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2 Commits
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772eb1e738
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772eb1e738 | ||
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5b808c8b68 |
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BIN
Assets/ExporrtClientStickPrefab/Audio/chant.wav
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1058
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8
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295
Assets/ExporrtClientStickPrefab/Scripts/IncenseController.cs
Normal file
@ -0,0 +1,295 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class IncenseController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("References")]
|
||||||
|
public Transform incensePivot;
|
||||||
|
public Transform incenseStick;
|
||||||
|
public ParticleSystem smokeParticles;
|
||||||
|
|
||||||
|
[Header("Light (URP only)")]
|
||||||
|
public UnityEngine.Rendering.Universal.Light2D glowLight; // URP 版本
|
||||||
|
// 如果用 Built-in,用這個:
|
||||||
|
// public SpriteRenderer glowSprite;
|
||||||
|
|
||||||
|
[Header("Falling Settings")]
|
||||||
|
public float startHeight = 3f;
|
||||||
|
public float targetHeight = -2.5f;
|
||||||
|
public float fallDuration = 30f;
|
||||||
|
|
||||||
|
[Header("Struggle Settings")]
|
||||||
|
public float windForceMin = 20f;
|
||||||
|
public float windForceMax = 60f;
|
||||||
|
public float windChangeSpeed = 5f;
|
||||||
|
public float playerControlStrength = 100f;
|
||||||
|
|
||||||
|
[Header("Visual Settings")]
|
||||||
|
public float maxGlowIntensity = 3f;
|
||||||
|
|
||||||
|
[Header("UI")]
|
||||||
|
public TextMeshProUGUI messageText;
|
||||||
|
public TextMeshProUGUI angleText;
|
||||||
|
public TextMeshProUGUI timerText;
|
||||||
|
|
||||||
|
[Header("Audio (Optional)")]
|
||||||
|
public AudioSource backgroundMusic;
|
||||||
|
|
||||||
|
private float currentAngle = 90f;
|
||||||
|
private float targetWindAngle = 90f;
|
||||||
|
private float lastAngleValue = 90f;
|
||||||
|
private float stability = 1f;
|
||||||
|
private float fallTimer = 0f;
|
||||||
|
private bool hasLanded = false;
|
||||||
|
private float finalSincerity = 0f;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (incensePivot != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = incensePivot.position;
|
||||||
|
pos.y = startHeight;
|
||||||
|
incensePivot.position = pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
currentAngle = Random.Range(60f, 120f);
|
||||||
|
targetWindAngle = currentAngle;
|
||||||
|
|
||||||
|
if (glowLight != null)
|
||||||
|
{
|
||||||
|
glowLight.intensity = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"遊戲開始!時長: {fallDuration} 秒");
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 按 R 重新開始
|
||||||
|
if (Keyboard.current.rKey.wasPressedThisFrame)
|
||||||
|
{
|
||||||
|
UnityEngine.SceneManagement.SceneManager.LoadScene(
|
||||||
|
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hasLanded)
|
||||||
|
{
|
||||||
|
UpdateFalling();
|
||||||
|
HandleInput();
|
||||||
|
CalculateStability();
|
||||||
|
UpdateVisuals();
|
||||||
|
