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commit 274a0206955902d3fa12cdddcbed9a93fac556c4 Author: SAIPO <grasste0403@hotmail.com> Date: Thu Dec 23 22:24:34 2021 +0800 修改建议及完善特效 修改建议: 1.给所有关卡加入了全局shader,但不同区域的shader效果会有区别 2.给地藏敲钟的灰尘加入了渐隐 3.给木马吐出的普通炸弹加入了拖尾(不清楚是否建议召唤的炸弹也加入拖尾,但最好只给吐出的炸弹加,这样可以区别是否可以弹反) 4.修改了以撒发怒时场景全局shader的变化速度 5.给以撒的鬼魂粒子加入了淡入淡出 增加: 1.为地藏的手加入了粒子特效,现在手移动时会掉落粒子 2.为弹反的检测圆圈加入了发光光环的效果 bug: 目前在以撒boss关卡中执行开场事件前玩家可以移动,会导致闪现 commit f54cf4f2a30a4732be13947d2b8e85ca55f5137f Author: SAIPO <grasste0403@hotmail.com> Date: Thu Dec 23 18:43:52 2021 +0800 合并分支 commit bb3be793ca5db3df43679f2d6c34c75f768047a1 Author: SAIPO <grasste0403@hotmail.com> Date: Wed Dec 22 07:46:07 2021 +0800 修改佛教Boss关卡和伊斯兰Boss关卡的粒子特效 commit 1987a63954402be8894f9cc9805545432afefa18 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Dec 21 20:55:05 2021 +0800 任务:编写shader,完善数据库类 1.完善了PlayerInfo类,用以数据库功能 1) 编写GetSqlData()函数,使用多线程获取用户信息,使用前请先设置公关变量name。 2) 编写CreateUser(string username)函数,在用户表内创建一个用户。 3) 编写hasName(string _searchName)函数,判断是否存在这个用户。 4) 编写GetBoardInfo(int WorldId)函数,获取指定世界的留言板链表。 5) 编写GetDeadInfo(int WorldId)函数,获取指定世界的死亡信息链表。 6) 编写CreateDead(int WorldId, Vector2 postion)函数,创建一条死亡信息。 7) 编写CreateBoard(int WorldId, Vector2 postion,string text)函数,创建一条留言信息。 8) 编写UpdatePlayerInfo()函数,将类里储存的信息上传到数据库。 2.实装相关Shader 1)完善以撒关卡的屏幕后特效,使其可以在发怒场景发出红色辉光。 2)完善以撒鬼魂的粒子,并且颜色和发怒与否关联。 3)实装以撒关卡的窗户辉光效果。 4)实装伊斯兰Boss关卡炸弹弹反的粒子特效。 5)实装伊斯兰Boss关卡的尘土特效(需要重做) 6)实装佛教Boss关卡的敲钟声波特效。 7)实装佛教Boss关卡的钟声受击灰尘(需要重做) 3.目前发现的bug 1)当人物恰好调到角落里会卡动画。 2)伊斯兰Boss关卡,特洛伊木马吐出的炸弹落到特效小怪上会闪退。 commit c06b842382051bc260d9f509491c683a41ca2a4c Author: SAIPO <grasste0403@hotmail.com> Date: Tue Dec 21 14:08:06 2021 +0800 Squashed commit of the following: commit e7dcdec1d9913e283f42d42f72f1030f0c8b6fda Author: Roman <1325980292@qq.com> Date: Tue Dec 21 00:45:50 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.流程化游戏 (1.制作转移器,内含字典,根据玩家的静态属性“阶段”来决定到转移点后将会移动到哪一个场景 (2.制作转场器,水平方向从左到右 下班 commit 74f926815ec8d00fa051192eb3b978ff4b3c01a6 Author: Roman <1325980292@qq.com> Date: Mon Dec 20 23:33:14 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.编写基督前置关卡 (1.放置平台、怪物和男童 (2.修改男童类,外加OnSaveEvent,OnSave时若有事件则触发该Event (3.编写开幕演出,与yi前置类似 (4.编写男童解救演出 ((1.触发Fungus对话 ((2.对话结束后,开启通往上层的门 2.搭建村场景 (1.放置平台和元素 (2.为可动元素制作动画 3.为玩家添加static属性,进度。0:刚开,1进村,2通佛,3通伊,4.通基 4.制作死亡重开功能 (1.当玩家生命值降到0及以下,触发死亡事件 (2.死亡后reload当前场景,并设记录员,关闭某些事件和演出不再执行 *优化和修复 (1.尝试制作击中卡肉效果,目前打击感太弱。也可以尝试粒子效果 *至此,全部前置关卡搭建完毕,村场景搭建完毕。 *明天可以完成流程化,接下来就是填充剧情、UI、死亡标记和留言板等系统了 下班 commit f257b40d10373a13380e9c395fe94d6559a82a0f Author: Roman <1325980292@qq.com> Date: Sun Dec 19 23:57:44 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.编写佛教前置关开场演出 (*.休整地形,使得左边多出一块地面,方便演出正常运作 (*.项目后期再通过逻辑触发该演出,目前先用调试方式触发演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.修改相机offset,使其对准对话的两个小怪 (7.等待一小段时间给玩家反应 (8.触发Fungus对话 (9.Fungus对话结束后,返回标记命令演出Main继续执行 *.修改NormalEnemy,添加标识isInFoStage,在Update中判断,若是,使该怪物水平方向上追踪玩家,可以参考爱欲品的Seek (10.修改左边小怪的isInFoStage (11.开启右边小怪的Path动画,表现其慌忙逃跑 (12.Invoke一个延时,等右边小怪逃出视野后删除它 (13.触发善后和结束事件 (14.重写善后事件,重新开启空气墙 2.搭建伊斯兰前置关卡 3.创建伊斯兰前置关卡演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.触发善后与结束事件 4.创建玩家隔间触发事件 (1.是进入式触发器对象 (2.触发时Call隔间演出 5.编写隔间演出逻辑 (1.表现关门 (2.左右晃一下镜头,中心移动到左右门处,表示门被关闭 (3.镜头回到玩家处,同时压缩相机可移动范围更窄 (4.打开隔间墙壁的空气墙 (5.设置EndEvent为伊斯兰事件 6.编写召唤伊斯兰事件 (1.摘自木马的召唤攻击,稍作修改 (2.当召唤的伊斯兰全部挂了,触发隔间结束事件 7.编写隔间结束事件 (1.表现开门 (2.关闭隔间的空气墙 (3.重设相机移动范围 8.搭建基督前置关卡 *.至此,第一关、第二关前置关卡的逻辑基本开发完毕 *.明天能做完所有前置关,顺便应该能搭完村场景,后天可以开始搭建新系统,目前还差留言、死亡标记等系统等待编写 下班 commit cd22966ad7637a84c0f08c3a716d5ec549699749 Author: Roman <1325980292@qq.com> Date: Sun Dec 19 14:12:05 2021 +0800 Squashed commit of the following: commit 26aff356971bdc2c2a6a3bd444eeb50c4bf7ec14 Author: SAIPO <grasste0403@hotmail.com> Date: Sun Dec 19 02:20:44 2021 +0800 导入近期制作的一些Shader 1.