Closed #26 Camera change bug fix
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1871370245}
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serializedVersion: 2
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m_LocalRotation: {x: 0.67640686, y: -0.0000002980232, z: 0.0000002980232, w: 0.7365283}
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m_LocalRotation: {x: 0.67640686, y: 0.00000023841855, z: -0.0000002980232, w: 0.7365282}
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m_LocalPosition: {x: -0.0000002384187, y: 120, z: -10.000001}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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--- !u!1001 &2117062064
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -44,12 +44,14 @@ public class CameraController : MonoBehaviour
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{
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assaultCam.Priority = 1;
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dredgeCam.Priority = 0;
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InShipCam.Priority = 0;
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}
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public void CamDredgeMode()
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{
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dredgeCam.Priority = 1;
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assaultCam.Priority = 0;
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InShipCam.Priority = 0;
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}
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public void CamInShipMode()
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@ -22,4 +22,5 @@ public class DataManager : Singleton<DataManager>
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[Title("DataBase", "Sprites")]
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public Sprite[] cardType;
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public Texture2D cursorTexture;
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}
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@ -28,7 +28,7 @@ public class GameManager : Singleton<GameManager>
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private void Start()
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{
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Confined;
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}
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public void testPrint()
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@ -32,7 +32,7 @@ namespace _02.Scripts.WaterAndShip
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public bool IsAssaultMode { get; set; }
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public bool IsInShipMode { get; set; }
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public bool IsdredgeMode { get; set; }
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public bool IsDredgeMode { get; set; }
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public bool IsTakeAim { get; set; }
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private void Init()
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@ -99,30 +99,25 @@ namespace _02.Scripts.WaterAndShip
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private void OnAssaultMode(InputValue value) // V
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{
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if (IsAssaultMode)
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{
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SwitchToDredgeMode();
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}
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else
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{
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SwitchToAssaultMode();
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}
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SwitchAssaultMode(!IsAssaultMode);
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}
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private void SwitchToDredgeMode()
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private void SwitchAssaultMode(bool isOn)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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IsAssaultMode = false;
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IsdredgeMode = true;
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}
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private void SwitchToAssaultMode()
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{
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GameManager.Inst.CameraController.CamAssaultMode();
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UiManager.Inst.CardLayoutGroupAnimator.Play();
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IsAssaultMode = true;
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IsdredgeMode = false;
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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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GameManager.Inst.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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GameManager.Inst.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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#endregion
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@ -136,19 +131,23 @@ namespace _02.Scripts.WaterAndShip
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private void OnInteractionHold(InputValue value) //F Hold
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{
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if (IsInShipMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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IsdredgeMode = true;
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IsAssaultMode = false;
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IsInShipMode = false;
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}
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else
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SwitchInShipMode(!IsInShipMode);
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}
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private 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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GameManager.Inst.CameraController.CamInShipMode();
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IsInShipMode = true;
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IsAssaultMode = false;
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IsdredgeMode = false;
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}
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else if (IsInShipMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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IsInShipMode = false;
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}
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}
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@ -161,9 +160,28 @@ namespace _02.Scripts.WaterAndShip
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private void OnTakeAim(InputValue value) // Space
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{
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IsTakeAim = !IsTakeAim;
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GameManager.Inst.CameraController.CamTakeAim(IsTakeAim);
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UiManager.Inst.AimOnOff(IsTakeAim);
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SwitchTakeAim(!IsTakeAim);
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}
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private 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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GameManager.Inst.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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GameManager.Inst.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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}
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}
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@ -13,7 +13,7 @@ public class UiManager : Singleton<UiManager>
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[Title("TakeAim")]
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private GameObject takeAim;
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public Texture2D cursorTexture;
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private Texture2D cursorTexture;
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private bool isTakeAim;
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private void Init()
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@ -27,14 +27,20 @@ public class UiManager : Singleton<UiManager>
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{
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Init();
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}
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private void OnGUI()
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private void Start()
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{
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if (isTakeAim) return;
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Vector2 mousePosition = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
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GUI.DrawTexture(new Rect(mousePosition.x, mousePosition.y, cursorTexture.width, cursorTexture.height), cursorTexture);
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cursorTexture = DataManager.Inst.cursorTexture;
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Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);
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}
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// private void OnGUI()
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// {
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// if (isTakeAim) return;
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// Vector2 mousePosition = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
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// GUI.DrawTexture(new Rect(mousePosition.x, mousePosition.y, cursorTexture.width, cursorTexture.height), cursorTexture);
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// }
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public void AddCard()
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{
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Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
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@ -109,7 +109,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- Color_1139F668: {r: 1, g: 1, b: 1, a: 0.21176471}
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- Color_198818EE: {r: 0.0454739, g: 0, b: 1.498, a: 0.25490198}
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- Color_626750DD: {r: 2, g: 2, b: 2, a: 1}
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- Color_77A2EDE9: {r: 31.626795, g: 31.626795, b: 31.626795, a: 1}
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- Vector2_1E1B6943: {r: 1, g: 1, b: 0, a: 0}
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|
@ -8,18 +8,22 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: CPT_Terrain_01
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _SPECULAR_SETUP
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- DR_GRADIENT_ON
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- DR_OUTLINE_ON
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap:
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RenderType: Opaque
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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@ -8,18 +8,22 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: CPT_Terrain_02
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_Shader: {fileID: 4800000, guid: bee44b4a58655ee4cbff107302a3e131, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- DR_OUTLINE_ON
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- _CELPRIMARYMODE_SINGLE
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m_InvalidKeywords:
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stringTagMap:
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disabledShaderPasses: []
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@ -192,7 +192,7 @@ Material:
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- _ColorDimCurve: {r: 0.85023, g: 0.85034, b: 0.8504499, a: 0.85056}
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- _ColorDimExtra: {r: 0.85023, g: 0.85034, b: 0.8504499, a: 0.85056}
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- _ColorDimSteps: {r: 0.85023, g: 0.85034, b: 0.8504499, a: 0.85056}
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- _ColorGradient: {r: 0.254717, g: 0.254717, b: 0.254717, a: 1}
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- _ColorGradient: {r: 0.26063618, g: 0.16180134, b: 0.33962262, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FlatRimColor: {r: 0.85023, g: 0.85034, b: 0.85045, a: 0.85056}
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|
@ -8,18 +8,22 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Ice_01
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@ -809,7 +809,7 @@ PlayerSettings:
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PS5: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
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QNX: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
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Stadia: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
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Standalone: CROSS_PLATFORM_INPUT;UNITY_POST_PROCESSING_STACK_V2;NWH_DWP2;CREST_OCEAN;DWP_CREST;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;INPUT_SYSTEM_PACKAGE;MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
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Standalone: CROSS_PLATFORM_INPUT;UNITY_POST_PROCESSING_STACK_V2;NWH_DWP2;CREST_OCEAN;DWP_CREST;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;INPUT_SYSTEM_PACKAGE;MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED;ODIN_INSPECTOR_EDITOR_ONLY
|
||||
VisionOS: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
|
||||
WebGL: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
|
||||
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;INPUT_SYSTEM_PACKAGE
|
||||
|
Loading…
Reference in New Issue
Block a user