UpdateUI();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DisplayFinalResult();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateFalling()
|
||||||
|
{
|
||||||
|
fallTimer += Time.deltaTime;
|
||||||
|
|
||||||
|
if (fallTimer >= fallDuration)
|
||||||
|
{
|
||||||
|
hasLanded = true;
|
||||||
|
fallTimer = fallDuration;
|
||||||
|
|
||||||
|
float angleDeviation = Mathf.Abs(currentAngle - 90f);
|
||||||
|
finalSincerity = 1f - (angleDeviation / 30f);
|
||||||
|
finalSincerity = Mathf.Clamp01(finalSincerity);
|
||||||
|
|
||||||
|
Debug.Log($"角度: {currentAngle:F1}°, 誠意度: {finalSincerity * 100:F0}%");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 計算下降
|
||||||
|
float t = fallTimer / fallDuration;
|
||||||
|
float currentHeight = Mathf.Lerp(startHeight, targetHeight, t);
|
||||||
|
|
||||||
|
if (incensePivot != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = incensePivot.position;
|
||||||
|
pos.y = currentHeight;
|
||||||
|
incensePivot.position = pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 風力計算
|
||||||
|
float windMultiplier = 1f - (t * 0.5f);
|
||||||
|
float currentWindMax = windForceMax * windMultiplier;
|
||||||
|
|
||||||
|
float windChange = Random.Range(-currentWindMax, currentWindMax) * Time.deltaTime;
|
||||||
|
targetWindAngle += windChange;
|
||||||
|
targetWindAngle = Mathf.Clamp(targetWindAngle, 30f, 150f);
|
||||||
|
|
||||||
|
currentAngle = Mathf.Lerp(currentAngle, targetWindAngle, windChangeSpeed * Time.deltaTime);
|
||||||
|
currentAngle = Mathf.Clamp(currentAngle, 30f, 150f);
|
||||||
|
|
||||||
|
// 2D 旋轉(Z 軸)
|
||||||
|
if (incensePivot != null)
|
||||||
|
{
|
||||||
|
incensePivot.rotation = Quaternion.Euler(0, 0, currentAngle - 90f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleInput()
|
||||||
|
{
|
||||||
|
if (Mouse.current.leftButton.isPressed)
|
||||||
|
{
|
||||||
|
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
|
||||||
|
float mouseX = mouseDelta.x;
|
||||||
|
currentAngle += mouseX * playerControlStrength * Time.deltaTime * 0.1f; // 可能需要調整係數
|
||||||
|
currentAngle = Mathf.Clamp(currentAngle, 30f, 150f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void CalculateStability()
|
||||||
|
{
|
||||||
|
float angleChange = Mathf.Abs(currentAngle - lastAngleValue);
|
||||||
|
stability = Mathf.Clamp01(1f - angleChange / 10f);
|
||||||
|
lastAngleValue = currentAngle;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateVisuals()
|
||||||
|
{
|
||||||
|
float angleDeviation = Mathf.Abs(currentAngle - 90f);
|
||||||
|
float sincerity = 1f - (angleDeviation / 30f);
|
||||||
|
sincerity = Mathf.Clamp01(sincerity);
|
||||||
|
|
||||||
|
// 更新光線(URP)
|
||||||
|
if (glowLight != null)
|
||||||
|
{
|
||||||
|
Color lightColor = Color.Lerp(Color.red, Color.yellow, sincerity);
|
||||||
|
glowLight.color = lightColor;
|
||||||
|
glowLight.intensity = Mathf.Lerp(0.5f, maxGlowIntensity, sincerity);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 更新煙霧
|
||||||
|
if (smokeParticles != null)
|
||||||
|
{
|
||||||
|
var emission = smokeParticles.emission;
|
||||||
|
emission.rateOverTime = Mathf.Lerp(5f, 30f, 1f - stability);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 更新音樂音量(如果有)
|
||||||
|
if (backgroundMusic != null)
|
||||||
|
{
|
||||||
|
