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tetra-tower
Commits
771bfc7d
Commit
771bfc7d
authored
Jan 11, 2019
by
18류지석
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생명석 UI 내에서 거의 완
parent
cccb28ba
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37 changed files
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2677 additions
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+2677
-66
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Assets/Animation.meta
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Assets/Animation/LifeStone.meta
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Assets/Animation/LifeStone/Animation.meta
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Amethyst.anim
Assets/Animation/LifeStone/Animation/Amethyst.anim
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Amethyst.anim.meta
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Gold.anim
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Assets/Animation/LifeStone/Animation/Gold_destroy.anim.meta
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LifeStoneUnit.controller
...ts/Animation/LifeStone/Animation/LifeStoneUnit.controller
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LifeStoneUnit.controller.meta
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Normal.anim
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PlayScene.unity
Assets/Scenes/PlayScene.unity
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DestroyUnit.cs
Assets/Scripts/UI/In-game UI/LifeStoneScript/DestroyUnit.cs
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DestroyUnit.cs.meta
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LifeStoneInfo.cs
...ts/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneInfo.cs
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LifeStoneManager.cs
...Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs
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LifeUnitInFrame.cs
.../Scripts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs
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LifeUnitInFrame.cs.meta
...pts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs.meta
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lifestone.png
Assets/Sprites/LifeStone/lifestone.png
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Assets/Sprites/LifeStone/lifestone.png.meta
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...
Assets/Scripts/UI/In-game UI/LifeStoneScript/DestroyUnit.cs
0 → 100644
View file @
771bfc7d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DestroyUnit
:
StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override
public
void
OnStateExit
(
Animator
animator
,
AnimatorStateInfo
stateInfo
,
int
layerIndex
)
{
Destroy
(
animator
.
gameObject
);
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/DestroyUnit.cs.meta
0 → 100644
View file @
771bfc7d
fileFormatVersion: 2
guid: 958c69251beca5b4c9a00a93a94e0e08
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneInfo.cs
View file @
771bfc7d
...
@@ -24,7 +24,7 @@ public class LifeStoneInfo : MonoBehaviour {
...
@@ -24,7 +24,7 @@ public class LifeStoneInfo : MonoBehaviour {
/// </summary>
/// </summary>
string
fill
;
string
fill
;
LifeStoneInfo
(
Vector2Int
size
,
string
fill
)
public
LifeStoneInfo
(
Vector2Int
size
,
string
fill
)
{
{
this
.
size
=
size
;
this
.
size
=
size
;
this
.
fill
=
fill
;
this
.
fill
=
fill
;
...
@@ -33,6 +33,13 @@ public class LifeStoneInfo : MonoBehaviour {
...
@@ -33,6 +33,13 @@ public class LifeStoneInfo : MonoBehaviour {
{
{
return
size
;
return
size
;
}
}
public
int
getAmount
()
{
int
count
=
0
;
for
(
int
i
=
0
;
i
<
fill
.
Length
;
i
++)
if
(
fill
[
i
]
!=
' '
)
count
++;
return
count
;
}
public
string
getFill
()
public
string
getFill
()
{
{
return
fill
;
return
fill
;
...
...
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs
View file @
771bfc7d
...
@@ -14,7 +14,7 @@ public class LifeStoneManager : MonoBehaviour {
...
@@ -14,7 +14,7 @@ public class LifeStoneManager : MonoBehaviour {
/// <summary>
/// <summary>
/// The number of lifeStoneRows
/// The number of lifeStoneRows
/// </summary>
/// </summary>
public
int
lifeStoneRow
;
public
int
lifeStoneRow
Num
;
/// <summary>
/// <summary>
/// Size of lifeStone
/// Size of lifeStone
/// </summary>
/// </summary>
...
@@ -31,6 +31,14 @@ public class LifeStoneManager : MonoBehaviour {
...
@@ -31,6 +31,14 @@ public class LifeStoneManager : MonoBehaviour {
/// super Object fo stones
/// super Object fo stones
/// </summary>
/// </summary>
public
GameObject
stoneSuper
;
public
GameObject
stoneSuper
;
/// <summary>
/// lifeStoneUnit Prefab
/// </summary>
public
GameObject
lifeUnitPrefab
;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
public
float
vibrationVariable
;
/// <summary>
/// <summary>
/// Array of lifestone
/// Array of lifestone
/// 0 row is the bottom
/// 0 row is the bottom
...
@@ -40,41 +48,206 @@ public class LifeStoneManager : MonoBehaviour {
...
