diff --git a/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity b/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
index 771d599..ad855be 100644
--- a/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
+++ b/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
@@ -264,7 +264,11 @@ PrefabInstance:
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
- m_AddedComponents: []
+ m_AddedComponents:
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+ insertIndex: -1
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m_SourcePrefab: {fileID: 100100000, guid: c708a3b79cd542b42bbfedb17e213bc1, type: 3}
--- !u!1 &13596640
GameObject:
@@ -7346,6 +7350,29 @@ Mesh:
offset: 0
size: 0
path:
+--- !u!1 &491771518 stripped
+GameObject:
+ m_CorrespondingSourceObject: {fileID: 974238578668270704, guid: c708a3b79cd542b42bbfedb17e213bc1,
+ type: 3}
+ m_PrefabInstance: {fileID: 1120089}
+ m_PrefabAsset: {fileID: 0}
+--- !u!114 &491771526
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
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+ m_Name:
+ m_EditorClassIdentifier:
+ playerPosition: {fileID: 1013448445}
+ interactableDistance: 2
+ raycastLayers:
+ serializedVersion: 2
+ m_Bits: 439
--- !u!43 &554144876
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m_ObjectHideFlags: 0
@@ -8474,7 +8501,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
associatedState: 2
- mixer: {fileID: 24100000, guid: 7cbb70bac0ada294e87675a4a804cde7, type: 2}
+ mixer: {fileID: 0}
--- !u!43 &852189891
Mesh:
m_ObjectHideFlags: 0
@@ -9137,6 +9164,12 @@ Mesh:
offset: 0
size: 0
path:
+--- !u!4 &1013448445 stripped
+Transform:
+ m_CorrespondingSourceObject: {fileID: 5542111180780342647, guid: c708a3b79cd542b42bbfedb17e213bc1,
+ type: 3}
+ m_PrefabInstance: {fileID: 1120089}
+ m_PrefabAsset: {fileID: 0}
--- !u!1 &1060921175
GameObject:
m_ObjectHideFlags: 0
@@ -12925,135 +12958,6 @@ MonoBehaviour:
m_SelectedFaces:
m_SelectedEdges: []
m_SelectedVertices:
---- !u!1 &1332885280
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- m_PrefabAsset: {fileID: 0}
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- serializedVersion: 4
- OutputAudioMixerGroup: {fileID: 164311610216181747, guid: 7cbb70bac0ada294e87675a4a804cde7,
- type: 2}
- m_audioClip: {fileID: 8300000, guid: 5e07e339ddf1eea44b3c4db9a02dd75c, type: 3}
- m_PlayOnAwake: 1
- m_Volume: 1
- m_Pitch: 1
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- Mute: 0
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Mesh:
m_ObjectHideFlags: 0
@@ -26462,13 +26366,13 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
+ - {fileID: 1226619923}
+ - {fileID: 618797800}
- {fileID: 1794617895}
- {fileID: 785883831}
- {fileID: 1625449502}
- {fileID: 395649655}
- {fileID: 1826378110}
- - {fileID: 618797800}
- - {fileID: 1226619923}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1805235905
@@ -27246,4 +27150,3 @@ SceneRoots:
- {fileID: 1060921176}
- {fileID: 596429548}
- {fileID: 897146492}
- - {fileID: 1332885282}
diff --git a/RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs b/RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs
index 8e7a605..b93cd33 100644
--- a/RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs
+++ b/RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs
@@ -58,6 +58,7 @@ private void OnTriggerEnter(Collider other)
linkedLeapTrigger1.isPlayerInAir = false;
if (linkedLeapTrigger2 != null) linkedLeapTrigger2.isPlayerInAir = false;
if (linkedLeapTrigger3 != null) linkedLeapTrigger3.isPlayerInAir = false;
- // TODO: kill player
+
+ GameManager.Instance.SetDisplayState(GameManager.DisplayState.OverlayFailedOverTimeMenu);
}
}
\ No newline at end of file
diff --git a/RunningLateGame/Assets/Scripts/GameManager.cs b/RunningLateGame/Assets/Scripts/GameManager.cs
