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加入buff显示

pull/8/head
软件204张景程 1 year ago
parent
commit
19d1c04354
  1. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/BuffPrefab.meta
  2. 237
      ColorlessWorld-2024-4-2/Assets/Prefab/BuffPrefab/BuffIcon.prefab
  3. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/BuffPrefab/BuffIcon.prefab.meta
  4. 3327
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  5. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs
  6. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  7. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkeletonArcher.cs
  8. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullGuardian.cs
  9. 26
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  10. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs
  11. 98
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs
  12. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  13. 64
      ColorlessWorld-2024-4-2/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
  14. 88
      ColorlessWorld-2024-4-2/UserSettings/Layouts/default-2022.dwlt
  15. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache
  16. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache
  17. BIN
      ColorlessWorld-2024-4-2/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache

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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

2
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -148,7 +148,7 @@ public class EnemyManager : Singleton<EnemyManager>
foreach (var observer in enemyObservers)
{
observer.GetEnemyNode().enemyTurnSettleInit();
observer.GetEnemyNode().enemyTurnSettle(settleTurn);
observer.GetEnemyNode().enemyTurnSettle(settleTurn);
}
}

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -31,6 +31,9 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public GameObject lineAim;
public bool canLineAppre;
[Header("敌人UI控制器")]
public EnemyUIBar enemyUIBar;
public enum EnemyType
{
enemy,
@ -75,6 +78,9 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
if (templateEnemyState != null)
EnemyState = Instantiate(templateEnemyState);
if(enemyType ==EnemyType.enemy )
enemyUIBar = GetComponent<EnemyUIBar>();
Invoke("StartPosition", 6f);
}
@ -317,9 +323,10 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
Debug.Log(key);
switch (key)
{
case AbnormalCondition.posion:
case AbnormalCondition.posion:
posionSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.weak:

27
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkeletonArcher.cs

@ -133,10 +133,8 @@ public class SkeletonArcher : MonoBehaviour
}
}
if (enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange)
{
SkeletonArcherAction();
}
SkeletonArcherAction();
}
IEnumerator JudgNextActionCoroutine()
@ -153,7 +151,7 @@ public class SkeletonArcher : MonoBehaviour
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
{
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
@ -169,6 +167,7 @@ public class SkeletonArcher : MonoBehaviour
public void SkeletonArcherAction()
{
float distance = Vector3.Distance(this.transform.position, GameManager.Instance.player.transform.position);
//放技能
if (enemyNode.EnemyState.currentSkillCoolDown > 0)
{
@ -176,16 +175,17 @@ public class SkeletonArcher : MonoBehaviour
Ray ray = new Ray(this.transform.position, dir);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{
if (raycastHit.collider.tag == "Player" && enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange)
if (raycastHit.collider.tag == "Player" && distance <= enemyNode.EnemyState.attackRange+0.5f)
{
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
AttackDamage();
}
}
Debug.Log("远程攻击");
}
else
{
if (enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange)
if (distance <= enemyNode.EnemyState.attackRange + 0.5f)
{
ArcherColour(GameManager.Instance.playerOn);
}
@ -242,7 +242,7 @@ public class SkeletonArcher : MonoBehaviour
toColourPool[c].whoColour = MapUnity.WhoColour.enemyColour;
if(toColourPool[c].playerOn)
{
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
AttackDamage();
}
}
}
@ -259,4 +259,13 @@ public class SkeletonArcher : MonoBehaviour
}
public void AttackDamage()
{
Usermanager.Instance.shield -= (int)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
if (Usermanager.Instance.shield < 0)
{
GameManager.Instance.playerState.currentHP += Usermanager.Instance.shield;
Usermanager.Instance.shield = 0;
}
}
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullGuardian.cs

@ -39,6 +39,7 @@ public class SkullGuardian : MonoBehaviour
enemyNode.canMove = false;
}
enemyNode.enemyUIBar.RefreshEnemyBuffIcon();
//重置时间标量
lastTime = time;
}
@ -57,7 +58,7 @@ public class SkullGuardian : MonoBehaviour
{
case EnemyNode.PlanAction.attack:
//攻击
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
AttackDamage();
Debug.Log("攻击");
break;
@ -158,5 +159,13 @@ public class SkullGuardian : MonoBehaviour
}
public void AttackDamage()
{
Usermanager.Instance.shield -= (int)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
if (Usermanager.Instance.shield < 0)
{
GameManager.Instance.playerState.currentHP += Usermanager.Instance.shield;
Usermanager.Instance.shield = 0;
}
}
}

