mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
Weapon
idk
This commit is contained in:
@@ -266,7 +266,7 @@ GameObject:
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|||||||
File diff suppressed because it is too large
Load Diff
@@ -8,6 +8,7 @@ using Mirror;
|
|||||||
public class DebugCanvas : MonoBehaviour
|
public class DebugCanvas : MonoBehaviour
|
||||||
{
|
{
|
||||||
public TextMeshProUGUI DebugTextGrounded;
|
public TextMeshProUGUI DebugTextGrounded;
|
||||||
|
public TextMeshProUGUI DebugTextAmmunition;
|
||||||
public TextMeshProUGUI DebugTextClientServer;
|
public TextMeshProUGUI DebugTextClientServer;
|
||||||
public GameObject Player;
|
public GameObject Player;
|
||||||
public GameObject GameManager;
|
public GameObject GameManager;
|
||||||
@@ -17,6 +18,7 @@ public class DebugCanvas : MonoBehaviour
|
|||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
GameManager = GameObject.Find("GameManager");
|
GameManager = GameObject.Find("GameManager");
|
||||||
|
|
||||||
}
|
}
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
@@ -36,10 +38,12 @@ public class DebugCanvas : MonoBehaviour
|
|||||||
{
|
{
|
||||||
DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
|
DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
|
||||||
|
|
||||||
|
DebugTextAmmunition.text = Player.GetComponent<Shoot>().CurAmmo.ToString() + " / " + Player.GetComponent<Shoot>().TotalAmmo.ToString();
|
||||||
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
|
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
|
||||||
float fps = 1.0f / deltaTime;
|
float fps = 1.0f / deltaTime;
|
||||||
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
|
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
|||||||
{
|
{
|
||||||
[Header("Mouse Look")]
|
[Header("Mouse Look")]
|
||||||
[SerializeField] private Transform playerCamera = null;
|
[SerializeField] private Transform playerCamera = null;
|
||||||
|
[SerializeField] private Transform weaponCamera = null;
|
||||||
[SerializeField] private Transform playerNeck = null;
|
[SerializeField] private Transform playerNeck = null;
|
||||||
[SerializeField] private float mouseSensitivity = 4.0f;
|
[SerializeField] private float mouseSensitivity = 4.0f;
|
||||||
|
|
||||||
@@ -35,7 +36,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
|||||||
{
|
{
|
||||||
controller = GetComponent<CharacterController>();
|
controller = GetComponent<CharacterController>();
|
||||||
|
|
||||||
playerCamera.gameObject.SetActive(true);
|
playerCamera.gameObject.GetComponent<Camera>().enabled = true;
|
||||||
neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
|
neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
|
||||||
|
|
||||||
if (lockCursor)
|
if (lockCursor)
|
||||||
|
|||||||
@@ -2,108 +2,141 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Mirror;
|
using Mirror;
|
||||||
|
using TMPro;
|
||||||
public class Shoot : NetworkBehaviour
|
public class Shoot : NetworkBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] GameObject muzzle;
|
[SerializeField] GameObject muzzle;
|
||||||
[SerializeField] ShootAnimation shootAnim;
|
[SerializeField] ShootAnimation shootAnim;
|
||||||
[SerializeField] GameObject weaponHolder;
|
[SerializeField] GameObject weaponHolder;
|
||||||
[SerializeField] GameObject GunRotation;
|
[SerializeField] GameObject GunRotation;
|
||||||
|
[SerializeField] Camera mCamera;
|
||||||
|
