Simple Node Based movement System
Every Field is a Node Additional: Camera dump smooth follow
This commit is contained in:
+11
-1
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<setting file="file://$PROJECT_DIR$/Assets/Scripts/Fields/Field.cs" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/Assets/Scripts/Fields/GetCoinsField.cs" root0="FORCE_HIGHLIGHTING" />
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@@ -16,6 +17,7 @@
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<setting file="file://$PROJECT_DIR$/Assets/Scripts/Fields/LuckField.cs" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/Assets/Scripts/Fields/UnluckyField.cs" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/Assets/Scripts/Fields/VSField.cs" root0="FORCE_HIGHLIGHTING" />
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<option name="EXE_PATH" value="$USER_HOME$/OneDrive/Desktop/FlufflPartyTestBuild\FlufflParty.exe" />
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<option name="PROGRAM_PARAMETERS" value="" />
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<option name="WORKING_DIRECTORY" value="C:\Users\braus\OneDrive\Desktop\FlufflPartyTestBuild" />
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@@ -76,5 +76,5 @@ Material:
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- _ZWrite: 1
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m_Colors:
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File diff suppressed because it is too large
Load Diff
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@@ -0,0 +1,23 @@
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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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public class Camera : MonoBehaviour
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{
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//TODO: Replace with Follow Function later (player camera should follow)
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[SerializeField] private GameObject followUp;
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private Vector3 offset;
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private Vector3 velocity = Vector3.zero;
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//TODO: Replace with Follow Function later (player camera should follow)
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private void Start()
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{
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offset = followUp.transform.position - transform.position;
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}
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private void FixedUpdate()
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{
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transform.position = Vector3.SmoothDamp(transform.position, followUp.transform.position - offset, ref velocity, 0.6f);
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}
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}
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@@ -4,9 +4,10 @@ using UnityEngine;
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public abstract class Field : MonoBehaviour
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{
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[SerializeField] private GameObject[] target;
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//Liste der nächsten Feld, die auf das diesige Feld folgen
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[SerializeField] private Field[] target;
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public GameObject[] Target
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public Field[] Target
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{
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get
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{
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@@ -14,5 +15,6 @@ public abstract class Field : MonoBehaviour
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}
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}
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//Feld aktion (Münzen etc..)
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public abstract void Action();
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}
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@@ -0,0 +1,126 @@
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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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using Random = UnityEngine.Random;
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public class Player : MonoBehaviour
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{
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[SerializeField] private Field nextField;
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private Field currentField;
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[SerializeField] private GameObject dice;
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private Vector3 moveTo = Vector3.zero;
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private Vector3 lastPos = Vector3.zero;
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private float speed = 5;
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private float interPol = 0;
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private int wurfelZahl = 0;
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private bool activated = true;
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private bool wait = false;
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private void Start()
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{
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Debug.Log("Test: zum Würfeln Leertaste drücken!");
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}
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private void Update()
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{
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if(activated)
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{
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//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
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if (Input.GetKeyDown(KeyCode.Space) && wurfelZahl == 0)
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{
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wurfelZahl = Random.Range(1, 7);
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Debug.Log("Test: gewürfelt wurde " + wurfelZahl);
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//nächstes Feld anvisieren
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TargetNextField();
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}
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}
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}
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private void FixedUpdate()
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{
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if (activated)
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{
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if (!wait)
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{
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//Laufe zum nöchsten Feld, falls noch Züge übrig sind
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if (interPol < 1 && wurfelZahl > 0)
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{
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InterPolerate();
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}
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//Würfelzahl um 1 verringern falls noch züge übrig sind
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else if (wurfelZahl > 0 )
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{
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wurfelZahl--;
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//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
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if (wurfelZahl > 0)
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{
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TargetNextField();
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}
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}
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//Der Spieler steht gerade
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else
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{
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}
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}
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else
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{
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//TEST!!!!!!!!!!!!!!!
