得意黑字体安装
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@@ -29,11 +29,22 @@ description: 按需求难度分配验证成本——简单改动只做最省的
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拿不准时按复杂处理。
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拿不准时按复杂处理。
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## 「删除兜底代码」属于哪一档
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删运行时的后备逻辑(自动查找节点、默认值、容错分支)时,别按行数、也别按动了几个文件判,按**删掉之后出错看不看得见**判:
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- 后备路径其实没被走到(引用 / 配置本来就接全)→ 等同删死代码,**简单任务**,同一件事涉及几个文件也一样。只做一次最便宜的确认:查一遍引用确实接好,然后交付。
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- 后备路径确实在兜着东西(有地方没接)→ **复杂任务**。这种改动出错的表现是「不报错、就是不工作」,必须回归。
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- 光读代码分不出是哪种:**后备代码在的时候,「引用是否接全」本身是看不见的**,所以不能拿「我只是删死代码」当免检前提。查一次实际接线就能分清,而这个检查本身就是那次最便宜的确认。
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## 简单任务:不做测试
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## 简单任务:不做测试
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- 直接改完交付,最多做一次最便宜的确认:读一次返回值、看一眼 transform、curl 一次接口。
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- 直接改完交付,最多做一次最便宜的确认:读一次返回值、看一眼 transform、curl 一次接口。
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- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
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- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
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- 不要用「更保险」当理由补验证步骤。
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- 不要用「更保险」当理由补验证步骤。
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- **本项目的简单改动不要再跑这些**:Unity 编译检查、控制台检查、进 Play 模式实测、保存场景 / 预制体。它们只在「复杂任务:必须回归」那一档才做。
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典型的简单改动:改字段类型 / 字段名 / 默认值、文案 / 注释 / 日志、调 Inspector 数值。
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## 复杂任务:必须回归
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## 复杂任务:必须回归
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@@ -41,3 +41,50 @@ private void Awake()
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```
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```
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**边界**:这条只约束游戏运行时代码。编辑器工具、一次性批处理脚本需要按结构查找节点时可以照常查找。
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**边界**:这条只约束游戏运行时代码。编辑器工具、一次性批处理脚本需要按结构查找节点时可以照常查找。
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## 动画一律用 Animator 播,不用 legacy 的 Animation 组件
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要在物体上播放动画时,走 `Animator`(状态 / 触发器 / 参数):
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```csharp
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[SerializeField] private Animator animator; // ✅ 引用由 Inspector / 预制体提供
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```
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**不允许**——用老的 `Animation` 组件播动画:
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```csharp
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// ❌ legacy 的 Animation 组件
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_animation = GetComponent<Animation>();
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_animation.clip = someClip;
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_animation.Play();
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// ❌ 运行时自己补一个 Animation 组件
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gameObject.AddComponent<Animation>();
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```
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**为什么**:项目统一一套动画播放方式,动画和程序看同一处。混用会让同一个物体上既有 `Animator` 又有 `Animation`,两边驱动同一批属性,播放互相打架、排查困难。
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**例外**:用户明确说明这次要用 `Animation` 才用,且只限那一次改动。
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## 只做用户点名要做的事
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用户说改哪里就只改哪里。下面这些都算「没说过的事」,不要顺手做:
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- 给预制体 / 物体加组件(尤其是为了让自己写的代码能跑起来而补一个组件)
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- 加用户没提过的功能或容错(自动回收、时长兜底、默认值兜底……)
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- 动用户已经定好的行为或时序(例如特效 / 动画的播放时机)
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- 保存场景、保存预制体、改其它资源
