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
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--- !u!114 &2061318610
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|
@ -68,7 +68,7 @@ public class CameraManager : MonoBehaviour
|
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}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
Debug.Log("出去了一个:" + other.name);
|
||||
//Debug.Log("出去了一个:" + other.name);
|
||||
switch(other.tag)
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{
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case "Fragment":
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|
@ -7,35 +7,36 @@ public class GameController : UnitySingleton<GameController>
|
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{
|
||||
|
||||
public struct Death{
|
||||
public enum DeadReason { Camera , UpDown }
|
||||
public enum DeadReason { Camera , PersonFall }
|
||||
public DeadReason deadReason;
|
||||
}
|
||||
|
||||
private Horse horse;
|
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private CameraManager cameraManager;
|
||||
private Person person;
|
||||
|
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void Start()
|
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{
|
||||
void Start(){
|
||||
FindSth();
|
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}
|
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|
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void Update(){
|
||||
//当同时按下左右扳机,触发重开
|
||||
if(Gamepad.current.leftTrigger.isPressed && Gamepad.current.rightTrigger.isPressed){
|
||||
//当同时按下左右扳机,触发重开,仅调试用
|
||||
if(Gamepad.current != null && Gamepad.current.leftTrigger.isPressed && Gamepad.current.rightTrigger.isPressed){
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
|
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}
|
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}
|
||||
|
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void FindSth()
|
||||
{
|
||||
void FindSth(){
|
||||
horse = FindObjectOfType<Horse>();
|
||||
cameraManager = FindObjectOfType<CameraManager>();
|
||||
person = FindObjectOfType<Person>();
|
||||
}
|
||||
|
||||
public void GameOver(Death deathInfo)
|
||||
{
|
||||
public void GameOver(Death deathInfo){
|
||||
//触发马的死亡功能
|
||||
horse.Death(deathInfo);
|
||||
//触发人的死亡功能
|
||||
person.Death(deathInfo);
|
||||
//告诉相机马死了
|
||||
cameraManager.Death(deathInfo);
|
||||
}
|
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|
@ -316,7 +316,7 @@ public class Horse : MonoBehaviour
|
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/// <summary>
|
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/// 本帧中,累计的充能值
|
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/// </summary>
|
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private float footInputCharge = 0;
|
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public float footInputCharge = 0;
|
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|
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/// <summary>
|
||||
/// 马头控制点的Pos应同步于此
|
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@ -601,7 +601,7 @@ public class Horse : MonoBehaviour
|
||||
RaycastHit2D hit = Physics2D.Raycast(
|
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foots[i].footRealTransform.position,
|
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Vector2.down,
|
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1000f,
|
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1000f,
|
||||
LayerMask.NameToLayer("foot")
|
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);
|
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//如果击中物体的距离已经超过了有效范围,则不贡献速度
|
||||
@ -664,8 +664,19 @@ public class Horse : MonoBehaviour
|
||||
for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i];
|
||||
horseState = HorseState.Stand;
|
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footInputChargeQueue = new Queue<float>();
|
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|
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//初始化马背接收系统
|
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GameObject.Find("接收人用的马背(不可改名)").AddComponent<HoseBack>();
|
||||
}
|
||||
|
||||
private class HoseBack : MonoBehaviour{
|
||||
private void OnTriggerEnter2D(Collider2D other) {
|
||||
//当马背接受到人,触发人的Recover();
|
||||
