Revert "game: continuing game flow........."
This reverts commit 9be96a67fb
.
This commit is contained in:
parent
3fd0516ad4
commit
46330c0ab2
10 changed files with 5312 additions and 724 deletions
BIN
Game/Assets/Audio/Sweeping.mp3
(Stored with Git LFS)
BIN
Game/Assets/Audio/Sweeping.mp3
(Stored with Git LFS)
Binary file not shown.
|
@ -1,33 +1,5 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &-7971538219786904851
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 66f335fb1ffd8684294ad653bf1c7564, type: 3}
|
||||
m_Name: ColorAdjustments
|
||||
m_EditorClassIdentifier:
|
||||
active: 1
|
||||
postExposure:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
contrast:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
colorFilter:
|
||||
m_OverrideState: 0
|
||||
m_Value: {r: 1, g: 1, b: 1, a: 1}
|
||||
hueShift:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
saturation:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
--- !u!114 &-1055684596109920917
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
|
@ -49,38 +21,13 @@ MonoBehaviour:
|
|||
m_Value: {x: 0.5, y: 0.5}
|
||||
intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.211
|
||||
m_Value: 0.2
|
||||
smoothness:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
rounded:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
--- !u!114 &-250395203872362012
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: ccf1aba9553839d41ae37dd52e9ebcce, type: 3}
|
||||
m_Name: MotionBlur
|
||||
m_EditorClassIdentifier:
|
||||
active: 1
|
||||
mode:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
quality:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
clamp:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.05
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -96,37 +43,6 @@ MonoBehaviour:
|
|||
components:
|
||||
- {fileID: -1055684596109920917}
|
||||
- {fileID: 7381809258467126695}
|
||||
- {fileID: -250395203872362012}
|
||||
- {fileID: 6251107123337564194}
|
||||
- {fileID: -7971538219786904851}
|
||||
--- !u!114 &6251107123337564194
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: c5e1dc532bcb41949b58bc4f2abfbb7e, type: 3}
|
||||
m_Name: LensDistortion
|
||||
m_EditorClassIdentifier:
|
||||
active: 1
|
||||
intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
xMultiplier:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
yMultiplier:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
center:
|
||||
m_OverrideState: 1
|
||||
m_Value: {x: 0.5, y: 0.5}
|
||||
scale:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
--- !u!114 &7381809258467126695
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -40,6 +40,7 @@ public class BedroomTask : MonoBehaviour
|
|||
// Defines UI references
|
||||
[Header("UI References")]
|
||||
public GameObject lockedDoorUI;
|
||||
public GameObject unlockedDoorUI;
|
||||
public GameObject storyPanelUI;
|
||||
public TMP_Text storyText;
|
||||
|
||||
|
@ -50,13 +51,12 @@ public class BedroomTask : MonoBehaviour
|
|||
public AudioClip unlockedSound;
|
||||
public AudioClip footstepsSound;
|
||||
public AudioClip doorSlamSound;
|
||||
public AudioClip throwTrashSound;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Hide all UI prompts on start
|
||||
lockedDoorUI.SetActive(false);
|
||||
//unlockedDoorUI.SetActive(false);
|
||||
unlockedDoorUI.SetActive(false);
|
||||
|
||||
// Ensure door is not null
|
||||
if (door != null)
|
||||
|
@ -85,7 +85,7 @@ public class BedroomTask : MonoBehaviour
|
|||
{
|
||||
storyPanelUI.SetActive(true);
|
||||
storyText.text = "My parents are still home... I should clean up first.";
|
||||
StartCoroutine(ClearMessageAfterSeconds(7f));
|
||||
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -95,13 +95,6 @@ public class BedroomTask : MonoBehaviour
|
|||
{
|
||||
// Add to trash count
|
||||
trashCollected++;
|
||||
|
||||
// Play sound only if no other sound is currently playing
|
||||
if (!audioSource.isPlaying)
|
||||
{
|
||||
audioSource.PlayOneShot(throwTrashSound);
|
||||
}
|
||||
|
||||
Debug.Log($"Trash collected: {trashCollected}/{trashRequired}");
|
||||
|
||||
// If player has collected/thrown required amount of trash
|
||||
|
@ -169,10 +162,10 @@ public class BedroomTask : MonoBehaviour
|
|||
}
|
||||
|
||||
// Show the unlocked door UI
|
||||
// unlockedDoorUI.SetActive(true);
