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16 changed files with 3357 additions and 17906 deletions

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@ -2,11 +2,24 @@ using System;
using System.Collections.Generic;
using Unity.IO.LowLevel.Unsafe;
using UnityEngine;
using static UnityEditor.PlayerSettings;
namespace AI.Base {
public class EnemyStateManager : MonoBehaviour {
public static EnemyStateManager Instance;
public static List<GoblerStateManager> Goblers = new List<GoblerStateManager>();
public static Action UpdateTick;
public static Action GizmoTick;
public void Awake() {
Instance = this;
}
public void Update() {
UpdateTick?.Invoke();
}
public static void OnDrawGizmos() {
GizmoTick?.Invoke();
}
}
}

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@ -6,7 +6,7 @@ using System.Xml.Linq;
using UnityEngine;
using UnityEngine.AI;
public class GoblerStateManager : Alive {
public class GoblerStateManager {
[Header("Mechanics Attributes")]
[SerializeField] public float ChaseDistance = 10f;
[SerializeField] public float ChaseDistanceBuffer = 1f;
@ -40,12 +40,6 @@ public class GoblerStateManager : Alive {
PathAgent.updateRotation = false;
PathAgent.updateUpAxis = false;
PathAgent.speed = Speed;
IsUpdating = false;
MaxHealth = 100;
CurrentHealth = MaxHealth;
OnDeath += () => SetState(State.Die);
SetState(State.GoToCrystal);
EnemySpawnerManager.UpdateTick += Update;
EnemySpawnerManager.GizmoTick += OnDrawGizmos;
@ -78,7 +72,6 @@ public class GoblerStateManager : Alive {
private bool IsUpdating;
protected void Update() {
if (Owner == null) return;
if (GameManager.Crystal == null) return;
if (IsUpdating) return;
IsUpdating = true;
@ -94,8 +87,8 @@ public class GoblerStateManager : Alive {
case State.GoToCrystal:
PathAgent.SetDestination(CrystalPos);
//if (DistFromCrystal < 1)
// SetState(State.Die);
if (DistFromCrystal < 1)
SetState(State.Die);
break;
@ -109,8 +102,8 @@ public class GoblerStateManager : Alive {
if (DistFromPlayer > ChaseDistance + ChaseDistanceBuffer)
SetState(State.GoToCrystal);
//else if (DistFromPlayer < 1)
// SetState(State.Die);
else if (DistFromPlayer < 1)
SetState(State.Die);
break;
@ -122,7 +115,7 @@ public class GoblerStateManager : Alive {
case State.Die:
EnemySpawnerManager.RemoveGobler(Owner);
EnemySpawnerManager.RemoveGobler(this);
SetState(State.None);
break;
@ -179,7 +172,9 @@ public class GoblerStateManager : Alive {
}
private void DrawChaseDistance() {
EnemySpawnerManager.DrawWireSphere(Color.green, MyPos, ChaseDistance);
Gizmos.color = Color.green;
Vector2 center = MyPos;
Gizmos.DrawWireSphere(center, ChaseDistance);
}
private void DrawAttackDistance() {
@ -194,50 +189,6 @@ public class GoblerStateManager : Alive {
Vector2 direction2D = (PlayerPos - MyPos).normalized;
Vector2 point2D = MyPos + direction2D * AttackDistance;
//Gizmos.DrawWireSphere(point2D, AttackMaskDiameter);
EnemySpawnerManager.DrawWireSphere(Color.red, point2D, AttackMaskDiameter);
}
}
public class Alive {
public int MaxHealth { get; protected set; }
public int CurrentHealth { get; protected set; }
public bool IsDead => CurrentHealth <= 0;
public bool IsInvincible => Time.time < invincibleUntil;
protected float invincibleUntil = 0f;
protected float invincibilityDuration = 1f;
public event Action<int, Vector2> OnTakeDamage;
public event Action OnDeath;
public event Action<int> OnHeal;
public void TakeDamage(int amount, Vector2 hitDirection) {
if (IsDead || IsInvincible) return;
CurrentHealth -= amount;
CurrentHealth = Mathf.Max(CurrentHealth, 0);
invincibleUntil = Time.time + invincibilityDuration;
hitDirection = hitDirection.normalized;
OnTakeDamage?.Invoke(amount, hitDirection);
if (CurrentHealth == 0) OnDeath?.Invoke();
}
public void Heal(int amount) {
if (IsDead) return;
CurrentHealth += amount;
CurrentHealth = Mathf.Min(CurrentHealth, MaxHealth);
OnHeal?.Invoke(amount);
}
public void Reset() {
CurrentHealth = MaxHealth;
invincibleUntil = 0f;
Gizmos.DrawWireSphere(point2D, AttackMaskDiameter);
}
}

