fixes to over burned materials, particles and other
This commit is contained in:
@@ -18,7 +18,7 @@ Material:
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m_LightmapFlags: 1
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m_EnableInstancingVariants: 1
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: 2000
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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@@ -79,7 +79,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AlphaPow: -0.84
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- _AlphaPow: 0.53
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- _BlendMode: 1
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- _BumpScale: 1
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- _Cutoff: 0
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@@ -138,7 +138,7 @@ Material:
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- _MaxBrightness: 1
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- _Metallic: 0
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- _MinBrightness: 0
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- _NoiseScale: 1.7677656
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- _NoiseScale: 1.387197
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _QueueControl: 0
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@@ -18456,17 +18456,17 @@ PrefabInstance:
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type: 3}
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propertyPath: 'm_Materials.Array.data[0]'
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value:
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objectReference: {fileID: 0}
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objectReference: {fileID: 2100000, guid: c14fba9cc6c5edd4daaa74a8d0e7bf91, type: 2}
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- target: {fileID: 4943514361991192492, guid: 60b79e23a507e0c48a94b7e3d5138383,
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type: 3}
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propertyPath: 'm_Materials.Array.data[0]'
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value:
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objectReference: {fileID: 0}
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objectReference: {fileID: 2100000, guid: ac8af1ce4e0fca94d93a193521c6a325, type: 2}
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- target: {fileID: 4943514361992416284, guid: 60b79e23a507e0c48a94b7e3d5138383,
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type: 3}
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propertyPath: 'm_Materials.Array.data[0]'
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value:
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objectReference: {fileID: 0}
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objectReference: {fileID: 2100000, guid: 60dfb41bc8577914f8e54ccdc6ca9d41, type: 2}
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- target: {fileID: 4967997804223717256, guid: 60b79e23a507e0c48a94b7e3d5138383,
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type: 3}
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propertyPath: powersArea
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@@ -25,13 +25,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9330975819853216}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 11175768914768868}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!108 &118674766096030774
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Light:
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@@ -41,9 +41,8 @@ Light:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9330975819853216}
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m_Enabled: 0
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serializedVersion: 10
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serializedVersion: 11
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m_Type: 2
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m_Shape: 0
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Intensity: 1
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m_Range: 1
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@@ -93,8 +92,12 @@ Light:
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m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
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m_UseBoundingSphereOverride: 0
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m_UseViewFrustumForShadowCasterCull: 1
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m_ForceVisible: 0
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m_ShadowRadius: 0
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m_ShadowAngle: 0
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m_LightUnit: 1
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m_LuxAtDistance: 1
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m_EnableSpotReflector: 1
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--- !u!114 &655082475
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -107,14 +110,17 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 474bcb49853aa07438625e644c072ee6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Version: 1
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m_Version: 3
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m_UsePipelineSettings: 1
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m_AdditionalLightsShadowResolutionTier: 2
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m_LightLayerMask: 1
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m_RenderingLayers: 1
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m_CustomShadowLayers: 0
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m_ShadowLayerMask: 1
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m_ShadowRenderingLayers: 1
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m_LightCookieSize: {x: 1, y: 1}
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m_LightCookieOffset: {x: 0, y: 0}
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m_SoftShadowQuality: 1
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--- !u!1 &11175768914930110
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GameObject:
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m_ObjectHideFlags: 0
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@@ -138,6 +144,7 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 11175768914930110}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -147,7 +154,6 @@ Transform:
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- {fileID: 11175768914667188}
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- {fileID: 11175768914775456}
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m_Father: {fileID: 11175768914742470}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &11175768915000364
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GameObject:
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@@ -174,13 +180,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 11175768915000364}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 11175768914742470}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!198 &11175768934060926
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ParticleSystem:
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@@ -364,6 +370,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -393,6 +400,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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startSize:
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@@ -606,6 +614,7 @@ ParticleSystem:
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m_PostInfinity: 2
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m_RotationOrder: 0
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randomizeRotationDirection: 0
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gravitySource: 0
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maxNumParticles: 1000
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customEmitterVelocity: {x: 0, y: 0, z: 0}
