Online Function With Room Codes

This commit is contained in:
brausjonas
2023-01-28 00:49:09 +01:00
parent 4127dbaaac
commit e89535fb02
55 changed files with 5573 additions and 425 deletions
+7 -2
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera : MonoBehaviour
{
//TODO: Replace with Follow Function later (player camera should follow)
[SerializeField] private GameObject followUp;
private Vector3 offset;
private Vector3 velocity = Vector3.zero;
//TODO: Replace with Follow Function later (player camera should follow)
private void Start()
{
offset = followUp.transform.position - transform.position;
}
private void FixedUpdate()
{
transform.position = Vector3.SmoothDamp(transform.position, followUp.transform.position - offset, ref velocity, 0.2f);
}
}
+145
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Client : MonoBehaviour
{
private TcpClient client;
private Stream stream;
[SerializeField] private GameObject playerPrefab;
private Player[] players = new Player[4];
private Queue<Job> jobs = new Queue<Job>();
[SerializeField] private GameObject dice;
[SerializeField] private Field nextField;
[SerializeField] private GameObject cam;
private void Start()
{
client = new TcpClient("185.245.96.48", 8051);
stream = client.GetStream();
stream.Write(new byte[] { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 10);
string roomCode = PlayerPrefs.GetString("roomcode");
stream.Write(Encoding.ASCII.GetBytes(roomCode));
new Thread(Read).Start();
}
private void Update()
{
if (jobs.Count > 0)
{
Job job = jobs.Dequeue();
switch (job.data[0])
{
//-----Create A new player-----
case 1:
//player is playable
if (job.data[1] == 1)
{
GameObject player = Instantiate(playerPrefab);
player.transform.position = new Vector3(job.data[2], job.data[3] + 0.5f, job.data[4]);
PlayablePlayer script = player.AddComponent<PlayablePlayer>();
players[job.data[5]] = script;
script.client = this;
script.nextField = nextField;
script.dice = dice;
script.Init();
}
//player is not playable
else
{
GameObject player = Instantiate(playerPrefab);
player.transform.position = new Vector3(job.data[2], job.data[3] + 0.5f, job.data[4]);
NoPlayablePlayer script = player.AddComponent<NoPlayablePlayer>();
players[job.data[5]] = script;
script.nextField = nextField;
script.dice = dice;
script.Init();
}
break;
//---------------------------------------------------------
//-----Activate a Player
case 2:
Activate(job.data[1]);
break;
//Jemand hat gewürfelt
case 3:
((NoPlayablePlayer)players[job.data[1]]).Wurfeln(job.data[2]);
break;
//Jemand hat den Pfeil geklickt
case 4:
((NoPlayablePlayer)players[job.data[1]]).ArrowSelect(job.data[2]);
break;
}
}
}
private void Activate(int player)
{
for (int i = 0; i < players.Length; i++)
{
if (players[i] != null)
{
if (i == player)
{
players[i].Activate();
}
else
{
players[i].DeActivate();
}
}
}
cam.transform.parent = players[player].transform;
cam.transform.localPosition = new Vector3(-3, 8, 7);
}
private void Read()
{
while (true)
{
byte[] read = new byte[10];
stream.Read(read, 0, 10);
jobs.Enqueue(new Job(read));
}
}
//0 3 wurfeln
//1 x, x = zahl
public void SendWurfeln(int zahl)
{
stream.Write(new byte[]{3, (byte)zahl, 0, 0, 0, 0, 0, 0, 0, 0});
}
//0 4 arrow selected
//1 x, x = arrow idx
public void SendArrowSelected(int idx)
{
stream.Write(new byte[]{4, (byte)idx, 0, 0, 0, 0, 0, 0, 0, 0});
}
//0 5
public void SendFinished()
{
stream.Write(new byte[]{5, 0, 0, 0, 0, 0, 0, 0, 0, 0});
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: f02425538b327cc47a5d70da69804669
guid: 812fca21913ccbd42a3f716f9c3b7727
MonoImporter:
externalObjects: {}
serializedVersion: 2
+13
View File
@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Job
{
public byte[] data;
public Job(byte[] data)
{
this.data = data;
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e64a1673d23a4304fa81de76a9941bb3
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@@ -0,0 +1,126 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoPlayablePlayer : Player
{
public Field nextField;
private Field currentField;
public GameObject dice;
private Dice diceScript;
private Vector3 moveTo = Vector3.zero;
private Vector3 lastPos = Vector3.zero;
private float speed = 5;
private float interPol = 0;
private int wurfelZahl = 0;
private bool wait = false;
private bool lastActivated = false;
private float timeSinceWurfeln = 0;
private Vector3 useLess = new Vector3();
public void Init()
{
activated = false;
diceScript = dice.GetComponent<Dice>();
}
public void Wurfeln(int wurfelZahl)
{
this.wurfelZahl = wurfelZahl;
//nächstes Feld anvisieren
TargetNextField();
//stop the dice
diceScript.StopRandom(wurfelZahl);
//delay for walk start
timeSinceWurfeln = Time.time;
}
public void ArrowSelect(int idx)
{
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField.Target[idx];
moveTo = nextField.transform.position;
wait = false;
}
private void FixedUpdate()
{
if (activated)
{
if (!wait)
{
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if (Time.time - timeSinceWurfeln > 1)
{
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0)
{
wurfelZahl--;
//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
if (wurfelZahl > 0)
{
TargetNextField();
}
}
//Der Spieler steht gerade
else
{
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 2, ref useLess, 0.2f);
diceScript.StartRandom();
}
}
else
{
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Activate();
}
}
}
}
//Das nächste Feld aufgrund des aktuellen Feldes anvisieren
private void TargetNextField()
