chore: initial commit
This commit is contained in:
8
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy.meta
vendored
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8
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy.meta
vendored
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: fe68cc0665ffaa849842ed77ae03c24a
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
256
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy/MMFeedbackBase.cs
vendored
Normal file
256
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy/MMFeedbackBase.cs
vendored
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@@ -0,0 +1,256 @@
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||||
using MoreMountains.Tools;
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||||
using System;
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||||
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Feedbacks
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||||
{
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public class MMFeedbackBaseTarget
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{
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/// the receiver to write the level to
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public MMPropertyReceiver Target;
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/// the curve to tween the intensity on
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public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the intensity curve's 0 to
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public float RemapLevelZero = 0f;
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/// the value to remap the intensity curve's 1 to
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public float RemapLevelOne = 1f;
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/// the value to move the intensity to in instant mode
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public float InstantLevel;
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/// the initial value for this level
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public float InitialLevel;
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}
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public abstract class MMFeedbackBase : MMFeedback
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||||
{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// the possible modes for this feedback
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public enum Modes { OverTime, Instant }
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[Header("Mode")]
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/// whether the feedback should affect the target property instantly or over a period of time
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[Tooltip("whether the feedback should affect the target property instantly or over a period of time")]
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public Modes Mode = Modes.OverTime;
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/// how long the target property should change over time
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[Tooltip("how long the target property should change over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float Duration = 0.2f;
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/// whether or not that target property should be turned off on start
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[Tooltip("whether or not that target property should be turned off on start")]
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public bool StartsOff = false;
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/// whether or not the values should be relative or not
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[Tooltip("whether or not the values should be relative or not")]
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public bool RelativeValues = true;
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/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
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[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
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public bool AllowAdditivePlays = false;
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/// if this is true, the target object will be disabled on stop
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[Tooltip("if this is true, the target object will be disabled on stop")]
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public bool DisableOnStop = false;
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/// the duration of this feedback is the duration of the target property, or 0 if instant
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public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
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protected List<MMFeedbackBaseTarget> _targets;
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protected Coroutine _coroutine = null;
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/// <summary>
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/// On init we turn the target property off if needed
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/// </summary>
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/// <param name="owner"></param>
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protected override void CustomInitialization(GameObject owner)
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{
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base.CustomInitialization(owner);
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PrepareTargets();
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if (Active)
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||||
{
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||||
if (StartsOff)
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||||
{
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Turn(false);
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||||
}
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||||
}
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||||
}
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/// <summary>
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/// Creates a new list, fills the targets, and initializes them
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||||
/// </summary>
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protected virtual void PrepareTargets()
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{
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_targets = new List<MMFeedbackBaseTarget>();
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FillTargets();
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||||
InitializeTargets();
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||||
}
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/// <summary>
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||||
/// On validate (if a value has changed in the inspector), we reinitialize what needs to be
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||||
/// </summary>
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||||
protected virtual void OnValidate()
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||||
{
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||||
PrepareTargets();
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||||
}
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||||
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||||
/// <summary>
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||||
/// Fills our list of targets, meant to be extended
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||||
/// </summary>
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||||
protected abstract void FillTargets();
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||||
|
||||
/// <summary>
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||||
/// Initializes each target in the list
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||||
/// </summary>
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||||
protected virtual void InitializeTargets()
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||||
{
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||||
if (_targets.Count == 0)
|
||||
{
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||||
return;
|
||||
}
|
||||
|
||||
foreach(MMFeedbackBaseTarget target in _targets)
|
||||
{
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||||
target.Target.Initialization(this.gameObject);
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target.InitialLevel = target.Target.Level;
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||||
}
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||||
}
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||||
