Figuring out synchronization
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22 changed files with 783 additions and 217 deletions
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7
Assets/Scenes/NetworkTest.unity.meta
Normal file
7
Assets/Scenes/NetworkTest.unity.meta
Normal file
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@ -7,7 +7,6 @@ namespace TTTSC.Player.Character
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{
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public class AliveReffrenceHub : MonoBehaviour
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{
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public NetworkIdentity aliveNetworkIdentity;
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public Controller.GroundCheck characterHover;
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_networkIdentity = GetComponent<NetworkIdentity>();
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_networkIdentity.AssignClientAuthority(_networkIdentity.connectionToClient);
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//
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#region GlobalControls
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#region CrouchInputReciver
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[Client]
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{
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if (isLocalPlayer)
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{
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}
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{
|
||||
Debug.Log("Crouch input received on server from" + _networkIdentity.netId);
|
||||
CrouchInputEvent?.Invoke(performed);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
|
|
|||
|
|
@ -13,8 +13,8 @@ namespace TTTSC.Player.Character.PlayerCharacterInfo
|
|||
|
||||
public enum playerPlayStates
|
||||
{
|
||||
Spectator,
|
||||
Alive
|
||||
Alive,
|
||||
Spectator
|
||||
};
|
||||
|
||||
public playerPlayStates currentPlayerPlayState;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,18 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
using TTTSC.Player.Character.Controller;
|
||||
|
||||
namespace TTTSC.Player.NetworkedCharacter
|
||||
{
|
||||
public class NetworkAliveReffrenceHub : MonoBehaviour
|
||||
{
|
||||
public NetworkIdentity aliveNetworkIdentity;
|
||||
public CharacterMovementConfig networkCharacterMovementConfig;
|
||||
public NetworkCharacterStateMachine networkCharacterStateMachine;
|
||||
public NetworkCharacterHover networkCharacterHover;
|
||||
public NetworkCharacterStateChanger networkCharacterStateChanger;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d2065225f7daf0247af0ecc3bd961814
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using Mirror;
|
|||
|
||||
namespace TTTSC.Player.NetworkedCharacter
|
||||
{
|
||||
public class NetworkCharacterStateChanger : NetworkBehaviour
|
||||
public class NetworkCharacterStateChanger : MonoBehaviour
|
||||
{
|
||||
private PlayerGhostReffrenceHub _playerGhostReffrenceHub;
|
||||
private PlayerInputReceiver _playerInputReceiver;
|
||||
|
|
@ -23,124 +23,41 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
_playerInputReceiver.MoveInputEvent += Walk;
|
||||
_playerInputReceiver.CrouchInputEvent += Crouch;
|
||||
_playerInputReceiver.SprintInputEvent += Sprint;
|
||||
|
||||
Debug.Log(isLocalPlayer);
|
||||
}
|
||||
|
||||
#region input
|
||||
private void Walk(Vector2 direction, bool performing)
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
_walkIsPerforming = performing;
|
||||
}
|
||||
}
|
||||
|
||||
private void Crouch(bool performing)
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
Debug.Log("Crouch event triggered with status " + performing);
|
||||
_crouchIsHeld = performing;
|
||||
}
|
||||
}
|
||||
|
||||
private void Sprint(bool held)
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
Debug.Log("Sprint event triggered with status " + held);
|
||||
_sprintIsPerforming = held;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//Debug.Log("Local player is updating");
|
||||
if (!isLocalPlayer)
|
||||
{
|
||||
Debug.LogError("This is not the local player");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_crouchIsHeld && !_sprintIsPerforming)
|
||||
{
|
||||
Debug.Log("asking server to crouch");
|
||||
CmdCrouch();
|
||||
}
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Crouching;
|
||||
|
||||
if (_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
|
||||
{
|
||||
CmdWalk();
|
||||
}
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Walking;
|
||||
|
||||
if (_sprintIsPerforming && !_crouchIsHeld && _walkIsPerforming)
|
||||
{
|
||||
CmdSprint();
|
||||
}
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Sprinting;
|
||||
|
||||
|
||||
if (!_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
|
||||
{
|
||||
CmdIdle();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#region client
|
||||
[Command]
|
||||
void CmdCrouch()
|
||||
{
|
||||
Debug.Log("asking clients to crouch");
|
||||
RpcCrouch();
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdWalk()
|
||||
{
|
||||
RpcWalk();
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdSprint()
|
||||
{
|
||||
RpcSprint();
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdIdle()
|
||||
{
|
||||
RpcIdle();
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
