feat():完成3种模式的基本运行框架
This commit is contained in:
44
Assets/Script/Gameplay/Facility/DoorInteractController.cs
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44
Assets/Script/Gameplay/Facility/DoorInteractController.cs
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@@ -0,0 +1,44 @@
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using System;
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using Gameplay.Player;
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using UnityEngine;
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using Interface;
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namespace Script.Gameplay.Facility
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{
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public class DoorInteractController : InteractableBaseController, IEditableComponent
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{
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[SerializeField] private LockLevel lockLevel;
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private bool isOpened = false;
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public override void Interact(GameObject interactor)
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{
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if (isOpened)
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{
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CloseDoor();
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isOpened = false;
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}
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else
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{
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OpenDoor();
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isOpened = true;
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}
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}
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public LockLevel LockLevel => lockLevel;
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public void SetActive(bool active)
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{
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// 实现激活或禁用门的逻辑
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Interactable = active;
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}
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private void OpenDoor()
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{
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Debug.Log("Open door");
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}
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private void CloseDoor()
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{
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Debug.Log("Close door");
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3bdc5380046d4cacb0dd579877f320eb
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timeCreated: 1760693181
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@@ -1,7 +0,0 @@
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namespace Script.Gameplay.Facility
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{
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public class EditComponent
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{
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}
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}
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@@ -1,69 +0,0 @@
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using System;
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using Gameplay.Player;
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using UnityEngine;
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using Interface;
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namespace Script.Gameplay.Facility
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{
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public class FacilityController : MonoBehaviour, IInteractable, IEditable
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{
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public FacilityModifier facilityModifier;
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private void Awake()
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{
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if (facilityModifier == null)
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{
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facilityModifier = GetComponent<FacilityModifier>();
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}
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}
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private void Start()
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{
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}
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public string GetInteractPrompt()
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{
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return "";
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}
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public void Interact(GameObject interactor)
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{
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}
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public void OnGazeEnter(GameObject editor)
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{
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// 物体弹出按F可交互菜单
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}
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public void OnGazeExit(GameObject editor)
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{
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// 物体取消菜单
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}
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public void OnGazeEnter(PlayerEditController editor)
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{
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}
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public void OnGazeExit(PlayerEditController editor)
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{
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}
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public void BeginEdit()
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{
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}
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public void EndEdit()
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{
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}
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public IEditable GetEditable()
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{
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return this;
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}
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}
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}
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@@ -0,0 +1,44 @@
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using System;
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using System.Collections.Generic;
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using Gameplay.Player;
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using UnityEngine;
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using Interface;
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namespace Script.Gameplay.Facility
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{
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public class FacilityEditableController : MonoBehaviour, IEditable
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{
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public void OnGazeEnter(PlayerEditController editor)
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{
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}
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public void OnGazeExit(PlayerEditController editor)
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{
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}
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public void BeginEdit()
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{
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}
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public void EndEdit()
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{
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}
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public List<IEditableComponent> GetEditableComponents()
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{
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var components = new List<IEditableComponent>();
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foreach (var mb in GetComponentsInChildren<MonoBehaviour>(true))
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{
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if (mb is IEditableComponent editableComponent)
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{
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components.Add(editableComponent);
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}
