mirror of
				https://github.com/DerTyp7/fps-citybuild-unity.git
				synced 2025-10-31 05:07:08 +01:00 
			
		
		
		
	Merge branch 'NPC' into main
This commit is contained in:
		
							
								
								
									
										44
									
								
								Assets/Scripts/NPC/NPCController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										44
									
								
								Assets/Scripts/NPC/NPCController.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,44 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class NPCController : MonoBehaviour | ||||
| { | ||||
|  | ||||
|     PathMap Map; | ||||
|     private GameObject[,] ball; | ||||
|     public List<PathNode> path; | ||||
|     private int rows; | ||||
|     [SerializeField] Vector3 startPoint; | ||||
|     [SerializeField] Vector3 endPoint; | ||||
|  | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|         startPoint = new Vector3(0,0,0); | ||||
|         endPoint = new Vector3(100,0,100); | ||||
|         rows = 45; | ||||
|         Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 100); | ||||
|         Debug.Log("yeet"); | ||||
|         Map.setupMapWithNextLayer(); | ||||
|         //Looking through the low res search | ||||
|         //path = Map.QueryNodes(startPoint,endPoint); | ||||
|         if (path != null) { | ||||
|             for (int i = 0; i < path.Count - 1; i++) { | ||||
|                 int x = path[i].index.x; | ||||
|                 int y = path[i].index.y; | ||||
|                 Debug.Log(path[i].index); | ||||
|                 Debug.Log(path[i].Position); | ||||
|                 GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube); | ||||
|                 sphere.transform.position = Map.map[x, y].Position; | ||||
|             } | ||||
|         } | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/NPC/NPCController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/NPC/NPCController.cs.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,11 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: ef9b1c03bb478e84b931f1cbb3bbab8c | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										520
									
								
								Assets/Scripts/NPC/PathMap.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										520
									
