This commit is contained in:
2026-06-09 09:18:17 +07:00
parent 3578a2750c
commit 71a096556a
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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.StateSystem;
using UnityEngine;
/// <summary>
/// The AnimatorAudioState will return a Item Substate Index parameter based on the object's state.
/// </summary>
[UnityEngine.Scripting.Preserve]
public abstract class AnimatorAudioStateSelector
{
protected Item m_Item;
protected GameObject m_Character;
protected UltimateCharacterLocomotion m_CharacterLocomotion;
protected AnimatorAudioStateSet.AnimatorAudioState[] m_States;
/// <summary>
/// Initializes the selector.
/// </summary>
/// <param name="gameObject">The GameObject that the state belongs to.</param>
/// <param name="characterLocomotion">The character that the state bleongs to.</param>
/// <param name="item">The item that the state belongs to.</param>
/// <param name="states">The states which are being selected.</param>
public virtual void Initialize(GameObject gameObject, UltimateCharacterLocomotion characterLocomotion, Item item, AnimatorAudioStateSet.AnimatorAudioState[] states)
{
m_Item = item;
m_Character = characterLocomotion.gameObject;
m_CharacterLocomotion = characterLocomotion;
m_States = states;
}
/// <summary>
/// Starts or stops the state selection. Will activate or deactivate the state with the name specified within the AnimatorAudioState.
/// </summary>
/// <param name="start">Is the object starting?</param>
public virtual void StartStopStateSelection(bool start)
{
// Activate or deactivate the state.
var stateIndex = GetStateIndex();
if (stateIndex == -1 || stateIndex >= m_States.Length) {
return;
}
var stateName = m_States[stateIndex].StateName;
if (string.IsNullOrEmpty(stateName)) {
return;
}
StateManager.SetState(m_Character, stateName, start);
}
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public virtual int GetStateIndex()
{
return -1;
}
/// <summary>
/// Moves to the next state.
/// </summary>
/// <returns>Was the state changed successfully?</returns>
public virtual bool NextState() { return true; }
/// <summary>
/// Is the state at the specified index valid?
/// </summary>
/// <param name="index">The index to check the state of.</param>
/// <returns>True if the state at the specified index is valid.</returns>
protected bool IsStateValid(int index) { return (m_States[index].AllowDuringMovement || !m_CharacterLocomotion.Moving) &&
(!m_States[index].RequireGrounded || m_CharacterLocomotion.Grounded); }
/// <summary>
/// Returns an additional value that should be added to the Item Substate Index.
/// </summary>
/// <returns>An additional value that should be added to the Item Substate Index.</returns>
public virtual int GetAdditionalItemSubstateIndex() { return 0; }
/// <summary>
/// The selector has been destroyed.
/// </summary>
public virtual void OnDestroy() { }
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using Opsive.Shared.Utility;
using Opsive.UltimateCharacterController.Audio;
using Opsive.UltimateCharacterController.StateSystem;
using UnityEngine;
/// <summary>
/// The AnimatorAudioStateSet represets a set of animation parameters and audio clips that should be played together.
/// </summary>
[System.Serializable]
public class AnimatorAudioStateSet
{
/// <summary>
/// Contains a single animator and audio clip state.
/// </summary>
[System.Serializable]
public class AnimatorAudioState : StateObject
{
[Tooltip("Is the AnimatorAudioState enabled?")]
[SerializeField] protected bool m_Enabled = true;
[Tooltip("Can the state be selected when the character is moving?")]
[SerializeField] protected bool m_AllowDuringMovement = true;
[Tooltip("Does the state require the character to be grounded?")]
[SerializeField] protected bool m_RequireGrounded;
[Tooltip("The name of the state that should be active when the animation is playing.")]
[SerializeField] protected string m_StateName;
[Tooltip("The value of the animator's Item Substate Index parameter.")]
[SerializeField] protected int m_ItemSubstateIndex;
[Tooltip("Contains an array of AudioClips.")]
