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wanqing
3D Fruit
Commits
8cb74837
Commit
8cb74837
authored
Apr 20, 2021
by
wanqing
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特效逻辑
parent
e14ff79a
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18 changed files
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22976 additions
and
9482 deletions
+22976
-9482
DemoScenes.unity
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
+138
-33
BattleCtrl.cs
3D Fruit/Assets/#A2_Scripts/Battle/BattleCtrl.cs
+3
-0
BattleUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+21
-1
FruitView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
+198
-11
GlassView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
+57
-5
CacheManager.cs
3D Fruit/Assets/#A2_Scripts/Pool/CacheManager.cs
+27
-0
Pool.cs
3D Fruit/Assets/#A2_Scripts/Pool/Pool.cs
+1
-0
PoolManager.cs
3D Fruit/Assets/#A2_Scripts/Pool/PoolManager.cs
+12
-0
GlobalConfig.cs
3D Fruit/Assets/#A2_Scripts/Services/GlobalConfig.cs
+67
-6
BattleUI.prefab
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
+5129
-5048
BloodDripping.prefab
...pic Toon FX/Prefabs/Combat/Blood/Red/BloodDripping.prefab
+4266
-1673
BloodPoolGrowing.prefab
... Toon FX/Prefabs/Combat/Blood/Red/BloodPoolGrowing.prefab
+1604
-315
YellowBloodExplosionSpikyAnimated.prefab
...bat/Blood/Yellow/YellowBloodExplosionSpikyAnimated.prefab
+6193
-2320
3.mat
...rs/Mega-Fiers/MegaFier Test Scene/Objects/Materials/3.mat
+28
-0
3.mat.meta
...ga-Fiers/MegaFier Test Scene/Objects/Materials/3.mat.meta
+6
-0
Level0.prefab
3D Fruit/Assets/Res/Levels/Level0.prefab
+141
-70
Level1.prefab
3D Fruit/Assets/Res/Levels/Level1.prefab
+5078
-0
Level1.prefab.meta
3D Fruit/Assets/Res/Levels/Level1.prefab.meta
+7
-0
No files found.
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
View file @
8cb74837
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3D Fruit/Assets/#A2_Scripts/Battle/BattleCtrl.cs
View file @
8cb74837
...
...
@@ -24,6 +24,8 @@ public class BattleCtrl : MonoBehaviour
public
LevelManager
m_levelManager
;
public
LevelManager
levelManager
=>
m_levelManager
;
public
GameObject
m_light
;
/// <summary>
/// 场景加载器
/// </summary>
...
...
@@ -53,6 +55,7 @@ public class BattleCtrl : MonoBehaviour
void
Start
()
{
battleUI
.
onStartBtn
=
StartBattle
;
m_light
.
SetActive
(
false
);
}
void
InitServices
()
...
...
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
8cb74837
...
...
@@ -37,6 +37,8 @@ public class BattleUI : MonoBehaviour
public
GameObject
m_HideMouseObj
;
//隐藏手指图标obj
public
GameObject
m_ChangeBgColorObj
;
//更换背景颜色obj
public
GameObject
[]
m_boomUIS
;
//爆炸Ui
public
RectTransform
m_fruitGroupRT
;
//水果group
public
GameObject
m_fruitSecondLineObj
;
//第二关的线
public
Button
m_boomBtn
;
//炸弹按钮
public
GameObject
m_symbolObj
;
//十字架图标
public
GameObject
m_takeBtnObj
;
//take按钮
...
...
@@ -251,6 +253,10 @@ public class BattleUI : MonoBehaviour
{
m_selectLevelObj
.
SetActive
(
false
);
m_successObj
.
SetActive
(
false
);
if
(
BattleCtrl
.
instance
.
levelManager
.
curLevel
)
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
fruitView
.
CacheAllFruit
();
}
}
/// 加载关卡后调用
...
...
@@ -277,7 +283,21 @@ public class BattleUI : MonoBehaviour
m_clawMoveSpeed
.
text
=
string
.
Format
(
"系数越小,越快\n{0:f3}"
,
GameServices
.
configService
.
playerConfig
.
ClawMoveSpeed
);
});
SetTakeBtnState
(
false
);
m_bResult
=
false
;
m_bResult
=
false
;
//153,212
//水果位置
Vector2
varPos
=
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.
anchoredPosition
;
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelOneIndex
)
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.
