任务:搭建基本的系统
1.替换和适配地藏关卡美术资源 2.编写玩家被敲钟攻击逻辑 (1.当钟抬起到落下期间,中幅度震动手柄和屏幕 (2.当撞钟能攻击到玩家,触发玩家annoying事件,当不能,且玩家正处于annoying状态,则触发玩家Outannoying事件。annoying事件中修改玩家beannoying标记,并编写减速减益状态,Outannoying事件中修改标记,并还原减益。Update中,若处于beannoying状态,则减少受击CDLeft,若CDLeft降到0以下则受击并击飞,并重置受击CDLeft。 (3.当撞钟攻击结束时玩家任然处于被干扰状态,触发玩家的脱离干扰事件 3.修改震动管理员类,新建一种无法被覆盖的震动 4.伸手的时候中幅度震动手柄和屏幕 5.修改敲钟攻击逻辑,使得敲钟时玩家无论在何处都要减速 6.手被攻击的时候中幅度震动手柄和屏幕
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||||
m_ScaleWithImpact: 1
|
||||
m_HoldForever: 0
|
||||
@ -2130,6 +2131,8 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 8552cc6ae4e3ee6439c72af8eff091ff, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
doNotStopShakeNum:
|
||||
itemNow: 0
|
||||
inHorseStage: 1
|
||||
--- !u!114 &1760984411
|
||||
MonoBehaviour:
|
||||
|
@ -2171,6 +2171,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 8552cc6ae4e3ee6439c72af8eff091ff, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemNow: 0
|
||||
inHorseStage: 0
|
||||
--- !u!1 &2098309882
|
||||
GameObject:
|
||||
@ -2307,11 +2308,11 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
value: 8.33
|
||||
value: 15.94
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||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: 0.37
|
||||
value: 0.84
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
|
||||
propertyPath: m_LocalPosition.z
|
||||
@ -2367,7 +2368,7 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 4312721376048571783, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
|
||||
@ -2384,7 +2385,7 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7746389308535175434, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7746389308535175438, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3}
|
||||
propertyPath: m_RootOrder
|
||||
|
@ -36,6 +36,11 @@ public class Bell : MonoBehaviour
|
||||
/// </summary>
|
||||
[Header("钟飞上去将要花费多少时间(降下来也是这个值)")]
|
||||
public float upTime;
|
||||
/// <summary>
|
||||
/// 干扰多长时间能造成伤害和击飞?
|
||||
/// </summary>
|
||||
[Header("干扰多长时间能造成伤害和击飞?")]
|
||||
public float annoyingToHitTime;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -54,6 +59,16 @@ public class Bell : MonoBehaviour
|
||||
/// 浮动动画,用来重启浮动动画解决Tween的一些局限性问题
|
||||
/// </summary>
|
||||
private Tweener floatTweener;
|
||||
private float annoyingToHitTimeLeft;
|
||||
/// <summary>
|
||||
/// 此时是否在干扰玩家
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private bool isAnnoyingPlayer;
|
||||
/// <summary>
|
||||
/// 钟的初始位置
|
||||
/// </summary>
|
||||
private Vector3 startPositon;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -63,6 +78,8 @@ public class Bell : MonoBehaviour
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
|
||||
void Start(){
|
||||
annoyingToHitTimeLeft = annoyingToHitTime;
|
||||
startPositon = transform.position;
|
||||
//启动浮动动画
|
||||
RestartFloat();
|
||||
}
|
||||
@ -70,10 +87,13 @@ public class Bell : MonoBehaviour
|
||||
void Update(){
|
||||
//如果钟正在攻击
|
||||
if(isAtking){
|
||||
if(!player.isAnnoying){
|
||||
player.OnInAnnoying();
|
||||
}
|
||||
//创建一条从钟射向玩家的射线
|
||||
Ray2D ray = new Ray2D(
|
||||
(Vector2)transform.position,
|
||||
(Vector2)( player.transform.position - transform.position)
|
||||
(Vector2)(player.transform.position - transform.position)
|
||||
);
|
||||
Debug.DrawRay(ray.origin,ray.direction * 1500,Color.red);
|
||||
//获取射线的碰撞结果
|
||||