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@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.Linq;
@ -21,8 +20,6 @@ public class ClassBase {
//[HideInInspector] public List<Ability> Abilities;
protected Player Player;
protected Transform PlayerTransform { get { return Player.transform; } }
protected Vector2 PlayerPos { get { return PlayerTransform.position; } }
protected Animator Animator;
protected AttackAnimatorFactory AttackAnimator;
protected float PlayerOriginalSpeed;
@ -94,40 +91,4 @@ public class ClassBase {
Debug.Log($"[{Name}] Updating skill count [{SkillCount}/{SkillCountMax}]");
}
}
protected Coroutine AttackCoroutine;
protected void CreateHitBoxOffset(float centerOffset, float radius, float hitDelay, float hitDuration) {
if (AttackCoroutine != null)
Player.Instance.StopCoroutine(AttackCoroutine);
var center = PlayerPos + Player.PrevDirection * centerOffset;
AttackCoroutine = Player.Instance.StartCoroutine(CreateHitBoxHelper(center, radius, hitDelay, hitDuration));
}
protected IEnumerator CreateHitBoxHelper(Vector2 center, float radius, float hitDelay, float hitDuration) {
HitBoxDraw.Center = center;
Debug.Log(PlayerPos);
HitBoxDraw.Center += Vector2.down;
HitBoxDraw.Radius = radius;
HitBoxDraw.Color = Color.green;
HitBoxDraw.Draw = true;
yield return new WaitForSeconds(hitDelay);
HitBoxDraw.Active = true;
HitBoxDraw.Color = Color.red;
yield return new WaitForSeconds(hitDuration);
HitBoxDraw.Active = false;
HitBoxDraw.Draw = false;
}
public HitBoxDrawClass HitBoxDraw = new HitBoxDrawClass();
public class HitBoxDrawClass {
public bool Draw;
public bool Active;
public Vector2 Center;
public float Radius;
public Color Color;
}
}

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@ -1,9 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEngine;
using static UnityEngine.RuleTile.TilingRuleOutput;
[System.Serializable]
public class MeleeFighterClass : ClassBase {
@ -28,7 +26,6 @@ public class MeleeFighterClass : ClassBase {
Skills.Add(AttackState.BladeVortex, new ClassSkill("BladeVortex", 2f, 3));
Skills.Add(AttackState.Shockwave, new ClassSkill("Shockwave", 2f, 3));
GenerateAvailableSkillsList();
Player.GizmoTick += GizmoTick;
}
@ -62,23 +59,11 @@ public class MeleeFighterClass : ClassBase {
Player.SkillInUse = false;
return;
case AttackState.BasicAttack1:
AllowBladeVortex = ComboTimeElapsed <= 0.1f;
break;
case AttackState.BasicAttack3:
if (ComboTimeElapsed <= 0.1) break;
ChangeState(AttackState.KineticSurgeRelease);
AttackAnimator.MeleeResetKineticCharge();
AttackAnimator.MeleeKineticSurge();
AnimationToPlay = "Attack1";
TextPopUp.SpawnFloatingText("KineticSurge", Color.red, 3);
AllowBladeVortex = ComboTimeElapsed <= 0.1f;
break;
//case AttackState.ChargeSurgeA:
// ChargingAnAttack = Input.GetMouseButton(0);
// HandleCharging(TimeElapsed);
@ -93,6 +78,15 @@ public class MeleeFighterClass : ClassBase {
// break;
}
if (CurrentState == AttackState.BasicAttack3 && ComboTimeElapsed > 0.1) {
ChangeState(AttackState.KineticSurgeRelease);
AttackAnimator.MeleeResetKineticCharge();
AttackAnimator.MeleeKineticSurge();
AnimationToPlay = "Attack1";
TextPopUp.SpawnFloatingText("KineticSurge", Color.red, 3);
//Player.SkillInUse = false;
//Player.MoveSpeed = PlayerOriginalSpeed;
}
if (!ChargingAnAttack && TimesUp || Player.IsJumping) {
Player.MoveSpeedDampener = 1;
@ -216,7 +210,8 @@ public class MeleeFighterClass : ClassBase {
case AttackState.None:
if (Player.IsDashing) {
} else if (Player.IsJumping) {
} else { }
} else {
}
break;
case AttackState.Shockwave:
@ -232,19 +227,16 @@ public class MeleeFighterClass : ClassBase {
case AttackState.BasicAttack1:
AnimationToPlay = "Attack1";
AttackAnimator.MeleeBasic(1);
CreateHitBoxOffset(2, 3, 0.1f, 0.1f);
break;
case AttackState.BasicAttack2:
AnimationToPlay = "Attack2";
AttackAnimator.MeleeBasic(2);
CreateHitBoxOffset(2, 3, 0.1f, 0.1f);
break;
case AttackState.BasicAttack3:
AnimationToPlay = "Attack1";
AttackAnimator.MeleeBasic(3);
CreateHitBoxOffset(2, 3, 0.1f, 0.1f);
break;
case AttackState.KineticSurgeRelease:
@ -254,14 +246,6 @@ public class MeleeFighterClass : ClassBase {
}
private void GizmoTick() {
if (HitBoxDraw == null) return;
if (!HitBoxDraw.Draw) return;
Player.DrawWireSphere(HitBoxDraw.Color, HitBoxDraw.Center, HitBoxDraw.Radius);
}
public void RotateTowardsMouse() {
return;
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
@ -272,6 +256,4 @@ public class MeleeFighterClass : ClassBase {
Player.LastDirection = (direction.y > 0) ? Player.Direction.Up : Player.Direction.Down;
}
}
}

