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948a338191
| Author | SHA1 | Date | |
|---|---|---|---|
| 948a338191 | |||
| 19abc0b019 |
16
.idea/.idea.HALLUCINATE/.idea/workspace.xml
generated
16
.idea/.idea.HALLUCINATE/.idea/workspace.xml
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!33 &3373558
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MeshFilter:
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@@ -765,10 +818,17 @@ MeshRenderer:
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@@ -790,9 +850,12 @@ MeshRenderer:
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--- !u!1 &152304
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GameObject:
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m_ObjectHideFlags: 0
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@@ -818,12 +881,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 152304}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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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: 488976}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!33 &3344262
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MeshFilter:
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@@ -844,10 +908,17 @@ MeshRenderer:
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 2
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@@ -869,9 +940,12 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_MaskInteraction: 0
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m_AdditionalVertexStreams: {fileID: 0}
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--- !u!1 &154240
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GameObject:
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m_ObjectHideFlags: 0
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@@ -900,9 +974,9 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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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: 22482840}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 0, y: 0.5}
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@@ -932,6 +1006,7 @@ MonoBehaviour:
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m_Material: {fileID: 2100000, guid: a33be1e1efa8ca14286b77d062313a4e, type: 2}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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@@ -971,12 +1046,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 164052}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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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: 480898}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!33 &3359494
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MeshFilter:
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@@ -997,10 +1073,17 @@ MeshRenderer:
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 2
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@@ -1022,9 +1105,12 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_MaskInteraction: 0
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m_AdditionalVertexStreams: {fileID: 0}
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--- !u!1 &164286
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1053,9 +1139,9 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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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: 22482840}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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@@ -1085,6 +1171,7 @@ MonoBehaviour:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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@@ -1132,12 +1219,12 @@ RectTransform:
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m_LocalRotation: {x: -0.000000003090828, y: -1, z: -0.000000028749422, w: 0.00000044703478}
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m_LocalPosition: {x: 0, y: 0, z: -0.0020311438}
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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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- {fileID: 22489296}
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- {fileID: 22497104}
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- {fileID: 22432168}
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m_Father: {fileID: 22488062}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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@@ -1167,6 +1254,7 @@ MonoBehaviour:
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m_Material: {fileID: 2100000, guid: a33be1e1efa8ca14286b77d062313a4e, type: 2}
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m_Color: {r: 0, g: 0, b: 0, a: 0.627451}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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@@ -1197,6 +1285,7 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 154240}
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m_TargetAssemblyTypeName:
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m_MethodName: SetActive
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m_Mode: 6
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@@ -1208,6 +1297,7 @@ MonoBehaviour:
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- m_Target: {fileID: 196296}
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m_TargetAssemblyTypeName:
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m_MethodName: SetActive
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m_Arguments:
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@@ -1225,6 +1315,7 @@ MonoBehaviour:
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m_Calls:
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- m_Target: {fileID: 154240}
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m_TargetAssemblyTypeName:
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m_MethodName: SetActive
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m_TargetAssemblyTypeName:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 187208}
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m_LocalScale: {x: 2.086288, y: 2.44284, z: 2.0862887}
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- {fileID: 438440}
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m_Father: {fileID: 479482}
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--- !u!1 &196296
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0.5}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_PersistentCalls:
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File diff suppressed because it is too large
Load Diff
Binary file not shown.
@@ -51,6 +51,9 @@ namespace Invector.vShooter
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{
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AddTrailPosition();
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}
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// Log diagnostic: Kiểm tra Layer mà đạn có thể bắn trúng
|
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Debug.Log($"<color=cyan>PROJECTILE SPAWNED:</color> HitLayer Mask: {hitLayer.value}. Đảm bảo Layer của Enemy nằm trong mask này.");
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}
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protected virtual void Update()
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@@ -61,6 +64,7 @@ namespace Invector.vShooter
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transform.rotation = Quaternion.LookRotation(_rigidBody.linearVelocity.normalized, transform.up);
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}
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// Thực hiện raycast để kiểm tra va chạm
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if (Physics.Linecast(previousPosition, transform.position + transform.forward * 0.5f, out hitInfo, hitLayer))
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{
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if (!hitInfo.collider)
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@@ -98,11 +102,31 @@ namespace Invector.vShooter
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damage.hitPosition = hitInfo.point;
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damage.receiver = hitInfo.collider.transform;
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damage.force = transform.forward * damage.damageValue * forceMultiplier;
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if (damage.damageValue > 0)
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{
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onPassDamage.Invoke(damage);
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hitInfo.collider.gameObject.ApplyDamage(damage, damage.sender ? damage.sender.GetComponent<vIMeleeFighter>() : null);
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// 1. Log khi trúng bất cứ thứ gì
|
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Debug.Log($"<color=yellow>PROJECTILE HIT:</color> {hitInfo.collider.name} | Tag: {hitInfo.collider.tag} | Layer: {LayerMask.LayerToName(hitInfo.collider.gameObject.layer)}");
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// 2. Tìm đối tượng nhận sát thương (ưu tiên tìm ở cha nếu trúng collider con)
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var damageReceiver = hitInfo.collider.gameObject.GetComponentInParent<vIDamageReceiver>();
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if (damageReceiver != null)
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{
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if (hitInfo.collider.CompareTag("Enemy") || damageReceiver.gameObject.CompareTag("Enemy"))
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{
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Debug.Log($"<color=green>APPLYING DAMAGE TO ENEMY:</color> {damageReceiver.gameObject.name}. Damage: {damage.damageValue}");
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}
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// Gửi sát thương đến đối tượng tìm thấy
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damageReceiver.gameObject.ApplyDamage(damage, damage.sender ? damage.sender.GetComponent<vIMeleeFighter>() : null);
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}
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else
|
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{
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Debug.LogWarning($"<color=orange>NO DAMAGE RECEIVER FOUND</color> on {hitInfo.collider.name} or its parents. Đảm bảo Enemy có component vHealthController.");
|
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}
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}
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var rigb = hitInfo.collider.gameObject.GetComponent<Rigidbody>();
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Reference in New Issue
Block a user