@ -82,6 +102,30 @@ public class Bell : MonoBehaviour
|
||||
if(hit2D){
|
||||
Debug.Log(hit2D.collider.name);
|
||||
}
|
||||
//如果射线击中玩家并且玩家未处于被攻击状态,说明刚被击中,触发玩家的被干扰事件
|
||||
if(hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash) ){
|
||||
// player.OnInAnnoying();
|
||||
isAnnoyingPlayer = true;
|
||||
}
|
||||
|
||||
//如果没有击中玩家,但是玩家处于被攻击状态,说明玩家脱离了攻击,触发玩家解除干扰事件
|
||||
else if(!hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash1)){
|
||||
//player.OnOutAnnoying();
|
||||
isAnnoyingPlayer = false;
|
||||
annoyingToHitTimeLeft = annoyingToHitTime;
|
||||
}
|
||||
}
|
||||
if(isAnnoyingPlayer){
|
||||
annoyingToHitTimeLeft -= Time.deltaTime;
|
||||
if(annoyingToHitTimeLeft <= 0){
|
||||
//告诉玩家,你被攻击了
|
||||
player.OnBeHit(owner.ATK,
|
||||
((transform.position.x -
|
||||
player.transform.position.x)
|
||||
> 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
|
||||
//恢复CD
|
||||
annoyingToHitTimeLeft = annoyingToHitTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -100,7 +144,7 @@ public class Bell : MonoBehaviour
|
||||
if(floatTweener != null){
|
||||
floatTweener.Kill();
|
||||
}
|
||||
Tweener tweener = transform.DOShakePosition(5f,0.3f,1,150,false,false);
|
||||
Tweener tweener = transform.DOShakePosition(5f,0.3f,1,90,false,false);
|
||||
tweener.SetLoops(-1);
|
||||
tweener.SetEase(Ease.InQuad);
|
||||
floatTweener = tweener;
|
||||
@ -153,9 +197,14 @@ public class Bell : MonoBehaviour
|
||||
/// 攻击结束的时候触发
|
||||
/// </summary>
|
||||
private void ATKEnd(){
|
||||
//如果玩家仍处于被干扰状态,解除干扰
|
||||
if(player.isAnnoying) player.OnOutAnnoying();
|
||||
annoyingToHitTimeLeft = annoyingToHitTime;
|
||||
isAnnoyingPlayer = false;
|
||||
//创建动画让钟回去
|
||||
Tweener tweener =
|
||||
transform.DOMoveY(transform.position.y - upDistance,upTime);
|
||||
//transform.DOMoveY(transform.position.y - upDistance,upTime);
|
||||
transform.DOMove(startPositon,upTime);
|
||||
//创建和添加结束事件
|
||||
TweenCallback action = () => {
|
||||
//重启浮动动画
|
||||
|
@ -63,6 +63,11 @@ public class DiZang : Enemy
|
||||
private List<ThrowingPoint> throwingPointGroupUse;
|
||||
private Bell myBell;
|
||||
private DiZangsHadn myHand;
|
||||
public VibrationManager vibrationManager;
|
||||
/// <summary>
|
||||
/// 现在正在敲钟攻击吗?(包括上下浮)
|
||||
/// </summary>
|
||||
public bool inBell = false;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -87,6 +92,7 @@ public class DiZang : Enemy
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
myBell = transform.Find("钟").GetComponent<Bell>();
|
||||
myHand = transform.Find("手").GetComponent<DiZangsHadn>();
|
||||
vibrationManager = FindObjectOfType<VibrationManager>();
|
||||
//告诉钟自己是主人
|
||||
myBell.owner = this;
|
||||
}
|
||||
@ -106,6 +112,10 @@ public class DiZang : Enemy
|
||||
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
|
||||
StartCoroutine(action());
|
||||
}
|
||||
// //
|
||||
// yield return new WaitForEndOfFrame();
|
||||
// StartCoroutine(RingTheBell());
|
||||
// //
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -161,8 +171,12 @@ public class DiZang : Enemy
|
||||
/// </summary>
|
||||
private IEnumerator RingTheBell(){
|
||||
Debug.Log("正在使用:敲钟");
|
||||
inBell = true;
|
||||
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.撞钟攻击));
|
||||
yield return new WaitForEndOfFrame();
|
||||
myBell.ATK(player);
|
||||
//开始震动屏幕
|
||||
vibrationManager.BellShakeScream();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -190,5 +204,5 @@ public class DiZang : Enemy