[SerializeField] protected AudioClipSet m_AudioClipSet = new AudioClipSet();
public bool Enabled { get { return m_Enabled; } set { m_Enabled = value; } }
public bool AllowDuringMovement { get { return m_AllowDuringMovement; } set { m_AllowDuringMovement = value; } }
public bool RequireGrounded { get { return m_RequireGrounded; } set { m_RequireGrounded = value; } }
public string StateName { get { return m_StateName; } set { m_StateName = value; } }
public int ItemSubstateIndex { get { return m_ItemSubstateIndex; } set { m_ItemSubstateIndex = value; } }
public AudioClipSet AudioClipSet { get { return m_AudioClipSet; } set { m_AudioClipSet = value; } }
/// <summary>
/// Default constructor.
/// </summary>
public AnimatorAudioState() { }
/// <summary>
/// Constructor with one parameter.
/// </summary>
/// <param name="itemSubstateIndex">The value of the animator's Item Substate Index parameter.</param>
public AnimatorAudioState(int itemSubstateIndex)
{
m_ItemSubstateIndex = itemSubstateIndex;
}
/// <summary>
/// Plays the audio clip with a random set index.
/// </summary>
/// <param name="gameObject">The GameObject that is playing the audio clip.</param>
/// <param name="reservedIndex">The index of the component that should be played. -1 indicates any component.</param>
public void PlayAudioClip(GameObject gameObject, int reservedIndex)
{
m_AudioClipSet.PlayAudioClip(gameObject, reservedIndex);
}
}
[Tooltip("The serialization data for the AnimatorAudioStateState.")]
[SerializeField] protected Serialization m_AnimatorAudioStateSelectorData;
[Tooltip("An array of possible states for the animator parameter and audio clip.")]
[SerializeField] protected AnimatorAudioState[] m_States;
public Serialization AnimatorAudioStateSelectorData { get { return m_AnimatorAudioStateSelectorData; }
set
{
m_AnimatorAudioStateSelectorData = value;
if (!Application.isPlaying) {
DeserializeAnimatorAudioStateSelector(null, null);
}
}
}
public AnimatorAudioState[] States { get { return m_States; } set { m_States = value; } }
private AnimatorAudioStateSelector m_AnimatorAudioStateSelector;
public AnimatorAudioStateSelector AnimatorAudioStateSelector
{
get
{
if (!Application.isPlaying && m_AnimatorAudioStateSelector == null) { DeserializeAnimatorAudioStateSelector(null, null); }
return m_AnimatorAudioStateSelector;
}
}
/// <summary>
/// Default constructor.
/// </summary>
public AnimatorAudioStateSet()
{
var animatorAudioOutputSelector = System.Activator.CreateInstance(typeof(Sequence)) as AnimatorAudioStateSelector;
m_AnimatorAudioStateSelectorData = Serialization.Serialize(animatorAudioOutputSelector);
}
/// <summary>
/// Constructor with one parameter.
/// </summary>
/// <param name="itemSubstateIndex">The value of the animator's Item Substate Index parameter.</param>
public AnimatorAudioStateSet(int itemSubstateParameter) : this()
{
if (m_States == null) {
m_States = new AnimatorAudioState[] { new AnimatorAudioState(itemSubstateParameter) };
}
}
/// <summary>
/// Deserializes the AnimatorAudioStateSelector data.
/// </summary>
/// <param name="item">A reference to the item that the state belongs to.</param>
/// <param name="characterLocomotion">A reference to the character that the state belongs to.</param>
public void DeserializeAnimatorAudioStateSelector(Item item, Character.UltimateCharacterLocomotion characterLocomotion)
{
if (m_AnimatorAudioStateSelectorData != null) {
m_AnimatorAudioStateSelector = m_AnimatorAudioStateSelectorData.DeserializeFields(MemberVisibility.Public) as AnimatorAudioStateSelector;
if (characterLocomotion != null && Application.isPlaying) {
if (m_AnimatorAudioStateSelector != null) {
m_AnimatorAudioStateSelector.Initialize(item.gameObject, characterLocomotion, item, m_States);
} else {
Debug.LogError("Error: The AnimatorAudioState is null. Select the item " + item.name + " within the inspector to serialize.");
}
}
}
}
/// <summary>
/// Initializes the default values.
