# Conflicts:
#	Assets/Tiles/BushTile.asset
This commit is contained in:
MaximilienBlanchardBizien1 2024-01-09 10:17:00 -05:00
commit 47338ecdaf
76 changed files with 1375 additions and 790 deletions

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randomHarvestDurationMinimum: 9
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- target: {fileID: 1388419616670829465, guid: 4a2f48781c26ad247b697aa368358f88, type: 3}
propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_TargetAssemblyTypeName
value: WorldMapManager, GameAssembly
objectReference: {fileID: 0}
- target: {fileID: 1388419616670829465, guid: 4a2f48781c26ad247b697aa368358f88, type: 3}
propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_ObjectArgumentAssemblyTypeName
value: UnityEngine.Object, UnityEngine
objectReference: {fileID: 0}
- target: {fileID: 1388419617042242050, guid: 4a2f48781c26ad247b697aa368358f88, type: 3}
propertyPath: m_Pivot.x
value: 0

View File

@ -6,7 +6,7 @@ public class Harvester : Ally
{
[SerializeField] [Tooltip("helps choose the right skin for the harvester depending on resource")]
private List<HarvesterResourcePair> _harvesterResourcePairs;
protected ResourceChoice ResourceChoice => _resourceChoice;
protected ResourceNodeType ResourceNodeType => _resourceNodeType;
public override Vector2 RangeMultiplier { get; }
@ -19,7 +19,7 @@ public class Harvester : Ally
public override float AttackSpeedMultiplier { get; }
[SerializeField]
private ResourceChoice _resourceChoice;
private ResourceNodeType _resourceNodeType;
public override sealed void Start()
{
base.Start();
@ -36,16 +36,9 @@ public class Harvester : Ally
var tile = LevelManager.Instance.Get<ResourceTile>(t => t.Position == Position);
if (tile == default) return;
//get the resource of the tile we're on
var yieldPrefab = tile.YieldPrefab;
if (!yieldPrefab) return;
var resourceMaker = yieldPrefab.GetComponent<ResourceMaker>();
if (!resourceMaker) return;
//if we already have the right harvester for the resource, no need to change
var resourceChoice = resourceMaker.ResourceChoice;
if (resourceChoice == this.ResourceChoice) return;
var resourceChoice = tile.ResourceNodeType;
if (resourceChoice == this.ResourceNodeType) return;
//get the right pair for the resource we're on
var harvResPair = _harvesterResourcePairs.Find(hrp => hrp.Resource == resourceChoice);

View File

@ -10,8 +10,8 @@ public class HarvesterResourcePair
[SerializeField]
private GameObject _harvesterPrefab;
[SerializeField]
private ResourceChoice _resource;
private ResourceNodeType _resource;
public GameObject HarvesterPrefab => _harvesterPrefab;
public ResourceChoice Resource => _resource;
public ResourceNodeType Resource => _resource;
}

View File

@ -27,6 +27,7 @@ public class AnimationEntity : MonoBehaviour
void Update()
{
if (!_animatorEntity) return;
if (_doSomething && _animatorEntity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
PlayIdleAnim();

View File

@ -103,12 +103,19 @@ public class Detection : MonoBehaviour
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;
StartCoroutine(ToggleCollider());
}
}
}
}
IEnumerator ToggleCollider()
{
_collider.enabled = false;
yield return null;
_collider.enabled = true;
}
//Getter and Setter
public Entity EntityLinked

View File

@ -93,7 +93,7 @@ public abstract class DraggablePlaceholder : MonoBehaviour
{
return !LevelManager.Instance.Has<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position))
&& _lvlBoundsCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food, 0);
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food);
}
/// <summary>

View File

@ -9,7 +9,11 @@ public class GameObjectPlacementButton : UnitPlacementButton
protected override bool CanPlace()
{
var isBuilding = _prefab.GetComponent<Building>();
return ResourceManager.Instance.EnoughFor(_rock, _wood, _food, isBuilding ? 0 : GlobalConfig.Instance.Current.populationCostPerUnit) && _button.enabled && _canSpawn;
var defaultPopCost = GlobalConfig.Instance.Current.populationCostPerUnit;
var hasEnoughPopulation = isBuilding || ResourceManager.Instance.EnoughPopulationFor(defaultPopCost);
return ResourceManager.Instance.EnoughFor(_rock, _wood, _food)
&& hasEnoughPopulation
&& _button.enabled && _canSpawn;
}
protected override DraggablePlaceholder Place()