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不改就做不下去时,先说明「为什么必须动它」并问一句,确认后再动。
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## 预制体资产存不下场景对象引用
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预制体上的脚本要指向场景里的物体(玩家、UI、相机……)时,预制体资产里这个字段只能是空的,
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必须在**每个场景实例上各接一次**;指向资源(预制体、Clip、材质)的字段才可以直接在预制体上设。
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接的时候留意目标是不是「真正会移动 / 变化」的那个节点:玩家根节点不动、真正移动的是子节点时,要接子节点。
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## 「编译干净」要先确认脚本真的被 Unity 导入
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改完脚本后,确认对应的 `*.cs.meta` 已生成、类型能在编辑器程序集里查到,再看编译结果。
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否则 Unity 还没导入这个文件,控制台没报错不代表它编译通过。
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Vendored
+1
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@@ -51,5 +51,5 @@
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"temp/": true,
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"temp/": true,
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"Temp/": true
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"Temp/": true
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},
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},
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"dotnet.defaultSolution": "Vision.sln"
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"dotnet.defaultSolution": "Vision.slnx"
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 8a46a9225d5144ad68666cb3de77cc97
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folderAsset: yes
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externalObjects: {}
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@@ -0,0 +1,93 @@
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Copyright (c) 2022--2024, atelierAnchor <https://atelier-anchor.com>,
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with Reserved Font Name <Smiley> and <得意黑>.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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@@ -0,0 +1,7 @@
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includeFontData: 1
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fontNames:
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- Smiley Sans
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+1670
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Load diff
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|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 敌人追踪:朝目标(玩家)移动,进入销毁半径后自我销毁。
|
||||||
|
///
|
||||||
|
/// 目标引用在 Inspector / 预制体实例里接好——预制体资产本身存不下场景对象,
|
||||||
|
/// 所以每个场景实例各自接一次;代码里不按名字 / 标签查找节点。
|
||||||
|
/// 移动直接改 transform,不依赖 CharacterController / Rigidbody,只在水平面内走,
|
||||||
|
/// 高度保持不变。
|
||||||
|
///
|
||||||
|
/// 死亡流程:一进入销毁半径就立刻在 dieFxPos 节点处生成死亡特效预制体(die_fx,预制体引用,
|
||||||
|
/// 允许留空)、用 Animator 播死亡动画(把 dieParamName 这个 bool 置为 true,都允许留空),
|
||||||
|
/// 再等「延迟死亡」的时间,到点销毁自己;延迟期间停止移动和转身。
|
||||||
|
/// 也就是说 die_delay 延迟的是「身体消失」,不是特效/动画的播放时机——
|
||||||
|
/// 想看清死亡动画,把 die_delay 设成动画时长即可(三个变量互不关联)。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class EnemyChaseController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("引用(必须在 Inspector / 预制体实例里指定)")]
|
||||||
|
[Tooltip("追踪目标,拖玩家根节点进来;留空敌人不会移动")]
|
||||||
|
[SerializeField] private Transform target;
|
||||||
|
|
||||||
|
[Header("移动")]
|
||||||
|
[Tooltip("最大移动速度(单位/秒)")]
|
||||||
|
[SerializeField] private float moveSpeed = 3f;
|
||||||
|
|
||||||
|
[Tooltip("加速度(单位/秒²),决定从静止加到最大速度的快慢;0 = 立刻满速")]
|
||||||
|
[SerializeField] private float acceleration = 10f;
|
||||||
|
|
||||||
|
[Tooltip("转身速度,越大转得越快;0 = 不转身,保持初始朝向")]
|
||||||
|
[SerializeField] private float turnSpeed = 10f;
|
||||||
|
|
||||||
|
[Tooltip("销毁半径:与目标的水平距离小于它时销毁自己(0 = 贴身才销毁)")]
|
||||||
|
[SerializeField] private float destroyDistance = 0.8f;
|
||||||
|
|
||||||
|
[Header("死亡")]
|
||||||
|
[Tooltip("死亡特效预制体,允许留空。在 dieFxPos 处生成一份,按自身时长兜底回收")]
|
||||||
|
[SerializeField] private GameObject dieFx;
|
||||||
|
|
||||||
|
[Tooltip("死亡特效的生成位置,拖敌人下的定位节点(例如 fx_die_pos);留空则在敌人自身位置生成")]
|
||||||
|
[SerializeField] private Transform dieFxPos;
|
||||||
|
|
||||||
|
[Tooltip("敌人身上的 Animator,死亡动画由它播;留空则不播死亡动画")]