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size3D: 0
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@@ -1281,6 +1290,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 3
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minGradient:
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@@ -1310,6 +1320,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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UVModule:
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@@ -3476,6 +3487,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -3505,6 +3517,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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range: {x: 0, y: 1}
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@@ -3894,6 +3907,7 @@ ParticleSystem:
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m_RotationOrder: 4
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minVertexDistance: 0.2
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textureMode: 0
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textureScale: {x: 1, y: 1}
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ribbonCount: 1
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shadowBias: 0.5
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worldSpace: 0
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@@ -3936,6 +3950,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -3965,6 +3980,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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widthOverTrail:
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@@ -4052,6 +4068,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -4081,6 +4098,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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CustomDataModule:
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@@ -4119,6 +4137,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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||||
m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -4148,6 +4167,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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colorLabel0: Color
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@@ -4401,6 +4421,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -4430,6 +4451,7 @@ ParticleSystem:
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||||
atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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colorLabel1: Color
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@@ -4667,6 +4689,9 @@ ParticleSystemRenderer:
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m_ReflectionProbeUsage: 0
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||||
m_RayTracingMode: 0
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||||
m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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||||
m_Materials:
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||||
@@ -4705,13 +4730,15 @@ ParticleSystemRenderer:
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||||
m_RenderAlignment: 0
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m_Pivot: {x: 0, y: 0, z: 0}
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m_Flip: {x: 0, y: 0, z: 0}
|
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m_UseCustomVertexStreams: 0
|
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m_EnableGPUInstancing: 0
|
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m_ApplyActiveColorSpace: 0
|
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m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 0001030405
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||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
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m_Mesh: {fileID: 4300000, guid: 8bd3eb0b07deb2d469cd16861e4f37df, type: 3}
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m_Mesh1: {fileID: 0}
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m_Mesh2: {fileID: 0}
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@@ -4746,13 +4773,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 11175768915012606}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 11175768914760146}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!82 &11175768914288558
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AudioSource:
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||||
@@ -4765,6 +4792,7 @@ AudioSource:
|
||||
serializedVersion: 4
|
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OutputAudioMixerGroup: {fileID: 0}
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m_audioClip: {fileID: 8300000, guid: 6632b24a705d37d46863cddc8a84f80a, type: 3}
|
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m_Resource: {fileID: 8300000, guid: 6632b24a705d37d46863cddc8a84f80a, type: 3}
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m_PlayOnAwake: 1
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m_Volume: 0.7
|
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m_Pitch: 1
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@@ -4912,6 +4940,7 @@ Transform:
|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 11175768915021070}
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serializedVersion: 2
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||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -4924,7 +4953,6 @@ Transform:
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- {fileID: 11175768914768868}
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- {fileID: 8904350975885219224}
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m_Father: {fileID: 11175768914668438}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &122223619685038434
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MonoBehaviour:
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@@ -4982,6 +5010,7 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 11175768915034902}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -4989,7 +5018,6 @@ Transform:
|
||||
m_Children:
|
||||
- {fileID: 11434463005471570}
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m_Father: {fileID: 11175768914742470}
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m_RootOrder: 4
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!198 &11175768934169868
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ParticleSystem:
|
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@@ -5191,6 +5219,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -5220,6 +5249,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
|
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startSize:
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@@ -5469,6 +5499,7 @@ ParticleSystem:
|
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m_PostInfinity: 2
|
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m_RotationOrder: 0
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randomizeRotationDirection: 0
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gravitySource: 0
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maxNumParticles: 1000
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customEmitterVelocity: {x: 0, y: 0, z: 0}
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size3D: 0
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@@ -6180,6 +6211,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 3
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minGradient:
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@@ -6209,6 +6241,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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UVModule:
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@@ -6324,8 +6357,8 @@ ParticleSystem:
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m_PostInfinity: 2
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m_RotationOrder: 4
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speedRange: {x: 0, y: 1}
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tilesX: 1600
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tilesY: 800
