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https://github.com/DerTyp7/harvestdale-unity.git
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inventory ui
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@@ -1,7 +1,11 @@
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using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
using System;
|
||||
public class Inventory : MonoBehaviour
|
||||
{
|
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public static Action OnPlayerInventoryChanged;
|
||||
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public bool isPlayerInventory = false;
|
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public int maxSlots = 20; // maximum number of slots in the inventory
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public List<InventoryItem> items = new List<InventoryItem>(); // list of items in the inventory
|
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@@ -27,6 +31,11 @@ public class Inventory : MonoBehaviour
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// exit the loop if all items have been added
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if (remainingCount == 0)
|
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{
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if (isPlayerInventory)
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{
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OnPlayerInventoryChanged?.Invoke();
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}
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return 0;
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}
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}
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@@ -42,6 +51,10 @@ public class Inventory : MonoBehaviour
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}
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// return the quantity of items which could not be added
|
||||
if (isPlayerInventory)
|
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{
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||||
OnPlayerInventoryChanged?.Invoke();
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}
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return remainingCount;
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}
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@@ -71,12 +84,20 @@ public class Inventory : MonoBehaviour
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// exit the loop if all items have been removed
|
||||
if (remainingCount == 0)
|
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{
|
||||
if (isPlayerInventory)
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||||
{
|
||||
OnPlayerInventoryChanged?.Invoke();
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||||
}
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||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// return the quantity of items which could not be removed
|
||||
if (isPlayerInventory)
|
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{
|
||||
OnPlayerInventoryChanged?.Invoke();
|
||||
}
|
||||
return remainingCount;
|
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}
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||||
}
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||||
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@@ -8,6 +8,7 @@ public class Item : ScriptableObject
|
||||
public string uuid;
|
||||
public string itemName;
|
||||
|
||||
public Sprite sprite;
|
||||
public bool stackable = true;
|
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public int maxStackSize = 100;
|
||||
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||||
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||||
@@ -7,42 +7,60 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
public Item testItem1;
|
||||
public Item testItem2;
|
||||
|
||||
[SerializeField] private int hotbarSlotCount = 9;
|
||||
[SerializeField] private int activeHotbarSlot = 0;
|
||||
[SerializeField] private Inventory playerInventory;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
playerInventory = GetComponent<Inventory>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Inventory inventory = GetComponent<Inventory>();
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (scroll != 0)
|
||||
{
|
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activeHotbarSlot += (int)Mathf.Sign(scroll);
|
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if (activeHotbarSlot < 0)
|
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{
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activeHotbarSlot = hotbarSlotCount - 1;
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}
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else if (activeHotbarSlot >= hotbarSlotCount)
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{
|
||||
activeHotbarSlot = 0;
|
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}
|
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}
|
||||
|
||||
//! DEBUG
|
||||
if (Input.GetKeyDown(KeyCode.U))
|
||||
{
|
||||
// add 5 apples
|
||||
int remainingCount = inventory.Add(testItem1, 5);
|
||||
Debug.Log("Added " + (5 - remainingCount) + " apples to inventory.");
|
||||
int remainingCount = playerInventory.Add(testItem1, 5);
|
||||
Debug.Log("Added " + (5 - remainingCount) + " apples to playerInventory.");
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.I))
|
||||
{ // add 15 more apples
|
||||
int remainingCount = inventory.Add(testItem1, 15);
|
||||
Debug.Log("Added " + (15 - remainingCount) + " apples to inventory.");
|
||||
int remainingCount = playerInventory.Add(testItem1, 15);
|
||||
Debug.Log("Added " + (15 - remainingCount) + " apples to playerInventory.");
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.O))
|
||||
{
|
||||
// add 10 bananas
|
||||
int remainingCount = inventory.Add(testItem2, 10);
|
||||
Debug.Log("Added " + (10 - remainingCount) + " bananas to inventory.");
|
||||
int remainingCount = playerInventory.Add(testItem2, 10);
|
||||
Debug.Log("Added " + (10 - remainingCount) + " bananas to playerInventory.");
|
||||
}
|
||||
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.J))
|
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{
|
||||
int count = 3;
|
||||
int applesRemaining = inventory.Remove(testItem1, count);
|
||||
int applesRemaining = playerInventory.Remove(testItem1, count);
|
||||
Debug.Log("Removed " + (count - applesRemaining) + " apples.");
|
||||
|
||||
}
|
||||
@@ -50,7 +68,7 @@ public class PlayerController : MonoBehaviour
|
||||
if (Input.GetKeyDown(KeyCode.K))
|
||||
{
|
||||
int count = 5;
|
||||
int bananasRemaining = inventory.Remove(testItem2, count);
|
||||
int bananasRemaining = playerInventory.Remove(testItem2, count);
|
||||
Debug.Log("Removed " + (count - bananasRemaining) + " bananas.");
|
||||
|
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}
|
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8
Assets/Scripts/UI.meta
Normal file
8
Assets/Scripts/UI.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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50
Assets/Scripts/UI/InventoryUI.cs
Normal file
50
Assets/Scripts/UI/InventoryUI.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InventoryUI : MonoBehaviour
|
||||
{
|
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[SerializeField] private GameObject slotPrefab;
|
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[SerializeField] private GameObject slotListObj;
|
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[SerializeField] private List<SlotUI> slotUIList;
|
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|
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private Inventory playerInventory;
|
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|
||||
private void Start()
|
||||
{
|
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playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent<Inventory>();
|
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Inventory.OnPlayerInventoryChanged += UpdateSlots;
|
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CreateSlots();
|
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UpdateSlots();
|
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|