26
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -170,31 +170,7 @@ public class GameManager : Singleton<GameManager>
}
}
}
/* else
{
for (int i = 0; i < X.Count; i++)
{
for (int j = 0; j < X[i].Y.Count; j++)
{
if (j < boundary)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.playerColour;
}
else if(j==boundary )
{
if(i%2==0)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.playerColour;
}
}
else
{
X[i].Y[j].whoColour = MapUnity.WhoColour.enemyColour;
}
}
}
}*/
}
}

20
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs

@ -27,8 +27,8 @@ public class EnemyPlanActionUI : MonoBehaviour
//攻击
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + enemyNode.EnemyState.stepRange, enemyNode.rangePool);
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + ((int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier)).ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + (int)(enemyNode.EnemyState.stepRange* enemyNode.EnemyState.stepRangeMultiplier), enemyNode.rangePool);
}
else
{
@ -65,8 +65,8 @@ public class EnemyPlanActionUI : MonoBehaviour
//攻击
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange, enemyNode.rangePool);
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + ((int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier)).ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange+(int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier), enemyNode.rangePool);
}
else
{
@ -80,13 +80,13 @@ public class EnemyPlanActionUI : MonoBehaviour
}
break;
case EnemyNode.PlanAction.sheield:
//攻击
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会回复" + attackDamageText.text + "点护盾。" + "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
stateText.text = "这个敌人将会回复" + attackDamageText.text + "点护盾。" + "这个敌人将会移动" + ((int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier)).ToString() + "个格子。";
if (enemyNode.pasth.Count > enemyNode.EnemyState.stepRange)
{
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.stepRange, enemyNode.rangePool);
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, (int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier), enemyNode.rangePool);
}
else
{
@ -104,8 +104,8 @@ public class EnemyPlanActionUI : MonoBehaviour
enemyNode.lineAim.GetComponent<EnemyAimLine>().Appear();
if (enemyNode.canMove)
{
stateText.text = "这个敌人将无会造成范围伤害。这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange, enemyNode.rangePool);
stateText.text = "这个敌人将无会造成范围伤害。这个敌人将会移动" + ((int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier)).ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange+(int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier), enemyNode.rangePool);
}
else
{
@ -117,7 +117,7 @@ public class EnemyPlanActionUI : MonoBehaviour
stateText.text = "这个敌人将无所事事";
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
stateText.text = "这个敌人将会移动" + ((int)(enemyNode.EnemyState.stepRange * enemyNode.EnemyState.stepRangeMultiplier)).ToString() + "个格子。";
}
break;

