Revert camera changes, sprites, organization
This commit is contained in:
parent
e571047781
commit
bbf6eb4ea5
22 changed files with 1107 additions and 74 deletions
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@ -248,6 +248,9 @@
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@ -55,9 +55,9 @@
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<ItemGroup>
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<Compile Include="Assets\CameraController.cs" />
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<Compile Include="Assets\Scripts\CameraController.cs" />
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@ -592,17 +592,80 @@
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<ItemGroup>
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using System;
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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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// Class for following the player with the camera
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public class CameraController : MonoBehaviour {
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// Camera speed
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public float speed = 0.1f;
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// GameObject to be followed.
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public Transform target;
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// Our own transform
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private Transform _tr;
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// Center position of the target relative to the camera.
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public Vector3 offset;
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private float _goingSince;
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private bool _goingRight;
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// Store initial values
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void Start()
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{
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_tr = transform;
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offset = target.position - _tr.position;
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}
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// Update positions
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void FixedUpdate()
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{
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if (!target) return;
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float horiz = Input.GetAxis("Horizontal");
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if (_goingSince == 0 && Mathf.Abs(horiz) > 0.1f)
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{
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_goingRight = horiz > 0;
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_goingSince = Time.time;
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}
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if (Mathf.Abs(horiz) < 0.01f)
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_goingSince = 0;
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// Get where the camera should be, and what movement is required.
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var ownPos = _tr.position;
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Vector3 anchorPosL = ownPos + offset;
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Vector3 anchorPosR = ownPos + new Vector3(-offset.x, offset.y, offset.z);
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var targetPos = target.position;
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Vector3 movementL = targetPos - anchorPosL;
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Vector3 movementR = targetPos - anchorPosR;
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if (movementL.x > 0 && movementR.x < 0
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&& _goingSince == 0)
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return;
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var movement = (_goingSince != 0 ? _goingRight : movementL.x < movementR.x)
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? movementL //Ha már egy ideje megyünk egy irányba vagy ha arra közelebb van a kamerának, akkor arra megy
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: movementR;
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// Update position based on movement and speed.
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Vector3 newCamPos = ownPos + movement * speed;
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ownPos = newCamPos;
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_tr.position = ownPos;
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}
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}
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Assets/Scripts/CameraController.cs
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using System.Collections;
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using UnityEngine;
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// GameObject to be followed.
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public Transform target;
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// Our own transform
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private Transform tr;
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// Center position of the target relative to the camera.
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public Vector3 offset;
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// Store initial values
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void Start()
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{
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tr = transform;
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offset = target.position - tr.position;
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void FixedUpdate ()
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{
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if (!target) return;
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// Get where the camera should be, and what movement is required.
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var position = tr.position;
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Vector3 anchorPos = position + offset;
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Vector3 movement = target.position - anchorPos;
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position = newCamPos;
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tr.position = position;
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}
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}
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@ -31,17 +31,14 @@ public class OwnCharacterController : MonoBehaviour
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}
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rb.AddForce(new Vector2(input * 5, 0));
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&& cols.Any(col => col.CompareTag("Tiled")))*/
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if (Input.GetButtonDown("Jump") && IsOnGround())
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rb.AddForce(new Vector2(0, 4), ForceMode2D.Impulse);
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private bool IsOnGround()
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{
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rb.OverlapCollider(new ContactFilter2D(), res);
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bumpmap:
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grayScaleToAlpha: 0
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generateCubemap: 6
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aniso: -1
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mipBias: -100
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wrapV: 1
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lightmap: 0
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compressionQuality: 50
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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weights: []
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secondaryTextures: []
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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92
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@ -0,0 +1,92 @@
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bumpmap:
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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textureSettings:
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compressionQuality: 50
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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applyGammaDecoding: 0
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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assetBundleName:
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assetBundleVariant:
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|
@ -9,6 +9,7 @@
|
||||||
"com.unity.collab-proxy": "1.2.16",
|
"com.unity.collab-proxy": "1.2.16",
|
||||||
"com.unity.ide.rider": "1.1.4",
|
"com.unity.ide.rider": "1.1.4",
|
||||||
"com.unity.ide.vscode": "1.2.2",
|
"com.unity.ide.vscode": "1.2.2",
|
||||||
|
"com.unity.mathematics": "1.2.1",
|
||||||
"com.unity.timeline": "1.2.14",
|
"com.unity.timeline": "1.2.14",
|
||||||
"com.unity.ugui": "1.0.0",
|
"com.unity.ugui": "1.0.0",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
|
||||||
|
|
|
@ -99,8 +99,8 @@
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.mathematics": {
|
"com.unity.mathematics": {
|
||||||
"version": "1.1.0",
|
"version": "1.2.1",
|
||||||
"depth": 1,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
|
|
|
@ -4,7 +4,7 @@
|
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TagManager:
|
TagManager:
|
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serializedVersion: 2
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serializedVersion: 2
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tags:
|
tags:
|
||||||
- Tiled
|
- Ground
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|
Loading…
Reference in a new issue