不知道改了神秘先提交下
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@@ -25,12 +25,12 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
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//drawButton.onClick.AddListener(ProcessMemory);
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// 初始化UI状态
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memoryProcessImage.gameObject.SetActive(true);
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memoryFinishedImage.gameObject.SetActive(false);
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memoryFinishedImageColorWrong.gameObject.SetActive(false);
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UFImage.gameObject.SetActive(false);
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memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
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memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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// memoryProcessImage.gameObject.SetActive(true);
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// memoryFinishedImage.gameObject.SetActive(false);
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// memoryFinishedImageColorWrong.gameObject.SetActive(false);
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// UFImage.gameObject.SetActive(false);
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// memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
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// memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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}
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public void Initialize()
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{
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@@ -44,8 +44,8 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
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}
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public void OnShow()
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{
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Debug.Log("UFview Show");
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StartCoroutine(ProcessMemory("liuying1-2"));
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// Debug.Log("UFview Show");
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// StartCoroutine(ProcessMemory("liuying1-2"));
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}
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public void OnExit()
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@@ -68,79 +68,81 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
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isProcessing = true; // 开始处理,设置为true
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Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
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Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + memoryFinishedImageName+"Error");
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if (memoryFinishedSprite == null)
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{
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Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
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yield break;
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}
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// if (UFMemorySprite == null)
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// Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
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// Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + memoryFinishedImageName+"Error");
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// if (memoryFinishedSprite == null)
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// {
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// Debug.LogError("UF image not found: " + UFImageName);
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// Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
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// yield break;
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// }
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memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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// // if (UFMemorySprite == null)
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// // {
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// // Debug.LogError("UF image not found: " + UFImageName);
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// // yield break;
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// // }
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// memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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// 开始处理记忆的表现
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memoryProcessImage.gameObject.SetActive(true);
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//memoryProcessImage.sprite = defaultSprite; // 设置默认图片
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memoryProcessImage.color = Color.white; // 设置初始颜色
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// // 开始处理记忆的表现
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// memoryProcessImage.gameObject.SetActive(true);
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// //memoryProcessImage.sprite = defaultSprite; // 设置默认图片
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// memoryProcessImage.color = Color.white; // 设置初始颜色
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Sequence memorySequence = DOTween.Sequence();
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// Sequence memorySequence = DOTween.Sequence();
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// 修改memoryprocess的参数
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memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
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memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
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// // 修改memoryprocess的参数
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// memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
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// memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
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memorySequence.AppendInterval(2f);
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// memorySequence.AppendInterval(2f);
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// 记忆处理结束,激活memoryFinishedImage
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memorySequence.AppendCallback(() =>
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{
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memoryFinishedImage.color= Color.white;
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memoryProcessImage.gameObject.SetActive(false);
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// // 记忆处理结束,激活memoryFinishedImage
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// memorySequence.AppendCallback(() =>
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// {
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// memoryFinishedImage.color= Color.white;
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// memoryProcessImage.gameObject.SetActive(false);
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memoryFinishedImage.gameObject.SetActive(true);
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memoryFinishedImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
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memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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});
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// memoryFinishedImage.gameObject.SetActive(true);
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// memoryFinishedImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
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// memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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// });
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memorySequence.AppendInterval(0f); // 添加4秒的延时
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// memorySequence.AppendInterval(0f); // 添加4秒的延时
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memorySequence.Append(memoryFinishedImage.material.DOFloat(1, "_TwistUvAmount", 3f));
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memorySequence.Join(memoryFinishedImage.material.DOFloat(0, "_Alpha", 3f));
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memorySequence.AppendInterval(1f); // 添加1.5秒的延时
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// memorySequence.Append(memoryFinishedImage.material.DOFloat(1, "_TwistUvAmount", 3f));
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// memorySequence.Join(memoryFinishedImage.material.DOFloat(0, "_Alpha", 3f));
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// memorySequence.AppendInterval(1f); // 添加1.5秒的延时
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// 激活UFImage,并开始像素淡入效果
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memorySequence.AppendCallback(() =>
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{
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memoryFinishedImage.gameObject.SetActive(false);
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UFImage.gameObject.SetActive(true);
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UFImage.color= Color.white;
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UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
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UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
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UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
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});
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// // 激活UFImage,并开始像素淡入效果
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// memorySequence.AppendCallback(() =>
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// {
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// memoryFinishedImage.gameObject.SetActive(false);
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// UFImage.gameObject.SetActive(true);
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// UFImage.color= Color.white;
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// UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
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// UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
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// UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
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// });
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// Pixel_Fade 从1变为0,持续1.5秒
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memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
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// // Pixel_Fade 从1变为0,持续1.5秒
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// memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
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memorySequence.AppendInterval(1f); // 添加2秒的延时
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// memorySequence.AppendInterval(1f); // 添加2秒的延时
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// UFImage向右移动
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memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
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// // UFImage向右移动
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// memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
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// 序列完成时更新索引
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memorySequence.OnComplete(() =>
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{
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UFImage.gameObject.SetActive(false);
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isProcessing = false; // 处理完成,设置为false
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AudioManager.PauseLoopAudio();
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});
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yield return memorySequence.WaitForCompletion();
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// // 序列完成时更新索引
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// memorySequence.OnComplete(() =>
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// {
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// UFImage.gameObject.SetActive(false);
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// isProcessing = false; // 处理完成,设置为false
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// AudioManager.PauseLoopAudio();
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// });
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yield return new WaitForSeconds(3f);
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AudioManager.PauseLoopAudio();
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isProcessing = false;
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DialogController.Instance.StartDialogNode("UF进程播放完毕");
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}
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public bool IsProcessing()
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@@ -11560,7 +11560,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &473383454
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RectTransform:
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m_ObjectHideFlags: 0
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@@ -15117,6 +15117,140 @@ PrefabInstance:
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 7e1248171f8348e4db6e10ab0667a497, type: 3}
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--- !u!1 &618295247
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 618295248}
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- component: {fileID: 618295250}
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- component: {fileID: 618295249}
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m_Layer: 5
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m_Name: Text (TMP)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &618295248
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RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1294333831}
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m_SizeDelta: {x: 1006.2036, y: 50}
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--- !u!222 &618295250
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CanvasRenderer:
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--- !u!1 &619430172
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@@ -29246,6 +29380,7 @@ RectTransform:
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@@ -8213,14 +8213,14 @@ MonoBehaviour:
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--- !u!4 &1620453322
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Reference in New Issue
Block a user