index 570c635..a1d89ae 100644
--- a/RunningLateGame/Assets/Scripts/GameManager.cs
+++ b/RunningLateGame/Assets/Scripts/GameManager.cs
@@ -7,6 +7,7 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
+using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
@@ -44,6 +45,16 @@ public enum DisplayState
///
[SerializeField] private GameObject guiHudObject;
+ ///
+ /// float to keep track of the elapsed play/run/speeder time
+ ///
+ private float _elapsedRunTime;
+
+ ///
+ /// checked when the scene is loaded to restart the game and skip the main menu
+ ///
+ private bool _restarting;
+
///
/// the current state of the game
///
@@ -98,12 +109,6 @@ private void Awake()
// destroy the new instance if it's not the singleton instance
Destroy(gameObject);
}
-
- if (guiInteractionPromptObject == null)
- throw new NullReferenceException("GameManager: guiInteractionPromptObject not set");
-
- if (guiHudObject == null)
- throw new NullReferenceException("GameManager: guiHudObject not set");
}
///
@@ -112,25 +117,53 @@ private void Awake()
// /// generic exception it couldn't verify a safe state when starting the game
private void Start()
{
- // set to the main menu state
- SetDisplayState(DisplayState.ScreenMainMenu);
- // pause the game
- PauseGameHelper(DisplayState.ScreenMainMenu);
+ if (guiInteractionPromptObject == null)
+ throw new NullReferenceException("GameManager: guiInteractionPromptObject not set");
+
+ if (guiHudObject == null)
+ throw new NullReferenceException("GameManager: guiHudObject not set");
+
+ // if we're restarting, skip the main menu
+ if (_restarting)
+ {
+ Debug.Log("GameManager.Start: inherited _restarting, honouring it rn");
+ NewGame();
+ }
+ else
+ {
+ Debug.Log("GameManager.Start: setting to main menu and pausing");
+ SetDisplayState(DisplayState.ScreenMainMenu);
+ PauseGameHelper(DisplayState.ScreenMainMenu);
+ }
}
///
/// game run speed run stopwatch logic
///
- // TODO: implement this (speed-run stopwatch)
private void Update()
{
+ if (Paused) return;
+
+ _elapsedRunTime += Time.deltaTime;
+ var minutes = _elapsedRunTime / 60;
+ var seconds = _elapsedRunTime % 60;
+ var milliseconds = _elapsedRunTime * 1000 % 1000;
+ _uiLabelStopwatch.text = $"{minutes:00}:{seconds:00}.{milliseconds:000}";
+ }
+
+ ///
+ /// called when the game object is enabled
+ ///
+ private void OnEnable()
+ {
+ InitialiseInterfaceElements();
}
///
/// initialise ui elements used by the game[ manager]
///
/// >
- private void OnEnable()
+ private void InitialiseInterfaceElements()
{
_ui = guiInteractionPromptObject.GetComponent()?.rootVisualElement;
_uiLabelInteractionPrompt = _ui.Q
private void HideMenuHelper()
{
- // get all child menus in the "Menus" parent object
- foreach (var menu in GameObject.FindGameObjectsWithTag("Interfaces"))
- foreach (Transform menuChild in menu.transform)
+ // get all children in the "Menus" parent object
+ foreach (var child in GameObject.FindGameObjectsWithTag("Interfaces"))
+ foreach (Transform menuChild in child.transform)
{
// skip if it is 'GameInterface' object
if (menuChild.gameObject.CompareTag("GameInterface")) continue;
@@ -160,6 +193,24 @@ private void HideMenuHelper()
}
}
+ ///
+ /// helper function to hide any game interfaces that are currently showing
+ ///
+ private void SetInterfaceActive(bool active)
+ {
+ // foreach (var inter in GameObject.FindGameObjectsWithTag("GameInterface"))
+ foreach (var child in GameObject.FindGameObjectsWithTag("Interfaces"))
+ foreach (Transform inter in child.transform)
+ {
+ if (!inter.gameObject.CompareTag("GameInterface")) continue;
+ Debug.Log($"GameManager.SetInterfaceActive: setting interface '{inter}' {active}");
+ inter.gameObject.SetActive(active);
+ }
+
