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@ -1,5 +1,5 @@
/* /*
* authors: ryan lin, mark joshwel * authors: mark joshwel, ryan lin
* date: 10/8/2024 * date: 10/8/2024
* description: common interactable behaviour class * description: common interactable behaviour class
*/ */
@ -7,12 +7,17 @@
using UnityEngine; using UnityEngine;
/// <summary> /// <summary>
/// TODO /// base behaviour class for interactable objects
/// </summary> /// </summary>
public class CommonInteractable : MonoBehaviour public class CommonInteractable : MonoBehaviour
{ {
/// <summary> /// <summary>
/// TODO /// the prompt to display when the player is looking at the object
/// </summary>
public string interactionPrompt = "";
/// <summary>
/// skeleton function for interacting with the object
/// </summary> /// </summary>
public virtual void Interact() public virtual void Interact()
{ {

View file

@ -21,11 +21,6 @@ public class CommonMenu : MonoBehaviour
/// </summary> /// </summary>
public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState; public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
/// <summary>
/// manager for audio
/// </summary>
protected AudioManager Audio;
/// <summary> /// <summary>
/// manager for the game state /// manager for the game state
/// </summary> /// </summary>
@ -47,9 +42,6 @@ private void Start()
if (Game == null) if (Game == null)
throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)"); throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
if (Audio == null)
throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
} }
/// <summary> /// <summary>
@ -68,10 +60,10 @@ public void PostEnable()
{ {
// get audio manager singleton instance from the world // get audio manager singleton instance from the world
UI = GetComponent<UIDocument>().rootVisualElement; UI = GetComponent<UIDocument>().rootVisualElement;
Audio = AudioManager.Instance; // Audio = AudioManager.Instance;
Game = GameManager.Instance; Game = GameManager.Instance;
// subscribe to hover events // // subscribe to hover events
UI.RegisterCallback<PointerOverEvent>(HoverListener); UI.RegisterCallback<PointerOverEvent>(HoverListener);
} }
@ -104,8 +96,8 @@ public virtual void ClickListener(ClickEvent evt)
/// </summary> /// </summary>
public virtual void PlayClick() public virtual void PlayClick()
{ {
// play click sound // TODO: play click sound
Audio.PlayOnSFXChannel(Audio.menuButtonClick); // Game.PlayOnSFXChannel(Audio.menuButtonClick);
} }
/// <summary> /// <summary>
@ -113,7 +105,7 @@ public virtual void PlayClick()
/// </summary> /// </summary>
public virtual void PlayHover() public virtual void PlayHover()
{ {
// play hover sound // TODO: play hover sound
Audio.PlayOnSFXChannel(Audio.menuButtonHover); // Game.PlayOnSFXChannel(Audio.menuButtonHover);
} }
} }