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;
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.
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);
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(
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.
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.
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.
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==
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.
levelTwoIndex
)
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.
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;
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.
SetActive
(
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);
}
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.
anchoredPosition
=
varPos
;
}
//设置战斗UI状态
public
void
SetBattleObjState
(
bool
bool_
)
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
View file @
8cb74837
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3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
View file @
8cb74837
...
...
@@ -6,20 +6,26 @@ public class GlassView : MonoBehaviour
{
public
Transform
m_strawberry
;
//草莓
public
Transform
m_lemon
;
//柠檬
public
Transform
m_orange
;
//橙子
public
Transform
m_effectPos
;
//特效位置
public
Vector3
effectPos
=>
m_effectPos
.
position
;
private
float
m_strawberryOffest
;
private
float
m_lemonOffest
;
private
float
m_orangeOffest
;
private
float
m_strawberryNum
;
private
float
m_lemonNum
;
private
float
m_orangeNum
;
private
float
m_strawberryMaxNum
=
3.0f
;
private
float
m_lemonMaxNum
=
3.0f
;
private
float
m_orangeMaxNum
=
3.0f
;
private
bool
m_bControl
=
true
;
//数量
public
void
SetFruitNum
(
int
num1
,
int
num2
)
public
void
SetFruitNum
(
int
num1
,
int
num2
,
int
num3
)
{
m_strawberryNum
+=
num1
;
if
(
m_strawberryNum
>
m_strawberryMaxNum
)
...
...
@@ -31,6 +37,11 @@ public class GlassView : MonoBehaviour
{
m_lemonNum
=
m_lemonMaxNum
;
}
m_orangeNum
+=
num3
;
if
(
m_orangeNum
>
m_orangeMaxNum
)
{
m_orangeNum
=
m_orangeMaxNum
;
}
}
private
void
Update
()
{
...
...
@@ -49,6 +60,14 @@ public class GlassView : MonoBehaviour
Vector3
varPos
=
m_lemon
.
localPosition
;
varPos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
;
m_lemon
.
localPosition
=
varPos
;
if
(
m_orange
)
{
Vector3
varOrangePos
=
m_orange
.
localPosition
;
varOrangePos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
m_orange
.
localPosition
=
varOrangePos
;
}
}
if
(
m_lemonOffest
<
m_lemonNum
)
{
...
...
@@ -61,12 +80,45 @@ public class GlassView : MonoBehaviour
Vector3
varPos
=
m_lemon
.
localPosition
;
varPos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
;
m_lemon
.
localPosition
=
varPos
;
if
(
m_orange
)
{
Vector3
varOrangePos
=
m_orange
.
localPosition
;
varOrangePos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
m_orange
.
localPosition
=
varOrangePos
;
}
}
if
(
m_orangeOffest
<
m_orangeNum
&&
m_orange
)
{
m_orangeOffest
+=
Time
.
deltaTime
;
Vector3
varSize
=
m_orange
.
localScale
;
varSize
.
y
=
m_orangeOffest
/
10.0f
;
m_orange
.
localScale
=
varSize
;
Vector3
varPos
=
m_orange
.
localPosition
;
varPos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
m_orange
.
localPosition
=
varPos
;
}
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelOneIndex
)
{
if
(
m_strawberryOffest
>=
m_strawberryMaxNum
&&
m_lemonOffest
>=
m_lemonMaxNum
&&
m_bControl
)
{
m_bControl
=
false
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
if
(
m_strawberryOffest
>=
m_strawberryMaxNum
&&
m_lemonOffest
>=
m_lemonMaxNum
&&
m_bControl
)
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
{
m_bControl
=
false
;
BattleCtrl
.
instance
.
OnBattleWin
();
if
(
m_strawberryOffest
>=
m_strawberryMaxNum
&&
m_lemonOffest
>=
m_lemonMaxNum
&&
m_orangeOffest
>=
m_orangeMaxNum
&&
m_bControl
)
{
m_bControl
=
false
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
}
}
3D Fruit/Assets/#A2_Scripts/Pool/CacheManager.cs
View file @
8cb74837
...
...
