Score & HP HUD
This commit is contained in:
parent
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commit
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16 changed files with 1414 additions and 3 deletions
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@ -59,11 +59,13 @@
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<Compile Include="Assets\Scripts\CharacterControllerBase.cs" />
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<Compile Include="Assets\Scripts\CharacterControllerBase.cs" />
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<Compile Include="Assets\Scripts\EnemyController.cs" />
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<Compile Include="Assets\Scripts\EnemyController.cs" />
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<Compile Include="Assets\Scripts\EnemySpawner.cs" />
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<Compile Include="Assets\Scripts\EnemySpawner.cs" />
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<Compile Include="Assets\Scripts\HUDManager.cs" />
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<Compile Include="Assets\Scripts\ObjectPool.cs" />
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<Compile Include="Assets\Scripts\ObjectPool.cs" />
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<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
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<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
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<Compile Include="Assets\Scripts\Parallaxing.cs" />
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<Compile Include="Assets\Scripts\Parallaxing.cs" />
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<Compile Include="Assets\Scripts\PlatformSpawner.cs" />
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<Compile Include="Assets\Scripts\PlatformSpawner.cs" />
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<Compile Include="Assets\Scripts\RocketScript.cs" />
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<Compile Include="Assets\Scripts\RocketScript.cs" />
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<Compile Include="Assets\Scripts\ScoreSystem.cs" />
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<Compile Include="Assets\Scripts\Tiling.cs" />
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<Compile Include="Assets\Scripts\Tiling.cs" />
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<Compile Include="Assets\Scripts\WeaponFireController.cs" />
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<Compile Include="Assets\Scripts\WeaponFireController.cs" />
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<Reference Include="UnityEngine">
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<Reference Include="UnityEngine">
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76
Assets/Prefabs/Health.prefab
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76
Assets/Prefabs/Health.prefab
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7
Assets/Prefabs/Health.prefab.meta
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7
Assets/Prefabs/Health.prefab.meta
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File diff suppressed because it is too large
Load diff
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@ -13,12 +13,15 @@ public class EnemyController : CharacterControllerBase
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private short _hitsToRemove;
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private short _hitsToRemove;
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private readonly Random _random = new Random();
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private readonly Random _random = new Random();
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private PlatformSpawner _platformSpawner;
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private PlatformSpawner _platformSpawner;
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private ScoreSystem _scoreSystem;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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_rb = GetComponent<Rigidbody2D>();
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_rb = GetComponent<Rigidbody2D>();
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_platformSpawner = GameObject.FindGameObjectWithTag("Game manager").GetComponent<PlatformSpawner>();
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var gm = GameObject.FindGameObjectWithTag("Game manager");
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_platformSpawner = gm.GetComponent<PlatformSpawner>();
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_scoreSystem = gm.GetComponent<ScoreSystem>();
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}
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}
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private void OnEnable()
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private void OnEnable()
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@ -61,6 +64,7 @@ public class EnemyController : CharacterControllerBase
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_rb.mass = 0.00001f;
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_rb.mass = 0.00001f;
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_rb.gravityScale = 0.01f;
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_rb.gravityScale = 0.01f;
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_rb.freezeRotation = false;
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_rb.freezeRotation = false;
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_scoreSystem.AddScore(1);
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}
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}
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public bool IsAlive() => _rb.mass > 0.001f;
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public bool IsAlive() => _rb.mass > 0.001f;
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25
Assets/Scripts/HUDManager.cs
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25
Assets/Scripts/HUDManager.cs
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@ -0,0 +1,25 @@
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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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using UnityEngine.UI;
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public class HUDManager : MonoBehaviour
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{
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public Image[] hearts;
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public Sprite heartFull, heartHalf, heartEmpty;
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public void UpdateHealth(float health)
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{
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int hpph = 100 / hearts.Length;
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for (int i = 0; i < hearts.Length; i++)
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{
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if (health >= hpph * i + 3 * hpph / 4)
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hearts[i].sprite = heartFull;
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else if (health < hpph * i + hpph / 4)
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hearts[i].sprite = heartEmpty;
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else
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hearts[i].sprite = heartHalf;
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}
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}
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}
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11
Assets/Scripts/HUDManager.cs.meta
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Assets/Scripts/HUDManager.cs.meta
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = System.Random;
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using Random = System.Random;
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public class OwnCharacterController : CharacterControllerBase
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public class OwnCharacterController : CharacterControllerBase
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public float movementSpeed;
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public float movementSpeed;
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public float sprintSpeed;
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public float sprintSpeed;
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public PlatformSpawner platformSpawner;
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public PlatformSpawner platformSpawner;
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public ScoreSystem scoreSystem;
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public HUDManager hudManager;
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private Vector3 _spawnPos;
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private Vector3 _spawnPos;
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private float _health = 100f;
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private float _health = 100f;
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@ -73,7 +76,7 @@ public class OwnCharacterController : CharacterControllerBase
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if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
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if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
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{
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{
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_spawnPos = _checkpointPos;
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CheckpointReached();
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_checkpointPosList.RemoveAt(0);
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_checkpointPosList.RemoveAt(0);
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_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
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_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
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}
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}
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_animator.SetBool(Sprint, Input.GetButton("Fire3"));
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_animator.SetBool(Sprint, Input.GetButton("Fire3"));
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}
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}
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private void CheckpointReached()
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{
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_spawnPos = _checkpointPos;
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scoreSystem.AddScore(100);
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}
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public void Hit()
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public void Hit()
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{
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{
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_health -= (float) _random.NextDouble() % 20f + 20f;
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_health -= (float) _random.NextDouble() * 20f;
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hudManager.UpdateHealth(_health);
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if (_health <= 0f)
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if (_health <= 0f)
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Respawn();
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Respawn();
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}
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}
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public void Respawn()
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public void Respawn()
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{
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{
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scoreSystem.AddScore(-20);
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transform.position = _spawnPos;
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transform.position = _spawnPos;
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_health = 100f;
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_health = 100f;
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hudManager.UpdateHealth(_health);
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_rb.velocity = Vector2.zero;
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_rb.velocity = Vector2.zero;
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}
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}
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Assets/Scripts/ScoreSystem.cs
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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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using UnityEngine.UI;
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public class ScoreSystem : MonoBehaviour
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{
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public Text scoreText;
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private int _score;
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public void AddScore(int score)
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{
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_score += score;
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scoreText.text = "Score: " + _score;
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}
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}
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11
Assets/Scripts/ScoreSystem.cs.meta
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Assets/Sprites/hud_heartFull.png
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After Width: | Height: | Size: 1.3 KiB |
92
Assets/Sprites/hud_heartHalf.png.meta
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Loading…
Reference in a new issue