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czy
BattleMuscle
Commits
362a1dd4
Commit
362a1dd4
authored
May 18, 2021
by
czy
Browse files
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Plain Diff
修复Bug和优化爆食物效果
parent
6388d74e
Changes
11
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Showing
11 changed files
with
162 additions
and
95 deletions
+162
-95
Level 1.unity
BattleMuscle/Assets/Levels/Level 1.unity
+9
-6
HurricaneKickTrigger.prefab
BattleMuscle/Assets/My/Model/HurricaneKickTrigger.prefab
+1
-1
LegSweepTrigger.prefab
BattleMuscle/Assets/My/Model/LegSweepTrigger.prefab
+1
-1
AIMove.cs
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
+53
-34
BossAttackDamageRange.cs
BattleMuscle/Assets/My/Scripts/AI/BossAttackDamageRange.cs
+2
-2
BossAttackRangeTrigger.cs
BattleMuscle/Assets/My/Scripts/AI/BossAttackRangeTrigger.cs
+9
-2
BossMove.cs
BattleMuscle/Assets/My/Scripts/AI/BossMove.cs
+24
-12
Food.cs
BattleMuscle/Assets/My/Scripts/Food/Food.cs
+2
-1
AttackTrigger.cs
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
+2
-2
PlayerMove.cs
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
+58
-34
TagManager.asset
BattleMuscle/ProjectSettings/TagManager.asset
+1
-0
No files found.
BattleMuscle/Assets/Levels/Level 1.unity
View file @
362a1dd4
...
...
@@ -4633,7 +4633,7 @@ Transform:
m_GameObject: {fileID: 326544491}
m_LocalRotation: {x: -0, y: -1, z: -0, w: 0}
m_LocalPosition: {x: 0, y: 2.67, z: 0}
m_LocalScale: {x: 49.5, y: 1, z: 4
9.5
}
m_LocalScale: {x: 49.5, y: 1, z: 4
8
}
m_Children: []
m_Father: {fileID: 557966601}
m_RootOrder: 1
...
...
@@ -4662,8 +4662,8 @@ BoxCollider:
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 1, y: 34.970665, z:
1
}
m_Center: {x: 0, y: 16.985332, z: 0}
m_Size: {x: 1, y: 34.970665, z:
0.9727532
}
m_Center: {x: 0, y: 16.985332, z: 0
.013623397
}
--- !u!114 &326544495
MonoBehaviour:
m_ObjectHideFlags: 0
...
...
@@ -7452,7 +7452,7 @@ CharacterController:
m_Enabled: 1
serializedVersion: 2
m_Height: 25.9
m_Radius: 5
.63
m_Radius: 5
m_SlopeLimit: 45
m_StepOffset: 0.3
m_SkinWidth: 0.08
...
...
@@ -8487,6 +8487,7 @@ MonoBehaviour:
foodPhysicM: {fileID: 13400000, guid: cdd3c635b87625448950bf1323a8ffd4, type: 2}
topPOS: {fileID: 1074946583}
Count: 0
tempFoodNumber: 0
--- !u!54 &616173311
Rigidbody:
m_ObjectHideFlags: 0
...
...
@@ -11715,6 +11716,7 @@ MonoBehaviour:
foodPhysicM: {fileID: 13400000, guid: cdd3c635b87625448950bf1323a8ffd4, type: 2}
Force: 301
topPOS: {fileID: 658860373}
tempFoodNumber: 0
Count: 0
--- !u!4 &883198006
Transform:
...
...
@@ -17647,6 +17649,7 @@ MonoBehaviour:
foodPhysicM: {fileID: 13400000, guid: cdd3c635b87625448950bf1323a8ffd4, type: 2}
topPOS: {fileID: 861607386}
Count: 0
tempFoodNumber: 0
--- !u!54 &1342203614
Rigidbody:
m_ObjectHideFlags: 0
...
...