if(other.TryGetComponent<Person>(out Person person) && person.state == Person.PersonState.FallingOff) person.Recover();
|
||||
}
|
||||
}
|
||||
|
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|
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|
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void FindSth()
|
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{
|
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|
159
Assets/勍/脚本/Person.cs
Normal file
159
Assets/勍/脚本/Person.cs
Normal file
@ -0,0 +1,159 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 马背上人的控制类
|
||||
/// </summary>
|
||||
public class Person : MonoBehaviour
|
||||
{
|
||||
public enum PersonState{
|
||||
Normal,//骑在马背
|
||||
Shoot,//从发射到着地平台
|
||||
Walk,//在平台行走
|
||||
FallingOff,//下落,从脱离平台到判定有结果前
|
||||
Recover,//判定成功到恢复到Normal的过程态
|
||||
Dead//判定失败后均为此态
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 人此时的状态
|
||||
/// </summary>
|
||||
[Header("信息显示")]
|
||||
[Title("人此时的状态")]
|
||||
[EnumPaging()]
|
||||
public PersonState state;
|
||||
|
||||
/// <summary>
|
||||
/// 人在人马分离障碍的平台上时的行走速度
|
||||
/// </summary>
|
||||
[FoldoutGroup("主要参数",true)]
|
||||
[Title("人在人马分离障碍的平台上时的行走速率")]
|
||||
public float walkSpeed = 1f;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 人在人马分离障碍前,被抛出的速度
|
||||
/// </summary>
|
||||
[FoldoutGroup("附加参数",false)]
|
||||
[Title("人在人马分离障碍前,被抛出的速度")]
|
||||
public Vector2 throwingSpeed;
|
||||
|
||||
[FoldoutGroup("附加参数",false)]
|
||||
[Title("人在离开平台时起跳的速度")]
|
||||
public Vector2 jumpSpeed;
|
||||
|
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[FoldoutGroup("附加参数")][Title("人死后的飞出速度")]
|
||||
public Vector2 deadFlyVeloctiy;
|
||||
|
||||
[FoldoutGroup("附加参数")][Title("人死后的飞出的旋转的角速度")]
|
||||
public float deadFlyRotateSpeed;
|
||||
|
||||
/// <summary>
|
||||
/// 默认状态下的追踪点
|
||||
/// </summary>
|
||||
private Transform defaultTrackingPoint;
|
||||
|
||||
private Rigidbody2D m_rigidbody2D;
|
||||
|
||||
|
||||
void Start(){
|
||||
//Init
|
||||
//Init
|
||||
//Find
|
||||
defaultTrackingPoint = GameObject.Find("人的默认位置(不可改名)").transform;
|
||||
m_rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
//Find
|
||||
}
|
||||
void Update(){
|
||||
//默认状态下的Update
|
||||
if(state == PersonState.Normal){
|
||||
//同步人和马的位置和旋转
|
||||
transform.position = defaultTrackingPoint.position;
|
||||
transform.rotation = defaultTrackingPoint.rotation;
|
||||
}
|
||||
//行走状态下的Update
|
||||
else if(state == PersonState.Walk){
|
||||
//让人向右移动
|
||||
transform.position += (Vector3.right * walkSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 人发射的瞬间触发,由人马分离障碍物触发
|
||||
/// </summary>
|
||||
public void Shoot(){
|
||||
Debug.Log("人发射");
|
||||
state = PersonState.Shoot;
|
||||
//给与刚体一个右上角的速度,使其刚好能抛到平台上
|
||||
m_rigidbody2D.velocity = throwingSpeed;
|
||||
//1秒内修正人的旋转
|
||||
transform.DORotate(new Vector3(0,0,0),1).OnComplete(
|
||||
//旋转修正结束后,锁定刚体Z轴旋转
|
||||
() => m_rigidbody2D.constraints = RigidbodyConstraints2D.FreezeRotation
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 人接触到平台的瞬间触发,由人马分离障碍物触发
|
||||
/// </summary>
|
||||
public void Walk(){
|
||||
Debug.Log("人行走");
|
||||
state = PersonState.Walk;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 人离开平台的瞬间触发,由人马分离障碍物触发
|
||||
/// </summary>
|
||||
public void FallingOff(){
|
||||
Debug.Log("人降落");
|
||||
state = PersonState.FallingOff;
|
||||
//给刚体一个右上的速度,模拟一下起跳
|
||||
m_rigidbody2D.velocity = jumpSpeed;
|
||||
}
|
||||
|
||||
public void Recover(){
|
||||
Debug.Log("人成功降落到马背");
|
||||
state = PersonState.Recover;
|
||||
//1秒内修正人的位置和旋转,与defaultTrackingPoint同步
|
||||
//后发现,由于追踪的动画终点是定好了的,但是马在这一秒还是会运动,会导致问题,所以这里把时间改短
|
||||
transform.DOMove(defaultTrackingPoint.position,0.2f);
|
||||
transform.DORotate(defaultTrackingPoint.rotation.eulerAngles,0.2f).OnComplete(
|
||||
() => state = PersonState.Normal
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 由GameController触发,用于控制人死后的动作
|
||||
/// </summary>
|
||||
public void Death(GameController.Death deathInfo){
|
||||
state = PersonState.Dead;
|
||||
//让人和马一样,旋转着飞出去,同时关闭自身的碰撞体
|
||||
GetComponent<CapsuleCollider2D>().enabled = false;
|
||||
Rigidbody2D rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
rigidbody2D.velocity = deadFlyVeloctiy;
|
||||
rigidbody2D.angularVelocity = deadFlyRotateSpeed;
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other) {
