得意黑字体安装

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tianmo committed 2026-10-14 14:46:24 +08:00
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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
拿不准时按复杂处理。 拿不准时按复杂处理。
## 「删除兜底代码」属于哪一档
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:
- 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。
- 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。
- 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。
## 简单任务:不做测试 ## 简单任务:不做测试
- 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。 - 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。
- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。 - 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
- 不要用「更保险」当理由补验证步骤。 - 不要用「更保险」当理由补验证步骤。
- **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。
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。
## 复杂任务:必须回归 ## 复杂任务:必须回归
@@ -41,3 +41,50 @@ private void Awake()
``` ```
**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。 **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。
## 动画一律用 Animator 播,不用 legacy 的 Animation 组件
要在物体上播放动画时,走 `Animator`(状态 / 触发器 / 参数):
```csharp
[SerializeField] private Animator animator; // ✅ 引用由 Inspector / 预制体提供
```
**不允许**——用老的 `Animation` 组件播动画:
```csharp
// ❌ legacy 的 Animation 组件
_animation = GetComponent<Animation>();
_animation.clip = someClip;
_animation.Play();
// ❌ 运行时自己补一个 Animation 组件
gameObject.AddComponent<Animation>();
```
**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。
**例外**:用户明确说明这次要用 `Animation` 才用,且只限那一次改动。
## 只做用户点名要做的事
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:
- 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)
- 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……)
- 动用户已经定好的行为或时序(例如特效 / 动画的播放时机)
- 保存场景、保存预制体、改其它资源
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。
## 预制体资产存不下场景对象引用
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,
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。
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。
## 「编译干净」要先确认脚本真的被 Unity 导入
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。
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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Copyright (c) 2022--2024, atelierAnchor <https://atelier-anchor.com>,
with Reserved Font Name <Smiley> and <得意黑>.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
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The OFL allows the licensed fonts to be used, studied, modified and
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fonts, including any derivative works, can be bundled, embedded,
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names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
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copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
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or substituting -- in part or in whole -- any of the components of the
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"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
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Permission is hereby granted, free of charge, to any person obtaining
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in Original or Modified Versions, may be sold by itself.
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3) No Modified Version of the Font Software may use the Reserved Font
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5) The Font Software, modified or unmodified, in part or in whole,
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This license becomes null and void if any of the above conditions are
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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()
+8 -33
View File
@@ -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;
}
} }
+17 -21
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@@ -16,31 +16,25 @@ MonoBehaviour:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
type: 3} type: 3}
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3} hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
type: 3}
probeVolumeResources:
probeVolumeDebugShader: {fileID: 0}
probeVolumeFragmentationDebugShader: {fileID: 0}
probeVolumeOffsetDebugShader: {fileID: 0}
probeVolumeSamplingDebugShader: {fileID: 0}
probeSamplingDebugMesh: {fileID: 0}
probeSamplingDebugTexture: {fileID: 0}
probeVolumeBlendStatesCS: {fileID: 0}
m_RendererFeatures: [] m_RendererFeatures: []
m_RendererFeatureMap: m_RendererFeatureMap:
m_UseNativeRenderPass: 0 m_UseNativeRenderPass: 0
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2} xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
shaders: postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3} m_AssetVersion: 3
copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3} m_PrepassLayerMask:
screenSpaceShadowPS: {fileID: 0} serializedVersion: 2
samplingPS: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3} m_Bits: 4294967295
stencilDeferredPS: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3}
fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
fallbackLoadingPS: {fileID: 4800000, guid: 7f888aff2ac86494babad1c2c5daeee2, type: 3}
materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3}
coreBlitPS: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
coreBlitColorAndDepthPS: {fileID: 4800000, guid: d104b2fc1ca6445babb8e90b0758136b,
type: 3}
blitHDROverlay: {fileID: 4800000, guid: a89bee29cffa951418fc1e2da94d1959, type: 3}
cameraMotionVector: {fileID: 4800000, guid: c56b7e0d4c7cb484e959caeeedae9bbf,
type: 3}
objectMotionVector: {fileID: 4800000, guid: 7b3ede40266cd49a395def176e1bc486,
type: 3}
dataDrivenLensFlare: {fileID: 4800000, guid: 6cda457ac28612740adb23da5d39ea92,
type: 3}
m_AssetVersion: 2
m_OpaqueLayerMask: m_OpaqueLayerMask:
serializedVersion: 2 serializedVersion: 2
m_Bits: 4294967295 m_Bits: 4294967295
@@ -58,5 +52,7 @@ MonoBehaviour:
m_RenderingMode: 0 m_RenderingMode: 0
m_DepthPrimingMode: 0 m_DepthPrimingMode: 0
m_CopyDepthMode: 1 m_CopyDepthMode: 1
m_DepthAttachmentFormat: 0
m_DepthTextureFormat: 0
m_AccurateGbufferNormals: 0 m_AccurateGbufferNormals: 0
m_IntermediateTextureMode: 1 m_IntermediateTextureMode: 1
+3 -2
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@@ -15,7 +15,7 @@ MonoBehaviour:
assetVersion: 2 assetVersion: 2
m_TextWrappingMode: 1 m_TextWrappingMode: 1
m_enableKerning: 1 m_enableKerning: 1
m_ActiveFontFeatures: 00000000 m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0 m_enableExtraPadding: 0
m_enableTintAllSprites: 0 m_enableTintAllSprites: 0
m_enableParseEscapeCharacters: 1 m_enableParseEscapeCharacters: 1
@@ -33,7 +33,8 @@ MonoBehaviour:
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
m_autoSizeTextContainer: 0 m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0 m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: [] m_fallbackFontAssets:
- {fileID: 11400000, guid: 39a0999dfda46415d8cb47c0af34425c, type: 2}
m_matchMaterialPreset: 1 m_matchMaterialPreset: 1
m_HideSubTextObjects: 1 m_HideSubTextObjects: 1
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
+7 -4
View File
@@ -34,7 +34,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: -2240, y: -980} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &6193457773363309154 --- !u!1 &6193457773363309154
GameObject: GameObject:
@@ -101,7 +101,7 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: Pause m_text: "\u6682\u505C"
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}
@@ -139,20 +139,23 @@ 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
@@ -207,7 +210,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 1} m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 1039, y: 403} m_AnchoredPosition: {x: -86, y: -85}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1272269592278693401 --- !u!222 &1272269592278693401
@@ -65,7 +65,7 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: BackToMainScene m_text: "\u4E3B\u83DC\u5355"
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}
@@ -103,20 +103,23 @@ 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
@@ -170,7 +173,7 @@ 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 &7136929187899213117 --- !u!222 &7136929187899213117
@@ -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
+3
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@@ -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: []
+4
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@@ -0,0 +1,4 @@
<Solution>
<Project Path="Assembly-CSharp.csproj" />
<Project Path="Assembly-CSharp-Editor.csproj" />
</Solution>