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}
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return components;
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}
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}
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}
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@@ -1,27 +0,0 @@
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using UnityEngine;
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namespace Script.Gameplay.Facility
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{
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public class FacilityModifier : MonoBehaviour
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{
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private Transform _transform;
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private Collider _collider;
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private Rigidbody _rigidbody;
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public void ModifyComponent<T>(bool isOpen, T component) where T : Component
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{
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var targetComponent = this.GetComponent<T>();
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if (targetComponent != null)
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{
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if (isOpen)
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{
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targetComponent.gameObject.SetActive(true);
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}
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else
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{
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targetComponent.gameObject.SetActive(false);
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}
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}
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: b1db33a437984a1a8fae09ab8c5de7e4
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timeCreated: 1760667210
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15
Assets/Script/Gameplay/Facility/IEditableComponent.cs
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15
Assets/Script/Gameplay/Facility/IEditableComponent.cs
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@@ -0,0 +1,15 @@
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namespace Script.Gameplay.Facility
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{
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public enum LockLevel
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{
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Red,
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Blue,
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Yellow,
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}
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public interface IEditableComponent
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{
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public LockLevel LockLevel { get; }
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public void SetActive(bool active);
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}
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}
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@@ -0,0 +1,30 @@
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using UnityEngine;
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using Interface;
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namespace Script.Gameplay.Facility
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{
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public abstract class InteractableBaseController : MonoBehaviour, IInteractable
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{
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public bool Interactable = true;
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public string GetInteractPrompt()
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{
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return "按F进行交互";
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}
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public virtual void Interact(GameObject interactor)
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{
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if (!Interactable) return;
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Debug.Log($"{gameObject.name} 被 {interactor.name} 交互了!");
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}
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public void OnGazeEnter(GameObject editor)
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{
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// 修改鼠标指针或高亮显示物体等
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}
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public void OnGazeExit(GameObject editor)
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{
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// 恢复鼠标指针或取消高亮显示物体等
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f5781ad9dd2842a584b8ef333ae75e60
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timeCreated: 1760693365
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@@ -1,5 +1,8 @@
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using UnityEngine;
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using Gameplay.Player;
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using System.Collections.Generic;
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using Script.Gameplay.Facility;
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namespace Interface
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{
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public interface IEditable
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@@ -8,6 +11,6 @@ namespace Interface
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void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
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void BeginEdit();
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void EndEdit();
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IEditable GetEditable();
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List<IEditableComponent> GetEditableComponents();
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}
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}
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@@ -1,3 +1,4 @@
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using Core;
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using UnityEngine;
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using Interface;
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using Script.Gameplay.Input;
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@@ -21,11 +22,8 @@ namespace Gameplay.Player
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inputManager = InputManager.Instance;
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if (playerCamera == null)
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playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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inputManager.Input.Player.SwitchWatchMode.performed += ctx =>
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{
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if (currentTarget != null) currentTarget.BeginEdit();
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};
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ControllerLocator.Instance.Register(this);
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}
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void Update()
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@@ -73,6 +71,11 @@ namespace Gameplay.Player
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}
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}
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public IEditable GetCurrentTarget()
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{
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return currentTarget;
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}
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void OnDrawGizmos()
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{
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if(!isDrawGizmos) return;
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@@ -21,7 +21,13 @@ namespace Gameplay.Player
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playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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var input = InputManager.Instance.Input;
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input.Player.SwitchWatchMode.performed += ctx => currentTarget.Interact(this.gameObject);;
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input.Player.Interact.performed += ctx =>
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{
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if (currentTarget != null)
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{
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currentTarget.Interact(this.gameObject);
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}
