mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-25 19:10:58 +00:00
Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
Conflicts: Assets/Scripts/Astronaut.cs
This commit is contained in:
commit
290ffe8e36
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@ -7,21 +7,21 @@ public class Asteroid : MonoBehaviour
|
|||||||
public float speed;
|
public float speed;
|
||||||
public float step;
|
public float step;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
speed = Random.Range(0.9F, 3F);
|
speed = Random.Range(1.8F, 3F);
|
||||||
// print(speed);
|
// print(speed);
|
||||||
center = new Vector3(0, 0);
|
center = new Vector3(0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
MoveObject(center);
|
MoveObject(center);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MoveObject(Vector3 center)
|
public void MoveObject(Vector3 center)
|
||||||
{
|
{
|
||||||
step = speed * Time.deltaTime;
|
step = speed * Time.deltaTime;
|
||||||
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
|
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
|
||||||
|
|||||||
@ -7,7 +7,7 @@ public class AsteroidSpawner : TimerFunctionsClass
|
|||||||
|
|
||||||
public float NextSpawnTime = 1.0f;
|
public float NextSpawnTime = 1.0f;
|
||||||
public GameObject AsteroidPrefab;
|
public GameObject AsteroidPrefab;
|
||||||
public bool GenerationVersLesjoueurs = true; //random lorsque false;
|
public bool GenerationVersLesjoueurs = false; //random lorsque false;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start ()
|
void Start ()
|
||||||
@ -51,8 +51,6 @@ public class AsteroidSpawner : TimerFunctionsClass
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//Cooldown untill next random spawn
|
//Cooldown untill next random spawn
|
||||||
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
||||||
StartTimer();
|
StartTimer();
|
||||||
|
|||||||
@ -13,13 +13,14 @@ public class Astronaut : MonoBehaviour {
|
|||||||
public GameObject SpriteDash;
|
public GameObject SpriteDash;
|
||||||
|
|
||||||
public float Width;
|
public float Width;
|
||||||
|
public float DashTime = 0.4f; //Temps de l'animation et rate limiting
|
||||||
|
private float lastDashTime = 0f;
|
||||||
public float StepTime;
|
public float StepTime;
|
||||||
public float JumpSpeed;
|
public float JumpSpeed;
|
||||||
public float Gravity;
|
public float Gravity;
|
||||||
public float Speed;
|
public float Speed;
|
||||||
public float EjectSpeed;
|
public float EjectSpeed;
|
||||||
public float DashSpeed;
|
//public float DashSpeed;
|
||||||
|
|
||||||
public PlanetManager planet;
|
public PlanetManager planet;
|
||||||
|
|
||||||
@ -63,9 +64,13 @@ public class Astronaut : MonoBehaviour {
|
|||||||
private float walkTime = 0;
|
private float walkTime = 0;
|
||||||
private int nextStep = 1;
|
private int nextStep = 1;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start () {
|
public void Start () {
|
||||||
State = AstronautState.Idle;
|
if (!planet)
|
||||||
|
{
|
||||||
|
planet = FindObjectOfType<PlanetManager>();
|
||||||
|
}
|
||||||
|
State = AstronautState.Idle;
|
||||||
//Debug.Log(planet.GetPlanetRadius(0));
|
//Debug.Log(planet.GetPlanetRadius(0));
|
||||||
theta = 0;
|
theta = 0;
|
||||||
height = planet.GetPlanetRadius(theta);
|
height = planet.GetPlanetRadius(theta);
|
||||||
@ -101,8 +106,8 @@ public class Astronaut : MonoBehaviour {
|
|||||||
return Mathf.Repeat(num + limit, limit);
|
return Mathf.Repeat(num + limit, limit);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
float delta = Time.deltaTime;
|
float delta = Time.deltaTime;
|
||||||
|
|
||||||
if (!grounded)
|
if (!grounded)
|
||||||
@ -117,12 +122,12 @@ public class Astronaut : MonoBehaviour {
|
|||||||
float radius = GetGroundRadius();
|
float radius = GetGroundRadius();
|
||||||
if (grounded = (height <= radius))
|
if (grounded = (height <= radius))
|
||||||
{
|
{
|
||||||
if (State == AstronautState.Dashing)
|
/*if (State == AstronautState.Dashing)
|
||||||
{
|
{
|
||||||
planet.PushWedge(Repeat(theta,360));
|
planet.PushWedge(Repeat(theta,360));
|
||||||
State = AstronautState.Idle;
|
State = AstronautState.Idle;
|
||||||
//TODO_SR Create dash impact here
|
//TODO_SR Create dash impact here
|
||||||
}
|
}*/
|
||||||
|
|
||||||
height = radius;
|
height = radius;
|
||||||
if (State == AstronautState.Jumping)
|
if (State == AstronautState.Jumping)
|
||||||
@ -195,7 +200,7 @@ public class Astronaut : MonoBehaviour {
|
|||||||
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
|
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
|
||||||
//Debug.Log("Moving! - " + height);
|
//Debug.Log("Moving! - " + height);
|
||||||
//Debug.Log("Daaa - " + movement);
|
//Debug.Log("Daaa - " + movement);
|
||||||
float newTheta = theta + movement;
|
float newTheta = (360 + theta + movement) % 360; // angle positif
|
||||||
|
|
||||||
float newHeight = GetGroundRadius(newTheta);
|
float newHeight = GetGroundRadius(newTheta);
|
||||||
if (newHeight > height)
|
if (newHeight > height)
