Commit c11d4999 authored by 김주영's avatar 김주영

end-to-date model binding

parent def92683
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......
......@@ -5,6 +5,7 @@ using UnityEngine;
using CivModel;
using System.Threading.Tasks;
using System.IO;
using UnityEngine.EventSystems;
public class GameManager : MonoBehaviour {
......@@ -30,7 +31,17 @@ public class GameManager : MonoBehaviour {
private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } }
public Material[] materials;
//Deploy를 위한 추가
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
///Deploy를 위한 추가 끝
public Material[] materials;
public CivModel.Terrain.Point selectedPoint;
public HexTile selectedTile;
......@@ -298,5 +309,81 @@ public class GameManager : MonoBehaviour {
}
}
// Deploy 하는 부분
public void DepStateEnter(Production dep, DeployPrefab deployprefab)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
CivModel.Terrain.Point StartPoint = Instance.selectedPoint;
IEnumerator _coroutine = DeployUnit(StartPoint, dep, deployprefab);
StartCoroutine(_coroutine);
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep, DeployPrefab deployprefab)
{
while (true)
{
CivModel.Terrain.Point destPoint = Instance.selectedPoint;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
{
// Flicker하고 있는 Tile을 선택했을 때
if (Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
Game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
DepStateExit(deployprefab);
GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap();
break;
}
else
{
DepStateExit(deployprefab);
break;
}
}
DepStateExit(deployprefab);
break;
}
yield return null;
}
}
void DepStateExit(DeployPrefab deployprefab)
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap();
}
}
\ No newline at end of file
......@@ -75,7 +75,7 @@ public class InvestmentController : MonoBehaviour {
tiSlider.maxValue = 2f;
tiSlider.minValue = 0f;
logiSlider.maxValue = 2f;
logiSlider.maxValue = 1f;
logiSlider.minValue = 0f;
taxSlider.value = (float)GameManager.Instance.Game.PlayerInTurn.TaxRate;
......@@ -128,4 +128,46 @@ public class InvestmentController : MonoBehaviour {
{
logiSlider.value += adden;
}
public void ChangeTaxPlus(float adden)
{
taxSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1;
}
public void ChangeEIPlus(float adden)
{
eiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2;
}
public void ChangeTIPlus(float adden)
{
tiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2;
}
public void ChangeLogiPlus(float adden)
{
logiSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1;
}
public void ChangeTaxMinus(float adden)
{
taxSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
}
public void ChangeEIMinus(float adden)
{
eiSlider.value -= 0.01f;
if (eiSlider.value < 0) eiSlider.value = 0;
}
public void ChangeTIMinus(float adden)
{
tiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
}
public void ChangeLogiMinus(float adden)
{
logiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
}
}
\ No newline at end of file
......@@ -125,10 +125,10 @@ public class DeployPrefab : MonoBehaviour
{
if (dep.IsCompleted)
{
gameManager.DepStateEnter(dep, this);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
}
else
{
......@@ -136,75 +136,4 @@ public class DeployPrefab : MonoBehaviour
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
//여기에 유닛을 생성하는 걸 추가해야 함
GameManager.Instance.UpdateUnit();
break;
}
else
{
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
......@@ -459,7 +459,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "연구소";
break;
default:
result = "Unknown: " + name;
result = name;
break;
}
return result;
......@@ -480,7 +480,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_jedi";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_jedi";
else result = "unknown : " + name;
else result = name;
}
break;
case "FakeKnight":
......@@ -495,7 +495,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
else result = name;
}
break;
case "JackieChan":
......@@ -510,7 +510,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_ninja";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_ninja";
else result = "unknown : " + name;
else result = name;
}
break;
case "UnicornOrder":
......@@ -522,7 +522,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_spy";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_spy";
else result = "unknown : " + name;
else result = name;
}
break;
case "AncientSorcerer":
......@@ -553,7 +553,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "닌자";
break;
default:
result = "unknown : " + name;
result = name;
break;
}
return result;
......
......@@ -123,28 +123,34 @@ public class UIManager : MonoBehaviour
StartCoroutine(_tileCoroutine);
}
}
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if(GameManager.Instance.selectedActor is CivModel.Unit) {
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) {
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
if (questUI.activeSelf == false && managementUI.activeSelf == false)
{
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if (GameManager.Instance.selectedActor is CivModel.Actor)
{
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
}
if (GameManager.Instance.selectedActor is CivModel.CityBase)
{
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
GameObject.Find("ActionPoint").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
GameObject.Find("HealthPoint").GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
}
else unitInfo.SetActive(false);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
GameObject.Find("ActionPoint").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
GameObject.Find("HealthPoint").GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
}
else unitInfo.SetActive(false);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
}
......
