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13 Commits
DesignMapy
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abc5801b18
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.vscode/extensions.json
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Normal file
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Assets/2026-04-26 13-58-02.mp3.mp3
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BIN
Assets/202604261352.mp4
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BIN
Assets/202604261352.mp4
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18
Assets/CenterButtonTarget.cs
Normal file
18
Assets/CenterButtonTarget.cs
Normal file
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using UnityEngine;
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public class CenterButtonTarget : MonoBehaviour
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{
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{
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if (owner != null)
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21
Assets/GameManager/ITask.cs
Normal file
21
Assets/GameManager/ITask.cs
Normal file
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//using GeoSus.Client;
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using System;
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using UnityEngine;
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public enum TaskType
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{
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Task
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}
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public interface ITask
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{
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public string TaskID { get; set; } // Unikátní ID úkolu pro server
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public TaskType TaskType { get; set; } // Typ úkolu
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public string TaskName { get; set; } // Viditelný název úkolu
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public (double, double) TaskLocation { get; set; } // Poloha na mapě
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public bool IsCompleted { get; } // Stav dokončení úkolu
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void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
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void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
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void Complete(); // Označit úkol jako dokončený
|
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}
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113
Assets/GlassPiece.cs
Normal file
113
Assets/GlassPiece.cs
Normal file
@@ -0,0 +1,113 @@
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||||
using UnityEngine;
|
||||
|
||||
public class GlassPiece : MonoBehaviour
|
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{
|
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public int PieceIndex { get; private set; }
|
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public bool IsBroken { get; private set; }
|
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|
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[SerializeField] private float maxHealth = 1000f;
|
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[Header("Damage Visuals")]
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[SerializeField] private float damagedAlpha = 0.85f;
|
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|
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private float currentHealth;
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private Rigidbody rb;
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private Renderer rend;
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private Vector3 originalScale;
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private Color intactColor = Color.white;
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private void Awake()
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{
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rb = GetComponent<Rigidbody>();
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if (rend == null)
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|
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|
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else if (rend.material.HasProperty("_Color"))
|
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|
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|
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|
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public void Initialize(int index, float startHealth)
|
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{
|
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PieceIndex = index;
|
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maxHealth = startHealth;
|
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currentHealth = startHealth;
|
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|
||||
|
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|
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|
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|
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|
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|
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rb.angularVelocity = Vector3.zero;
|
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}
|
||||
|
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transform.localScale = originalScale;
|
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UpdateVisual();
|
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}
|
||||
|
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public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
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{
|
||||
if (IsBroken) return false;
|
||||
|
||||
currentHealth = Mathf.Max(0f, currentHealth - damage);
|
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UpdateVisual();
|
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|
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if (currentHealth <= 0f)
|
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{
|
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Break(hitPoint, impulseDirection, impulseStrength);
|
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return true;
|
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}
|
||||
|
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return false;
|
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}
|
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|
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private void UpdateVisual()
|
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{
|
||||
if (rend == null) return;
|
||||
|
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float damage01 = 1f - (currentHealth / maxHealth);
|
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float visualT = Mathf.Pow(damage01, 0.8f);
|
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|
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Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
|
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Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
|
||||
|
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if (rend.material.HasProperty("_BaseColor"))
|
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rend.material.SetColor("_BaseColor", finalColor);
|
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else if (rend.material.HasProperty("_Color"))
|
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rend.material.color = finalColor;
|
||||
|
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float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
|
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transform.localScale = originalScale * shrink;
|
||||
}
|
||||
|
||||
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