@@ -40,41 +48,206 @@ public class LifeStoneManager : MonoBehaviour {
/// 3: amethyst lifestone
/// 3: amethyst lifestone
/// </summary>
/// </summary>
public
int
[,]
lifeStoneArray
;
public
int
[,]
lifeStoneArray
;
/// <summary>
/// Array of lifestone GameObject
/// </summary>
[
HideInInspector
]
public
GameObject
[,]
lifeStoneUnit
;
[
HideInInspector
]
public
LifeStoneFrame
lifeStoneFrame
;
[
HideInInspector
]
public
LifeStoneFrame
lifeStoneFrame
;
void
Start
()
{
void
Start
()
{
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
,
lifeStoneLocation
.
y
,
0
);
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
,
lifeStoneLocation
.
y
,
0
);
lifeStoneFrame
=
new
LifeStoneFrame
(
frameSuper
.
transform
,
standardImage
,
lifeStoneRow
,
lifeStoneSize
,
sprites
);
lifeStoneFrame
=
new
LifeStoneFrame
(
frameSuper
.
transform
,
standardImage
,
lifeStoneRow
Num
,
lifeStoneSize
,
sprites
);
lifeStoneArray
=
new
int
[
50
,
3
];
lifeStoneArray
=
new
int
[
50
,
3
];
lifeStoneUnit
=
new
GameObject
[
50
,
3
];
for
(
int
i
=
0
;
i
<
50
;
i
++)
for
(
int
j
=
0
;
j
<
3
;
j
++)
lifeStoneArray
[
i
,
j
]
=
0
;
for
(
int
i
=
0
;
i
<
50
;
i
++)
for
(
int
j
=
0
;
j
<
3
;
j
++)
lifeStoneArray
[
i
,
j
]
=
0
;
StartCoroutine
(
"TestEnumerator"
);
}
}
IEnumerator
TestEnumerator
()
{
//PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA"));
PushLifeStone
(
new
LifeStoneInfo
(
new
Vector2Int
(
2
,
5
),
" AAAABA A "
));
yield
return
new
WaitForSeconds
(
2
);
PushLifeStone
(
new
LifeStoneInfo
(
new
Vector2Int
(
2
,
3
),
" AAA A"
));
yield
return
new
WaitForSeconds
(
2
);
ChangeFromNormal
(
2
,
5
);
yield
return
new
WaitForSeconds
(
2
);
ChangeToNormal
(
2
,
3
);
yield
return
new
WaitForSeconds
(
2
);
DestroyStone
(
3
);
}
/// <summary>
/// push LifeStone in LifeStoneFrame
/// </summary>
/// <param name="pushInfo"></param>
void
PushLifeStone
(
LifeStoneInfo
pushInfo
)
void
PushLifeStone
(
LifeStoneInfo
pushInfo
)
{
{
Vector2Int
pSize
=
pushInfo
.
getSize
();
System
.
Random
rnd
=
new
System
.
Random
();
string
pFill
=
pushInfo
.
getFill
();
Vector2Int
pSize
=
pushInfo
.
getSize
();
int
[]
minRow
=
new
int
[]
{
lifeStoneRow
,
lifeStoneRow
,
lifeStoneRow
};
string
pFill
=
pushInfo
.
getFill
();
int
[]
minRow
=
new
int
[]
{
lifeStoneRowNum
,
lifeStoneRowNum
,
lifeStoneRowNum
};
{
int
selectedCol
=
0
,
selectedRow
=
lifeStoneRowNum
;
int
i
,
j
,
pi
,
pj
;
ArrayList
selColCand
=
new
ArrayList
();
for
(
i
=
0
;
i
<
3
-
pSize
.
x
;
i
++)
{
{
int
i
,
j
,
pi
,
pj
;
for
(
j
=
lifeStoneRow
-
1
;
j
>=
0
;
j
--)
for
(
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
{
{
for
(
pi
=
0
;
pi
<
pSize
.
x
;
pi
++)
for
(
j
=
lifeStoneRowNum
-
1
;
j
>=
0
;
j
--)
{
{
for
(
pj
=
0
;
pj
<
pSize
.
y
;
pj
++)
for
(
pi
=
0
;
pi
<
pSize
.
x
;
pi
++)
{
{
if
(
pFill
[
pj
*
pSize
.
x
+
pi
]
!=
' '
&&
lifeStoneArray
[
j
+
pj
,
i
+
pi
]
!=
0
)
break
;
for
(
pj
=
0
;
pj
<
pSize
.
y
;
pj
++)
}
{
if
(
pj
!=
pSize
.
y
)
break
;
if
(
pFill
[
pj
*
pSize
.
x
+
pi
]
!=
' '
&&
lifeStoneArray
[
j
+
pj
,
i
+
pi
]
!=
0
)
break
;
}
}
if
(
pi
!=
pSize
.
x
)
break
;
if
(
pj
!=
pSize
.
y
)
break
;
}
}
}
if
(
pi
!=
pSize
.
x
)
break
;
}
minRow
[
i
]
=
j
;
}
}
}
}
for
(
int
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
if
(
minRow
[
i
]
<
selectedRow
)
selectedRow
=
minRow
[
i
];
for
(
int
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
if
(
minRow
[
i
]
==
selectedRow
)
selColCand
.
