Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/Dino_Love_Simulation
This commit is contained in:
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Assets/01_Scenes/Intro.unity
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Assets/01_Scenes/Intro.unity
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Assets/01_Scenes/Intro.unity.meta
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7
Assets/01_Scenes/Intro.unity.meta
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@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 45eba5243a4ddbf4c8776df960426a8f
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||||
DefaultImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -1,10 +1,15 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Locomotion;
|
||||
using UnityEngine.InputSystem.XR;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
// 시야 가림용 구체(Sight)가 쓰는 머티리얼 — 알파 0(투명)이면 정상 시야, 1(불투명)이면 암전
|
||||
[SerializeField] private Material _sightMat;
|
||||
|
||||
[SerializeField] private GameObject _bloodDieImgRef;
|
||||
[SerializeField] private AudioClip _bloodSfx;
|
||||
|
||||
private static readonly int _baseColorId = Shader.PropertyToID("_BaseColor");
|
||||
private static readonly int _colorId = Shader.PropertyToID("_Color");
|
||||
|
||||
@@ -46,4 +51,39 @@ private void SetSightAlpha(float alpha)
|
||||
color.a = alpha;
|
||||
_sightMat.SetColor(AlphaProp, color);
|
||||
}
|
||||
|
||||
public void PlayerBloodDie(float duration)
|
||||
{
|
||||
_ = Util.RunDelayed(duration, () =>
|
||||
{
|
||||
StopPlayerMovement(); // XR 이동/회전 정지 — PauseAllAnimations로는 못 막는다
|
||||
LocalManager.PauseAllAnimations();
|
||||
_bloodDieImgRef.SetActive(true);
|
||||
SoundManager.Instance.PlaySFX(_bloodSfx);
|
||||
},this.destroyCancellationToken);
|
||||
|
||||
}
|
||||
|
||||
// Player 태그 루트(XR Origin) 아래에서 플레이어가 시야/위치를 바꾸는 수단을 전부 정지시킨다:
|
||||
// 1) LocomotionProvider → 이동/회전(중력 포함)
|
||||
// 2) TrackedPoseDriver → 헤드셋·컨트롤러 트래킹. 카메라 드라이버를 꺼야 머리를 돌려도 시야가 안 돈다
|
||||
// PauseAllAnimations는 Animator/타임라인/파티클만 멈추므로 이 둘은 못 막는다. 사망 연출이라 복구하지 않는다.
|
||||
private static void StopPlayerMovement()
|
||||
{
|
||||
var playerRoot = GameObject.FindWithTag("Player");
|
||||
if (playerRoot == null)
|
||||
{
|
||||
Debug.LogWarning("[PlayerController] 'Player' 태그 루트를 찾지 못해 이동 정지를 건너뜁니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
// 이동/회전(로코모션)
|
||||
foreach (var provider in playerRoot.GetComponentsInChildren<LocomotionProvider>(true))
|
||||
provider.enabled = false;
|
||||
|
||||
// 헤드셋/컨트롤러 트래킹 — 실제 포즈를 매 프레임 카메라/손에 적용하는 드라이버를 꺼 시야를 고정.
|
||||
// (컨트롤러 손도 함께 멈춘다. 카메라만 얼리려면 Camera.main의 드라이버만 끄면 됨)
|
||||
foreach (var driver in playerRoot.GetComponentsInChildren<TrackedPoseDriver>(true))
|
||||
driver.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
11
Assets/02_Scripts/Managers/HideDuringLoading.cs
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11
Assets/02_Scripts/Managers/HideDuringLoading.cs
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@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
// 이 컴포넌트가 붙은 오브젝트는 씬 로딩 중 화면이 어두워진 순간 SetActive(false)된다.
|
||||
// SceneLoadManager가 전환 시점에 씬에서 찾아 끈다.
|
||||
//
|
||||
// 글로벌 매니저(DontDestroyOnLoad)에 씬 오브젝트를 직접 참조하면 씬을 넘나들 때 참조가 사라지므로,
|
||||
// 참조를 반대로 — 끄고 싶은 오브젝트 쪽에 이 마커를 달아 런타임에 수집한다.