合并分支 2.完成了人物描边的流动shader制作,并且可以对Bloom屏幕后处理产生反应。 3.完成了基督教boss关卡,彩色窗户辉光的shader制作,可以对Bloom产生反应。 4.完成了伊斯兰教弹反的炸弹拖尾粒子shader的制作。 5.完成了火焰粒子shader的制作(可以用在基督教的以撒鬼魂上)。 6.完成了灰尘粒子像素化的shader制作。 7.完成了边缘扭曲的shader制作,可以用在一些树木上,让画面产生动感。 明天制作敲钟的声波Shader # Conflicts: # UserSettings/EditorUserSettings.asset commit 26aff356971bdc2c2a6a3bd444eeb50c4bf7ec14 Author: SAIPO <grasste0403@hotmail.com> Date: Sun Dec 19 02:20:44 2021 +0800 导入近期制作的一些Shader 1.合并分支 2.完成了人物描边的流动shader制作,并且可以对Bloom屏幕后处理产生反应。 3.完成了基督教boss关卡,彩色窗户辉光的shader制作,可以对Bloom产生反应。 4.完成了伊斯兰教弹反的炸弹拖尾粒子shader的制作。 5.完成了火焰粒子shader的制作(可以用在基督教的以撒鬼魂上)。 6.完成了灰尘粒子像素化的shader制作。 7.完成了边缘扭曲的shader制作,可以用在一些树木上,让画面产生动感。 明天制作敲钟的声波Shader # Conflicts: # Assets/Prefabs/以撒鬼魂.prefab # Assets/Scenes/DiZangStageTest.unity # Assets/Scenes/Fo.unity # Assets/Scenes/Ji.unity # Assets/Scenes/Postprocessing/伊斯兰教boss.asset # Assets/Scenes/Postprocessing/佛教boss.asset # Assets/Scenes/Postprocessing/基督教boss.asset # Assets/Scenes/TeLuoYiStageTest.unity # Assets/Scenes/Yi.unity # Assets/Scenes/YiSaStageTest.unity # Assets/Scenes/cun.unity # Assets/Scripts/Boss/以撒/YiSa.cs # Assets/Scripts/Boss/地藏/Bell.cs # Assets/Scripts/Boss/地藏/DiZang.cs # Assets/Scripts/Boss/木马/Boomer.cs # Assets/Scripts/演出/伊斯兰前置关/RoomEndStage.cs # Assets/Scripts/演出/伊斯兰前置关/RoomStartStage.cs # Assets/Shader/人物描边/Stroke.shadergraph # Assets/Shader/灰尘粒子用shader/佛教关卡专用 1.mat # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
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- {x: -0.5, y: -0.5, z: 0}
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- {x: 0.5, y: -0.5, z: 0}
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- {x: 0.5, y: 0.5, z: 0}
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- {x: -0.5, y: 0.5, z: 0}
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--- !u!4 &1875177522
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1875177520}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1889700695
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GameObject:
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m_ObjectHideFlags: 0
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|
@ -3206,7 +3206,7 @@ MonoBehaviour:
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hammerCD: 0.3
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sickleCD: 0
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sicklePrefab: {fileID: 8280362330273855463, guid: 2e2fb120ae20d5e4faaad5a2a2fcca30, type: 3}
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HP: 1
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HP: 10
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hitToflyParameter: {x: 10, y: 10}
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isCatching: 0
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catingAiYuPin: {fileID: 0}
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@ -3434,7 +3434,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: dc2fd53966d9d3e42991b3656f32ef6c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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HP: 1
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HP: 10
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ATK: 1
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speed: 0
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coin: 0
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@ -3447,8 +3447,6 @@ MonoBehaviour:
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normalGoustTimeBetweenAttacks: 3
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GoustMaterial: {fileID: 2100000, guid: b2e89c2a523f7c74997693c0e2e4d6f8, type: 2}
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volume: {fileID: 1684802299}