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tilesX: 511
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tilesY: 511
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animationType: 0
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rowIndex: 0
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cycles: 1
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@@ -8411,6 +8444,7 @@ ParticleSystem:
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -8440,6 +8474,7 @@ ParticleSystem:
|
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
|
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range: {x: 0, y: 1}
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@@ -8829,6 +8864,7 @@ ParticleSystem:
|
||||
m_RotationOrder: 4
|
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minVertexDistance: 0.2
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textureMode: 0
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textureScale: {x: 1, y: 1}
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ribbonCount: 1
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shadowBias: 0.5
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worldSpace: 0
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@@ -8871,6 +8907,7 @@ ParticleSystem:
|
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minGradient:
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@@ -8900,6 +8937,7 @@ ParticleSystem:
|
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_ColorSpace: -1
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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widthOverTrail:
|
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@@ -8987,6 +9025,7 @@ ParticleSystem:
|
||||
atime6: 0
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atime7: 0
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m_Mode: 0
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@@ -99,6 +99,8 @@ namespace Invector.vCharacterController
|
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// identify if the rolling animations is playing
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isRolling = IsAnimatorTag("IsRolling");
|
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if (isRolling)
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Debug.Log("isRolling: " + isRolling);
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// identify if a turn on spot animation is playing
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isTurningOnSpot = IsAnimatorTag("TurnOnSpot");
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// locks player movement while a animation with tag 'LockMovement' is playing
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@@ -525,7 +525,7 @@ namespace Invector.vCharacterController
|
||||
/// <returns></returns>
|
||||
protected virtual bool RollConditions()
|
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{
|
||||
return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && cc.input != Vector3.zero && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
|
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return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && /*cc.input != Vector3.zero && */!cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
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}
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/// <summary>
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@@ -533,7 +533,8 @@ namespace Invector.vCharacterController
|
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/// </summary>
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protected virtual void RollInput()
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{
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if (rollInput.GetButtonDown() )//&& RollConditions())
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//Debug.Log("RollInput, roll conditions: " + RollConditions());
|
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if (rollInput.GetButtonDown() && RollConditions())
|
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{
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cc.Roll();
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}
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||||
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@@ -192,7 +192,7 @@ namespace Invector.vCharacterController
|
||||
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||||
protected override bool RollConditions()
|
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{
|
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return base.RollConditions() && !isAttacking && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer);
|
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return base.RollConditions() && !isAttacking;// && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer);
|
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}
|
||||
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#endregion
|
||||
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@@ -1,301 +1,278 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Beyond;
|
||||
using Invector.vCharacterController.AI;
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Beyond; // For Player (ensure Player.cs is in this namespace or adjust)
|
||||
using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic; // For List<string>
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using vEventSystems;
|
||||
using vEventSystems; // For vIAttackListener
|
||||
|
||||
public class vMeleeAttackControl : StateMachineBehaviour
|
||||
{
|
||||
[Tooltip("normalizedTime of Active Damage")]
|
||||
[Header("Damage Window")]
|
||||
[Tooltip("NormalizedTime of Active Damage")]
|
||||
public float startDamage = 0.05f;
|
||||
|
||||
[Tooltip("normalizedTime of Disable Damage")]
|
||||
[Tooltip("NormalizedTime of Disable Damage")]
|
||||
public float endDamage = 0.9f;
|
||||
|
||||
public int damageMultiplier;
|
||||
[Header("Attack Properties")]
|
||||
public int damageMultiplier = 1;
|
||||
public int recoilID;
|
||||
public int reactionID;
|
||||
|
||||
public vAttackType meleeAttackType = vAttackType.Unarmed;
|
||||
|
||||
[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
|
||||
public string damageType;
|
||||
[Tooltip("Body parts to activate for damage detection.")]
|
||||
public List<string> bodyParts = new List<string> { "RightLowerArm" }; // Default, adjust as needed
|
||||
|
||||
[HideInInspector] [Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")]
|
||||
public List<string> bodyParts = new List<string> { "RightLowerArm" };
|
||||
|
||||
[Header("Hit Effects")]
|
||||
public bool ignoreDefense;
|
||||
public bool activeRagdoll;
|
||||
[vHideInInspector("activeRagdoll")] // Assuming vHideInInspector is a valid attribute in your project
|
||||
[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
|
||||
public float senselessTime = 2f;
|
||||
|
||||
[vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")]
|
||||
public float senselessTime;
|
||||
|
||||
[Tooltip("Check true in the last attack of your combo to reset the triggers")]
|
||||
[Header("Attack Flow")]
|
||||
[Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")]
|
||||
public bool resetAttackTrigger;
|
||||
[Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")]
|
||||
public float resetTriggerBeforeTime = 0.8f; // Example: reset triggers before animation fully ends
|
||||
|
||||
private bool isActive;
|
||||
public bool debug;
|
||||
private vIAttackListener mFighter;
|
||||
private bool isAttacking;
|
||||
//private bool slowMoActive = false;
|
||||
[Header("Slow Motion Settings")]
|
||||
[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
|
||||
public bool useAttackTimeScale = false;
|
||||
public float resetTriggerBeforeTime = 0.5f;
|
||||
public float attackTimeScale = 0.2f;
|
||||
public float attackTimeScaleStart = -1f;
|
||||
public float attackTimeScaleEnd = -1f;
|
||||
public float maxTargetDistance = 3f;
|
||||
[Tooltip("Distance within which the current auto-target must be for slow motion to consider activating.")]