View File

@ -12,8 +12,11 @@ public class ObjectPlaceholder : DraggablePlaceholder
var objsOnPosition = LevelManager.Instance.GetAll<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
var positionIsCollidable = objsOnPosition.Exists(obj => obj.IsCollidable);
var defaultUnitCost = GlobalConfig.Instance.Current.populationCostPerUnit;
return !positionIsCollidable
&& _lvlBoundsCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food, Prefab.GetComponent<Building>() ? 0 : 1);
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food)
&& (Prefab.GetComponent<Building>()
|| ResourceManager.Instance.EnoughPopulationFor(defaultUnitCost));
}
}

View File

@ -8,7 +8,7 @@ public class TilePlacementButton : UnitPlacementButton
protected override bool CanPlace()
{
return ResourceManager.Instance.EnoughFor(_rock, _wood, _food, 0) && _button.enabled && _canSpawn;
return ResourceManager.Instance.EnoughFor(_rock, _wood, _food) && _button.enabled && _canSpawn;
}
protected override DraggablePlaceholder Place()

View File

@ -2,8 +2,15 @@ public class Enum
{
public enum ResourceChoice
{
Rock,
Wood,
Food
Rock = 0,
Wood = 1,
Food = 2
};
public enum ResourceNodeType
{
Rock = 0,
Forest = 1,
Farm = 2,
BerryBush = 3
}
}

View File

@ -0,0 +1,3 @@
using GatherAndDefend.Events;
public class LastWaveCompletedEvent : EventBase { }

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 056fb8bd9181745448b804766e4081bd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -37,7 +37,7 @@ public class Database : SingletonBehaviour<Database>
public void Add(T element) => elements.Add(element);
public void Clear() => elements.Clear();
public IEnumerator<T> GetEnumerator()
{
return elements.GetEnumerator();

View File

@ -16,6 +16,9 @@ public class GlobalConfigFile : ScriptableObject
public Vector2 enemyRangeMultiplier = Vector2.one;
public float enemyAttackSpeedMultiplier = 1;
[Header("Spawn")]
public float groupSpawnDelay = 0.05f;
[Header("Allies")]
public float allyDamageMultiplier = 1;
public float allyLifeMultiplier = 1;

View File

@ -43,6 +43,7 @@ public class WaveConfig : ScriptableObject
return interval;
}
}
public float GameDuration { get { return _gameDuration; } }
/**
* Returns the updated game interval after adjusting to enemies spawned at the start
*/

