feat():完成3种模式的基本运行框架
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m_AddedComponents: []
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m_ObjectHideFlags: 0
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44
Assets/Script/Gameplay/Facility/DoorInteractController.cs
Normal file
44
Assets/Script/Gameplay/Facility/DoorInteractController.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using Gameplay.Player;
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class DoorInteractController : InteractableBaseController, IEditableComponent
|
||||
{
|
||||
[SerializeField] private LockLevel lockLevel;
|
||||
private bool isOpened = false;
|
||||
public override void Interact(GameObject interactor)
|
||||
{
|
||||
if (isOpened)
|
||||
{
|
||||
CloseDoor();
|
||||
isOpened = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
OpenDoor();
|
||||
isOpened = true;
|
||||
}
|
||||
}
|
||||
|
||||
public LockLevel LockLevel => lockLevel;
|
||||
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
// 实现激活或禁用门的逻辑
|
||||
Interactable = active;
|
||||
}
|
||||
|
||||
private void OpenDoor()
|
||||
{
|
||||
Debug.Log("Open door");
|
||||
}
|
||||
|
||||
private void CloseDoor()
|
||||
{
|
||||
Debug.Log("Close door");
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3bdc5380046d4cacb0dd579877f320eb
|
||||
timeCreated: 1760693181
|
@@ -1,7 +0,0 @@
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class EditComponent
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@@ -1,69 +0,0 @@
|
||||
using System;
|
||||
using Gameplay.Player;
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class FacilityController : MonoBehaviour, IInteractable, IEditable
|
||||
{
|
||||
public FacilityModifier facilityModifier;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (facilityModifier == null)
|
||||
{
|
||||
facilityModifier = GetComponent<FacilityModifier>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
public string GetInteractPrompt()
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
public void Interact(GameObject interactor)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnGazeEnter(GameObject editor)
|
||||
{
|
||||
// 物体弹出按F可交互菜单
|
||||
}
|
||||
|
||||
public void OnGazeExit(GameObject editor)
|
||||
{
|
||||
// 物体取消菜单
|
||||
}
|
||||
|
||||
public void OnGazeEnter(PlayerEditController editor)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnGazeExit(PlayerEditController editor)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void BeginEdit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void EndEdit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public IEditable GetEditable()
|
||||
{
|
||||
return this;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Gameplay.Player;
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class FacilityEditableController : MonoBehaviour, IEditable
|
||||
{
|
||||
public void OnGazeEnter(PlayerEditController editor)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnGazeExit(PlayerEditController editor)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void BeginEdit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void EndEdit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public List<IEditableComponent> GetEditableComponents()
|
||||
{
|
||||
var components = new List<IEditableComponent>();
|
||||
foreach (var mb in GetComponentsInChildren<MonoBehaviour>(true))
|
||||
{
|
||||
if (mb is IEditableComponent editableComponent)
|
||||
{
|
||||
components.Add(editableComponent);
|
||||
}
|
||||
}
|
||||
return components;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,27 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class FacilityModifier : MonoBehaviour
|
||||
{
|
||||
private Transform _transform;
|
||||
private Collider _collider;
|
||||
private Rigidbody _rigidbody;
|
||||
|
||||
public void ModifyComponent<T>(bool isOpen, T component) where T : Component
|
||||
{
|
||||
var targetComponent = this.GetComponent<T>();
|
||||
if (targetComponent != null)
|
||||
{
|
||||
if (isOpen)
|
||||
{
|
||||
targetComponent.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetComponent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1db33a437984a1a8fae09ab8c5de7e4
|
||||
timeCreated: 1760667210
|
15
Assets/Script/Gameplay/Facility/IEditableComponent.cs
Normal file
15
Assets/Script/Gameplay/Facility/IEditableComponent.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public enum LockLevel