|
||||
// (현재 씬 오브젝트면 어차피 씬 언로드로 사라지지만, 어두워지기 전 전환 구간의 깜빡임을 막아준다.)
|
||||
public class HideDuringLoading : MonoBehaviour
|
||||
{
|
||||
}
|
||||
2
Assets/02_Scripts/Managers/HideDuringLoading.cs.meta
Normal file
2
Assets/02_Scripts/Managers/HideDuringLoading.cs.meta
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 59721f2668c7f5c47b205b7d61ff4822
|
||||
@@ -5,9 +5,17 @@
|
||||
|
||||
public class LocalManager : MonoBehaviour,ISceneInitializable
|
||||
{
|
||||
[SerializeField] private string _startSceneName;
|
||||
[SerializeField] private string _nextSceneName;
|
||||
[SerializeField] private AudioClip _caffebeneBGM;
|
||||
|
||||
// 일반 씬 전환(NextSceneWithBgm)용 전용 BGM과, 재생 후 씬 전환까지의 대기(초, 0이면 즉시 전환)
|
||||
[SerializeField] private AudioClip _sceneChangeBGM;
|
||||
[SerializeField, Min(0f)] private float _sceneChangeBgmPlayTime = 0f;
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||||
|
||||
[Tooltip("런타임에 번호로 골라 _sceneChangeBGM을 교체할 BGM 후보들 (SetSceneChangeBgm(번호)로 선택)")]
|
||||
[SerializeField] private AudioClip[] _sceneChangeBgmOptions;
|
||||
|
||||
// 흑백 전환에 걸리는 시간(초)
|
||||
[SerializeField, Min(0f)] private float _grayscaleFadeTime = 1.5f;
|
||||
// BGM 재생 시작 후 씬 전환까지 대기 시간(초)
|
||||
@@ -32,6 +40,44 @@ public void NextScene(int delay)
|
||||
_ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName));
|
||||
}
|
||||
|
||||
// 일반 씬 전환 + 전용 BGM. delay 뒤 전용 BGM을 재생하고(있으면), _sceneChangeBgmPlayTime 만큼 두었다가 씬 전환.
|
||||
// 카페 시퀀스와 달리 흑백/이미지 연출은 없다. UnityEvent에서 호출 가능.
|
||||
public void NextSceneWithBgm(int delay)
|
||||
{
|
||||
_ = NextSceneWithBgmSequence(delay);
|
||||
}
|
||||
|
||||
// UnityEvent에서 번호로 호출 — _sceneChangeBgmOptions[index]를 다음 NextSceneWithBgm에 쓸 전용 BGM으로 교체한다.
|
||||
public void SetSceneChangeBgm(int index)
|
||||
{
|
||||
if (_sceneChangeBgmOptions == null || index < 0 || index >= _sceneChangeBgmOptions.Length)
|
||||
{
|
||||
Debug.LogWarning($"[LocalManager] 잘못된 Scene Change BGM 번호: {index} (후보 {(_sceneChangeBgmOptions != null ? _sceneChangeBgmOptions.Length : 0)}개)");
|
||||
return;
|
||||
}
|
||||
_sceneChangeBGM = _sceneChangeBgmOptions[index];
|
||||
}
|
||||
|
||||
private async Awaitable NextSceneWithBgmSequence(int delay)
|
||||
{
|
||||
try
|
||||
{
|
||||
await Awaitable.WaitForSecondsAsync((float)delay, destroyCancellationToken);
|
||||
|
||||
if (_sceneChangeBGM != null && SoundManager.Instance != null)
|
||||
SoundManager.Instance.PlayOverrideBGM(_sceneChangeBGM);
|
||||
|
||||
if (_sceneChangeBgmPlayTime > 0f)
|
||||
await Awaitable.WaitForSecondsAsync(_sceneChangeBgmPlayTime, destroyCancellationToken);
|
||||
|
||||
SceneLoadManager.Instance.RequestSceneChange(_nextSceneName);
|
||||
}
|
||||
catch (System.OperationCanceledException)
|
||||
{
|
||||
// 씬 전환 등으로 자신이 파괴되어 취소됨
|
||||
}
|
||||
}
|
||||
|
||||
public void CaffebeneNextSceneChange(int delay)
|
||||
{
|
||||
_ = CaffebeneSequence(delay);
|
||||
@@ -63,7 +109,7 @@ private async Awaitable CaffebeneSequence(int delay)
|
||||
|
||||
// 씬 안의 Animator / 타임라인 / 파티클을 전부 일시정지
|
||||
// (Time.timeScale은 건드리지 않는다 — BGM 페이드와 씬 전환 딜레이가 scaled time 기준이라 함께 멈춰버림)
|
||||
private static void PauseAllAnimations()
|
||||
public static void PauseAllAnimations()
|
||||
{
|
||||
foreach (var animator in FindObjectsByType<Animator>())
|
||||
animator.speed = 0f;
|
||||
@@ -152,4 +198,22 @@ public void OnSceneLoaded()
|
||||
SceneLoadManager.Instance.SetSceneSkybox(_sceneSkybox);
|
||||
}
|
||||
|
||||
public void StartSceneChange(int delay)
|
||||
{
|
||||
_ = StartSceneChangeSequence(delay);
|
||||
}
|
||||
|
||||
private async Awaitable StartSceneChangeSequence(int delay)
|
||||
{
|
||||
try
|
||||
{
|
||||
await Awaitable.WaitForSecondsAsync((float)delay);
|
||||
|
||||
SceneLoadManager.Instance.RequestSceneChange(_startSceneName);
|
||||
}
|
||||
catch (System.OperationCanceledException)
|
||||
{
|
||||
// 씬 전환 등으로 자신이 파괴되어 취소됨
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -204,6 +204,14 @@ private void MovePlayerToLoadingArea()
|
||||
if (cc != null) cc.enabled = true;
|
||||
}
|
||||
|
||||
// 화면이 어두워진 뒤, HideDuringLoading 마커가 붙은 오브젝트를 전부 끈다 (로딩 중 노출/깜빡임 방지).
|
||||
// 글로벌 매니저라 씬 오브젝트를 직접 참조할 수 없으므로(씬 전환 시 참조가 끊김) 런타임에 씬에서 찾는다.
|
||||
private void DisableDarkObjects()
|
||||
{
|
||||
foreach (var marker in FindObjectsByType<HideDuringLoading>())
|
||||
marker.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void RequestSceneChange(string sceneName)
|
||||
{
|
||||
_ = SceneChange(sceneName);
|
||||
@@ -233,6 +241,9 @@ private async Awaitable SceneChange(string sceneName)
|
||||
// (로딩 룸은 카메라를 따라다니므로 함께 이동한다)
|
||||
MovePlayerToLoadingArea();
|
||||
|
||||
// 어두워진 상태에서 지정 오브젝트들 끄기 (로딩 중 보이면 안 되는 것들)
|
||||
DisableDarkObjects();
|
||||
|
||||
// 로딩 룸에 도착했으니 시야를 다시 연다 (스카이박스 페이드 인과 동시 진행)
|
||||
if (pc != null)
|
||||
_ = pc.FadeSight(true, 0.8f);
|
||||
|
||||
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Assets/05_Textures/CameraBlood.png
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Assets/05_Textures/CameraBlood.png