|
||||
public float slowMoActivationDistance = 3f;
|
||||
[Tooltip("Target health threshold below which slow motion might activate (if near).")]
|
||||
public float lowHealthTh = 10f;
|
||||
private bool m_hasScaledTime = false;
|
||||
[Tooltip("Time scale to apply during slow motion.")]
|
||||
public float attackTimeScale = 0.2f;
|
||||
[Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")]
|
||||
public float attackTimeScaleStart = -1f;
|
||||
[Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")]
|
||||
public float attackTimeScaleEnd = -1f;
|
||||
|
||||
|
||||
public float degreeThreshold = 20;
|
||||
[Header("Rotation Settings")]
|
||||
[Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")]
|
||||
public bool rotatePlayerTowardsTarget;
|
||||
private bool m_isRotating;
|
||||
public float rotationSpeed = 30f;
|
||||
[Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage.")]
|
||||
public float rotationActivationAngle = 45f;
|
||||
|
||||
[Header("Debug")]
|
||||
public bool debug = false;
|
||||
|
||||
// Private state variables
|
||||
private bool isActive; // Is damage window active
|
||||
private vIAttackListener mFighter;
|
||||
private bool isAttacking; // Is this attack state logic considered "attacking" (for trigger resets, OnDisable)
|
||||
private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state
|
||||
private AutoTargetting _autoTargettingInstance;
|
||||
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
mFighter = animator.GetComponent<vIAttackListener>();
|
||||
isAttacking = true;
|
||||
//slowMoActive = false;
|
||||
|
||||
if (Player.Instance != null)
|
||||
{
|
||||
_autoTargettingInstance = Player.Instance.AutoTarget;
|
||||
}
|
||||
|
||||
if (_autoTargettingInstance == null && debug)
|
||||
{
|
||||
Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}.");
|
||||
}
|
||||
|
||||
isAttacking = true; // Mark as actively in an attack process
|
||||
isActive = false; // Damage window is not active yet
|
||||
m_hasScaledTime = false; // Slow motion not yet activated for this state instance
|
||||
|
||||
if (mFighter != null)
|
||||
mFighter.OnEnableAttack();
|
||||
|
||||
if (debug)
|
||||
Debug.Log("Enter " + damageType);
|
||||
|
||||
if (attackTimeScaleStart < 0f)
|
||||
{
|
||||
attackTimeScaleStart = startDamage;
|
||||
mFighter.OnEnableAttack(); // Notify listener attack is starting
|
||||
}
|
||||
|
||||
if (attackTimeScaleEnd < 0f)
|
||||
{
|
||||
attackTimeScaleEnd = endDamage;
|
||||
}
|
||||
}
|
||||
if (debug) Debug.Log($"({damageType}) OnStateEnter: {animator.name}, Layer: {layerIndex}");
|
||||
|
||||
private void LerpRotation()
|
||||
{
|
||||
if (!rotatePlayerTowardsTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float minDist = Single.PositiveInfinity;
|
||||
var enemy = GetNearestEnemy(ref minDist);
|
||||
|
||||
if (!IsEnemyInAngleRange(enemy))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Transform playerTransform = Player.Instance.transform;
|
||||
var toEnemy = enemy.transform.position - playerTransform.position;
|
||||
toEnemy.y = 0f;
|
||||
toEnemy.Normalize();
|
||||
|
||||
Quaternion targetRot =
|
||||
Quaternion.LookRotation(toEnemy);
|
||||
|
||||
var rotation = playerTransform.rotation;
|
||||
rotation = Quaternion.Lerp(rotation, targetRot, Time.deltaTime * rotationSpeed);
|
||||
playerTransform.rotation = rotation;
|
||||
}
|
||||
private bool IsEnemyInAngleRange(vFSMBehaviourController ai)
|
||||
{
|
||||
if (ai == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 playerFwd = Player.Instance.transform.forward;
|
||||
Vector3 target = (ai.transform.forward - playerFwd).normalized;
|
||||
|
||||
float dot = Vector3.Dot(playerFwd, target );
|
||||
float angle = 180f - Mathf.Acos(dot) * Mathf.Rad2Deg;
|
||||
|
||||
|
||||
if (angle > degreeThreshold)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public float NearTargertHealth()
|
||||
{
|
||||
float health = -1f;
|
||||
if (Player.Instance.LockOn.currentTarget != null)
|
||||
{
|
||||
var aic = Player.Instance.LockOn.currentTarget.GetComponent<vControlAICombat>();
|
||||
if (aic != null)
|
||||
{
|
||||
health = aic.currentHealth;
|
||||
return health;
|
||||
}
|
||||
}
|
||||
|
||||
float minDist = Single.PositiveInfinity;
|
||||
|
||||