@@ -12,10 +12,37 @@ public class CacheManager : MonoBehaviour
private
GameObject
m_OrangeObj
;
//橙子
[
SerializeField
]
private
GameObject
m_StrawberryObj
;
//草莓
[
SerializeField
]
private
GameObject
m_StarwberryEffect1
;
//草莓爆汁特效1
[
SerializeField
]
private
GameObject
m_StarwberryEffect2
;
//草莓爆汁特效2
[
SerializeField
]
private
GameObject
m_LemonEffect1
;
//柠檬爆汁特效1
[
SerializeField
]
private
GameObject
m_LemonEffect2
;
//柠檬爆汁特效2
[
SerializeField
]
private
GameObject
m_OrangeEffect1
;
//橙子爆汁特效1
[
SerializeField
]
private
GameObject
m_OrangeEffect2
;
//橙子爆汁特效2
[
SerializeField
]
private
GameObject
m_StarwberryDropEffect
;
//草莓流体特效
[
SerializeField
]
private
GameObject
m_LemonDropEffect
;
//柠檬流体特效
[
SerializeField
]
private
GameObject
m_OrangeDropEffect
;
//橙子流体特效
public
GameObject
lineObj
=>
m_lineObj
;
public
GameObject
LemonObj
=>
m_LemonObj
;
public
GameObject
OrangeObj
=>
m_OrangeObj
;
public
GameObject
StrawberryObj
=>
m_StrawberryObj
;
public
GameObject
StarwberryEffect1
=>
m_StarwberryEffect1
;
public
GameObject
StarwberryEffect2
=>
m_StarwberryEffect2
;
public
GameObject
LemonEffect1
=>
m_LemonEffect1
;
public
GameObject
LemonEffect2
=>
m_LemonEffect2
;
public
GameObject
OrangeEffect1
=>
m_OrangeEffect1
;
public
GameObject
OrangeEffect2
=>
m_OrangeEffect2
;
public
GameObject
StarwberryDropEffect
=>
m_StarwberryDropEffect
;
public
GameObject
LemonDropEffect
=>
m_LemonDropEffect
;
public
GameObject
OrangeDropEffect
=>
m_OrangeDropEffect
;
public
static
CacheManager
Instance
=
null
;
void
Awake
()
{
...
...
3D Fruit/Assets/#A2_Scripts/Pool/Pool.cs
View file @
8cb74837
...
...
@@ -10,6 +10,7 @@ class Pool
//the root obj for unused obj
private
GameObject
m_rootObj
;
public
Transform
rootTrans
=>
m_rootObj
.
transform
;
private
float
lastUsedTime
=
-
1
;
//private PoolInflationType inflationType;
private
string
poolName
;
...
...
3D Fruit/Assets/#A2_Scripts/Pool/PoolManager.cs
View file @
8cb74837
...
...
@@ -62,6 +62,18 @@ public class PoolManager : MonoBehaviour
return
varGo
;
}
public
Transform
GetObjectRoot
(
GameObject
go
)
{
Transform
varTrans
=
null
;
Pool
pool
=
GetPool
(
go
);
if
(
pool
!=
null
)
{
varTrans
=
pool
.
rootTrans
;
}
return
varTrans
;
}
/// <summary>
/// Return obj to the pool
/// </summary>
...
...
3D Fruit/Assets/#A2_Scripts/Services/GlobalConfig.cs
View file @
8cb74837
...
...
@@ -168,24 +168,58 @@ public class GlobalConfig
//加载第一关默认的水果
public
static
void
LoadFirstLevelDefaultFruit
(
Transform
parent
)
{
float
varX
=
parent
.
localPosition
.
x
;
float
varY
=
parent
.
localPosition
.
y
;
float
varZ
=
parent
.
localPosition
.
z
;
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
GameObject
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
StrawberryObj
);
varObj
.
transform
.
SetParent
(
parent
);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
,
2.5f
,
0.0f
);
//
varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
+
varX
,
2.5f
+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
GameObject
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
LemonObj
);
varObj
.
transform
.
SetParent
(
parent
);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
,
3.0f
,
0.0f
);
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
+
varX
,
3.0f
+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
}
//加载第二关默认的水果
public
static
void
LoadSecondLevelDefaultFruit
(
Transform
parent
)
{
float
varX
=
parent
.
localPosition
.
x
;
float
varY
=
parent
.
localPosition
.
y
;
float
varZ
=
parent
.
localPosition
.
z
;
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
GameObject
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
StrawberryObj
);
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
+
varX
,
2.5f
+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
GameObject
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
LemonObj
);
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
+
varX
,
3.0f
+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
GameObject
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
OrangeObj
);
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
i
+
varX
,
3.5f
+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
}
//第一关随机加载水果
public
static
void
LoadFirstRandomFruit
(
int
num
,
Transform
parent
)
{
float
varX
=
parent
.
localPosition
.
x
;
float
varY
=
parent
.
localPosition
.
y
;
float
varZ
=
parent
.
localPosition
.
z
;
for
(
int
i
=
0
;
i
<
num
;
i
++)
{
int
varRand
=
Random
.