|
||||
/// <summary>
|
||||
/// 攻击结束的时候触发,重新开始新一轮攻击
|
||||
/// </summary>
|
||||
public void ATKEnd(){StartCoroutine(ATK());}
|
||||
public void ATKEnd(){StartCoroutine(ATK());inBell = false;}
|
||||
}
|
||||
|
@ -53,6 +53,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
/// </summary>
|
||||
[Header("此时是否被打断")][SerializeField]
|
||||
private bool wasInteruput;
|
||||
private VibrationManager vibrationManager;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -73,6 +74,7 @@ public class DiZangsHadn : MonoBehaviour
|
||||
owner = FindObjectOfType<DiZang>();
|
||||
target = owner.transform.Find("手的终点位置");
|
||||
start = transform.position;
|
||||
vibrationManager = FindObjectOfType<VibrationManager>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -87,6 +89,9 @@ public class DiZangsHadn : MonoBehaviour
|
||||
target.position.y,
|
||||
2f
|
||||
);
|
||||
//震动手柄和屏幕
|
||||
vibrationManager.ShakeScream(Vector2.up,1f);
|
||||
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 = () =>{
|
||||
//下移结束,标记为可被攻击
|
||||
@ -123,8 +128,14 @@ public class DiZangsHadn : MonoBehaviour
|
||||
floatTweener.Kill();
|
||||
//通知主人,攻击结束
|
||||
owner.ATKEnd();
|
||||
//重置一下自己的状态
|
||||
transform.position = start;
|
||||
GetComponent<Rigidbody2D>().velocity = Vector2.zero;
|
||||
};
|
||||
tweener.OnComplete(action);
|
||||
//震动手柄和屏幕
|
||||
vibrationManager.ShakeScream(Vector2.up,1f);
|
||||
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.伸手拿钱));
|
||||
}
|
||||
}
|
||||
|
||||
@ -175,6 +186,10 @@ public class DiZangsHadn : MonoBehaviour
|
||||
owner.HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
|
||||
//看下死了没
|
||||
if(owner.CheckDead()) {}
|
||||
|
||||
//震动手柄和屏幕
|
||||
vibrationManager.ShakeScream(Vector2.up,1f);
|
||||
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,0.2f,VibrationManager.PadShakeitem.伸手拿钱));
|
||||
}
|
||||
|
||||
// _____ _ _ _ _
|
||||
|
@ -9,6 +9,10 @@ using Sirenix.OdinInspector;
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
public class MoneyBox : Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// 桌上硬币,用来显示钱箱上是否有钱
|
||||
/// </summary>
|
||||
private GameObject coinOnTheTable;
|
||||
/// <summary>
|
||||
/// 箱子里有钱吗?
|
||||
/// </summary>
|
||||
@ -20,6 +24,7 @@ public class MoneyBox : Interactive
|
||||
|
||||
private void Init(){
|
||||
itemName = ItemName.塞钱箱;
|
||||
coinOnTheTable = transform.Find("桌上硬币").gameObject;
|
||||
}
|
||||
public override void OnCall(){
|
||||
OnBeGaveMoney();
|
||||
@ -28,10 +33,20 @@ public class MoneyBox : Interactive
|
||||
/// <summary>
|
||||
/// 当被塞钱的时候触发
|
||||
/// </summary>
|
||||
public override void OnBeGaveMoney(){hasMoney = true;}
|
||||
public override void OnBeGaveMoney(){
|
||||
//标记自身有钱
|
||||
hasMoney = true;
|
||||
//显示桌上硬币
|
||||
coinOnTheTable.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当被拿钱的时候触发
|
||||
/// </summary>
|
||||
public void OnBeTakeMoney(){hasMoney = false;}
|
||||
public void OnBeTakeMoney(){
|
||||
//标记自身不再有钱
|
||||
hasMoney = false;
|
||||
//隐藏桌上硬币
|
||||
coinOnTheTable.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
@ -64,6 +64,11 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
/// </summary>
|
||||
[FoldoutGroup("状态")][Header("当前身上有多少特殊硬币,用来塞钱的那种")]
|
||||
public int specialMoneyCount = 0;
|
||||
/// <summary>
|
||||
/// 此时是否受着撞钟攻击的影响?