|
||||
unlockedDoorUI.SetActive(true);
|
||||
|
||||
// Call the function to hide the UI after delay
|
||||
//StartCoroutine(HideMessageAfterSeconds(unlockedDoorUI, 5f));
|
||||
StartCoroutine(HideMessageAfterSeconds(unlockedDoorUI, 5f));
|
||||
Debug.Log("Room is clean! The door is now unlocked.");
|
||||
}
|
||||
|
||||
|
@ -192,7 +185,7 @@ public class BedroomTask : MonoBehaviour
|
|||
}
|
||||
|
||||
// Call the function to hide the UI after delay
|
||||
StartCoroutine(HidePanelAfterSeconds(lockedDoorUI, 5f));
|
||||
StartCoroutine(HideMessageAfterSeconds(lockedDoorUI, 5f));
|
||||
Debug.Log("The door is locked! Clean the room first.");
|
||||
}
|
||||
}
|
||||
|
@ -206,10 +199,10 @@ public class BedroomTask : MonoBehaviour
|
|||
|
||||
private IEnumerator PlaySoundSequence()
|
||||
{
|
||||
PostProcessingManager.Instance.TriggerEffect("Panic");
|
||||
|
||||
storyPanelUI.SetActive(true);
|
||||
storyText.text = "!!!";
|
||||
storyPanelUI.SetActive(true);
|
||||
|
||||
PostProcessingManager.Instance.StartEffect("Panic");
|
||||
|
||||
// Play footsteps of parents walking away
|
||||
audioSource.PlayOneShot(footstepsSound);
|
||||
|
@ -219,7 +212,7 @@ public class BedroomTask : MonoBehaviour
|
|||
audioSource.PlayOneShot(doorSlamSound);
|
||||
yield return new WaitForSeconds(doorSlamSound.length);
|
||||
|
||||
// Stop the panic effect once the door slam sound ends
|
||||
|
||||
PostProcessingManager.Instance.StopEffect("Panic");
|
||||
|
||||
// Clear the "!!!"
|
||||
|
@ -228,22 +221,28 @@ public class BedroomTask : MonoBehaviour
|
|||
// Unlocks the door after the clips and update the story
|
||||
UnlockDoor();
|
||||
|
||||
// Add a small delay before updating the text to ensure everything shows properly
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
storyText.text = "They finally left... just as soon as I finished cleaning. I can leave the room now.";
|
||||
StartCoroutine(ClearMessageAfterSeconds(7f));
|
||||
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
|
||||
}
|
||||
|
||||
// Function to hide the UI after a delay
|
||||
private IEnumerator ClearMessageAfterSeconds(float delay)
|
||||
{
|
||||
// Waits for delay to end and hides the UI
|
||||
yield return new WaitForSeconds(delay);
|
||||
storyText.text = "";
|
||||
}
|
||||
|
||||
private IEnumerator HidePanelAfterSeconds(GameObject uiElement, float delay)
|
||||
private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay)
|
||||
{
|
||||
// Waits for delay to end and hides the UI
|
||||
yield return new WaitForSeconds(delay);
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
|
||||
public void ApplyHeadacheEffect()
|
||||
{
|
||||
PostProcessingManager.Instance?.TriggerEffect("Headache");
|
||||
}
|
||||
|
||||
public void ApplyDizzinessEffect()
|
||||
{
|
||||
PostProcessingManager.Instance?.TriggerEffect("Dizziness");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,8 +20,6 @@ public class BroomSweeping : MonoBehaviour
|
|||
// Defines how much trash is needed to collect in order to unlock the door
|
||||
public int dirtRequired = 10;
|
||||
|
||||
private bool taskCompleted = false;
|
||||
|
||||
// Defines UI references
|
||||
[Header("UI References")]
|
||||
public GameObject storyPanelUI;
|
||||
|
@ -35,23 +33,20 @@ public class BroomSweeping : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (dirtSweeped >= dirtRequired && !taskCompleted)
|
||||
if (dirtSweeped >= dirtRequired)
|
||||
{
|
||||
taskCompleted = true;
|
||||
GameManager.Instance.FloorSweepedTaskComplete();
|
||||
|
||||
storyPanelUI.SetActive(true);
|
||||
storyText.text = "I hope the house is clean enough now so I don't get scolded later...";
|
||||
|
||||
StartCoroutine(ClearMessageAfterSeconds(7f));
|
||||
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 7f));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Now correctly checks for "Dirt" before triggering
|
||||
if (other.CompareTag("Dirt"))
|
||||
if (!other.CompareTag("Dirt"))
|
||||
{
|
||||
// Add to dirt swept count
|
||||
dirtSweeped++;
|
||||
|
||||
// Destroy it to prevent extra counting
|
||||
|
@ -64,11 +59,10 @@ public class BroomSweeping : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ClearMessageAfterSeconds(float delay)
|
||||
private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay)
|