+ if (active)
+ InitialiseInterfaceElements();
+ }
+
///
/// helper function for SetDisplayState() to pause the game,
/// called before the incoming game state is set
@@ -182,12 +233,14 @@ private void PauseGameHelper(DisplayState incomingState)
Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
+
+ // only hide interfaces if we're transitioning to the main menu
+ SetInterfaceActive(false);
}
// freeze player input/control if we're not transitioning to a game state
if (incomingState != DisplayState.Game)
{
- Debug.Log(GameObject.FindGameObjectWithTag("Player"));
var playerInput = GameObject.Find("PlayerArmature")?.GetComponent();
if (playerInput != null)
{
@@ -255,6 +308,9 @@ private void ResumeGameHelper(DisplayState incomingState)
// hide any menu that is currently showing
HideMenuHelper();
+ // show game interfaces
+ SetInterfaceActive(true);
+
// free the character controller
var playerInput = GameObject.Find("PlayerArmature")?.GetComponent();
if (playerInput == null) return;
@@ -369,8 +425,17 @@ public void NewGame()
///
public void RestartRun()
{
- // TODO: implement this
- throw new NotImplementedException();
+ _restarting = true;
+ SceneManager.LoadScene(SceneManager.GetActiveScene().name);
+ }
+
+ ///
+ /// function to restart the game
+ ///
+ public void RestartGame()
+ {
+ SceneManager.LoadScene(SceneManager.GetActiveScene().name);
+ Destroy(this);
}
///
diff --git a/RunningLateGame/Assets/Scripts/LiftController.cs b/RunningLateGame/Assets/Scripts/LiftController.cs
index 4df95b6..78d7a32 100644
--- a/RunningLateGame/Assets/Scripts/LiftController.cs
+++ b/RunningLateGame/Assets/Scripts/LiftController.cs
@@ -21,26 +21,32 @@ public class LiftController : MonoBehaviour
/// the time it takes for the lift to move from one floor to another
///
public float duration;
+
///
/// a bool to check if the lift is moving
///
[HideInInspector] public bool moving;
+
///
/// the current time of the lift moving for lerps
///
private float _currentTime;
+
///
- /// the door of the lift
+ /// the door of the lift
///
private Door _liftDoor;
+
///
/// the start position of the lift
///
private Vector3 _start;
+
///
/// the target position of the lift
///
private Vector3 _target;
+
///
/// initialisation function
///
@@ -49,6 +55,7 @@ private void Start()
_liftDoor = transform.parent.GetComponentInChildren();
DoorCloser();
}
+
///
/// to check if the door is open and call a function to close it
///
@@ -59,15 +66,17 @@ public void DoorCloser()
Invoke(nameof(CloseDoor), 2f);
Invoke(nameof(DoorCloser), 2f);
}
+
///
- /// to close the door
+ /// to close the door
///
public void CloseDoor()
{
_liftDoor.Interact();
}
+
///
- /// to move the lift
+ /// to move the lift
///
public IEnumerator Move(int floorsMoved)
{
diff --git a/RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs b/RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs
index b199690..91fc9b5 100644
--- a/RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs
+++ b/RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs
@@ -17,10 +17,10 @@ public class OverlayPauseMenu : CommonMenu
///
private Button _buttonResume;
- ///
- /// button to retry the run
- ///
- private Button _buttonRetry;
+ // ///
+ // /// button to retry the run
+ // ///
+ // private Button _buttonRetry;
///
/// button to return to the main menu
@@ -42,10 +42,10 @@ public override void OnEnable()
_buttonResume.clicked += PlayClick;
_buttonResume.clicked += OptionResumeGame;
- // get the retry button from the ui root and subscribe appropriate functions
- _buttonRetry = UI.Q
private GameManager _game;
+ ///
+ /// the raycast hit information
+ ///
+ private RaycastHit _hit;
+
///
/// whether the player is looking at an interactable object
///
private bool _raycast;
- ///