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@ -1,54 +0,0 @@
using UnityEngine;
using System;
public class PlayerHitHandler {
}
public class PlayerHealth {
public int MaxHealth { get; private set; }
public int CurrentHealth { get; private set; }
public bool IsDead => CurrentHealth <= 0;
public bool IsInvincible => Time.time < invincibleUntil;
private float invincibleUntil = 0f;
private float invincibilityDuration = 1f; // seconds
public event Action<int, Vector2> OnTakeDamage;
public event Action OnDeath;
public event Action<int> OnHeal;
public PlayerHealth(int maxHealth, float invincibilityDuration = 1f) {
MaxHealth = maxHealth;
CurrentHealth = maxHealth;
this.invincibilityDuration = invincibilityDuration;
}
public void TakeDamage(int amount, Vector2 hitDirection) {
if (IsDead || IsInvincible) return;
CurrentHealth -= amount;
CurrentHealth = Mathf.Max(CurrentHealth, 0);
invincibleUntil = Time.time + invincibilityDuration;
OnTakeDamage?.Invoke(amount, hitDirection);
if (CurrentHealth == 0) {
OnDeath?.Invoke();
}
}
public void Heal(int amount) {
if (IsDead) return;
CurrentHealth += amount;
CurrentHealth = Mathf.Min(CurrentHealth, MaxHealth);
OnHeal?.Invoke(amount);
}
public void Reset() {
CurrentHealth = MaxHealth;
invincibleUntil = 0f;
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 988d61f0d3db97b4fb922459bd019de3