								
								Assets/Scripts/NPC/PathMap.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,520 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class PathMap | ||||
| { | ||||
|  | ||||
|  | ||||
|     private Vector3 position; | ||||
|     public PathNode[,] map; | ||||
|     public PathMap parent; | ||||
|     public Vector2Int parentIndex; | ||||
|  | ||||
|     private int rows = 100; | ||||
|     private int cols = 100; | ||||
|     private float spacing = 1f; | ||||
|     private float height = 0; | ||||
|     public Terrain t; | ||||
|     private float w, h; | ||||
|     private bool divided = false; | ||||
|  | ||||
|     private List<PathNode> openList; | ||||
|     private List<PathNode> closedList; | ||||
|  | ||||
|     private List<PathNode> path; | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|     public PathMap(Vector3 Position, int Rows, int Cols, float Width) | ||||
|     { | ||||
|         setup(Position, Rows, Cols, Width); | ||||
|  | ||||
|  | ||||
|     } | ||||
|     public void setupMap() | ||||
|     { | ||||
|         Generate(); | ||||
|         //Add the references to the neighbors of all nodes | ||||
|         AddAllNeighbors(); | ||||
|  | ||||
|  | ||||
|     } | ||||
|     private void setup(Vector3 Position, int Rows, int Cols, float Width) | ||||
|     { | ||||
|         position = Position; | ||||
|         rows = Rows; | ||||
|         cols = Cols; | ||||
|         w = Width; | ||||
|         spacing = w / rows; | ||||
|  | ||||
|         //Array of all pathnodes in this chunk. | ||||
|         map = new PathNode[rows, cols]; | ||||
|  | ||||
|  | ||||
|         //only for debugging | ||||
|  | ||||
|  | ||||
|  | ||||
|         openList = new List<PathNode>(); | ||||
|         closedList = new List<PathNode>(); | ||||
|  | ||||
|         //Path that will be returned at the end. | ||||
|         path = new List<PathNode>(); | ||||
|  | ||||
|     } | ||||
|     public void setupMapWithNextLayer() | ||||
|     { | ||||
|         Generate(); | ||||
|         AddAllNeighbors(); | ||||
|         //addNextLayer(); | ||||
|          | ||||
|         //Add the references to the neighbors of all nodes | ||||
|  | ||||
|  | ||||
|     } | ||||
|     public void Generate() | ||||
|     { | ||||
|         //Add all nodes into the map. | ||||
|         for (int r = 0; r < rows; r++) | ||||
|         { | ||||
|             for (int c = 0; c < cols; c++) | ||||
|             { | ||||
|                 PathNode node = new PathNode(); | ||||
|                 node.Position = new Vector3(this.position.x + r * spacing, this.position.y + height, this.position.z + c * spacing); | ||||
|                 node.index = new Vector2Int(r, c); | ||||
|                 node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000; | ||||
|                 map[r, c] = node; | ||||
|  | ||||
|             } | ||||
|         } | ||||
|  | ||||
|  | ||||
|     } | ||||
|  | ||||
|     public List<PathNode> QueryNodes(Vector3 Vstart, Vector3 Vend) | ||||
|     { | ||||
|         bool finished = false; | ||||
|  | ||||
|         PathNode start = FindClosestNode(Vstart); | ||||
|         start.Gscore = 0; | ||||
|         PathNode end = FindClosestNode(Vend); | ||||
|         Debug.Log(start); | ||||
|         Debug.Log("Searching a path from " + start.Position + " to " + end.Position); | ||||
|         openList.Add(start); | ||||
|  | ||||
|         PathNode current; | ||||
|         int d = 0; | ||||
|         while (!finished) | ||||
|         { | ||||
|             d++; | ||||
|             if (d > 1000) | ||||
|             { | ||||
|                 Debug.Log("Too many trys"); | ||||
|                 return null; | ||||
|             } | ||||
|             int winner = 0; | ||||
|             for (int i = 0; i < openList.Count; i++) | ||||
|             { | ||||
|  | ||||
|                 if (openList[i].Fscore < openList[winner].Fscore) winner = i; | ||||
|             } | ||||
|             current = openList[winner]; | ||||
|             openList.RemoveAt(winner); | ||||
|             closedList.Add(current); | ||||
|  | ||||
|  | ||||
|  | ||||
|             if (current != end) | ||||
|             { | ||||
|                 foreach (PathNode p in current.neigbors) | ||||
|                 { | ||||
|                     if (!closedList.Contains(p) && !p.Blocked) | ||||
|                     { | ||||
|                         float tempG = current.Gscore + heuristic(p, current); | ||||
|                         bool newPath = false; | ||||
|                         if (openList.Contains(p)) | ||||
|                         { | ||||
|                             if (tempG < p.Gscore) | ||||
|                             { | ||||
|                                 p.Gscore = tempG; | ||||
|                                 newPath = true; | ||||
|                             } | ||||
|                         } | ||||
|                         else | ||||
|                         { | ||||
|                             p.Gscore = tempG; | ||||
|                             newPath = true; | ||||
|                             openList.Add(p); | ||||
|                         } | ||||
|                         if (newPath) | ||||
|                         { | ||||
|                             p.Hscore = heuristic(p, end); | ||||
|                             p.Fscore = p.Gscore + p.Hscore; | ||||
|                             p.Previous = current; | ||||
|                         } | ||||
|  | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 Debug.Log("Path Has Been Found"); | ||||
|                 PathNode temp = end; | ||||
|                 path.Add(temp); | ||||
|                 while (temp.Previous != null) | ||||
|                 { | ||||
|                     path.Add(temp.Previous); | ||||
|                     temp = temp.Previous; | ||||
|                 } | ||||
|                 path.Add(start); | ||||
|                 finished = true; | ||||
|                 return path; | ||||
|             } | ||||
|         } | ||||
|         return null; | ||||
|     } | ||||
|  | ||||