/// </summary>
/// <param name="gameObject">The GameObject that the AnimatorAudioStateSet is attached to.</param>
public void Awake(GameObject gameObject)
{
for (int i = 0; i < m_States.Length; ++i) {
m_States[i].Initialize(gameObject);
}
}
/// <summary>
/// Returns the current state index of the selector. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public int GetStateIndex()
{
if (m_AnimatorAudioStateSelector == null || m_States.Length == 0) {
return -1;
}
return m_AnimatorAudioStateSelector.GetStateIndex();
}
/// <summary>
/// Starts or stops the state selection. Will activate or deactivate the state with the name specified within the AnimatorAudioState.
/// </summary>
/// <param name="start">Is the object starting?</param>
public void StartStopStateSelection(bool start)
{
m_AnimatorAudioStateSelector.StartStopStateSelection(start);
}
/// <summary>
/// Returns the Item Substate Index parameter value. -1 indicates this value is not set by the class.
/// </summary>
/// <returns>The current Item Substate Index parameter value.</returns>
public int GetItemSubstateIndex()
{
var stateIndex = GetStateIndex();
if (stateIndex == -1 || stateIndex >= m_States.Length) {
return -1;
}
return m_States[stateIndex].ItemSubstateIndex + m_AnimatorAudioStateSelector.GetAdditionalItemSubstateIndex();
}
/// <summary>
/// Plays the audio clip.
/// </summary>
/// <param name="gameObject">The GameObject that is playing the audio clip.</param>
public void PlayAudioClip(GameObject gameObject)
{
PlayAudioClip(gameObject, -1);
}
/// <summary>
/// Plays the audio clip.
/// </summary>
/// <param name="gameObject">The GameObject that is playing the audio clip.</param>
/// <param name="reservedIndex">The index of the component that should be played. -1 indicates any component.</param>
public void PlayAudioClip(GameObject gameObject, int reservedIndex)
{
if (m_AnimatorAudioStateSelector == null || m_States.Length == 0) {
return;
}
var stateIndex = m_AnimatorAudioStateSelector.GetStateIndex();
if (stateIndex == -1 || stateIndex >= m_States.Length) {
return;
}
m_States[stateIndex].PlayAudioClip(gameObject, reservedIndex);
}
/// <summary>
/// Moves to the next state of the selector.
/// </summary>
public bool NextState()
{
if (m_AnimatorAudioStateSelector == null) {
return false;
}
return m_AnimatorAudioStateSelector.NextState();
}
/// <summary>
/// The object has been destroyed.
/// </summary>
public void OnDestroy()
{
if (m_AnimatorAudioStateSelector == null) {
return;
}
m_AnimatorAudioStateSelector.OnDestroy();
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using UnityEngine;
/// <summary>
/// The MatchingRecoil state will return the same state index as what was retrieved by the use state selector.
/// </summary>
public class MatchingRecoil : RecoilAnimatorAudioStateSelector
{
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public override int GetStateIndex()
{
return m_UseStateIndex;
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using Opsive.UltimateCharacterController.Character;
using UnityEngine;
/// <summary>
/// The Random state will move from one state to another in a random order.
/// </summary>
public class Random : AnimatorAudioStateSelector
{
private int m_CurrentIndex = -1;
/// <summary>
/// Initializes the selector.