{
interPol = 0;
lastPos = transform.position;
currentField = nextField;
if (nextField.Target.Length == 1)
{
nextField = nextField.Target[0];
moveTo = nextField.transform.position;
}
else
{
wait = true;
}
}
//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
private void InterPolerate()
{
Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,161 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayablePlayer : Player
{
public Field nextField;
private Field currentField;
public GameObject dice;
private Dice diceScript;
private Vector3 moveTo = Vector3.zero;
private Vector3 lastPos = Vector3.zero;
private float speed = 5;
private float interPol = 0;
private int wurfelZahl = 0;
private bool wait = false;
private float timeSinceWurfeln = 0;
private Vector3 useLess = new Vector3();
public Client client;
public void Init()
{
activated = false;
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 59;
diceScript = dice.GetComponent<Dice>();
}
private void Update()
{
if (activated)
{
//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
if ((Input.GetMouseButtonDown(0)) && wurfelZahl == 0 && !wurfelt)
{
wurfelt = true;
wurfelZahl = Random.Range(1, 7);
client.SendWurfeln(wurfelZahl);
//nächstes Feld anvisieren
TargetNextField();
//stop the dice
diceScript.StopRandom(wurfelZahl);
//delay for walk start
timeSinceWurfeln = Time.time;
}
}
}
private void FixedUpdate()
{
if (activated)
{
if (!wait)
{
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if (Time.time - timeSinceWurfeln > 1)
{
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0)
{
wurfelZahl--;
//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
if (wurfelZahl > 0)
{
TargetNextField();
}
}
//Der Spieler steht gerade
else
{
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 2, ref useLess, 0.2f);
diceScript.StartRandom();
//TODO: temp spieler finsihed erst, wenn field action ausgeführt wurde
if (wurfelt)
{
client.SendFinished();
activated = false;
}
}
}
else
{
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Activate();
}
if (nextField.DirectionalArrow[0].IsClicked())
{
client.SendArrowSelected(0);
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[0];
moveTo = nextField.transform.position;
wait = false;
}
else if (nextField.DirectionalArrow[1].IsClicked())
{
client.SendArrowSelected(1);
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[1];
moveTo = nextField.transform.position;
wait = false;
}
}
}
}
//Das nächste Feld aufgrund des aktuellen Feldes anvisieren
private void TargetNextField()
{
interPol = 0;
lastPos = transform.position;
currentField = nextField;
if (nextField.Target.Length == 1)
{
nextField = nextField.Target[0];
moveTo = nextField.transform.position;
}
else
{
wait = true;
}
}
//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
private void InterPolerate()
{
Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
}
@@ -0,0 +1,11 @@
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+4 -146
View File
@@ -1,159 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using Random = UnityEngine.Random;
public class Player : MonoBehaviour
{
[SerializeField] private Field nextField;
private Field currentField;
[SerializeField] private GameObject dice;
private Dice diceScript;
private Vector3 moveTo = Vector3.zero;
private Vector3 lastPos = Vector3.zero;
private float speed = 5;
private float interPol = 0;
private int wurfelZahl = 0;
private bool activated = true;
private bool wait = false;
private bool lastActivated = false;
private float timeSinceWurfeln = 0;
public bool activated = false;
protected bool wurfelt = false;
//TESTTTTT
[SerializeField] private TMP_Text fpsText;
private Vector3 useLess = new Vector3();
private void Start()
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 9999;
diceScript = dice.GetComponent<Dice>();
}
private void Update()
{
fpsText.text = ((int)Time.frameCount / (int)Time.time) + " fps";
if(activated)
{
//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
if ((Input.GetMouseButtonDown(0)) && wurfelZahl == 0)
{
wurfelZahl = Random.Range(1, 7);
//nächstes Feld anvisieren
TargetNextField();
//stop the dice
diceScript.StopRandom(wurfelZahl);
//delay for walk start
timeSinceWurfeln = Time.time;
}
}
}
private void FixedUpdate()
{
if (activated)
{
if (!wait)
{
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if(Time.time - timeSinceWurfeln > 1)
{
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0 )
{
wurfelZahl--;
//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
if (wurfelZahl > 0)
{
TargetNextField();
}
}
//Der Spieler steht gerade
else
{
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 2, ref useLess, 0.2f);
diceScript.StartRandom();
}
}
else
{
foreach(Arrow a in nextField.DirectionalArrow)
{
a.Activate();
}
if (nextField.DirectionalArrow[0].IsClicked())
{
foreach(Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[0];
moveTo = nextField.transform.position;
wait = false;
}
else if (nextField.DirectionalArrow[1].IsClicked())
{
foreach(Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[1];
moveTo = nextField.transform.position;
wait = false;
}
}
}
}
//Das nächste Feld aufgrund des aktuellen Feldes anvisieren
private void TargetNextField()
{
interPol = 0;
lastPos = transform.position;
currentField = nextField;
if(nextField.Target.Length == 1)
{
nextField = nextField.Target[0];
moveTo = nextField.transform.position;
}
else
{
wait = true;
}
}
//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
private void InterPolerate()
{
Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
//Aktiviert den Player
public void Activate()
{
activated = true;
wurfelt = false;
}
//Deaktiviert den Player
@@ -161,4 +19,4 @@ public class Player : MonoBehaviour
{
activated = false;
}
}
}
+8
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fileFormatVersion: 2
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folderAsset: yes
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userData:
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@@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartHandler : MonoBehaviour
{
private TcpClient client;
[SerializeField] private GameObject layout1;
[SerializeField] private GameObject layout2;
[SerializeField] private TMP_Text roomCodeEnter;
private void Start()
{
client = new TcpClient("185.245.96.48", 8051);
layout1.SetActive(true);
layout2.SetActive(false);
}
public void ButtonNewRoom()
{
Stream stream = client.GetStream();
byte[] readMessage = new byte[10];
//Send message new room
stream.Write(new byte[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
layout1.SetActive(false);
layout2.SetActive(true);
//wait for room code
int i = stream.Read(readMessage, 0, 10);
Debug.Log(i);
string code = Encoding.ASCII.GetString(readMessage);
PlayerPrefs.SetString("roomcode", code);
PlayerPrefs.Save();
GUIUtility.systemCopyBuffer = code;
layout2.GetComponentInChildren<TMP_Text>().text = "Your room code is: \n" + code + "\n copied to clipboard!";
}
public void ButtonJoin()
{
string code = roomCodeEnter.text;
PlayerPrefs.SetString("roomcode", code);
PlayerPrefs.Save();
SceneManager.LoadScene(1, LoadSceneMode.Single);
client.Close();
}
public void ButtonJoin2()
{
SceneManager.LoadScene(1, LoadSceneMode.Single);
client.Close();
}
}
@@ -0,0 +1,11 @@
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m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords:
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m_InvalidKeywords: []
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -67,6 +68,7 @@ Material:
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m_Ints: []
m_Floats:
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@@ -107,9 +109,9 @@ Material:
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- _Reflectivity: 10
- _ScaleRatioA: 0.90909094
- _ScaleRatioA: 0.9
- _ScaleRatioB: 0.73125
- _ScaleRatioC: 0.7386364
- _ScaleRatioC: 0.73125
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0
@@ -148,6 +150,7 @@ Material:
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
m_BuildTextureStacks: []
--- !u!114 &11400000
MonoBehaviour:
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@@ -165,15 +168,16 @@ MonoBehaviour:
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m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
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m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
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@@ -313,15 +317,20 @@ Texture2D:
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@@ -335,9 +344,11 @@ Texture2D:
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@@ -5,6 +5,9 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
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path: Assets/Scenes/Start.unity
guid: c169a244ad039ce4ab72b1ee3383a41c
- enabled: 1
path: Assets/Scenes/WesternMap.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
@@ -42,8 +42,8 @@ PlayerSettings:
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m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
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defaultScreenHeight: 1080
defaultScreenWidth: 800
defaultScreenHeight: 600
defaultScreenWidthWeb: 960
defaultScreenHeightWeb: 600
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@@ -99,7 +99,7 @@ PlayerSettings:
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visibleInBackground: 1
allowFullscreenSwitch: 1
fullscreenMode: 1
fullscreenMode: 3
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
@@ -734,7 +734,7 @@ PlayerSettings:
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useDeterministicCompilation: 1
enableRoslynAnalyzers: 1
selectedPlatform: 2
selectedPlatform: 0
additionalIl2CppArgs:
scriptingRuntimeVersion: 1
gcIncremental: 1
@@ -231,7 +231,7 @@ QualitySettings:
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Server: 0
Stadia: 5
Standalone: 5
Standalone: 2
WebGL: 3
Windows Store Apps: 5
XboxOne: 5
@@ -11,6 +11,9 @@ EditorUserSettings:
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RecentlyUsedSceneGuid-2:
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m_Title: Hierarchy
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m_RootView: {fileID: 6}
m_MinSize: {x: 875, y: 300}
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@@ -48,7 +48,7 @@ MonoBehaviour:
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vertical: 0
controlID: 104
controlID: 58
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@@ -111,23 +111,23 @@ MonoBehaviour:
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m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
m_Name: ProjectBrowser
m_Name: ConsoleWindow
m_EditorClassIdentifier:
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@@ -218,12 +218,12 @@ MonoBehaviour:
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--- !u!114 &10
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@@ -243,12 +243,12 @@ MonoBehaviour:
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