#region server
|
||||
[ClientRpc]
|
||||
void RpcCrouch()
|
||||
{
|
||||
Debug.Log("crouching");
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Crouching;
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcWalk()
|
||||
{
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Walking;
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcSprint()
|
||||
{
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Sprinting;
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcIdle()
|
||||
{
|
||||
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Idle;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -5,8 +5,9 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
{
|
||||
public class NetworkCharacterStateMachine : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public CharacterStates characterState;
|
||||
[SyncVar(hook = nameof(HandleMovementStateChange))]
|
||||
[SyncVar]
|
||||
public MovementStates movementState;
|
||||
public bool ceilingDetected;
|
||||
public bool eligibleForStep;
|
||||
|
|
@ -44,22 +45,5 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
InBoat,
|
||||
InProp
|
||||
}
|
||||
|
||||
[Command]
|
||||
private void HandleMovementStateChange(MovementStates oldMovementState, MovementStates newMovementState)
|
||||
{
|
||||
RpcSetMovementState(newMovementState);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void RpcSetMovementState(MovementStates newMovementState)
|
||||
{
|
||||
movementState = newMovementState;
|
||||
}
|
||||
|
||||
private void HandleCharacterStateChange(CharacterStates oldCharacterState, CharacterStates newCharacterState)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -51,7 +51,6 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void SpawnAlivePlayerBody()
|
||||
{
|
||||
_playerInfoData.helth = 100;
|
||||
|
|
@ -64,10 +63,10 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
if (_aliveBody == null)
|
||||
{
|
||||
_aliveBody = Instantiate(_aliveBodyPrefab, transform.position, transform.rotation, transform);
|
||||
NetworkServer.Spawn(_aliveBody);
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void SpawnSpectatorPlayerBody()
|
||||
{
|
||||
if (_aliveBody != null)
|
||||
|
|
@ -79,11 +78,9 @@ namespace TTTSC.Player.NetworkedCharacter
|
|||
|
||||
if (_spectatorBody == null)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
_spectatorBody = Instantiate(_spectatorBodyPrefab, transform.position, transform.rotation, transform);
|
||||
|
||||
}
|
||||
_spectatorBody = Instantiate(_spectatorBodyPrefab, transform.position, transform.rotation, transform);
|
||||
NetworkServer.Spawn(_spectatorBody);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ public class PresanceManager : MonoBehaviour
|
|||
string maxPlayersInGame;
|
||||
string timeUntillGameEnds;
|
||||
|
||||
GameEventDataSet gameEventDataSet;
|
||||
private void OnEnable()
|
||||
{
|
||||
DontDestroyOnLoad(this);
|
||||
|
|
@ -26,7 +27,8 @@ public class PresanceManager : MonoBehaviour
|
|||
public void SetPresence(GameEventDataSet dataSet)
|
||||
{
|
||||
Debug.Log("attempting to set presence");
|
||||
CheckDataSet(dataSet);
|
||||
gameEventDataSet = dataSet;
|
||||
CheckDataSet(gameEventDataSet);
|
||||
}
|
||||
|
||||
public void CheckDataSet(GameEventDataSet dataSet)
|
||||
|
|
@ -65,7 +67,7 @@ public class PresanceManager : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("suceessfuly recived current gamemode " + state);
|
||||
Debug.Log("suceessfuly recived current gamemode " + gamemode);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -79,7 +81,7 @@ public class PresanceManager : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("suceessfuly recived map " + state);
|
||||
Debug.Log("suceessfuly recived map " + map);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -93,7 +95,7 @@ public class PresanceManager : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("suceessfuly recived the current amout of players " + state);
|
||||
Debug.Log("suceessfuly recived the current amout of players " + playersInGame);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -107,7 +109,7 @@ public class PresanceManager : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("suceessfuly recived the max amout of players " + state);
|
||||
Debug.Log("suceessfuly recived the max amout of players " + maxPlayersInGame);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
@ -116,18 +118,83 @@ public class PresanceManager : MonoBehaviour
|
|||
//await Task.WhenAll(task);
|
||||
|
||||
Debug.Log("all data has been successfully checked, attempting setting presence");
|
||||
UpdatePresenceStats();
|
||||
SetSteamPeresance();
|
||||
discordManager.SetPresence(state, gamemode, map, playersInGame, maxPlayersInGame);
|
||||
UpdatePresenceStats();
|
||||
Debug.Log("attepting to update all platform presences");
|
||||
}
|
||||
|
||||
private void UpdatePresenceStats()
|
||||
{
|
||||
steamworksManager.SetSteamPresance(valueName, gamemode);
|
||||
|
||||
for (int data = 0; data < gameEventDataSet.gameEventData.Count; data++)
|
||||
{
|
||||
var currentData = gameEventDataSet.gameEventData[data];
|
||||
//task[data] = currentData;
|
||||
Debug.Log("there is " + gameEventDataSet.gameEventData.Count + " data set to check");
|
||||
|
||||
|
||||
switch (currentData.valueName)
|
||||
{
|
||||
|
||||
//
|
||||
case "presence_gamemode":
|
||||
valueName = currentData.valueName;
|
||||