/// </summary>
/// <param name="gameObject">The GameObject that the state belongs to.</param>
/// <param name="characterLocomotion">The character that the state bleongs to.</param>
/// <param name="item">The item that the state belongs to.</param>
/// <param name="states">The states which are being selected.</param>
public override void Initialize(GameObject gameObject, UltimateCharacterLocomotion characterLocomotion, Item item, AnimatorAudioStateSet.AnimatorAudioState[] states)
{
base.Initialize(gameObject, characterLocomotion, item, states);
// Call next state so the index will be initialized to a random value.
NextState();
}
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public override int GetStateIndex()
{
return m_CurrentIndex;
}
/// <summary>
/// Moves to the next state.
/// </summary>
/// <returns>Was the state changed successfully?</returns>
public override bool NextState()
{
var count = 0;
var size = m_States.Length;
if (size == 0) {
return false;
}
do {
m_CurrentIndex = UnityEngine.Random.Range(0, size);
++count;
} while ((!IsStateValid(m_CurrentIndex) || !m_States[m_CurrentIndex].Enabled) && count <= size);
return count <= size;
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using Opsive.UltimateCharacterController.Character;
using UnityEngine;
/// <summary>
/// The RandomRecoil state will move from one state to another in a random order.
/// </summary>
public class RandomRecoil : RecoilAnimatorAudioStateSelector
{
private int m_CurrentIndex;
/// <summary>
/// Initializes the selector.
/// </summary>
/// <param name="gameObject">The GameObject that the state belongs to.</param>
/// <param name="characterLocomotion">The character that the state bleongs to.</param>
/// <param name="item">The item that the state belongs to.</param>
/// <param name="states">The states which are being selected.</param>
public override void Initialize(GameObject gameObject, UltimateCharacterLocomotion characterLocomotion, Item item, AnimatorAudioStateSet.AnimatorAudioState[] states)
{
base.Initialize(gameObject, characterLocomotion, item, states);
// Call next state so the index will be initialized to a random value.
NextState();
}
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public override int GetStateIndex()
{
return m_CurrentIndex;
}
/// <summary>
/// Moves to the next state.
/// </summary>
/// <returns>Was the state changed successfully?</returns>
public override bool NextState()
{
var count = 0;
var size = m_States.Length;
if (size == 0) {
return false;
}
do {
m_CurrentIndex = UnityEngine.Random.Range(0, size);
++count;
} while ((!IsStateValid(m_CurrentIndex) || !m_States[m_CurrentIndex].Enabled) && count <= size);
return count <= size;
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using Opsive.Shared.Game;
using Opsive.UltimateCharacterController.Objects.ItemAssist;
using UnityEngine;
/// <summary>
/// The RecoilAnimatorAudioState will return a Item Substate Index parameter based on the object's recoil state.
/// If the character hit a blocking object then the block recoil state index value will be added to the current index value.
/// </summary>
public abstract class RecoilAnimatorAudioStateSelector : AnimatorAudioStateSelector
{
[Tooltip("The base index when the melee weapon is blocked. The state's index will be added to this value.")]
[SerializeField] protected int m_BlockedRecoilItemSubstateIndex;
protected int m_HitColliderCount;
protected Collider[] m_HitColliders;
protected int m_UseStateIndex;
/// <summary>
/// Moves to the next state.
/// </summary>
/// <param name="hitCollidersCount">The number of colliders that were hit.</param>
/// <param name="hitColliders">The colliders that were hit.</param>
/// <param name="useStateIndex">The index that was played by the use state.</param>
public virtual void NextState(int hitColliderCount, Collider[] hitColliders, int useStateIndex)
{
m_HitColliderCount = hitColliderCount;
m_HitColliders = hitColliders;
m_UseStateIndex = useStateIndex;
NextState();
}
/// <summary>
/// Returns an additional value that should be added to the Item Substate Index.
/// </summary>
/// <returns>An additional value that should be added to the Item Substate Index.</returns>
public override int GetAdditionalItemSubstateIndex()
{
if (IsBlocked()) {
return m_BlockedRecoilItemSubstateIndex;
}
return base.GetAdditionalItemSubstateIndex();
}
/// <summary>
/// Is the item currently being blocked by an object that should cause recoil?
