任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】 1.添加事件【打完电码后】,包含以下内容: (1.关闭电报机界面 (2.在玩家周围生成一颗导弹 (3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕 (4.震晕动画结束后若干秒,屏幕全黑 (5.转移到场景【第二关】 场景【第二关】 1.替换场景美术素材 2.将场景翻转 3.布置电报机 4.布置电报线 5.创建对话【醒来】,使其在改场景一开始就触发 6.给损坏的电报机添加代码,使玩家跟电报机互动后,电报机背在身上。 7.创建事件【若没拿包】,当玩家走到坡的一半并且没有拿损坏的电报机触发,弹出对话要求玩家拿电报机 8.创建对话【还没拿包】 9.修改地形 10.布置碉堡灯光敌人,具有以下特性: (1.当玩家暴露在灯光下且没有模板遮挡时,判定玩家死亡 (2.碉堡的灯每若干秒都会过热关闭一段事件 11.安排坑的上下坑功能
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- {fileID: 7089406931308197820}
|
||||
m_Bounds:
|
||||
m_Center: {x: -0.008457363, y: 0.000014662743, z: 0}
|
||||
m_Center: {x: -0.008464992, y: 0.000014662743, z: 0}
|
||||
m_Extent: {x: 0.55653495, y: 0.69665515, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -11094,7 +11289,7 @@ MonoBehaviour:
|
||||
m_BoneTransforms:
|
||||
- {fileID: 2360827735431813924}
|
||||
m_Bounds:
|
||||
m_Center: {x: -0.0004349947, y: 0.00431484, z: 0}
|
||||
m_Center: {x: -0.0004426241, y: 0.00431484, z: 0}
|
||||
m_Extent: {x: 0.689565, y: 0.9506854, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -12511,7 +12706,7 @@ MonoBehaviour:
|
||||
m_BoneTransforms:
|
||||
- {fileID: 4586288761792830837}
|
||||
m_Bounds:
|
||||
m_Center: {x: 0.0021877289, y: 0, z: 0}
|
||||
m_Center: {x: 0.0021800995, y: 0.0000019073486, z: 0}
|
||||
m_Extent: {x: 0.60282004, y: 0.69500005, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -12715,7 +12910,7 @@ MonoBehaviour:
|
||||
m_BoneTransforms:
|
||||
- {fileID: 6675447233366868755}
|
||||
m_Bounds:
|
||||
m_Center: {x: -0.000027358532, y: 0.00060486794, z: 0}
|
||||
m_Center: {x: -0.000027358532, y: 0.0006029606, z: 0}
|
||||
m_Extent: {x: 0.705515, y: 1.2171149, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -12806,7 +13001,7 @@ MonoBehaviour:
|
||||
m_BoneTransforms:
|
||||
- {fileID: 7263140363742385229}
|
||||
m_Bounds:
|
||||
m_Center: {x: -0.004254937, y: 0.00072705746, z: 0}
|
||||
m_Center: {x: -0.004254937, y: 0.0007251501, z: 0}
|
||||
m_Extent: {x: 0.8907454, y: 1.2819755, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -12932,7 +13127,7 @@ MonoBehaviour:
|
||||
- {fileID: 8355431490900499643}
|
||||
- {fileID: 4936508675712544306}
|
||||
m_Bounds:
|
||||
m_Center: {x: 0.0023227334, y: -0.0016735196, z: 0}
|
||||
m_Center: {x: 0.002315104, y: -0.001675427, z: 0}
|
||||
m_Extent: {x: 0.68268514, y: 0.4232551, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
@ -13062,7 +13257,7 @@ MonoBehaviour:
|
||||
m_BoneTransforms:
|
||||
- {fileID: 3397380986102525386}
|
||||
m_Bounds:
|
||||
m_Center: {x: 0.0013449192, y: 0, z: 0}
|
||||
m_Center: {x: 0.0013372898, y: 0.0000019073486, z: 0}
|
||||
m_Extent: {x: 0.7836551, y: 1.035, z: 0}
|
||||
m_UseBatching: 1
|
||||
m_AlwaysUpdate: 1
|
||||
|
File diff suppressed because it is too large
Load Diff
53
Assets/Scripts/事件/AfterCoding.cs
Normal file
53
Assets/Scripts/事件/AfterCoding.cs
Normal file
@ -0,0 +1,53 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class AfterCoding : Event
|
||||
{
|
||||
//事件:第一关打完码后
|
||||
[Tooltip("要召唤,得先有,对吧?拖进炮弹的预制体")]
|
||||
public GameObject shell;
|
||||
[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
|
||||
public BombingArea bombingArea;
|
||||
[Tooltip("请拖入黑幕")]
|
||||
public GameObject BlackUI;
|
||||
void Start()
|
||||
{
|
||||
OnCall();
|
||||
}
|
||||
public override void OnCall()
|
||||
{
|
||||
//*关闭玩家操控地图
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
//1.关闭电报机界面
|
||||
