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@@ -26,7 +26,7 @@ namespace NBF
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public FPlayerData Data { get; private set; }
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public readonly List<FRod> Tackles = new List<FRod>();
|
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public FRod HandTackle { get; private set; }
|
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public FRod Rod { get; private set; }
|
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protected override void OnAwake()
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{
|
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@@ -73,17 +73,17 @@ namespace NBF
|
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if (itemType == ItemType.Rod)
|
||||
{
|
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//判断旧的是否要收回
|
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if (HandTackle != null)
|
||||
if (Rod != null)
|
||||
{
|
||||
yield return HandTackle.Destroy();
|
||||
Tackles.Remove(HandTackle);
|
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HandTackle = null;
|
||||
yield return Rod.Destroy();
|
||||
Tackles.Remove(Rod);
|
||||
Rod = null;
|
||||
}
|
||||
|
||||
HandTackle =
|
||||
Rod =
|
||||
item.Config.InstantiateAndComponent<FRod>(SceneSettings.Instance.GearNode, Vector3.zero, Quaternion.identity);
|
||||
yield return HandTackle.InitRod(this, item);
|
||||
Tackles.Add(HandTackle);
|
||||
yield return Rod.InitRod(this, item);
|
||||
Tackles.Add(Rod);
|
||||
}
|
||||
}
|
||||
|
||||
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@@ -5,6 +5,7 @@ namespace NBF
|
||||
{
|
||||
public class FPlayerData : MonoService<FPlayerData>
|
||||
{
|
||||
private PlayerState _previousPlayerState = PlayerState.idle;
|
||||
private PlayerState _playerState;
|
||||
|
||||
public bool Run;
|
||||
@@ -14,11 +15,15 @@ namespace NBF
|
||||
|
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public Vector2 MoveInput;
|
||||
|
||||
|
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public PlayerState PreviousState => _previousPlayerState;
|
||||
|
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public PlayerState State
|
||||
{
|
||||
get => _playerState;
|
||||
set
|
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{
|
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_previousPlayerState = _playerState;
|
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_playerState = value;
|
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OnStateChange?.Invoke(_playerState);
|
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}
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@@ -14,6 +14,7 @@ namespace NBF
|
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private bool _isInit;
|
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private PlayerIK _IK;
|
||||
private MagicBlending _magicBlending;
|
||||
private bool _IsInVehicle;
|
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|
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#region 参数定义
|
||||
|
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@@ -58,12 +59,12 @@ namespace NBF
|
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_IK = GetComponent<PlayerIK>();
|
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_isInit = true;
|
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|
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// Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
|
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
|
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}
|
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|
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private void OnDestroy()
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{
|
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// Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
|
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
|
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}
|
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|
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// private void OnEnable()
|
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@@ -76,158 +77,164 @@ namespace NBF
|
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// playerFSMState.OnValueChanged -= PlayerFSMState_OnValueChanged;