98
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs

@ -3,10 +3,15 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using System.Linq;
using System.Xml;
public class EnemyUIBar : MonoBehaviour
{
[Header("常驻角色属性")]
public Image HPBar;
public Text currentHPText;
public Text maxHPText;
public Text sheildText;
EnemyNode enemyNode;
@ -32,6 +37,11 @@ public class EnemyUIBar : MonoBehaviour
public Text nameText;
public Image enemyIcon;
[Header("Buff图标显示")]
public List<GameObject> buffIconList = new List<GameObject>();
public GameObject buffIcon;
public GameObject buffPanle;
[Header("¼ÆÊý±êÁ¿")]
public float time;
float lastTime=0;
@ -45,6 +55,8 @@ public class EnemyUIBar : MonoBehaviour
{
HPBar.fillAmount = enemyNode .EnemyState .currentHP /enemyNode .EnemyState .maxHP;
sheildText.text = enemyNode.EnemyState.shieldValue.ToString();
currentHPText.text = enemyNode.EnemyState.currentHP.ToString();
maxHPText.text = enemyNode.EnemyState.maxHP.ToString();
//Çл»ÒâͼUI
@ -131,5 +143,89 @@ public class EnemyUIBar : MonoBehaviour
statePanel.SetActive(false);
}
//异常Buff显示
public void RefreshEnemyBuffIcon()
{
EnemyState_SO EnemyState = enemyNode.EnemyState;
//先清空
foreach (var icon in buffIconList )
{
Destroy(icon);
}
buffIconList.Clear();
//再刷新
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
switch (key)
{
case AbnormalCondition.posion:
if(EnemyState.abnormalCondition[key]!=0)
{
var posion = Instantiate(buffIcon, buffPanle.transform);
posion.transform.GetChild(0).GetComponent<Text>().text = "毒";
posion.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(posion);
}
break;
case AbnormalCondition.weak:
if (EnemyState.abnormalCondition[key] != 0)
{
var weak = Instantiate(buffIcon, buffPanle.transform);
weak.transform.GetChild(0).GetComponent<Text>().text = "虚";
weak.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(weak);
}
break;
case AbnormalCondition.coma:
if (EnemyState.abnormalCondition[key] != 0)
{
var coma = Instantiate(buffIcon, buffPanle.transform);
coma.transform.GetChild(0).GetComponent<Text>().text = "晕";
coma.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(coma);
}
break;
case AbnormalCondition.disarm:
if (EnemyState.abnormalCondition[key] != 0)
{
var disarm = Instantiate(buffIcon, buffPanle.transform);
disarm.transform.GetChild(0).GetComponent<Text>().text = "缴";
disarm.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(disarm);
}
break;
case AbnormalCondition.sleep:
if (EnemyState.abnormalCondition[key] != 0)
{
var sleep = Instantiate(buffIcon, buffPanle.transform);
sleep.transform.GetChild(0).GetComponent<Text>().text = "睡";
sleep.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(sleep);
}
break;
case AbnormalCondition.bleed:
if (EnemyState.abnormalCondition[key] != 0)
{
var bleed = Instantiate(buffIcon, buffPanle.transform);
bleed.transform.GetChild(0).GetComponent<Text>().text = "流";
bleed.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(bleed);
}
break;
case AbnormalCondition.thorn:
if (EnemyState.abnormalCondition[key] != 0)
{
var thorn = Instantiate(buffIcon, buffPanle.transform);
thorn.transform.GetChild(0).GetComponent<Text>().text = "刺";
thorn.transform.GetChild(1).GetComponent<Text>().text = EnemyState.abnormalCondition[key].ToString();
buffIconList.Add(thorn);
}
break;
}
}
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -77,7 +77,7 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.disarm:
case CardFunction.sleep:
case CardFunction.thorn:
abnormalConditionWork(kvp.Value, int.Parse(kvp.Value), influencePreviewPool);
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.costRestore:
TurnMaster.Instance.currentCost += int.Parse(kvp.Value);

64
ColorlessWorld-2024-4-2/UserSettings/Layouts/CurrentMaximizeLayout.dwlt

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width: 347.2
height: 487.2
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 201, y: 221}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 6}
m_Panes:
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@ -238,23 +238,23 @@ MonoBehaviour:
m_SceneHierarchy:
m_TreeViewState:
scrollPos: {x: 0, y: 0}
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m_OriginalName: Image
m_Name:
m_OriginalName:
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y: 0
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m_IsRenaming: 0
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m_IsRenamingFilename: 0
m_ClientGUIView: {fileID: 5}
m_SearchString:
@ -635,9 +635,9 @@ MonoBehaviour:
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m_AudioPlay: 0
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m_Value: {x: 2.4415243, y: -1.7079823, z: 2.0844522}
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m_CameraMode:
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m_Rotation:
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m_Target: {x: 0.22429028, y: -0.017527353, z: 0.0038717669, w: 0.97460735}
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m_Value: {x: 0.2242356, y: -0.017523078, z: 0.0038708227, w: 0.9743697}
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m_Target: 3.4315991
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m_Value: 193.69803
m_Value: 3.4315991
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m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
m_Name: ProjectBrowser
m_Name: ConsoleWindow
m_EditorClassIdentifier:
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m_Position:
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m_MaxSize: {x: 4001, y: 4021}
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m_Panes:
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m_Selected: 0
m_LastSelected: 1
m_Selected: 1
m_LastSelected: 0
--- !u!114 &10
MonoBehaviour:
m_ObjectHideFlags: 52
@ -787,7 +787,7 @@ MonoBehaviour:
m_SkipHidden: 0
m_SearchArea: 1
m_Folders:
- Assets/GameDate/Enemy
- Assets/Scripts/UI
m_Globs: []
m_OriginalText:
m_ImportLogFlags: 0
@ -795,16 +795,16 @@ MonoBehaviour:
m_ViewMode: 1
m_StartGridSize: 64
m_LastFolders:
- Assets/GameDate/Enemy
- Assets/Scripts/UI
m_LastFoldersGridSize: -1
m_LastProjectPath: D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2
m_LastProjectPath: D:\GitInventory_0330\test_45\ColorlessWorld-2024-4-2
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m_FolderTreeState:
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m_LastClickedID: 30318
m_ExpandedIDs: 000000009a7400009c74000000ca9a3bffffff7f
m_RenameOverlay:
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m_Name:
@ -832,7 +832,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: 00000000f0730000f273000000ca9a3bffffff7f
m_ExpandedIDs: 000000009a7400009c74000000ca9a3bffffff7f
m_RenameOverlay:
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m_Name:
@ -857,8 +857,8 @@ MonoBehaviour:
m_Icon: {fileID: 0}
m_ResourceFile:
m_ListAreaState:
m_SelectedInstanceIDs: b06b0000
m_LastClickedInstanceID: 27568
m_SelectedInstanceIDs: 700d0000
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m_HadKeyboardFocusLastEvent: 1
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m_MaxSize: {x: 4001, y: 4021}
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m_Panes:
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88
ColorlessWorld-2024-4-2/UserSettings/Layouts/default-2022.dwlt

