Merge branch 'main' of 121.165.94.243:capers/bluewater into NTG
# Conflicts: # BlueWater/Assets/01.Scenes/03.Stage_Test.unity.meta # BlueWater/Assets/02.Scripts/GameManager.cs
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: dd9e1208df2066d4baf93ac5b45bffdb
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timeCreated: 1496770385
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,10 +1,17 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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namespace BlueWaterProject
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{
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{
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[RequireComponent(typeof(PlayerInput))]
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public class Player : BaseCharacter
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public class Player : BaseCharacter
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{
|
{
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protected Vector2 movementInput;
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public void OnMove(InputValue value) // WASD
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{
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|
movementInput = value.Get<Vector2>();
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}
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}
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}
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}
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}
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@ -5,6 +5,32 @@ namespace BlueWaterProject
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{
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{
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public class InShipPlayer : Player
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public class InShipPlayer : Player
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{
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{
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private float characterSpeed;
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private void Init()
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{
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characterSpeed = 5;
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}
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|
protected override void Awake()
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{
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base.Awake();
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Init();
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}
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protected override void FixedUpdate()
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{
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base.FixedUpdate();
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MoveCharacterPlayer();
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|
}
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private void MoveCharacterPlayer()
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{
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if(!GameManager.Inst.IsInShipMode) return;
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var movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
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(characterSpeed * Time.deltaTime);
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gameObject.transform.position += movement;
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}
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}
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}
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}
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}
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@ -13,14 +13,22 @@ namespace BlueWaterProject
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[Title("Controller")]
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[Title("Controller")]
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public CameraController CameraController { get; private set; }
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public CameraController CameraController { get; private set; }
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public ShipPlayer shipPlayer;
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public ShipPlayer shipPlayer;
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public List<Boat> boats = new List<Boat>(10);
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public List<Boat> boats = new(10);
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[Required("BlueWater Player Input Action을 넣어주세요.")]
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[Required("BlueWater Player Input Action을 넣어주세요.")]
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public InputActionAsset playerAction;
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[SerializeField] private InputActionAsset playerAction;
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[Required("Viking Prefab을 넣어주세요.")]
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[Required("Viking Prefab을 넣어주세요.")]
|
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public GameObject inIslandPlayer;
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[SerializeField] private GameObject inIslandPlayer;
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[Range(0f, 1f)]
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[Range(0f, 1f)]
|
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[SerializeField] private float slowSpeed = 0.1f;
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[SerializeField] private float slowSpeed = 0.1f;
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private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
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[Title("Game State")]
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[field: SerializeField] public bool IsInShipMode { get; set; }
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[field: SerializeField] public bool IsDredgeMode { get; set; }