@@ -19806,7 +19809,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 88224c51f1a97cf40895dff846d2a5b3, type: 3}
m_Name:
m_EditorClassIdentifier:
foodNumber:
2
0
foodNumber:
4
0
timeSpan: 10
foodPoint:
- {fileID: 297527856}
...
...
@@ -24080,7 +24083,7 @@ GameObject:
- component: {fileID: 1846242463}
m_Layer: 0
m_Name: PathEndTrigger
m_TagString:
Untagged
m_TagString:
PathEndTrigger
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
BattleMuscle/Assets/My/Model/HurricaneKickTrigger.prefab
View file @
362a1dd4
...
...
@@ -50,7 +50,7 @@ MeshRenderer:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
7483224581113721909
}
m_Enabled
:
0
m_Enabled
:
1
m_CastShadows
:
1
m_ReceiveShadows
:
1
m_DynamicOccludee
:
1
...
...
BattleMuscle/Assets/My/Model/LegSweepTrigger.prefab
View file @
362a1dd4
...
...
@@ -50,7 +50,7 @@ MeshRenderer:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
6039842180593449807
}
m_Enabled
:
0
m_Enabled
:
1
m_CastShadows
:
1
m_ReceiveShadows
:
1
m_DynamicOccludee
:
1
...
...
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
View file @
362a1dd4
...
...
@@ -60,7 +60,7 @@ public class AIMove : MonoBehaviour
public
PhysicMaterial
foodPhysicM
;
public
GameObject
topPOS
;
public
int
Count
=
0
;
public
int
tempFoodNumber
=
0
;
// Start is called before the first frame update
void
Start
()
...
...
@@ -72,6 +72,7 @@ public class AIMove : MonoBehaviour
RandomFoodNumberToPush
=
Random
.
Range
(
1
,
11
);
aiState
=
AIState
.
FindFood
;
animationManager
=
GetComponentInChildren
<
AnimationManager
>();
tempFoodNumber
=
CurrentFood
;
}
...
...
@@ -198,23 +199,26 @@ public class AIMove : MonoBehaviour
//Debug.LogError("CurrentFood:" + CurrentFood+"aa:"+aa);
scale
-=
aa
*
addScale
;
switch
(
CurrentFood
)
if
(
aa
!=
0
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
switch
(
CurrentFood
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
}
}
}
else
{
...
...
@@ -256,32 +260,47 @@ public class AIMove : MonoBehaviour
//进行判断是否播放特效
tempFoodNumber
=
CurrentFood
;
CurrentFood
-=
hurt
;
if
(
CurrentFood
<
=
0
)
if
(
CurrentFood
<
0
)
{
CurrentFood
=
0
;
scale
=
1
;
RefreshVertigo
(
1
);
}
else
{
scale
=
1
+
CurrentFood
*
addScale
;
}
ChangeAnimationscaleState
(
scale
);
switch
(
CurrentFood
)
//switch (CurrentFood)
//{
// case 0:
// Scale(scale, scale, scale);
// break;
// case 5:
// case 10:
// case 15:
// case 20:
// Scale(scale, scale, scale);
// ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
// ps.gameObject.AddComponent<DestroyMySel>();
// GenerateRandomFoodAroundPos(5, transform.position, 5);//生成5个食物距离为5
// break;
// default:
// break;
//}
if
(
CurrentFood
==
0
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
GenerateRandomFoodAroundPos
(
5
,
transform
.
position
,
5
);
//生成5个食物距离为5
break
;
default
:
break
;
Scale
(
scale
,
scale
,
scale
);
}
if
(
CurrentFood
<=
5
&&
5
<
tempFoodNumber
||
CurrentFood
<=
10
&&
10
<
tempFoodNumber
||
CurrentFood
<=
15
&&
15
<
tempFoodNumber
||
CurrentFood
<
20
&&
20
==
tempFoodNumber
)
{
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
GenerateRandomFoodAroundPos
(
5
,
transform
.
position
,
5
);
//生成5个食物距离为5
}
}
...