Range
(
0
,
2
);
...
...
@@ -198,8 +232,35 @@ public class GlobalConfig
{
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
LemonObj
);
}
varObj
.
transform
.
SetParent
(
parent
);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
(
i
%
3
),
2.5f
+
0.5f
*(
i
/
3
),
0.0f
);
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
(
i
%
3
)+
varX
,
2.5f
+
0.5f
*(
i
/
3
)+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
}
//第二关随机加载水果
public
static
void
LoadSecondRandomFruit
(
int
num
,
Transform
parent
)
{
float
varX
=
parent
.
localPosition
.
x
;
float
varY
=
parent
.
localPosition
.
y
;
float
varZ
=
parent
.
localPosition
.
z
;
for
(
int
i
=
0
;
i
<
num
;
i
++)
{
int
varRand
=
Random
.
Range
(
0
,
3
);
GameObject
varObj
;
if
(
varRand
==
0
)
{
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
StrawberryObj
);
}
else
if
(
varRand
==
1
)
{
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
LemonObj
);
}
else
{
varObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
OrangeObj
);
}
//varObj.transform.SetParent(parent);
varObj
.
transform
.
localPosition
=
new
Vector3
(-
0.5f
+
0.5f
*
(
i
%
3
)+
varX
,
2.5f
+
0.5f
*
(
i
/
3
)+
varY
,
0.0f
+
varZ
);
varObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
}
}
...
...
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
View file @
8cb74837
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/#D1_Effects/Epic Toon FX/Prefabs/Combat/Blood/Red/BloodDripping.prefab
View file @
8cb74837
This diff is collapsed.
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3D Fruit/Assets/#D1_Effects/Epic Toon FX/Prefabs/Combat/Blood/Red/BloodPoolGrowing.prefab
View file @
8cb74837
This diff is collapsed.
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3D Fruit/Assets/#D1_Effects/Epic Toon FX/Prefabs/Combat/Blood/Yellow/YellowBloodExplosionSpikyAnimated.prefab
View file @
8cb74837
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/#E1_Plugins/MegaFiers/Mega-Fiers/MegaFier Test Scene/Objects/Materials/3.mat
0 → 100644
View file @
8cb74837
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1.1
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m_CorrespondingSourceObject
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m_PrefabAsset
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m_Name
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m_Shader
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fileID
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guid
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m_ShaderKeywords
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m_EnableInstancingVariants
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m_DoubleSidedGI
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m_CustomRenderQueue
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stringTagMap
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disabledShaderPasses
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m_SavedProperties
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m_TexEnvs
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m_Texture
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fileID
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m_Scale
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m_Offset
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m_Floats
:
[]
m_Colors
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:
{
r
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g
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b
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,
a
:
1
}
3D Fruit/Assets/#E1_Plugins/MegaFiers/Mega-Fiers/MegaFier Test Scene/Objects/Materials/3.mat.meta
0 → 100644
View file @
8cb74837
fileFormatVersion: 2
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NativeFormatImporter:
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assetBundleName:
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View file @
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...
...
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m_PrefabInstance
:
{
fileID
:
0
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m_PrefabAsset
:
{
fileID
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m_GameObject
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{
fileID
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m_LocalRotation
:
{
x
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,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalRotation
:
{
x
:
-0
,
y
:
-0
,
z
:
-
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
8
,
y
:
5
,
z
:
8
}
m_LocalScale
:
{
x
:
5
,
y
:
2.4805737
,
z
:
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}
m_Children
:
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{
fileID
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-
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fileID
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-
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-
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-
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fileID
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-
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fileID
:
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}
m_Father
:
{
fileID
:
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}
m_RootOrder
:
0
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
...
...
@@ -1075,7 +1076,7 @@ Transform:
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
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,
y
:
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z
:
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}
m_Children
:
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{
fileID
:
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-
{
fileID
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}
m_Father
:
{
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