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
|
||||||
|
[Tooltip("死亡动画的 bool 参数名,对应 Animator 里的参数;置 true 触发死亡动画,留空则不播")]
|
||||||
|
[SerializeField] private string dieParamName = "is_die";
|
||||||
|
|
||||||
|
[Tooltip("延迟死亡:进入销毁半径后再等这么久才销毁自己(0 = 立刻消失,特效和动画也就看不到)")]
|
||||||
|
[SerializeField] private float dieDelay = 0f;
|
||||||
|
|
||||||
|
private float _currentSpeed;
|
||||||
|
private bool _dying;
|
||||||
|
private float _dieTimer;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
Debug.LogError("[EnemyChaseController] 没有指定追踪目标(target),请在 Inspector / 预制体实例里拖入玩家。", this);
|
||||||
|
|
||||||
|
if (animator == null)
|
||||||
|
Debug.LogError("[EnemyChaseController] 没有指定 Animator(animator),死亡动画不会播。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (_dying)
|
||||||
|
{
|
||||||
|
_dieTimer -= Time.deltaTime;
|
||||||
|
if (_dieTimer <= 0f)
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 toTarget = target.position - transform.position;
|
||||||
|
toTarget.y = 0f; // 只在水平面内追踪,高度不变
|
||||||
|
|
||||||
|
float distance = toTarget.magnitude;
|
||||||
|
if (distance <= destroyDistance)
|
||||||
|
{
|
||||||
|
StartDying();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 direction = toTarget / Mathf.Max(distance, 0.0001f);
|
||||||
|
|
||||||
|
_currentSpeed = acceleration > 0f
|
||||||
|
? Mathf.MoveTowards(_currentSpeed, moveSpeed, acceleration * Time.deltaTime)
|
||||||
|
: moveSpeed;
|
||||||
|
|
||||||
|
transform.position += direction * (_currentSpeed * Time.deltaTime);
|
||||||
|
|
||||||
|
if (turnSpeed > 0f)
|
||||||
|
transform.rotation = Quaternion.Slerp(
|
||||||
|
transform.rotation,
|
||||||
|
Quaternion.LookRotation(direction),
|
||||||
|
turnSpeed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>进入销毁半径:立刻生成死亡特效、播死亡动画,然后开始倒计时。</summary>
|
||||||
|
private void StartDying()
|
||||||
|
{
|
||||||
|
_dying = true;
|
||||||
|
_dieTimer = dieDelay;
|
||||||
|
|
||||||
|
SpawnDeathPrefab(dieFx);
|
||||||
|
|
||||||
|
if (animator != null && !string.IsNullOrEmpty(dieParamName))
|
||||||
|
animator.SetBool(dieParamName, true);
|
||||||
|
|
||||||
|
if (_dieTimer <= 0f)
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>在敌人当前位置生成死亡用的预制体,并按它自己的时长兜底回收。</summary>
|
||||||
|
private void SpawnDeathPrefab(GameObject prefab)
|
||||||
|
{
|
||||||
|
if (prefab == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Transform spawn = dieFxPos != null ? dieFxPos : transform;
|
||||||
|
GameObject instance = Instantiate(prefab, spawn.position, spawn.rotation);
|
||||||
|
Destroy(instance, Lifespan(instance));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 估这个实例能播多久:粒子取「时长 + 最长粒子寿命」,旧版动画取 Clip 长度,取最长的一个。
|
||||||
|
/// 只是兜底回收,预制体自己销毁也可以(重复销毁无害)。
|
||||||
|
/// </summary>
|
||||||
|
private static float Lifespan(GameObject instance)
|
||||||
|
{
|
||||||
|
float longest = 0f;
|
||||||
|
|
||||||
|
foreach (ParticleSystem ps in instance.GetComponentsInChildren<ParticleSystem>(true))
|
||||||
|
{
|
||||||
|
ParticleSystem.MainModule main = ps.main;
|
||||||
|
longest = Mathf.Max(longest, main.duration + main.startLifetime.constantMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Animation animation in instance.GetComponentsInChildren<Animation>(true))
|
||||||
|
foreach (AnimationState state in animation)
|
||||||
|
longest = Mathf.Max(longest, state.length);
|
||||||
|
|
||||||
|
return longest > 0f ? longest : 1f; // 认不出时长时给个兜底
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>在场景视图里画出销毁半径,方便对着调数值。</summary>
|
||||||
|
private void OnDrawGizmosSelected()
|
||||||
|
{
|
||||||
|
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
|
||||||
|
Gizmos.DrawWireSphere(transform.position, destroyDistance);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6cfa95cf7b0a943c4904a13297c823e3
|
||||||
@@ -4,14 +4,14 @@ using UnityEngine;
|
|||||||
/// 用 UI 虚拟摇杆(移动轮盘)驱动角色移动,替代原来的点击地面移动。
|
/// 用 UI 虚拟摇杆(移动轮盘)驱动角色移动,替代原来的点击地面移动。
|
||||||
///
|
///
|
||||||
/// 用法:挂在带 CharacterController 的角色上,把场景里的 <see cref="VirtualJoystick"/>
|
/// 用法:挂在带 CharacterController 的角色上,把场景里的 <see cref="VirtualJoystick"/>
|
||||||
/// 拖到 joystick 字段(留空会在运行时自动查找)。
|
/// 拖到 joystick 字段(在 Inspector / 预制体里接线,代码里不查找节点)。
|
||||||
