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@ -0,0 +1,437 @@ |
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using Unity.VisualScripting; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.EventSystems; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
public class CardEntity : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler |
|||
{ |
|||
public CardOriginalData cardOriginalData; |
|||
//public CardOriginalData cardData;
|
|||
|
|||
public int cardId; |
|||
public int CardId |
|||
{ |
|||
get { return cardId; } |
|||
set { cardId = value; } |
|||
} |
|||
|
|||
// public Vector3 OriginTransform;
|
|||
//private Vector3 EndTransform;
|
|||
[Header("拖拽参数")] |
|||
public Transform originalParent; |
|||
public Vector3 originalpoint; |
|||
public EventSystem eventSystem; |
|||
bool canUse=true;//决定卡牌是否可以释放
|
|||
bool choosed;//标识卡牌是否被选中
|
|||
|
|||
[Header("贝塞尔曲线瞄准")] |
|||
public GameObject ainPanle; |
|||
|
|||
[Header("影响格参数")] |
|||
public MapUnity currentNode;//瞄准的格子
|
|||
public List<MapUnity> influencePreviewPool;//卡牌的影响范围
|
|||
|
|||
public void Start() |
|||
{ |
|||
//cardData = GetComponent<CardOriginalData>();
|
|||
eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
|||
} |
|||
private void Update() |
|||
{ |
|||
//右键取消释放
|
|||
if (choosed && Mouse.current.rightButton.wasPressedThisFrame) |
|||
{ |
|||
Debug.Log("1"); |
|||
canUse = false;//取消释放
|
|||
ainPanle.SetActive(false); |
|||
//遍历范围预览池消除影响色
|
|||
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
|||
{ |
|||
GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
|||
} |
|||
GameManager.Instance.player.influencePreviewPool.Clear(); |
|||
//遍历影响池变色
|
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
influencePreviewPool[i].influenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
|
|||
|
|||
//其他位置都归位
|
|||
transform.SetParent(originalParent); |
|||
transform.localPosition = originalpoint; |
|||
GetComponent<CanvasGroup>().blocksRaycasts = true; |
|||
return; |
|||
} |
|||
} |
|||
|
|||
public void createCard(int cardId) |
|||
{ |
|||
this.cardId = cardId; |
|||
Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]); |
|||
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId]; |
|||
settleForStart(SettlementManager.settleTurn); |
|||
} |
|||
|
|||
//不应该为void,返回值为作用的地块
|
|||
public void use() |
|||
{ |
|||
settle(0); |
|||
|
|||
|
|||
} |
|||
//卡牌效果的结算
|
|||
public void settle(int settleTurn) |
|||
{ |
|||
for (int i = 0; i < cardOriginalData.Function.Length; i++) |
|||
{ |
|||
switch (cardOriginalData.Function[i]) |
|||
{ |
|||
case CardFunction.cardDamage: |
|||
damageWork(int.Parse(cardOriginalData.FunctionVal[i])); |
|||
break; |
|||
case CardFunction.cardShield: |
|||
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]); |
|||
break; |
|||
case CardFunction.posion: |
|||
case CardFunction.weak: |
|||
case CardFunction.coma: |
|||
case CardFunction.disarm: |
|||
case CardFunction.sleep: |
|||
case CardFunction.bleed: |
|||
case CardFunction.thorn: |
|||
abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i])); |
|||
break; |
|||
case CardFunction.costRestore: |
|||
break; |
|||
case CardFunction.dyeing: |
|||
Debug.Log("功能是:" + cardOriginalData.Function[1]); |
|||
dyeingWork(); |
|||
break; |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|||
public void abnormalConditionWork(string condition, int stackVak) |
|||
{ |
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
//施加负面
|
|||
if (influencePreviewPool[i].enemyNode != null) |
|||
{ |
|||
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak); |
|||
} |
|||
} |
|||
} |
|||
|
|||
private void damageWork(int damageVal) |
|||
{ |
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
//造成伤害
|
|||
if (influencePreviewPool[i].enemyNode != null) |
|||
{ |
|||
influencePreviewPool[i].enemyNode.sufferDamage(damageVal); |
|||
} |
|||
} |
|||
} |
|||
|
|||
private void dyeingWork() |
|||
{ |
|||
Debug.Log(influencePreviewPool.Count); |
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour; |
|||
} |
|||
} |
|||
|
|||
private void dyeing() |
|||
{ |
|||
//遍历影响池变色
|
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
influencePreviewPool[i].influenced = true; |
|||
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow; |