View file

@ -5,7 +5,6 @@
*/ */
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary> /// <summary>
/// singleton class for managing the game state as a single source of truth /// singleton class for managing the game state as a single source of truth
@ -18,11 +17,11 @@ public class GameManager : MonoBehaviour
public enum DisplayState public enum DisplayState
{ {
Game, Game,
ScreenMainMenu, ScreenMainMenu, // done
ScreenOptionsMenu, ScreenOptionsMenu, // done
OverlayPauseMenu, OverlayPauseMenu, // TODO
OverlayCompleteUnderTimeMenu, OverlayCompleteUnderTimeMenu, // TODO
OverlayFailedOverTimeMenu, OverlayFailedOverTimeMenu, // TODO
UnassociatedState UnassociatedState
} }
@ -39,19 +38,8 @@ public enum DisplayState
/// <summary> /// <summary>
/// property to check if the game is paused based on the current <c>DisplayState</c> /// property to check if the game is paused based on the current <c>DisplayState</c>
/// </summary> /// </summary>
// TODO: remove this if not needed
public bool Paused => _state != DisplayState.Game; public bool Paused => _state != DisplayState.Game;
// /// <summary>
// /// the current scene of the game, used for scene switching and state transitions
// /// </summary>
// private Scene _currentScene;
//
// /// <summary>
// /// the previous scene of the game, used for scene switching and state transitions
// /// </summary>
// private Scene _previousScene;
/// <summary> /// <summary>
/// function to set doesn't destroy on load and checks for multiple instances /// function to set doesn't destroy on load and checks for multiple instances
/// </summary> /// </summary>
@ -84,13 +72,6 @@ private void Awake()
private void Start() private void Start()
{ {
SetDisplayState(DisplayState.ScreenMainMenu); SetDisplayState(DisplayState.ScreenMainMenu);
// _currentScene = SceneManager.GetSceneByName("S2 World");
// _previousScene = _currentScene;
// if (_currentScene == null)
// {
// throw new Exception("GameManager.Start: current scene is null");
// }
} }
/// <summary> /// <summary>
@ -99,7 +80,7 @@ private void Start()
private void HideMenuHelper() private void HideMenuHelper()
{ {
// get all child menus in the "Menus" parent object // get all child menus in the "Menus" parent object
foreach (var menu in GameObject.FindGameObjectsWithTag("Menus")) foreach (var menu in GameObject.FindGameObjectsWithTag("Interfaces"))
foreach (Transform menuChild in menu.transform) foreach (Transform menuChild in menu.transform)
{ {
// disable the menu if it's currently active // disable the menu if it's currently active
@ -146,7 +127,7 @@ private void PauseGameHelper(DisplayState incomingState)
HideMenuHelper(); HideMenuHelper();
// get all child menus in the "Menus" parent object // get all child menus in the "Menus" parent object
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus")) foreach (var menuParent in GameObject.FindGameObjectsWithTag("Interfaces"))
foreach (Transform menu in menuParent.transform) foreach (Transform menu in menuParent.transform)
{ {
// show the menu based on the incoming state // show the menu based on the incoming state
@ -201,9 +182,6 @@ private void ResumeGameHelper(DisplayState incomingState)
/// <param name="displayState">the game menu to show</param> /// <param name="displayState">the game menu to show</param>
public void SetDisplayState(DisplayState displayState) public void SetDisplayState(DisplayState displayState)
{ {
// boolean check if we're transitioning to the same state
var transitioning = _state == displayState;
// check if the game is paused or not // check if the game is paused or not
if (displayState is DisplayState.Game or DisplayState.UnassociatedState) if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
{ {

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@ -0,0 +1,22 @@
/*
* author: mark joshwel
* date: 11/8/2024
* description: TODO
*/
/// <summary>
/// TODO
/// </summary>
public class OverlayCompleteUnderTimeMenu : CommonMenu
{
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.OverlayCompleteUnderTimeMenu;
base.OnEnable();
}
}

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@ -0,0 +1,3 @@
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@ -0,0 +1,22 @@
/*
* author: mark joshwel
* date: 11/8/2024
* description: TODO
*/
/// <summary>
/// TODO
/// </summary>
public class OverlayFailedOverTimeMenu : CommonMenu
{
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.OverlayFailedOverTimeMenu;
base.OnEnable();
}
}

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@ -0,0 +1,3 @@
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@ -0,0 +1,22 @@
/*
* author: mark joshwel
* date: 11/8/2024
* description: TODO
*/
/// <summary>
/// TODO
/// </summary>
public class OverlayPauseMenu : CommonMenu
{
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.OverlayPauseMenu;
base.OnEnable();
}
}

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@ -71,15 +71,12 @@ private void Update()
playerPosition.TransformDirection(Vector3.forward) * interactableDistance, playerPosition.TransformDirection(Vector3.forward) * interactableDistance,
Color.green Color.green
); );
if (!_raycast) return; if (!_raycast) return;
// show an interaction prompt if we're looking at an interactable object // show an interaction prompt if we're looking at an interactable object
var prompt = Hit.collider.GetComponent<CommonInteractable>()?.interactionPrompt; var prompt = Hit.collider.GetComponent<CommonInteractable>()?.interactionPrompt;
if (prompt != "") if (prompt != "") Debug.Log(prompt);
{
Debug.Log(prompt);
}
} }
/// <summary> /// <summary>