/// 摇杆方向默认按摄像机朝向换算成世界方向,推杆越满速度越快;只做水平移动,y 不变。
|
/// 摇杆方向默认按摄像机朝向换算成世界方向,推杆越满速度越快;只做水平移动,y 不变。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RequireComponent(typeof(CharacterController))]
|
[RequireComponent(typeof(CharacterController))]
|
||||||
public class PlayerMoveController : MonoBehaviour
|
public class PlayerMoveController : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("输入")]
|
[Header("输入")]
|
||||||
[Tooltip("移动轮盘;留空则在运行时自动查找场景中的 VirtualJoystick")]
|
[Tooltip("移动轮盘;必须在 Inspector / 预制体里指定,留空角色不会移动")]
|
||||||
[SerializeField] private VirtualJoystick joystick;
|
[SerializeField] private VirtualJoystick joystick;
|
||||||
|
|
||||||
[Tooltip("是否按摄像机朝向移动(关掉则按世界坐标轴移动)")]
|
[Tooltip("是否按摄像机朝向移动(关掉则按世界坐标轴移动)")]
|
||||||
@@ -37,16 +37,9 @@ public class PlayerMoveController : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_controller = GetComponent<CharacterController>();
|
_controller = GetComponent<CharacterController>();
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
// 场景里只有一个轮盘时自动接管,省得手动拖引用
|
|
||||||
if (joystick == null)
|
|
||||||
joystick = FindFirstObjectByType<VirtualJoystick>(FindObjectsInactive.Include);
|
|
||||||
|
|
||||||
if (joystick == null)
|
if (joystick == null)
|
||||||
Debug.LogWarning("[PlayerMoveController] 场景里没找到 VirtualJoystick(移动轮盘),角色不会移动。");
|
Debug.LogError("[PlayerMoveController] 没有指定移动轮盘(joystick),请在 Inspector / 预制体里拖入。", this);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
|||||||
@@ -3,9 +3,8 @@ using UnityEngine.EventSystems;
|
|||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 屏幕虚拟摇杆(移动轮盘)。挂在预制体根节点上,子物体约定按名字查找:
|
/// 屏幕虚拟摇杆(移动轮盘)。挂在预制体根节点上,底盘和摇杆头两个引用
|
||||||
/// Background —— 底盘(RectTransform + Image)
|
/// (background / handle)在 Inspector / 预制体里接好,代码里不按名字查找节点。
|
||||||
/// Handle —— 摇杆头(RectTransform + Image)
|
|
||||||
///
|
///
|
||||||
/// 鼠标按住拖拽或手指触摸都可以操作,对外输出归一化方向 <see cref="Value"/>:
|
/// 鼠标按住拖拽或手指触摸都可以操作,对外输出归一化方向 <see cref="Value"/>:
|
||||||
/// x = 左右(右为正),y = 前后(上为正),模长 0~1 表示推杆幅度。
|
/// x = 左右(右为正),y = 前后(上为正),模长 0~1 表示推杆幅度。
|
||||||
@@ -14,8 +13,11 @@ using UnityEngine.UI;
|
|||||||
[DisallowMultipleComponent]
|
[DisallowMultipleComponent]
|
||||||
public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||||
{
|
{
|
||||||
[Header("引用(留空则按子物体名自动查找)")]
|
[Header("引用(必须在 Inspector / 预制体里指定)")]
|
||||||
|
[Tooltip("摇杆底盘(RectTransform)。拖拽位置以它的轴心为圆心换算,必须是捕获点击的那个节点")]
|
||||||
[SerializeField] private RectTransform background;
|
[SerializeField] private RectTransform background;
|
||||||
|
|
||||||
|
[Tooltip("摇杆头(RectTransform),跟着拖拽移动")]
|
||||||
[SerializeField] private RectTransform handle;
|
[SerializeField] private RectTransform handle;
|
||||||
|
|
||||||
[Header("手感(距离单位是 UI 像素,以底盘轴心为圆心)")]
|
[Header("手感(距离单位是 UI 像素,以底盘轴心为圆心)")]
|
||||||
@@ -45,12 +47,9 @@ public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler,
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
if (background == null)
|
if (background == null)
|
||||||
background = FindChildRect("Background");
|
Debug.LogError("[VirtualJoystick] 没有指定摇杆底盘(background),请在 Inspector / 预制体里拖入。", this);
|
||||||
// 没有名为 Background 的子物体时,就把挂脚本的这个节点本身当作底盘
|
|
||||||
if (background == null)
|
|
||||||
background = transform as RectTransform;
|
|
||||||
if (handle == null)
|
if (handle == null)
|
||||||
handle = FindChildRect("Handle");
|
Debug.LogError("[VirtualJoystick] 没有指定摇杆头(handle),请在 Inspector / 预制体里拖入。", this);
|
||||||
|
|
||||||
_canvas = GetComponentInParent<Canvas>();
|
_canvas = GetComponentInParent<Canvas>();
|
||||||
if (handle != null)
|
if (handle != null)
|
||||||
@@ -125,28 +124,4 @@ public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler,
|
|||||||
if (handle != null)
|
if (handle != null)
|
||||||
handle.anchoredPosition = _handleHomePosition + direction * (magnitude * radius);
|
handle.anchoredPosition = _handleHomePosition + direction * (magnitude * radius);
|
||||||
}
|
}
|
||||||
|
|
||||||
private RectTransform FindChildRect(string childName)
|
|
||||||
{
|
|
||||||
Transform child = transform.Find(childName);
|
|
||||||
if (child == null)
|
|
||||||
{
|
|
||||||
// 允许更深层级,比如 Root/Art/Background
|
|
||||||
foreach (RectTransform rt in GetComponentsInChildren<RectTransform>(true))