|
||||
{
|
||||
Red,
|
||||
Blue,
|
||||
Yellow,
|
||||
}
|
||||
|
||||
public interface IEditableComponent
|
||||
{
|
||||
public LockLevel LockLevel { get; }
|
||||
public void SetActive(bool active);
|
||||
}
|
||||
}
|
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public abstract class InteractableBaseController : MonoBehaviour, IInteractable
|
||||
{
|
||||
public bool Interactable = true;
|
||||
public string GetInteractPrompt()
|
||||
{
|
||||
return "按F进行交互";
|
||||
}
|
||||
|
||||
public virtual void Interact(GameObject interactor)
|
||||
{
|
||||
if (!Interactable) return;
|
||||
Debug.Log($"{gameObject.name} 被 {interactor.name} 交互了!");
|
||||
}
|
||||
|
||||
public void OnGazeEnter(GameObject editor)
|
||||
{
|
||||
// 修改鼠标指针或高亮显示物体等
|
||||
}
|
||||
|
||||
public void OnGazeExit(GameObject editor)
|
||||
{
|
||||
// 恢复鼠标指针或取消高亮显示物体等
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f5781ad9dd2842a584b8ef333ae75e60
|
||||
timeCreated: 1760693365
|
@@ -1,5 +1,8 @@
|
||||
using UnityEngine;
|
||||
using Gameplay.Player;
|
||||
using System.Collections.Generic;
|
||||
using Script.Gameplay.Facility;
|
||||
|
||||
namespace Interface
|
||||
{
|
||||
public interface IEditable
|
||||
@@ -8,6 +11,6 @@ namespace Interface
|
||||
void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
|
||||
void BeginEdit();
|
||||
void EndEdit();
|
||||
IEditable GetEditable();
|
||||
List<IEditableComponent> GetEditableComponents();
|
||||
}
|
||||
}
|
@@ -1,3 +1,4 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
using Script.Gameplay.Input;
|
||||
@@ -22,10 +23,7 @@ namespace Gameplay.Player
|
||||
if (playerCamera == null)
|
||||
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
|
||||
|
||||
inputManager.Input.Player.SwitchWatchMode.performed += ctx =>
|
||||
{
|
||||
if (currentTarget != null) currentTarget.BeginEdit();
|
||||
};
|
||||
ControllerLocator.Instance.Register(this);
|
||||
}
|
||||
|
||||
void Update()
|
||||
@@ -73,6 +71,11 @@ namespace Gameplay.Player
|
||||
}
|
||||
}
|
||||
|
||||
public IEditable GetCurrentTarget()
|
||||
{
|
||||
return currentTarget;
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if(!isDrawGizmos) return;
|
||||
|
@@ -21,7 +21,13 @@ namespace Gameplay.Player
|
||||
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
|
||||
|
||||
var input = InputManager.Instance.Input;
|
||||
input.Player.SwitchWatchMode.performed += ctx => currentTarget.Interact(this.gameObject);;
|
||||
input.Player.Interact.performed += ctx =>
|
||||
{
|
||||
if (currentTarget != null)
|
||||
{
|
||||
currentTarget.Interact(this.gameObject);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using Script.Gameplay.Input;
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
|
||||
namespace Gameplay.Player
|
||||
{
|
||||
@@ -10,34 +11,46 @@ namespace Gameplay.Player
|
||||
Inside,
|
||||
Outside
|
||||
}
|
||||
public class PlayerWatchModeSwitcher : MonoBehaviour
|
||||
public class PlayerWatchModeController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Camera cam;
|
||||
public event Action OnEnterInsideWatchMode;
|
||||
public event Action OnExitInsideWatchMode;
|
||||
private InputManager inputManager;
|
||||
private WatchMode currentMode = WatchMode.Normal;
|
||||
public WatchMode CurrentWatchMode
|
||||
{
|
||||
get => currentMode;
|
||||
set
|
||||
{
|
||||
if (value != WatchMode.Inside)
|
||||
{
|
||||
OnExitInsideWatchMode?.Invoke();
|
||||
}
|
||||
if (value == WatchMode.Inside)
|
||||
{
|
||||
OnEnterInsideWatchMode?.Invoke();
|
||||
}
|
||||
currentMode = value;
|
||||
SwitchWatchMode(currentMode);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
inputManager = InputManager.Instance;
|
||||
SetWatchMode(currentMode);
|
||||
|
||||
var input = inputManager.Input;
|
||||
input.Player.SwitchWatchMode.performed += ctx =>
|
||||
{
|
||||
currentMode = (WatchMode)(((int)currentMode + 1) % 3);
|
||||
SetWatchMode(currentMode);
|
||||
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3);
|
||||
CurrentWatchMode = modeTemp;
|
||||
};;
|
||||
}
|
||||
|
||||
public void SetWatchMode(WatchMode mode)
|
||||
{
|
||||
currentMode = mode;
|
||||
SwitchWatchMode(mode);
|
||||
ControllerLocator.Instance.Register(this);
|
||||
}
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
private void SwitchWatchMode(WatchMode watchMode)
|
||||
{
|
||||
switch (watchMode)