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[field: SerializeField] public bool IsTakeAim { get; set; }
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|
[field: SerializeField] public bool IsAssaultMode { get; set; }
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|
|
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private void Init()
|
private void Init()
|
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{
|
{
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@ -37,11 +45,31 @@ namespace BlueWaterProject
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Cursor.lockState = CursorLockMode.Confined;
|
Cursor.lockState = CursorLockMode.Confined;
|
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}
|
}
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public void testPrint()
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public void SpawnInIslandPlayer(Vector3 spawnPosition)
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{
|
{
|
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print("Boat가 목표에 도착해서 이 함수를 호출합니다");
|
var islandPlayer = Instantiate(inIslandPlayer, spawnPosition, Quaternion.identity);
|
||||||
}
|
islandPlayer.name = IN_ISLAND_PLAYER_NAME;
|
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|
|
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|
var playerInput = islandPlayer.GetComponent<PlayerInput>();
|
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|
if (playerInput == null)
|
||||||
|
{
|
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|
playerInput = islandPlayer.AddComponent<PlayerInput>();
|
||||||
|
}
|
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|
playerInput.actions = playerAction;
|
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|
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|
var desiredActionMap = playerInput.actions.FindActionMap(IN_ISLAND_PLAYER_NAME);
|
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|
if (desiredActionMap == null)
|
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|
{
|
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|
print($"Action map named '{IN_ISLAND_PLAYER_NAME}' not found in player actions!");
|
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|
return;
|
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|
}
|
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|
|
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|
playerInput.defaultActionMap = IN_ISLAND_PLAYER_NAME;
|
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|
playerInput.SwitchCurrentActionMap(IN_ISLAND_PLAYER_NAME);
|
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|
|
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|
islandPlayer.AddComponent<InIslandPlayer>();
|
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|
}
|
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|
|
||||||
public void SlowSpeedMode()
|
public void SlowSpeedMode()
|
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{
|
{
|
||||||
Time.timeScale = slowSpeed;
|
Time.timeScale = slowSpeed;
|
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@ -53,5 +81,84 @@ namespace BlueWaterProject
|
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Time.timeScale = 1f;
|
Time.timeScale = 1f;
|
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Time.fixedDeltaTime = 0.02f;
|
Time.fixedDeltaTime = 0.02f;
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}
|
}
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|
#region Game State switch
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public void SwitchDredgeMode(bool isOn)
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|
{
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|
if (isOn)
|
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|
{
|
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|
SwitchTakeAim(false);
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|
SwitchAssaultMode(false);
|
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|
SwitchInShipMode(false);
|
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|
CameraController.CamDredgeMode();
|
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|
IsDredgeMode = true;
|
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|
}
|
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|
else if (IsDredgeMode)
|
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|
{
|
||||||
|
IsDredgeMode = false;
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|
}
|
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|
}
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|
|
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|
public void SwitchInShipMode(bool isOn)
|
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|
{
|
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|
if (isOn)
|
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|
{
|
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|
SwitchTakeAim(false);
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|
SwitchAssaultMode(false);
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|
SwitchDredgeMode(false);
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|
CameraController.CamInShipMode();
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|
IsInShipMode = true;
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|
}
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|
else if (IsInShipMode)
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|
{
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|
CameraController.CamDredgeMode();
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|
IsInShipMode = false;
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|
}
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|
}
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|
|
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|
public void SwitchAssaultMode(bool isOn)
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|
{
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|
if (isOn)
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|
{
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|
SwitchTakeAim(false);