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volumeProfileDefault: {fileID: 11400000, guid: 4b792aaaf9955304192fee1536080c58, type: 2}
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volumeProfileCrazy: {fileID: 11400000, guid: ca0d619cd84850545a5500133093eef4, type: 2}
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--- !u!61 &1784345429
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BoxCollider2D:
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m_ObjectHideFlags: 0
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@ -4515,6 +4513,10 @@ PrefabInstance:
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- target: {fileID: 7242342954004886424, guid: b115139c858522e4284c9609bb70fd44, type: 3}
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objectReference: {fileID: 2100000, guid: b2e89c2a523f7c74997693c0e2e4d6f8, type: 2}
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- target: {fileID: 7242342954004886426, guid: b115139c858522e4284c9609bb70fd44, type: 3}
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propertyPath: m_RootOrder
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value: 13
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@ -224,6 +224,54 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!1 &16277966
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GameObject:
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--- !u!114 &16277967
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3}
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sharedProfile: {fileID: 11400000, guid: 9e4f9f05cfd9b5a43a3eb20143c6eda7, type: 2}
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--- !u!4 &16277968
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 16277966}
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m_Father: {fileID: 0}
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m_RootOrder: 16
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &36803909
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GameObject:
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m_ObjectHideFlags: 0
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@ -1836,7 +1884,7 @@ MonoBehaviour:
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m_Antialiasing: 0
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m_AntialiasingQuality: 2
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m_StopNaN: 0
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@ -1905,7 +1953,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 648740582}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -11.675007, y: 0.91113627, z: -10}
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m_LocalPosition: {x: -11.667669, y: 0.9111475, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
/// <summary>
|
||||
/// 以撒类,控制以撒Boss
|
||||
@ -49,17 +50,7 @@ public class YiSa : Enemy
|
||||
/// </summary>
|
||||
[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
|
||||
public Volume volume;
|
||||
/// <summary>
|
||||
/// 屏幕后特效默认材质
|
||||
/// </summary>
|
||||
[Header("屏幕后特效默认材质")] [FoldoutGroup("材质")]
|
||||
public VolumeProfile volumeProfileDefault;
|
||||
/// <summary>
|
||||
/// 屏幕后特效狂暴材质
|
||||
/// </summary>
|
||||
[Header("屏幕后特效狂暴材质")] [FoldoutGroup("材质")]
|
||||
public VolumeProfile volumeProfileCrazy;
|
||||
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -120,6 +111,9 @@ public class YiSa : Enemy
|
||||
timeBetweenAttacks = normalGoustTimeBetweenAttacks;
|
||||
//初始化颜色补正
|
||||
colorOffset = Color.white;
|
||||
GoustMaterial.SetColor("Color_",new Color(14,61,255));
|
||||
//初始化生命值
|
||||
HPLeft = HP;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -212,7 +206,7 @@ public class YiSa : Enemy
|
||||
//修改特效粒子为红色
|
||||
GoustMaterial.SetColor("Color_",new Color(255,0,0));
|
||||
//修改屏幕后特效辉光为红色
