Merge branch 'feature/flow' into 'main'
Game Flow See merge request kernel-panic/revival!3
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using NaughtyAttributes;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using TMPro;
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enum LoadState
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{
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Idle,
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FadeOut,
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UnityUnload,
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Cleanup,
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UnityLoad,
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SceneSetup,
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Sync,
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FadeIn,
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COUNT
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}
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public class Bootstrap : MonoBehaviour
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{
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[Header( "Debug" )]
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[SerializeField]
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private bool _debugMode;
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[Header( "Config" )]
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[SerializeField] [Expandable]
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private BootstrapConfig _config;
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private static Bootstrap _instance;
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private LoadState _loadState;
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private Coroutine _currentSceneLoad;
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private SceneType _activeSceneType;
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private SceneLoader _activeScene;
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private string _activeSceneName;
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[Header( "References" )]
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[SerializeField]
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private Image _fader;
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|
||||
[SerializeField]
|
||||
private TMP_Text _debugDisplay;
|
||||
|
||||
//private LevelDescriptor _activeLevelDescriptor;
|
||||
|
||||
private List<LevelDescriptor> _loadedLevels = new List<LevelDescriptor>();
|
||||
|
||||
private Queue<LevelDescriptor> _toLoadLevels = new Queue<LevelDescriptor>();
|
||||
private AsyncOperation _levelLoadAsync = null;
|
||||
|
||||
private Queue<LevelDescriptor> _toUnloadLevels = new Queue<LevelDescriptor>();
|
||||
private AsyncOperation _levelUnloadAsync = null;
|
||||
|
||||
public bool IsLoading => _loadState != LoadState.Idle;
|
||||
|
||||
private void QueryLoadState()
|
||||
{
|
||||
if ( _activeScene != null && _activeScene.ToLoad != SceneType.None )
|
||||
{
|
||||
LoadScene( _activeScene.ToLoad );
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
|
||||
if ( _debugMode )
|
||||
{
|
||||
StartCoroutine( DebugCR() );
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
LoadScene( SceneType.BootSequence );
|
||||
}
|
||||
|
||||
public static void LoadScene( SceneType scene )
|
||||
{
|
||||
if ( _instance.IsLoading )
|
||||
{
|
||||
Debug.LogError( "[Bootstrap]: couldn't load scene: another load operation already active." );
|
||||
return;
|
||||
}
|
||||
|
||||
_instance._currentSceneLoad = _instance.StartCoroutine( _instance.LoadSceneCR( scene ) );
|
||||
}
|
||||
|
||||
public static void LoadLevel( LevelDescriptor descriptor )
|
||||
{
|
||||
_instance._toLoadLevels.Enqueue( descriptor );
|
||||
}
|
||||
|
||||
private IEnumerator DebugCR()
|
||||
{
|
||||
LoadState loadState = LoadState.COUNT;
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
while ( true )
|
||||
{
|
||||
if ( _loadState != loadState )
|
||||
{
|
||||
loadState = _loadState;
|
||||
sb.Clear();
|
||||
|
||||
sb.Append( "LoadState::" );
|
||||
sb.AppendLine( _loadState.ToString() );
|
||||
|
||||
if ( _activeSceneName != null )
|
||||
{
|
||||
sb.AppendFormat( "S: {0} ({1})", _activeSceneType, _activeSceneName );
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.AppendFormat( "S: [none]" );
|
||||
}
|
||||
|
||||
sb.Append( "\n" );
|
||||
|
||||
if ( (_loadedLevels?.Count ?? 0) > 0 )
|
||||
{
|
||||
sb.Append( "L: " );
|
||||
for ( int i = 0; i < _loadedLevels.Count; ++i )
|
||||
{
|
||||
sb.Append( _loadedLevels[ i ].LevelScene );
|
||||
if ( i != _loadedLevels.Count - 1 )
|
||||
{
|
||||
sb.Append( ", " );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.AppendFormat( "L: [none]" );
|
||||
}
|
||||
|
||||
sb.Append( "\n" );
|
||||
sb.AppendFormat( "Load: {0} ({1} queued)\n", _levelLoadAsync?.isDone ?? true ? "idle" : "busy" , _toLoadLevels.Count );
|
||||