View File

@ -1,3 +1,5 @@
using GatherAndDefend.Events;
using System.Threading.Tasks;
using System.Collections.Generic;
using UnityEngine;
@ -6,7 +8,7 @@ public class WaveObserver : Singleton<WaveObserver>
private List<SpawnerTile> _subjects = new List<SpawnerTile>();
private List<float> _aliveEnemyCount = new List<float>();
private List<int> _copyConstantSpawn;
private List<GroupList> _copyGroupSpawn;
private List<List<int>> _copyGroupSpawn; //Contains count of enemies per group
private List<float> _groupSpawnTimers;
private WaveConfig _levelConfig;
private const int MAXTOUGHNESS = 10;
@ -15,21 +17,39 @@ public class WaveObserver : Singleton<WaveObserver>
private bool _once = true;
private int _currentGroupIndex = 0;
public void SetLevelConfig(WaveConfig config)
public void Init(WaveConfig config)
{
_levelConfig = config;
_levelConfig = Object.Instantiate(config);
_copyConstantSpawn = new List<int>();
_copyGroupSpawn = new List<GroupList>();
_copyGroupSpawn = new List<List<int>>();
_groupSpawnTimers = new List<float>();
if (!_levelConfig)
{
Debug.LogError("level config was null");
return;
}
foreach (EnemyType enemy in _levelConfig.ConstantSpawn)
{
_copyConstantSpawn.Add(enemy.Count);
}
for (int index = 0; index < _levelConfig.NestedGroupSpawn.Count; index++)
{
_copyGroupSpawn.Add(_levelConfig.NestedGroupSpawn[index]);
_copyGroupSpawn.Add(new List<int>());
for (int nestedIndex = 0; nestedIndex < _levelConfig.NestedGroupSpawn[index].groupSpawn.Count; nestedIndex++)
{
_copyGroupSpawn[index].Add(_levelConfig.NestedGroupSpawn[index].groupSpawn[nestedIndex].Count);
}
_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
}
// Start game timer, at the end, player wins.
GameTimer();
}
private async void GameTimer()
{
await Task.Delay((int) _levelConfig.GameDuration * 60 * 1000);
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Invoke();
}
/**
@ -158,16 +178,45 @@ public class WaveObserver : Singleton<WaveObserver>
* Called when it is time to spawn a group
* Assigns a random element of the group to a random spawner
*/
public void NotifyGroupSpawn()
public bool NotifyGroupSpawn()
{
System.Random rand = new System.Random();
foreach (EnemyType groupEnemy in _copyGroupSpawn[_currentGroupIndex].groupSpawn)
List<int> usedRows = new List<int>();
List<EnemyType> currentGroup = _levelConfig.NestedGroupSpawn[_currentGroupIndex].groupSpawn;
for (int groupIndex = 0; groupIndex < currentGroup.Count; groupIndex++) //Loops through enemy groups
{
for (int i = 0; i < groupEnemy.Count; i++)
if (_copyGroupSpawn[_currentGroupIndex][groupIndex] != 0)
{
_subjects[rand.Next(_subjects.Count)].TriggerSpawn(groupEnemy.GetEnemyObject());
CycleRows(usedRows, currentGroup, groupIndex);
/*If group is done OR max rows reached while group is not done*/
if (_copyGroupSpawn[_currentGroupIndex][groupIndex] > 0 || (usedRows.Count == _subjects.Count && _copyGroupSpawn[_currentGroupIndex][groupIndex] > 0))
{
return false;
}
}
}
_currentGroupIndex++;
return true;
}
/**
* Called to go through every row randomly without duplicate rows
*/
private void CycleRows(List<int> usedRows, List<EnemyType> currentGroup, int groupIndex)
{
System.Random rand = new System.Random();
while (usedRows.Count < _subjects.Count)
{
int currentRow = rand.Next(_subjects.Count);
if (!usedRows.Contains(currentRow)) //If picked row has laready been used
{
_subjects[currentRow].TriggerSpawn(currentGroup[groupIndex].GetEnemyObject());
_copyGroupSpawn[_currentGroupIndex][groupIndex]--;
usedRows.Add(currentRow);
}
if (_copyGroupSpawn[_currentGroupIndex][groupIndex] == 0) //If current ennemy has reached count of 0
{
break;
}
}
}
}

View File

@ -166,7 +166,7 @@ public class LevelManager : Singleton<LevelManager>
_currentLevel = level;
_waveObserver = WaveObserver.Instance;
_waveObserver.SetLevelConfig(_currentLevel.WaveConfig);
_waveObserver.Init(_currentLevel.WaveConfig);
Grid grid = Object.FindObjectOfType<Grid>();
//create new grid if there is none
if (!grid)

View File

@ -38,6 +38,12 @@ public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
void Update()
{
updateAction?.Invoke();
// Gala hack to win level instantly
if (Input.GetKeyDown(KeyCode.Alpha0))
{
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Invoke();
}
}
private void Instance_LevelLoaded(Level level)

View File

@ -101,9 +101,4 @@ public class LoadingManager : MonoBehaviour
{
SceneManager.UnloadSceneAsync(gameObject.scene.name);
}
}