|     public List<PathNode> LowerQueryNodes(Vector3 Vstart, Vector3 Vend, PathNode[] parentPath) | ||||
|     { | ||||
|         bool finished = false; | ||||
|  | ||||
|         PathNode start = FindClosestNode(Vstart); | ||||
|         start.Gscore = 0; | ||||
|         PathNode end = FindClosestNode(Vend); | ||||
|  | ||||
|         Debug.Log("Searching a path from " + start.Position + " to " + end.Position + " but through the lower level."); | ||||
|         openList.Add(start); | ||||
|  | ||||
|         PathNode current; | ||||
|         int d = 0; | ||||
|         while (!finished) | ||||
|         { | ||||
|             d++; | ||||
|             if (d > 1000) | ||||
|             { | ||||
|                 Debug.Log("Too many trys"); | ||||
|                 return null; | ||||
|             } | ||||
|             int winner = 0; | ||||
|             for (int i = 0; i < openList.Count; i++) | ||||
|             { | ||||
|  | ||||
|                 if (openList[i].Fscore < openList[winner].Fscore) winner = i; | ||||
|             } | ||||
|             current = openList[winner]; | ||||
|             openList.RemoveAt(winner); | ||||
|             closedList.Add(current); | ||||
|  | ||||
|             if (current != end) | ||||
|             { | ||||
|                 foreach (PathNode p in current.neigbors) | ||||
|                 { | ||||
|                     if (!closedList.Contains(p) && !p.Blocked) | ||||
|                     { | ||||
|                         float tempG = current.Gscore + heuristic(p, current); | ||||
|                         bool newPath = false; | ||||
|                         if (openList.Contains(p)) | ||||
|                         { | ||||
|                             if (tempG < p.Gscore) | ||||
|                             { | ||||
|                                 p.Gscore = tempG; | ||||
|                                 newPath = true; | ||||
|                             } | ||||
|                         } | ||||
|                         else | ||||
|                         { | ||||
|                             p.Gscore = tempG; | ||||
|                             newPath = true; | ||||
|                             openList.Add(p); | ||||
|                         } | ||||
|                         if (newPath) | ||||
|                         { | ||||
|                             p.Hscore = heuristic(p, end); | ||||
|                             p.Fscore = p.Gscore + p.Hscore; | ||||
|                             p.Previous = current; | ||||
|                         } | ||||
|  | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 Debug.Log("Path Has Been Found"); | ||||
|                 PathNode temp = end; | ||||
|                 path.Add(temp); | ||||
|                 while (temp.Previous != null) | ||||
|                 { | ||||
|                     path.Add(temp.Previous); | ||||
|                     temp = temp.Previous; | ||||
|                 } | ||||
|                 path.Add(start); | ||||
|                 finished = true; | ||||
|                 return path; | ||||
|             } | ||||
|         } | ||||
|         return null; | ||||
|     } | ||||
|  | ||||
|     /*    public void setupNeighborsLower() { | ||||
|             //schleife f<>r alle parent Nodes | ||||
|             for (int i = 0; i < rows;i++) { | ||||
|                 for (int j = 0; j < rows;j++) | ||||
|                 { | ||||
|                     for (int x = 0; x < rows; x++) | ||||
|                     { | ||||
|                         for (int y = 0; y < cols; y++) | ||||
|                         { | ||||
|                             //looking left and right and top and bottom | ||||
|                             for (int x = -1; x <= 1; x++) | ||||
|                             { | ||||
|                                 for (int y = -1; y <= 1; y++) | ||||
|                                 { | ||||
|                                     if (x != 0 && y != 0) | ||||
|                                     { | ||||
|                                         if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols)) | ||||
|                                         { | ||||
|                                             map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + x, (int)index.y + y]); | ||||
|                                         } | ||||
|                                         else | ||||
|                                         { | ||||
|                                             //Rechts | ||||
|                                             if (x == 1 && y == 0) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Links | ||||
|                                             if (x == -1 && y == 0) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Oben | ||||
|                                             if (x == 0 && y == -1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Unten | ||||
|                                             if (x == 0 && y == 1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|  | ||||
|                                             //Diagonal | ||||
|  | ||||
|                                             //Oben-Rechts | ||||
|                                             if (x == 1 && y == -1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Unten-Rechts | ||||
|                                             if (x == 1 && y == 1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Unten-Links | ||||
|                                             if (x == -1 && y == 1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|                                             //Oben-Links | ||||
|                                             if (x == -1 && y == -1) | ||||
|                                             { | ||||
|  | ||||
|  | ||||
|                                             } | ||||
|  | ||||
|  | ||||
|                                         } | ||||
|                                     } | ||||
|                                 } | ||||
|  | ||||
|                             } | ||||
|  | ||||
|                         } | ||||
|  | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|  | ||||