[SerializeField] bool limitAmmunition = true;
|
||||||
|
|
||||||
|
|
||||||
Ammunition ammunition;
|
|
||||||
private Weapon weapon;
|
private Weapon weapon;
|
||||||
private RaycastHit crosshairHitPoint;
|
private RaycastHit crosshairHitPoint;
|
||||||
private Camera mCamera;
|
|
||||||
private Vector3 _pointDirection;
|
private Vector3 _pointDirection;
|
||||||
private Quaternion _lookRotation;
|
private Quaternion _lookRotation;
|
||||||
private Vector3 hitpos;
|
private Vector3 hitpos;
|
||||||
private RaycastHit hit;
|
private RaycastHit hit;
|
||||||
private Ray ray;
|
private Ray ray;
|
||||||
private void Start()
|
private bool updateCanvas = true;
|
||||||
{
|
private int curAmmo = 1, totalAmmo = 1;
|
||||||
if (isLocalPlayer)
|
|
||||||
{
|
public int CurAmmo { get => curAmmo; set => curAmmo = value; }
|
||||||
mCamera = Camera.main;
|
public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
|
||||||
|
if (isLocalPlayer) {
|
||||||
weapon = weaponHolder.GetComponent<Weapon>();
|
weapon = weaponHolder.GetComponent<Weapon>();
|
||||||
shootAnim.OnSwitchWeapon(weapon.Firerate);
|
shootAnim.OnSwitchWeapon(weapon.Firerate);
|
||||||
|
curAmmo = weapon.CurrentAmmunition;
|
||||||
|
totalAmmo = weapon.TotalAmmunition;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update() {
|
||||||
{
|
if (isLocalPlayer) {
|
||||||
Debug.Log("Test");
|
if (updateCanvas) {
|
||||||
if (isLocalPlayer)
|
curAmmo = weapon.CurrentAmmunition;
|
||||||
{
|
totalAmmo = weapon.TotalAmmunition;
|
||||||
if (Input.GetButtonDown("Fire"))
|
updateCanvas = false;
|
||||||
{
|
}
|
||||||
|
if (Input.GetButtonDown("Fire")) {
|
||||||
|
updateCanvas = true;
|
||||||
CmdFireBullet();
|
CmdFireBullet();
|
||||||
}
|
}
|
||||||
if (Input.GetButtonDown("Reload"))
|
if (Input.GetButtonDown("Reload")) {
|
||||||
{
|
updateCanvas = true;
|
||||||
CmdReloadWeapon();
|
CmdReloadWeapon();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
[Command]
|
[Command]
|
||||||
private void CmdReloadWeapon()
|
private void CmdReloadWeapon() {
|
||||||
{
|
if (weapon.AllowAction && limitAmmunition) {
|
||||||
if (GetComponent<Ammunition>() != null && weapon.AllowAction)
|
reloadWeapon(weapon);
|
||||||
{
|
|
||||||
GetComponent<Ammunition>().reloadWeapon(weapon);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Command]
|
[Command]
|
||||||
// This code will be executed on the Server.
|
// This code will be executed on the Server.
|
||||||
private void CmdFireBullet()
|
private void CmdFireBullet() {
|
||||||
{
|
ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
|
||||||
ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
|
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
|
||||||
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
|
hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
|
||||||
|
} else {
|
||||||
hitpos = crosshairHitPoint.point;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
|
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
|
||||||
}
|
}
|
||||||
_pointDirection = hitpos - muzzle.transform.position;
|
_pointDirection = hitpos - muzzle.transform.position;
|
||||||
_lookRotation = Quaternion.LookRotation(_pointDirection);
|
_lookRotation = Quaternion.LookRotation(_pointDirection);
|
||||||
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
|
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
|
||||||
|
|
||||||
if (weapon.AllowAction)
|
if (weapon.AllowAction) { // If not reloading etc.