View File

@ -6,19 +6,26 @@ using System;
public class EnemyType
{
[SerializeField]
private Opponent _enemy;
private GameObject _enemy;
[SerializeField]
private int _count;
private Opponent _opponent;
public int GetEnemyToughness()
{
float toughness = Mathf.Round((_enemy.Hp / 10) / 2);
if (_opponent == null)
{
_opponent = _enemy.GetComponent<Opponent>();
}
float toughness = Mathf.Round((_opponent.Hp / 10) / 2);
return (int)toughness;
}
public GameObject GetEnemyObject()
{
return _enemy.gameObject;
return _enemy;
}
public int Count
{

View File

@ -8,9 +8,10 @@ public class ClickBehavior : MonoBehaviour
{
private void Update()
{
Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButton(0))
{
Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
List<Collider2D> listColliders = new(Physics2D.OverlapCircleAll(clickPoint, 0.05f));
List<Collider2D> resourceColliders = listColliders.FindAll(obj => obj.CompareTag("Resource"));
if (resourceColliders.Count > 0)
@ -22,6 +23,20 @@ public class ClickBehavior : MonoBehaviour
}
}
#if UNITY_EDITOR
if (Input.GetMouseButtonUp(0))
{
const float clickRangeForSpawn = 0.7f;
var spawners = LevelManager.Instance.GetAll<SpawnerTile>();
var closest = spawners.Minimum(spawn => Vector2.Distance(spawn.Position, transform.position));
var distance = Vector2.Distance(clickPoint, closest.Position);
if (distance < clickRangeForSpawn)
{
closest.TriggerSpawnDebug();
}
}
#endif
}
/// <summary>

View File

@ -46,7 +46,6 @@ public class ResourceMaker : MonoBehaviour
if (_isPlaying)
{
var amount = GlobalConfig.Instance.Current.harvestAmount;
_timePassed += Time.deltaTime;
float duration = _timePassed / _desiredTime;
duration = duration * duration * (3.0f - 2.0f * duration);
@ -54,12 +53,16 @@ public class ResourceMaker : MonoBehaviour
if(Vector2.Distance(transform.position,_endPosition) < 0.001f)
{
_isPlaying = false;
AddResourceToInventory(amount);
Destroy(gameObject);
}
}
}
void OnDestroy()
{
AddResourceToInventory(GlobalConfig.Instance.Current.harvestAmount);
}
public void AddResourceToInventory(int amount)
{
switch (_resourceChoice)

View File

@ -116,11 +116,14 @@ public class ResourceManager : Singleton<ResourceManager>
}
}
public bool EnoughFor(int rock, int wood, int food = 0, int population = 1)
public bool EnoughFor(int rock, int wood, int food = 0)
{
return _rockAmount >= rock
&& _woodAmount >= wood
&& _foodAmount >= food
&& _currentPopulation + population <= _maximumPopulation;
&& _foodAmount >= food;
}
public bool EnoughPopulationFor(int population = 1)
{
return _currentPopulation + population <= _maximumPopulation;
}
}

View File

@ -8,7 +8,10 @@ public class ResourceTile : LevelTile
[SerializeField]
[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
private GameObject _yieldPrefab;
[SerializeField]
private Enum.ResourceNodeType _resourceNodeType;
public Enum.ResourceNodeType ResourceNodeType => _resourceNodeType;
public GameObject YieldPrefab => _yieldPrefab;
private string YieldPrefabName => _yieldPrefab.name;

View File

@ -16,11 +16,12 @@ public class SpawnerTile : LevelTile
private WaveObserver _observer;
private bool _stopped = false;
private bool _cooldownEnded = false;
private bool _EnemiesCleared = true;
private List<float> _groupSpawnTimers = new List<float>();
public void SetGroupSpawnTimers(List<float> groupSpawnTimers)
{
for (int i = 0; i < groupSpawnTimers.Count-1; i++)
for (int i = 0; i < groupSpawnTimers.Count; i++)
{
_groupSpawnTimers.Add(groupSpawnTimers[i]);
}
@ -47,10 +48,16 @@ public class SpawnerTile : LevelTile
}
if (_groupSpawnTimers.Count > 0)
{
if (_lifetime / 60 > _groupSpawnTimers[0])
if (_lifetime / 60.0f > _groupSpawnTimers[0])
{
_EnemiesCleared = _observer.NotifyGroupSpawn();
if (_EnemiesCleared) //Moves on to next group
{
_groupSpawnTimers.RemoveAt(0);
_observer.NotifyGroupSpawn();
} else //Adds a delay to finish current group
{
_groupSpawnTimers[0] += GlobalConfig.Instance.Current.groupSpawnDelay;
}
}
}
if (_spawnCounter < _spawnSpeed) return;
@ -136,4 +143,14 @@ public class SpawnerTile : LevelTile
{
enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
#if UNITY_EDITOR
[Header("DEBUG")]
[SerializeField]
private GameObject _debugPrefab;
public void TriggerSpawnDebug()
{
_debugPrefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
#endif
}