||||
{
|
||||
// Waits for delay to end and hides the UI
|
||||
yield return new WaitForSeconds(delay);
|
||||
storyText.text = "";
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
}
|
|
@ -23,8 +23,6 @@ public class BrushTeeth : MonoBehaviour
|
|||
private float timer = 0f;
|
||||
private bool isGrabbing = false;
|
||||
|
||||
private bool taskCompleted = false;
|
||||
|
||||
// Defines UI references
|
||||
[Header("UI References")]
|
||||
|
||||
|
@ -56,7 +54,7 @@ public class BrushTeeth : MonoBehaviour
|
|||
|
||||
void Update()
|
||||
{
|
||||
if (isGrabbing && !taskCompleted)
|
||||
if (isGrabbing)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
progressBar.value = timer / progressTime;
|
||||
|
@ -110,9 +108,6 @@ public class BrushTeeth : MonoBehaviour
|
|||
|
||||
private void CompleteProgress()
|
||||
{
|
||||
if (taskCompleted) return;
|
||||
|
||||
taskCompleted = true;
|
||||
progressBar.gameObject.SetActive(false);
|
||||
isGrabbing = false;
|
||||
|
||||
|
@ -124,11 +119,8 @@ public class BrushTeeth : MonoBehaviour
|
|||
|
||||
GameManager.Instance.BrushTeethTaskComplete();
|
||||
|
||||
storyPanelUI.SetActive(true);
|
||||
storyText.text = "I should be fresh enough to go to school now...";
|
||||
|
||||
// Clear the text after a delay
|
||||
StartCoroutine(ClearMessageAfterSeconds(7f));
|
||||
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 7f));
|
||||
|
||||
Debug.Log("Progress completed!");
|
||||
}
|
||||
|
@ -142,10 +134,10 @@ public class BrushTeeth : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private IEnumerator ClearMessageAfterSeconds(float delay)
|
||||
private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay)
|
||||
{
|
||||
// Waits for delay to end and hides the UI
|
||||
yield return new WaitForSeconds(delay);
|
||||
storyText.text = "";
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,10 +17,6 @@ public class GameManager : MonoBehaviour
|
|||
/// </summary>
|
||||
public static GameManager Instance;
|
||||
|
||||
// Defines UI references
|
||||
[Header("UI References")]
|
||||
public GameObject storyPanelUI;
|
||||
public TMP_Text storyText;
|
||||
|
||||
// Trackable Task Completions
|
||||
private bool bedroomCleaned = false;
|
||||
|
@ -77,41 +73,22 @@ public class GameManager : MonoBehaviour
|
|||
// Future-proofing for Firebase tracking
|
||||
}
|
||||
|
||||
public void AreTasksDone()
|
||||
{
|
||||
if (bedroomCleaned && teethBrushed && floorSweeped)
|
||||
{
|
||||
storyText.text = "I think I did everything... I should go to school now";
|
||||
storyPanelUI.SetActive(true);
|
||||
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 7f));
|
||||
}
|
||||
}
|
||||
|
||||
// Tracks if bedroom is cleaned or not
|
||||
public void BedroomTaskComplete()
|
||||
{
|
||||
bedroomCleaned = true;
|
||||
AreTasksDone();
|
||||
}
|
||||
|
||||
// Tracks if teeth is brushed or not
|
||||
public void BrushTeethTaskComplete()
|
||||
{
|
||||
teethBrushed = true;
|
||||
AreTasksDone();
|
||||
}
|
||||
|
||||
// Tracks if floor is sweeped or not
|
||||
public void FloorSweepedTaskComplete()
|
||||
{
|
||||
floorSweeped = true;
|
||||
AreTasksDone();
|
||||
}
|
||||
private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay)
|
||||
{
|
||||
// Waits for delay to end and hides the UI
|
||||
yield return new WaitForSeconds(delay);
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -29,24 +29,21 @@ public class PostProcessingManager : MonoBehaviour
|
|||
[SerializeField]
|
||||
public AnimationCurve vignetteIntensity;
|
||||
|
||||
[SerializeField] public AnimationCurve chromaticAberrationIntensity;
|
||||
[SerializeField]
|
||||
public AnimationCurve chromaticAberrationIntensity;
|
||||
|
||||
[SerializeField] public AnimationCurve motionBlurIntensity;
|
||||
[SerializeField]
|
||||
public AnimationCurve motionBlurIntensity;
|
||||
|
||||
[SerializeField] public AnimationCurve lensDistortionIntensity;
|
||||
[SerializeField]
|
||||
public AnimationCurve lensDistortionIntensity;
|
||||
|
||||
[SerializeField] public AnimationCurve colorAdjustmentsIntensity;
|
||||
[SerializeField]
|
||||
public AnimationCurve colorAdjustmentsIntensity;
|
||||
|
||||
// Checks if effect is active or not
|
||||
private bool isEffectActive = false;
|
||||
|
||||
// Defines Audio References
|
||||