Add
(
i
);
selectedCol
=
(
int
)
selColCand
[
rnd
.
Next
(
selColCand
.
Count
)];
float
vibration
=
pushInfo
.
getAmount
()
*
vibrationVariable
*
lifeStoneSize
;
for
(
int
pj
=
0
;
pj
<
pSize
.
y
;
pj
++)
{
if
(
selectedRow
+
pj
>=
lifeStoneRowNum
)
break
;
for
(
int
pi
=
0
;
pi
<
pSize
.
x
;
pi
++)
if
(
pFill
[
pj
*
pSize
.
x
+
pi
]
!=
' '
)
{
int
xtmp
=
selectedCol
+
pi
,
ytmp
=
selectedRow
+
pj
;
lifeStoneArray
[
ytmp
,
xtmp
]
=
pFill
[
pj
*
pSize
.
x
+
pi
]
-
'A'
+
1
;
lifeStoneUnit
[
ytmp
,
xtmp
]
=
Instantiate
(
lifeUnitPrefab
,
stoneSuper
.
transform
);
lifeStoneUnit
[
ytmp
,
xtmp
].
GetComponent
<
LifeUnitInFrame
>().
Init
(
lifeStoneArray
[
ytmp
,
xtmp
],
lifeStoneSize
,
new
Vector2Int
(
xtmp
,
ytmp
),
new
Vector2Int
(
xtmp
,
lifeStoneRowNum
+
pj
),
new
Vector2
(
0.2f
*
lifeStoneSize
,
0.2f
*
lifeStoneSize
),
vibration
);
vibration
=
0
;
}
}
}
public
int
CountType
(
int
type
)
{
int
count
=
0
;
for
(
int
j
=
0
;
j
<
3
;
j
++)
for
(
int
i
=
0
;
i
<
lifeStoneRowNum
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
type
)
count
++;
return
count
;
}
public
void
DestroyStone
(
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
i
=
0
;
i
<
num
;
i
++)
{
for
(
int
pj
=
lifeStoneRowNum
-
1
;
pj
>=
0
;
pj
--)
{
ArrayList
sCandArray
=
new
ArrayList
();
for
(
int
pi
=
0
;
pi
<
3
;
pi
++)
{
if
(
lifeStoneArray
[
pj
,
pi
]
!=
0
)
sCandArray
.
Add
(
new
Vector2Int
(
pi
,
pj
));
}
if
(
sCandArray
.
Count
>
0
)
{
int
tmp
=
rnd
.
Next
(
sCandArray
.
Count
);
Vector2Int
vtmp
=
(
Vector2Int
)
sCandArray
[
tmp
];
candArray
.
Add
(
vtmp
);
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
0
;
break
;
}
}
}
StartCoroutine
(
DestroyInPhase
(
candArray
));
}
IEnumerator
DestroyInPhase
(
ArrayList
candArray
)
{
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
].
GetComponent
<
LifeUnitInFrame
>().
unitDestroy
();
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
]
=
null
;
yield
return
new
WaitForSeconds
(
0.1f
);
}
}
public
void
ChangeFromNormal
(
int
type
,
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
j
=
0
;
j
<
lifeStoneRowNum
;
j
++)
for
(
int
i
=
0
;
i
<
3
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
1
)
candArray
.
Add
(
new
Vector2Int
(
i
,
j
));
while
(
candArray
.
Count
>
num
)
candArray
.
RemoveAt
(
rnd
.
Next
(
candArray
.
Count
));
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
type
;
}
StartCoroutine
(
ChangeInPhase
(
candArray
,
type
));
}
public
void
ChangeToNormal
(
int
type
,
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
j
=
0
;
j
<
lifeStoneRowNum
;
j
++)
for
(
int
i
=
0
;
i
<
3
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
type
)
candArray
.
Add
(
new
Vector2Int
(
i
,
j
));
while
(
candArray
.
Count
>
num
)
candArray
.
RemoveAt
(
rnd
.
Next
(
candArray
.
Count
));
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
1
;
}
StartCoroutine
(
ChangeInPhase
(
candArray
,
1
));
}
IEnumerator
ChangeInPhase
(
ArrayList
candArray
,
int
type
)
{
System
.
Random
rnd
=
new
System
.
Random
();
while
(
candArray
.
Count
>
0
)
{
int
tmp
=
rnd
.
Next
(
candArray
.
Count
);
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
tmp
];
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
].
