1210 10.36 szz提交
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@ -67,7 +67,7 @@ public class Control3DModelBt : MonoBehaviour
|
|||
highlightEffect.outlineWidth = .1f;
|
||||
}
|
||||
|
||||
startRot = transform.localRotation;
|
||||
startRot=transform.localRotation;
|
||||
|
||||
}
|
||||
void Start()
|
||||
|
|
@ -118,14 +118,7 @@ public class Control3DModelBt : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!ModelBt.transform.parent.name.Contains("181"))
|
||||
{
|
||||
ModelBt.DOLocalRotateQuaternion(Quaternion.Euler(35, 0, 0), .5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
ModelBt.DOLocalRotateQuaternion(Quaternion.Euler(0, 0, 0), .5f);
|
||||
}
|
||||
ModelBt.DOLocalRotateQuaternion(Quaternion.Euler(35, 0, 0), .5f);
|
||||
transform.GetComponent<Collider>().enabled = false;
|
||||
if (ModelLight != null)
|
||||
{
|
||||
|
|
@ -160,10 +153,10 @@ public class Control3DModelBt : MonoBehaviour
|
|||
}
|
||||
break;
|
||||
case BtType.ÆÕͨ°´Å¥:
|
||||
float yPos = ModelBt.localPosition.y;
|
||||
float yPos= ModelBt.localPosition.y;
|
||||
if (isInit == false)
|
||||
{
|
||||
// ModelBt.DOLocalMoveY(yPos+0.004f, .1f);
|
||||
// ModelBt.DOLocalMoveY(yPos+0.004f, .1f);
|
||||
if (ModelLight != null)
|
||||
{
|
||||
ModelLight.material.EnableKeyword("_EMISSION");
|
||||
|
|
|
|||
|
|
@ -5,6 +5,10 @@ using NPOI.XSSF.UserModel;
|
|||
using NPOI.HSSF.UserModel;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Runtime.InteropServices;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
||||
public class ReadExlAndSetValue : MonoBehaviour
|
||||
{
|
||||
|
|
@ -15,11 +19,11 @@ public class ReadExlAndSetValue : MonoBehaviour
|
|||
public string keyName;
|
||||
|
||||
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
//System.Text.Encoding.RegisterProvider(System.Text.CodePagesEncodingProvider.Instance);
|
||||
|
||||
// 手动注册编码提供程序
|
||||
|
||||
FillFromExcel();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -61,7 +61,7 @@ public class MyTest : MonoBehaviour
|
|||
backScale.onClick.AddListener(() => {
|
||||
|
||||
camera_122.transform.localPosition = cameraLocalPos;
|
||||
|
||||
canvas_122.GetComponent<CanvasScaler>().scaleFactor = 1.55f;
|
||||
if (upPage != null)
|
||||
{
|
||||
|
||||
|
|
@ -73,7 +73,7 @@ public class MyTest : MonoBehaviour
|
|||
}
|
||||
if (downPage != null)
|
||||
{
|
||||
canvas_122.GetComponent<CanvasScaler>().scaleFactor = 1.55f;
|
||||
|
||||
canvas_122.transform.GetChild(0).GetComponent<RectTransform>().anchoredPosition = obj1pos;
|
||||
downPage.SetActive(true);
|
||||
}
|
||||
|
|
@ -86,11 +86,12 @@ public class MyTest : MonoBehaviour
|
|||
|
||||
downScale.onClick.AddListener(() => {
|
||||
|
||||
camera_122.transform.localPosition = new Vector3(-0.001f, -0.245f, 0.608f);
|
||||
//camera_122.transform.localPosition = new Vector3(-0.001f, -0.245f, 0.608f);
|
||||
camera_122.transform.localPosition = new Vector3(-0.005f, -0.242f, 0.59f);
|
||||
if (downPage != null)
|
||||
{
|
||||
canvas_122.GetComponent<CanvasScaler>().scaleFactor = 2.9f;
|
||||
canvas_122.transform.GetChild(0).GetComponent<RectTransform>().anchoredPosition = new Vector3(113, 270f, 0);