|
3
Assets/Script/Gameplay/UI.meta
Normal file
3
Assets/Script/Gameplay/UI.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 492ef2bd8fce4535b1b8c32d2a3e36ef
|
||||
timeCreated: 1760695944
|
@@ -3,7 +3,7 @@ using UnityEngine;
|
||||
using UnityEngine;
|
||||
namespace UI
|
||||
{
|
||||
public class FacilityComponentEditViewer : MonoBehaviour
|
||||
public class EditableComponentViewer : MonoBehaviour
|
||||
{
|
||||
public Component component;
|
||||
public bool IsOpen;
|
181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
Normal file
181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
Normal file
@@ -0,0 +1,181 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Core;
|
||||
using Interface;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Facility;
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Input;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
|
||||
public class PlayerEditViewer : UIBase
|
||||
{
|
||||
private PlayerEditController controller;
|
||||
private PlayerWatchModeController watchModeController;
|
||||
private IEditable editable;
|
||||
private List<IEditableComponent> components = new List<IEditableComponent>();
|
||||
private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
|
||||
[SerializeField] private GameObject componentEditViewerPrefab;
|
||||
[SerializeField] private GameObject noEditableTargetPanel;
|
||||
[SerializeField] private float panelRadius = 100f;
|
||||
|
||||
private InputManager inputManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
inputManager = InputManager.Instance;
|
||||
ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
|
||||
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
inputManager = InputManager.Instance;
|
||||
}
|
||||
|
||||
public void OnEnterInsideWatchMode()
|
||||
{
|
||||
this.gameObject.SetActive(true);
|
||||
if (GetEditableFromController() != null)
|
||||
{
|
||||
GetEditableComponentsFromEditable();
|
||||
ClearComponentUI();
|
||||
GenerateComponentUI();
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: 这里可能需要显示“无可编辑对象”之类的提示
|
||||
if (noEditableTargetPanel != null)
|
||||
{
|
||||
noEditableTargetPanel.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
inputManager.SetCursorState(true, CursorLockMode.Confined);
|
||||
inputManager.SetInputForLook(false);
|
||||
inputManager.SetInputForMove(false);
|
||||
}
|
||||
|
||||
public void OnExitInsideWatchMode()
|
||||
{
|
||||
this.gameObject.SetActive(false);
|
||||
|
||||
ClearComponentUI();
|
||||
if (noEditableTargetPanel != null)
|
||||
{
|
||||
noEditableTargetPanel.SetActive(false);
|
||||
}
|
||||
|
||||
inputManager.SetCursorState(true, CursorLockMode.Locked);
|
||||
inputManager.SetInputForLook(true);
|
||||
inputManager.SetInputForMove(true);
|
||||
}
|
||||
|
||||
// 获取 PlayerEditController 的回调
|
||||
private void GetPlayerEditControllerHandle(PlayerEditController editController)
|
||||
{
|
||||
controller = editController;
|
||||
//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
|
||||
}
|
||||
|
||||
// 获取 PlayerWatchModeController 的回调
|
||||
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
|
||||
{
|
||||
watchModeController = watchModeCtrl;
|
||||
watchModeController.OnEnterInsideWatchMode += OnEnterInsideWatchMode;
|
||||
watchModeController.OnExitInsideWatchMode += OnExitInsideWatchMode;
|
||||
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
|
||||
}
|
||||
|
||||
private IEditable GetEditableFromController()
|
||||
{
|
||||
if (controller == null)
|
||||
{
|
||||
Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
|
||||
return null;
|
||||
}
|
||||
|
||||
return editable = controller.GetCurrentTarget();
|
||||
}
|
||||
|
||||
private void GetEditableComponentsFromEditable()
|
||||
{
|
||||
if (editable == null)
|
||||
{
|
||||
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
|
||||
return;
|
||||
}
|
||||
|
||||
components = editable.GetEditableComponents()
|
||||
.Where(c => c != null)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
private void ClearComponentUI()
|
||||
{
|
||||
foreach (var viewer in componentViewers)
|
||||
{
|
||||
if (viewer != null)
|
||||
{
|
||||
if (Application.isPlaying) Destroy(viewer.gameObject);
|
||||
else DestroyImmediate(viewer.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
componentViewers.Clear();
|
||||
}
|
||||
|
||||
// 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