|
||||||
{
|
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
|
||||||
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
|
shootAnimation(); // Start Shoot Animation
|
||||||
{
|
|
||||||
shootAnimation();
|
|
||||||
Debug.DrawLine(muzzle.transform.position, hit.point);
|
Debug.DrawLine(muzzle.transform.position, hit.point);
|
||||||
Debug.Log(hit.transform.name);
|
|
||||||
if (hit.transform.gameObject.GetComponent<Player>() != null)
|
bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
|
||||||
{
|
|
||||||
Debug.Log("GETROFFEN------------------");
|
if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
|
||||||
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(20);
|
Debug.Log("-->HIT PLAYER: " + hit.transform.name);
|
||||||
|
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (GetComponent<Ammunition>() != null)
|
if (limitAmmunition) {
|
||||||
{
|
subtractAmmunition(weapon); // Subtract Ammunition
|
||||||
GetComponent<Ammunition>().subtractAmmunition(weapon);
|
|
||||||
}
|
}
|
||||||
StartCoroutine(fireRate());
|
StartCoroutine(fireRate());
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
[Client]
|
|
||||||
void shootAnimation()
|
void bulletHole(GameObject holeObject, RaycastHit hit)
|
||||||
{
|
{
|
||||||
|
holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
|
||||||
|
holeObject.transform.position = hit.point;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Client]
|
||||||
|
void shootAnimation() {
|
||||||
shootAnim.recoil(0.1f);
|
shootAnim.recoil(0.1f);
|
||||||
}
|
}
|
||||||
IEnumerator fireRate()
|
|
||||||
{
|
|
||||||
|
IEnumerator fireRate() {
|
||||||
weapon.AllowAction = false;
|
weapon.AllowAction = false;
|
||||||
yield return new WaitForSeconds(60f/weapon.Firerate);
|
yield return new WaitForSeconds(60f/weapon.Firerate); // Waits for firerate seconds
|
||||||
weapon.AllowAction = true;
|
weapon.AllowAction = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
|
||||||
|
if (weapon.CurrentAmmunition > 0) {
|
||||||
|
weapon.CurrentAmmunition -= 1;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool reloadWeapon(Weapon weapon) { // Reloads Ammunition from weapon
|
||||||
|
if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
|
||||||
|
weapon.AllowAction = false;
|
||||||
|
int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
|
||||||
|
if (weapon.TotalAmmunition >= dif) {
|
||||||
|
weapon.CurrentAmmunition += dif;
|
||||||
|
weapon.TotalAmmunition -= dif;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
weapon.CurrentAmmunition += weapon.TotalAmmunition;
|
||||||
|
weapon.TotalAmmunition = 0;
|
||||||
|
}
|
||||||
|
weapon.AllowAction = true;
|
||||||
|
Debug.Log("Reloaded");
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ public class Weapon : MonoBehaviour
|
|||||||
}
|
}
|
||||||
[SerializeField] weaponKinds weaponKind;
|
[SerializeField] weaponKinds weaponKind;
|
||||||
[SerializeField] bool active = false;
|
[SerializeField] bool active = false;
|
||||||
[SerializeField] float damage = 0;
|
[SerializeField] int damage = 0;
|
||||||
[SerializeField] float firerate = 0;
|
[SerializeField] float firerate = 0;
|
||||||
[SerializeField] int roundsPerShot = 1;
|
[SerializeField] int roundsPerShot = 1;
|
||||||
[SerializeField] float recoilStrength = 0;
|
[SerializeField] float recoilStrength = 0;
|
||||||
@@ -22,7 +22,7 @@ public class Weapon : MonoBehaviour
|
|||||||
|
|
||||||
public bool Active { get => active; set => active = value; }
|
public bool Active { get => active; set => active = value; }
|
||||||
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
|
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
|
||||||
public float Damage { get => damage; set => damage = value; }
|
public int Damage { get => damage; set => damage = value; }
|
||||||
public float Firerate { get => firerate; set => firerate = value; }
|
public float Firerate { get => firerate; set => firerate = value; }
|
||||||
public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
|
public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
|
||||||
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
|
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
|
||||||
|
|||||||
@@ -1,14 +1,16 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Mirror;
|
||||||
|
|
||||||
public class WeaponManager : MonoBehaviour
|
|
||||||
|
public class WeaponManager : NetworkBehaviour