...
@@ -616,7 +635,7 @@ public class AIMove : MonoBehaviour
GameObject
obj
=
foods
[
UnityEngine
.
Random
.
Range
(
0
,
foods
.
Count
)];
GameObject
go
=
Instantiate
(
obj
);
go
.
GetComponent
<
BoxCollider
>().
isTrigger
=
false
;
go
.
GetComponent
<
BoxCollider
>().
material
=
foodPhysicM
;
//
go.GetComponent<BoxCollider>().material = foodPhysicM;
Rigidbody
rig
=
go
.
GetComponent
<
Rigidbody
>();
rig
.
isKinematic
=
false
;
rig
.
constraints
=
RigidbodyConstraints
.
FreezeRotationX
|
RigidbodyConstraints
.
FreezeRotationZ
;
...
...
BattleMuscle/Assets/My/Scripts/AI/BossAttackDamageRange.cs
View file @
362a1dd4
...
...
@@ -23,7 +23,7 @@ public class BossAttackDamageRange : MonoBehaviour
if
(
other
.
tag
==
"Player"
)
{
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
1
);
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
5
);
ps
=
Instantiate
(
hitEffects
,
hitPos
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
Handheld
.
Vibrate
();
//手机震动
...
...
@@ -31,7 +31,7 @@ public class BossAttackDamageRange : MonoBehaviour
}
else
if
(
other
.
tag
==
"Competitor"
)
{
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
1
);
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
5
);
ps
=
Instantiate
(
hitEffects
,
hitPos
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
//Handheld.Vibrate();//手机震动
...
...
BattleMuscle/Assets/My/Scripts/AI/BossAttackRangeTrigger.cs
View file @
362a1dd4
...
...
@@ -18,7 +18,14 @@ public class BossAttackRangeTrigger : MonoBehaviour
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
tag
==
"Player"
||
other
.
tag
==
"Competitor"
)
if
(
other
.
tag
==
"Player"
||
other
.
tag
==
"Competitor"
&&
bossMove
.
bossState
==
BossState
.
Sleep
)
{
bossMove
.
AwakeBoss
(
other
.
gameObject
);
}
}
private
void
OnTriggerStay
(
Collider
other
)
{
if
((
other
.
tag
==
"Player"
||
other
.
tag
==
"Competitor"
)&&
bossMove
.
bossState
==
BossState
.
Sleep
)
{
bossMove
.
AwakeBoss
(
other
.
gameObject
);
}
...
...
@@ -27,7 +34,7 @@ public class BossAttackRangeTrigger : MonoBehaviour
{
if
(
other
.
tag
==
"Boss"
)
{
print
(
"boss
回去
"
);
print
(
"boss
退出Ground2范围回到出生地。
"
);
bossMove
.
GoSleep
();
}
}
...
...
BattleMuscle/Assets/My/Scripts/AI/BossMove.cs
View file @
362a1dd4
using
System.Collections.Generic
;
using
UnityEngine
;
public
enum
BossState
{
Sleep
=
0
,
//睡着
GotoTarget
=
1
,
//朝着目标点移动
GoBackToSleep
=
2
,
//返回碎觉点
LegSweep
=
3
,
HurricaneKick
=
4
,
Attack
}
public
class
BossMove
:
MonoBehaviour
{
[
Header
(
"控制移动"
)]
...
...
@@ -66,16 +75,7 @@ public class BossMove : MonoBehaviour
public
enum
BossState
{
Sleep
=
0
,
//睡着
GotoTarget
=
1
,
//朝着目标点移动
GoBackToSleep
=
2
,
//返回碎觉点
LegSweep
=
3
,
HurricaneKick
=
4
,
Attack
}
public
BossState
bossState
=
BossState
.
Sleep
;
private
BossAnimationManager
bossAnimationManager
;
...
...