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{
|
||||
if (IsBroken) return;
|
||||
|
||||
IsBroken = true;
|
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|
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transform.SetParent(null, true);
|
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|
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if (rb != null)
|
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{
|
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rb.isKinematic = false;
|
||||
rb.useGravity = true;
|
||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
|
||||
if (impulseDirection.sqrMagnitude < 0.0001f)
|
||||
impulseDirection = transform.forward;
|
||||
|
||||
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
|
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}
|
||||
}
|
||||
}
|
||||
194
Assets/GlassRingController.cs
Normal file
194
Assets/GlassRingController.cs
Normal file
@@ -0,0 +1,194 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GlassRingController : MonoBehaviour
|
||||
{
|
||||
[Header("Auto Setup")]
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public bool autoCollectOnAwake = true;
|
||||
public bool includeInactive = true;
|
||||
public float pieceMaxHealth = 100f;
|
||||
|
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[Header("Rotation")]
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public float rotationSpeedDegrees = 45f;
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|
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[Header("Audio")]
|
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public AudioSource audioSource;
|
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public AudioClip damageClip;
|
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public AudioClip breakClip;
|
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[Range(0f, 1f)] public float damageVolume = 0.7f;
|
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[Range(0f, 1f)] public float breakVolume = 1f;
|
||||
|
||||
private GlassPiece[] pieces;
|
||||
public GlassPiece[] Pieces => pieces;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (audioSource == null)
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
||||
if (audioSource == null)
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
if (Application.isPlaying && autoCollectOnAwake)
|
||||
{
|
||||
CollectPiecesFromChildren();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
|
||||
return;
|
||||
|
||||
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
|
||||
}
|
||||
|
||||
[ContextMenu("Collect Pieces From Children")]
|
||||
public void CollectPiecesFromChildren()
|
||||
{
|
||||
List<GlassPiece> foundPieces = new List<GlassPiece>();
|
||||
|
||||
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
|
||||
|
||||
foreach (Transform t in allChildren)
|
||||
{
|
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if (t == transform) continue;
|
||||
|
||||
Renderer rend = t.GetComponent<Renderer>();
|
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if (rend == null)
|
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rend = t.GetComponentInChildren<Renderer>();
|
||||
|
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if (rend == null)
|
||||
continue;
|
||||
|
||||
Collider col = t.GetComponent<Collider>();
|
||||
|
||||
bool invalidMeshCollider = false;
|
||||
MeshCollider existingMeshCollider = col as MeshCollider;
|
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if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
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{
|
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|
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|
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|
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if (col == null || invalidMeshCollider)
|
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{
|
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if (invalidMeshCollider)
|
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Destroy(existingMeshCollider);
|
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|
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BoxCollider box = t.GetComponent<BoxCollider>();
|
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if (box == null)
|
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box = t.gameObject.AddComponent<BoxCollider>();
|
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Bounds worldBounds = rend.bounds;
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Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
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|
||||
|
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Vector3 lossy = t.lossyScale;
|
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|
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worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
|
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|
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worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
|
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);
|
||||
|
||||
col = box;
|
||||
}
|
||||
|
||||
GlassPiece piece = t.GetComponent<GlassPiece>();
|
||||
if (piece == null)
|
||||
piece = t.gameObject.AddComponent<GlassPiece>();
|
||||
|
||||
Rigidbody rb = t.GetComponent<Rigidbody>();
|
||||
if (rb == null)
|
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rb = t.gameObject.AddComponent<Rigidbody>();
|
||||
|
||||
rb.isKinematic = true;
|
||||
rb.useGravity = false;
|
||||
|
||||
foundPieces.Add(piece);
|
||||
}
|
||||
|
||||
foundPieces.Sort((a, b) =>
|
||||
{
|
||||
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
|
||||
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
|
||||
return angleA.CompareTo(angleB);
|
||||
});
|
||||
|
||||
pieces = foundPieces.ToArray();
|
||||
|
||||
for (int i = 0; i < pieces.Length; i++)
|
||||
{
|
||||
pieces[i].Initialize(i, pieceMaxHealth);
|
||||
}
|
||||
|
||||
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
|
||||
}
|
||||
|
||||
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
|
||||
{
|
||||
if (pieces == null || pieces.Length == 0) return;
|
||||
|
||||
float sigma = Mathf.Max(0.01f, projectile.sigma);
|
||||
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
|
||||
|
||||
bool anyHealthChanged = false;
|
||||
bool anyNewBreak = false;
|
||||
|
||||
for (int i = 0; i < pieces.Length; i++)
|
||||
{
|
||||
GlassPiece piece = pieces[i];
|
||||
if (piece == null || piece.IsBroken) continue;
|
||||
|
||||
int d = CircularDistance(i, hitIndex, pieces.Length);
|
||||
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
|
||||
|
||||
if (gaussian < 0.005f) continue;
|
||||
|
||||
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
|
||||
if (i == hitIndex)
|
||||
damage *= projectile.directHitMultiplier;
|
||||
|
||||
Vector3 impulseDir = piece.transform.position - hitPoint;
|
||||
if (impulseDir.sqrMagnitude < 0.0001f)
|
||||
impulseDir = piece.transform.position - transform.position;
|
||||
|
||||
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
|
||||
if (i == hitIndex)
|
||||
impulse *= projectile.directHitMultiplier;
|
||||
|
||||
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
|
||||
|
||||
anyHealthChanged = true;
|
||||
if (brokeNow)
|
||||
anyNewBreak = true;
|
||||
}
|
||||
|
||||
if (anyNewBreak)
|
||||
{
|
||||
PlayBreakSound();
|
||||
}
|
||||
else if (anyHealthChanged)
|
||||
{
|
||||
PlayDamageSound();
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayDamageSound()
|
||||
{
|
||||
if (audioSource != null && damageClip != null)
|
||||
audioSource.PlayOneShot(damageClip, damageVolume);
|
||||
}
|
||||
|
||||
private void PlayBreakSound()
|
||||
{
|
||||
if (audioSource != null && breakClip != null)
|
||||
audioSource.PlayOneShot(breakClip, breakVolume);
|
||||
}
|
||||
|
||||
private int CircularDistance(int a, int b, int count)
|
||||
{
|
||||
int raw = Mathf.Abs(a - b);
|
||||
return Mathf.Min(raw, count - raw);
|
||||
}
|
||||
}
|
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Binary file not shown.