|
||||
volume.profile = volumeProfileCrazy;
|
||||
StartCoroutine(SetVolumeColor(volume, 0));
|
||||
|
||||
//修改标记表示开始狂暴
|
||||
isCrazy = true;
|
||||
@ -231,7 +225,7 @@ public class YiSa : Enemy
|
||||
//修改特效粒子为原色
|
||||
GoustMaterial.SetColor("Color_",new Color(14,61,255));
|
||||
//修改屏幕后特效辉光为红色
|
||||
volume.profile = volumeProfileDefault;
|
||||
StartCoroutine(SetVolumeColor(volume, 1));
|
||||
//消除狂暴标记
|
||||
isCrazy = false;
|
||||
//修改攻击间隔时间
|
||||
@ -274,9 +268,39 @@ public class YiSa : Enemy
|
||||
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过基;
|
||||
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 修改屏幕后特效
|
||||
/// </summary>
|
||||
private IEnumerator SetVolumeColor(Volume volume,float endValue)
|
||||
{
|
||||
Bloom bloom;
|
||||
volume.profile.TryGet<Bloom>(out bloom);
|
||||
Color color = bloom.tint.value;
|
||||
if (color.g > endValue)
|
||||
{
|
||||
while (color.g>endValue)
|
||||
{
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
color.g -= 0.1f;
|
||||
color.b -= 0.1f;
|
||||
bloom.tint.SetValue(new ColorParameter(color));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (color.g<endValue)
|
||||
{
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
color.g += 0.1f;
|
||||
color.b += 0.1f;
|
||||
bloom.tint.SetValue(new ColorParameter(color));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
@ -20,6 +20,9 @@ public class YiSaGoust : MonoBehaviour
|
||||
/// </summary>
|
||||
[Header("落雷的游戏物体")][HideInInspector]
|
||||
public GameObject lightning;
|
||||
|
||||
[Header("粒子材质")]
|
||||
public ParticleSystem particleSystem;
|
||||
private CapsuleCollider2D capsuleCollider2D;
|
||||
void Start(){
|
||||
Init();
|
||||
@ -45,6 +48,7 @@ public class YiSaGoust : MonoBehaviour
|
||||
TweenCallback action = () => {
|
||||
capsuleCollider2D.enabled = false;
|
||||
GetComponent<SpriteRenderer>().DOFade(0,1);
|
||||
StartCoroutine(SetParticleColor(particleSystem, 0, 1f));
|
||||
//消隐结束后删除自己
|
||||
Invoke("DestroySelf",1.1f);
|
||||
//宣告攻击结束
|
||||
@ -68,7 +72,9 @@ public class YiSaGoust : MonoBehaviour
|
||||
//宣告攻击结束
|
||||
owner.ATKEnd();
|
||||
//淡出鬼魂
|
||||
StartCoroutine(SetParticleColor(particleSystem, 0, 1f));
|
||||
GetComponent<SpriteRenderer>().DOFade(0,1).OnStepComplete(()=>{
|
||||
|
||||
//淡出结束后,删除游戏物体
|
||||
Destroy(gameObject);
|
||||
});
|
||||
@ -101,5 +107,18 @@ public class YiSaGoust : MonoBehaviour
|
||||
> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//修改粒子,使粒子淡出
|
||||
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
||||
{
|
||||
Color color = particleSystem.startColor;
|
||||
while (particleSystem.startColor.a>0)
|
||||
{
|
||||
yield return new WaitForSeconds(speed/255);
|
||||
color.a -= 1;
|
||||
particleSystem.startColor = color;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -45,7 +45,7 @@ public class Bell : MonoBehaviour
|
||||
[Header("声波Shader")]
|
||||
public BellShader bellShader;
|
||||
[Header("声波受击粒子")]
|
||||
public GameObject particleObj;
|
||||
public List<ParticleSystem> particleObjs;
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -93,7 +93,10 @@ public class Bell : MonoBehaviour
|
||||
if(isAtking)
|
||||
{
|
||||
bellShader.isBell = true;
|
||||
particleObj.SetActive(true);
|
||||
for (int i = 0; i < particleObjs.Count; i++)
|
||||
{
|
||||
StartCoroutine(SetParticleColor(particleObjs[i], 1f, 1f));
|
||||
}
|
||||
if(!player.isAnnoying){
|
||||
player.OnInAnnoying();
|
||||
}
|
||||
@ -207,7 +210,10 @@ public class Bell : MonoBehaviour
|
||||
{
|
||||
bellShader.isBell = false;
|
||||
bellShader.Remake = true;
|
||||
particleObj.SetActive(false);
|
||||
for (int i = 0; i < particleObjs.Count; i++)
|
||||
{
|
||||
StartCoroutine(SetParticleColor(particleObjs[i], 0, 1f));
|
||||