|
||||
//如果创到地面,且是在降落状态,则判定为游戏失败
|
||||
if(other.gameObject.tag == "Ground" && state == PersonState.FallingOff){
|
||||
GameController.Death death = new GameController.Death();
|
||||
death.deadReason = GameController.Death.DeadReason.PersonFall;
|
||||
GameController.Instance.GameOver(death);
|
||||
Debug.Log("人掉落到地面");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
11
Assets/勍/脚本/Person.cs.meta
Normal file
11
Assets/勍/脚本/Person.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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|
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|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@ -48,7 +48,8 @@ public class BreakAbleObstacle : Obstacle
|
||||
void BreakObstacle(Transform horse)
|
||||
{
|
||||
explodable.explode();
|
||||
float force = (horse.GetComponent<Rigidbody2D>().velocity.x + 1) * breakForce + 1;
|
||||
float force = horse.GetComponent<Horse>().footInputCharge * breakForce;
|
||||
Debug.Log("Force:" + force);
|
||||
explosionForce.force = force;
|
||||
explosionForce.doExplosion(explosionForce.transform.position);
|
||||
GetComponent<BoxCollider2D>().enabled = false;
|
||||
|
@ -2,17 +2,25 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HumanHorseBreakObstacle : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 人马分离障碍物类
|
||||
/// </summary>
|
||||
public class HumanHorseBreakObstacle : Obstacle
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
bool hasShoot = false;
|
||||
private void OnTriggerEnter2D(Collider2D other) {
|
||||
//如果人进入了人马分离的触发器,触发人的发射函数
|
||||
if(other.TryGetComponent<Person>(out Person person) && !hasShoot) {person.Shoot();hasShoot = true;}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other) {
|
||||
//如果人到了平台上,触发Walk
|
||||
if(other.gameObject.TryGetComponent<Person>(out Person person) && person.state == Person.PersonState.Shoot) {person.Walk();}
|
||||
}
|
||||
|
||||
private void OnCollisionExit2D(Collision2D other) {
|
||||
//如果人离开了平台上,触发FallingOff
|
||||
if(other.gameObject.TryGetComponent<Person>(out Person person) && person.state == Person.PersonState.Walk) {person.FallingOff();}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -9,12 +9,6 @@ public enum ObstacleType { low, high, breakable, humanHorseBreak }
|
||||
/// </summary>
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 记忆Y,代表障碍物生成时需要的的Y坐标
|
||||
/// </summary>
|
||||
[Header("障碍物生成时的Y坐标")]
|
||||
public float remanberY;
|
||||
|
||||
protected ObstacleType obstacleType;
|
||||
|
||||
virtual protected void Start() {
|
||||
|
@ -28,12 +28,14 @@ public class ObstacleManager : UnitySingleton<ObstacleManager>
|
||||
{
|
||||
float randomT = Random.Range(0f,1f);
|
||||
GameObject obstacle;
|
||||
if(randomT < 0.33f)
|
||||
if(randomT < 0.25f)
|
||||
obstacle = obstacles[0];
|
||||
else if(randomT < 0.66f)
|
||||
else if(randomT < 0.5f)
|
||||
obstacle = obstacles[1];
|
||||
else
|
||||
else if(randomT < 0.75f)
|
||||
obstacle = obstacles[2];
|
||||
else
|
||||
obstacle = obstacles[3];
|
||||
Vector3 xz = obstacleCreatPostion.position;
|
||||
Vector3 pos = new Vector3(xz.x,obstacle.transform.position.y,xz.z);
|
||||
GameObject.Instantiate(obstacle, pos, Quaternion.identity);
|
||||
|
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||||
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|
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153
Assets/勍/预制体/障碍物/人马分离.prefab
Normal file
153
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Normal file
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Normal file
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MonoBehaviour:
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m_ObjectHideFlags: 52
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m_CorrespondingSourceObject: {fileID: 0}
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@ -773,9 +838,9 @@ MonoBehaviour:
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m_Tooltip:
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m_Pos:
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serializedVersion: 2
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x: 986.4
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x: 764
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y: 73.6
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width: 168.40002