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};
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}
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void Update()
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@@ -1,6 +1,7 @@
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using System;
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using Script.Gameplay.Input;
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using UnityEngine;
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using Core;
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namespace Gameplay.Player
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{
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@@ -10,34 +11,46 @@ namespace Gameplay.Player
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Inside,
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Outside
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}
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public class PlayerWatchModeSwitcher : MonoBehaviour
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public class PlayerWatchModeController : MonoBehaviour
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{
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[SerializeField] private Camera cam;
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public event Action OnEnterInsideWatchMode;
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public event Action OnExitInsideWatchMode;
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private InputManager inputManager;
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private WatchMode currentMode = WatchMode.Normal;
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public WatchMode CurrentWatchMode
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{
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get => currentMode;
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set
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{
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if (value != WatchMode.Inside)
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{
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OnExitInsideWatchMode?.Invoke();
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}
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if (value == WatchMode.Inside)
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{
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OnEnterInsideWatchMode?.Invoke();
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}
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currentMode = value;
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SwitchWatchMode(currentMode);
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}
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}
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private void Start()
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{
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inputManager = InputManager.Instance;
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SetWatchMode(currentMode);
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var input = inputManager.Input;
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input.Player.SwitchWatchMode.performed += ctx =>
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{
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currentMode = (WatchMode)(((int)currentMode + 1) % 3);
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SetWatchMode(currentMode);
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var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3);
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CurrentWatchMode = modeTemp;
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};;
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ControllerLocator.Instance.Register(this);
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}
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public void SetWatchMode(WatchMode mode)
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{
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currentMode = mode;
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SwitchWatchMode(mode);
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}
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// 实现按Tap键实现在WatchMode 3个模式切换,并通过SwitchWatchMode设置正确的相机模式
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private void SwitchWatchMode(WatchMode watchMode)
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{
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switch (watchMode)
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3
Assets/Script/Gameplay/UI.meta
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3
Assets/Script/Gameplay/UI.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 492ef2bd8fce4535b1b8c32d2a3e36ef
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timeCreated: 1760695944
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@@ -3,11 +3,11 @@ using UnityEngine;
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using UnityEngine;
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namespace UI
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{
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public class FacilityComponentEditViewer : MonoBehaviour
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public class EditableComponentViewer : MonoBehaviour
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{
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public Component component;
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public bool IsOpen;
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public void SetComponent()
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{
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if (component != null)
|
181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
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181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
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@@ -0,0 +1,181 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core;
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using Interface;
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using Gameplay.Player;
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using Script.Gameplay.Facility;
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using UnityEngine;
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using Script.Gameplay.Input;
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namespace UI
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{
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// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
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public class PlayerEditViewer : UIBase
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{
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private PlayerEditController controller;
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private PlayerWatchModeController watchModeController;
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private IEditable editable;
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private List<IEditableComponent> components = new List<IEditableComponent>();
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private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
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[SerializeField] private GameObject componentEditViewerPrefab;
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[SerializeField] private GameObject noEditableTargetPanel;
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[SerializeField] private float panelRadius = 100f;
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private InputManager inputManager;
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private void Awake()
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{
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inputManager = InputManager.Instance;
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ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
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ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
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}
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private void Start()
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{
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inputManager = InputManager.Instance;
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}
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public void OnEnterInsideWatchMode()
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{
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this.gameObject.SetActive(true);
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if (GetEditableFromController() != null)
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{
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GetEditableComponentsFromEditable();
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ClearComponentUI();
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GenerateComponentUI();
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}