}
|
||||
//如果玩家仍处于被干扰状态,解除干扰
|
||||
if(player.isAnnoying) player.OnOutAnnoying();
|
||||
annoyingToHitTimeLeft = annoyingToHitTime;
|
||||
@ -225,5 +231,30 @@ public class Bell : MonoBehaviour
|
||||
};
|
||||
tweener.OnComplete(action);
|
||||
}
|
||||
|
||||
//修改粒子,使粒子淡出
|
||||
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
||||
{
|
||||
Color color = particleSystem.startColor;
|
||||
if (color.a > endValue)
|
||||
{
|
||||
while (particleSystem.startColor.a>endValue)
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
color.a -= 0.1f;
|
||||
particleSystem.startColor = color;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (particleSystem.startColor.a<endValue)
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
color.a += 0.1f;
|
||||
particleSystem.startColor = color;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -229,4 +229,6 @@ public class DiZang : Enemy
|
||||
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过佛;
|
||||
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -23,6 +23,8 @@ public class DiZangsHadn : MonoBehaviour
|
||||
/// </summary>
|
||||
public float TakeMoneyTime;
|
||||
|
||||
public ParticleSystem particleSystem;
|
||||
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -83,6 +85,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
/// 主人发命令拿钱时触发
|
||||
/// </summary>
|
||||
public void ATK(){
|
||||
particleSystem.Play();
|
||||
//创建、播放并记录一个抖动动画
|
||||
Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
@ -96,6 +99,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.伸手拿钱));
|
||||
//创建并给予下移动画结束事件
|
||||
TweenCallback action = () =>{
|
||||
particleSystem.Stop();
|
||||
//下移结束,标记为可被攻击
|
||||
canBeHit = true;
|
||||
//删掉正在播放的抖动动画
|
||||
@ -116,6 +120,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
private void TakeMoneyAndRun(){
|
||||
//如果没有被打断,才会执行正常的上移
|
||||
if(!wasInteruput){
|
||||
particleSystem.Play();
|
||||
//创建、播放并记录一个抖动动画
|
||||
Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
@ -126,6 +131,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
);
|
||||
//创建并给予下移动画结束事件
|
||||
TweenCallback action = () =>{
|
||||
particleSystem.Stop();
|
||||
//为下一次下移做准备,标记自身不可再被击中
|
||||
canBeHit = false;
|
||||
//删掉抖动动画
|
||||
@ -171,6 +177,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
CancelInvoke("TakeMoneyAndRun");
|
||||
//突然抬起一段,伴随着剧烈的震动
|
||||
//创建、播放并记录一个抖动动画
|
||||
particleSystem.Play();
|
||||
Tweener floatTweener = transform.DOShakePosition(0.5f,0.5f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
//创建一个猛烈上移动画
|
||||
@ -180,6 +187,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
);
|
||||
//给猛烈上移动画添加结束事件
|
||||
TweenCallback action = () =>{
|
||||
particleSystem.Stop();
|
||||
floatTweener.Kill();
|
||||
canBeHit = false;
|
||||
wasInteruput = false;
|
||||
|
@ -78,6 +78,7 @@ public class Boomer : MonoBehaviour
|
||||
owner = FindObjectOfType<TrojanHorse>();
|
||||
boomingObj = new List<I_CanBeBoomedObj>();
|
||||
m_rigidbody = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -118,7 +119,7 @@ public class Boomer : MonoBehaviour
|
||||
public void Vengeance(){
|
||||
//修改自身物理层使其不会与玩家相撞
|
||||
gameObject.layer = 10;
|
||||
gameObject.GetComponent<ParticleSystem>().Play();//粒子系统开始工作
|
||||
|
||||
//编写Tween动画使其飞向木马受击点
|
||||
Tweener tweener = transform.DOMove(
|
||||
owner.transform.Find("反弹炸弹受击点").position,
|
||||
|
@ -197,6 +197,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
yield return new WaitForEndOfFrame();
|
||||
boomer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple;
|
||||
boomer.isThisCanBeReturned = true;
|
||||
boomer.GetComponent<ParticleSystem>().Play();
|
||||
//给予炸弹扭矩
|
||||
boomer.m_rigidbody.angularVelocity = 500f;
|
||||
//等待喷射炸弹时间间隔
|
||||
|