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/// <summary>
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||||
/// On Play we turn our target property on and start an over time coroutine if needed
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/// </summary>
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||||
/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (Active && FeedbackTypeAuthorized)
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{
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Turn(true);
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switch (Mode)
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{
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case Modes.Instant:
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Instant();
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break;
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case Modes.OverTime:
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if (!AllowAdditivePlays && (_coroutine != null))
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||||
{
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||||
return;
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}
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_coroutine = StartCoroutine(UpdateValueSequence(feedbacksIntensity));
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break;
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}
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}
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}
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/// <summary>
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/// Plays an instant feedback
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/// </summary>
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protected virtual void Instant()
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{
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if (_targets.Count == 0)
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||||
{
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||||
return;
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||||
}
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||||
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||||
foreach (MMFeedbackBaseTarget target in _targets)
|
||||
{
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||||
target.Target.SetLevel(target.InstantLevel);
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||||
}
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||||
}
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||||
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||||
/// <summary>
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||||
/// This coroutine will modify the values on the target property
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/// </summary>
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||||
/// <returns></returns>
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||||
protected virtual IEnumerator UpdateValueSequence(float feedbacksIntensity)
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||||
{
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||||
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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IsPlaying = true;
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||||
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
|
||||
{
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||||
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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SetValues(remappedTime, feedbacksIntensity);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetValues(FinalNormalizedTime, feedbacksIntensity);
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if (StartsOff)
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||||
{
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||||
Turn(false);
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||||
}
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IsPlaying = false;
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||||
_coroutine = null;
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||||
yield return null;
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||||
}
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||||
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||||
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||||
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/// <summary>
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/// Sets the various values on the target property on a specified time (between 0 and 1)
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetValues(float time, float feedbacksIntensity)
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{
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if (_targets.Count == 0)
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{
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return;
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}
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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foreach (MMFeedbackBaseTarget target in _targets)
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{
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float intensity = MMTween.Tween(time, 0f, 1f, target.RemapLevelZero, target.RemapLevelOne, target.LevelCurve);
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if (RelativeValues)
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{
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intensity += target.InitialLevel;
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}
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target.Target.SetLevel(intensity * intensityMultiplier);
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}
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}
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||||
/// <summary>
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/// Turns the target property object off on stop if needed
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/// </summary>
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||||
/// <param name="position"></param>
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||||
/// <param name="feedbacksIntensity"></param>
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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||||
{
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||||
base.CustomStopFeedback(position, feedbacksIntensity);
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||||
if (Active)
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||||
{
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if (_coroutine != null)
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||||
{
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StopCoroutine(_coroutine);
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_coroutine = null;
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||||
}
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IsPlaying = false;
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||||
if (DisableOnStop)
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||||
{
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Turn(false);
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||||
}
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||||
}
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||||
}
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||||
/// <summary>
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||||
/// Turns the target object on or off
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||||
/// </summary>
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||||
/// <param name="status"></param>
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||||
protected virtual void Turn(bool status)
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||||
{
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||||
if (_targets.Count == 0)
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||||
{
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return;
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||||
}
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||||
foreach (MMFeedbackBaseTarget target in _targets)
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||||
{
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if (target.Target.TargetComponent.gameObject != null)
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||||
{
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target.Target.TargetComponent.gameObject.SetActive(status);
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||||
}
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||||
}
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||||
}