|||
} |
|||
} |
|||
|
|||
|
|||
//生成卡牌时候遗物的结算
|
|||
public void settleForStart(int settleTurn) |
|||
{ |
|||
|
|||
} |
|||
//卡牌效果结束之后结算
|
|||
public void settleForEnd(int settleTurn) |
|||
{ |
|||
|
|||
} |
|||
|
|||
public void OnBeginDrag(PointerEventData eventData) |
|||
{ |
|||
// if (GameObject.Find("CardPanel") != null)
|
|||
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
|
|||
choosed = true; |
|||
|
|||
GetComponent<CanvasGroup>().blocksRaycasts = false; |
|||
|
|||
originalParent = this.gameObject.transform.parent; |
|||
originalpoint = this.transform.localPosition; |
|||
|
|||
transform.SetParent(transform.parent.parent); |
|||
transform.position = eventData.position; |
|||
|
|||
//根据卡牌数据决定是否调用曲线
|
|||
if (cardOriginalData.CastingRange != 0) |
|||
{ |
|||
//释放范围为0则不需要调用曲线
|
|||
ainPanle.SetActive(true); |
|||
} |
|||
else |
|||
{ |
|||
ainPanle.SetActive(false); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
//todo-统一确定锚点位置
|
|||
|
|||
//重新调用范围预览--以后要写到卡牌效果里,现在默认影响1格
|
|||
//GameManager.Instance.player.StepPreviewInfluencedNode(1);
|
|||
} |
|||
|
|||
public void OnDrag(PointerEventData eventData) |
|||
{ |
|||
|
|||
if (cardOriginalData.CastingRange != 0) |
|||
{ |
|||
ainPanleWork(eventData); |
|||
} |
|||
else |
|||
{ |
|||
//没有范围不需要射线吧,因为不需要指定目标点?
|
|||
// noAinPanleWork(eventData);
|
|||
} |
|||
dyeing(); |
|||
|
|||
} |
|||
|
|||
private void ainPanleWork(PointerEventData eventData) |
|||
{ |
|||
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
|
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (eventData.pointerCurrentRaycast.gameObject != null) |
|||
{ |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit)) |
|||
{ |
|||
// Debug.Log(raycastHit.collider.gameObject.name);
|
|||
//检测到跟上次瞄准地方不同,更新
|
|||
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject) |
|||
{ |
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
influencePreviewPool[i].influenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
|||
|
|||
//重新调用范围预览
|
|||
GameManager.Instance.player.StepPreviewInfluencedNode(cardOriginalData.CastingRange); |
|||
Debug.Log(cardOriginalData.CastingRange); |
|||
//预览影响范围
|
|||
if (currentNode.influenced) |
|||
{ |
|||
//根据卡牌属性改变影响池
|
|||
influencePreviewPool.Add(currentNode); |
|||
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position; |
|||
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180; |
|||
Debug.Log(euler); |
|||
if (euler > 0 && euler < 45) |
|||
{ |
|||
if (currentNode.unitPool[0] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[0]); |
|||
if (currentNode.unitPool[4] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[4]); |
|||
} |
|||
else if (euler > 45 && euler < 135) |
|||
{ |
|||
if (currentNode.unitPool[1] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[1]); |
|||
if (currentNode.unitPool[5] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[5]); |
|||
} |
|||
else if (euler > 135 && euler < 180) |
|||
{ |
|||
if (currentNode.unitPool[2] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[2]); |
|||
if (currentNode.unitPool[0] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[0]); |
|||
} |
|||
else if (euler > 180 && euler < 225) |
|||
{ |
|||
if (currentNode.unitPool[1] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[1]); |
|||
if (currentNode.unitPool[3] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[3]); |
|||
} |
|||
else if (euler > 225 && euler < 315) |
|||
{ |
|||
if (currentNode.unitPool[2] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[2]); |
|||
if (currentNode.unitPool[4] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[4]); |
|||
} |
|||
else if (euler > 315 && euler < 360) |
|||
{ |
|||
if (currentNode.unitPool[3] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[3]); |
|||
if (currentNode.unitPool[5] != null) |
|||
influencePreviewPool.Add(currentNode.unitPool[5]); |
|||
} |
|||
//influencePreviewPool.Add(currentNode);
|
|||
|
|||
|
|||
} |
|||
|
|||
|
|||
} |
|||
} |
|||
} |
|||
Debug.Log("结束影响数值" + influencePreviewPool.Count); |
|||
} |
|||
|
|||
private void noAinPanleWork(PointerEventData eventData) |
|||
{ |
|||
|
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (eventData.pointerCurrentRaycast.gameObject != null) |
|||