|
||||||
{
|
{
|
||||||
public int currentWeaponIndex = 0;
|
public int currentWeaponIndex = 0;
|
||||||
public List<GameObject> allWeapons = new List<GameObject>();
|
public List<GameObject> allWeapons = new List<GameObject>();
|
||||||
public GameObject[] activeWeapons;
|
public GameObject[] activeWeapons;
|
||||||
|
|
||||||
[SerializeField] GameObject cam;
|
[SerializeField] Camera cam;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -16,12 +18,12 @@ public class WeaponManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
|
if (isLocalPlayer) {
|
||||||
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
|
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
|
||||||
if (currentWeaponIndex <= 0)
|
if (currentWeaponIndex <= 0)
|
||||||
{ currentWeaponIndex = activeWeapons.Length; }
|
{ currentWeaponIndex = activeWeapons.Length; }
|
||||||
else { currentWeaponIndex--; }
|
else { currentWeaponIndex--; }
|
||||||
}
|
}else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
|
||||||
if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
|
|
||||||
if (currentWeaponIndex >= activeWeapons.Length)
|
if (currentWeaponIndex >= activeWeapons.Length)
|
||||||
{ currentWeaponIndex = 0; }
|
{ currentWeaponIndex = 0; }
|
||||||
else { currentWeaponIndex++; }
|
else { currentWeaponIndex++; }
|
||||||
@@ -30,10 +32,21 @@ public class WeaponManager : MonoBehaviour
|
|||||||
|
|
||||||
if (Input.GetButton("Interact")) // e
|
if (Input.GetButton("Interact")) // e
|
||||||
{
|
{
|
||||||
|
CmdPickupWeapon();
|
||||||
|
|
||||||
|
}else if (Input.GetButton("Drop")) // q Droping weapon
|
||||||
|
{
|
||||||
|
activeWeapons[currentWeaponIndex] = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Command]
|
||||||
|
private void CmdPickupWeapon() {
|
||||||
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
||||||
{
|
{
|
||||||
Debug.DrawLine(cam.transform.position, hit.point);
|
Debug.DrawLine(cam.transform.position, hit.point);
|
||||||
if (allWeapons.Contains(hit.transform.gameObject) && !searchInArray(activeWeapons, hit.transform.gameObject)) // If Object is a weapon and the weapon is not in the current active weapons
|
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
|
||||||
{
|
{
|
||||||
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
|
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
|
||||||
{
|
{
|
||||||
@@ -46,12 +59,6 @@ public class WeaponManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (Input.GetButton("Drop")) // q Droping weapon
|
|
||||||
{
|
|
||||||
activeWeapons[currentWeaponIndex] = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private bool searchInArray(GameObject[] arr, GameObject searchObj)
|
private bool searchInArray(GameObject[] arr, GameObject searchObj)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -3,7 +3,8 @@
|
|||||||
--- !u!78 &1
|
--- !u!78 &1
|
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TagManager:
|
TagManager:
|
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serializedVersion: 2
|
serializedVersion: 2
|
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tags: []
|
tags:
|
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|
- Weapon
|
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layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
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|||||||
@@ -8,13 +8,12 @@ MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 12010, guid: 0000000000000000e000000000000000, type: 0}
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m_Script: {fileID: 12010, guid: 0000000000000000e000000000000000, type: 0}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_Children:
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m_Children:
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- {fileID: 14}
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m_Position:
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m_Position:
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serializedVersion: 2
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serializedVersion: 2
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x: 0
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x: 0
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@@ -23,8 +22,8 @@ MonoBehaviour:
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height: 731
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height: 731