var ctrl = GetNearestEnemy(ref minDist);
|
||||
|
||||
if (minDist < maxTargetDistance)
|
||||
{
|
||||
health = ctrl.aiController.currentHealth;
|
||||
}
|
||||
|
||||
return health;
|
||||
}
|
||||
|
||||
private bool NearHealthLow()
|
||||
{
|
||||
float h = NearTargertHealth();
|
||||
return h > 0f && h < lowHealthTh;
|
||||
}
|
||||
|
||||
private vFSMBehaviourController GetNearestEnemy(ref float minDist)
|
||||
{
|
||||
var controllers = GameStateManager.Instance.GetActiveCombatcontrollers();
|
||||
Vector3 playerPos = Player.Instance.transform.position;
|
||||
vFSMBehaviourController ctrl = null;
|
||||
foreach (var aic in controllers)
|
||||
{
|
||||
var dist2 = aic.transform.position - Player.Instance.transform.position;
|
||||
dist2.y = 0f;
|
||||
if (dist2.magnitude < minDist)
|
||||
{
|
||||
ctrl = aic;
|
||||
minDist = dist2.magnitude;
|
||||
}
|
||||
}
|
||||
|
||||
return ctrl;
|
||||
}
|
||||
|
||||
public bool TargetNear()
|
||||
{
|
||||
var targets = Player.Instance.LockOn.GetNearbyTargets();
|
||||
if (targets.Count == 0)
|
||||
return false;
|
||||
else
|
||||
{
|
||||
var dist2 = targets[0].position - Player.Instance.transform.position;
|
||||
dist2.y = 0f;
|
||||
return dist2.magnitude < maxTargetDistance;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSlowMo(float normalizedTime)
|
||||
{
|
||||
if (!m_hasScaledTime)
|
||||
{
|
||||
if (normalizedTime >= attackTimeScaleStart && normalizedTime <= attackTimeScaleEnd)
|
||||
{
|
||||
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
|
||||
{
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, attackTimeScaleEnd - normalizedTime);
|
||||
//Time.timeScale = attackTimeScale;
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
}
|
||||
} else if (normalizedTime > attackTimeScaleEnd)
|
||||
{
|
||||
m_hasScaledTime = false;
|
||||
}
|
||||
// Initialize slow-mo start/end times if they are set to use damage window timings
|
||||
if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage;
|
||||
if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage;
|
||||
}
|
||||
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
float nTime = stateInfo.normalizedTime % 1;
|
||||
// Normalized time within the current loop of the animation (0 to 1)
|
||||
float currentNormalizedTime = stateInfo.normalizedTime % 1;
|
||||
if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f; // Handle end of non-looping anim
|
||||
|
||||
//LerpRotation();
|
||||
|
||||
if (nTime >= startDamage && nTime <= endDamage && !isActive)
|
||||
// --- ROTATION LOGIC ---
|
||||
if (rotatePlayerTowardsTarget && _autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log(animator.name + " attack " + damageType + " enable damage in " +
|
||||
System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
// animator.transform is the player's transform
|
||||
if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, rotationActivationAngle))
|
||||
{
|
||||
_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// --- SLOW MOTION LOGIC ---
|
||||
if (useAttackTimeScale) // Only process if slow-mo is enabled for this attack
|
||||
{
|
||||
UpdateSlowMotion(animator, stateInfo, currentNormalizedTime);
|
||||
}
|
||||
|
||||
// --- DAMAGE WINDOW LOGIC ---
|
||||
if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage)
|
||||
{
|
||||
if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})");
|
||||
isActive = true;
|
||||
ActiveDamage(animator, true);
|
||||
/*
|
||||
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
|
||||
{
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, endDamage - nTime);
|
||||
//Time.timeScale = attackTimeScale;
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (nTime > endDamage && isActive)
|
||||
else if (isActive && currentNormalizedTime > endDamage)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log(animator.name + " attack " + damageType + " disable damage in " +
|
||||
System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}");
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
|
||||
}
|
||||
|
||||
if (nTime > endDamage && isAttacking)
|
||||
// --- ATTACK STATE AND TRIGGER RESET LOGIC ---
|
||||
// This section handles logic that should happen once conditions are met within the active attack.
