implemented bolas + status effect mechanic
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7
Assets/Prefabs/bolasProjectile.prefab.meta
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7
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@ -11,7 +11,6 @@ public class Ally : Entity
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public override float SpeedMultiplier => GlobalConfig.Instance.Current.allySpeedMultiplier;
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public float PopulationCost => GlobalConfig.Instance.Current.populationCostPerUnit;
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public override void Update()
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{
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base.Update();
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32
Assets/Scripts/Ally/Bolas.cs
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32
Assets/Scripts/Ally/Bolas.cs
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@ -0,0 +1,32 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Bolas : Ally
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{
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public override void Start()
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{
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base.Start();
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}
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public override void Update()
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{
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base.Update();
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if (IsEnemyDetected)
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{
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AttackEnemy();
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}
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}
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void AttackEnemy()
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{
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//Attack Cooldown
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if (AttackInterval < AttackSpeedWait)
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{
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Animation.PlayAttackAnim();
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AttackSpeedWait = 0f;
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}
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AttackSpeedWait += Time.deltaTime;
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}
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}
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11
Assets/Scripts/Ally/Bolas.cs.meta
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11
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@ -23,6 +23,10 @@ public abstract class Entity : LevelObject
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private Shader _shaderSpritesDefault;
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private SpriteRenderer[] _spriteRenderers;
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private AudioPlayerComponent _audioPlayerComponent;
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private StatusHandler _statusHandler;
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// status modifiers
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private float _speedStatusModifier = 1;
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//Enemy Spotted
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private bool _isEnemyDetected = false;
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@ -36,11 +40,12 @@ public abstract class Entity : LevelObject
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_spriteRenderers = GetComponentsInChildren<SpriteRenderer>(true);
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_audioPlayerComponent = GetComponent<AudioPlayerComponent>();
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Animation = gameObject.AddComponent<AnimationEntity>();
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_statusHandler = gameObject.AddComponent<StatusHandler>();
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}
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public virtual void Update()
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{
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Animation.AttackSpeedMultiplier = AttackSpeedMultiplier;
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Animation.SpeedMultiplier = SpeedMultiplier;
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Animation.SpeedMultiplier = SpeedMultiplier * SpeedStatusModifier;
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_lifeBar.gameObject.SetActive(_lifeBar.value <= 0.99f);
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}
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@ -121,7 +126,7 @@ public abstract class Entity : LevelObject
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public int Hp => (int)(_hp * HpMultiplier);
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public float Speed => _speed * SpeedMultiplier;