{ |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit)) |
|||
{ |
|||
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
|||
influencePreviewPool.Add(currentNode); |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|||
public void OnEndDrag(PointerEventData eventData) |
|||
{ |
|||
choosed = false; |
|||
if(canUse ) |
|||
{ |
|||
Debug.Log("进入影响数值" + influencePreviewPool.Count); |
|||
if (eventData.pointerCurrentRaycast.gameObject != null) |
|||
{ |
|||
if (eventData.pointerCurrentRaycast.gameObject.name == "Card") |
|||
{ |
|||
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent); |
|||
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position; |
|||
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position; |
|||
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent); |
|||
|
|||
GetComponent<CanvasGroup>().blocksRaycasts = true; |
|||
|
|||
ainPanle.SetActive(false);//关闭贝塞尔曲线
|
|||
//遍历范围预览池消除影响色
|
|||
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
|||
{ |
|||
GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
|||
} |
|||
//GameManager.Instance.player.influencePreviewPool.Clear();
|
|||
|
|||
return; |
|||
} |
|||
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot") |
|||
{ |
|||
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform); |
|||
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position; |
|||
GetComponent<CanvasGroup>().blocksRaycasts = true; |
|||
|
|||
ainPanle.SetActive(false);//关闭贝塞尔曲线
|
|||
//遍历范围预览池消除影响色
|
|||
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
|||
{ |
|||
GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
|||
} |
|||
//GameManager.Instance.player.influencePreviewPool.Clear();
|
|||
|
|||
return; |
|||
} |
|||
} |
|||
if (ainPanle.activeSelf) |
|||
{ |
|||
ainPanle.SetActive(false);//关闭贝塞尔曲线
|
|||
} |
|||
|
|||
//先判断该卡牌的类型是否是需要范围
|
|||
if (cardOriginalData.CastingRange != 0) |
|||
{ |
|||
//检测碰撞的地图节点是否被影响(可释放)
|
|||
if (currentNode == null || currentNode.influenced == false) |
|||
{ |
|||
//遍历范围预览池消除影响色(红色,卡牌的释放范围)
|
|||
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
|||
{ |
|||
GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
|||
} |
|||
//GameManager.Instance.player.influencePreviewPool.Clear();
|
|||
} |
|||
else if (currentNode.influenced) |
|||
{ |
|||
|
|||
//卡牌释放效果
|
|||
use(); |
|||
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield); |
|||
|
|||
//临时效果--将其加入墓地并销毁实体
|
|||
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId); |
|||
Destroy(this.gameObject); |
|||
} |
|||
//遍历范围预览池消除影响色
|
|||
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
|||
{ |
|||
GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
|||
} |
|||
GameManager.Instance.player.influencePreviewPool.Clear(); |
|||
//遍历影响池变色
|
|||
for (int i = 0; i < influencePreviewPool.Count; i++) |
|||
{ |
|||
influencePreviewPool[i].influenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
GetComponent<CanvasGroup>().blocksRaycasts = true; |
|||
|
|||
//其他位置都归位
|
|||
transform.SetParent(originalParent); |
|||
transform.localPosition = originalpoint; |
|||
return; |
|||
}//范围类,需要指定被影响的节点才能释放
|
|||
else |
|||
{ |
|||
//卡牌释放效果
|
|||
use(); |
|||
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield); |
|||
|
|||
//临时效果--将其加入墓地并销毁实体
|
|||
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId); |
|||
Destroy(this.gameObject); |
|||
|
|||
return; |
|||
|
|||
}//无范围类,直接释放
|
|||
|
|||
} |
|||
else |
|||
{ |
|||
canUse = true; |
|||
} |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 9878eb734a9bb9e448c1a125b1e863e6 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,120 @@ |
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class CardOriginalData : System.Object |
|||
{ |
|||
private int cardId; |
|||
|
|||
private int cost; |
|||
|
|||
private string chineseName; |
|||
|
|||
private int rarity; |
|||
|
|||
private string[] function; |
|||
|
|||
private string[] functionVal; |
|||
|
|||
private int castingRange; |
|||
|
|||
private int effectRange; |
|||
|
|||
private int isDisposable; |
|||
|
|||
private string[] advantageFunction; |
|||
|
|||
private string[] advantageFunctionVal; |
|||
|
|||
private int carType; |
|||
|
|||
private string description; |
|||
|
|||
private string imgPath; |
|||
|
|||
public int CardId |