|
||||
// }
|
||||
|
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// private void OnFishingSetUnequip()
|
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// {
|
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// _isTorsoLayerEnabled = false;
|
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// _IK.SetBipedLeftHandIK(enabled: false, null);
|
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// }
|
||||
//
|
||||
// private void OnCastLure()
|
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// {
|
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// playerFSMState.Value = PlayerState.baitFlies;
|
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// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
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// }
|
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//
|
||||
// private void OnBailUnnarm()
|
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// {
|
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// if (IsThrowButtonPressed.Value)
|
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// {
|
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// _Animator.SetBool(ThrowFar, value: true);
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// playerFSMState.Value = PlayerState.casting;
|
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// OnBailOpen?.Invoke();
|
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// }
|
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// }
|
||||
//
|
||||
private void OnFishingSetUnequip()
|
||||
{
|
||||
_isTorsoLayerEnabled = false;
|
||||
_IK.SetBipedLeftHandIK(enabled: false, null);
|
||||
}
|
||||
|
||||
private void OnCastLure()
|
||||
{
|
||||
Player.Data.State = PlayerState.baitFlies;
|
||||
// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
|
||||
}
|
||||
|
||||
private void OnBailUnnarm()
|
||||
{
|
||||
// if (IsThrowButtonPressed.Value)
|
||||
// {
|
||||
// _Animator.SetBool(ThrowFar, value: true);
|
||||
// Player.Data.State = PlayerState.casting;
|
||||
// OnBailOpen?.Invoke();
|
||||
// }
|
||||
}
|
||||
|
||||
// private void OnFishingSetEquiped_OnRaised(FishingSetController set)
|
||||
// {
|
||||
// _isTorsoLayerEnabled = true;
|
||||
// _IK.SetBipedLeftHandIK(enabled: false, set.AttachedReel.FingersIKAnchor);
|
||||
// }
|
||||
//
|
||||
// private void PlayAnimation(string state, string layer)
|
||||
// {
|
||||
// _Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
|
||||
// }
|
||||
//
|
||||
// public void PlayPreciseCastAnimation()
|
||||
// {
|
||||
// _Animator.SetBool(PreciseIdle, value: false);
|
||||
// _Animator.SetTrigger(PreciseCast);
|
||||
// }
|
||||
//
|
||||
// public void SetLayerWeight(string layer, float weight)
|
||||
// {
|
||||
// _Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
|
||||
// }
|
||||
//
|
||||
// private void PlayerFSMState_OnValueChanged(PlayerState state)
|
||||
// {
|
||||
// switch (playerFSMState.PreviousValue)
|
||||
// {
|
||||
// case PlayerState.vehicle:
|
||||
// _IsInVehicle = false;
|
||||
// _Animator.SetBool(BoatDriving, value: false);
|
||||
// break;
|
||||
// case PlayerState.swiming:
|
||||
// _Animator.SetBool(IsSwiming, value: false);
|
||||
// break;
|
||||
// case PlayerState.preciseCastIdle:
|
||||
// _Animator.SetBool(PreciseIdle, value: false);
|
||||
// break;
|
||||
// case PlayerState.prepare:
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// break;
|
||||
// case PlayerState.casting:
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// break;
|
||||
// case PlayerState.collectFish:
|
||||
// _magicBlending.BlendAsset.globalWeight = 0f;
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// switch (state)
|
||||
// {
|
||||
// case PlayerState.idle:
|
||||
// case PlayerState.move:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// break;
|
||||
// case PlayerState.prepare:
|
||||
// _Animator.SetBool(RodArming, value: true);
|
||||
// _Animator.SetBool(HeldRod, value: true);
|
||||
// break;
|
||||
// case PlayerState.fishing:
|
||||
// _Animator.SetBool(HeldRod, value: true);
|
||||
// _Animator.SetBool(BaitInWater, value: true);
|
||||
// break;
|
||||
// case PlayerState.vehicle:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// _Animator.SetBool(BoatDriving, value: true);