backgroundMusic.volume = Mathf.Lerp(0.2f, 0.8f, sincerity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateUI()
|
||||||
|
{
|
||||||
|
// 角度顯示
|
||||||
|
if (angleText != null)
|
||||||
|
{
|
||||||
|
angleText.text = $"角度: {currentAngle:F0}°";
|
||||||
|
}
|
||||||
|
|
||||||
|
// 倒數計時
|
||||||
|
if (timerText != null)
|
||||||
|
{
|
||||||
|
float remaining = fallDuration - fallTimer;
|
||||||
|
timerText.text = $"倒計時{remaining:F1}秒";
|
||||||
|
|
||||||
|
if (remaining <= 5f)
|
||||||
|
{
|
||||||
|
float flicker = Mathf.Sin(Time.time * 10f) * 0.5f + 0.5f;
|
||||||
|
timerText.color = Color.Lerp(Color.red, Color.yellow, flicker);
|
||||||
|
timerText.fontSize = 40 + Mathf.Sin(Time.time * 8f) * 5f;
|
||||||
|
}
|
||||||
|
else if (remaining <= 10f)
|
||||||
|
{
|
||||||
|
timerText.color = Color.yellow;
|
||||||
|
timerText.fontSize = 40;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
timerText.color = Color.white;
|
||||||
|
timerText.fontSize = 40;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 誠意訊息
|
||||||
|
if (messageText != null)
|
||||||
|
{
|
||||||
|
float angleDeviation = Mathf.Abs(currentAngle - 90f);
|
||||||
|
float sincerity = 1f - (angleDeviation / 30f);
|
||||||
|
sincerity = Mathf.Clamp01(sincerity);
|
||||||
|
|
||||||
|
string message = "";
|
||||||
|
Color messageColor = Color.white;
|
||||||
|
|
||||||
|
if (sincerity >= 0.95f)
|
||||||
|
{
|
||||||
|
message = "😊 完美!最高誠意!";
|
||||||
|
messageColor = new Color(0.2f, 1f, 0.2f);
|
||||||
|
}
|
||||||
|
else if (sincerity >= 0.75f)
|
||||||
|
{
|
||||||
|
message = "不錯!還算虔誠";
|
||||||
|
messageColor = new Color(0.5f, 1f, 0.5f);
|
||||||
|
}
|
||||||
|
else if (sincerity >= 0.60f)
|
||||||
|
{
|
||||||
|
message = "普通~可以更好";
|
||||||
|
messageColor = new Color(1f, 1f, 0.3f);
|
||||||
|
}
|
||||||
|
else if (sincerity >= 0.40f)
|
||||||
|
{
|
||||||
|
message = "誠意不足...需努力";
|
||||||
|
messageColor = new Color(1f, 0.6f, 0.2f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
message = "太歪了!需要反省";
|
||||||
|
messageColor = new Color(1f, 0.2f, 0.2f);
|
||||||
|
}
|
||||||
|
|
||||||
|
messageText.text = message;
|
||||||
|
messageText.color = messageColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DisplayFinalResult()
|
||||||
|
{
|
||||||
|
// 光線閃爍
|
||||||
|
if (glowLight != null)
|
||||||
|
{
|
||||||
|
float flicker = 0.8f + Mathf.Sin(Time.time * 3f) * 0.2f;
|
||||||
|
glowLight.intensity = maxGlowIntensity * finalSincerity * flicker;
|
||||||
|
}
|
||||||
|
|
||||||
|
// UI 顯示
|
||||||
|
if (timerText != null)
|
||||||
|
{
|
||||||
|
timerText.text = "時間到!";
|
||||||
|
timerText.color = Color.yellow;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (angleText != null)
|
||||||
|
{
|
||||||
|
angleText.text = $"最終角度: {currentAngle:F0}°";
|
||||||
|
}
|
||||||
|
|
||||||
|
if (messageText != null)
|
||||||
|
{
|
||||||
|
if (finalSincerity >= 0.95f)
|
||||||
|
{
|
||||||
|
messageText.text = "完美插香!最高誠意!";
|
||||||
|
messageText.color = Color.yellow;
|
||||||
|
}
|
||||||
|
else if (finalSincerity >= 0.75f)
|
||||||
|
{
|
||||||
|
messageText.text = $"不錯!誠意度: {finalSincerity * 100:F0}%";
|
||||||
|
messageText.color = new Color(0.5f, 1f, 0.5f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