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//TODO: Replace with selection arrows
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if (Input.GetKeyDown(KeyCode.N))
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{
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nextField = nextField = nextField.Target[0];
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moveTo = nextField.transform.position;
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wait = false;
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}
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else if (Input.GetKeyDown(KeyCode.A))
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{
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nextField = nextField = nextField.Target[1];
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moveTo = nextField.transform.position;
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wait = false;
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}
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}
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}
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}
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//Das nächste Feld aufgrund des aktuellen Feldes anvisieren
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private void TargetNextField()
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{
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interPol = 0;
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lastPos = transform.position;
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currentField = nextField;
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if(nextField.Target.Length == 1)
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{
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nextField = nextField.Target[0];
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moveTo = nextField.transform.position;
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}
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else
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{
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wait = true;
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Debug.Log("Test: AlternativWeg = A NormalerWeg = N");
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}
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}
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//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
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private void InterPolerate()
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{
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Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
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interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
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}
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//Aktiviert den Player
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public void Activate()
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{
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activated = true;
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}
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//Deaktiviert den Player
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public void DeActivate()
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{
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activated = false;
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}
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}
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m_ExpandedInstanceIDs: c6230000
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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@@ -795,7 +795,7 @@ MonoBehaviour:
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs:
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m_LastClickedID: 0
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m_ExpandedIDs: 38fbffff
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m_ExpandedIDs: d2ccfaff14cdfaff14d3faff8ed5faffd0d5faffd0dbfaff52f2faffa0f2faffa0f8faffb0fbfaff04fcfaff0402fbff4a4cfcffa239ffff089fffffdaacffffaedcfffff2efffffe6f2ffff58f4ffffacf4fffff4f4ffff3cf5ffff38fbffff545f000068290500
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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@@ -828,10 +828,38 @@ MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 1
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m_Script: {fileID: 12003, guid: 0000000000000000e000000000000000, type: 0}
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m_Name:
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m_EditorClassIdentifier:
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m_MinSize: {x: 100, y: 100}
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
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m_Text: Console
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m_Image: {fileID: -4327648978806127646, guid: 0000000000000000d000000000000000, type: 0}
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m_Tooltip:
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m_Pos:
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serializedVersion: 2
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y: 830
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width: 1502
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height: 289
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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m_SaveData: []
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--- !u!114 &17
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MonoBehaviour:
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m_ObjectHideFlags: 52
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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: 12015, guid: 0000000000000000e000000000000000, type: 0}
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m_Name:
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m_EditorClassIdentifier:
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m_MinSize: {x: 200, y: 200}
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m_MinSize: {x: 100, y: 100}
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
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m_Text: Game
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@@ -847,8 +875,10 @@ MonoBehaviour:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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m_SaveData: []
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m_SerializedViewNames: []
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m_SerializedViewValues: []
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m_SerializedViewNames:
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- UnityEditor.DeviceSimulation.SimulatorWindow
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m_SerializedViewValues:
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- F:\Projects\Unity\flufflparty\FlufflParty\Library\PlayModeViewStates\c6c91308d2b1ef94abaf51759a7819fb
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m_PlayModeViewName: GameView
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m_ShowGizmos: 0
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m_TargetDisplay: 0
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@@ -857,7 +887,7 @@ MonoBehaviour:
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m_TextureFilterMode: 0
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m_TextureHideFlags: 61
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m_RenderIMGUI: 1
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m_EnterPlayModeBehavior: 0
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m_EnterPlayModeBehavior: 2
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m_UseMipMap: 0
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m_VSyncEnabled: 0
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m_Gizmos: 0
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@@ -880,7 +910,7 @@ MonoBehaviour:
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m_HSlider: 0
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m_VSlider: 0
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m_IgnoreScrollWheelUntilClicked: 0
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m_EnableMouseInput: 0
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m_EnableMouseInput: 1
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m_EnableSliderZoomHorizontal: 0
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m_EnableSliderZoomVertical: 0
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m_UniformScale: 1
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@@ -911,31 +941,3 @@ MonoBehaviour:
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m_XRRenderMode: 0
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m_RenderTexture: {fileID: 0}
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--- !u!114 &17
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MonoBehaviour:
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m_ObjectHideFlags: 52
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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: 1
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m_Script: {fileID: 12003, guid: 0000000000000000e000000000000000, type: 0}
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m_Name:
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m_EditorClassIdentifier:
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m_MinSize: {x: 100, y: 100}
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
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m_Text: Console
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m_Image: {fileID: -4327648978806127646, guid: 0000000000000000d000000000000000, type: 0}
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m_Tooltip:
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m_Pos:
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serializedVersion: 2
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x: 0
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y: 665
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width: 1455
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height: 446
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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m_SaveData: []
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Reference in New Issue
Block a user