@ -12,6 +12,8 @@ public class RoomEndStage : Stage
|
||||
//左右视野跟踪点,摇晃镜头用。属于屎山代码,但是,能满足需求的代码就是好代码🥵🥵
|
||||
private Transform left;
|
||||
private Transform right;
|
||||
public GameObject leftLight;
|
||||
public GameObject rightLight;
|
||||
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
@ -23,8 +25,12 @@ public class RoomEndStage : Stage
|
||||
//yield return new WaitForSeconds(1f);
|
||||
m_Camera.Follow = left;
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
leftLight.SetActive(true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
m_Camera.Follow = right;
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
rightLight.SetActive(true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
m_Camera.Follow = player.transform;
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
//解除空气墙
|
||||
|
@ -9,6 +9,8 @@ public class RoomStartStage : Stage
|
||||
//左右视野跟踪点,摇晃镜头用。属于屎山代码,但是,能满足需求的代码就是好代码🥵🥵
|
||||
private Transform left;
|
||||
private Transform right;
|
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public GameObject leftLight;
|
||||
public GameObject rightLight;
|
||||
public PolygonCollider2D origin;
|
||||
private PolygonCollider2D smaller;
|
||||
protected override IEnumerator Main(){
|
||||
@ -18,8 +20,12 @@ public class RoomStartStage : Stage
|
||||
yield return new WaitForSeconds(1f);
|
||||
m_Camera.Follow = left;
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
leftLight.SetActive(false);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
m_Camera.Follow = right;
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
rightLight.SetActive(false);
|
||||
yield return new WaitForSeconds(1.5f);
|
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m_Camera.Follow = player.transform;
|
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yield return new WaitForSeconds(1.5f);
|
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//压缩相机可移动范围更窄
|
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|
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spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -215,3 +215,23 @@ C# parse time : 331ms
|
||||
candidates check time : 38ms
|
||||
console write time : 0ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/12/23 19:30:20 : Starting E:/unity/2020.3.20f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 427.126ms
|
||||
moved types parse time: 68ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : -1ms
|
||||
candidates check time : -1ms
|
||||
console write time : -1ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/12/23 19:31:29 : Starting E:/unity/2020.3.20f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 55.8476ms
|
||||
moved types parse time: 50ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : -1ms
|
||||
candidates check time : -1ms
|
||||
console write time : -1ms
|
||||
|
||||
|
@ -43,6 +43,12 @@ TagManager:
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||||
- name: Default
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||||
uniqueID: 0
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locked: 0
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- name: "\u906E\u5149"
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uniqueID: 2717353711
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locked: 0
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- name: player
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||||
uniqueID: 2861237831
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locked: 0
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- name: "\u602A\u7269\uFF08\u906E\u6321\u73A9\u5BB6"
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uniqueID: 3596226271
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locked: 0