@@ -103,6 +103,11 @@ public class BossMove : MonoBehaviour
//print("加一");
EnemyNumber
++;
}
//if (other.tag == "PathEndTrigger")
//{
// print("boss进入PathEndTrigger范围回到出生地。");
// GoSleep();
//}
}
private
void
OnTriggerExit
(
Collider
other
)
...
...
@@ -159,6 +164,8 @@ public class BossMove : MonoBehaviour
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
print
(
bossState
);
//----技能冷却--------------------------------------------------------------
if
(
isDeltaTime
)
{
...
...
@@ -244,9 +251,14 @@ public class BossMove : MonoBehaviour
if
(
LegSweepIsFinsh
&&
HurricaneKickIsFinsh
&&
dic
>=
10
)
{
//目标退出攻击范围
print
(
"目标退出攻击范围"
);
print
(
"
攻击动画完成,
目标退出攻击范围"
);
bossState
=
BossState
.
GotoTarget
;
}
else
{
print
(
"LegSweepIsFinsh:"
+
LegSweepIsFinsh
+
"HurricaneKickIsFinsh:"
+
HurricaneKickIsFinsh
+
"dic >= 10:"
+
(
dic
>=
10
)+
"dic:"
+
dic
);
print
(
"攻击动画未完成,或者目标在攻击范围"
);
}
if
(
EnemyNumber
>=
2
)
{
...
...
@@ -282,7 +294,7 @@ public class BossMove : MonoBehaviour
}
else
if
(
dic
<
10
&&
!
isDeltaTime2
)
{
//
print("扫腿");
print
(
"扫腿"
);
IsCanRotate
=
true
;
//注意的是,技能一开始使用,就进入了冷却计时。所以当前技能释放完成到下一次释放技能时间间隔会小于冷却时间。
isDeltaTime2
=
true
;
...
...
@@ -292,7 +304,7 @@ public class BossMove : MonoBehaviour
}
else
{
//
print("追击目标");
print
(
"追击目标"
);
bossAnimationManager
.
ChangeAnimatorState
(
BossAnimationState
.
NotAttack
);
}
...
...
BattleMuscle/Assets/My/Scripts/Food/Food.cs
View file @
362a1dd4
...
...
@@ -44,9 +44,10 @@ public class Food : MonoBehaviour
if
(
isUnNomalFood
)
{
timer
+=
Time
.
deltaTime
;
if
(
timer
>=
1
)
if
(
timer
>=
0.5f
)
{
//1秒钟后检测
rig
.
AddForce
(
new
Vector3
(
0
,
-
60
,
0
));
if
(
rig
.
velocity
.
magnitude
<=
0.01f
)
{
collider
.
isTrigger
=
true
;
...
...
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
View file @
362a1dd4
...
...
@@ -53,7 +53,7 @@ public class AttackTrigger : MonoBehaviour
//print(other.name+"受到伤害:");
if
(
other
.
tag
==
"Player"
)
{
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
1
);
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
5
);
ps
=
Instantiate
(
hitEffects
,
hitPos
.
transform
.
position
,
hitPos
.
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
//Handheld.Vibrate();//手机震动
...
...
@@ -61,7 +61,7 @@ public class AttackTrigger : MonoBehaviour
}
else
if
(
other
.
tag
==
"Competitor"
)
{
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
1
);
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
5
);
ps
=
Instantiate
(
hitEffects
,
hitPos
.
transform
.
position
,
hitPos
.
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
if
(
Root
.
tag
==
"Player"
)
...
...
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
View file @
362a1dd4
...
...
@@ -53,7 +53,7 @@ public class PlayerMove : MonoBehaviour
public
float
Force
=
300
;
public
GameObject
topPOS
;
public
int
tempFoodNumber
=
0
;
public
int
Count
=
0
;
...
...
