Merge branch 'SXElectricityInformationAcquisition' of http://gitea.umayle.com/huangjiayu/ShanxiKnowledgeBase into SXElectricityInformationAcquisition
# Conflicts: # SXElectricityInformationAcquisition/Assets/Scenes/现场 _Test.unity
This commit is contained in:
commit
04c0282792
|
@ -8,3 +8,4 @@ SXElectricityInformationAcquisition/.vs/
|
|||
/SXElectricityInformationAcquisition/.vs
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||||
/SXElectricityInformationAcquisition/obj
|
||||
*.csproj
|
||||
SXElectricityInformationAcquisition/.vscode/
|
||||
|
|
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -11,7 +11,7 @@ public class JunctionBox : MonoBehaviour
|
|||
public Transform TransparentlidObj;
|
||||
|
||||
/// <summary>
|
||||
/// 端子排上所有封印螺丝
|
||||
/// 端子排上所有封印和螺丝
|
||||
/// </summary>
|
||||
public GameObject[] allObjects;
|
||||
|
||||
|
|
|
@ -4,14 +4,24 @@ using UnityEngine;
|
|||
|
||||
public class Ladder : MonoBehaviour
|
||||
{
|
||||
public static Ladder instance;
|
||||
SkinnedMeshRenderer smr;
|
||||
float weight;
|
||||
bool show = false;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
public void Init()
|
||||
{
|
||||
smr = transform.GetComponent<SkinnedMeshRenderer>();
|
||||
show = true;
|
||||
}
|
||||
public void closed()
|
||||
{
|
||||
show = false;
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if (show == false)
|
||||
|
|
|
@ -58,6 +58,21 @@ public class Screwdriver : MonoBehaviour
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|||
/// </summary>
|
||||
public GameObject HubCoverObj;
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||||
|
||||
/// <summary>
|
||||
/// 集中器后边螺丝
|
||||
/// </summary>
|
||||
public GameObject[] ConcentratorScrewObj;
|
||||
|
||||
/// <summary>
|
||||
/// 集线器物体
|
||||
/// </summary>
|
||||
public Transform ConcentratorObj;
|
||||
|
||||
/// <summary>
|
||||
/// 电线前段胶带
|
||||
/// </summary>
|
||||
public Material TapeMar;
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||||
|
||||
public InteractiveObjects[] interactiveObjects;
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||||
|
||||
/// <summary>
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||||
|
@ -74,6 +89,19 @@ public class Screwdriver : MonoBehaviour
|
|||
void Init()
|
||||
{
|
||||
ElectricWireBcr.enabled = false;
|
||||
ElectricWireSMR.SetBlendShapeWeight(0, 0);
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||||
ElectricWireSMR.SetBlendShapeWeight(1, 0);
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||||
ElectricWireSMR.SetBlendShapeWeight(2, 0);
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||||
ElectricWireSMR.SetBlendShapeWeight(3, 0);
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||||
ElectricWireSMR.SetBlendShapeWeight(4, 0);
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||||
ElectricWireSMR.SetBlendShapeWeight(5, 0);
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||||
TapeMar.SetFloat("_step_p1", 0);
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||||
TapeMar.SetFloat("_step_p2", 0);
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||||
TapeMar.SetFloat("_step_p3", 0);
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||||
TapeMar.SetFloat("_step_p4", 0);
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||||
TapeMar.SetFloat("_step_p5", 0);
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||||
TapeMar.SetFloat("_step_p6", 0);
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||||
//TapeMar.SetFloat("_step_p1", 1);
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||||
}
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||||
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||||
// Update is called once per frame
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||||
|
@ -114,15 +142,25 @@ public class Screwdriver : MonoBehaviour
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|||
StartCoroutine(IEHubSegmentRowScrews());
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||||
ScrewObj[i].gameObject.SetActive(false);
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||||