......@@ -83,18 +83,19 @@ public class Unit : MonoBehaviour {
Debug.Log("Selected Actor is NULL");
return;
}
else if (GameManager.Instance.selectedActor is CivModel.Unit)
{
// Select movable adjacent tiles
_parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.Instance.selectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
if (GameManager.Instance.selectedActor.MovingAttackAct != null && GameManager.Instance.selectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
else if (GameManager.Instance.selectedActor.MoveAct.IsActable(_parameterPoints[i]))
else if (GameManager.Instance.selectedActor.MoveAct != null && GameManager.Instance.selectedActor.MoveAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
......@@ -146,7 +147,7 @@ public class Unit : MonoBehaviour {
else
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")");
//Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")");
}
}
IEnumerator _coroutine = AttackUnit(GameManager.Instance.selectedActor);
......@@ -214,12 +215,17 @@ public class Unit : MonoBehaviour {
GameManager.Instance.UpdateUnit();
break;
}
else {
else if (unitToMove.MoveAct != null && unitToMove.MoveAct.IsActable(destPoint)){
unitToMove.MoveAct.Act(destPoint);
MoveStateExit();
GameManager.Instance.UpdateUnit();
break;
}
else {
Debug.Log("The Unit Cannot Move");
MoveStateExit();
break;
}
}
// Flicker 하지 않는 타일 선택
else {
......@@ -309,7 +315,6 @@ public class Unit : MonoBehaviour {
public void SkillStateExit(CivModel.Actor unitToSkill) {
foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) {
Debug.Log(pnt);
CivModel.Position pos = pnt.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
......
This source diff could not be displayed because it is too large. You can view the blob instead.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
gameManager = GameManager.Instance;
game = gameManager.Game;
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
//여기에 유닛을 생성하는 걸 추가해야 함
GameManager.Instance.UpdateUnit();
break;
}
else
{
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
......@@ -13,14 +13,14 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_PixelRect:
serializedVersion: 2
x: 163
y: 76
x: 197
y: 100
width: 1278
height: 716
m_ShowMode: 4
m_Title:
m_RootView: {fileID: 2}
m_MinSize: {x: 950, y: 542}
m_MinSize: {x: 950, y: 300}
m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &2
MonoBehaviour:
......@@ -43,7 +43,7 @@ MonoBehaviour:
y: 0
width: 1278
height: 716
m_MinSize: {x: 950, y: 542}
m_MinSize: {x: 950, y: 300}
m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &3
MonoBehaviour:
......@@ -106,10 +106,10 @@ MonoBehaviour:
y: 30
width: 1278
height: 666
m_MinSize: {x: 681, y: 492}
m_MaxSize: {x: 14002, y: 14042}
m_MinSize: {x: 683, y: 492}
m_MaxSize: {x: 14004, y: 14042}
vertical: 0
controlID: 76
controlID: 9
--- !u!114 &6
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -176,8 +176,8 @@ MonoBehaviour:
y: 0
width: 257
height: 395
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 202, y: 221}
m_MaxSize: {x: 4002, y: 4021}
m_ActualView: {fileID: 13}
m_Panes:
- {fileID: 13}
......@@ -201,8 +201,8 @@ MonoBehaviour:
y: 0
width: 744
height: 395
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 204, y: 221}
m_MaxSize: {x: 4004, y: 4021}
m_ActualView: {fileID: 12}
m_Panes:
- {fileID: 14}
......@@ -254,8 +254,8 @@ MonoBehaviour:
y: 0
width: 277
height: 666
m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 277, y: 71}
m_MaxSize: {x: 4002, y: 4021}
m_ActualView: {fileID: 18}
m_Panes:
- {fileID: 18}
......@@ -282,8 +282,8 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 422
y: 125
x: 456
y: 149
width: 740
height: 374
m_PersistentViewDataDictionary: {fileID: 0}
......@@ -357,14 +357,14 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 163
y: 125
x: 197
y: 149
width: 255
height: 374
m_PersistentViewDataDictionary: {fileID: 0}
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: 10080000
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: f0fbffff00000000
m_RenameOverlay:
......@@ -514,8 +514,8 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 163
y: 520
x: 197
y: 544
width: 999
height: 250
m_PersistentViewDataDictionary: {fileID: 0}
......@@ -541,7 +541,7 @@ MonoBehaviour:
m_LockTracker:
m_IsLocked: 0
m_FolderTreeState:
scrollPos: {x: 0, y: 87}
scrollPos: {x: 0, y: 55}
m_SelectedIDs: e60c0000
m_LastClickedID: 3302
m_ExpandedIDs: 000000003809000048090000e60c000000ca9a3bffffff7f
......@@ -599,7 +599,7 @@ MonoBehaviour:
m_ListAreaState:
m_SelectedInstanceIDs:
m_LastClickedInstanceID: 0
m_HadKeyboardFocusLastEvent: 1
m_HadKeyboardFocusLastEvent: 0
m_ExpandedInstanceIDs: c6230000
m_RenameOverlay:
m_UserAcceptedRename: 0
......@@ -647,10 +647,10 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 163
y: 520
width: 999
height: 250
x: 0
y: 526
width: 1201
height: 276
m_PersistentViewDataDictionary: {fileID: 0}
--- !u!114 &18
MonoBehaviour:
......@@ -672,8 +672,8 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 1166
y: 125
x: 1200
y: 149
width: 275
height: 645
m_PersistentViewDataDictionary: {fileID: 0}
......
No preview for this file type
Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler
Cmd: initializeCompiler
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