[Header("Audio References")] public AudioSource audioSource;
|
||||
public AudioClip heartbeatSound;
|
||||
public AudioClip whisperSound;
|
||||
public AudioClip distortedWhisperSound;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
|
@ -116,68 +113,60 @@ public class PostProcessingManager : MonoBehaviour
|
|||
if (motionBlur != null) motionBlur.intensity.Override(0f);
|
||||
if (lensDistortion != null) lensDistortion.intensity.Override(0f);
|
||||
if (colorAdjustments != null) colorAdjustments.postExposure.Override(0f);
|
||||
|
||||
// Stop audio
|
||||
if (audioSource != null)
|
||||
{
|
||||
audioSource.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
// Applies effects over time based on the type
|
||||
private IEnumerator ApplyEffect(string effectName)
|
||||
{
|
||||
// Handle the audio for the effect
|
||||
if (effectName == "Panic")
|
||||
{
|
||||
audioSource.clip = heartbeatSound;
|
||||
audioSource.loop = true;
|
||||
audioSource.Play();
|
||||
}
|
||||
else if (effectName == "Headache")
|
||||
{
|
||||
audioSource.clip = whisperSound;
|
||||
audioSource.loop = true;
|
||||
audioSource.Play();
|
||||
}
|
||||
else if (effectName == "Dizziness")
|
||||
{
|
||||
audioSource.clip = distortedWhisperSound;
|
||||
audioSource.loop = true;
|
||||
audioSource.Play();
|
||||
}
|
||||
float time = 0f;
|
||||
float duration = 1f;
|
||||
|
||||
// Apply effects while the effect is active
|
||||
while (isEffectActive)
|
||||
while (time < duration)
|
||||
{
|
||||
// Visual effects for headache
|
||||
time += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(time / duration);
|
||||
|
||||
// Values for headache effect
|
||||
if (effectName == "Headache")
|
||||
{
|
||||
vignette.intensity.Override(vignetteIntensity.Evaluate(Time.time));
|
||||
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
|
||||
vignette.intensity.Override(vignetteIntensity.Evaluate(time));
|
||||
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(time));
|
||||
}
|
||||
|
||||
// Visual effects for dizziness
|
||||
if (effectName == "Dizziness")
|
||||
// Values for dizziness effect
|
||||
else if (effectName == "Dizziness")
|
||||
{
|
||||
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
|
||||
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
|
||||
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(time));
|
||||
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(time));
|
||||
}
|
||||
|
||||
// Visual effects for panic
|
||||
if (effectName == "Panic")
|
||||
{
|
||||
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
|
||||
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
|
||||
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
// Stop audio when the effect ends
|
||||
if (audioSource != null && audioSource.isPlaying)
|
||||
public void ApplyPanicEffect()
|
||||
{
|
||||
StartCoroutine(LoopPanicEffect());
|
||||
}
|
||||
|
||||
private IEnumerator LoopPanicEffect()
|
||||
{
|
||||
float time = 0f;
|
||||
float duration = 0.1f;
|
||||
|
||||
while (isEffectActive)
|
||||
{
|
||||
audioSource.Stop();
|
||||
time += Time.deltaTime;
|
||||
float t = Mathf.PingPong(time / duration, 1f); // Looping the effect
|
||||
|
||||
// Apply intensity for panic effect
|
||||
vignette.intensity.Override(vignetteIntensity.Evaluate(t));
|
||||
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(t));
|
||||
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(t));
|
||||
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(t));
|
||||
colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(t));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 150
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
@ -159,7 +159,7 @@
|
|||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
"value": "{\"m_Value\":7}"
|
||||
"value": "{\"m_Value\":6}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
|
@ -184,7 +184,11 @@
|
|||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize",
|
||||
<<<<<<< HEAD
|
||||
"value": "{\"m_Value\":{\"x\":-0.4071826934814453,\"y\":0.2012939453125,\"z\":-0.5807037353515625}}"
|
||||
=======
|
||||
"value": "{\"m_Value\":{\"x\":0.197540283203125,\"y\":0.015741348266601564,\"z\":0.1954345703125}}"
|
||||
>>>>>>> fb51f41 (calling updates)
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
|
|
Loading…
Add table
Reference in a new issue