Merge branch 'master' of https://github.com/ConjureETS/DeathBook
Conflicts: Assets/Scripts/NetworkingSphere.cs Signed-off-by: RosimInc <rosim_inc@hotmail.com>
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@ -150,18 +150,27 @@ public class NetworkingSphere : MonoBehaviour
|
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private void OnNodeClicked(PersonNode node)
|
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{
|
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rb.angularVelocity = Vector3.zero;
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if (_selectedNode != null)
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{
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_selectedNode.Select(false);
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}
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if (!_isRotatingTowardsNode || node != _selectedNode)
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{
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FocusOnNode(node);
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}
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/*
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if (_timeSinceLastClick < 0.5f && node == _selectedNode)
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{
|
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// We focus on the node if double clicked
|
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FocusOnNode(node);
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}
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_timeSinceLastClick = 0f;
|
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_timeSinceLastClick = 0f;*/
|
||||
|
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DetailsPanel.SetNode(node);
|
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node.Select(true);
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@ -20,7 +20,10 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
public Color EndColor = Color.red;
|
||||
|
||||
public Renderer internQuad;
|
||||
public Renderer xQuad;
|
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public float KillHoldDuration = 2f;
|
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public RatioProgression xMarkLeft;
|
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public RatioProgression xMarkRight;
|
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public Renderer bloodSplatter;
|
||||
|
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private List<Link> _links;
|
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private bool _highlighted = false;
|
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@ -30,6 +33,8 @@ public class PersonNode : MonoBehaviour, IObserver
|
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private Renderer _renderer;
|
||||
private Transform _transform;
|
||||
|
||||
private float _holdDuration;
|
||||
|
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public Person Model
|
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{
|
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get { return _model; }
|
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@ -99,9 +104,48 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
|
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public void Kill()
|
||||
{
|
||||
_model.Kill();
|
||||
if (_model.Kill())
|
||||
{
|
||||
StartCoroutine(SplashBlood());
|
||||
}
|
||||
}
|
||||
|
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private IEnumerator SplashBlood()
|
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{
|
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bloodSplatter.gameObject.SetActive(true);
|
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|
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float ratio = 0f;
|
||||
|
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Vector3 finalScale = Vector3.one * 1.7f;
|
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|
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while (ratio < 1f)
|
||||
{
|
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ratio += Time.deltaTime / 0.4f;
|
||||
|
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bloodSplatter.transform.localScale = Vector3.Lerp(Vector3.zero, finalScale, ratio);
|
||||
|
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yield return null;
|
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}
|
||||
|
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ratio = 0f;
|
||||
|
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|
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Color finalColor = initialColor;
|
||||
finalColor.a = 0f;
|
||||
|
||||
// Fade out
|
||||
while (ratio < 1f)
|
||||
{
|
||||
ratio += Time.deltaTime / 1f;
|
||||
|
||||
bloodSplatter.material.color = Color.Lerp(initialColor, finalColor, ratio);
|
||||
|
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yield return null;
|
||||
}
|
||||
|
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bloodSplatter.gameObject.SetActive(false);
|
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}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
//Debug.Log("Received notification! " + Model.AwarenessLevel);
|
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@ -113,12 +157,10 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||
if (_model.Alive)
|
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{
|
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xQuad.enabled = false;
|
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SetColors();
|
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}
|
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else
|
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{
|
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xQuad.enabled = true;
|
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gameObject.GetComponent<Renderer>().material.color = new Color32(50, 50, 50, 1);
|
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UpdateLinks(false);
|
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}
|
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@ -168,10 +210,38 @@ public class PersonNode : MonoBehaviour, IObserver
|
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|
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void OnMouseDown()
|
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{
|
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_holdDuration = 0f;
|
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|
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// The sphere should be subscribed to this event and update the data accordingly
|
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if (OnClicked != null)
|
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{
|
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OnClicked(this);
|
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}
|
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}
|
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|
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void OnMouseDrag()