|
||||
if (isAttacking) // Only process these if we are still in the "attacking process" phase of this state
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
}
|
||||
|
||||
if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)
|
||||
// Condition to call OnDisableAttack (e.g., after damage window and before full exit)
|
||||
if (currentNormalizedTime > endDamage)
|
||||
{
|
||||
if (mFighter != null)
|
||||
mFighter.ResetAttackTriggers();
|
||||
if (mFighter != null) mFighter.OnDisableAttack();
|
||||
isAttacking = false; // Mark that OnDisableAttack has been called for this state instance
|
||||
if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}");
|
||||
}
|
||||
// Condition to reset FSM attack triggers earlier in the animation if specified
|
||||
else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
|
||||
{
|
||||
if (mFighter != null) mFighter.ResetAttackTriggers();
|
||||
// To prevent multiple calls if animation loops or stays in this normalized time range:
|
||||
// One option is to rely on mFighter.ResetAttackTriggers being idempotent.
|
||||
// Another is to set a flag, but since `isAttacking` might be turned false by OnDisableAttack,
|
||||
// we might need a separate flag or ensure resetTriggerBeforeTime < endDamage if OnDisableAttack also resets.
|
||||
// For simplicity, current Invector often handles ResetAttackTriggers robustly if called multiple times.
|
||||
if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
//if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking)
|
||||
//{
|
||||
// isAttacking = false;
|
||||
// if (mFighter != null)
|
||||
// mFighter.OnDisableAttack();
|
||||
//}
|
||||
//UpdateSlowMo(nTime);
|
||||
}
|
||||
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log("Exit " + damageType);
|
||||
if (debug) Debug.Log($"({damageType}) OnStateExit: {animator.name}");
|
||||
|
||||
// Ensure damage is disabled if state exits while damage window was active
|
||||
if (isActive)
|
||||
{
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
if (debug) Debug.Log($"({damageType}) Damage disabled on StateExit.");
|
||||
}
|
||||
|
||||
if (isAttacking)
|
||||
// Ensure OnDisableAttack is called if it hasn't been already (e.g., if state was exited prematurely)
|
||||
if (isAttacking && mFighter != null)
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
if (debug) Debug.Log($"({damageType}) OnDisableAttack called on StateExit (fallback).");
|
||||
}
|
||||
isAttacking = false; // Reset for next entry
|
||||
|
||||
// Reset slow motion flag
|
||||
m_hasScaledTime = false;
|
||||
|
||||
// Invector's vMeleeManager or vIAttackListener typically handles final trigger resets on its own
|
||||
// when an attack sequence ends or on certain conditions. Explicitly calling here might be redundant
|
||||
// or interfere if `resetAttackTrigger` is meant for mid-combo resets via `resetTriggerBeforeTime`.
|
||||
// If `resetAttackTrigger` specifically means "reset on exit of this state", then:
|
||||
// if (mFighter != null && resetAttackTrigger) {
|
||||
// mFighter.ResetAttackTriggers();
|
||||
// }
|
||||
}
|
||||
|
||||
if (mFighter != null && resetAttackTrigger)
|
||||
mFighter.ResetAttackTriggers();
|
||||
private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
|
||||
{
|
||||
// This method is called only if useAttackTimeScale is true for the component.
|
||||
if (_autoTargettingInstance == null) return; // No system to get target info from.
|
||||
|
||||
if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit");
|
||||
if (!m_hasScaledTime) // If slow motion hasn't been activated yet in this state instance
|
||||
{
|
||||
// Check if we are within the normalized time window for slow motion
|
||||
if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd)
|
||||
{
|
||||
bool triggerSlowMo = false;
|
||||
if (_autoTargettingInstance.CurrentTarget != null)
|
||||
{
|
||||
// Check distance to CurrentTarget
|
||||
float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude;
|
||||
bool targetNear = distSqr <= slowMoActivationDistance * slowMoActivationDistance;
|
||||
|
||||
if (targetNear)
|
||||
{
|
||||
// If always use slow-mo when near, or if target health is low
|
||||
float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth();
|
||||
bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh;
|
||||
// The original logic was: TargetNear() && (useAttackTimeScale || NearHealthLow())
|
||||
// Since this whole UpdateSlowMotion is wrapped in `if (useAttackTimeScale)`,
|
||||
// it means `useAttackTimeScale` (the bool field) is the main switch.