@@ -69,6 +69,7 @@ public class PlayerMove : MonoBehaviour
animator
=
GetComponentInChildren
<
Animator
>();
characterController
=
GetComponentInChildren
<
CharacterController
>();
animationManager
=
GetComponentInChildren
<
AnimationManager
>();
tempFoodNumber
=
CurrentFood
;
}
private
void
OnTriggerEnter
(
Collider
other
)
...
...
@@ -77,7 +78,11 @@ public class PlayerMove : MonoBehaviour
if
(
other
.
tag
==
"Food"
)
{
//print("吃到食物。");
Handheld
.
Vibrate
();
//手机震动
if
(
Random
.
Range
(
0
,
2
)
==
0
)
{
Handheld
.
Vibrate
();
//手机震动(震动减半)
}
UpdateScore
(
1
);
if
(
CurrentFood
>=
MaxFood
)
{
...
...
@@ -129,23 +134,26 @@ public class PlayerMove : MonoBehaviour
//Debug.LogError("CurrentFood:" + CurrentFood+"aa:"+aa);
scale
-=
aa
*
addScale
;
switch
(
CurrentFood
)
if
(
aa
!=
0
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
switch
(
CurrentFood
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
}
}
}
else
{
...
...
@@ -160,30 +168,46 @@ public class PlayerMove : MonoBehaviour
public
void
Hurt
(
int
hurt
)
{
//进行判断是否播放特效
tempFoodNumber
=
CurrentFood
;
CurrentFood
-=
hurt
;
if
(
CurrentFood
<
=
0
)
if
(
CurrentFood
<
0
)
{
CurrentFood
=
0
;
scale
=
1
;
RefreshVertigo
(
1
);
}
else
{
scale
=
1
+
CurrentFood
*
addScale
;
}
ChangeAnimationscaleState
(
scale
);
switch
(
CurrentFood
)
//switch (CurrentFood)
//{
// case 0:
// Scale(scale, scale, scale);
// break;
// case 5:
// case 10:
// case 15:
// case 20:
// Scale(scale, scale, scale);
// ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
// ps.gameObject.AddComponent<DestroyMySel>();
// GenerateRandomFoodAroundPos(5, transform.position, 5);//生成5个食物距离为5
// break;
// default:
// break;
//}
if
(
CurrentFood
==
0
)
{
Scale
(
scale
,
scale
,
scale
);
}
if
(
CurrentFood
<=
5
&&
5
<
tempFoodNumber
||
CurrentFood
<=
10
&&
10
<
tempFoodNumber
||
CurrentFood
<=
15
&&
15
<
tempFoodNumber
||
CurrentFood
<
20
&&
20
==
tempFoodNumber
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
GenerateRandomFoodAroundPos
(
5
,
transform
.
position
,
5
);
//生成5个食物距离为5
break
;
default
:
break
;
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
GenerateRandomFoodAroundPos
(
5
,
transform
.
position
,
5
);
//生成5个食物距离为5
}
}
...
...
@@ -454,7 +478,7 @@ public class PlayerMove : MonoBehaviour
GameObject
obj
=
foods
[
UnityEngine
.
Random
.
Range
(
0
,
foods
.
Count
)];
GameObject
go
=
Instantiate
(
obj
);
go
.
GetComponent
<
BoxCollider
>().
isTrigger
=
false
;
go
.
GetComponent
<
BoxCollider
>().
material
=
foodPhysicM
;
//
go.GetComponent<BoxCollider>().material = foodPhysicM;
Rigidbody
rig
=
go
.
GetComponent
<
Rigidbody
>();
rig
.
isKinematic
=
false
;
rig
.
constraints
=
RigidbodyConstraints
.
FreezeRotationX
|
RigidbodyConstraints
.
FreezeRotationZ
;
...
...
BattleMuscle/ProjectSettings/TagManager.asset
View file @
362a1dd4
...
...
@@ -16,6 +16,7 @@ TagManager:
-
Enemy_Vertigo
-
Food
-
Boss
-
PathEndTrigger
layers
:
-
Default
-
TransparentFX
...
...
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