|
||||
canvas_122.transform.GetChild(0).GetComponent<RectTransform>().anchoredPosition = new Vector3(111, 270f, 0);
|
||||
|
||||
downPage.SetActive(true);
|
||||
|
||||
|
|
@ -104,7 +105,7 @@ public class MyTest : MonoBehaviour
|
|||
|
||||
upScale.onClick.AddListener(() => {
|
||||
|
||||
camera_122.transform.localPosition = new Vector3(-0.001f, 0.103f, 0.599f);
|
||||
camera_122.transform.localPosition = new Vector3(-0.0059f, 0.103f, 0.59f);
|
||||
|
||||
if (upPage != null )
|
||||
{
|
||||
|
|
@ -112,7 +113,7 @@ public class MyTest : MonoBehaviour
|
|||
upPage.SetActive(true);
|
||||
|
||||
upPage.GetComponent<RectTransform>().localScale = Vector3.one;
|
||||
upPage.GetComponent<RectTransform>().anchoredPosition = new Vector3(-33, 267f, 0);
|
||||
upPage.GetComponent<RectTransform>().anchoredPosition = new Vector3(-45, 267f, 0);
|
||||
|
||||
}
|
||||
if(downPage!=null)
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ public class Shoot122Manager : MonoBehaviour
|
|||
public GameObject rawImage_122;
|
||||
public GameObject penguan;
|
||||
public List<string> chooseShoot=new List<string>();
|
||||
public Dictionary<string,int> choosedValue=new Dictionary<string,int>();
|
||||
public Control3DModelBt ±£ÏÕ;
|
||||
private void Awake()
|
||||
{
|
||||
|
|
@ -22,6 +23,34 @@ public class Shoot122Manager : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
|
||||
|
||||
public void AddOrUpdate(string key, int value)
|
||||
{
|
||||
if (choosedValue.ContainsKey(key))
|
||||
{
|
||||
// 键已存在,更新值
|
||||
choosedValue[key] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 键不存在,添加新元素
|
||||
choosedValue.Add(key, value);
|
||||
}
|
||||
if (GameObject.FindObjectOfType<PaoZhangMainPage>() != null)
|
||||
{
|
||||
FindObjectOfType<PaoZhangMainPage>().SetOneState(int.Parse(key), value);
|
||||
}
|
||||
}
|
||||
|
||||
public bool RemoveByKey(string key)
|
||||
{
|
||||
if (choosedValue.ContainsKey(key))
|
||||
{
|
||||
choosedValue.Remove(key);
|
||||
return true; // 删除成功
|
||||
}
|
||||
return false; // key不存在,删除失败
|
||||
}
|
||||
|
||||
public void Jifa()
|
||||
{
|
||||
if (isShoot|| !±£ÏÕ.isInit)
|
||||
|
|
@ -30,6 +59,10 @@ public class Shoot122Manager : MonoBehaviour
|
|||
isShoot =true;
|
||||
animation_122.Play();
|
||||
penguan.SetActive(true);
|
||||
for (int i = 0; i < chooseShoot.Count; i++)
|
||||
{
|
||||
AddOrUpdate(chooseShoot[i].ToString(), 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -61,15 +61,35 @@ public class DanYaoZhunBeiPage : UIPageBtnEventBase
|
|||
{
|
||||
if (弹序.text == "")
|
||||
return;
|
||||
List<int> results = ParseNumbers(µ¯Ðò.text);
|
||||
for (int i = 0; i < results.Count; i++)
|
||||
{
|
||||
if (!chooseList.Contains(results[i].ToString()))
|
||||
{
|
||||
|
||||
chooseList.Add(results[i].ToString());
|
||||
Shoot122Manager.Instance.chooseShoot.Add(results[i].ToString());
|
||||
FindPointAndShowState(results[i].ToString(), 1);
|
||||
if (弹序.text.Contains(".")) //有点就是单个选
|
||||
{
|
||||
List<int> results = ParseNumbers(弹序.text);
|
||||
for (int i = 0; i < results.Count; i++)
|
||||
{
|
||||
if (!chooseList.Contains(results[i].ToString()))