|
||||
// _IK.SetBipedLeftHandIK(enabled: true);
|
||||
// _IsInVehicle = true;
|
||||
// break;
|
||||
// case PlayerState.vehicleFishing:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _Animator.SetBool(HeldRod, value: false);
|
||||
// _Animator.SetBool(ThrowFar, value: false);
|
||||
// _Animator.SetBool(RodArming, value: false);
|
||||
// _IsInVehicle = true;
|
||||
// break;
|
||||
// case PlayerState.swiming:
|
||||
// _Animator.SetBool(IsSwiming, value: true);
|
||||
// break;
|
||||
// case PlayerState.collectFish:
|
||||
// _Animator.SetBool(BaitInWater, value: false);
|
||||
// _IK.SetAimIK(enabled: false);
|
||||
// _magicBlending.BlendAsset.globalWeight = 1f;
|
||||
// break;
|
||||
// case PlayerState.preciseCastIdle:
|
||||
// _Animator.SetBool(PreciseIdle, value: true);
|
||||
// break;
|
||||
// case PlayerState.casting:
|
||||
// case PlayerState.baitFlies:
|
||||
// case PlayerState.fight:
|
||||
// case PlayerState.fishView:
|
||||
// case PlayerState.throwFish:
|
||||
// case PlayerState.flyModeDebug:
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// private void LateUpdate()
|
||||
// {
|
||||
// if (playerFSMState.Value == PlayerState.swiming)
|
||||
// {
|
||||
// float value = Mathf.Lerp(_Animator.GetFloat(Forward), currentMoveSpeed.Value / 2.5f,
|
||||
// Time.deltaTime * 5f);
|
||||
// float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, Time.deltaTime * 5f);
|
||||
// _Animator.SetFloat(Forward, Mathf.Clamp01(value));
|
||||
// _Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), currentMoveSpeed.Value / 5f,
|
||||
// Time.deltaTime * 20f);
|
||||
// float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, Time.deltaTime * 15f);
|
||||
// _Animator.SetFloat(Forward, Mathf.Clamp01(value3));
|
||||
// _Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
|
||||
// }
|
||||
//
|
||||
// _Animator.SetBool(OnGround, _IsInVehicle || isGrounded.Value);
|
||||
// _Animator.SetFloat(RodRight, rodPosition.Value.x);
|
||||
// _Animator.SetFloat(RodForward, rodPosition.Value.y);
|
||||
// float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex("Torso"));
|
||||
// SetLayerWeight("Torso",
|
||||
// Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
|
||||
// var reel = Player.Rod.Reel;
|
||||
// // _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
|
||||
// }
|
||||
|
||||
|
||||
|
||||
private void PlayAnimation(string state, string layer)
|
||||
{
|
||||
_Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
|
||||
}
|
||||
|
||||
public void PlayPreciseCastAnimation()
|
||||
{
|
||||
_Animator.SetBool(PreciseIdle, value: false);
|
||||
_Animator.SetTrigger(PreciseCast);
|
||||
}
|
||||
|
||||
public void SetLayerWeight(string layer, float weight)
|
||||
{
|
||||
_Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
|
||||
}
|
||||
|
||||
private void PlayerFSMState_OnValueChanged(PlayerState state)
|
||||
{
|
||||
switch (Player.Data.PreviousState)
|
||||
{
|
||||
case PlayerState.vehicle:
|
||||
_IsInVehicle = false;
|
||||
_Animator.SetBool(BoatDriving, value: false);
|
||||
break;
|
||||
case PlayerState.swiming:
|
||||
_Animator.SetBool(IsSwiming, value: false);
|
||||
break;
|
||||
case PlayerState.preciseCastIdle:
|
||||
_Animator.SetBool(PreciseIdle, value: false);
|
||||
break;
|
||||
case PlayerState.prepare:
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
break;
|
||||
case PlayerState.casting:
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
break;
|
||||
case PlayerState.collectFish:
|
||||
_magicBlending.BlendAsset.globalWeight = 0f;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case PlayerState.idle:
|
||||
case PlayerState.move:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
break;
|
||||
case PlayerState.prepare:
|
||||
_Animator.SetBool(RodArming, value: true);
|
||||
_Animator.SetBool(HeldRod, value: true);
|
||||
break;
|
||||
case PlayerState.fishing:
|
||||
_Animator.SetBool(HeldRod, value: true);
|
||||
_Animator.SetBool(BaitInWater, value: true);
|
||||
break;
|
||||
case PlayerState.vehicle:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
_Animator.SetBool(BoatDriving, value: true);
|
||||
_IK.SetBipedLeftHandIK(enabled: true);
|
||||
_IsInVehicle = true;
|
||||
break;
|
||||
case PlayerState.vehicleFishing:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_Animator.SetBool(HeldRod, value: false);