View File

@ -1,36 +1,54 @@
using GatherAndDefend.Events;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VictoryDefeat : MonoBehaviour
{
private bool _wavesEnd = false;
private bool _isShowingVictoryOrDefeat = false;
public const float positionLoseLimit = -10.0f;
[SerializeField] private Animator _victoryAnimator;
[SerializeField] private Animator _defeatAnimator;
public const float positionLoseLimit = -10.0f;
private bool _lastWaveCompleted = false;
private bool _isShowingVictoryOrDefeat = false;
private WorldMapSave _wms;
private void Start()
{
_wms = new WorldMapSave();
_isShowingVictoryOrDefeat = false;
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Attach(HandleLastWaveCompletedEvent);
}
void Update()
private void OnDestroy()
{
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Detach(HandleLastWaveCompletedEvent);
}
private void HandleLastWaveCompletedEvent()
{
_lastWaveCompleted = true;
}
private void Update()
{
if (_isShowingVictoryOrDefeat) return;
List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
//I believe that we win if the waves are finished and there are no more monsters (to be modified in the case that's not it)
if(_wavesEnd && opponentsList.Count == 0)
// Win if the waves are finished and there are no more monsters.
if(_lastWaveCompleted && opponentsList.Count == 0)
{
_victoryAnimator.Play("ShowVictoryOrDefeat");
_isShowingVictoryOrDefeat = true;
// win !
_wms.UnlockNextLevel();
}
//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
// Lose if one of the enemies arrives behind our line of defense.
foreach (Opponent opponent in opponentsList)
{
if (opponent == null) return;
@ -42,4 +60,5 @@ public class VictoryDefeat : MonoBehaviour
}
}
}
}

View File

@ -22,7 +22,9 @@ public class WorldMapManager : MonoBehaviour
void Start()
{
//TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde;
_worldMapSave = new WorldMapSave();
_worldMapSave.WorldInitialition();
UnlockLevels();
PlayerPrefs.SetInt("LevelToLoad", -1);
@ -54,6 +56,13 @@ public class WorldMapManager : MonoBehaviour
counterIndex++;
}
}
public void WorldReinitialition()
{
_worldMapSave.WorldReinitialition();
}
private void ShowLockedIcon(GameObject currentLevelButton)
{
currentLevelButton.GetComponent<Image>().sprite = _lockedIcon;
@ -70,7 +79,6 @@ public class WorldMapManager : MonoBehaviour
public void CallLevelWorld1(int levelToCall)
{
string levelToGet = "1-" + levelToCall;
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
{
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _gameScene);