136
Assets/Materials/image.mat
Normal file
136
Assets/Materials/image.mat
Normal file
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|
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text: This template sets up the right Project settings for developing a 3D game
|
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on mobile. Also it includes some of the recommended packages for developing
|
||||
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text:
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linkText: Get answers and support
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text:
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7
Assets/RingShooterMinigameController.cs
Normal file
7
Assets/RingShooterMinigameController.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Old placeholder file kept only so the project compiles cleanly.
|
||||
// Actual gameplay now lives in TimingWheelShooter.
|
||||
public class RingShooterMinigameController : MonoBehaviour
|
||||
{
|
||||
}
|
||||
11
Assets/RotateDiamond.cs
Normal file
11
Assets/RotateDiamond.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class RotateDiamond : MonoBehaviour
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{
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public float rotationSpeed = 90f;
|
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void Update()
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{
|
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transform.Rotate(Vector3.forward, rotationSpeed * Time.deltaTime, Space.Self);
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Assets/Scenes/happywheelminigamescene.unity
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1223
Assets/Scenes/happywheelminigamescene.unity
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BIN
Assets/TENKOLECKOVYBULLSHIT.blend
Normal file
BIN
Assets/TENKOLECKOVYBULLSHIT.blend
Normal file
Binary file not shown.
4537
Assets/TENKOLECKOVYBULLSHIT.prefab
Normal file
4537
Assets/TENKOLECKOVYBULLSHIT.prefab
Normal file
File diff suppressed because it is too large
Load Diff
335
Assets/TimingWheelShooter.cs
Normal file
335
Assets/TimingWheelShooter.cs
Normal file
@@ -0,0 +1,335 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class TimingWheelShooter : MonoBehaviour, ITask
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||||
{
|
||||
[Header("Task Info")]
|
||||
[SerializeField] private string taskID = "RING_SHOOTER_01";
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[SerializeField] private string taskName = "Break the Ring";
|
||||
[SerializeField] private TaskType taskType = TaskType.Task;
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[SerializeField] private Vector2 taskLocation = Vector2.zero;
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public string TaskID
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{
|
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get => taskID;
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set => taskID = value;
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}
|
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public TaskType TaskType
|
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{
|
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get => taskType;
|
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set => taskType = value;
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}
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public string TaskName
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{
|
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get => taskName;
|
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set => taskName = value;
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}
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public (double, double) TaskLocation
|
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{
|
||||
get => (taskLocation.x, taskLocation.y);
|
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set => taskLocation = new Vector2((float)value.Item1, (float)value.Item2);
|
||||
}
|
||||
|