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@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Data;
using System.Linq;
@ -6,7 +5,6 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using static UnityEngine.EventSystems.EventTrigger;
[SelectionBase]
public class Player : MonoBehaviour {
@ -56,7 +54,6 @@ public class Player : MonoBehaviour {
[HideInInspector] public GameObjectPool VfxShockwavePool;
private BoxCollider2D[] BoxColliders;
private bool LockMovement;
public Vector2 PrevDirection = Vector2.zero;
@ -91,21 +88,16 @@ public class Player : MonoBehaviour {
SetClass(1);
}
private void Update() {
KeyPressActions();
GatherInput();
UpdatePlayerStatus();
UpdateActiveClass();
ActiveClass.Tick();
}
private void GatherInput() {
if (LockMovement) return;
MoveDirection.x = Input.GetAxisRaw("Horizontal");
MoveDirection.y = Input.GetAxisRaw("Vertical");
if (MoveDirection.x != 0 || MoveDirection.y != 0)
PrevDirection = MoveDirection;
}
private void KeyPressActions() {
@ -131,7 +123,6 @@ public class Player : MonoBehaviour {
private void DoDash() {
if (!CanDash) return;
if (!ActionAfterJumpReady) return;
if (LockMovement) return;
if (Stamina < 25) return;
Stamina -= 25;
CanDash = false;
@ -139,16 +130,12 @@ public class Player : MonoBehaviour {
DashDirection = MoveDirection.normalized;
if (DashDirection == Vector2.zero) return;
DashSpeed = DashSpeedInitial;
if (IsJumping) {
LockMovement = true;
DashSpeed /= 2;
}
}
private void Jump(bool setJumpTime = true) {
private void Jump() {
if (SkillInUse) return;
IsJumping = true;
if (setJumpTime) LastJumpTime = Time.time;
LastJumpTime = Time.time;
foreach (var col in BoxColliders)
col.enabled = false;
if (CoroutineJumpReset != null)
@ -163,7 +150,6 @@ public class Player : MonoBehaviour {
foreach (var col in BoxColliders)
col.enabled = true;
IsJumping = false;
LockMovement = false;
MoveSpeedDampener = 1;
}
@ -192,20 +178,6 @@ public class Player : MonoBehaviour {
StaminaSliderHud.value = Stamina;
}
private void UpdateActiveClass() {
if (ActiveClass == null) return;
ActiveClass.Tick();
if (ActiveClass.HitBoxDraw == null) return;
if (!ActiveClass.HitBoxDraw.Active) return;
Collider2D[] hits = Physics2D.OverlapCircleAll(ActiveClass.HitBoxDraw.Center, ActiveClass.HitBoxDraw.Radius);
foreach (var hit in hits) {
if (!hit.CompareTag("EnemyHurtBox")) continue;
GameObject parent = hit.transform.parent?.gameObject;
EnemySpawnerData.Goblers[parent].TakeDamage(30, transform.position - parent.transform.position);
}
}
@ -221,16 +193,13 @@ public class Player : MonoBehaviour {
private void MovementUpdate() {
var movement = (MoveDirection.normalized * MoveSpeed) / MoveSpeedDampener;
if (IsDashing) {
if (DashSpeed < (IsJumping ? 0.4f : 0.2f)) {
if (DashSpeed < 0.2f) {
DashSpeed = 0;
CanDash = true;
IsDashing = false;
} else if (DashSpeed > (movement.magnitude * 2)) {
if (IsJumping) Jump(false);
if (IsJumping) Jump();
movement = DashDirection * DashSpeed;
if (IsJumping)
DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime / 3);
else
DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime);
} else {
movement = ((DashDirection * DashSpeed) + movement) / 2;
@ -252,93 +221,22 @@ public class Player : MonoBehaviour {
public enum Direction { Up, Down, Left, Right }
public Direction LastDirection = Direction.Down;
private string GetAnimationState(Vector2 input) {
if (SkillInUse) return ActiveClass.AnimationToPlay;
if (!IsJumping && input.sqrMagnitude < 0.01f) return "Idle";
if (Mathf.Abs(input.x) > 0)
LastDirection = (input.x > 0) ? Direction.Right : Direction.Left;
else if (Mathf.Abs(input.y) > 0)
LastDirection = (input.y > 0) ? Direction.Up : Direction.Down;
if (SkillInUse) return ActiveClass.AnimationToPlay;
if (!IsJumping && input.sqrMagnitude < 0.01f) return "Idle";
if (IsJumping) return "Jump";
return "Run";
}
//[Header("Health Settings")]
//public int maxHealth = 100;
//public float invincibilityTime = 1f;
//[Header("Knockback")]
//public float knockbackForce = 5f;
//private Rigidbody2D rb;
//private PlayerHealth health;
//void Start() {
// rb = GetComponent<Rigidbody2D>();
// health = new PlayerHealth(maxHealth, invincibilityTime);
// health.OnTakeDamage += HandleDamage;
// health.OnDeath += HandleDeath;
// health.OnHeal += HandleHeal;
//}
//void HandleDamage(int damage, Vector2 hitDirection) {
// Debug.Log($"Took {damage} damage from {hitDirection}. Remaining: {health.CurrentHealth}");
// // Apply knockback
// Vector2 knockDir = hitDirection.normalized;
// rb.velocity = Vector2.zero; // cancel momentum before applying
// rb.AddForce(knockDir * knockbackForce, ForceMode2D.Impulse);
// // TODO: Play hit animation, flash sprite, etc.
//}
//void HandleHeal(int amount) {
// Debug.Log($"Healed {amount}. Current HP: {health.CurrentHealth}");
//}
//void HandleDeath() {
// Debug.Log("Player has died.");
// // TODO: Trigger death animation, disable input, etc.
//}
//public void ReceiveHit(int damage, Vector2 hitOrigin) {
// Vector2 hitDirection = (transform.position - (Vector3)hitOrigin).normalized;
// health.TakeDamage(damage, hitDirection);
//}
//public void Heal(int amount) {
// health.Heal(amount);
//}
public static Action GizmoTick;
void OnDrawGizmos() {
DrawPlayerDirection();
GizmoTick?.Invoke();
}
public static void DrawWireSphere(Color color, Vector3 center, float radius) {
Gizmos.color = color;
Gizmos.DrawWireSphere(center, radius);
}
private void DrawPlayerDirection() {