@ -19,7 +19,7 @@ MonoBehaviour:
width: 1473.6
height: 820.8
m_ShowMode: 4
m_Title: "\u9879\u76EE"
m_Title: "\u63A7\u5236\u53F0"
m_RootView: {fileID: 2}
m_MinSize: {x: 875, y: 321}
m_MaxSize: {x: 10000, y: 10000}
@ -119,7 +119,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 100}
m_MaxSize: {x: 24288, y: 16192}
vertical: 0
controlID: 21295
controlID: 19737
--- !u!114 &6
MonoBehaviour:
m_ObjectHideFlags: 52
@ -144,7 +144,7 @@ MonoBehaviour:
m_MinSize: {x: 200, y: 100}
m_MaxSize: {x: 16192, y: 16192}
vertical: 1
controlID: 21238
controlID: 19692
--- !u!114 &7
MonoBehaviour:
m_ObjectHideFlags: 52
@ -169,7 +169,7 @@ MonoBehaviour:
m_MinSize: {x: 200, y: 50}
m_MaxSize: {x: 16192, y: 8096}
vertical: 0
controlID: 21239
controlID: 19693
--- !u!114 &8
MonoBehaviour:
m_ObjectHideFlags: 52
@ -189,8 +189,8 @@ MonoBehaviour:
y: 0
width: 347.2
height: 487.2
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 201, y: 221}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 13}
m_Panes:
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@ -233,7 +233,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
m_Name: ProjectBrowser
m_Name: ConsoleWindow
m_EditorClassIdentifier:
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m_Position:
@ -242,14 +242,14 @@ MonoBehaviour:
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width: 1119.2
height: 283.59998
m_MinSize: {x: 231, y: 271}
m_MaxSize: {x: 10001, y: 10021}
m_ActualView: {fileID: 15}
m_MinSize: {x: 101, y: 121}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 16}
m_Panes:
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m_Selected: 0
m_LastSelected: 1
m_Selected: 1
m_LastSelected: 0
--- !u!114 &11
MonoBehaviour:
m_ObjectHideFlags: 52
@ -297,8 +297,8 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 409.6
y: 73.6
x: 348.2
y: 19
width: 769.99994
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m_SerializedDataModeController:
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y: -432
width: 1742.1873
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m_LastWindowPixelSize: {x: 962.49994, y: 582.75}
m_defaultScale: 0.8458333
m_LastWindowPixelSize: {x: 1842, y: 939.75}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 00000000000000000000
@ -413,9 +413,9 @@ MonoBehaviour:
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m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: 486f0000
m_LastClickedID: 28488
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m_AudioPlay: 0
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m_CameraMode:
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@ -831,13 +831,13 @@ MonoBehaviour:
m_GridAxis: 1
m_gridOpacity: 0.5
m_Rotation:
m_Target: {x: 0.011393281, y: 0.0048472686, z: -0.00039207682, w: 1.0001607}
m_Target: {x: 0.22429028, y: -0.017527353, z: 0.0038717669, w: 0.97460735}
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@ -908,7 +908,7 @@ MonoBehaviour:
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@ -916,16 +916,16 @@ MonoBehaviour:
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