- /// the raycast hit information
- ///
- public RaycastHit Hit;
-
///
/// initialisation function
///
@@ -62,7 +62,7 @@ private void Update()
_raycast = Physics.Raycast(
playerPosition.position,
playerPosition.TransformDirection(Vector3.forward),
- out Hit,
+ out _hit,
interactableDistance,
raycastLayers
);
@@ -75,7 +75,7 @@ private void Update()
if (!_raycast) return;
// show an interaction prompt if we're looking at an interactable object
- var prompt = Hit.collider.GetComponent()?.interactionPrompt;
+ var prompt = _hit.collider.GetComponent()?.interactionPrompt;
if (prompt != "") Debug.Log(prompt);
}
@@ -85,7 +85,7 @@ private void Update()
private void OnAction()
{
if (!_raycast) return;
- Hit.collider.GetComponent()?.Interact();
+ _hit.collider.GetComponent()?.Interact();
// _currentInteractable?.Interact();
}
diff --git a/RunningLateGame/Assets/Scripts/PlaygroundDonut.cs b/RunningLateGame/Assets/Scripts/PlaygroundDonut.cs
index 7bca156..c39c859 100644
--- a/RunningLateGame/Assets/Scripts/PlaygroundDonut.cs
+++ b/RunningLateGame/Assets/Scripts/PlaygroundDonut.cs
@@ -4,7 +4,6 @@
* description: interaction prompt demo with a probuilder donut
*/
-using System;
using UnityEngine;
///
diff --git a/RunningLateGame/Assets/Scripts/RunCompletionTrigger.cs b/RunningLateGame/Assets/Scripts/RunCompletionTrigger.cs
index 7d6cdc9..1ed5f87 100644
--- a/RunningLateGame/Assets/Scripts/RunCompletionTrigger.cs
+++ b/RunningLateGame/Assets/Scripts/RunCompletionTrigger.cs
@@ -4,7 +4,6 @@
* description: game run completion trigger collision
*/
-using System;
using UnityEngine;
///
@@ -12,9 +11,8 @@
///
public class RunCompletionTrigger : MonoBehaviour
{
-
private void OnTriggerEnter(Collider other)
- {
+ {
GameManager.Instance.SetDisplayState(GameManager.DisplayState.OverlayCompleteUnderTimeMenu);
}
}
\ No newline at end of file
diff --git a/RunningLateGame/Assets/Scripts/RunFailureTrigger.cs b/RunningLateGame/Assets/Scripts/RunFailureTrigger.cs
index 3aef5ff..e939206 100644
--- a/RunningLateGame/Assets/Scripts/RunFailureTrigger.cs
+++ b/RunningLateGame/Assets/Scripts/RunFailureTrigger.cs
@@ -4,7 +4,6 @@
* description: game run failure trigger collision
*/
-using System;
using UnityEngine;
///
diff --git a/RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs b/RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs
index 16e2109..441fa1e 100644
--- a/RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs
+++ b/RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs
@@ -7,7 +7,6 @@
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Audio;
-using UnityEngine.Serialization;
using UnityEngine.UIElements;
///
@@ -20,22 +19,26 @@ public class ScreenOptionsMenu : CommonMenu
///
/// button to return to the main menu
///
- public Button ButtonReturn;
+ private Button _buttonReturn;
///
/// slider for master (music + sfx) volume
///
- public Slider SliderAudioMaster;
+ private Slider _sliderAudioMaster;
///
/// slider for music volume
///
- public Slider SliderAudioMusic;
+ private Slider _sliderAudioMusic;
///
/// slider for sfx volume
///
- public Slider SliderAudioSfx;
+ private Slider _sliderAudioSfx;
+
+ public void Start()
+ {
+ }
///
/// function to associate a display state with the menu,
@@ -48,35 +51,24 @@ public override void OnEnable()
base.OnEnable();
// get the start button from the ui root and subscribe appropriate functions
- ButtonReturn = UI.Q("ButtonReturn");
- ButtonReturn.clicked += PlayClick;
- ButtonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
+ _buttonReturn = UI.Q("ButtonReturn");
+ _buttonReturn.clicked += PlayClick;
+ _buttonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
- // get the music slider from the ui root
- SliderAudioMaster = UI.Q("MasterSlider");
