:29:12 +08:00
m_NearClip: 0.03
m_FarClip: 10000
m_DynamicClip: 1
m_OcclusionCulling: 0
m_LastSceneViewRotation: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
2022-07-17 23:29:12 +08:00
m_LastSceneViewOrtho: 0
m_ReplacementShader: {fileID: 0}
m_ReplacementString:
m_SceneVisActive: 1
m_LastLockedObject: {fileID: 0}
m_ViewIsLockedToObject: 0
--- !u!114 &19
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12015, guid: 0000000000000000e000000000000000, type: 0}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Game
m_Image: {fileID: 4621777727084837110, guid: 0000000000000000d000000000000000, type: 0}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 339
y: 72
width: 1027.5
height: 476
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []
m_SerializedViewNames: []
m_SerializedViewValues: []
m_PlayModeViewName: GameView
m_ShowGizmos: 0
m_TargetDisplay: 0
m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
m_TargetSize: {x: 1027.5, y: 455}
m_TextureFilterMode: 0
m_TextureHideFlags: 61
m_RenderIMGUI: 1
m_EnterPlayModeBehavior: 0
m_UseMipMap: 0
m_VSyncEnabled: 0
m_Gizmos: 0
m_Stats: 0
m_SelectedSizes: 00000000000000000000000000000000000000000000000000000000000000000000000000000000
m_ZoomArea:
m_HRangeLocked: 0
m_VRangeLocked: 0
hZoomLockedByDefault: 0
vZoomLockedByDefault: 0
m_HBaseRangeMin: -256.875
m_HBaseRangeMax: 256.875
2022-08-26 05:26:28 +08:00
m_VBaseRangeMin: -119
m_VBaseRangeMax: 119
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
m_VAllowExceedBaseRangeMax: 1
m_ScaleWithWindow: 0
m_HSlider: 0
m_VSlider: 0
m_IgnoreScrollWheelUntilClicked: 0
m_EnableMouseInput: 0
m_EnableSliderZoomHorizontal: 0
m_EnableSliderZoomVertical: 0
m_UniformScale: 1
m_UpDirection: 1
m_DrawArea:
serializedVersion: 2
x: 0
2022-08-26 05:26:28 +08:00
y: 0
width: 1027.5
2022-08-26 05:26:28 +08:00
height: 476
m_Scale: {x: 2, y: 2}
2022-08-26 05:26:28 +08:00
m_Translation: {x: 513.75, y: 238}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -256.875
2022-08-26 05:26:28 +08:00
y: -119
width: 513.75
2022-08-26 05:26:28 +08:00
height: 238
m_MinimalGUI: 1
m_defaultScale: 2
m_LastWindowPixelSize: {x: 2055, y: 952}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000000000000
m_XRRenderMode: 0
m_RenderTexture: {fileID: 0}
--- !u!114 &20
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
MonoBehaviour:
m_ObjectHideFlags: 52
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12003, guid: 0000000000000000e000000000000000, type: 0}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Name:
m_EditorClassIdentifier:
m_MinSize: {x: 100, y: 100}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_MaxSize: {x: 4000, y: 4000}
m_TitleContent:
m_Text: Console
m_Image: {fileID: -4950941429401207979, guid: 0000000000000000d000000000000000, type: 0}
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 0
y: 569
width: 1367.5
height: 321
任务:搭建基本玩法 1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
2022-07-26 00:00:56 +08:00
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
m_SaveData: []