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|
SwitchInShipMode(false);
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|
SwitchDredgeMode(false);
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|
CameraController.CamAssaultMode();
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|
UiManager.Inst.CardLayoutGroupAnimator.Play();
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|
IsAssaultMode = true;
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|
}
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|
else if (IsAssaultMode)
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|
{
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|
CameraController.CamDredgeMode();
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|
UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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|
IsAssaultMode = false;
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|
}
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|
}
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|
|
||||||
|
public void SwitchTakeAim(bool isOn)
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|
{
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|
if (isOn)
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|
{
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|
SwitchAssaultMode(false);
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|
SwitchInShipMode(false);
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|
SwitchDredgeMode(false);
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|
CameraController.CamTakeAim(true);
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|
Cursor.visible = false;
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|
Cursor.lockState = CursorLockMode.Locked;
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|
IsTakeAim = true;
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|
}
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|
else if (IsTakeAim)
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|
{
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|
CameraController.CamTakeAim(false);
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|
Cursor.visible = true;
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|
Cursor.lockState = CursorLockMode.Confined;
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|
IsTakeAim = false;
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|
}
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|
UiManager.Inst.AimOnOff(isOn);
|
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|
}
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|
#endregion
|
||||||
}
|
}
|
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}
|
}
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|
@ -8,26 +8,17 @@ using UnityEngine.InputSystem;
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|||||||
// ReSharper disable once CheckNamespace
|
// ReSharper disable once CheckNamespace
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||||||
namespace BlueWaterProject
|
namespace BlueWaterProject
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||||||
{
|
{
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
|
||||||
[RequireComponent(typeof(PlayerInput))]
|
|
||||||
[SelectionBase]
|
[SelectionBase]
|
||||||
public class ShipPlayer : Player
|
public class ShipPlayer : Player
|
||||||
{
|
{
|
||||||
[Title("Component")]
|
|
||||||
private Rigidbody rb;
|
|
||||||
private Vector2 movementInput;
|
|
||||||
|
|
||||||
[Title("쉽의 기본 설정")]
|
[Title("쉽의 기본 설정")]
|
||||||
|
private Rigidbody rb;
|
||||||
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
|
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
|
||||||
|
|
||||||
[Tooltip("가속 수치")] public float acceleration = 2f;
|
[Tooltip("가속 수치")] public float acceleration = 2f;
|
||||||
[Tooltip("감속 수치")] public float deceleration = 2f;
|
[Tooltip("감속 수치")] public float deceleration = 2f;
|
||||||
[Tooltip("회전 속도")] public float turnSpeed = 10f;
|
[Tooltip("회전 속도")] public float turnSpeed = 10f;
|
||||||
|
|
||||||
[Title("캐릭터의 기본 설정")]
|
|
||||||
private GameObject character;
|
|
||||||
[Tooltip("캐릭터의 이동 속도")] public float characterSpeed = 10f;
|
|
||||||
|
|
||||||
[Title("레이더")]
|
[Title("레이더")]
|
||||||
public Collider[] radar = new Collider[10];
|
public Collider[] radar = new Collider[10];
|
||||||
public List<Transform> inCameraRadar = new(10);
|
public List<Transform> inCameraRadar = new(10);
|
||||||
@ -40,15 +31,7 @@ namespace BlueWaterProject
|
|||||||
public float timeOfFlight;
|
public float timeOfFlight;
|
||||||
public Transform predictedPos;
|
public Transform predictedPos;
|
||||||
[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
|
[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
|
||||||
|
|
||||||
[field: Title("Mode")]
|
|
||||||
[field: SerializeField]
|
|
||||||
public bool IsAssaultMode { get; set; }
|
|
||||||
|
|
||||||
[field: SerializeField] public bool IsInShipMode { get; set; }
|
|
||||||
[field: SerializeField] public bool IsDredgeMode { get; set; }
|
|
||||||
[field: SerializeField] public bool IsTakeAim { get; set; }
|
|
||||||
|
|
||||||
[Title("Interaction")]
|
[Title("Interaction")]
|
||||||
public bool IsIslandInteraction { get; set; }
|
public bool IsIslandInteraction { get; set; }
|
||||||
private float rayLength;
|
private float rayLength;
|
||||||
@ -58,7 +41,6 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void Init()
|
private void Init()
|
||||||
{
|
{
|
||||||
character = transform.Find("InShipPlayer").gameObject;
|
|
||||||
rb = GetComponent<Rigidbody>();
|
rb = GetComponent<Rigidbody>();
|
||||||
GetComponentsInChildren(Canons);
|
GetComponentsInChildren(Canons);
|
||||||
|
|
||||||
@ -93,7 +75,7 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
protected override void Start()
|
protected override void Start()
|
||||||
{
|
{
|
||||||
SwitchDredgeMode(true);
|
GameManager.Inst.SwitchDredgeMode(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void FixedUpdate()
|
protected override void FixedUpdate()
|
||||||
@ -113,11 +95,6 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
#region Movement
|
#region Movement
|
||||||
|
|
||||||
public void OnMove(InputValue value) // WASD