View File

@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public class WorldMapSave
{
@ -11,21 +13,78 @@ public class WorldMapSave
SAVED
}
private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED,
LevelState.UNLOCKED, LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED };
private LevelState[] levelUnlocked = { LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED };
public void UnlockNextLevel(int levelNumber)
private string filePath;
public void WorldInitialition()
{
if(levelNumber == 10)
filePath = Application.persistentDataPath + "/data.dat";
if (File.Exists(filePath))
{
//UnlockNextWorld();
ReadData();
}
else
{
levelUnlocked[levelNumber + 1] = LevelState.UNLOCKED;
WriteData();
}
}
public void WriteData()
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream fileStream = File.Create(filePath);
formatter.Serialize(fileStream, levelUnlocked);
fileStream.Close();
}
public void ReadData()
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream fileStream = File.Open(filePath, FileMode.Open);
levelUnlocked = (LevelState[])formatter.Deserialize(fileStream);
fileStream.Close();
}
private int GetSavedLevelIndex()
{
for (int i = 0; i < levelUnlocked.Length; i++)
{
if (levelUnlocked[i] == LevelState.SAVED)
{
return i;
}
}
// If LevelState.SAVED not find
return -1;
}
public void UnlockNextLevel()
{
filePath = Application.persistentDataPath + "/data.dat";
ReadData();
//int actuelLevel = PlayerPrefs.GetInt(LevelToLoad,NoLevel);
//Debug.Log(actuelLevel);
levelUnlocked[GetSavedLevelIndex() + 1] = LevelState.SAVED;
levelUnlocked[GetSavedLevelIndex()] = LevelState.UNLOCKED;
WriteData();
}
public void WorldReinitialition()
{
if (File.Exists(filePath))
{
File.Delete(filePath);
levelUnlocked = new LevelState[] { LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED };
}
WorldInitialition();
}
public LevelState GetLevelState(int index)
{
return levelUnlocked[index];

View File

@ -41,7 +41,7 @@ Grid:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 86010431647272150}
m_Enabled: 1
m_CellSize: {x: 1, y: 1, z: 0}
m_CellSize: {x: 1.45, y: 1.45, z: 0}
m_CellGap: {x: 0, y: 0, z: 0}
m_CellLayout: 0
m_CellSwizzle: 0
@ -117,6 +117,16 @@ Tilemap:
m_TileObjectToInstantiateIndex: 65535
dummyAlignment: 0
m_AllTileFlags: 0
- first: {x: -1, y: -1, z: 0}
second:
serializedVersion: 2
m_TileIndex: 8
m_TileSpriteIndex: 8
m_TileMatrixIndex: 0
m_TileColorIndex: 0
m_TileObjectToInstantiateIndex: 65535
dummyAlignment: 0
m_AllTileFlags: 0
- first: {x: -1, y: 0, z: 0}
second:
serializedVersion: 2
@ -195,6 +205,8 @@ Tilemap:
m_Data: {fileID: 11400000, guid: 7568f730b2ba3754297a7612452482e2, type: 2}
- m_RefCount: 1
m_Data: {fileID: 11400000, guid: 15606c8c503e8164fb69178aa7016f58, type: 2}
- m_RefCount: 1
m_Data: {fileID: 11400000, guid: 3723ba09738ef6245947ae3ba7978b21, type: 2}
m_TileSpriteArray:
- m_RefCount: 1
m_Data: {fileID: 21300000, guid: ccca3e050cb082b45af0a099790463f6, type: 3}
@ -212,8 +224,10 @@ Tilemap:
m_Data: {fileID: 21300000, guid: 5cf7447a03096c04ead18f1855f01cd7, type: 3}
- m_RefCount: 1
m_Data: {fileID: 21300000, guid: 8354a544f4ca3514e87d40d2de9afaee, type: 3}
- m_RefCount: 1
m_Data: {fileID: 21300000, guid: 22cdcbd5df3efd74fa4d119fc5836708, type: 3}
m_TileMatrixArray:
- m_RefCount: 9
- m_RefCount: 10
m_Data:
e00: 1
e01: 0
@ -232,13 +246,13 @@ Tilemap:
e32: 0
e33: 1
m_TileColorArray:
- m_RefCount: 9
- m_RefCount: 10
m_Data: {r: 1, g: 1, b: 1, a: 1}
m_TileObjectToInstantiateArray: []
m_AnimationFrameRate: 1
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Origin: {x: -1, y: -3, z: 0}
m_Size: {x: 3, y: 5, z: 1}
m_Origin: {x: -1, y: -4, z: 0}
m_Size: {x: 3, y: 6, z: 1}
m_TileAnchor: {x: 0.5, y: 0.5, z: 0}
m_TileOrientation: 0
m_TileOrientationMatrix:
@ -300,14 +314,14 @@ TilemapRenderer:
m_SortingLayer: 0
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