GetComponent
<
LifeUnitInFrame
>().
ChangeType
(
type
);
candArray
.
RemoveAt
(
tmp
);
yield
return
new
WaitForSeconds
(
0.1f
);
}
}
public
IEnumerator
vibrateEnumerator
(
float
vibration
)
{
while
(
vibration
>
lifeStoneSize
*
0.05f
)
{
Vector2
tmpVector
=
Random
.
insideUnitCircle
;
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
+
tmpVector
.
x
*
vibration
*
0.3f
,
lifeStoneLocation
.
y
+
tmpVector
.
y
*
vibration
,
0
);
vibration
*=
0.8f
;
yield
return
null
;
}
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
,
lifeStoneLocation
.
y
,
0
);
}
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs
0 → 100644
View file @
771bfc7d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
[
RequireComponent
(
typeof
(
Animator
))]
public
class
LifeUnitInFrame
:
MonoBehaviour
{
int
type
;
Animator
animator
;
Vector2Int
pos
,
startPos
;
Vector2
zeroPos
;
float
size
;
float
v
,
accel
;
float
vibration
;
void
Start
()
{
}
/// <summary>
/// Create LifeStoneUnit from above. Starts to fall
/// </summary>
/// <param name="_type"> type of lifestone unit</param>
/// <param name="_size"> size of lifestone unit</param>
/// <param name="_pos"> destination point in lifestoneFrame</param>
/// <param name="_startPos"> starting point above the lifestoneFrame</param>
/// <param name="_zeroPos"> base position of (0,0) lifestoneFrame</param>
public
void
Init
(
int
_type
,
float
_size
,
Vector2Int
_pos
,
Vector2Int
_startPos
,
Vector2
_zeroPos
,
float
_vibration
)
{
animator
=
GetComponent
<
Animator
>();
size
=
_size
;
type
=
_type
;
pos
=
_pos
;
startPos
=
_startPos
;
zeroPos
=
_zeroPos
;
vibration
=
_vibration
;
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
size
,
size
);
transform
.
localPosition
=
new
Vector2
(
zeroPos
.
x
+
startPos
.
x
*
size
,
zeroPos
.
y
+
startPos
.
y
*
size
);
v
=
0
;
accel
=
size
*
0.01f
;
animator
.
SetInteger
(
"type"
,
type
);
StartCoroutine
(
"FadeInEnumerator"
);
}
public
void
unitDestroy
()
{
animator
.
SetBool
(
"destroy"
,
true
);
}
/// <summary>
/// Change type of this unit
/// </summary>
/// <param name="_type">target type</param>
/// <returns></returns>
public
bool
ChangeType
(
int
_type
)
{
if
(
type
==
1
&&
_type
!=
1
||
type
!=
1
&&
_type
==
1
)
{
type
=
_type
;
animator
.
SetInteger
(
"type"
,
type
);
return
true
;
}
return
false
;
}
IEnumerator
FadeInEnumerator
()
{
float
alpha
=
0
;
float
fadeTime
=
0.3f
;
while
(
alpha
<=
1f
)
{
GetComponent
<
Image
>().
color
=
new
Color
(
255
,
255
,
255
,
alpha
);
alpha
+=
1f
/
fadeTime
*
Time
.
deltaTime
;
yield
return
null
;
}
GetComponent
<
Image
>().
color
=
new
Color
(
255
,
255
,
255
,
1f
);
StartCoroutine
(
"FallEnumerator"
);
}
IEnumerator
FallEnumerator
()
{
while
(
true
)
{
float
vtmp
=
transform
.
localPosition
.
y
-
v
;
if
(
vtmp
<=
zeroPos
.
y
+
pos
.
y
*
size
)
{
transform
.
localPosition
=
new
Vector2
(
transform
.
localPosition
.
x
,
zeroPos
.
y
+
pos
.
y
*
size
);
break
;
}
transform
.
localPosition
=
new
Vector2
(
transform
.
localPosition
.
x
,
vtmp
);
v
+=
accel
;
yield
return
null
;
}
if
(
vibration
!=
0
)
StartCoroutine
(
GameObject
.
Find
(
"LifeStoneUI"
).
GetComponent
<
LifeStoneManager
>().
vibrateEnumerator
(
vibration
));
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs.meta
0 → 100644
View file @
771bfc7d
fileFormatVersion: 2
guid: 9d7f3af1f0dcc8047ab5c9a940039d8c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Sprites/LifeStone/lifestone.png
View replaced file @
cccb28ba
View file @
771bfc7d
172 Bytes
|
W:
|
H:
1.87 KB
|
W:
|
H:
2-up
Swipe
Onion skin
Assets/Sprites/LifeStone/lifestone.png.meta
View file @
771bfc7d
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