sb.AppendFormat( "Unload: {0} ({1} queued)\n", _levelUnloadAsync?.isDone ?? true ? "idle" : "busy" , _toUnloadLevels.Count );
|
||||
|
||||
_debugDisplay.SetText( sb.ToString() );
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private bool ProcessLevelUnloads()
|
||||
{
|
||||
if (_levelUnloadAsync?.isDone ?? true)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if ( _toUnloadLevels.Count == 0 )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
var target = _toUnloadLevels.Dequeue();
|
||||
if ( _loadedLevels.Contains( target ) == false )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_levelUnloadAsync = SceneManager.UnloadSceneAsync( target.LevelScene );
|
||||
_loadedLevels.Remove( target );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return (_levelUnloadAsync?.isDone ?? true) && _toUnloadLevels.Count == 0;
|
||||
}
|
||||
|
||||
private bool ProcessLevelLoads()
|
||||
{
|
||||
if (_levelLoadAsync?.isDone ?? true)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if ( _toLoadLevels.Count == 0 )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
var target = _toLoadLevels.Dequeue();
|
||||
if ( _loadedLevels.Contains( target ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_levelLoadAsync = SceneManager.LoadSceneAsync( target.LevelScene, LoadSceneMode.Additive );
|
||||
_loadedLevels.Add( target );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return (_levelLoadAsync?.isDone ?? true) && _toLoadLevels.Count == 0;
|
||||
}
|
||||
|
||||
private IEnumerator LoadSceneCR( SceneType scene )
|
||||
{
|
||||
AsyncOperation asyncOp;
|
||||
|
||||
// fade out
|
||||
_loadState = LoadState.FadeOut;
|
||||
_fader.CrossFadeAlpha( 1f, _config.TransitionDuration, true );
|
||||
yield return new WaitForSecondsRealtime( _config.TransitionDuration );
|
||||
|
||||
// unload unity's scenes
|
||||
_loadState = LoadState.UnityUnload;
|
||||
|
||||
if ( _activeSceneName != null )
|
||||
{
|
||||
// unload main scene
|
||||
asyncOp = SceneManager.UnloadSceneAsync( _activeSceneName );
|
||||
|
||||
while ( asyncOp.isDone == false )
|
||||
yield return null;
|
||||
|
||||
_activeScene = null;
|
||||
_activeSceneName = null;
|
||||
}
|
||||
|
||||
// cleanup
|
||||
_loadState = LoadState.Cleanup;
|
||||
|
||||
if ( scene == SceneType.Gameplay )
|
||||
{
|
||||
_toUnloadLevels.Clear();
|
||||
_toLoadLevels.Clear();
|
||||
_loadedLevels.Clear();
|
||||
_toLoadLevels.Enqueue( _config.StartLevel );
|
||||
}
|
||||
else
|
||||
{
|
||||
_toLoadLevels.Clear();
|
||||
|
||||
for ( int i = 0; i < _loadedLevels.Count; ++i )
|
||||
{
|
||||
if ( _toUnloadLevels.Contains( _loadedLevels[ i ] ) == false )
|
||||
{
|
||||
_toUnloadLevels.Enqueue( _loadedLevels[ i ] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 6 collections, as that is the deepest unity hierarchies go.
|
||||
for ( int i = 0; i < 6; ++i )
|
||||
{
|
||||
GC.Collect();
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// unity loading
|
||||
_loadState = LoadState.UnityLoad;
|
||||
_activeSceneType = scene;
|
||||
_activeSceneName = _config.GetScene( scene );
|
||||
|
||||
asyncOp = SceneManager.LoadSceneAsync( _activeSceneName, LoadSceneMode.Additive );
|
||||
|
||||
while ( asyncOp.isDone == false )
|
||||
yield return null;
|
||||
|
||||
// setup
|
||||
_loadState = LoadState.SceneSetup;
|
||||
|
||||
_activeScene = FindObjectOfType<SceneLoader>();
|
||||
|
||||
while ( _activeScene.LoadComplete == false )
|
||||
yield return null;
|
||||
|
||||
// sync
|
||||
_loadState = LoadState.Sync;
|
||||
while ( ProcessLevelUnloads() == false )
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
while ( ProcessLevelLoads() == false )
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// fade in
|
||||
_loadState = LoadState.FadeIn;
|
||||
_fader.CrossFadeAlpha( 0f, _config.TransitionDuration, true );
|
||||
yield return new WaitForSecondsRealtime( _config.TransitionDuration );
|
||||
|
||||
yield return null;
|
||||
_loadState = LoadState.Idle;
|
||||
_currentSceneLoad = null;
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if ( !IsLoading )
|
||||
{
|
||||
QueryLoadState();
|
||||
|
||||
if ( _activeSceneType == SceneType.Gameplay )
|
||||
{
|
||||
if ( ProcessLevelUnloads() )
|
||||
{
|
||||
ProcessLevelLoads();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1cf7572b9fd44734ea062b1c8ccd2938
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,53 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NaughtyAttributes;
|
||||
using NaughtyAttributes.Test;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[CreateAssetMenu(fileName = "BootstrapConfig.asset", menuName = "KernelPanic/Boot/Config")]
|
||||
public class BootstrapConfig : ScriptableObject
|
||||
{
|
||||
[Header("Scenes")]
|
||||
[SerializeField] [Scene]
|
||||
private string BootflowScene;
|
||||
|
||||
[SerializeField] [Scene]
|
||||
private string MainMenuScene;
|
||||
|
||||
[SerializeField] [Scene]
|
||||
private string CreditsScene;
|
||||
|
||||
[SerializeField] [Scene]
|
||||
private string GameplayScene;
|
||||