View File

@ -10,13 +10,12 @@ using static EnemySpawnerManager;
public class EnemySpawnerManager : MonoBehaviour {
public static EnemySpawnerManager Instance;
public static Action UpdateTick;
public static Action GizmoTick;
[SerializeField] public GameObject GoblerPreFab;
private GameObjectPool GoblerPool;
[SerializeField] public bool CanStartSpawning = true;
public static Dictionary<GoblerStateManager, GameObject> Goblers = new Dictionary<GoblerStateManager, GameObject>();
public static Action UpdateTick;
public static Action GizmoTick;
public static int MaxGoblers = 100;
public class Gobler {
public GameObject Object;
@ -30,42 +29,24 @@ public class EnemySpawnerManager : MonoBehaviour {
public void Awake() {
Instance = this;
EnemySpawnerData.Goblers.Clear();
Goblers.Clear();
GoblerPool = new GameObjectPool(GoblerPreFab, 50, 200);
}
public static void RemoveGobler(GameObject gameObject) {
Destroy(gameObject);
EnemySpawnerData.Goblers.Remove(gameObject);
public static void RemoveGobler(GoblerStateManager goblerManager) {
Destroy(Goblers[goblerManager]);
Goblers.Remove(goblerManager);
}
public void Update() {
StartSpawning();
while (Goblers.Count() < MaxGoblers) {
var gobler = GoblerPool.Get(transform.position, Quaternion.identity);
Goblers.Add(new GoblerStateManager(gobler), gobler);
}
UpdateTick?.Invoke();
}
public void StartSpawning() {
if (!CanStartSpawning) return;
while (EnemySpawnerData.Goblers.Count() < EnemySpawnerData.MaxGoblers) {
var gobler = GoblerPool.Get(transform.position, Quaternion.identity);
EnemySpawnerData.Goblers.Add(gobler, new GoblerStateManager(gobler));
}
CanStartSpawning = false;
}
public void OnDrawGizmos() {
public static void OnDrawGizmos() {
GizmoTick?.Invoke();
}
public static void DrawWireSphere(Color color, Vector3 center, float radius) {
Gizmos.color = color;
Gizmos.DrawWireSphere(center, radius);
}
}
public static class EnemySpawnerData {
public static Dictionary<GameObject, GoblerStateManager> Goblers = new Dictionary<GameObject, GoblerStateManager>();
public static int MaxGoblers = 100;
}

View File

@ -1,5 +1,6 @@
{
"dependencies": {
"com.unity.ai.navigation": "2.0.8",
"com.unity.cinemachine": "3.1.4",
"com.unity.collab-proxy": "2.8.2",
"com.unity.feature.2d": "2.0.1",

View File

@ -96,6 +96,15 @@
},
"url": "https://packages.unity.com"
},
"com.unity.ai.navigation": {
"version": "2.0.8",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.ai": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.bindings.openimageio": {
"version": "1.0.0",
"depth": 1,

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@ -466,22 +466,22 @@ MonoBehaviour:
x: 0
y: 21
width: 967.33325
height: 510.3333
m_Scale: {x: 0.70879626, y: 0.70879626}
m_Translation: {x: 483.66663, y: 255.16666}
height: 513
m_Scale: {x: 0.7125, y: 0.7125}
m_Translation: {x: 483.66663, y: 256.5}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -682.3775
x: -678.8304
y: -360
width: 1364.755
width: 1357.6608
height: 720
m_MinimalGUI: 1
m_defaultScale: 0.70879626
m_LastWindowPixelSize: {x: 967.33325, y: 531.3333}
m_defaultScale: 0.7125
m_LastWindowPixelSize: {x: 967.33325, y: 534}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 00000000000000000000
@ -1030,20 +1030,6 @@ MonoBehaviour:
layout: 4
size: {x: 0, y: 0}
sizeOverridden: 0
- dockPosition: 1
containerId: overlay-container--right
displayed: 0
id: AINavigationOverlay
index: 15
contents: '{"m_Layout":4,"m_Collapsed":false,"m_Floating":false,"m_FloatingSnapOffset":{"x":0.0,"y":0.0},"m_SnapOffsetDelta":{"x":0.0,"y":0.0},"m_FloatingSnapCorner":0,"m_Size":{"x":0.0,"y":0.0},"m_SizeOverridden":false}'
floating: 0
collapsed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
layout: 4
size: {x: 0, y: 0}
sizeOverridden: 0
m_ContainerData:
- containerId: overlay-toolbar__top
scrollOffset: 0
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@ -1123,7 +1109,7 @@ MonoBehaviour:
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m_Size:
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@ -1389,7 +1375,7 @@ MonoBehaviour:
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