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public float Speed => _speed * SpeedMultiplier * SpeedStatusModifier;
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public int AttackDamage
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{
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@ -157,6 +162,11 @@ public abstract class Entity : LevelObject
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public SpriteRenderer[] SpriteRenderers { get { return _spriteRenderers; } }
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public StatusHandler StatusHandler {
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get => _statusHandler;
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}
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public float SpeedStatusModifier { get => _speedStatusModifier; set => _speedStatusModifier = value; }
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#region [LevelManager code]
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public override bool Equals(ILevelObject other)
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{
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@ -13,4 +13,9 @@ public class Enum
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Farm = 2,
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BerryBush = 3
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}
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public enum StatusType
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{
|
||||
Slow = 0,
|
||||
SpeedBoost = 1,
|
||||
}
|
||||
}
|
||||
|
||||
@ -22,7 +22,7 @@ public class Projectile : MonoBehaviour
|
||||
|
||||
private Vector2 _vectorStart;
|
||||
private Vector2 _vectorEnd;
|
||||
|
||||
|
||||
private int _damage;
|
||||
private float _enemySpeed;
|
||||
private Entity _target;
|
||||
@ -38,14 +38,14 @@ public class Projectile : MonoBehaviour
|
||||
private float _initialXDistance;
|
||||
private float _initialYDistance;
|
||||
|
||||
private void Start()
|
||||
private void Start()
|
||||
{
|
||||
_rigidbodyProjectile = GetComponent<Rigidbody2D>();
|
||||
_initialX = transform.position.x;
|
||||
_initialY = transform.position.y;
|
||||
_destinationX = _vectorEnd.x - _initialX - _enemySpeed;
|
||||
_destinationY = _vectorEnd.y - _initialY;
|
||||
|
||||
|
||||
_detectionLinked.gameObject.GetComponent<Detection>().EntityLinked = _target;
|
||||
_detectionLinked.gameObject.GetComponent<Detection>().ProjectileDamage = _damage;
|
||||
|
||||
@ -53,13 +53,13 @@ public class Projectile : MonoBehaviour
|
||||
_initialYDistance = Mathf.Abs(_initialY - _destinationY);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (straightProjectile)
|
||||
{
|
||||
|
||||
transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
|
||||
new Vector2(_vectorEnd.x, _vectorEnd.y), _time/_duration);
|
||||
transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
|
||||
new Vector2(_vectorEnd.x, _vectorEnd.y), _time / _duration);
|
||||
|
||||
DetStraigthArrowAngle();
|
||||
|
||||
@ -70,15 +70,16 @@ public class Projectile : MonoBehaviour
|
||||
|
||||
if (transform.position.x >= _vectorEnd.x)
|
||||
{
|
||||
ApplyEffects();
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
float x = _speedTime;
|
||||
float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
|
||||
float y = (_angle * -Mathf.Pow(x, 2) + _destinationX * x);
|
||||
|
||||
transform.position = new Vector2(_initialX + x*_angle, _initialY + y);
|
||||
transform.position = new Vector2(_initialX + x * _angle, _initialY + y);
|
||||
|
||||
// Move projectile angle according to distance with target
|
||||
float lerpStep = (_destinationX - transform.position.x) / _initialXDistance;
|
||||
@ -87,19 +88,20 @@ public class Projectile : MonoBehaviour
|
||||
|
||||
_speedTime += _speed * Time.deltaTime;
|
||||
|
||||
if(y < 0) {
|
||||
if (y < 0)
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void DetStraigthArrowAngle()
|
||||
protected virtual void DetStraigthArrowAngle()
|
||||
{
|
||||
|
||||
if(_target != null) _enemyPosY = _target.Position.y;
|
||||
if (_target != null) _enemyPosY = _target.Position.y;
|
||||
|
||||
float angleX = (_destinationX) / _initialXDistance;
|
||||
float angleY = (_destinationY) / _initialYDistance;
|
||||
|
||||
|
||||
//Obtenir la difference entre la position Y du chateau et de l'ennemie.
|
||||
float diffY = transform.position.y - _enemyPosY;
|
||||
|
||||
@ -114,23 +116,26 @@ public class Projectile : MonoBehaviour
|
||||
//Si cette distance est plus petite qu'un certain nombre, on utilise un calcul differents
|
||||
//pour determine l'angle que la fleche doit prendre.
|
||||
if (angleX > 0.23) lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleX / angleY);
|
||||
|
||||
|
||||
//Si la position est negative, on utilise un calcul different pour determiner l'angle.
|
||||
//(Il faudra tester si ca marche lorsque le chateau pourrait tirer en arriere).
|
||||
else if (angleX >= 0) lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
|
||||
|
||||
//Calcul utilise pour tenter de mieux faire fonctionner l'angle de la fleche lorsque l'ennemi est
|
||||
//proche de l'unite.