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156
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156
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File diff suppressed because it is too large
Load Diff
@@ -382,6 +382,8 @@ MonoBehaviour:
|
||||
- __option_HasHiddenBranch
|
||||
- __option_HiddenGestureKey
|
||||
- __option_HiddenCode
|
||||
- UseFixedAngle
|
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- FixedAngleY
|
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m_ValueList:
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@@ -403,6 +405,8 @@ MonoBehaviour:
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m_InputPortInfos:
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expandedPortsById:
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m_KeyList: []
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@@ -574,6 +578,8 @@ MonoBehaviour:
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- WaitForInput
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- Affection
|
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- Progress
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- UseFixedAngle
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- FixedAngleY
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m_ValueList:
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||||
- rid: 4848514747977957624
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@@ -595,6 +601,8 @@ MonoBehaviour:
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
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||||
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|
||||
@@ -733,6 +741,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
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|
||||
- Progress
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||||
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||||
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||||
m_ValueList:
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||||
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|
||||
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|
||||
@@ -754,6 +764,8 @@ MonoBehaviour:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
m_KeyList: []
|
||||
@@ -925,6 +937,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
- Affection
|
||||
- Progress
|
||||
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|
||||
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|
||||
m_ValueList:
|
||||
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|
||||
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||||
@@ -946,6 +960,8 @@ MonoBehaviour:
|
||||
- rid: 4848514747977957687
|
||||
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|
||||
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||||
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||||
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|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
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|
||||
@@ -1117,6 +1133,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
- Affection
|
||||
- Progress
|
||||
- UseFixedAngle
|
||||
- FixedAngleY
|
||||
m_ValueList:
|
||||
- rid: 4848514747977957693
|
||||
- rid: 4848514747977957694
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||||
@@ -1138,6 +1156,8 @@ MonoBehaviour:
|
||||
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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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||||
m_ValueList:
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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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@@ -1500,6 +1524,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
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||||
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||||
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||||
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||||
m_ValueList:
|
||||
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|
||||
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||||
@@ -1521,6 +1547,8 @@ MonoBehaviour:
|
||||
- rid: 4848514747977957756
|
||||
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|
||||
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|
||||
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||||
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|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
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|
||||
@@ -1692,6 +1720,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
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|
||||
- Progress
|
||||
- UseFixedAngle
|
||||
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|
||||
m_ValueList:
|
||||
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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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|