}
|
||||
//if (!ScrewObj[i].gameObject.activeInHierarchy)
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||||
//{
|
||||
// StartCoroutine(IEElectricWire());
|
||||
//}
|
||||
}
|
||||
if (hit.collider.gameObject.name == "固定螺丝_Rdown")
|
||||
{
|
||||
Debug.Log(hit.collider.gameObject.name);
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||||
StartCoroutine(IEHubSegmentRowScrews());
|
||||
ConcentratorScrewObj[0].SetActive(false);
|
||||
ConcentratorScrewObj[1].SetActive(false);
|
||||
}
|
||||
if (hit.collider.gameObject.name == "集电器固定螺丝_Ldown")
|
||||
{
|
||||
Debug.Log(hit.collider.gameObject.name);
|
||||
StartCoroutine(IEHubSegmentRowScrews());
|
||||
ConcentratorScrewObj[2].SetActive(false);
|
||||
ConcentratorScrewObj[3].SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
//集中器螺丝全隐藏后播放电线动画
|
||||
if (AreAllObjectsHidden())
|
||||
if (AreAllObjectsHidden()&& concentrator.isPlayAni)
|
||||
{
|
||||
StartCoroutine(ScrewdriverBack());
|
||||
ElectricWireBcr.enabled = true;
|
||||
|
@ -135,6 +173,10 @@ public class Screwdriver : MonoBehaviour
|
|||
HubCoverObj.gameObject.transform.DOLocalMove(new Vector3(0, 0.0167f, -0.2387f),1);
|
||||
Debug.Log("所有集线器盖子螺丝都已隐藏");
|
||||
}
|
||||
if (ConcentratorScrew())
|
||||
{
|
||||
StartCoroutine(IEConcentratorScrew());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -143,15 +185,14 @@ public class Screwdriver : MonoBehaviour
|
|||
/// <returns></returns>
|
||||
public bool AreAllObjectsHidden()
|
||||
{
|
||||
// 检查每个对象的激活状态
|
||||
foreach (GameObject obj in ScrewObj)
|
||||
{
|
||||
if (obj.activeInHierarchy) // 使用 activeInHierarchy 如果你想检查对象是否在其父级结构中被激活
|
||||
if (obj.activeInHierarchy)
|
||||
{
|
||||
return false; // 如果找到任何一个激活的对象,返回false
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true; // 如果所有对象都未激活,返回true
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -160,16 +201,32 @@ public class Screwdriver : MonoBehaviour
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|||
/// <returns></returns>
|
||||
public bool AllHubOfHubs()
|
||||
{
|
||||
// 检查每个对象的激活状态
|
||||
foreach (GameObject obj in concentratorScrew)
|
||||
{
|
||||
if (obj.activeInHierarchy) // 使用 activeInHierarchy 如果你想检查对象是否在其父级结构中被激活
|
||||
if (obj.activeInHierarchy)
|
||||
{
|
||||
return false; // 如果找到任何一个激活的对象,返回false
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true; // 如果所有对象都未激活,返回true
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 集中器后部四颗螺丝
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool ConcentratorScrew()
|
||||
{
|
||||
foreach (GameObject obj in ConcentratorScrewObj)
|
||||
{
|
||||
if (obj.activeInHierarchy)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 螺丝刀返回动画
|
||||
/// </summary>
|
||||
|
@ -294,6 +351,21 @@ public class Screwdriver : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 集中器背后螺丝
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator IEConcentratorScrew()
|
||||
{
|
||||
ConcentratorObj.gameObject.transform.DOLocalMove(new Vector3(-0.2719f, 2.24768f, -0.0772f), 0.5f);
|
||||
yield return new WaitForSeconds(1);
|
||||
ConcentratorObj.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 螺丝刀移动到集中器旁动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator IEHubSegmentRowScrews()
|
||||
{
|
||||
ScrewdriverTrans.gameObject.transform.DOLocalMove(new Vector3(3.1215f, 2.1383f, -1.3484f),0.5f);
|
||||
|
|
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textureFormat: 1
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maxTextureSize: 2048
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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mipmapLimitGroupName:
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@ -0,0 +1,161 @@
|
|||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class concentrator : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 集中器
|
||||
/// </summary>
|
||||
public GameObject concentratorObj;
|
||||
|
||||
/// <summary>
|
||||
/// 集中器端子螺丝
|
||||
/// </summary>
|
||||
public GameObject[] ScrewObj;
|
||||
|
||||
/// <summary>
|
||||
/// 集线盒电线动画
|
||||
/// </summary>