|
||||
else {
|
||||
else
|
||||
{
|
||||
|
||||
lerpStepS = -Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float angleS = Mathf.Lerp(lerpStepS, 0, 0);
|
||||
transform.eulerAngles = new Vector3(0, 0, angleS);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ApplyEffects() { }
|
||||
|
||||
//Getter and Setter
|
||||
public float EnemySpeed
|
||||
{
|
||||
|
||||
8
Assets/Scripts/Projectile.meta
Normal file
8
Assets/Scripts/Projectile.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 796c5970b01ebd249b04e1a0598abc7c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
18
Assets/Scripts/Projectile/BolasProjectile.cs
Normal file
18
Assets/Scripts/Projectile/BolasProjectile.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BolasProjectile : Projectile
|
||||
{
|
||||
[SerializeField]
|
||||
private float _slowIntensity = 0.25f;
|
||||
private float _slowDuration = 5f;
|
||||
|
||||
protected override void ApplyEffects()
|
||||
{
|
||||
if (Target.StatusHandler)
|
||||
{
|
||||
Target.StatusHandler.ApplySlow(_slowIntensity, _slowDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Projectile/BolasProjectile.cs.meta
Normal file
11
Assets/Scripts/Projectile/BolasProjectile.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af32629f84318134799756134098abf9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -41,8 +41,7 @@ public class Root : MonoBehaviour
|
||||
_newArrow.GetComponent<Projectile>().EnemySpeed = _entity.Enemy.Speed;
|
||||
_newArrow.GetComponent<Projectile>().VectorStart = _rigidbodyAlly.position;
|
||||
_newArrow.GetComponent<Projectile>().VectorEnd = _rigidbodyOpponent.position;
|
||||
_newArrow.GetComponent<Projectile>().Target = _entity.Enemy;
|
||||
|
||||
_newArrow.GetComponent<Projectile>().Target = _entity.Enemy;
|
||||
}
|
||||
|
||||
public void PlaySound(string soundName)
|
||||
|
||||
8
Assets/Scripts/Status.meta
Normal file
8
Assets/Scripts/Status.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53425a7650ca89b438da0796d0bd79ed
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
29
Assets/Scripts/Status/Slow.cs
Normal file
29
Assets/Scripts/Status/Slow.cs
Normal file
@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Slow : Status
|
||||
{
|
||||
private float _speedModifier;
|
||||
|
||||
public override void Apply(float duration)
|
||||
{
|
||||
_duration += duration;
|
||||
EntityLinked.SpeedStatusModifier *= _speedModifier;
|
||||
}
|
||||
|
||||
public override void Unapply()
|
||||
{
|
||||
EntityLinked.SpeedStatusModifier /= _speedModifier;
|
||||
Destroy(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A higher intensity results in a stronger slow.
|
||||
/// Example: An intensity of 0.99 multiplies the entity's speed by 0.01 (which would result in a really low speed)
|
||||
/// </summary>
|
||||
public float Intensity {
|
||||
get => 1 - _speedModifier;
|
||||
set => _speedModifier = _speedModifier == 0 ? 1 - value : _speedModifier + (1 - _speedModifier) * value;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Status/Slow.cs.meta
Normal file
11
Assets/Scripts/Status/Slow.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b89154fc4d657474e988151a13f82fc5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
26
Assets/Scripts/Status/Status.cs
Normal file
26
Assets/Scripts/Status/Status.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class Status : MonoBehaviour
|
||||
{
|
||||
private Entity entityLinked;
|
||||
protected float _duration;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
EntityLinked = GetComponent<Entity>();
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
_duration -= Time.deltaTime;
|
||||
if ( _duration < 0 ) Unapply();
|
||||
}
|
||||
|
||||
public abstract void Apply(float duration);
|
||||
public abstract void Unapply();
|
||||
|
||||
public Entity EntityLinked { get => entityLinked; set => entityLinked = value; }
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Status/Status.cs.meta
Normal file
11
Assets/Scripts/Status/Status.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8cd371169b5f23347994997e816d1d0f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
40
Assets/Scripts/StatusHandler.cs
Normal file
40
Assets/Scripts/StatusHandler.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class StatusHandler : MonoBehaviour
|
||||
{
|
||||
private Entity _entityLinked;
|
||||
private Dictionary<Enum.StatusType, Status> activeStatuses = new();
|
||||
|
||||
public void ApplySlow(float intensity, float duration)
|
||||
{
|
||||
Slow slow = (Slow)GetStatus(Enum.StatusType.Slow);
|
||||
slow.Intensity = intensity;
|
||||
slow.Apply(duration);
|
||||
}
|
||||
|
||||
// please add status to switch case everytime you design one!
|
||||
private Status GetStatus(Enum.StatusType type)
|
||||
{
|
||||
Status status;
|
||||
activeStatuses.TryGetValue(Enum.StatusType.Slow, out status);
|
||||
if (!status)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case Enum.StatusType.Slow:
|
||||
status = gameObject.AddComponent<Slow>();
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
status.EntityLinked = _entityLinked;
|
||||
return status;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_entityLinked = gameObject.GetComponent<Entity>(); ;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/StatusHandler.cs.meta
Normal file
11
Assets/Scripts/StatusHandler.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e1a590a40aadfa24ab3c0d725467255f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user