||||
public bool IsCompleted { get; private set; }
|
||||
|
||||
[Header("Wheel")]
|
||||
public Transform rotatingWheel;
|
||||
public float defaultAngle = 90f;
|
||||
public float sweepAngle = 90f;
|
||||
public float wheelSpeed = 120f;
|
||||
|
||||
[Header("Projectile")]
|
||||
public ProjectileBehaviour potatoPrefab;
|
||||
public Transform projectileSpawn;
|
||||
public Transform aimPoint;
|
||||
public GlassRingController ring;
|
||||
public float baseLaunchSpeed = 12f;
|
||||
|
||||
[Header("Audio")]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip startClip;
|
||||
[Range(0f, 1f)] public float startVolume = 1f;
|
||||
public AudioClip winClip;
|
||||
[Range(0f, 1f)] public float winVolume = 1f;
|
||||
|
||||
[Header("Finish Video")]
|
||||
public VideoPlayer videoPlayer;
|
||||
public VideoClip finishVideo;
|
||||
public AudioClip finishVideoAudio;
|
||||
[Range(0f, 1f)] public float finishVideoAudioVolume = 1f;
|
||||
public Camera targetCamera;
|
||||
|
||||
[Header("State")]
|
||||
public bool autoRestartAfterShot = true;
|
||||
public float restartDelay = 0.75f;
|
||||
|
||||
private bool isRunning = true;
|
||||
private bool finishSequenceStarted = false;
|
||||
private float currentAngle;
|
||||
private float direction = 1f;
|
||||
private Action<ITask> onCompletedCallback;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (audioSource == null)
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
||||
if (audioSource == null)
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
if (videoPlayer == null)
|
||||
videoPlayer = GetComponent<VideoPlayer>();
|
||||
|
||||
if (videoPlayer == null)
|
||||
videoPlayer = gameObject.AddComponent<VideoPlayer>();
|
||||
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
// Video setup
|
||||
videoPlayer.playOnAwake = false;
|
||||
videoPlayer.waitForFirstFrame = true;
|
||||
videoPlayer.skipOnDrop = true;
|
||||
videoPlayer.isLooping = false;
|
||||
videoPlayer.audioOutputMode = VideoAudioOutputMode.None;
|
||||
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
|
||||
|
||||
if (targetCamera != null)
|
||||
videoPlayer.targetCamera = targetCamera;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentAngle = defaultAngle;
|
||||
SetWheelAngle(currentAngle);
|
||||
|
||||
PlayStartSound();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
if (isRunning)
|
||||
UpdateWheelMotion();
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
StopAndShoot();
|
||||
|
||||
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
|
||||
StopAndShoot();
|
||||
}
|
||||
|
||||
private void UpdateWheelMotion()
|
||||
{
|
||||
float halfRange = sweepAngle * 0.5f;
|
||||
float minAngle = defaultAngle - halfRange;
|
||||
float maxAngle = defaultAngle + halfRange;
|
||||
|
||||
currentAngle += direction * wheelSpeed * Time.deltaTime;
|
||||
|
||||
if (currentAngle >= maxAngle)
|
||||
{
|
||||
currentAngle = maxAngle;
|
||||
direction = -1f;
|
||||
}
|
||||
else if (currentAngle <= minAngle)
|
||||
{
|
||||
currentAngle = minAngle;
|
||||
direction = 1f;
|
||||
}
|
||||
|
||||
SetWheelAngle(currentAngle);
|
||||
}
|
||||
|
||||
private void SetWheelAngle(float angle)
|
||||
{
|
||||
if (rotatingWheel == null) return;
|
||||
|
||||
Vector3 e = rotatingWheel.localEulerAngles;
|
||||
e.y = angle; // your current setup uses Y
|
||||
rotatingWheel.localEulerAngles = e;
|
||||
}
|
||||
|
||||
private float EvaluateMultiplier(float angle)
|
||||
{
|
||||
float halfRange = sweepAngle * 0.5f;
|
||||
float offset = Mathf.Abs(angle - defaultAngle);
|
||||
|
||||
float zone5 = halfRange / 2.5f;
|
||||
float zone2 = halfRange / 1.5f;
|
||||
|
||||
if (offset <= zone5) return 5f;
|
||||
if (offset <= zone2) return 2f;
|
||||
return 1f;
|
||||
}
|
||||
|
||||
public void StopAndShoot()
|
||||
{
|
||||
if (!isRunning || IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
isRunning = false;
|
||||
|
||||
float multiplier = EvaluateMultiplier(currentAngle);
|
||||
Shoot(multiplier);
|
||||
|
||||
Debug.Log($"Wheel stopped at {currentAngle:F1}°, multiplier = {multiplier}x");
|
||||
|
||||
if (autoRestartAfterShot)
|