|
|
||||||
{
|
|
||||||
if (rt != null && rt != transform && rt.name == childName)
|
|
||||||
return rt;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
return child as RectTransform;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
if (handle == null)
|
|
||||||
handle = FindChildRect("Handle");
|
|
||||||
if (background == null)
|
|
||||||
background = FindChildRect("Background") ?? transform as RectTransform;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -16,31 +16,25 @@ MonoBehaviour:
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debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
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debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
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type: 3}
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type: 3}
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hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
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hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
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probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
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|
type: 3}
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probeVolumeResources:
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probeVolumeDebugShader: {fileID: 0}
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probeVolumeFragmentationDebugShader: {fileID: 0}
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probeVolumeOffsetDebugShader: {fileID: 0}
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probeVolumeSamplingDebugShader: {fileID: 0}
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probeSamplingDebugMesh: {fileID: 0}
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probeSamplingDebugTexture: {fileID: 0}
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probeVolumeBlendStatesCS: {fileID: 0}
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m_RendererFeatures: []
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m_RendererFeatures: []
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m_RendererFeatureMap:
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m_RendererFeatureMap:
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xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
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shaders:
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blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
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m_AssetVersion: 3
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copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
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screenSpaceShadowPS: {fileID: 0}
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samplingPS: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3}
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stencilDeferredPS: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3}
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fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
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fallbackLoadingPS: {fileID: 4800000, guid: 7f888aff2ac86494babad1c2c5daeee2, type: 3}
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materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3}
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coreBlitPS: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
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coreBlitColorAndDepthPS: {fileID: 4800000, guid: d104b2fc1ca6445babb8e90b0758136b,
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type: 3}
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blitHDROverlay: {fileID: 4800000, guid: a89bee29cffa951418fc1e2da94d1959, type: 3}
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cameraMotionVector: {fileID: 4800000, guid: c56b7e0d4c7cb484e959caeeedae9bbf,
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type: 3}
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objectMotionVector: {fileID: 4800000, guid: 7b3ede40266cd49a395def176e1bc486,