|
||||
_Animator.SetBool(ThrowFar, value: false);
|
||||
_Animator.SetBool(RodArming, value: false);
|
||||
_IsInVehicle = true;
|
||||
break;
|
||||
case PlayerState.swiming:
|
||||
_Animator.SetBool(IsSwiming, value: true);
|
||||
break;
|
||||
case PlayerState.collectFish:
|
||||
_Animator.SetBool(BaitInWater, value: false);
|
||||
_IK.SetAimIK(enabled: false);
|
||||
_magicBlending.BlendAsset.globalWeight = 1f;
|
||||
break;
|
||||
case PlayerState.preciseCastIdle:
|
||||
_Animator.SetBool(PreciseIdle, value: true);
|
||||
break;
|
||||
case PlayerState.casting:
|
||||
case PlayerState.baitFlies:
|
||||
case PlayerState.fight:
|
||||
case PlayerState.fishView:
|
||||
case PlayerState.throwFish:
|
||||
case PlayerState.flyModeDebug:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (Player.Data.State == PlayerState.swiming)
|
||||
{
|
||||
float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
|
||||
Time.deltaTime * 5f);
|
||||
float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
|
||||
_Animator.SetFloat(Forward, Mathf.Clamp01(value));
|
||||
_Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
|
||||
}
|
||||
else
|
||||
{
|
||||
float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 5f,
|
||||
Time.deltaTime * 20f);
|
||||
float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 15f);
|
||||
_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
|
||||
_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
|
||||
}
|
||||
|
||||
var rod = Vector3.zero;
|
||||
if (Player.Rod)
|
||||
{
|
||||
rod = Player.Rod.transform.position;
|
||||
}
|
||||
|
||||
_Animator.SetBool(OnGround, _IsInVehicle || Player.Data.IsGrounded);
|
||||
_Animator.SetFloat(RodRight, rod.x);
|
||||
_Animator.SetFloat(RodForward, rod.y);
|
||||
float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(Torso));
|
||||
SetLayerWeight(Torso,
|
||||
Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
|
||||
}
|
||||
|
||||
|
||||
// private void LateUpdate()
|
||||
// {
|
||||
// if (!_isInit) return;
|
||||
|
||||
@@ -9,32 +9,32 @@ EditorUserSettings:
|
||||
value: 18134705175a055722080a3115371d4a0d55006876786860616b0471b8b3666cacb72ba5a52a362c3c0ee63201181433fe3e101bf3250b06144ca74c24f1190708e016c213c61a52f91c12cac80fd8edd298e1e4d1fde2cacddeacbcc1fee7eef0e3b6faa69af9ceaeaaec81a6d2c2c8c8c4b2e5dfd5ccd3f8cf
|
||||
flags: 0
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||||
RecentlyUsedSceneGuid-0:
|
||||
value: 5702075052030b0e5458087142770745104f4a7d747d72667e2d4d36b2b8676f
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||||
flags: 0
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||||
RecentlyUsedSceneGuid-1:
|
||||
value: 5a520c0256040b0b0f5d5a7643775914474e412e2f70243678704c6ae0e16c6d
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||||
flags: 0
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||||
RecentlyUsedSceneGuid-2:
|
||||
RecentlyUsedSceneGuid-1:
|
||||
value: 0503575f5c57085954560d2447775e4513151e7c292c2035787f4b60b4e23760
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-3:
|
||||
RecentlyUsedSceneGuid-2:
|
||||
value: 02550255060d590c0c0b097016770b12444f1e2b7e2a2534797f4b60b6e46c60
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-4:
|
||||
RecentlyUsedSceneGuid-3:
|
||||
value: 5b520400060d5a5a5b5b557641770b43424f1c28787d25612b2d196ab0b66068
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-5:
|
||||
RecentlyUsedSceneGuid-4:
|
||||
value: 52530c5601535f020f565a2043770d1612154d2f747975692c7b4e66b5e3303b
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-6:
|
||||
RecentlyUsedSceneGuid-5:
|
||||
value: 5303020755510a0f5e085c2744775a40454e1a2f282b72632f284d61e1e5673d
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-7:
|
||||
RecentlyUsedSceneGuid-6:
|
||||
value: 565700055d51590c0f56557545710744124f492b2a2976662828456ae6b03269
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-8:
|
||||
RecentlyUsedSceneGuid-7:
|
||||
value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-8:
|
||||
value: 0254070454505a0d55595d2113250844404f48297b7927342e281b6ab7b2676d
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-9:
|
||||
value: 5505015f5c515a085f5b092149760f441716407a787d7564287b1b36e7e1366e
|
||||
flags: 0
|
||||
|
||||
Reference in New Issue
Block a user