||||
Invoke(nameof(RestartWheel), restartDelay);
|
||||
}
|
||||
|
||||
private void Shoot(float multiplier)
|
||||
{
|
||||
if (potatoPrefab == null || projectileSpawn == null || aimPoint == null)
|
||||
return;
|
||||
|
||||
Vector3 dir = (aimPoint.position - projectileSpawn.position).normalized;
|
||||
float speed = baseLaunchSpeed * multiplier;
|
||||
|
||||
ProjectileBehaviour p = Instantiate(
|
||||
potatoPrefab,
|
||||
projectileSpawn.position,
|
||||
Quaternion.LookRotation(dir, Vector3.up)
|
||||
);
|
||||
|
||||
p.baseDamage *= multiplier;
|
||||
p.breakImpulse *= multiplier;
|
||||
p.Launch(ring, dir * speed, 1f);
|
||||
}
|
||||
|
||||
private void RestartWheel()
|
||||
{
|
||||
if (!IsCompleted && !finishSequenceStarted)
|
||||
isRunning = true;
|
||||
}
|
||||
|
||||
public void NotifyButtonHit(ProjectileBehaviour projectile)
|
||||
{
|
||||
if (IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
Debug.Log("Diamond hit. Starting finish sequence.");
|
||||
StartCoroutine(PlayFinishSequenceThenComplete());
|
||||
}
|
||||
|
||||
private IEnumerator PlayFinishSequenceThenComplete()
|
||||
{
|
||||
finishSequenceStarted = true;
|
||||
isRunning = false;
|
||||
CancelInvoke();
|
||||
|
||||
if (ring != null)
|
||||
ring.enabled = false;
|
||||
|
||||
if (finishVideo == null)
|
||||
{
|
||||
if (audioSource != null && winClip != null)
|
||||
audioSource.PlayOneShot(winClip, winVolume);
|
||||
|
||||
Complete();
|
||||
yield break;
|
||||
}
|
||||
|
||||
videoPlayer.Stop();
|
||||
videoPlayer.clip = finishVideo;
|
||||
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
|
||||
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
if (targetCamera != null)
|
||||
videoPlayer.targetCamera = targetCamera;
|
||||
|
||||
bool finished = false;
|
||||
void OnVideoFinished(VideoPlayer vp) => finished = true;
|
||||
|
||||
videoPlayer.loopPointReached += OnVideoFinished;
|
||||
|
||||
videoPlayer.Prepare();
|
||||
while (!videoPlayer.isPrepared)
|
||||
yield return null;
|
||||
|
||||
videoPlayer.Play();
|
||||
|
||||
if (audioSource != null && finishVideoAudio != null)
|
||||
{
|
||||
audioSource.clip = finishVideoAudio;
|
||||
audioSource.volume = finishVideoAudioVolume;
|
||||
audioSource.Play();
|
||||
}
|
||||
else if (audioSource != null && winClip != null)
|
||||
{
|
||||
audioSource.PlayOneShot(winClip, winVolume);
|
||||
}
|
||||
|
||||
while (!finished)
|
||||
yield return null;
|
||||
|
||||
videoPlayer.loopPointReached -= OnVideoFinished;
|
||||
videoPlayer.Stop();
|
||||
|
||||
Complete();
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
onCompletedCallback = onCompleted;
|
||||
IsCompleted = false;
|
||||
finishSequenceStarted = false;
|
||||
isRunning = true;
|
||||
direction = 1f;
|
||||
currentAngle = defaultAngle;
|
||||
SetWheelAngle(currentAngle);
|
||||
|
||||
CancelInvoke();
|
||||
|
||||
if (ring != null)
|
||||
ring.enabled = true;
|
||||
|
||||
if (audioSource != null)
|
||||
audioSource.Stop();
|
||||
|
||||
if (videoPlayer != null)
|
||||
videoPlayer.Stop();
|
||||
|
||||
PlayStartSound();
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
isRunning = false;
|
||||
finishSequenceStarted = false;
|
||||
CancelInvoke();
|
||||
|
||||
if (audioSource != null)
|
||||
audioSource.Stop();
|
||||
|
||||
if (videoPlayer != null)
|
||||
videoPlayer.Stop();
|
||||
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
isRunning = false;
|
||||
finishSequenceStarted = false;
|
||||
CancelInvoke();
|
||||
|
||||
onCompletedCallback?.Invoke(this);
|
||||
}
|
||||
|
||||
private void PlayStartSound()
|
||||
{
|
||||
if (audioSource != null && startClip != null)
|
||||
audioSource.PlayOneShot(startClip, startVolume);
|
||||
}
|
||||
}
|
||||
BIN
Assets/TutorialInfo/Icons/Help_Icon.png
Normal file
BIN
Assets/TutorialInfo/Icons/Help_Icon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
BIN
Assets/TutorialInfo/Icons/Mobile 3D.png
Normal file
BIN
Assets/TutorialInfo/Icons/Mobile 3D.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
BIN
Assets/Untitled.blend
Normal file
BIN
Assets/Untitled.blend
Normal file
Binary file not shown.