|
|
||||||
{
|
|
||||||
movementInput = value.Get<Vector2>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void MoveShipPlayer()
|
private void MoveShipPlayer()
|
||||||
{
|
{
|
||||||
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
|
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
|
||||||
@ -132,21 +109,9 @@ namespace BlueWaterProject
|
|||||||
rb.MoveRotation(rb.rotation * turnRotation);
|
rb.MoveRotation(rb.rotation * turnRotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MoveCharacterPlayer()
|
|
||||||
{
|
|
||||||
var movement = character.transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
|
|
||||||
(characterSpeed * Time.deltaTime);
|
|
||||||
|
|
||||||
character.transform.position += movement;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMovement()
|
private void HandleMovement()
|
||||||
{
|
{
|
||||||
if (IsInShipMode)
|
if (GameManager.Inst.IsDredgeMode)
|
||||||
{
|
|
||||||
MoveCharacterPlayer();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
MoveShipPlayer();
|
MoveShipPlayer();
|
||||||
RotatePlayer();
|
RotatePlayer();
|
||||||
@ -165,42 +130,7 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void OnAssaultMode(InputValue value) // V
|
private void OnAssaultMode(InputValue value) // V
|
||||||
{
|
{
|
||||||
SwitchAssaultMode(!IsAssaultMode);
|
GameManager.Inst.SwitchAssaultMode(!GameManager.Inst.IsAssaultMode);
|
||||||
}
|
|
||||||
|
|
||||||
private void SwitchAssaultMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
GameManager.Inst.CameraController.CamAssaultMode();
|
|
||||||
UiManager.Inst.CardLayoutGroupAnimator.Play();
|
|
||||||
IsAssaultMode = true;
|
|
||||||
}
|
|
||||||
else if (IsAssaultMode)
|
|
||||||
{
|
|
||||||
GameManager.Inst.CameraController.CamDredgeMode();
|
|
||||||
UiManager.Inst.CardLayoutGroupAnimator.Reverse();
|
|
||||||
IsAssaultMode = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SwitchDredgeMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchAssaultMode(false);
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
GameManager.Inst.CameraController.CamDredgeMode();
|
|
||||||
IsDredgeMode = true;
|
|
||||||
}
|
|
||||||
else if (IsDredgeMode)
|
|
||||||
{
|
|
||||||
IsDredgeMode = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@ -230,31 +160,14 @@ namespace BlueWaterProject
|
|||||||
private void OnInteraction(InputValue value) //F
|
private void OnInteraction(InputValue value) //F
|
||||||
{
|
{
|
||||||
if (!IsIslandInteraction) return;
|
if (!IsIslandInteraction) return;
|
||||||
SwitchAssaultMode(true);
|
GameManager.Inst.SwitchAssaultMode(true);
|
||||||
UiManager.Inst.DefaultInteractionOnOff(false);
|
UiManager.Inst.DefaultInteractionOnOff(false);
|
||||||
StopShipMovement();
|
StopShipMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnInteractionHold(InputValue value) //F Hold
|
private void OnInteractionHold(InputValue value) //F Hold
|
||||||
{
|
{
|
||||||
SwitchInShipMode(!IsInShipMode);
|
GameManager.Inst.SwitchInShipMode(!GameManager.Inst.IsInShipMode);
|
||||||
}
|
|
||||||
|
|
||||||
private void SwitchInShipMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchAssaultMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
GameManager.Inst.CameraController.CamInShipMode();
|
|
||||||
IsInShipMode = true;
|
|
||||||
}
|
|
||||||
else if (IsInShipMode)
|
|
||||||
{
|
|
||||||
GameManager.Inst.CameraController.CamDredgeMode();
|
|
||||||
IsInShipMode = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@ -268,30 +181,7 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void OnTakeAim(InputValue value) // Space
|
private void OnTakeAim(InputValue value) // Space
|
||||||
{
|
{
|
||||||
SwitchTakeAim(!IsTakeAim);
|
GameManager.Inst.SwitchTakeAim(!GameManager.Inst.IsTakeAim);
|
||||||
}
|
|
||||||
|
|
||||||
private void SwitchTakeAim(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchAssaultMode(false);
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
GameManager.Inst.CameraController.CamTakeAim(true);
|
|
||||||
Cursor.visible = false;
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
IsTakeAim = true;
|
|
||||||
}
|
|
||||||
else if (IsTakeAim)
|
|
||||||
{
|
|
||||||
GameManager.Inst.CameraController.CamTakeAim(false);
|
|
||||||
Cursor.visible = true;
|
|
||||||
Cursor.lockState = CursorLockMode.Confined;
|
|
||||||
IsTakeAim = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
UiManager.Inst.AimOnOff(isOn);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@ -359,7 +249,7 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void Raycast8Direction()
|
private void Raycast8Direction()
|
||||||
{
|
{
|
||||||
if (!IsDredgeMode) return;
|
if (!GameManager.Inst.IsDredgeMode) return;
|
||||||
|
|
||||||
var isOn = false;
|
var isOn = false;
|
||||||
|
|
||||||
|
@ -35,6 +35,76 @@
|
|||||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
"key": "experimental.enabled",
|
"key": "experimental.enabled",
|
||||||
"value": "{\"m_Value\":false}"
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.toolbarIconGUI",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.showEditorNotifications",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.showSceneInfo",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.stripProBuilderScriptsOnBuild",
|
||||||
|
"value": "{\"m_Value\":true}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.autoRecalculateCollisions",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "mesh.meshColliderIsConvex",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "mesh.newShapesSnapToGrid",
|
||||||
|
"value": "{\"m_Value\":true}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||||
|
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "uv.uvEditorGridSnapIncrement",
|
||||||
|
"value": "{\"m_Value\":0.125}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.userMaterial",
|
||||||
|
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.defaultStaticEditorFlags",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapePivotLocation",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.shadowCastingMode",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapeColliderType",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user