|
||||
public LevelDescriptor StartLevel => _startLevel;
|
||||
[SerializeField]
|
||||
private LevelDescriptor _startLevel;
|
||||
|
||||
public float TransitionDuration => _transitionDuration;
|
||||
[Header( "Transition" )]
|
||||
[SerializeField] [FormerlySerializedAs("TransitionDuration")]
|
||||
private float _transitionDuration;
|
||||
|
||||
public string GetScene( SceneType sceneType )
|
||||
{
|
||||
switch ( sceneType )
|
||||
{
|
||||
case SceneType.BootSequence:
|
||||
return BootflowScene;
|
||||
|
||||
case SceneType.MainMenu:
|
||||
return MainMenuScene;
|
||||
|
||||
case SceneType.Gameplay:
|
||||
return GameplayScene;
|
||||
|
||||
case SceneType.Credits:
|
||||
return CreditsScene;
|
||||
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ef6669b9e47def944bf96858de474fff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,13 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[CreateAssetMenu(fileName = "LevelDescriptor.asset", menuName = "KernelPanic/Boot/LevelDescriptor")]
|
||||
public class LevelDescriptor : ScriptableObject
|
||||
{
|
||||
public string LevelScene => _levelScene;
|
||||
[FormerlySerializedAs("LevelScene")][SerializeField][Scene]
|
||||
private string _levelScene;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3ff5fd5927591be4bade9eeed73c88fc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4f34bb65fd9d4630907b56e96a4fab89
|
||||
timeCreated: 1611759991
|
|
@ -0,0 +1,42 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public enum SceneType
|
||||
{
|
||||
None,
|
||||
|
||||
BootSequence,
|
||||
MainMenu,
|
||||
Gameplay,
|
||||
Credits,
|
||||
|
||||
COUNT
|
||||
}
|
||||
|
||||
public abstract class SceneLoader : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private SceneType _sceneType;
|
||||
|
||||
private SceneType _toLoad = SceneType.None;
|
||||
|
||||
public SceneType SceneType => _sceneType;
|
||||
|
||||
public SceneType ToLoad => _toLoad;
|
||||
|
||||
public abstract void StartLoad();
|
||||
public abstract bool LoadComplete { get; }
|
||||
|
||||
public void LoadScene( SceneType scene )
|
||||
{
|
||||
if ( scene == SceneType.COUNT || scene == SceneType.None )
|
||||
{
|
||||
Debug.LogError($"cannot load scene {scene}");
|
||||
return;
|
||||
}
|
||||
|
||||
_toLoad = scene;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 54f5c9abdc96dd541aa14d67e98218da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,14 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class VoidLoader : SceneLoader
|
||||
{
|
||||
public override void StartLoad()
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
public override bool LoadComplete
|
||||
=> true;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91e277ce4b818ac4fb67c516e77c391b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ffab2a9fd8aa27e4cb5ed383fa6f315b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,69 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class BootFlowUI : MonoBehaviour
|
||||
{
|
||||
[Header( "Timings" )]
|
||||
[SerializeField]
|
||||
private float _fadeTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _holdTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _interFadeTime;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField]
|
||||
private List<CanvasGroup> _fadeGroups;
|
||||
|
||||
[SerializeField]
|
||||
private SceneLoader _loader;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartCoroutine( Flow() );
|
||||
}
|
||||
|
||||
private IEnumerator Flow()
|
||||
{
|
||||
float a = 0.0f;
|
||||
|
||||
for ( int i = 0; i < _fadeGroups.Count; ++i )
|
||||
{
|
||||
_fadeGroups[ i ].alpha = 0;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < _fadeGroups.Count; ++i )
|
||||
{
|
||||
a = 0f;
|
||||
while ( a < 1f )
|
||||
{
|
||||
a += Time.unscaledDeltaTime / _fadeTime;
|
||||
_fadeGroups[ i ].alpha = a;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_fadeGroups[ i ].alpha = 1f;
|
||||
yield return new WaitForSecondsRealtime(_holdTime);
|
||||
|
||||
a = 1f;
|
||||
while ( a > 0f )
|
||||
{
|
||||
a -= Time.unscaledDeltaTime / _fadeTime;
|
||||
_fadeGroups[ i ].alpha = a;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_fadeGroups[ i ].alpha = 0f;
|
||||
|
||||
yield return new WaitForSecondsRealtime(_interFadeTime);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
_loader.LoadScene( SceneType.MainMenu );
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7d6f353456690c84cbc31857f38cbf3b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,17 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LoadButton : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private SceneType _sceneToLoad;
|
||||
|
||||
[SerializeField]
|
||||
private SceneLoader _loader;
|
||||
|
||||
public void Load()
|
||||
{
|
||||
_loader.LoadScene( _sceneToLoad );
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1444ee9d0a7fb6a48967aad825c983ed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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Loading…
Reference in New Issue