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}
|
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|
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private void CreateSlots()
|
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{
|
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playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent<Inventory>();
|
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|
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for (int i = 0; i < playerInventory.maxSlots; i++)
|
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{
|
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slotUIList.Add(Instantiate(slotPrefab, Vector3.zero, Quaternion.identity, slotListObj.transform).GetComponent<SlotUI>());
|
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}
|
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}
|
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private void UpdateSlots()
|
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{
|
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Debug.Log("Update slots");
|
||||
int i = 0;
|
||||
foreach (SlotUI slotUi in slotUIList)
|
||||
{
|
||||
if (i < playerInventory.items.Count)
|
||||
{
|
||||
slotUi.SetInventoryItem(playerInventory.items[i]);
|
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}
|
||||
else
|
||||
{
|
||||
slotUi.SetInventoryItem(null);
|
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}
|
||||
|
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i++;
|
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}
|
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}
|
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|
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}
|
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11
Assets/Scripts/UI/InventoryUI.cs.meta
Normal file
11
Assets/Scripts/UI/InventoryUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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44
Assets/Scripts/UI/SlotUI.cs
Normal file
44
Assets/Scripts/UI/SlotUI.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SlotUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private InventoryItem inventoryItem;
|
||||
[SerializeField] private Image itemSpriteImage;
|
||||
[SerializeField] private TMPro.TextMeshProUGUI quantityText;
|
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|
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private void Start()
|
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{
|
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UpdateSlot();
|
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}
|
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public void SetInventoryItem(InventoryItem newInventoryItem)
|
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{
|
||||
inventoryItem = newInventoryItem;
|
||||
UpdateSlot();
|
||||
}
|
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|
||||
private void UpdateSlot()
|
||||
{
|
||||
if (inventoryItem != null)
|
||||
{
|
||||
itemSpriteImage.sprite = inventoryItem?.item?.sprite ?? null;
|
||||
Debug.Log(itemSpriteImage.sprite);
|
||||
if (itemSpriteImage.sprite == null)
|
||||
{
|
||||
itemSpriteImage.color = new Color(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
quantityText.SetText(inventoryItem.count != 0 ? inventoryItem.count.ToString() : "");
|
||||
}
|
||||
else
|
||||
{
|
||||
itemSpriteImage.sprite = null;
|
||||
quantityText.SetText("");
|
||||
itemSpriteImage.color = new Color(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
}
|
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|
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}
|
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11
Assets/Scripts/UI/SlotUI.cs.meta
Normal file
11
Assets/Scripts/UI/SlotUI.cs.meta
Normal file
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spritePixelsToUnits: 16
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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@@ -113,6 +113,30 @@ TextureImporter:
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Windows Store Apps
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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@@ -269,7 +269,99 @@ PlayerSettings:
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AndroidValidateAppBundleSize: 1
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AndroidAppBundleSizeToValidate: 150
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m_BuildTargetIcons: []
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m_BuildTargetPlatformIcons: []
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m_BuildTargetPlatformIcons:
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- m_BuildTarget: Android
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m_Icons:
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m_Width: 432
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- m_Textures: []
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m_Width: 216
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m_Height: 216
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m_Kind: 2
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m_SubKind:
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- m_Textures: []
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m_Width: 162
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m_Height: 162
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m_Kind: 2
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m_SubKind:
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- m_Textures: []
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m_Width: 108
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m_Height: 108
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m_Kind: 2
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m_SubKind:
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- m_Textures: []
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m_Width: 81
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m_Height: 81
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m_Kind: 2
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m_SubKind:
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- m_Textures: []
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m_Width: 192
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m_Height: 192
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 144
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m_Height: 144
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 96
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m_Height: 96
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 72
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m_Height: 72
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 48
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m_Height: 48
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 36
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m_Kind: 1
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- m_Textures: []
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m_Width: 192
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- m_Textures: []
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m_Width: 96
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m_SubKind:
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- m_Textures: []
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m_Width: 72
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m_Width: 36
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m_Height: 36
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m_Kind: 0
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m_SubKind:
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m_BuildTargetBatching: []
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m_BuildTargetShaderSettings: []
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m_BuildTargetGraphicsJobs: []
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16
ProjectSettings/ShaderGraphSettings.asset
Normal file
16
ProjectSettings/ShaderGraphSettings.asset
Normal file
@@ -0,0 +1,16 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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Reference in New Issue
Block a user