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||||
}
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||||
}
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||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy/MMFeedbackBase.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy/MMFeedbackBase.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f4f5b5a7ea2cc745891557ab909c6c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
314
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/MMF_FeedbackBase.cs
vendored
Normal file
314
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/MMF_FeedbackBase.cs
vendored
Normal file
@@ -0,0 +1,314 @@
|
||||
using MoreMountains.Tools;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MoreMountains.Feedbacks
|
||||
{
|
||||
public class MMF_FeedbackBaseTarget
|
||||
{
|
||||
/// the receiver to write the level to
|
||||
public MMPropertyReceiver Target;
|
||||
/// the curve to tween the intensity on
|
||||
public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
|
||||
/// the value to remap the intensity curve's 0 to
|
||||
public float RemapLevelZero = 0f;
|
||||
/// the value to remap the intensity curve's 1 to
|
||||
public float RemapLevelOne = 1f;
|
||||
/// the value to move the intensity to in instant mode
|
||||
public float InstantLevel;
|
||||
/// the initial value for this level
|
||||
public float InitialLevel;
|
||||
}
|
||||
|
||||
public abstract class MMF_FeedbackBase : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
|
||||
/// the possible modes for this feedback
|
||||
public enum Modes { OverTime, Instant }
|
||||
|
||||
[MMFInspectorGroup("Mode", true, 64)]
|
||||
/// whether the feedback should affect the target property instantly or over a period of time
|
||||
[Tooltip("whether the feedback should affect the target property instantly or over a period of time")]
|
||||
public Modes Mode = Modes.OverTime;
|
||||
/// how long the target property should change over time
|
||||
[Tooltip("how long the target property should change over time")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not that target property should be turned off on start
|
||||
[Tooltip("whether or not that target property should be turned off on start")]
|
||||
public bool StartsOff = false;
|
||||
/// whether or not that target property should be turned off once the feedback is done playing
|
||||
[Tooltip("whether or not that target property should be turned off once the feedback is done playing")]
|
||||
public bool EndsOff = false;
|
||||
/// whether or not the values should be relative or not
|
||||
[Tooltip("whether or not the values should be relative or not")]
|
||||
public bool RelativeValues = true;
|
||||
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
|
||||
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
|
||||
public bool AllowAdditivePlays = false;
|
||||
/// if this is true, the target object will be disabled on stop
|
||||
[Tooltip("if this is true, the target object will be disabled on stop")]
|
||||
public bool DisableOnStop = false;
|
||||
/// if this is true, this feedback will only play if its target is active in hierarchy
|
||||
[Tooltip("if this is true, this feedback will only play if its target is active in hierarchy")]
|
||||
public bool OnlyPlayIfTargetIsActive = false;
|
||||
/// the duration of this feedback is the duration of the target property, or 0 if instant
|
||||
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
|
||||
public override bool HasRandomness => true;
|
||||
public override bool HasCustomInspectors => true;
|
||||
|
||||
protected List<MMF_FeedbackBaseTarget> _targets;
|
||||
protected Coroutine _coroutine = null;
|
||||
|
||||
/// <summary>
|
||||
/// On init we turn the target property off if needed
|
||||
/// </summary>
|
||||
/// <param name="owner"></param>
|
||||
protected override void CustomInitialization(MMF_Player owner)
|
||||
{
|
||||
base.CustomInitialization(owner);
|
||||
|
||||
PrepareTargets();
|
||||
|
||||
if (Active)
|
||||
{
|
||||
if (StartsOff)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new list, fills the targets, and initializes them
|
||||
/// </summary>
|
||||
public virtual void PrepareTargets()
|
||||
{
|
||||
_targets = new List<MMF_FeedbackBaseTarget>();
|
||||
FillTargets();
|
||||
InitializeTargets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On validate (if a value has changed in the inspector), we reinitialize what needs to be
|
||||
/// </summary>
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
PrepareTargets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills our list of targets, meant to be extended
|
||||
/// </summary>
|
||||
protected abstract void FillTargets();
|
||||
|
||||
/// <summary>
|
||||
/// Initializes each target in the list
|
||||
/// </summary>
|
||||
protected virtual void InitializeTargets()
|
||||
{
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach(MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
target.Target.Initialization(Owner.gameObject);
|
||||
target.InitialLevel = target.Target.Level;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On Play we turn our target property on and start an over time coroutine if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (Active && FeedbackTypeAuthorized)
|
||||
{
|
||||
if (!CanPlay())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Turn(true);
|
||||
|
||||
switch (Mode)
|
||||
{
|
||||
case Modes.Instant:
|
||||
Instant();
|
||||
break;
|
||||
case Modes.OverTime:
|
||||
if (!AllowAdditivePlays && (_coroutine != null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
|
||||
_coroutine = Owner.StartCoroutine(UpdateValueSequence(feedbacksIntensity, position));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays an instant feedback
|
||||
/// </summary>
|
||||
protected virtual void Instant()
|
||||
{
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
target.Target.SetLevel(target.InstantLevel);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
target.Target.SetLevel(target.InitialLevel);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This coroutine will modify the values on the target property
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual IEnumerator UpdateValueSequence(float feedbacksIntensity, Vector3 position)
|
||||
{
|
||||
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
|
||||
IsPlaying = true;
|
||||
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
|
||||
{
|
||||
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
|
||||
SetValues(remappedTime, feedbacksIntensity, position);
|
||||
|
||||
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
SetValues(FinalNormalizedTime, feedbacksIntensity, position);
|
||||
if (EndsOff)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
IsPlaying = false;
|
||||
_coroutine = null;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets the various values on the target property on a specified time (between 0 and 1)
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
protected virtual void SetValues(float time, float feedbacksIntensity, Vector3 position)
|
||||
{
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
|
||||
foreach (MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
float intensity = MMTween.Tween(time, 0f, 1f, target.RemapLevelZero, target.RemapLevelOne, target.LevelCurve);
|
||||
if (RelativeValues)
|
||||
{
|
||||
intensity += target.InitialLevel;
|
||||
}
|
||||
target.Target.SetLevel(intensity * intensityMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns the target property object off on stop if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
if (Active)
|
||||
{
|
||||
if (_coroutine != null)
|
||||
{
|
||||
Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = null;
|
||||
}
|
||||
IsPlaying = false;
|
||||
if (DisableOnStop)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns the target object on or off
|
||||
/// </summary>
|
||||
/// <param name="status"></param>
|
||||
protected virtual void Turn(bool status)
|
||||
{
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
if (target.Target.TargetComponent.gameObject != null)
|
||||
{
|
||||
target.Target.TargetComponent.gameObject.SetActive(status);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether or not this feedback should play according to the defined settings
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual bool CanPlay()
|
||||
{
|
||||
if (_targets.Count == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
foreach (MMF_FeedbackBaseTarget target in _targets)
|
||||
{
|
||||
if (OnlyPlayIfTargetIsActive)
|
||||
{
|
||||
if (!target.Target.TargetComponent.gameObject.activeInHierarchy)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/MMF_FeedbackBase.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/MMF_FeedbackBase.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6906d20e526ebe749b396f651e78e047
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user