|||
{ |
|||
get { return cardId; } |
|||
set { cardId = value; } |
|||
} |
|||
|
|||
|
|||
public int Cost |
|||
{ |
|||
get { return cost; } |
|||
set { cost = value; } |
|||
} |
|||
|
|||
public string ChineseName |
|||
{ |
|||
get { return chineseName; } |
|||
set { chineseName = value; } |
|||
} |
|||
|
|||
public int Rarity |
|||
{ |
|||
get { return rarity; } |
|||
set { rarity = value; } |
|||
} |
|||
|
|||
public string[] Function |
|||
{ |
|||
get { return function; } |
|||
set { function = value; } |
|||
} |
|||
|
|||
public string[] FunctionVal |
|||
{ |
|||
get { return functionVal; } |
|||
set { functionVal = value; } |
|||
} |
|||
|
|||
public int CastingRange |
|||
{ |
|||
get { return castingRange; } |
|||
set { castingRange = value; } |
|||
} |
|||
|
|||
public int EffectRange |
|||
{ |
|||
get { return effectRange; } |
|||
set { effectRange = value; } |
|||
} |
|||
|
|||
public bool IsDisposable |
|||
{ |
|||
get { return isDisposable == 1; } |
|||
set { isDisposable = value ? 1 : 0; } |
|||
} |
|||
|
|||
public string[] AdvantageFunction |
|||
{ |
|||
get { return advantageFunction; } |
|||
set { advantageFunction = value; } |
|||
} |
|||
|
|||
public string[] AdvantageFunctionVal |
|||
{ |
|||
get { return advantageFunctionVal; } |
|||
set { advantageFunctionVal = value; } |
|||
} |
|||
|
|||
public int CarType |
|||
{ |
|||
get { return carType; } |
|||
set { carType = value; } |
|||
} |
|||
|
|||
public string Description |
|||
{ |
|||
get { return description; } |
|||
set { description = value; } |
|||
} |
|||
|
|||
public string ImgPath |
|||
{ |
|||
get { return imgPath; } |
|||
set { imgPath = value; } |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: b4150f21c56643d43b609b96eb88caa1 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,65 @@ |
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using System.IO; |
|||
|
|||
|
|||
public class CardOriginalDataList : Singleton<CardOriginalDataList> |
|||
{ |
|||
public Dictionary<int, CardOriginalData> cardOriginalDataList; |
|||
|
|||
//private CardOriginalData cardOriginalData;//卡牌数据类型
|
|||
//public CardData_SO templateardData_SO;//卡牌数据模板
|
|||
|
|||
// public List<CardData_SO> cardData_SOs;//测试用的表,用来打印字典
|
|||
|
|||
void Start() |
|||
{ |
|||
cardOriginalDataList = ReadExcel("Assets/data/card_data.csv"); |
|||
|
|||
/* for(int i =0;i<10;i++) |
|||
{ |
|||
cardData_SOs.Add(Instantiate(templateardData_SO)); |
|||
cardData_SOs[i].cardId = i; |
|||
}*/ |
|||
|
|||
} |
|||
|
|||
Dictionary<int, CardOriginalData> ReadExcel(string filePath) |
|||
{ |
|||
Dictionary<int, CardOriginalData> cardOriginalDataList = new Dictionary<int, CardOriginalData>(); |
|||
|
|||
string[] lines = File.ReadAllLines(filePath); |
|||
// 跳过标题行(如果CSV文件有标题行的话)
|
|||
for (int i = 1; i < lines.Length; i++) |
|||
{ |
|||
// 用逗号分隔每行数据
|
|||
string[] values = lines[i].Split(','); |
|||
CardOriginalData cardOriginalData = new CardOriginalData(); |
|||
loadDatafromCsv(values, cardOriginalData); |
|||
cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData); |
|||
} |
|||
return cardOriginalDataList; |
|||
} |
|||
|
|||
private CardOriginalData loadDatafromCsv(string[] values, CardOriginalData cardOriginalData) |
|||
{ |
|||
//CardOriginalData cardOriginalData = CardOriginalData.Instance;
|
|||
cardOriginalData.CardId = int.Parse(values[0]); |
|||
cardOriginalData.ChineseName = values[1]; |
|||
cardOriginalData.Cost = int.Parse(values[2]); |
|||
cardOriginalData.Rarity = int.Parse(values[3]); |
|||
cardOriginalData.Function = values[4].Split(";"); |
|||
cardOriginalData.FunctionVal = values[5].Split(";"); |
|||
cardOriginalData.CastingRange = int.Parse(values[6]); |
|||
cardOriginalData.EffectRange = int.Parse(values[7]); |
|||
cardOriginalData.IsDisposable = int.Parse(values[8]) == 1; |
|||
cardOriginalData.AdvantageFunction = values[9].Split(";"); |
|||
cardOriginalData.AdvantageFunctionVal = values[10].Split(";"); |
|||
cardOriginalData.CarType = int.Parse(values[11]); |
|||
cardOriginalData.Description = values[12]; |
|||
cardOriginalData.ImgPath = values[13]; |
|||
return cardOriginalData; |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 34479ee20dc78fb49927983a85316eb8 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||