|
||||
public SkinnedMeshRenderer ElectricWireSMR;
|
||||
|
||||
/// <summary>
|
||||
/// 电线碰撞
|
||||
/// </summary>
|
||||
public BoxCollider TapeMarCol;
|
||||
|
||||
/// <summary>
|
||||
/// 电线前段胶带
|
||||
/// </summary>
|
||||
public Material TapeMar;
|
||||
/// <summary>
|
||||
/// 螺丝是否全部显示
|
||||
/// </summary>
|
||||
int allls;
|
||||
/// <summary>
|
||||
/// 是否播放集线器螺丝拆完后电线动画
|
||||
/// </summary>
|
||||
public static bool isPlayAni = true;
|
||||
|
||||
bool isplaying = true;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{//Camera.transform.forward
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
bool raycast = Physics.Raycast(ray, out hit);
|
||||
if (raycast)
|
||||
{
|
||||
if (hit.collider.gameObject.name == "新的集中器碰撞")
|
||||
{
|
||||
StartCoroutine(Newconcentrator());
|
||||
Debug.Log(hit.collider.gameObject.name);
|
||||
}
|
||||
for (int i = 0; i < ScrewObj.Length; i++)
|
||||
{
|
||||
if (hit.collider.gameObject.name == ScrewObj[i].name)
|
||||
{
|
||||
Debug.Log(hit.collider.gameObject.name);
|
||||
//StartCoroutine(IEHubSegmentRowScrews());
|
||||
ScrewObj[i].GetComponent<MeshRenderer>().enabled = true;
|
||||
}
|
||||
}
|
||||
if (hit.collider.gameObject.name == "pCylinder170")
|
||||
{
|
||||
if (isplaying)
|
||||
{
|
||||
StartCoroutine(IEElectricWire());
|
||||
isplaying = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (AreAllObjectsHidden())
|
||||
{
|
||||
isPlayAni = false;
|
||||
StartCoroutine(TapeBack());
|
||||
Debug.Log("所有螺丝都显示");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 新集中器螺丝
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool AreAllObjectsHidden()
|
||||
{
|
||||
allls = 0;
|
||||
for (int i = 0; i < ScrewObj.Length; i++)
|
||||
{
|
||||
if (ScrewObj[i].gameObject.GetComponent<MeshRenderer>().enabled)
|
||||
{
|
||||
allls++;
|
||||
}
|
||||
}
|
||||
if (allls >= ScrewObj.Length - 1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 集线器上线动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator Newconcentrator()
|
||||
{
|
||||
concentratorObj.gameObject.transform.DOLocalMove(new Vector3(3.0778f, 2.2149f, -1.4581f), 1f);
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 集线器上线动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator IEElectricWire()
|
||||
{
|
||||
TapeMarCol.enabled = false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
for (int a = 100; a >= 0; a--)
|
||||
{
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
ElectricWireSMR.SetBlendShapeWeight(i, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 胶带还原动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator TapeBack()
|
||||
{
|
||||
TapeMarCol.enabled = true;
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p6", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p5", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p4", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p3", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p2", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p1", 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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userData:
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|
@ -18,8 +18,18 @@ using UnityEngine;
|
|||
/// µçÏßǰ¶Î½º´ø
|
||||
/// </summary>
|
||||
public Material TapeMar;
|
||||
|
||||
/// <summary>
|
||||
/// 든窟툭旒
|
||||
/// </summary>
|
||||
public BoxCollider TapeMarCol;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
TapeMar.SetFloat("_step_p1", 0);
|
||||
TapeMar.SetFloat("_step_p2", 0);
|
||||
|
@ -49,7 +59,7 @@ using UnityEngine;
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// µçÏß²ø
|
||||
/// 든窟끌스던
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator Tape()
|
||||
|
@ -68,6 +78,7 @@ using UnityEngine;
|
|||
yield return new WaitForSeconds(1f);
|
||||
TapeMar.SetFloat("_step_p6", 1);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
StartCoroutine(TapeBack());
|
||||
}
|
||||
|
||||
|
@ -78,8 +89,7 @@ using UnityEngine;
|
|||
IEnumerator TapeBack()
|
||||
{
|
||||
TapeOBJ.transform.DOLocalMove(new Vector3(3.179443f, 1.790938f, -1.107346f),1f);