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@ -9,32 +9,32 @@ EditorUserSettings:
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RecentlyUsedScenePath-1:
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RecentlyUsedScenePath-2:
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value: 22424703114646680e0b0227036c4b150503563f22213229
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RecentlyUsedScenePath-3:
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value: 22424703114646680e0b0227036c7519580216233831
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flags: 0
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RecentlyUsedScenePath-4:
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value: 22424703114646680e0b0227036c6619580216233831
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flags: 0
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036c661925162b3e2d2f2304283a097df7ee3d2cfb
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flags: 0
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RecentlyUsedScenePath-6:
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value: 22424703114646680e0b0227036c791f580216233831
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flags: 0
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RecentlyUsedScenePath-7:
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value: 22424703114646680e0b0227036c7b192c16162d1f3c2737281d1820f6ae2136ebf32f
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RecentlyUsedScenePath-8:
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value: 22424703114646680e0b0227036c5c0518590d24253c3f
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flags: 0
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RecentlyUsedScenePath-9:
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RecentlyUsedScenePath-2:
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value: 22424703114646680e0b0227036c791f580216233831
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flags: 0
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RecentlyUsedScenePath-3:
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value: 22424703114646680e0b0227036c6619580216233831
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flags: 0
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RecentlyUsedScenePath-4:
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value: 22424703114646680e0b0227036c661925162b3e2d2f2304283a097df7ee3d2cfb
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036c7000131911242b66333e243d04
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RecentlyUsedScenePath-6:
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value: 22424703114646680e0b0227036c7519580216233831
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RecentlyUsedScenePath-7:
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flags: 0
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RecentlyUsedScenePath-8:
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value: 22424703114646680e0b0227036c4b150503563f22213229
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flags: 0
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RecentlyUsedScenePath-9:
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value: 22424703114646680e0b0227036c7b192c16162d1f3c2737281d1820f6ae2136ebf32f
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flags: 0
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UnityEditor.ShaderGraph.Blackboard:
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||||
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7
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||||
flags: 0
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||||
|
Loading…
x
Reference in New Issue
Block a user