dev-1022-3 #56

Merged
45 merged 2 commits from dev-1022-3 into dev-0524 1 year ago
  1. 3
      ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/DarkCloud.asset
  2. BIN
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(95).png
  3. 150
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  4. BIN
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(96).png
  5. 174
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  6. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/BlackMap-1.mat
  7. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-1.mat
  8. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-2.mat
  9. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-3.mat
  10. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-1.mat
  11. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-2.mat
  12. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-3.mat
  13. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-4.mat
  14. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-5.mat
  15. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/MapUnityHight.mat
  16. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-1.mat
  17. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-2.mat
  18. 131
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/BlackSheep.prefab
  19. 133
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/DarkCloud.prefab
  20. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Grinfiend.prefab
  21. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Mushroom.prefab
  22. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Polymaw.prefab
  23. 122
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  24. 8
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.meta
  25. 292
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  26. BIN
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene/LightingData.asset
  27. 8
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene/LightingData.asset.meta
  28. BIN
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene/ReflectionProbe-0.exr
  29. 127
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene/ReflectionProbe-0.exr.meta
  30. 703
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  31. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  32. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardSmall/CardSmall.cs
  33. 33
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs
  34. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  35. 26
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  36. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyPool.cs
  37. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs
  38. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Mushroom.cs
  39. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs
  40. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  41. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs
  42. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  43. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  44. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  45. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  46. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  47. 58
      ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset
  48. 48
      ColorlessWorld-2024-4-2/Assets/Settings/URP-Balanced.asset
  49. 48
      ColorlessWorld-2024-4-2/Assets/Settings/URP-HighFidelity.asset
  50. 54
      ColorlessWorld-2024-4-2/Assets/Settings/URP-Performant.asset
  51. 9
      ColorlessWorld-2024-4-2/ProjectSettings/ProjectSettings.asset
  52. 16
      ColorlessWorld-2024-4-2/ProjectSettings/TimelineSettings.asset
  53. 2
      ColorlessWorld-2024-4-2/ProjectSettings/UnityConnectSettings.asset

3
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131
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9
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -2,18 +2,11 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Xml;
using TreeEditor;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Windows;
using static Name;
using static UnityEngine.EventSystems.EventTrigger;
using static UnityEngine.InputSystem.Controls.DiscreteButtonControl;
using static UnityEngine.Rendering.DebugUI;
public class CardEntity : MonoBehaviour

8
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardSmall/CardSmall.cs

@ -1,15 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Net;
using System.Security.Cryptography;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class CardSmall : MonoBehaviour
{

33
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs

@ -225,6 +225,7 @@ public class BlackSheep : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -250,19 +251,37 @@ public class BlackSheep : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
time = 0;
move = true;
while (move)
{
break;
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
if (time >= 1)
{
move = false;
}
yield return null;
}
}
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

39
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs

@ -232,6 +232,7 @@ public class DarkCloud : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -259,6 +260,42 @@ public class DarkCloud : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//ÒÆ¶¯µ½Î»ÖÃ
{
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode. CalculatePath(linePath,enemyNode. posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
}
/*
while (true)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
@ -270,7 +307,7 @@ public class DarkCloud : MonoBehaviour
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
}*/
//Åжϸ¯Ê´
enemyNode.CorrodeRealize(endMapUnity);

26
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -27,6 +27,12 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public List<MapUnity> rangePool = new List<MapUnity>();//范围预览
public List<MapUnity> aoeRangePool = new List<MapUnity>();//范围预览
[Header("走路参数")]
public float jumpHeight;
public float posCount;
public float jumpSpeed;
public AnimationCurve speedCurve;
[Header("敌人类型")]
public EnemyType enemyType;
public EnemyScript enemyScript;
@ -1407,5 +1413,25 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
#endregion
#region 计算贝塞尔曲线的拟合点
public List<Vector3> CalculatePath(List<Vector3> linePath, float posCount, Vector3 lineStart, Vector3 lineMiddel, Vector3 lineEnd)
{
linePath.Clear();
for (int i = 0; i < posCount; i++)
{
Vector3 currentPoint = CalculateBezierPoint(lineStart, lineMiddel, lineEnd, i / posCount);
linePath.Add(currentPoint);
Debug.Log("currentPoint" + currentPoint);
}
return linePath;
}
public Vector3 CalculateBezierPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
Debug.Log("t" + t);
float u = 1 - t;
float tt = t * t;
return u * u * p0 + 2 * t * u * p1 + tt * p2;
}
#endregion
}

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

@ -54,7 +54,7 @@ public class EnemyPool : MonoBehaviour
}
return enemyPool.Keys.Last();
}
#if UNITY_EDITOR
public static List<GameObject> getEnemyPrefab(List<string> enemyList)
{
List<GameObject> enemyPrefabs = new List<GameObject>();
@ -69,5 +69,5 @@ public class EnemyPool : MonoBehaviour
}
return enemyPrefabs;
}
#endif
}

32
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs

@ -253,6 +253,7 @@ public class Grinfiend : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -278,17 +279,36 @@ public class Grinfiend : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (dDistance < 0.1f)
if (time >= 1)
{
break;
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

32
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Mushroom.cs

@ -304,6 +304,7 @@ public class Mushroom : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -329,17 +330,36 @@ public class Mushroom : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (dDistance < 0.1f)
if (time >= 1)
{
break;
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

32
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs

@ -129,6 +129,7 @@ public class Polymaw : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -266,17 +267,36 @@ public class Polymaw : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (dDistance < 0.1f)
if (time >= 1)
{
break;
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

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

@ -219,7 +219,7 @@ public class GameManager : Singleton<GameManager>
// float currentWhiteNodeCount = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
blackNodeCountLatest = Mathf.Lerp(blackNodeCountLatest, blackNodeCount, Time.deltaTime * sunSpeed);
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blueNodeCount;
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blackNodeCount;
//ÑÕÉ«
Red.fillAmount = redNodeCountLatest / totoalNode;
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;

3
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs

@ -1,8 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TreeEditor;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
public class EffectRangeHandler8_2 : EffectRangeHandlerBase

3
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -108,7 +108,10 @@ public class MapManager : Singleton<MapManager>
while (listWithDisableNode)
{
listWithDisableNode = false;
#if UNITY_EDITOR
enemyListTest = EnemyPool.getEnemyPrefab(enemyList);
#endif
mapSet = MathTool.GetRandomElements(getNodeTools.getAllNodesExceptEnemyAndPlayer(), enemyListTest.Count);
mapList = new List<MapUnity>(mapSet);

4
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -1,9 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.Rendering;
public static class Name
{
public static class Target

5
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -1,13 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Unity.VisualScripting;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
public class getNodeTools
{

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

@ -1,8 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
public class MapUnityManager : Singleton<MapUnityManager>

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

@ -1,10 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using Unity.VisualScripting;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.Playables;
public class SettlementManager : Singleton<SettlementManager>
{

58
ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset

@ -12,46 +12,41 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0b2db86121404754db890f4c8dfe81b2, type: 3}
m_Name: Bloom
m_EditorClassIdentifier:
active: 1
m_AdvancedMode: 0
active: 0
skipIterations:
m_OverrideState: 0
m_Value: 1
threshold:
m_OverrideState: 1
m_Value: 1
min: 0
intensity:
m_OverrideState: 1
m_Value: 1
min: 0
scatter:
m_OverrideState: 0
m_Value: 0.7
min: 0
max: 1
clamp:
m_OverrideState: 0
m_Value: 65472
min: 0
tint:
m_OverrideState: 0
m_Value: {r: 1, g: 1, b: 1, a: 1}
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