|
||||
// The condition effectively becomes: if targetNear AND (this attack ALWAYS uses slowmo OR target health is low)
|
||||
// The bool `useAttackTimeScale` on the component acts as the "always use slowmo if near" part.
|
||||
if (targetHealthLow) // If health is low, it's an additional trigger.
|
||||
{
|
||||
triggerSlowMo = true;
|
||||
}
|
||||
else if(this.useAttackTimeScale) // if useAttackTimeScale is true, it means activate if near, regardless of health.
|
||||
{
|
||||
triggerSlowMo = true;
|
||||
}
|
||||
|
||||
}
|
||||
} else {
|
||||
// No current target, so no target-dependent slow motion.
|
||||
// If `useAttackTimeScale` implies slow-mo even without a target (e.g. for stylistic effect), that logic would go here.
|
||||
// Based on parameters, it seems target-dependent.
|
||||
}
|
||||
|
||||
|
||||
if (triggerSlowMo)
|
||||
{
|
||||
if (TimeController.Instance != null)
|
||||
{
|
||||
float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
|
||||
if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration
|
||||
{
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration);
|
||||
if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}");
|
||||
}
|
||||
else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}");
|
||||
}
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) // If slow-mo was active and window has passed
|
||||
{
|
||||
// TimeController.Instance is responsible for restoring time scale after its set duration.
|
||||
// We just reset our flag for this state instance.
|
||||
m_hasScaledTime = false;
|
||||
if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset.");
|
||||
}
|
||||
}
|
||||
|
||||
void ActiveDamage(Animator animator, bool value)
|
||||
{
|
||||
var meleeManager = animator.GetComponent<vMeleeManager>();
|
||||
var meleeManager = animator.GetComponent<vMeleeManager>(); // Invector's manager
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID,
|
||||
ignoreDefense, activeRagdoll, senselessTime, damageType);
|
||||
}
|
||||
else if(debug)
|
||||
{
|
||||
Debug.LogWarning($"({damageType}) vMeleeManager not found on {animator.name}. Cannot activate/deactivate damage.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,8 @@ Material:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: DecalRing 3
|
||||
m_Shader: {fileID: 4800000, guid: d8f400148b999fe41bd30759b3a9126b, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- USE_ALPHA_POW
|
||||
- USE_CUTOUT
|
||||
@@ -21,6 +23,7 @@ Material:
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
@@ -82,7 +85,7 @@ Material:
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _AlphaPow: -1.89
|
||||
- _AlphaPow: 0.89
|
||||
- _BlendMode: 1
|
||||
- _BumpScale: 1
|
||||
- _CullMode: 2
|
||||
@@ -139,3 +142,4 @@ Material:
|
||||
- _FresnelColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _TintColor: {r: 0.65675324, g: 2.435977, b: 6.0535507, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: a1614fc811f8f184697d9bee70ab9fe5, type: 3}
|
||||
m_Name: DecalRendererFeature
|
||||
m_EditorClassIdentifier:
|
||||
m_Active: 1
|
||||
m_Active: 0
|
||||
m_Settings:
|
||||
technique: 0
|
||||
maxDrawDistance: 1000
|
||||
|
||||
@@ -845,7 +845,7 @@ PlayerSettings:
|
||||
webWasm2023: 0
|
||||
scriptingDefineSymbols:
|
||||
: UNITY_POST_PROCESSING_STACK_V2
|
||||
Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT
|
||||
Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT;MOBILE_INPUT
|
||||
CloudRendering: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
GameCoreScarlett: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
@@ -860,9 +860,9 @@ PlayerSettings:
|
||||
Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;TOUCH_REACT;GAIA_2_PRESENT;INVECTOR_AI_TEMPLATE;UPPipeline;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3
|
||||
VisionOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
WebGL: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;MOBILE_INPUT
|
||||
XboxOne: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3
|
||||
iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;MOBILE_INPUT
|
||||
tvOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER
|
||||
additionalCompilerArguments: {}
|
||||
platformArchitecture: {}
|
||||
|
||||
Reference in New Issue
Block a user