|
||||
/// </summary>
|
||||
[Header("此时是否受着撞钟攻击的影响?")][FoldoutGroup("状态")][ReadOnly]
|
||||
public bool isAnnoying = false;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -488,6 +493,27 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
|
||||
//镰刀攻击结尾调用,清除镰刀攻击状态防止多次触发动画
|
||||
public void OnThrowingEnd(){isThrowing = false;}
|
||||
/// <summary>
|
||||
/// 被撞钟攻击的开始瞬间触发
|
||||
/// </summary>
|
||||
public void OnInAnnoying(){
|
||||
Debug.Log("我被干扰了");
|
||||
//标记自身正在被影响
|
||||
isAnnoying = true;
|
||||
//减速减益
|
||||
speed *= 0.5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当离开撞钟攻击范围的时候触发一次
|
||||
/// </summary>
|
||||
public void OnOutAnnoying(){
|
||||
Debug.Log("我脱离了干扰");
|
||||
//标记自身离开影响
|
||||
isAnnoying = false;
|
||||
//恢复减速减益
|
||||
speed *= 2f;
|
||||
}
|
||||
|
||||
|
||||
// _____ _ __
|
||||
|
@ -154,7 +154,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
action = SprayBoomer;
|
||||
else
|
||||
action = CallBoomer;
|
||||
return SprayBoomer;
|
||||
return action;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -264,7 +264,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
//开始攻击
|
||||
StartCoroutine(StartAATK());
|
||||
//开始屏幕震动
|
||||
FindObjectOfType<VibrationManager>().HorseShake();
|
||||
FindObjectOfType<VibrationManager>().HorseShakeScream();
|
||||
//开始向右移动
|
||||
isMove = true;
|
||||
}
|
||||
|
@ -10,18 +10,6 @@ using UnityEngine.InputSystem;
|
||||
/// </summary>
|
||||
public class VibrationManager : MonoBehaviour
|
||||
{
|
||||
|
||||
// //
|
||||
// void Start(){
|
||||
// HorseShake();
|
||||
// }
|
||||
// //
|
||||
|
||||
/// <summary>
|
||||
/// 在特洛伊boss关吗?
|
||||
/// </summary>
|
||||
|
||||
|
||||
public enum PadShakeitem{
|
||||
移动,
|
||||
跳跃,
|
||||
@ -30,8 +18,19 @@ public class VibrationManager : MonoBehaviour
|
||||
发射镰刀,
|
||||
挥动锤子,
|
||||
木马移动,
|
||||
反弹炸弹
|
||||
反弹炸弹,
|
||||
撞钟攻击,
|
||||
伸手拿钱
|
||||
}
|
||||
/// <summary>
|
||||
/// 不会停下的震动的编号
|
||||
/// </summary>
|
||||
public List<PadShakeitem> doNotStopShakeNum;
|
||||
|
||||
/// <summary>
|
||||
/// 还接待新的震动吗?