59
Assets/brambora Variant.prefab
Normal file
59
Assets/brambora Variant.prefab
Normal file
@@ -0,0 +1,59 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1001 &7621629235996350683
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Assets/prefabs/gambler (1).prefab.meta
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71
Assets/projectilebehavior.cs
Normal file
71
Assets/projectilebehavior.cs
Normal file
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(Collider))]
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public class ProjectileBehaviour : MonoBehaviour
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{
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{
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Potato,
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Knife
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Destroy(gameObject, lifeTime);
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{
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{
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Destroy(gameObject);
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return;
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}
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return;
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140
Assets/sklo.mat
Normal file
140
Assets/sklo.mat
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136
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@@ -769,7 +775,7 @@ PlayerSettings:
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ps4UseLowGarlicFragmentationMode: 1
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ps4SocialScreenEnabled: 0
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ps4ScriptOptimizationLevel: 2
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ps4ScriptOptimizationLevel: 0
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ps4Audio3dVirtualSpeakerCount: 14
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ps4attribCpuUsage: 0
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ps4PatchPkgPath:
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@@ -795,7 +801,7 @@ PlayerSettings:
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splashScreenBackgroundSourcePortrait: {fileID: 0}
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blurSplashScreenBackground: 1
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spritePackerPolicy:
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webGLMemorySize: 16
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webGLExceptionSupport: 1
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@@ -806,7 +812,7 @@ PlayerSettings:
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webGLTemplate: APPLICATION:Default
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webGLAnalyzeBuildSize: 0
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webGLUseEmbeddedResources: 0
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webGLCompressionFormat: 0
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webGLCompressionFormat: 1
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webGLWasmArithmeticExceptions: 0
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webGLLinkerTarget: 1
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webGLThreadsSupport: 0
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@@ -844,14 +850,14 @@ PlayerSettings:
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editorAssembliesCompatibilityLevel: 1
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m_RenderingPath: 1
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m_MobileRenderingPath: 1
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metroPackageName: Game
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metroPackageName: NegrBagrJaromirJagr
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metroPackageVersion:
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metroCertificatePath:
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metroCertificatePassword:
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metroCertificateSubject:
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metroCertificateIssuer:
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metroCertificateNotAfter: 0000000000000000
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metroApplicationDescription: Game
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metroApplicationDescription: NegrBagrJaromirJagr
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wsaImages: {}
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metroTileShortName:
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metroTileShowName: 0
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@@ -900,7 +906,8 @@ PlayerSettings:
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XboxOneOverrideIdentityName:
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XboxOneOverrideIdentityPublisher:
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vrEditorSettings: {}
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cloudServicesEnabled: {}
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cloudServicesEnabled:
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UNet: 1
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luminIcon:
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m_Name:
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m_ModelFolderPath:
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@@ -913,20 +920,20 @@ PlayerSettings:
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m_VersionCode: 1
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m_VersionName:
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hmiPlayerDataPath:
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hmiForceSRGBBlit: 1
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hmiForceSRGBBlit: 0
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embeddedLinuxEnableGamepadInput: 0
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hmiCpuConfiguration:
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hmiLogStartupTiming: 0
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qnxGraphicConfPath:
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apiCompatibilityLevel: 6
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captureStartupLogs: {}
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activeInputHandler: 1
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activeInputHandler: 2
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windowsGamepadBackendHint: 0
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cloudProjectId: 8feb5b9d-fe4c-4652-bc44-283fb1a29892
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cloudProjectId:
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framebufferDepthMemorylessMode: 0
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qualitySettingsNames: []
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projectName: Game
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organizationId: unity-tul-du
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projectName:
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organizationId:
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cloudEnabled: 0
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legacyClampBlendShapeWeights: 0
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hmiLoadingImage: {fileID: 0}
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@@ -4,9 +4,9 @@
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QualitySettings:
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m_ObjectHideFlags: 0
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serializedVersion: 5
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m_CurrentQuality: 1
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m_CurrentQuality: 0
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m_QualitySettings:
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- serializedVersion: 4
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- serializedVersion: 5
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name: Mobile
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pixelLightCount: 2
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shadows: 2
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@@ -34,6 +34,7 @@ QualitySettings:
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adaptiveVsyncExtraA: 0