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type: 3}
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dataDrivenLensFlare: {fileID: 4800000, guid: 6cda457ac28612740adb23da5d39ea92,
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type: 3}
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m_OpaqueLayerMask:
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m_OpaqueLayerMask:
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 4294967295
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m_Bits: 4294967295
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@@ -58,5 +52,7 @@ MonoBehaviour:
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m_RenderingMode: 0
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m_DepthPrimingMode: 0
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m_DepthPrimingMode: 0
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m_IntermediateTextureMode: 1
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m_IntermediateTextureMode: 1
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Executable → Regular
+3
-2
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assetVersion: 2
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m_TextWrappingMode: 1
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m_enableParseEscapeCharacters: 1
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m_enableParseEscapeCharacters: 1
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@@ -33,7 +33,8 @@ MonoBehaviour:
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m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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m_autoSizeTextContainer: 0
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m_matchMaterialPreset: 1
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m_HideSubTextObjects: 1
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m_HideSubTextObjects: 1
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
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@@ -34,7 +34,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: -2240, y: -980}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &6193457773363309154
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--- !u!1 &6193457773363309154
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GameObject:
|
GameObject:
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@@ -101,7 +101,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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m_text: Pause
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m_text: "\u6682\u505C"
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m_isRightToLeft: 0
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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@@ -139,20 +139,23 @@ MonoBehaviour:
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m_VerticalAlignment: 512
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m_textAlignment: 65535
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m_textAlignment: 65535
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m_wordWrappingRatios: 0.4
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m_wordWrappingRatios: 0.4
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m_linkedTextComponent: {fileID: 0}
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_isOrthographic: 1
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m_isOrthographic: 1
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m_isCullingEnabled: 0
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m_isCullingEnabled: 0
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@@ -207,7 +210,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 1039, y: 403}
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m_AnchoredPosition: {x: -86, y: -85}
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m_SizeDelta: {x: 100, y: 100}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1272269592278693401
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@@ -65,7 +65,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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m_text: BackToMainScene
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m_text: "\u4E3B\u83DC\u5355"