|  | ||||
|                 } | ||||
|  | ||||
|  | ||||
|  | ||||
|             } | ||||
|  | ||||
|  | ||||
|         }*/ | ||||
|  | ||||
|  | ||||
|     public void addNextLayer() | ||||
|     { | ||||
|  | ||||
|  | ||||
|         PathNode[,] full = new PathNode[rows * rows, cols * cols]; | ||||
|         for (int i = 0; i < rows * rows; i++) | ||||
|         { | ||||
|             for (int j = 0; j < cols * cols; j++) | ||||
|             { | ||||
|  | ||||
|                 PathNode node = new PathNode(); | ||||
|                 node.Position = new Vector3(this.position.x + i * spacing/rows,this.position.y,this.position.z + j * spacing/cols); | ||||
|                 full[i, j] = node; | ||||
|  | ||||
|             } | ||||
|  | ||||
|         } | ||||
|         for (int i = 0; i < rows * rows; i++) | ||||
|         { | ||||
|             for (int j = 0; j < cols * cols; j++) | ||||
|             { | ||||
|                 for (int x = -1; x <= 1; x++) | ||||
|                 { | ||||
|                     for (int y = -1; y <= 1; y++) | ||||
|                     { | ||||
|                         if (!(x == 0 && y == 0)) | ||||
|                         { | ||||
|                             if (!indexOutOfBounds(i + x, j + y, rows * rows, cols * cols)) | ||||
|                             { | ||||
|                                 //try | ||||
|                                 //{ | ||||
|                                     full[i, j].neigbors.Add(full[i + x, j + y]); | ||||
|                                 //}  | ||||
|                                 //catch | ||||
|                                 //{ | ||||
|                                 //    Debug.Log("poggers"); | ||||
|                                 //} | ||||
|                             } | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|             } | ||||
|  | ||||
|         } | ||||
|          | ||||
|  | ||||
|         for (int r = 0; r < rows; r++) | ||||
|         { | ||||
|             for (int c = 0; c < cols; c++) | ||||
|             { | ||||
|                 PathNode node = map[r, c]; | ||||
|                 Vector3 pos = node.Position; | ||||
|                 node.lowerLevel = new PathMap(pos, rows, cols, spacing); | ||||
|                 for (int i = 0; i < rows; i++) | ||||
|                 { | ||||
|                     for (int j = 0; j < cols; j++) | ||||
|                     { | ||||
|                         PathNode n = full[r*rows+i,c*cols + j]; | ||||
|                         Debug.Log(n); | ||||
|                         node.lowerLevel.map[i,j].index = new Vector2Int(i, j); | ||||
|                         node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000; | ||||
|                         node.lowerLevel.map[i, j] = node; | ||||
|  | ||||
|                     } | ||||
|                 } | ||||
|                 node.lowerLevel.parent = this;             | ||||
|  | ||||
|                 node.HasLowerLevel = true; | ||||
|  | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         divided = true; | ||||
|     } | ||||
|     private float heuristic(PathNode p1, PathNode p2) | ||||
|     { | ||||
|         //Calculates the HScore for a node. | ||||
|         float dist = Vector3.Distance(p1.Position, p2.Position) / 2; | ||||
|         float dist1 = dist * p1.ConditionWeight; | ||||
|         float dist2 = dist * p2.ConditionWeight; | ||||
|  | ||||
|         return dist1 + dist2; | ||||
|  | ||||
|     } | ||||
| private PathNode FindClosestNode(Vector3 pos) | ||||
|     { | ||||
|         if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing && false) | ||||
|         { | ||||
|  | ||||
|             return map[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]; | ||||
|         } | ||||
|         Vector2Int best = new Vector2Int(0, 0); | ||||
|  | ||||
|         for (int r = 0; r < rows; r++) | ||||
|         { | ||||
|             for (int c = 0; c < cols; c++) | ||||
|             { | ||||
|                 if (Vector3.Distance(map[best.x, best.y].Position, pos) > Vector3.Distance(map[r, c].Position, pos)) | ||||
|                 { | ||||
|                     best.Set(r, c); | ||||
|                 } | ||||
|  | ||||
|             } | ||||
|         } | ||||
|         return map[best.x, best.y]; | ||||
|     } | ||||
|     private void AddAllNeighbors() | ||||
|     { | ||||
|         for (int r = 0; r < rows; r++) | ||||
|         { | ||||
|             for (int c = 0; c < cols; c++) | ||||
|             { | ||||
|                 AddNeighbors(new Vector2Int(r, c)); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|     } | ||||
|  | ||||
|     private void lookThroughLowerLevel() | ||||
|     { | ||||
|  | ||||
|  | ||||
|     } | ||||
|     private bool indexOutOfBounds(int x, int y, int rows, int cols) | ||||
|     { | ||||
|         if (x < 0 || x >= rows || y < 0 || y >= cols) | ||||
|         { | ||||
|             return true; | ||||
|         } | ||||
|         return false; | ||||
|     } | ||||
|     private void AddNeighbors(Vector2Int index) | ||||
|     { | ||||
|         for (int x = -1; x <= 1; x++) | ||||
|         { | ||||
|             for (int y = -1; y <= 1; y++) | ||||
|             { | ||||
|                 if (!(x == 0 && y == 0)) | ||||
|                 { | ||||
|                     if (x == 0 || y == 0) | ||||
|                     { | ||||
|                         if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols)) | ||||
|                         { | ||||
|                             map[index.x, index.y].neigbors.Add(map[index.x + x, index.y + y]); | ||||
|  | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|  | ||||
|        | ||||
|  | ||||
|  | ||||
|     } | ||||
|  | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/NPC/PathMap.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/NPC/PathMap.cs.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,11 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 49bd52c676aea7140a49d1803a03926a | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										44
									