||||
- rid: 4848514753014268053
|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
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||||
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||||
@@ -1883,6 +1915,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
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|
||||
- Progress
|
||||
- UseFixedAngle
|
||||
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|
||||
m_ValueList:
|
||||
- rid: 4848514747977957785
|
||||
- rid: 4848514747977957786
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||||
@@ -1904,6 +1938,8 @@ MonoBehaviour:
|
||||
- rid: 4848514747977957802
|
||||
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|
||||
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|
||||
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||||
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|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
m_KeyList: []
|
||||
@@ -2074,6 +2110,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
- Affection
|
||||
- Progress
|
||||
- UseFixedAngle
|
||||
- FixedAngleY
|
||||
m_ValueList:
|
||||
- rid: 4848514747977957808
|
||||
- rid: 4848514747977957809
|
||||
@@ -2095,6 +2133,8 @@ MonoBehaviour:
|
||||
- rid: 4848514747977957825
|
||||
- rid: 4848514747977957826
|
||||
- rid: 4848514747977957827
|
||||
- rid: 4848514753014268056
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||||
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||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
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||||
@@ -2297,6 +2337,8 @@ MonoBehaviour:
|
||||
- WaitForInput
|
||||
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|
||||
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||||
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||||
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|
||||
m_ValueList:
|
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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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|
||||
expandedPortsById:
|
||||
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|
||||
@@ -2679,6 +2727,8 @@ MonoBehaviour:
|
||||
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|
||||
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||||
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||||
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||||
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||||
m_ValueList:
|
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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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||||
@@ -2754,7 +2806,7 @@ MonoBehaviour:
|
||||
- rid: 4848514747977957879
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||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||
data:
|
||||
m_Value:
|
||||
m_Value: PlayerBloodDie
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||||
- rid: 4848514747977957880
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||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||
data:
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||||
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||||
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||||
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||||
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||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
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||||
data:
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@@ -2820,7 +2872,7 @@ MonoBehaviour:
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||||
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||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
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||||
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||||
data:
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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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||||
m_Value: 0
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||||
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||||
data:
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m_Value: 0
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- rid: 4848514753014268063
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|
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data:
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|
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|
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BIN
Assets/10_FX/SFX/SwordBlood.mp3
LFS
Normal file
BIN
Assets/10_FX/SFX/SwordBlood.mp3
LFS
Normal file
Binary file not shown.
23
Assets/10_FX/SFX/SwordBlood.mp3.meta
Normal file
23
Assets/10_FX/SFX/SwordBlood.mp3.meta
Normal file
@@ -0,0 +1,23 @@
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Reference in New Issue
Block a user