上下视角控制
This commit is contained in:
@@ -1577,6 +1577,9 @@ PrefabInstance:
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@@ -3466,8 +3469,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 01ef40348d8b4d4da250acf0a921fc2a, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::NBF.PlayerArm
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FixLowerArm: 0
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IsLeft: 0
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IK: {fileID: 6957666202517838931}
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LowerArm: {fileID: 7537462892583471047}
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RodContainer: {fileID: 2827152078700489346}
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FingerRig: {fileID: 2621265606016813142}
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interactionTargetWeight: 0
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@@ -5055,8 +5060,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 01ef40348d8b4d4da250acf0a921fc2a, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::NBF.PlayerArm
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FixLowerArm: 0
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IsLeft: 1
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IK: {fileID: 482972912705027537}
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LowerArm: {fileID: 2505921912821122484}
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RodContainer: {fileID: 5757538020472164704}
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FingerRig: {fileID: 5186464396902472690}
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interactionTargetWeight: 0
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@@ -5493,6 +5500,18 @@ CharacterJoint:
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m_EnablePreprocessing: 0
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m_MassScale: 1
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m_ConnectedMassScale: 1
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--- !u!114 &2233472743962583192
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7486795965464388375}
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m_Script: {fileID: 11500000, guid: e152a74e74b54d17ace5403a1570e12a, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::NBF.PlayerChest
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--- !u!4 &7497490466774393111 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: -1482997459186921107, guid: 284185ec1f1e5c6409bed7bc27c6c215, type: 3}
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@@ -756,7 +756,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: m_IsActive
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propertyPath: m_Enabled
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@@ -1629,8 +1629,8 @@ Camera:
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y: 0
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width: 1
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height: 1
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near clip plane: 0.1
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far clip plane: 3000
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near clip plane: 0.01
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far clip plane: 5000
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field of view: 60.000004
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orthographic: 0
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orthographic size: 5
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@@ -1824,6 +1824,7 @@ MonoBehaviour:
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LineTension: 0
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IsLureRod: 0
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MoveInput: {x: 0, y: 0}
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EyeAngle: 0
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NextState: 0
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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49
Assets/Scripts/Common/Utils/GameUtils.cs
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49
Assets/Scripts/Common/Utils/GameUtils.cs
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@@ -0,0 +1,49 @@
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using UnityEngine;
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namespace NBF
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{
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public static class GameUtils
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{
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public static float GetVerticalAngle(Transform character, Transform target)
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{
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// 计算从角色指向目标的向量
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Vector3 direction = target.position - character.position;
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// 计算水平距离(XZ平面)
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float horizontalDistance = new Vector3(direction.x, 0, direction.z).magnitude;
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// 计算垂直高度差(Y轴)
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float verticalDistance = direction.y;
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// 使用反正切计算垂直角度
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// Atan2(垂直距离, 水平距离)
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float angle = Mathf.Atan2(verticalDistance, horizontalDistance) * Mathf.Rad2Deg;
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return angle; // 正值为上方,负值为下方
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}
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public static float GetHorizontalAngle(Transform obj1, Transform obj2)
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{
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// 获取两个物体在水平面上的位置向量
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Vector3 pos1 = obj1.position;
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Vector3 pos2 = obj2.position;
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// 创建水平方向向量(忽略Y轴)
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Vector3 direction = new Vector3(
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pos2.x - pos1.x,
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0, // Y轴设为0,只在XZ平面计算
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pos2.z - pos1.z
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);
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// 计算相对于世界坐标系前向向量的角度
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float angle = Vector3.SignedAngle(
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Vector3.forward, // 参考方向(世界坐标系前向)
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direction.normalized,
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Vector3.up // 旋转轴(Y轴)
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);
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// 返回角度范围:-180° 到 180°
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return angle;
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}
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}
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}
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3
Assets/Scripts/Common/Utils/GameUtils.cs.meta
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3
Assets/Scripts/Common/Utils/GameUtils.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a1e142c7ecd747eaa6971907ecae2c44
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timeCreated: 1768661644
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@@ -40,6 +40,7 @@ namespace NBF
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FirstPerson = gameObject.GetComponent<FirstPersonCharacter>();
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Data = FPlayerData.Instance;
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transform.localPosition = new Vector3(484, 1, 422);
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// Data.NeedChangeRightArmAngle = true;
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}
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private void Start()
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@@ -53,6 +54,8 @@ namespace NBF
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{
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UpdateMove();
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Fsm?.Update();
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Data.EyeAngle = GameUtils.GetVerticalAngle(transform, FppLook);
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}
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private void OnDestroy()
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@@ -28,6 +28,7 @@ namespace NBF
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public enum PlayerState : uint
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{
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None = 0,
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/// <summary>
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/// 闲置等待中
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/// </summary>
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@@ -74,6 +75,11 @@ namespace NBF
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public Vector2 MoveInput;
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/// <summary>
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///
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/// </summary>
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public float EyeAngle;
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public PlayerState PreviousState => _previousPlayerState;
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@@ -1,15 +1,29 @@
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using RootMotion.FinalIK;
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using System;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NBF
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{
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public class PlayerArm : MonoBehaviour
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{
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public bool FixLowerArm;
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public bool IsLeft;
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public LimbIK IK;
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public Transform LowerArm;
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public Transform RodContainer;
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public FingerRig FingerRig;
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[HideInInspector] public float interactionTargetWeight;
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private const int MaxFixEyeAngle = 15;
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public void Awake()
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{
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}
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private void LateUpdate()
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{
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}
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}
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}
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25
Assets/Scripts/Fishing/Player/PlayerChest.cs
Normal file
25
Assets/Scripts/Fishing/Player/PlayerChest.cs
Normal file
@@ -0,0 +1,25 @@
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using UnityEngine;
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namespace NBF
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{
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public class PlayerChest : MonoBehaviour
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{
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private const int MaxFixEyeAngle = 15;
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private const int MinFixEyeAngle = -10;
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private void LateUpdate()
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{
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FixArmAngle();
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}
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private void FixArmAngle()
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{
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var angle = FPlayerData.Instance.EyeAngle;
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if (angle > MaxFixEyeAngle) angle = MaxFixEyeAngle;
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else if (angle < MinFixEyeAngle) angle = MinFixEyeAngle;
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var val = transform.localEulerAngles;
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transform.localEulerAngles = new Vector3(val.x, val.y, val.z - angle);
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}
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}
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}
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3
Assets/Scripts/Fishing/Player/PlayerChest.cs.meta
Normal file
3
Assets/Scripts/Fishing/Player/PlayerChest.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e152a74e74b54d17ace5403a1570e12a
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timeCreated: 1768668096
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