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adaptiveVsyncExtraB: 0
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lodBias: 1
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maximumLODLevel: 0
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enableLODCrossFade: 1
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@@ -47,8 +48,7 @@ QualitySettings:
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asyncUploadBufferSize: 16
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asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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customRenderPipeline: {fileID: 11400000, guid: 5e6cbd92db86f4b18aec3ed561671858,
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type: 2}
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customRenderPipeline: {fileID: 11400000, guid: 5e6cbd92db86f4b18aec3ed561671858, type: 2}
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terrainDetailDensityScale: 1
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@@ -60,7 +60,7 @@ QualitySettings:
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terrainMaxTrees: 50
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excludedTargetPlatforms:
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- Standalone
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- serializedVersion: 4
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- serializedVersion: 5
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name: PC
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pixelLightCount: 2
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shadows: 2
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@@ -88,6 +88,7 @@ QualitySettings:
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adaptiveVsyncExtraA: 0
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adaptiveVsyncExtraB: 0
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lodBias: 2
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meshLodThreshold: 1
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maximumLODLevel: 0
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enableLODCrossFade: 1
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@@ -101,8 +102,7 @@ QualitySettings:
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asyncUploadBufferSize: 16
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asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd,
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type: 2}
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customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2}
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terrainQualityOverrides: 0
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terrainPixelError: 1
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terrainDetailDensityScale: 1
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@@ -117,7 +117,7 @@ QualitySettings:
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- iPhone
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m_TextureMipmapLimitGroupNames: []
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m_PerPlatformDefaultQuality:
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Android: 0
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Android: 2
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GameCoreScarlett: 1
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GameCoreXboxOne: 1
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Lumin: 0
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@@ -130,5 +130,5 @@ QualitySettings:
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WebGL: 0
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Windows Store Apps: 0
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XboxOne: 0
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iPhone: 0
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tvOS: 0
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iPhone: 2
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tvOS: 2
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121
ProjectSettings/SceneTemplateSettings.json
Normal file
121
ProjectSettings/SceneTemplateSettings.json
Normal file
@@ -0,0 +1,121 @@
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{
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"templatePinStates": [],
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"dependencyTypeInfos": [
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{
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"userAdded": false,
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"type": "UnityEngine.AnimationClip",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEditor.Animations.AnimatorController",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.AnimatorOverrideController",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEditor.Audio.AudioMixerController",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.ComputeShader",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Cubemap",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.GameObject",
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},
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{
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"userAdded": false,
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"type": "UnityEditor.LightingDataAsset",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.LightingSettings",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Material",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEditor.MonoScript",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.PhysicsMaterial",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.PhysicsMaterial2D",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
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},
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
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},
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"userAdded": false,
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"type": "UnityEngine.Rendering.VolumeProfile",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEditor.SceneAsset",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Shader",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.ShaderVariantCollection",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Texture",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Texture2D",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Timeline.TimelineAsset",
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"defaultInstantiationMode": 0
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}
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],
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"userAdded": false,
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"type": "<default_scene_template_dependencies>",
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"defaultInstantiationMode": 1
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},
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}
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@@ -11,13 +11,9 @@ UnityConnectSettings:
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m_ConfigUrl: https://config.uca.cloud.unity3d.com
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m_DashboardUrl: https://dashboard.unity3d.com
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m_TestInitMode: 0
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InsightsSettings:
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m_EngineDiagnosticsEnabled: 1
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m_Enabled: 0
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CrashReportingSettings:
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serializedVersion: 2
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m_EventUrl: https://perf-events.cloud.unity3d.com
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m_EnableCloudDiagnosticsReporting: 0
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m_Enabled: 0
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m_LogBufferSize: 10
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m_CaptureEditorExceptions: 1
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UnityPurchasingSettings:
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Reference in New Issue
Block a user