								
								Assets/Scripts/NPC/PathNode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										44
									
								
								Assets/Scripts/NPC/PathNode.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,44 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class PathNode | ||||
| { | ||||
|  | ||||
|     private Vector3 position; | ||||
|     public Vector2Int index; | ||||
|     public Vector2Int parentIndex; | ||||
|     private float scoreF; | ||||
|     private float scoreG; | ||||
|     private float scoreH; | ||||
|     public List<PathNode> neigbors; | ||||
|     public PathMap lowerLevel; | ||||
|     private bool hasLowerLevel = false; | ||||
|     private float conditionWeight = 1f; | ||||
|     private PathNode previous; | ||||
|     private bool blocked; | ||||
|  | ||||
|  | ||||
|     public PathNode() | ||||
|     { | ||||
|         neigbors = new List<PathNode>(); | ||||
|         position = Vector3.zero; | ||||
|         scoreG = Mathf.Infinity; | ||||
|         scoreF = Mathf.Infinity; | ||||
|         scoreH = Mathf.Infinity; | ||||
|     } | ||||
|  | ||||
|     public void activateNextLevel() | ||||
|     { | ||||
|  | ||||
|     } | ||||
|  | ||||
|     public Vector3 Position { get => position; set => position = value; } | ||||
|     public float Hscore { get => scoreH; set => scoreH = value; } | ||||
|     public float Gscore { get => scoreG; set => scoreG = value; } | ||||
|     public float Fscore { get => scoreF; set => scoreF = value; } | ||||
|     public PathNode Previous { get => previous; set => previous = value; } | ||||
|     public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; } | ||||
|     public bool Blocked { get => blocked; set => blocked = value; } | ||||
|     public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; } | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/NPC/PathNode.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/NPC/PathNode.cs.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,11 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 8c0191b07f1e4654d9dd893623534cb6 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
		Reference in New Issue
	
	Block a user
	 DerTyp187
					DerTyp187