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@ -0,0 +1,86 @@
/*
* author: mark joshwel
* date: 11/8/2024
* description: script for handling main menu button functions
*/
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// class managing the main menu and button function invocations
/// </summary>
public class ScreenMainMenu : CommonMenu
{
/// <summary>
/// button to quit game
/// </summary>
public Button ButtonExit;
/// <summary>
/// button to show the options menu
/// </summary>
public Button ButtonOptions;
/// <summary>
/// button to play game
/// </summary>
public Button ButtonPlay;
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.ScreenMainMenu;
base.OnEnable();
// get the start button from the ui root and subscribe appropriate functions
ButtonPlay = UI.Q<Button>("ButtonPlay");
ButtonPlay.clicked += PlayClick;
ButtonPlay.clicked += OptionStartGame;
// get the options button from the ui root and subscribe appropriate functions
ButtonOptions = UI.Q<Button>("ButtonOptions");
ButtonOptions.clicked += PlayClick;
ButtonOptions.clicked += OptionShowOptions;
// get the quit button from the ui root and subscribe appropriate functions
ButtonExit = UI.Q<Button>("ButtonExit");
ButtonExit.clicked += PlayClick;
ButtonExit.clicked += OptionQuitGame;
}
/// <summary>
/// handles start button press,
/// signals the game manager appropriately
/// </summary>
private void OptionStartGame()
{
// start game
Game.NewGame();
}
/// <summary>
/// handles options button press,
/// signals the game manager appropriately
/// </summary>
private void OptionShowOptions()
{
// show the option menu
Game.SetDisplayState(GameManager.DisplayState.ScreenOptionsMenu);
}
/// <summary>
/// handles quit button press,
/// signals the game manager appropriately
/// </summary>
private void OptionQuitGame()
{
// quit game
Debug.Log("MainMenu.OptionQuitGame: exiting");
Game.Quit();
}
}

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@ -0,0 +1,3 @@
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@ -0,0 +1,90 @@
/*
* author: mark joshwel
* date: 11/8/2024
* description: option menu script for handling credits menu button functions
*/
using UnityEngine.UIElements;
/// <summary>
/// class managing the credits menu and button function invocations
/// </summary>
public class ScreenOptionsMenu : CommonMenu
{
/// <summary>
/// button to return to the main menu
/// </summary>
public Button ButtonReturn;
/// <summary>
/// slider for music volume
/// </summary>
public Slider SliderAudioMusic;
/// <summary>
/// slider for sfx volume
/// </summary>
public Slider SliderAudioSfx;
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.ScreenOptionsMenu;
base.OnEnable();
// get the start button from the ui root and subscribe appropriate functions
ButtonReturn = UI.Q<Button>("ButtonReturn");
ButtonReturn.clicked += PlayClick;
ButtonReturn.clicked += OptionReturnToMainMenu;
// get the music slider from the ui root
SliderAudioMusic = UI.Q<Slider>("Music");
// TODO: and set the initial value to the current music volume
// SliderAudioMusic.value = Audio.GetMusicVolume() * 100;
// and subscribe appropriate functions
SliderAudioMusic.RegisterCallback<ChangeEvent<float>>(OptionSetMusicVolume);
// get the sfx slider from the ui root
SliderAudioSfx = UI.Q<Slider>("SFX");
// TODO: and set the initial value to the current sfx volume
// SliderAudioSfx.value = Audio.GetSfxVolume() * 100;
// and subscribe appropriate functions
SliderAudioSfx.RegisterCallback<ChangeEvent<float>>(OptionSetSfxVolume);
}
/// <summary>
/// handles return to the main menu button press,
/// signals the game manager appropriately
/// </summary>
private void OptionReturnToMainMenu()
{
// return to the main menu
Game.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
}
/// <summary>
/// handle music volume slider change,
/// sets the music channel volume in the audio manager appropriately
/// </summary>
/// <param name="evt"></param>
private void OptionSetMusicVolume(ChangeEvent<float> evt)
{
// TODO: slider is from 0 to 100, convert to 0 to 1, and set
// Audio.SetMusicVolume(evt.newValue / 100);
}
/// <summary>
/// handle sfx volume slider change,
/// sets the sfx channel volume in the audio manager appropriately
/// </summary>
/// <param name="evt"></param>
private void OptionSetSfxVolume(ChangeEvent<float> evt)
{
// TODO: slider is from 0 to 100, convert to 0 to 1, and set
// Audio.SetSfxVolume(evt.newValue / 100);
}
}