|
||||
{
|
||||
|
||||
chooseList.Add(results[i].ToString());
|
||||
Shoot122Manager.Instance.chooseShoot.Add(results[i].ToString());
|
||||
Shoot122Manager.Instance.AddOrUpdate(results[i].ToString(), 1);
|
||||
FindPointAndShowState(results[i].ToString(), 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
else //没有就是一次选多个
|
||||
{
|
||||
int allCount = int.Parse(弹序.text);
|
||||
for (int i = 1; i <= allCount; i++)
|
||||
{
|
||||
if (!chooseList.Contains(i.ToString()))
|
||||
{
|
||||
|
||||
chooseList.Add(i.ToString());
|
||||
Shoot122Manager.Instance.chooseShoot.Add(i.ToString());
|
||||
Shoot122Manager.Instance.AddOrUpdate(i.ToString(), 1);
|
||||
FindPointAndShowState(i.ToString(), 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -156,6 +176,7 @@ public class DanYaoZhunBeiPage : UIPageBtnEventBase
|
|||
ResetPointsState();
|
||||
chooseList.Clear();
|
||||
Shoot122Manager.Instance.chooseShoot.Clear();
|
||||
Shoot122Manager.Instance.choosedValue.Clear();
|
||||
})
|
||||
|
||||
|
||||
|
|
@ -187,7 +208,7 @@ public class DanYaoZhunBeiPage : UIPageBtnEventBase
|
|||
manager122.Show122DwonMsg("装弹检测完毕!");
|
||||
|
||||
//默认全部都有弹
|
||||
for (int i = 1; i < 40; i++)
|
||||
for (int i = 1; i < 41; i++)
|
||||
{
|
||||
FindPointAndShowState(i.ToString(), 0);
|
||||
|
||||
|
|
|
|||
|
|
@ -101,14 +101,14 @@ public class GuanDaoXunBeiPage : UIPageBtnEventBase
|
|||
.Until(()=>!choosePage.activeInHierarchy) //等待界面关闭
|
||||
.Events(() => {
|
||||
//开始读秒,N个时间以后显示坐标
|
||||
AnimateNumber(¹ßµ¼Ñ°±±¶ÁÃëText, 0, 20, 5);
|
||||
AnimateNumber(¹ßµ¼Ñ°±±¶ÁÃëText, 0, 288, 20);
|
||||
})
|
||||
.Delay(5f)
|
||||
.Events(() => {
|
||||
//结束后显示结果
|
||||
±±Ïò½ÇText.text = "256";
|
||||
×ÝÇã½ÇText.text = "256";
|
||||
ºáÏò½ÇText.text = "256";
|
||||
±±Ïò½ÇText.gameObject.SetActive(true);
|
||||
×ÝÇã½ÇText.gameObject.SetActive(true);
|
||||
ºáÏò½ÇText.gameObject.SetActive(true);
|
||||
//北斗结束
|
||||
})
|
||||
.Begin();
|
||||
|
|
|
|||
|
|
@ -6,7 +6,17 @@ public class PaoZhangMainPage : UIPageBtnEventBase
|
|||
{
|
||||
public List<GameObject> pages=new List<GameObject>();
|
||||
|
||||
public Transform selectionsPar;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
for (int i = 0; i <= 40; i++)
|
||||
{
|
||||
SetOneState(i, 0);
|
||||
}
|
||||
}
|
||||
public override void OnF1Click()
|
||||
{
|
||||
base.OnF1Click();
|
||||
|
|
@ -14,6 +24,133 @@ public class PaoZhangMainPage : UIPageBtnEventBase
|
|||
}
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (Shoot122Manager.Instance.isShoot)//打完就清空
|
||||
{
|
||||
ShootAll();
|
||||
return;
|
||||
}
|
||||
if (Shoot122Manager.Instance.choosedValue.Count != 0)
|
||||
{
|
||||
//每次打开更新一下弹孔状态
|
||||
foreach (KeyValuePair<string, int> kvp in Shoot122Manager.Instance.choosedValue)
|
||||
{
|
||||
int key = int.Parse(kvp.Key);
|
||||
int value = kvp.Value;
|
||||
SetOneState(key, value);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ShowSelectIcon(int index)
|
||||
{
|
||||
if (Shoot122Manager.Instance.isShoot == false)
|
||||
{
|
||||
if (Shoot122Manager.Instance.chooseShoot.Count == 0)
|
||||
{
|
||||