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width: 390.80005
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height: 701.8
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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@ -794,22 +859,22 @@ MonoBehaviour:
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m_SkipHidden: 0
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m_SearchArea: 1
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m_Folders:
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- Assets/New Folder
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- "Assets/\u52CD/\u811A\u672C"
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m_Globs: []
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m_OriginalText:
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m_ViewMode: 1
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m_StartGridSize: 64
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m_LastFolders:
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- Assets/New Folder
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- "Assets/\u52CD/\u811A\u672C"
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m_LastFoldersGridSize: -1
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m_LastProjectPath: "C:\\Users\\13259\\Desktop\\\u8D5B\u9A6C"
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m_LockTracker:
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m_IsLocked: 0
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m_FolderTreeState:
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs: 067b0000
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m_LastClickedID: 31494
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m_ExpandedIDs: 00000000d67a0000d87a0000da7a0000dc7a0000de7a0000e07a0000e27a0000
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m_SelectedIDs: 4e7a0000
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m_LastClickedID: 31310
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m_ExpandedIDs: 00000000087a00000a7a00000c7a00000e7a0000107a0000127a0000147a0000567a0000
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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@ -837,7 +902,7 @@ MonoBehaviour:
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs:
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m_LastClickedID: 0
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m_ExpandedIDs: 00000000d67a0000d87a0000da7a0000dc7a0000de7a0000e07a0000e27a0000
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m_ExpandedIDs: 00000000087a00000a7a00000c7a00000e7a0000107a0000127a0000147a0000
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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@ -892,8 +957,8 @@ MonoBehaviour:
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m_ScrollPosition: {x: 0, y: 0}
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m_GridSize: 64
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m_SkipHiddenPackages: 0
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m_DirectoriesAreaWidth: 118.400024
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--- !u!114 &16
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m_DirectoriesAreaWidth: 164
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--- !u!114 &17
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MonoBehaviour:
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m_ObjectHideFlags: 52
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m_CorrespondingSourceObject: {fileID: 0}
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@ -928,7 +993,7 @@ MonoBehaviour:
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m_ControlHash: -371814159
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m_PrefName: Preview_InspectorPreview
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m_LastInspectedObjectInstanceID: -1
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m_LastVerticalScrollValue: 1350
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m_LastVerticalScrollValue: 0
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m_GlobalObjectId:
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m_InspectorMode: 0
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m_LockTracker:
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|
Loading…
x
Reference in New Issue
Block a user