FindObjectOfType<Machine>().m_interface.SetActive(false);
|
||||
//2.在玩家旁边生成一颗导弹
|
||||
Shell thisShell = Instantiate(shell,new Vector3(119.539998f,5.96999979f,-4.01295185f),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();
|
||||
//3.导弹爆炸后触发玩家死亡动画,这一段写在导弹类里面
|
||||
}
|
||||
//4.玩家被炸死开始执行后触发此段,镜头开始缓慢聚焦到主角
|
||||
public void OnDeadAnimation()
|
||||
{
|
||||
StartCoroutine("OnDeadAnimationEnd");//若干秒后执行死亡动画播放完毕后代码
|
||||
StartCoroutine("StopDead");//本帧结束后停止死亡动画条件防止反复触发
|
||||
}
|
||||
private IEnumerator StopDead()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
FindObjectOfType<M_Player>().GetComponent<Animator>().SetBool("IsBoomDead",false);
|
||||
}
|
||||
//5.当玩家被炸死动画结束后触发此段
|
||||
private IEnumerator OnDeadAnimationEnd()
|
||||
{
|
||||
yield return new WaitForSeconds(1.1f + 3f);//炸死动画1.1秒 + 3秒留给玩家反应
|
||||
//黑屏(一张铺满的黑色UI显示)
|
||||
BlackUI.SetActive(true);
|
||||
yield return new WaitForSeconds(2f);//两秒后,转移场景
|
||||
SceneManager.LoadScene("第二关");
|
||||
}
|
||||
}
|
11
Assets/Scripts/事件/AfterCoding.cs.meta
Normal file
11
Assets/Scripts/事件/AfterCoding.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc2900de00f51b04384a14a06412efce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/事件/IfNotCarryMachine.cs
Normal file
24
Assets/Scripts/事件/IfNotCarryMachine.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class IfNotCarryMachine : Event
|
||||
{
|
||||
//事件:如果玩家没拿包
|
||||
public override void OnCall()
|
||||
{
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
Flowchart.BroadcastFungusMessage("还没拿包");
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(UnityEngine.Collision2D other)
|
||||
{
|
||||
if(other.transform.tag == "Player")
|
||||
{
|
||||
if(!FindObjectOfType<M_Player>().transform.Find("包").gameObject.activeSelf) OnCall();
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/事件/IfNotCarryMachine.cs.meta
Normal file
11
Assets/Scripts/事件/IfNotCarryMachine.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b7c707d3e851024387d1d10e459a9b3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
26
Assets/Scripts/事件/InitStage2.cs
Normal file
26
Assets/Scripts/事件/InitStage2.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InitStage2 : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine("OpenReadyMachine");
|
||||
}
|
||||
|
||||
private IEnumerator OpenReadyMachine()
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
Debug.Log("打开损坏电报机的碰撞体");
|
||||
FindObjectOfType<AReadyMachine>().GetComponent<BoxCollider2D>().enabled = true;//打开损坏电报机的碰撞体
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/事件/InitStage2.cs.meta
Normal file
11
Assets/Scripts/事件/InitStage2.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed4dd62b46913514895fa68582beb5be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
111
Assets/Scripts/具象物体/NightBlockHouse.cs
Normal file
111
Assets/Scripts/具象物体/NightBlockHouse.cs
Normal file
@ -0,0 +1,111 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NightBlockHouse : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//晚上的碉堡类
|
||||
//碉堡类敌人的控制代码
|
||||
|
||||
[Tooltip("请填入开枪的间隔时间")]
|
||||
public float firingInterval;
|
||||
private ShootingArea[] shootingAreas;
|
||||
private bool isShooting = false;//记录此时自己是否正在射击
|
||||
[Tooltip("请拖入两灯游戏物体")]
|
||||
public GameObject[] lights;
|
||||
|
||||
void Start()
|
||||
{
|
||||
shootingAreas = new ShootingArea[transform.childCount];
|
||||
for(int i = 0; i < transform.childCount; i++)
|
||||
{
|
||||
shootingAreas[i] = transform.GetChild(i).