for (int i = 0; i < selectionsPar.childCount; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
selectionsPar.GetChild(i).GetChild(j).gameObject.SetActive(false);
|
||||
}
|
||||
selectionsPar.GetChild(i).gameObject.SetActive(false);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置某个弹孔的状态
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <param name="state">3空直接关闭 0有弹 1选中 2留膛</param>
|
||||
public void SetOneState(int index, int state)
|
||||
{
|
||||
string itemName = index.ToString();
|
||||
if (state == 3)
|
||||
{
|
||||
selectionsPar.Find(itemName).gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < selectionsPar.childCount; i++)
|
||||
{
|
||||
if (selectionsPar.GetChild(i).name == itemName)
|
||||
{
|
||||
Transform item = selectionsPar.GetChild(i);
|
||||
item.gameObject.SetActive(true);
|
||||
for (int j = 0; j < item.childCount-1; j++)
|
||||
{
|
||||
item.GetChild(j).gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
item.GetChild(state).gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//switch (state)
|
||||
//{
|
||||
// case 0:
|
||||
|
||||
// break;
|
||||
// case 1:
|
||||
// break;
|
||||
// case 2:
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 所有弹都打空
|
||||
/// </summary>
|
||||
void ShootAll()
|
||||
{
|
||||
for (int i = 0; i < selectionsPar.childCount; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
selectionsPar.GetChild(i).GetChild(j).gameObject.SetActive(false);
|
||||
}
|
||||
selectionsPar.GetChild(i).gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
//void FindPointAndShowState(string pointName, int state)
|
||||
//{
|
||||
// for (int i = 0; i < pointLayout.childCount; i++)
|
||||
// {
|
||||
// if (pointName == pointLayout.GetChild(i).name)
|
||||
// {
|
||||
// if (state != 3)
|
||||
// {
|
||||
// for (int j = 0; j < pointLayout.GetChild(i).childCount; j++)
|
||||
// {
|
||||
// pointLayout.GetChild(i).GetChild(j).gameObject.SetActive(false);
|
||||
// }
|
||||
// pointLayout.GetChild(i).GetChild(state).gameObject.SetActive(true);
|
||||
// pointLayout.GetChild(i).gameObject.SetActive(true);
|
||||
// Debug.Log(pointLayout.GetChild(i).GetChild(state).gameObject);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// for (int j = 0; j < pointLayout.GetChild(i).childCount; j++)
|
||||
// {
|
||||
// pointLayout.GetChild(i).GetChild(j).gameObject.SetActive(false);
|
||||
// }
|
||||
// pointLayout.GetChild(i).gameObject.SetActive(false);
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
public override void OnF2Click() {
|
||||
|
||||
base.OnF2Click();
|
||||
|
|
|
|||
|
|
@ -11,10 +11,16 @@ public class JiShuZhenDiPage : UIPageBtnEventBase
|
|||
|
||||
public CustomTMPDropdown 定位方式;
|
||||
public TextMeshProUGUI 定位方式text;
|
||||
public CustomTMPDropdown 获取方式;
|
||||
public Transform 读取方式tips;
|
||||
public GameObject xunbeiBtn;
|
||||
public TextMeshProUGUI xunbeiTip;
|
||||
public GameObject daohangMsg;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
定位方式.onValueChanged.AddListener(OnDropChange);
|
||||
获取方式.onValueChanged.AddListener(OnReadChange);
|
||||
}
|
||||
|
||||
public void OnDropChange(int index)
|
||||
|
|