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m_MinSize: {x: 400, y: 200}
|
m_MinSize: {x: 400, y: 200}
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m_MaxSize: {x: 32384, y: 16192}
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m_MaxSize: {x: 32384, y: 16192}
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vertical: 0
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vertical: 1
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controlID: -1
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controlID: 10675
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--- !u!114 &2
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--- !u!114 &2
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MonoBehaviour:
|
MonoBehaviour:
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m_ObjectHideFlags: 52
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m_ObjectHideFlags: 52
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@@ -45,9 +44,9 @@ MonoBehaviour:
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m_Tooltip:
|
m_Tooltip:
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m_Pos:
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m_Pos:
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serializedVersion: 2
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serializedVersion: 2
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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@@ -59,11 +58,11 @@ MonoBehaviour:
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m_ShowGizmos: 0
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m_ShowGizmos: 0
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m_TargetDisplay: 0
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m_TargetDisplay: 0
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m_TargetSize: {x: 511.60004, y: 429.2}
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m_TextureHideFlags: 61
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m_TextureHideFlags: 61
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m_RenderIMGUI: 1
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m_RenderIMGUI: 1
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m_EnterPlayModeBehavior: 0
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m_EnterPlayModeBehavior: 1
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m_UseMipMap: 0
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m_UseMipMap: 0
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m_VSyncEnabled: 0
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m_VSyncEnabled: 0
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m_Gizmos: 0
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m_Gizmos: 0
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@@ -74,8 +73,8 @@ MonoBehaviour:
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m_VRangeLocked: 0
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m_VRangeLocked: 0
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hZoomLockedByDefault: 0
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hZoomLockedByDefault: 0
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vZoomLockedByDefault: 0
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vZoomLockedByDefault: 0
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m_HBaseRangeMax: 204.64001
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m_VBaseRangeMin: -171.68001
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m_VBaseRangeMin: -171.68001
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m_VBaseRangeMax: 171.68001
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m_VBaseRangeMax: 171.68001
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m_HAllowExceedBaseRangeMin: 1
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m_HAllowExceedBaseRangeMin: 1
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@@ -86,7 +85,7 @@ MonoBehaviour:
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m_HSlider: 0
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m_HSlider: 0
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m_VSlider: 0
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m_VSlider: 0
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m_IgnoreScrollWheelUntilClicked: 0
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m_EnableSliderZoomHorizontal: 0