|
||||
gameObject.AddComponent<ShootingArea>();//给每个子物体挂上射击区的脚本
|
||||
//并且把它的脚本送到数组里面,免去以后再遍历拖慢速度
|
||||
}
|
||||
InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(isShooting) Shooting();//如果正在射击,每帧检查射击区
|
||||
}
|
||||
|
||||
// void OnTriggerEnter2D(Collider2D other)
|
||||
// {
|
||||
// if(other.tag == "Player")
|
||||
// {
|
||||
// //当玩家进入监视区,开始每隔时间进行扫射
|
||||
// InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
|
||||
// }
|
||||
// }
|
||||
|
||||
// void OnTriggerExit2D(Collider2D other)
|
||||
// {
|
||||
// if(other.tag == "Player")
|
||||
// {
|
||||
// //当玩家退出监视区,取消扫射的Invoke
|
||||
// CancelInvoke("ShootOrStopShoot");
|
||||
// }
|
||||
|
||||
|
||||
// }
|
||||
|
||||
//定时触发,反正就是更改射击状态,射到不射或者不射到射
|
||||
private void ShootOrStopShoot()
|
||||
{
|
||||
if(isShooting)//如果在开火
|
||||
{
|
||||
isShooting = false;//别让它开了
|
||||
foreach(GameObject light in lights)
|
||||
{
|
||||
light.SetActive(false);
|
||||
}
|
||||
}
|
||||
else//如果没在开火
|
||||
{
|
||||
isShooting = true;//标记让它开火
|
||||
foreach(GameObject light in lights)
|
||||
{
|
||||
light.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
//正在射击的时候触发,每帧检测是否被击中
|
||||
private void Shooting()
|
||||
{
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
if(s.IsPlayerHere())
|
||||
{
|
||||
Debug.Log("玩家被击中!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class ShootingArea : MonoBehaviour
|
||||
{
|
||||
//射击区类,我懒得再单写一个脚本了,里面东西很少
|
||||
private bool isPlayerHere = false;//记录玩家是否在内部
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家进入射击区,更改判断标志
|
||||
isPlayerHere = true;
|
||||
}
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家退出射击区,更改判断标志
|
||||
isPlayerHere = false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsPlayerHere(){return isPlayerHere;}//返回玩家是否在这个射击区内的结果
|
||||
}
|
||||
}
|
11
Assets/Scripts/具象物体/NightBlockHouse.cs.meta
Normal file
11
Assets/Scripts/具象物体/NightBlockHouse.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68559f794f213d64484a073f749c519d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -127,6 +127,13 @@ public class Shell : MonoBehaviour
|
||||
isDroping = false;
|
||||
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomingDead",true);//执行老兵被炸死动画
|
||||
break;
|
||||
case "电报机":
|
||||
animator.SetBool("IsBoom",true);
|
||||
isDroping = false;//播放爆炸动画
|
||||
FindObjectOfType<M_Player>().GetComponent<Animator>().