|
||||
yield return null;
|
||||
TapeMarCol.enabled = false;
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,96 @@
|
|||
using MotionFramework;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// 点击背包中的物品显示物体
|
||||
/// </summary>
|
||||
public class DisplayKnapsackObjects : MonoBehaviour
|
||||
{
|
||||
public GameObject[] Tool;
|
||||
|
||||
/// <summary>
|
||||
/// 放回背包按钮
|
||||
/// </summary>
|
||||
public Button PutBack;
|
||||
|
||||
/// <summary>
|
||||
/// 梯子动画
|
||||
/// </summary>
|
||||
public SkinnedMeshRenderer LadderSkr;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
MotionEngine.GetModule<ToolsPackManager>().OnStringEvent += HandleStringEvent;
|
||||
PutBack.onClick.AddListener(() => {
|
||||
if (Tool[0].activeInHierarchy)
|
||||
{
|
||||
Tool[0].gameObject.SetActive(false);
|
||||
Ladder.instance.closed();
|
||||
}
|
||||
if (Tool[1].activeInHierarchy)
|
||||
{
|
||||
Tool[1].gameObject.SetActive(false);
|
||||
}
|
||||
if (Tool[2].activeInHierarchy)
|
||||
{
|
||||
Tool[2].gameObject.SetActive(false);
|
||||
}
|
||||
if (Tool[3].activeInHierarchy)
|
||||
{
|
||||
Tool[3].gameObject.SetActive(false);
|
||||
}
|
||||
if (Tool[4].activeInHierarchy)
|
||||
{
|
||||
Tool[4].gameObject.SetActive(false);
|
||||
}
|
||||
if (Tool[5].activeInHierarchy)
|
||||
{
|
||||
Tool[5].gameObject.SetActive(false);
|
||||
}
|
||||
if (Tool[6].activeInHierarchy)
|
||||
{
|
||||
Tool[6].gameObject.SetActive(false);
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void HandleStringEvent(string message)
|
||||
{
|
||||
if (message == "梯子")
|
||||
{
|
||||
Tool[0].gameObject.SetActive(true);
|
||||
Ladder.instance.Init();
|
||||
}
|
||||
if (message == "工作证")
|
||||
{
|
||||
Tool[1].gameObject.SetActive(true);
|
||||
}
|
||||
if (message == "剥线钳")
|
||||
{
|
||||
Tool[2].gameObject.SetActive(true);
|
||||
}
|
||||
if (message == "验电笔")
|
||||
{
|
||||
Tool[3].gameObject.SetActive(true);
|
||||
}
|
||||
if (message == "螺丝刀")
|
||||
{
|
||||
Tool[4].gameObject.SetActive(true);
|
||||
}
|
||||
if (message == "绝缘胶带")
|
||||
{
|
||||
Tool[5].gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (message == "l型集中器")
|
||||
{
|
||||
Tool[6].gameObject.SetActive(true);
|
||||
}
|
||||
Debug.Log("Received message: " + message);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e33923dee0d2a0f4f81ca859f6fc70d5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,16 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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MonoBehaviour:
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m_ObjectHideFlags: 53
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
|
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
|
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m_Name:
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m_EditorClassIdentifier:
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assetDefaultFramerate: 60
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m_DefaultFrameRate: 60
|
|
@ -1,63 +1,90 @@
|
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|
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Core", "NaughtyAttributes.Core.csproj", "{b366c870-8269-aeae-4186-8220020279aa}"
|
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Microsoft Visual Studio Solution File, Format Version 12.00
|
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# Visual Studio 15
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Core", "NaughtyAttributes.Core.csproj", "{70C866B3-6982-AEAE-4186-8220020279AA}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Linq", "UniTask.Linq.csproj", "{e8ea8a32-db36-1909-a8a7-26f06060f4d3}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Linq", "UniTask.Linq.csproj", "{328AEAE8-36DB-0919-A8A7-26F06060F4D3}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{a90e88d8-badb-4199-850a-29eeee6b3832}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{D8880EA9-DBBA-9941-850A-29EEEE6B3832}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask", "UniTask.csproj", "{2fd61c43