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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@@ -103,20 +103,23 @@ MonoBehaviour:
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m_VerticalAlignment: 512
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m_textAlignment: 65535
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m_isOrthographic: 1
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m_isCullingEnabled: 0
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@@ -170,7 +173,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -60}
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m_AnchoredPosition: {x: 0, y: 60}
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m_SizeDelta: {x: 400, y: 100}
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m_SizeDelta: {x: 400, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7136929187899213117
|
--- !u!222 &7136929187899213117
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||||||
@@ -303,7 +306,7 @@ RectTransform:
|
|||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 0, y: 60}
|
m_AnchoredPosition: {x: 0, y: -60}
|
||||||
m_SizeDelta: {x: 400, y: 100}
|
m_SizeDelta: {x: 400, y: 100}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &4628107260746664364
|
--- !u!222 &4628107260746664364
|
||||||
@@ -411,7 +414,7 @@ GameObject:
|
|||||||
- component: {fileID: 4154768751884988879}
|
- component: {fileID: 4154768751884988879}
|
||||||
- component: {fileID: 8040689699552743321}
|
- component: {fileID: 8040689699552743321}
|
||||||
m_Layer: 5
|
m_Layer: 5
|
||||||
m_Name: PausMenu
|
m_Name: PauseMenu
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
@@ -516,7 +519,7 @@ MonoBehaviour:
|
|||||||
m_OnCullStateChanged:
|
m_OnCullStateChanged:
|
||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
m_Calls: []
|
m_Calls: []
|
||||||
m_text: Continue
|
m_text: "\u7EE7\u7EED"
|
||||||
m_isRightToLeft: 0
|
m_isRightToLeft: 0
|
||||||
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||||
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||||
@@ -554,20 +557,23 @@ MonoBehaviour:
|
|||||||
m_VerticalAlignment: 512
|
m_VerticalAlignment: 512
|
||||||
m_textAlignment: 65535
|
m_textAlignment: 65535
|
||||||
m_characterSpacing: 0
|
m_characterSpacing: 0
|
||||||
|
m_characterHorizontalScale: 1
|
||||||
m_wordSpacing: 0
|
m_wordSpacing: 0
|
||||||
m_lineSpacing: 0
|
m_lineSpacing: 0
|
||||||
m_lineSpacingMax: 0
|
m_lineSpacingMax: 0
|
||||||
m_paragraphSpacing: 0
|
m_paragraphSpacing: 0
|
||||||
m_charWidthMaxAdj: 0
|
m_charWidthMaxAdj: 0
|
||||||
m_enableWordWrapping: 1
|
m_TextWrappingMode: 1
|
||||||
m_wordWrappingRatios: 0.4
|
m_wordWrappingRatios: 0.4
|
||||||
m_overflowMode: 0
|
m_overflowMode: 0
|
||||||
m_linkedTextComponent: {fileID: 0}
|
m_linkedTextComponent: {fileID: 0}
|
||||||
parentLinkedComponent: {fileID: 0}
|
parentLinkedComponent: {fileID: 0}
|
||||||
m_enableKerning: 1
|
m_enableKerning: 1
|
||||||
|
m_ActiveFontFeatures: 6e72656b
|
||||||
m_enableExtraPadding: 0
|
m_enableExtraPadding: 0
|
||||||
checkPaddingRequired: 0
|
checkPaddingRequired: 0
|
||||||
m_isRichText: 1
|
m_isRichText: 1
|
||||||
|
m_EmojiFallbackSupport: 1
|
||||||
m_parseCtrlCharacters: 1
|
m_parseCtrlCharacters: 1
|
||||||
m_isOrthographic: 1
|
m_isOrthographic: 1
|
||||||
m_isCullingEnabled: 0
|
m_isCullingEnabled: 0
|
||||||
File renamed without changes.
@@ -532,6 +532,9 @@ PlayerSettings:
|
|||||||
- m_BuildTarget: Android
|
- m_BuildTarget: Android
|
||||||
m_StaticBatching: 1
|
m_StaticBatching: 1
|
||||||
m_DynamicBatching: 0
|
m_DynamicBatching: 0
|
||||||
|
- m_BuildTarget: iPhone
|
||||||
|
m_StaticBatching: 1
|
||||||
|
m_DynamicBatching: 0
|
||||||
m_BuildTargetShaderSettings: []
|
m_BuildTargetShaderSettings: []
|
||||||
m_BuildTargetGraphicsJobs: []
|
m_BuildTargetGraphicsJobs: []
|
||||||
m_BuildTargetGraphicsJobMode: []
|
m_BuildTargetGraphicsJobMode: []
|
||||||
|
|||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<Solution>
|
||||||
|
<Project Path="Assembly-CSharp.csproj" />
|
||||||
|
<Project Path="Assembly-CSharp-Editor.csproj" />
|
||||||
|
</Solution>
|
||||||
Reference in new issue
Block a user