@ -22,6 +28,21 @@ public class JiShuZhenDiPage : UIPageBtnEventBase
|
|||
定位方式text.text= 定位方式.options[index].text;
|
||||
}
|
||||
|
||||
public void OnReadChange(int value)
|
||||
{
|
||||
ShowReadTip(value);
|
||||
}
|
||||
|
||||
|
||||
void ShowReadTip(int currectIndex)
|
||||
{
|
||||
for (int i = 0; i < 读取方式tips.childCount; i++)
|
||||
{
|
||||
读取方式tips.GetChild(i).gameObject.SetActive(false);
|
||||
}
|
||||
读取方式tips.GetChild(currectIndex).gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
enter181 = FindObjectOfType<Enter181Page>();
|
||||
|
|
@ -45,9 +66,12 @@ public class JiShuZhenDiPage : UIPageBtnEventBase
|
|||
{
|
||||
base.OnF2Click();
|
||||
|
||||
if (xunbeiBtn.activeInHierarchy == false)
|
||||
return;
|
||||
//F2需要根据不同的界面执行不同的逻辑,待定
|
||||
if (myPages[currentIndex].name == "4-惯导寻北") //点击F2后出现寻北时间
|
||||
{
|
||||
xunbeiTip.text = "惯导状态:正在寻北";
|
||||
myPages[currentIndex].transform.GetChild(1).gameObject.SetActive(true);
|
||||
StartCoroutine(UpdateTime(myPages[currentIndex].transform.GetChild(1).GetComponent<TextMeshProUGUI>()));
|
||||
return;
|
||||
|
|
@ -57,11 +81,16 @@ public class JiShuZhenDiPage : UIPageBtnEventBase
|
|||
|
||||
IEnumerator UpdateTime(TextMeshProUGUI timeText)
|
||||
{
|
||||
for (int i = 0; i <= 100; i++)
|
||||
for (int i = 896; i >= 0; i--)
|
||||
{
|
||||
timeText.text = "寻北时间:" + i;
|
||||
yield return new WaitForSeconds(1f); // 每秒更新
|
||||
yield return new WaitForSeconds(0.016f); // 每秒更新
|
||||
//yield return null;
|
||||
}
|
||||
yield return new WaitForSeconds(1);
|
||||
myPages[currentIndex].transform.GetChild(1).gameObject.SetActive(false);
|
||||
xunbeiTip.text = "惯导状态:导航";
|
||||
daohangMsg.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -129,7 +158,9 @@ public class JiShuZhenDiPage : UIPageBtnEventBase
|
|||
break;
|
||||
|
||||
case "4-惯导寻北":
|
||||
myPages[currentIndex].transform.GetChild(1).gameObject.SetActive(true); //打开寻北text --可能要做时间变化
|
||||
//点击后显示寻北按钮
|
||||
xunbeiBtn.SetActive(true);
|
||||
//myPages[currentIndex].transform.GetChild(1).gameObject.SetActive(true); //打开寻北text --可能要做时间变化
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ using UnityEngine;
|
|||
using TMPro;
|
||||
using UnityEngine.EventSystems;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class CustomTMPInputField : TMP_InputField
|
||||
{
|
||||
|
|
@ -10,6 +11,34 @@ public class CustomTMPInputField : TMP_InputField
|
|||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
//this.contentType=ContentType.IntegerNumber
|
||||
//使用字符验证回调
|
||||
onValidateInput = OnValidateCharacter;
|
||||
// 添加Outline
|
||||
Outline ol = gameObject.GetComponent<Outline>();
|
||||
if (ol == null) ol = gameObject.AddComponent<Outline>();
|
||||
ol.effectColor = new Color32(0xFF, 0xAB, 0x00, 255);
|
||||
ol.effectDistance = new Vector2(2, -2);
|
||||
ol.enabled = false;
|
||||
}
|
||||
|
||||
// 验证每个输入的字符(核心方法)
|
||||
private char OnValidateCharacter(string text, int charIndex, char addedChar)
|
||||
{
|
||||
// 允许数字 0-9
|
||||
if (addedChar >= '0' && addedChar <= '9')
|
||||
{
|
||||
return addedChar;
|
||||
}
|
||||
|
||||
// 允许小数点 .
|
||||
if (addedChar == '.')