-4224-9fcb-8a4a-9397608e2318}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask", "UniTask.csproj", "{431CD62F-2442-CB9F-8A4A-9397608E2318}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{edefe799-dc28-4dd2-3165-1acb9e1a5d82}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{99E7EFED-28DC-D24D-3165-1ACB9E1A5D82}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Test", "NaughtyAttributes.Test.csproj", "{775d4e80-7b8a-c113-e64a-f0327b5a51d2}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Test", "NaughtyAttributes.Test.csproj", "{804E5D77-8A7B-13C1-E64A-F0327B5A51D2}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Editor", "NaughtyAttributes.Editor.csproj", "{7c2f9189-479d-675c-b95e-c95f88c2a560}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Editor", "NaughtyAttributes.Editor.csproj", "{89912F7C-9D47-5C67-B95E-C95F88C2A560}"
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EndProject
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MotionFramework", "MotionFramework.csproj", "{8526E427-FBAD-A00A-06E3-F5025D183005}"
|
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Addressables", "UniTask.Addressables.csproj", "{4d0abe3e-2eff-5141-cb61-b756eb38b78b}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Addressables", "UniTask.Addressables.csproj", "{3EBE0A4D-FF2E-4151-CB61-B756EB38B78B}"
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||||
EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{bae393ca-b3f2-035c-979c-ff7e0d806194}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{CA93E3BA-F2B3-5C03-979C-FF7E0D806194}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.TextMeshPro", "UniTask.TextMeshPro.csproj", "{76df232d-8837-10f6-4eb2-65d4b80d2c66}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.TextMeshPro", "UniTask.TextMeshPro.csproj", "{2D23DF76-3788-F610-4EB2-65D4B80D2C66}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.DOTween", "UniTask.DOTween.csproj", "{c5ee6955-1356-fe62-795c-07a46b224741}"
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.DOTween", "UniTask.DOTween.csproj", "{5569EEC5-5613-62FE-795C-07A46B224741}"
|
||||
EndProject
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Editor", "UniTask.Editor.csproj", "{db9a3453-d36d-6192-985b-3e8cc856b5bd}"
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Editor", "UniTask.Editor.csproj", "{53349ADB-6DD3-9261-985B-3E8CC856B5BD}"
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EndProject
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Global
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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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|
||||
{CA93E3BA-F2B3-5C03-979C-FF7E0D806194}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{CA93E3BA-F2B3-5C03-979C-FF7E0D806194}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{CA93E3BA-F2B3-5C03-979C-FF7E0D806194}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{2D23DF76-3788-F610-4EB2-65D4B80D2C66}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{2D23DF76-3788-F610-4EB2-65D4B80D2C66}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{2D23DF76-3788-F610-4EB2-65D4B80D2C66}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{2D23DF76-3788-F610-4EB2-65D4B80D2C66}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{5569EEC5-5613-62FE-795C-07A46B224741}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{5569EEC5-5613-62FE-795C-07A46B224741}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{5569EEC5-5613-62FE-795C-07A46B224741}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{5569EEC5-5613-62FE-795C-07A46B224741}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{53349ADB-6DD3-9261-985B-3E8CC856B5BD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{53349ADB-6DD3-9261-985B-3E8CC856B5BD}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{53349ADB-6DD3-9261-985B-3E8CC856B5BD}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{53349ADB-6DD3-9261-985B-3E8CC856B5BD}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
Loading…
Reference in New Issue