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@ -1,90 +0,0 @@
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
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new environment.
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writer or other person who contributed to the Font Software.
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
SIL Open Font License v1.1
====================================================
Preamble
----------
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
Definitions
-------------
`"Font Software"` refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
`"Reserved Font Name"` refers to any names specified as such after the
copyright statement(s).
`"Original Version"` refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
`"Modified Version"` refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
`"Author"` refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
Permission & Conditions
------------------------
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1. Neither the Font Software nor any of its individual components,
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2. Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3. No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4. The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
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must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
Termination
-----------
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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SIL Open Font License
https://www.cedricrossignolbrunet.com/
http://fonderiz.fr/
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Copyright © 2021 GGBot (https://ggbot.net/fonts/), with Reserved Font Name "Help Me".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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m_EnablePreviewPackages: 0 m_EnablePreReleasePackages: 0
m_EnablePackageDependencies: 0
m_AdvancedSettingsExpanded: 1 m_AdvancedSettingsExpanded: 1
m_ScopedRegistriesSettingsExpanded: 1 m_ScopedRegistriesSettingsExpanded: 1
m_SeeAllPackageVersions: 0
m_DismissPreviewPackagesInUse: 1
oneTimeWarningShown: 0 oneTimeWarningShown: 0
m_Registries: m_Registries:
- m_Id: main - m_Id: main
@ -24,20 +25,12 @@ MonoBehaviour:
m_Scopes: [] m_Scopes: []
m_IsDefault: 1 m_IsDefault: 1
m_Capabilities: 7 m_Capabilities: 7
m_ConfigSource: 0
m_UserSelectedRegistryName: m_UserSelectedRegistryName:
m_UserAddingNewScopedRegistry: 0 m_UserAddingNewScopedRegistry: 0
m_RegistryInfoDraft: m_RegistryInfoDraft:
m_ErrorMessage:
m_Original:
m_Id:
m_Name:
m_Url:
m_Scopes: []
m_IsDefault: 0
m_Capabilities: 0
m_Modified: 0 m_Modified: 0
m_Name: m_ErrorMessage:
m_Url: m_UserModificationsInstanceId: -830
m_Scopes: m_OriginalInstanceId: -832
- m_LoadAssets: 0
m_SelectedScopeIndex: 0

View file

@ -99,7 +99,7 @@
{ {
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", "type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeBuilder.ActiveShapeIndex", "key": "ShapeBuilder.ActiveShapeIndex",
"value": "{\"m_Value\":6}" "value": "{\"m_Value\":1}"
}, },
{ {
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", "type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
@ -119,7 +119,7 @@
{ {
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize", "key": "ShapeBuilder.LastSize",
"value": "{\"m_Value\":{\"x\":-1.2044639587402344,\"y\":1.0023797750473023,\"z\":1.2235469818115235}}" "value": "{\"m_Value\":{\"x\":-32.693790435791019,\"y\":0.0,\"z\":19.31177520751953}}"
}, },
{ {
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",

View file

@ -7,7 +7,7 @@ TagManager:
- CinemachineTarget - CinemachineTarget
- Interactable - Interactable
- AIs - AIs
- Menus - Interfaces
layers: layers:
- Default - Default
- TransparentFX - TransparentFX