|
||||
SetBool("IsBoomDead",true);//播放玩家被炸死动画
|
||||
FindObjectOfType<AfterCoding>().OnDeadAnimation();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -11,7 +11,7 @@ AnimatorStateMachine:
|
||||
m_ChildStates:
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 357292999969649353}
|
||||
m_Position: {x: 210, y: 160, z: 0}
|
||||
m_Position: {x: 170, y: 210, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
|
@ -166,12 +166,16 @@ AnimatorStateMachine:
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 448856224310135594}
|
||||
m_Position: {x: 250, y: -150, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 5093595174704884779}
|
||||
m_Position: {x: -280, y: 80, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_AnyStateTransitions:
|
||||
- {fileID: 3603397900527353245}
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: -50, y: -30, z: 0}
|
||||
m_AnyStatePosition: {x: 0, y: -20, z: 0}
|
||||
m_EntryPosition: {x: 50, y: 120, z: 0}
|
||||
m_ExitPosition: {x: 810, y: -100, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
@ -472,55 +476,55 @@ AnimatorController:
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: IsReparing
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: IsRunning
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: IsDown
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: IsUp
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: throwingState
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: ReadyToThrow
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: NowThrow
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
- m_Name: IsBoomingDead
|
||||
m_Controller: {fileID: 9100000}
|
||||
- m_Name: IsBoomDead
|
||||
m_Type: 4
|
||||
m_DefaultFloat: 0
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||||
m_DefaultInt: 0
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||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_Controller: {fileID: 9100000}
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||||
m_AnimatorLayers:
|
||||
- serializedVersion: 5
|
||||
m_Name: Base Layer
|
||||
@ -616,7 +620,7 @@ AnimatorStateTransition:
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: IsBoomingDead
|
||||
m_ConditionEvent: IsBoomDead
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 448856224310135594}
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||||
@ -712,6 +716,31 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
--- !u!1101 &3603397900527353245
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
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||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: IsBoomDead
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 5093595174704884779}
|
||||
m_Solo: 0
|
||||
m_Mute: 0
|
||||
m_IsExit: 0
|
||||
serializedVersion: 3
|
||||
m_TransitionDuration: 0.25
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0.75
|
||||
m_HasExitTime: 0
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
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||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
--- !u!1102 &3715702393515638234
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||||
AnimatorState:
|
||||
serializedVersion: 6
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||||
@ -788,6 +817,32 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
--- !u!1102 &5093595174704884779
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||||
AnimatorState:
|
||||
serializedVersion: 6
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||||
m_ObjectHideFlags: 1
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||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: "\u70B8\u6B7B 0"
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
m_WriteDefaultValues: 1
|
||||
m_Mirror: 0
|
||||
m_SpeedParameterActive: 0
|
||||
m_MirrorParameterActive: 0
|
||||
m_CycleOffsetParameterActive: 0
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||||
m_TimeParameterActive: 0
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||||
m_Motion: {fileID: 7400000, guid: fb2817e20e5726147adf51998b55ae95, type: 2}
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||||
m_Tag:
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||||
m_SpeedParameter:
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||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
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||||
m_TimeParameter:
|
||||
--- !u!1102 &5349346327903521239
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||||
AnimatorState:
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||||
serializedVersion: 6
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||||
|
@ -11,6 +11,7 @@ TagManager:
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||||
- "\u77F3\u5934"
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||||
- "\u7535\u8BDD\u7EBF"
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||||
- "\u8001\u5175"
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||||
- "\u7535\u62A5\u673A"
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||||
layers:
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||||
- Default
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||||
- TransparentFX
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||||
|
@ -12,29 +12,29 @@ EditorUserSettings:
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RecentlyUsedScenePath-2:
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value: 22424703114646680e0b0227036cd8dcda93c2c6a9cdf57e38271427fb
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RecentlyUsedScenePath-3:
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value: 22424703114646680e0b0227036cdafade90ecf1aafdcdb8e2dc99eb0c69f6dc6a20dea7f234362820
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value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18
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RecentlyUsedScenePath-4:
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value: 22424703114646680e0b0227036cdafade90ecf1aafdcdb8e2dc99eb0c69f6dc6a20dea7f234362820
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18
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RecentlyUsedScenePath-6:
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value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18
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flags: 0
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RecentlyUsedScenePath-7:
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value: 22424703114646680e0b0227036cdacaf990d3ea61aecec8a8d5c77df7ee3d2cfb
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flags: 0
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RecentlyUsedScenePath-8:
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036cdafade90ecf1aafdcdb8e2dc99eb0c69f6dc6a20dea7f234362820
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RecentlyUsedScenePath-6:
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flags: 0
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RecentlyUsedScenePath-9:
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RecentlyUsedScenePath-7:
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value: 22424703114646680e0b0227036cdacaf990d3ea61ade8e6a9f1d07df7ee3d2cfb
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RecentlyUsedScenePath-8:
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RecentlyUsedScenePath-9:
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value: 22424703114646680e0b0227036cd8dcda93c2c6a9cdf57e38271427fb
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UnityEditor.ShaderGraph.Blackboard:
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value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba95e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1b1968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7
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||||
flags: 0
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|
Loading…
x
Reference in New Issue
Block a user