|
||||
/// </summary>
|
||||
private bool tradeable = true;
|
||||
|
||||
public PadShakeitem itemNow;
|
||||
/// <summary>
|
||||
@ -39,6 +38,14 @@ public class VibrationManager : MonoBehaviour
|
||||
/// </summary>
|
||||
public bool inHorseStage;
|
||||
|
||||
void Start(){
|
||||
doNotStopShakeNum = new List<PadShakeitem>();
|
||||
doNotStopShakeNum.Add(PadShakeitem.撞钟攻击);
|
||||
doNotStopShakeNum.Add(PadShakeitem.伸手拿钱);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 震动相机,仅对于一些微小短小震动使用
|
||||
/// </summary>
|
||||
@ -58,8 +65,18 @@ public class VibrationManager : MonoBehaviour
|
||||
/// <param name="item">震动原因</param>
|
||||
public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){
|
||||
if(Gamepad.current != null){
|
||||
itemNow = item;
|
||||
Gamepad.current.SetMotorSpeeds(left,right);
|
||||
|
||||
//只有处于可接待状态时,才接待震动
|
||||
if(tradeable){
|
||||
//记录震动项目并开始震动
|
||||
itemNow = item;
|
||||
Gamepad.current.SetMotorSpeeds(left,right);
|
||||
}
|
||||
//如果该项目是不可被打断列表中记录着的
|
||||
if(doNotStopShakeNum.Contains(item)){
|
||||
//标记自身不再接待新的震动
|
||||
tradeable = false;
|
||||
}
|
||||
//Debug.Log("正在开始"+item+"的震动");
|
||||
yield return new WaitForSeconds(time);
|
||||
//只有震动项目和震动原因相同的时候,才会触发停止震动
|
||||
@ -68,6 +85,7 @@ public class VibrationManager : MonoBehaviour
|
||||
//Debug.Log("正在结束"+item+"的震动");
|
||||
Gamepad.current.SetMotorSpeeds(0,0);
|
||||
if(inHorseStage)HorseShakePad();
|
||||
tradeable = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -75,11 +93,19 @@ public class VibrationManager : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 木马震动,屏幕轻微快速上下震动
|
||||
/// </summary>
|
||||
public void HorseShake(){
|
||||
public void HorseShakeScream(){
|
||||
transform.Find("木马震动源").
|
||||
GetComponent<CinemachineImpulseSource>().
|
||||
GenerateImpulse();
|
||||
}
|
||||
/// <summary>
|
||||
/// 撞钟攻击调用,屏幕中幅度震动
|
||||
/// </summary>
|
||||
public void BellShakeScream(){
|
||||
transform.Find("撞钟震动源").
|
||||
GetComponent<CinemachineImpulseSource>().
|
||||
GenerateImpulse();
|
||||
}
|
||||
|
||||
public void HorseShakePad(){
|
||||
StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.木马移动));
|
||||
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secondaryTextures: []
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spritePackingTag:
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pSDRemoveMatte: 0
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||||
pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -11,6 +11,12 @@ EditorBuildSettings:
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||||
- enabled: 1
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path: Assets/Scenes/test.unity
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||||
guid: 57c7619c790d5a94890207bd10cc8aca
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||||
- enabled: 0
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||||
path: Assets/Scenes/DiZangStageTest.unity
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||||
guid: bb3ae1879e9805b4cb5101b71e80cbd4
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||||
- enabled: 0
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||||
path: Assets/Scenes/TeLuoYiStageTest.unity
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||||
guid: fc238b8ec8a03f44eb93e84f5fc3af9c
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m_configObjects:
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com.unity.adaptiveperformance.loader_settings: {fileID: 11400000, guid: c904ac9773b374d419329ca1a0f380ac, type: 2}
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com.unity.adaptiveperformance.simulator.provider_settings: {fileID: 11400000, guid: ad690714d07fc1a44849fae3ac890474, type: 2}
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@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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m_LayerCollisionMatrix: bfffffffbfffffffbfffffffbfffffffbfffffffbfffffff00ffffffbffdffffffffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_LayerCollisionMatrix: bfffffffbfffffffbbfeffffbfffffffbfffffffbfffffff00ffffff3ffdfffffbffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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@ -24,10 +24,10 @@ EditorUserSettings:
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RecentlyUsedScenePath-6:
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RecentlyUsedScenePath-8:
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value: 22424703114646680e0b0227036c4b150503563f22213229
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|
Loading…
x
Reference in New Issue
Block a user