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else
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{
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//TODO: 这里可能需要显示“无可编辑对象”之类的提示
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if (noEditableTargetPanel != null)
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{
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noEditableTargetPanel.SetActive(true);
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}
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}
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inputManager.SetCursorState(true, CursorLockMode.Confined);
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inputManager.SetInputForLook(false);
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inputManager.SetInputForMove(false);
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}
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public void OnExitInsideWatchMode()
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{
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this.gameObject.SetActive(false);
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ClearComponentUI();
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if (noEditableTargetPanel != null)
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{
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noEditableTargetPanel.SetActive(false);
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}
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inputManager.SetCursorState(true, CursorLockMode.Locked);
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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}
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// 获取 PlayerEditController 的回调
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private void GetPlayerEditControllerHandle(PlayerEditController editController)
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{
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controller = editController;
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//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
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}
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// 获取 PlayerWatchModeController 的回调
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private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
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{
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watchModeController = watchModeCtrl;
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watchModeController.OnEnterInsideWatchMode += OnEnterInsideWatchMode;
|
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watchModeController.OnExitInsideWatchMode += OnExitInsideWatchMode;
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//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
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}
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||||
|
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private IEditable GetEditableFromController()
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{
|
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if (controller == null)
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||||
{
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Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
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return null;
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}
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||||
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||||
return editable = controller.GetCurrentTarget();
|
||||
}
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||||
|
||||
private void GetEditableComponentsFromEditable()
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||||
{
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if (editable == null)
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||||
{
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Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
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return;
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}
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||||
components = editable.GetEditableComponents()
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.Where(c => c != null)
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.ToList();
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}
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||||
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private void ClearComponentUI()
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{
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foreach (var viewer in componentViewers)
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||||
{
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||||
if (viewer != null)
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||||
{
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||||
if (Application.isPlaying) Destroy(viewer.gameObject);
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||||
else DestroyImmediate(viewer.gameObject);
|
||||
}
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||||
}
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||||
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componentViewers.Clear();
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||||
}
|
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// TODO: 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。
|
||||
private void GenerateComponentUI()
|
||||
{
|
||||
if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;
|
||||
|
||||
// 计算半径:如果有 RectTransform 就根据面板大小自适应,否则使用默认值
|
||||
float radius = panelRadius;
|
||||
var rect = GetComponent<RectTransform>();
|
||||
if (rect != null)
|
||||
{
|
||||
radius = Mathf.Min(rect.rect.width, rect.rect.height) * 0.4f;
|
||||
}
|
||||
|
||||
int n = components.Count;
|
||||
float angleStep = 360f / n;
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float angleDeg = angleStep * i;
|
||||
float angleRad = Mathf.Deg2Rad * angleDeg;
|
||||
Vector2 localPos = new Vector2(Mathf.Cos(angleRad), Mathf.Sin(angleRad)) * radius;
|
||||
|
||||
var go = Instantiate(componentEditViewerPrefab, transform);
|
||||
go.name = $"{componentEditViewerPrefab.name}_{i}";
|
||||
var viewer = go.GetComponent<EditableComponentViewer>();
|
||||
if (viewer != null)
|
||||
{
|
||||
componentViewers.Add(viewer);
|
||||
}
|
||||
|
||||
// 如果是 UI 元素,优先设置 RectTransform.anchoredPosition
|
||||
var childRect = go.GetComponent<RectTransform>();
|
||||
if (childRect != null)
|
||||
{
|
||||
childRect.anchoredPosition = localPos;
|
||||
childRect.localRotation = Quaternion.identity;
|
||||
childRect.localScale = Vector3.one;
|
||||
}
|
||||
else
|
||||
{
|
||||
go.transform.localPosition = new Vector3(localPos.x, localPos.y, 0f);
|
||||
go.transform.localRotation = Quaternion.identity;
|
||||
go.transform.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
// 如果预制件包含接收组件的方法(例如 SetComponent),通过 SendMessage 传递。若无则忽略。
|
||||
//go.SendMessage("SetComponent", components[i], SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -11,7 +11,7 @@ namespace UI
|
||||
private PlayerController _playerController;
|
||||
public Text hpText;
|
||||
|
||||
private void Start()
|
||||
private void Awake()
|
||||
{
|
||||
ControllerLocator.Instance.TryGetWait<PlayerController>(OnGet);
|
||||
}
|
33
Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs
Normal file
33
Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Gameplay.Player;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class PlayerWatchModeViewer : UIBase
|
||||
{
|
||||
private PlayerWatchModeController watchModeController;
|
||||
[SerializeField] private Text modeText;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGet);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (watchModeController != null)
|
||||
{
|
||||
modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGet(PlayerWatchModeController watchModeCtrl)
|
||||
{
|
||||
watchModeController = watchModeCtrl;
|
||||
//Debug.Log("PlayerWatchModeViewer obtained PlayerWatchModeController.");
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs.meta
Normal file
3
Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1493e2f66aa46bf9c89362bd0d9013d
|
||||
timeCreated: 1760696175
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5895badf61464ca6ad9af54cca1a8474
|
||||
timeCreated: 1760361415
|
@@ -1,24 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Facility;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class PlayerEditPanelViewer : UIBase
|
||||
{
|
||||
private PlayerEditController controller;
|
||||
private FacilityController currentFacilityController;
|
||||
private void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// 根据currentFacilityController 生成其对应的组件
|
||||
private void GenerateComponent()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,17 +0,0 @@
|
||||
{
|
||||
"name": "UI",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:fd0e97c21c15497f9406b8ee23c1f67e",
|
||||
"GUID:ceb6a2c14699464ca35be17af198f904"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65e534cfaf6f474895bcfa96809b48ca
|
||||
timeCreated: 1760361420
|
Reference in New Issue
Block a user