|
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{
|
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if (!_model.Alive) return;
|
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|
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Debug.Log(_model.Alive);
|
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|
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_holdDuration += Time.deltaTime;
|
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|
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xMarkLeft.SetCompletedRatio(Mathf.Clamp(_holdDuration - 0.025f, 0f, 1f));
|
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xMarkRight.SetCompletedRatio(Mathf.Clamp(_holdDuration - 1.025f, 0f, 1f));
|
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|
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if (_holdDuration >= KillHoldDuration)
|
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{
|
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Kill();
|
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}
|
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}
|
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|
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void OnMouseUp()
|
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{
|
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if (_model.Alive)
|
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{
|
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xMarkLeft.SetCompletedRatio(0f);
|
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xMarkRight.SetCompletedRatio(0f);
|
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}
|
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}
|
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}
|
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|
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19
Assets/Scripts/loadLevel.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
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public class loadLevel : MonoBehaviour
|
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{
|
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public int timeToWait = 2;
|
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// Use this for initialization
|
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|
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void Start()
|
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{
|
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Invoke("NextScene", timeToWait);
|
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}
|
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|
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void NextScene()
|
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{
|
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Application.LoadLevel("Gameplay");
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}
|
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|
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}
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12
Assets/Scripts/loadLevel.cs.meta
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@ -0,0 +1,86 @@
|
||||
// http://wiki.unity3d.com/index.php?title=Shader_Code
|
||||
|
||||
Shader "Pat Shaders/RatioProgressionDiagonalLeft"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_CompletedColor ("Completed Tint", Color) = (0,0,0,0)
|
||||
_RemainingColor ("Remaining Tint", Color) = (1,1,1,1)
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
|
||||
_Ratio ("Ratio", Range(0,1)) = 0.5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// http://docs.unity3d.com/460/Documentation/Manual/SL-SubshaderTags.html
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent-1"
|
||||
|
||||
}
|
||||
|
||||
// http://docs.unity3d.com/Manual/SL-Blend.html
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
fixed4 _CompletedColor;
|
||||
fixed4 _RemainingColor;
|
||||
float _Ratio;
|
||||
sampler2D _MainTex;
|
||||
|
||||
// Data transferred from application to vertex program
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Data transferred from vertex program to fragment program
|
||||
struct fragmentInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Vertex program
|
||||
fragmentInput vert(vertexInput i)
|
||||
{
|
||||
fragmentInput o;
|
||||
|
||||
o.position = mul(UNITY_MATRIX_MVP, i.vertex); // Model*View*Projection matrix
|
||||
o.texcoord0 = i.texcoord0;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
fixed4 frag(fragmentInput i) : COLOR
|
||||
{
|
||||
float4 color;
|
||||
|
||||
if (i.texcoord0.x <= _Ratio && i.texcoord0.y >= 1 - _Ratio)
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _CompletedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _RemainingColor;
|
||||
}
|
||||
|
||||
color.rgb = color.rgb * color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
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fileFormatVersion: 2
|
||||
guid: bb0f298d1fd9ff24c8aed06d334c0b1f
|
||||
timeCreated: 1439740748
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
@ -0,0 +1,86 @@
|
||||
// http://wiki.unity3d.com/index.php?title=Shader_Code
|
||||
|
||||
Shader "Pat Shaders/RatioProgressionDiagonalRight"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_CompletedColor ("Completed Tint", Color) = (0,0,0,0)
|
||||
_RemainingColor ("Remaining Tint", Color) = (1,1,1,1)
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
|
||||
_Ratio ("Ratio", Range(0,1)) = 0.5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// http://docs.unity3d.com/460/Documentation/Manual/SL-SubshaderTags.html
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent-1"
|
||||
|
||||
}
|
||||
|
||||
// http://docs.unity3d.com/Manual/SL-Blend.html
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
fixed4 _CompletedColor;
|
||||
fixed4 _RemainingColor;
|
||||
float _Ratio;
|
||||
sampler2D _MainTex;
|
||||
|
||||
// Data transferred from application to vertex program
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Data transferred from vertex program to fragment program
|
||||
struct fragmentInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Vertex program
|
||||
fragmentInput vert(vertexInput i)
|
||||
{
|
||||
fragmentInput o;
|
||||
|
||||
o.position = mul(UNITY_MATRIX_MVP, i.vertex); // Model*View*Projection matrix
|
||||
o.texcoord0 = i.texcoord0;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
fixed4 frag(fragmentInput i) : COLOR
|
||||
{
|
||||
float4 color;
|
||||
|
||||
if (i.texcoord0.x >= 1 - _Ratio && i.texcoord0.y >= 1 - _Ratio)
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _CompletedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _RemainingColor;
|
||||
}
|
||||
|
||||
color.rgb = color.rgb * color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0aba77b532f48a48b23f8b41fbe3bcd
|
||||
timeCreated: 1439740921
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,2 +1,2 @@
|
||||
m_EditorVersion: 5.0.2f1
|
||||
m_EditorVersion: 5.1.1f1
|
||||
m_StandardAssetsVersion: 0
|
||||
|
||||