|
||||
{
|
||||
return addedChar; // 允许多个小数点,直接返回
|
||||
}
|
||||
|
||||
// 其他字符不允许输入
|
||||
return '\0';
|
||||
}
|
||||
|
||||
public override void OnPointerClick(PointerEventData eventData)
|
||||
|
|
@ -48,7 +77,9 @@ public class CustomTMPInputField : TMP_InputField
|
|||
|
||||
// TMP 原生激活输入框,显示光标
|
||||
ActivateInputField();
|
||||
|
||||
// 高亮自己
|
||||
Outline ol = gameObject.GetComponent<Outline>();
|
||||
if (ol != null) ol.enabled = true;
|
||||
// 强制同步 placeholder 状态
|
||||
ForceRefresh();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -271,6 +271,8 @@ public class FocusPage : MonoBehaviour
|
|||
isDropdownExpanded = false;
|
||||
customInputField.Activate();
|
||||
SetHighlight(customInputField, true);
|
||||
if (!customInputField.GetComponent<Outline>().enabled)
|
||||
SetHighlight(customInputField, true);
|
||||
break;
|
||||
case CustomTMPDropdown customTMPDropdown:
|
||||
currentCustomTMPDropdown = customTMPDropdown;
|
||||
|
|
|
|||
|
|
@ -23,12 +23,13 @@ public class ManagerPaoZhangBase : MonoBehaviour
|
|||
{
|
||||
if (instance == null)
|
||||
instance = this;
|
||||
ShowSystemStartPage();
|
||||
}
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ShowSystemStartPage();
|
||||
|
||||
}
|
||||
|
||||
public void ShowSystemStartPage()
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ public class XiTongGuanLiPZ : UIPageBtnEventBase
|
|||
base.OnESCClick();
|
||||
ManagerPaoZhangBase.instance.ShowDownTip("");
|
||||
ShowSelect(0);
|
||||
|
||||
ManagerPaoZhangBase.instance.paozhangMain.SetActive(true);
|
||||
Destroy(gameObject);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7d4f429bf057d5540ad8bc61b6ef5784
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||||
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|
||||
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||||
userData:
|
||||
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||||
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||||
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@ -0,0 +1,8 @@
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|||
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guid: 85eb2a2df8a06514e909a2776ad1b59d
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|
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|
@ -0,0 +1,7 @@
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|
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@ -0,0 +1,8 @@
|
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|
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|
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|
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|
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|
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assetBundleVariant:
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|
@ -0,0 +1,7 @@
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||||
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assetBundleVariant:
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|
@ -0,0 +1,8 @@
|
|||
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|
||||
guid: 4cf34439400350d4f8d8d36a24143bd9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f9e2ff7e795eedf41926722528adb3e2
|
||||
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|
||||
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|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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|
@ -0,0 +1,8 @@
|
|||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
|
|
@ -0,0 +1,7 @@
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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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||||
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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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|
||||
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||||
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||||
|
|
@ -0,0 +1,7 @@
|
|||
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||||
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|
||||
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||||
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assetBundleVariant:
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|
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|
Before Width: | Height: | Size: 120 KiB After Width: | Height: | Size: 210 KiB |
|
Before Width: | Height: | Size: 169 KiB After Width: | Height: | Size: 300 KiB |
|
Before Width: | Height: | Size: 220 KiB After Width: | Height: | Size: 217 KiB |
|
Before Width: | Height: | Size: 220 KiB After Width: | Height: | Size: 217 KiB |
|
Before Width: | Height: | Size: 259 KiB After Width: | Height: | Size: 256 KiB |
|
Before Width: | Height: | Size: 210 KiB After Width: | Height: | Size: 207 KiB |
|
Before Width: | Height: | Size: 219 KiB After Width: | Height: | Size: 217 KiB |
|
Before Width: | Height: | Size: 228 KiB After Width: | Height: | Size: 225 KiB |
|
Before Width: | Height: | Size: 212 KiB After Width: | Height: | Size: 211 KiB |
|
Before Width: | Height: | Size: 278 KiB After Width: | Height: | Size: 275 KiB |
|
Before Width: | Height: | Size: 112 KiB After Width: | Height: | Size: 203 KiB |
|
After Width: | Height: | Size: 48 KiB |
|
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@ -0,0 +1,123 @@
|
|||
fileFormatVersion: 2
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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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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
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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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|
||||
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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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|
||||
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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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|
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||||
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|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
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|
||||
spriteTessellationDetail: -1
|
||||
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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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|
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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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|
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|
||||
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|
||||
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|
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