Implemented cutscenes and mating
This commit is contained in:
38
Assets/Scripts/CutscenePlayer.cs
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38
Assets/Scripts/CutscenePlayer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class CutscenePlayer : MonoBehaviour {
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public Sprite[] theSprites;
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public Image theBase;
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public float speed = 1.0f;
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private float TUNS = 0.0f;
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private int i = 0;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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if (i < theSprites.Length + 1) {
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if (Time.time > TUNS)
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{
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i += 1;
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if(i < theSprites.Length)
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theBase.sprite = theSprites[i];
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TUNS = Time.time + speed;
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}
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}
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else
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{
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this.gameObject.SetActive(false);
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}
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}
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}
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11
Assets/Scripts/CutscenePlayer.cs.meta
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11
Assets/Scripts/CutscenePlayer.cs.meta
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fileFormatVersion: 2
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guid: 719609795ac17cf44ae9bbe0f5137724
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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209
Assets/Scripts/LurchMovement.cs
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209
Assets/Scripts/LurchMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LurchMovement : MonoBehaviour {
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[Header("Mouse")]
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[Range(0.01f, 4.0f)]
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public float mouseSensitivity;
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public bool invertMouse;
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public bool lockMouse;
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private float yaw = 0.0f;
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private float pitch = 0.0f;
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[Header("Smooth Follow")]
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[Range(0.1f, 2)]
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public float speed;
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private Vector3 velocity = Vector3.zero;
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[Header("Lurch")]
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public Transform theLurch;
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private Rigidbody lurchBody;
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[Header("Jump Charge")]
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public float maxJumpForce;
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private float currentJumpForce;
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public float forceIncreaseSpeed;
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public Color normalColor;
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public Color fullyChargedColor;
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private Color lerpedColor;
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public Vector3 normalSize;
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[Range(0.1f, 1.0f)]
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public float chargedSizeModifier;
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private Vector3 chargedSize;
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private Vector3 currentSize;
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static float t = 0.0f;
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[Header("Jump n Stick")]
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public bool canStick;
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[SerializeField]
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private float cooldown;
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[Header("Gliding")]
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public bool canGlide;
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private Vector3 glideSize;
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[Range(1.0f, 10.0f)]
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public float glideForce;
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private void Start()
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{
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lurchBody = theLurch.GetComponent<Rigidbody>();
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normalSize = theLurch.transform.localScale;
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chargedSize = theLurch.transform.localScale * chargedSizeModifier;
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glideSize = new Vector3(normalSize.x, normalSize.y * 0.5f, normalSize.z);
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}
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void Update()
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{
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theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
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theLurch.GetComponent<Renderer>().material.color = lerpedColor;
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theLurch.transform.localScale = currentSize;
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MouseControl();
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JumpControl();
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SmoothFollow();
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Gliding();
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}
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void MouseControl()
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{
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float mouseInputX = Input.GetAxis("Mouse X") * mouseSensitivity;
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float mouseInputY;
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transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
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if (!invertMouse)
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{
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mouseInputY = Input.GetAxis("Mouse Y") * mouseSensitivity;
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}
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else
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{
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mouseInputY = -Input.GetAxis("Mouse Y") * mouseSensitivity;
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}
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yaw += mouseInputX;
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pitch -= mouseInputY;
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if (lockMouse)
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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else
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{
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Cursor.lockState = CursorLockMode.None;
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}
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}
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void SmoothFollow()
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{
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Vector3 targetPosition = theLurch.TransformPoint(new Vector3(0, 0, 0));
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// Smoothly move the camera towards that target position
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transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, speed);
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}
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void JumpControl()
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{
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if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce)
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{
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currentJumpForce += forceIncreaseSpeed;
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lerpedColor = Color.Lerp(normalColor, fullyChargedColor, t);
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if (t < 1.0f)
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{
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t += 2 * Time.deltaTime;
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}
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currentSize = Vector3.Lerp(currentSize, chargedSize, Time.deltaTime * 1.5f);
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}
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else if(!Input.GetButton("Fire1"))
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{
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lerpedColor = normalColor;
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t = 0.0f;
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currentSize = normalSize;
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}
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if (cooldown > 0.0f)
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{
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cooldown -= Time.deltaTime;
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currentJumpForce = 0.0f;
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}
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if (Input.GetButtonUp("Fire1")) {
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cooldown = 0.5f;
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lurchBody.isKinematic = false;
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lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
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lurchBody.AddForce(theLurch.up * currentJumpForce, ForceMode.Impulse);
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}
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else if (LurchOnGround() && Time.time > cooldown)
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{
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lurchBody.isKinematic = true;
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}
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else if (!LurchOnGround() && Time.time > cooldown && !AmSticking())
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{
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currentJumpForce = 0.0f;
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}
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}
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void Gliding()
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{
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if (canGlide && !lurchBody.isKinematic && Input.GetButton("Fire1") &&!LurchOnGround())
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{
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Debug.Log("Ich kann jetzt gleiten");
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theLurch.transform.localScale = glideSize;
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lurchBody.AddForce(theLurch.forward * glideForce);
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lurchBody.AddForce(theLurch.up * 0.08f, ForceMode.Impulse);
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}
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if (!Input.GetButton("Fire1"))
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{
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theLurch.transform.localScale = currentSize;
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}
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}
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public bool LurchOnGround()
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{
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RaycastHit hit;
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if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.36f) && cooldown <= 0.0f)