/// </summary>
/// <returns>True if the item is currently being blocked by an object that should cause recoil.</returns>
private bool IsBlocked()
{
for (int i = 0; i < m_HitColliderCount; ++i) {
ShieldCollider shieldCollider;
var hitGameObject = m_HitColliders[i].gameObject;
if ((shieldCollider = hitGameObject.GetCachedComponent<ShieldCollider>()) != null) {
if (shieldCollider.Shield.DurabilityValue > 0) {
return true;
}
} else if (hitGameObject.GetCachedComponent<RecoilObject>() != null) {
return true;
}
}
return false;
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using UnityEngine;
/// <summary>
/// The Sequence state will move from one state to the in a sequence order.
/// </summary>
public class Sequence : AnimatorAudioStateSelector
{
[Tooltip("Resets the index back to the start after the specified delay. Set to -1 to never reset.")]
[SerializeField] protected float m_ResetDelay = -1;
public float ResetDelay { get { return m_ResetDelay; } set { m_ResetDelay = value; } }
private int m_CurrentIndex = -1;
private float m_LastUsedTime = -1;
/// <summary>
/// Starts or stops the state selection.
/// </summary>
/// <param name="start">Is the object starting?</param>
public override void StartStopStateSelection(bool start)
{
base.StartStopStateSelection(start);
// The Sequence task can reset which index is returned if the next state is selected too slowly.
if (start && m_ResetDelay != -1 && m_LastUsedTime != -1 && m_LastUsedTime + m_ResetDelay < Time.time) {
m_CurrentIndex = -1;
}
}
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public override int GetStateIndex()
{
return m_CurrentIndex;
}
/// <summary>
/// Moves to the next state.
/// </summary>
/// <returns>Was the state changed successfully?</returns>
public override bool NextState()
{
m_LastUsedTime = Time.time;
var count = 0;
var size = m_States.Length;
if (size == 0) {
return false;
}
do {
m_CurrentIndex = (m_CurrentIndex + 1) % size;
count++;
} while ((!IsStateValid(m_CurrentIndex) || !m_States[m_CurrentIndex].Enabled) && count <= size);
return count <= size;
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Items.AnimatorAudioStates
{
using UnityEngine;
/// <summary>
/// The RandomRecoil state will move from one state to another in a sequence order.
/// </summary>
public class SequenceRecoil : RecoilAnimatorAudioStateSelector
{
[Tooltip("Resets the index back to the start after the specified delay. Set to -1 to never reset.")]
[SerializeField] protected float m_ResetDelay = -1;
public float ResetDelay { get { return m_ResetDelay; } set { m_ResetDelay = value; } }
private int m_CurrentIndex = -1;
private float m_LastUsedTime = -1;
/// <summary>
/// Starts or stops the state selection.
/// </summary>
/// <param name="start">Is the object starting?</param>
public override void StartStopStateSelection(bool start)
{
base.StartStopStateSelection(start);
// The Sequence task can reset which index is returned if the next state is selected too slowly.
if (start && m_ResetDelay != -1 && m_LastUsedTime != -1 && m_LastUsedTime + m_ResetDelay < Time.time) {
m_CurrentIndex = -1;
}
}
/// <summary>
/// Returns the current state index. -1 indicates this index is not set by the class.
/// </summary>
/// <returns>The current state index.</returns>
public override int GetStateIndex()
{
return m_CurrentIndex;
}
/// <summary>
/// Moves to the next state.
/// </summary>
/// <returns>Was the state changed successfully?</returns>
public override bool NextState()
{
m_LastUsedTime = Time.time;
var count = 0;
var size = m_States.Length;
if (size == 0) {
return false;
}
do {
m_CurrentIndex = (m_CurrentIndex + 1) % size;
++count;
} while ((!IsStateValid(m_CurrentIndex) || !m_States[m_CurrentIndex].Enabled) && count <= size);
return count <= size;
}
}
}

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