steamworksManager.SetSteamPresance(valueName, gamemode);
|
||||
if (gamemode == null || gamemode == "null")
|
||||
{
|
||||
Debug.Log("no gamemode was passed");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("steam suceessfuly recived current gamemode " + gamemode);
|
||||
}
|
||||
break;
|
||||
|
||||
//
|
||||
case "presence_map":
|
||||
valueName = currentData.valueName;
|
||||
steamworksManager.SetSteamPresance(valueName, map);
|
||||
if (map == null || map == "null")
|
||||
{
|
||||
Debug.Log("no map was passed");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("steam suceessfuly recived map " + map);
|
||||
}
|
||||
break;
|
||||
|
||||
//
|
||||
case "presence_playersInGame":
|
||||
valueName = currentData.valueName;
|
||||
steamworksManager.SetSteamPresance(valueName, playersInGame);
|
||||
if (playersInGame == null || playersInGame == "null")
|
||||
{
|
||||
Debug.Log("no player amout was passed");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("steam suceessfuly recived the current amout of players " + playersInGame);
|
||||
}
|
||||
break;
|
||||
|
||||
//
|
||||
case "presence_maxPlayersInGame":
|
||||
valueName = currentData.valueName;
|
||||
steamworksManager.SetSteamPresance(valueName, maxPlayersInGame);
|
||||
if (maxPlayersInGame == null || maxPlayersInGame == "null")
|
||||
{
|
||||
Debug.Log("no state was passed");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("steam suceessfuly recived the max amout of players " + maxPlayersInGame);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
Debug.Log("Updated steam presence stats");
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@ public class SteamworksManager : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
public void SetSteamPresance(string valueName, string presanceText)
|
||||
{
|
||||
Debug.Log("SetSteamPresance with key: " + valueName + " and content: " + presanceText);
|
||||
SteamFriends.SetRichPresence(valueName, presanceText);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,11 +2,14 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
using TTTSC.Player.NetworkedCharacter;
|
||||
|
||||
public class TTTSC_NetworkManager : NetworkManager
|
||||
{
|
||||
[SerializeField]
|
||||
NetworkPresenceUtilities _networkPresenceUtilities;
|
||||
|
||||
|
||||
public override void OnClientConnect(NetworkConnection conn)
|
||||
{
|
||||
base.OnClientConnect(conn);
|
||||
|
|
|
|||
29
Assets/TestPlayer.cs
Normal file
29
Assets/TestPlayer.cs
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
using TTTSC.Player.Character.Controller;
|
||||
|
||||
public class TestPlayer : MonoBehaviour
|
||||
{
|
||||
public PlayerInputReceiver playerInputReceiver;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
playerInputReceiver = GetComponent<PlayerInputReceiver>();
|
||||
|
||||
playerInputReceiver.CrouchInputEvent += test;
|
||||
}
|
||||
|
||||
private void test(bool test)
|
||||
{
|
||||
Debug.Log("test");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/TestPlayer.cs.meta
Normal file
11
Assets/TestPlayer.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ba1f1475f4d92434f8892cc2196b6de5
|
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MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
80
Assets/TestPlayer.prefab
Normal file
80
Assets/TestPlayer.prefab
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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GameObject:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 3214688313764448391}
|
||||
- component: {fileID: 3214688313764448388}
|
||||
m_Layer: 0
|
||||
m_Name: TestPlayer
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &3214688313764448385
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3214688313764448389}
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m_LocalPosition: {x: 2.7515028, y: 0.6396844, z: -17.639381}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_EditorClassIdentifier:
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syncMode: 0
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syncInterval: 0.1
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--- !u!114 &3214688313764448391
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3214688313764448389}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ba1f1475f4d92434f8892cc2196b6de5, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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playerInputReceiver: {fileID: 3214688313764448390}
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--- !u!114 &3214688313764448388
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3214688313764448389}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 9b91ecbcc199f4492b9a91e820070131, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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sceneId: 0
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serverOnly: 0
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visible: 0
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m_AssetId:
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hasSpawned: 0
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7
Assets/TestPlayer.prefab.meta
Normal file
7
Assets/TestPlayer.prefab.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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guid: 91a2b3994bef78c4c960c08087b0b493
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in a new issue