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{
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return true;
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}
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if (AmSticking())
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{
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return true;
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}
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return false;
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}
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bool AmSticking()
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{
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if (canStick) {
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RaycastHit hit;
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if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
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{
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return true;
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}
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if (lurchBody.isKinematic)
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{
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return true;
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}
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}
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return false;
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}
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}
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11
Assets/Scripts/LurchMovement.cs.meta
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11
Assets/Scripts/LurchMovement.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9a548db4f33b8a24aa4ebca81f61e6dd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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133
Assets/Scripts/LurchRespawn.cs
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133
Assets/Scripts/LurchRespawn.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LurchRespawn : MonoBehaviour {
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//Spawnpoints
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[SerializeField]
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private List<GameObject> respawnPoints = new List<GameObject>();
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private GameObject lastRespawnPoint;
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private int lastRespawnPointIndex;
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//Refs
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[SerializeField]
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private Transform lowerBounds;
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//ExtRefs
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[SerializeField]
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private GameObject lurch;
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private LurchMovement compLurchMovement;
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//States
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private bool offGround = false;
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private Vector3 lastGroundPos;
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//Settings
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[Header("Settings")]
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[SerializeField]
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[Tooltip("Update the spawnpoint every n frames")]
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private int UpdateFrequenzy = 15;
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[SerializeField]
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private float maxFallDist = 100;
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[SerializeField]
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private KeyCode respawnKey = KeyCode.R;
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void Start () {
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if (respawnPoints.Count == 0)
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{
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this.enabled = false;
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throw new System.Exception("No respawn points assigned");
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}
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compLurchMovement = gameObject.GetComponent<LurchMovement>();
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lastGroundPos = lurch.transform.position;
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lastRespawnPoint = respawnPoints[0];
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}
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// Update is called once per frame
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void Update () {
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if(Input.GetKeyDown(respawnKey))
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{
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RespawnLurch("Player respawned");
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}
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if(!offGround)
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{
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if(!compLurchMovement.LurchOnGround())
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{
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offGround = true;
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lastGroundPos = lurch.transform.position;
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}
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} else
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{
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if (compLurchMovement.LurchOnGround())
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{
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offGround = false;
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float fallDist = Vector3.Distance(lurch.transform.position, lastGroundPos);
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if (fallDist > maxFallDist)
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{
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//We fell too far
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RespawnLurch("Lurch fell too far");
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}
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lastGroundPos = lurch.transform.position;
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}
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}
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if(Time.frameCount % UpdateFrequenzy == 0)
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{
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UpdateRespawnPoint();
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}
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if (Time.frameCount % UpdateFrequenzy * 2 == 0)
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{
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CheckBounds();
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}
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}
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private void CheckBounds()
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{
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if(transform.position.y < lowerBounds.position.y)
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{
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RespawnLurch("Lurch went out of bounds");
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}
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}
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private void UpdateRespawnPoint()
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{
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float nextPointDist;
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float lastPointDist = Vector3.Distance(transform.position, lastRespawnPoint.transform.position);
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for (int i = lastRespawnPointIndex; i < respawnPoints.Count; i++)
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{
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nextPointDist = Vector3.Distance(transform.position, respawnPoints[i].transform.position);
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if (nextPointDist < lastPointDist)
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{
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lastRespawnPoint = respawnPoints[i];
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lastRespawnPointIndex = i;
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}
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}
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}
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public void RespawnLurch(string message = "Lurch respawned")
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{
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Debug.LogWarning("Lurch respawned: " + message);
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lurch.transform.position = lastRespawnPoint.transform.position;
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}
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private void OnDrawGizmos()
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{
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for(int i = 0; i < respawnPoints.Count; i++)
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{
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if(respawnPoints[i] == lastRespawnPoint)
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{
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Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnActive.png");
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} else if (i < lastRespawnPointIndex)
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{
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Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnInactive.png");
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} else
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Gizmos.DrawIcon(respawnPoints[i].transform.position, "Respawn.png");
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}
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}
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}
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11
Assets/Scripts/LurchRespawn.cs.meta
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11
Assets/Scripts/LurchRespawn.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 167337a6a977deb408440dbf31acb6c9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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39
Assets/Scripts/MateMate.cs
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39
Assets/Scripts/MateMate.cs
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@@ -0,0 +1,39 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MateMate : MonoBehaviour {
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public bool mateStick;
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public bool mateGlide;
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public bool mateGlow;
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public GameObject cutscene;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.transform.root.GetComponentInChildren<LurchMovement>())
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{
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if(mateStick)
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other.transform.root.GetComponentInChildren<LurchMovement>().canStick = true;
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if(mateGlide)
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other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
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if(mateGlow)
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//other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
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cutscene.SetActive(true);
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}
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}
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}
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11
Assets/Scripts/MateMate.cs.meta
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11
Assets/Scripts/MateMate.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: 70076831801618547a292c354b3bba38
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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Block a user