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m_EnableSliderZoomVertical: 0
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m_EnableSliderZoomVertical: 0
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m_UniformScale: 1
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m_UniformScale: 1
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@@ -95,23 +94,23 @@ MonoBehaviour:
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m_Scale: {x: 1.1592733, y: 1.1592739}
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m_LastShownAreaInsideMargins:
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m_LastShownAreaInsideMargins:
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height: 370.23178
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--- !u!114 &4
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MonoBehaviour:
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m_NameFilter:
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m_NameFilter:
|
||||||
m_ClassNames: []
|
m_ClassNames:
|
||||||
|
- Prefab
|
||||||
m_AssetLabels: []
|
m_AssetLabels: []
|
||||||
m_AssetBundleNames: []
|
m_AssetBundleNames: []
|
||||||
m_VersionControlStates: []
|
m_VersionControlStates: []
|
||||||
@@ -896,37 +897,36 @@ MonoBehaviour:
|
|||||||
m_ShowAllHits: 0
|
m_ShowAllHits: 0
|
||||||
m_SkipHidden: 0
|
m_SkipHidden: 0
|
||||||
m_SearchArea: 1
|
m_SearchArea: 1
|
||||||
m_Folders:
|
m_Folders: []
|
||||||
- Assets/Scenes
|
|
||||||
m_Globs: []
|
m_Globs: []
|
||||||
m_OriginalText:
|
m_OriginalText:
|
||||||
m_ViewMode: 1
|
m_ViewMode: 1
|
||||||
m_StartGridSize: 64
|
m_StartGridSize: 64
|
||||||
m_LastFolders:
|
m_LastFolders:
|
||||||
- Assets/Scenes
|
- Assets/Objects/Weapons/M9
|
||||||
m_LastFoldersGridSize: -1
|
m_LastFoldersGridSize: -1
|
||||||
m_LastProjectPath: D:\.Downloads\Programming\Unity\Projects\Rheinmetall\3dshooter\3d-shooter
|
m_LastProjectPath: D:\.Downloads\Programming\Unity\Projects\Rheinmetall\3dshooter\3d-shooter
|
||||||
m_LockTracker:
|
m_LockTracker:
|
||||||
m_IsLocked: 0
|
m_IsLocked: 0
|
||||||
m_FolderTreeState:
|
m_FolderTreeState:
|
||||||
scrollPos: {x: 0, y: 205}
|
scrollPos: {x: 0, y: 0}
|
||||||
m_SelectedIDs: fe640000
|
m_SelectedIDs: 04ca9a3b
|
||||||
m_LastClickedID: 25854
|
m_LastClickedID: 1000000004
|
||||||
m_ExpandedIDs: 000000008a6400008c6400008e64000090640000fc64000000ca9a3bffffff7f
|
m_ExpandedIDs: 00000000ea630000ec630000ee630000f06300007265000000ca9a3b
|
||||||
m_RenameOverlay:
|
m_RenameOverlay:
|
||||||
m_UserAcceptedRename: 0
|
m_UserAcceptedRename: 0
|
||||||
m_Name: Scripts
|
m_Name:
|
||||||
m_OriginalName: Scripts
|
m_OriginalName:
|
||||||
m_EditFieldRect:
|
m_EditFieldRect:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 0
|
y: 0
|
||||||
width: 0
|
width: 0
|
||||||
height: 0
|
height: 0
|
||||||
m_UserData: 25742
|
m_UserData: 0
|
||||||
m_IsWaitingForDelay: 0
|
m_IsWaitingForDelay: 0
|
||||||
m_IsRenaming: 0
|
m_IsRenaming: 0
|
||||||
m_OriginalEventType: 0
|
m_OriginalEventType: 11
|
||||||
m_IsRenamingFilename: 1
|
m_IsRenamingFilename: 1
|
||||||
m_ClientGUIView: {fileID: 12}
|
m_ClientGUIView: {fileID: 12}
|
||||||
m_SearchString:
|
m_SearchString:
|
||||||
@@ -940,7 +940,7 @@ MonoBehaviour:
|
|||||||
scrollPos: {x: 0, y: 0}
|
scrollPos: {x: 0, y: 0}
|
||||||
m_SelectedIDs:
|
m_SelectedIDs:
|
||||||
m_LastClickedID: 0
|
m_LastClickedID: 0
|
||||||
m_ExpandedIDs: 000000008a6400008c6400008e64000090640000
|
m_ExpandedIDs: 00000000ea630000ec630000ee630000f06300007265000000ca9a3b
|
||||||
m_RenameOverlay:
|
m_RenameOverlay:
|
||||||
m_UserAcceptedRename: 0
|
m_UserAcceptedRename: 0
|
||||||
m_Name:
|
m_Name:
|
||||||
@@ -1018,7 +1018,7 @@ MonoBehaviour:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 544
|
y: 544
|
||||||
width: 1168.6
|
width: 1217.4
|
||||||
height: 239.4
|
height: 239.4
|
||||||
m_ViewDataDictionary: {fileID: 0}
|
m_ViewDataDictionary: {fileID: 0}
|
||||||
m_OverlayCanvas:
|
m_OverlayCanvas:
|
||||||
@@ -1044,9 +1044,9 @@ MonoBehaviour:
|
|||||||
m_Tooltip:
|
m_Tooltip:
|
||||||
m_Pos:
|
m_Pos:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 1169.6
|
x: 1218.4
|
||||||
y: 73.6
|
y: 73.6
|
||||||
width: 365.40002
|
width: 316.59998
|
||||||
height: 709.8
|
height: 709.8
|
||||||
m_ViewDataDictionary: {fileID: 0}
|
m_ViewDataDictionary: {fileID: 0}
|
||||||
m_OverlayCanvas:
|
m_OverlayCanvas:
|
||||||
|
|||||||
Reference in New Issue
Block a user