|
||||||
@ -206,13 +211,25 @@ public class Astronaut : MonoBehaviour {
|
|||||||
|
|
||||||
theta = newTheta;
|
theta = newTheta;
|
||||||
}
|
}
|
||||||
|
if (State == AstronautState.Dashing && grounded)
|
||||||
|
{
|
||||||
|
//TODO arreter mouvement lateral
|
||||||
|
State=AstronautState.Idle;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Jump()
|
public void Jump()
|
||||||
{
|
{
|
||||||
if (State >= AstronautState.Ejecting || State == AstronautState.Jumping)
|
if (State >= AstronautState.Ejecting)
|
||||||
return;
|
return;
|
||||||
if (!grounded) return;
|
if (State == AstronautState.Jumping)
|
||||||
|
{
|
||||||
|
Dash();
|
||||||
|
State=AstronautState.Dashing; //TODO relacher l'état Dashing
|
||||||
|
return;
|
||||||
|
|
||||||
|
}
|
||||||
|
if (!grounded) return;
|
||||||
vSpeed = JumpSpeed;
|
vSpeed = JumpSpeed;
|
||||||
grounded = false;
|
grounded = false;
|
||||||
State = AstronautState.Jumping;
|
State = AstronautState.Jumping;
|
||||||
@ -220,11 +237,18 @@ public class Astronaut : MonoBehaviour {
|
|||||||
|
|
||||||
public void Dash()
|
public void Dash()
|
||||||
{
|
{
|
||||||
if (_state >= AstronautState.Ejecting)
|
|
||||||
return;
|
|
||||||
|
|
||||||
State = AstronautState.Dashing;
|
if (Time.time < DashTime + lastDashTime)
|
||||||
vSpeed = -DashSpeed;
|
return;
|
||||||
|
|
||||||
|
if (_state >= AstronautState.Ejecting)
|
||||||
|
return;
|
||||||
|
|
||||||
|
lastDashTime = Time.time;
|
||||||
|
planet.PushWedge(this.theta);
|
||||||
|
|
||||||
|
//State = AstronautState.Dashing;
|
||||||
|
//vSpeed = -DashSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Eject()
|
public void Eject()
|
||||||
|
|||||||
@ -9,8 +9,8 @@ public class AstronautController : MonoBehaviour {
|
|||||||
|
|
||||||
public int PlayerNumber;
|
public int PlayerNumber;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
||||||
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
||||||
@ -49,11 +49,17 @@ public class AstronautController : MonoBehaviour {
|
|||||||
|
|
||||||
_astronaut.Move(xValue, yValue);
|
_astronaut.Move(xValue, yValue);
|
||||||
|
|
||||||
if (input.Ranges.ContainsKey("Dash"))
|
|
||||||
{
|
// le dash se fait par double jump avec un state change.
|
||||||
if(input.Ranges["Dash"] > 0.8f)
|
|
||||||
_astronaut.Dash();
|
//if (input.Ranges.ContainsKey("Dash"))
|
||||||
}
|
//{
|
||||||
|
// if (input.Ranges["Dash"] > 0.8f)
|
||||||
|
// {
|
||||||
|
// _astronaut.Dash();
|
||||||
|
// }
|
||||||
|
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandlePlayerButtons(MappedInput input)
|
private void HandlePlayerButtons(MappedInput input)
|
||||||
|
|||||||
@ -3,31 +3,59 @@ using System.Collections;
|
|||||||
|
|
||||||
public class Earthquake : MonoBehaviour {
|
public class Earthquake : MonoBehaviour {
|
||||||
int gaugeLevel;
|
int gaugeLevel;
|
||||||
const int gaugeMax=4;
|
const int gaugeMax=100;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
gaugeLevel = 0;
|
gaugeLevel = 0;
|
||||||
InvokeRepeating("fillGauge", 1, 1F);
|
InvokeRepeating("FillGauge", 1, 1F);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void fillGauge()
|
/// <summary>
|
||||||
|
/// Actualiser l'affichage de la gauge
|
||||||
|
/// </summary>
|
||||||
|
public void UpdateFixed()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps)
|
||||||
|
/// </summary>
|
||||||
|
public void FillGauge()
|
||||||
{
|
{
|
||||||
if (gaugeLevel < gaugeMax)
|
if (gaugeLevel < gaugeMax)
|
||||||
{
|
{
|
||||||
gaugeLevel += 1;
|
gaugeLevel += 1;
|
||||||
|
|
||||||
|
|
||||||
|
//anim state [0-90] normale, rotation
|
||||||
|
|
||||||
|
//color hue de plus en plus vers le rouge
|
||||||
|
|
||||||
|
//[90-100]
|
||||||
|
//anim avec les ripples
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gaugeLevel = 0;
|
gaugeLevel = 0;
|
||||||
|
|
||||||
}
|
}
|
||||||
print("gauge is at: " + gaugeLevel);
|
print("gauge is at: " + gaugeLevel);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -10,6 +10,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
|
public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
|
||||||
public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
||||||
public bool CartierResetRatioSpeedRandomize = true;
|
public bool CartierResetRatioSpeedRandomize = true;
|
||||||
|
public bool CartierResetOverTime = true;
|
||||||
public float CartierMinRatio = 0.4f;
|
public float CartierMinRatio = 0.4f;
|
||||||
public float CartierMaxRatio = 2.0f;
|
public float CartierMaxRatio = 2.0f;
|
||||||
public float CartierStepSize = 0.25f;
|
public float CartierStepSize = 0.25f;
|
||||||
@ -17,7 +18,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
public List<Wedge> wedges = new List<Wedge>();
|
public List<Wedge> wedges = new List<Wedge>();
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Awake () {
|
public void Awake () {
|
||||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||||
|
|
||||||
for(int i = 0; i < NbCartiers; i++)
|
for(int i = 0; i < NbCartiers; i++)
|
||||||