// TODO: and set the initial value to the current music volume
- // SliderAudioMusic.value = Audio.GetMusicVolume() * 100;
- // and subscribe appropriate functions
- SliderAudioMaster.RegisterCallback>(OptionSetMasterVolume);
+ // get the music slider from the ui root and subscribe appropriate functions
+ _sliderAudioMaster = UI.Q("MasterSlider");
+ _sliderAudioMaster.RegisterCallback>(OptionSetMasterVolume);
- // get the music slider from the ui root
- SliderAudioMusic = UI.Q("MusicSlider");
// TODO: and set the initial value to the current music volume
+ // get the music slider from the ui root and subscribe appropriate functions
+ _sliderAudioMusic = UI.Q("MusicSlider");
+ _sliderAudioMusic.RegisterCallback>(OptionSetMusicVolume);
- // and subscribe appropriate functions
- SliderAudioMusic.RegisterCallback>(OptionSetMusicVolume);
-
- // get the sfx slider from the ui root
- SliderAudioSfx = UI.Q("SFXSlider");
// TODO: and set the initial value to the current sfx volume
- // SliderAudioSfx.value = Audio.GetSfxVolume() * 100;
- // and subscribe appropriate functions
- SliderAudioSfx.RegisterCallback>(OptionSetSfxVolume);
- }
-
- public void Start()
- {
-
+ // get the sfx slider from the ui root and subscribe appropriate functions
+ _sliderAudioSfx = UI.Q("SFXSlider");
+ _sliderAudioSfx.RegisterCallback>(OptionSetSfxVolume);
}
private static float ConvertVolume(float linearVolume)
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
index 06aa903..7f76a1f 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
@@ -2,8 +2,8 @@
-
-
+
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
index 2b130cc..2810e6d 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
@@ -1,7 +1,7 @@
-
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayPauseMenu.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayPauseMenu.uxml
index 27c4151..1dc95a8 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayPauseMenu.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayPauseMenu.uxml
@@ -9,7 +9,7 @@
-
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayRunFailureMenu.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayRunFailureMenu.uxml
index 1a1008e..a19eb35 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayRunFailureMenu.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayRunFailureMenu.uxml
@@ -8,7 +8,7 @@
-
+
diff --git a/RunningLateGame/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/RunningLateGame/ProjectSettings/Packages/com.unity.probuilder/Settings.json
index 514a2dd..8775350 100644
--- a/RunningLateGame/ProjectSettings/Packages/com.unity.probuilder/Settings.json
+++ b/RunningLateGame/ProjectSettings/Packages/com.unity.probuilder/Settings.json
@@ -30,6 +30,151 @@
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "lightmapping.autoUnwrapLightmapUV",
"value": "{\"m_Value\":true}"
+ },
+ {
+ "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
+ "key": "UnityEngine.ProBuilder.ProBuilderEditor-isUtilityWindow",
+ "value": "{\"m_Value\":false}"
+ },
+ {
+ "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
+ "key": "editor.backFaceSelectEnabled",
+ "value": "{\"m_Value\":false}"
+ },
+ {
+ "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
+ "key": "editor.toolbarIconGUI",
+ "value": "{\"m_Value\":false}"
+ },
+ {
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+ "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "ShapeBuilder.Stairs",
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+ {
+ "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "ShapeBuilder.Cube",
+ "value": "{}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "ShapeBuilder.Cone",
+ "value": "{}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "ShapeBuilder.Torus",
+ "value": "{}"
}
]
}