@ -36,15 +37,15 @@ public class PlanetManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate()
|
public void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!this.CartierResetRatioSpeedRandomize) return;
|
if (!this.CartierResetOverTime) return;
|
||||||
//Ramener les plateforme vers leur position initiale 0;
|
//Ramener les plateforme vers leur position initiale 0;
|
||||||
|
|
||||||
foreach (var w in wedges)
|
foreach (var w in wedges)
|
||||||
@ -88,7 +89,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
|
|
||||||
w.offset = w.offset - CartierStepSize;
|
w.offset = w.offset - CartierStepSize;
|
||||||
if (w.offset < CartierMinRatio)
|
if (w.offset < CartierMinRatio)
|
||||||
w.offset = 0.5f;
|
w.offset = CartierMinRatio;
|
||||||
|
|
||||||
|
|
||||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
||||||
@ -99,7 +100,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
|
|
||||||
v.offset = v.offset + CartierStepSize;
|
v.offset = v.offset + CartierStepSize;
|
||||||
if (v.offset > CartierMaxRatio)
|
if (v.offset > CartierMaxRatio)
|
||||||
v.offset = 1.5f;
|
v.offset = CartierMaxRatio;
|
||||||
|
|
||||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||||
}
|
}
|
||||||
@ -213,7 +214,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
return wedges[GetWedgeIndex(thetaPlayerX)];
|
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@ -9,7 +9,7 @@ public class testRotate : MonoBehaviour {
|
|||||||
private float speed = 33.2f;
|
private float speed = 33.2f;
|
||||||
public bool check;
|
public bool check;
|
||||||
|
|
||||||
void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
if(Input.GetKeyDown("space") || Input.GetKey("s"))
|
if(Input.GetKeyDown("space") || Input.GetKey("s"))
|
||||||
{
|
{
|
||||||
@ -52,7 +52,7 @@ public class testRotate : MonoBehaviour {
|
|||||||
/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
||||||
/// saute en y
|
/// saute en y
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void FixedUpdate()
|
public void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
|
||||||
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
|
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
|
||||||
@ -67,11 +67,11 @@ public class testRotate : MonoBehaviour {
|
|||||||
// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
|
// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
|
||||||
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
|
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
|
||||||
|
|
||||||
var player = GameObject.Find("CubePlayer").gameObject;
|
// var player = GameObject.Find("CubePlayer").gameObject;
|
||||||
|
|
||||||
Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
|
//Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
|
||||||
//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
|
//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
|
||||||
player.transform.position = Vector3.Lerp(player.transform.position,
|
//player.transform.position = Vector3.Lerp(player.transform.position,
|
||||||
planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
|
// planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
531
Assets/_Scenes/Main.unity
Normal file
531
Assets/_Scenes/Main.unity
Normal file
@ -0,0 +1,531 @@
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%YAML 1.1
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--- !u!23 &1851760617
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MeshRenderer:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1851760615}
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_Materials:
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- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 1
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m_ReflectionProbeUsage: 1
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m_ProbeAnchor: {fileID: 0}
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m_ScaleInLightmap: 1
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m_PreserveUVs: 1
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingOrder: 0
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--- !u!65 &1851760618
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BoxCollider:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1851760615}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!33 &1851760619
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MeshFilter:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1851760615}
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m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!4 &1851760620
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Transform:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1851760615}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 3.89, y: -2.79, 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: 5
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|||||||
Loading…
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Reference in New Issue
Block a user