messageText.text = $"可惜!誠意度: {finalSincerity * 100:F0}%";
|
||||||
|
messageText.color = new Color(1f, 0.6f, 0.2f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 571e1448f855fad41b25c97b16854985
|
||||||
8
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Assets/ExportStick/Prefabs/IncensePrefab.prefab.meta
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357
Assets/ExportStick/Scripts/Incensegamemanager.cs
Normal file
@ -0,0 +1,357 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class IncenseGameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("UI Elements")]
|
||||||
|
public TextMeshProUGUI timerText;
|
||||||
|
public TextMeshProUGUI powerValueText;
|
||||||
|
public TextMeshProUGUI systemMessageText;
|
||||||
|
public GameObject popupWindow1; // 正確時顯示(有勾勾)
|
||||||
|
public GameObject popupWindow2; // 錯誤時顯示(有叉叉)
|
||||||
|
public TextMeshProUGUI popupText1; // 正確視窗的文字
|
||||||
|
public TextMeshProUGUI popupText2; // 錯誤視窗的文字
|
||||||
|
public Image backgroundImage;
|
||||||
|
|
||||||
|
[Header("Game Over UI")]
|
||||||
|
public GameObject gamePlayUI; // 遊戲進行時的UI
|
||||||
|
public GameObject gameOverUI; // 遊戲結束後的UI
|
||||||
|
public GameObject resultIncense; // 結果畫面的香
|
||||||
|
public TextMeshProUGUI angleDisplayText; // 顯示角度的文字
|
||||||
|
|
||||||
|
[Header("Game Settings")]
|
||||||
|
public float gameTime = 30f;
|
||||||
|
public int initialPowerValue = 60;
|
||||||
|
public int correctIncenseReward = 5;
|
||||||
|
public int wrongIncensePenalty = 5;
|
||||||
|
public float popupDuration = 1f;
|
||||||
|
|
||||||
|
[Header("Result Settings")]
|
||||||
|
public float receivedAngle = 87.5f; // 假的接收角度,之後會從另一台電腦接收
|
||||||
|
|
||||||
|
[Header("Incense Settings")]
|
||||||
|
public GameObject incensePrefab;
|
||||||
|
public Transform incenseContainer;
|
||||||
|
public Vector2 holderPosition = new Vector2(0, -100);
|
||||||
|
|
||||||
|
private float currentTime;
|
||||||
|
private int currentPowerValue;
|
||||||
|
private List<IncenseStick> incenseSticks = new List<IncenseStick>();
|
||||||
|
private int correctIncenseCount = 5;
|
||||||
|
private int totalIncenseCount = 20;
|
||||||
|
private bool gameActive = true;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
InitializeGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitializeGame()
|
||||||
|
{
|
||||||
|
currentTime = gameTime;
|
||||||
|
currentPowerValue = initialPowerValue;
|
||||||
|
gameActive = true;
|
||||||
|
|
||||||
|
// 顯示遊戲UI,隱藏結果UI
|
||||||
|
if (gamePlayUI) gamePlayUI.SetActive(true);
|
||||||
|
if (gameOverUI) gameOverUI.SetActive(false);
|
||||||
|
|
||||||
|
UpdateUI();
|
||||||
|
// 移除CreateIncenseHolder(),不生成香爐
|
||||||
|
GenerateIncenseSticks();
|
||||||
|
|
||||||
|
systemMessageText.text = "系統提示:以上為客戶插的香,香是否歪斜可判斷客戶的心正不正,請點擊找出正直的香";
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (gameActive)
|
||||||
|
{
|
||||||
|
currentTime -= Time.deltaTime;
|
||||||
|
UpdateTimer();
|
||||||
|
|
||||||
|
if (currentTime <= 0)
|
||||||
|
{
|
||||||
|
GameOver();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void GenerateIncenseSticks()
|
||||||
|
{
|
||||||
|
// 清除現有的香
|
||||||
|
foreach (IncenseStick incense in incenseSticks)
|
||||||
|
{
|
||||||
|
if (incense != null)
|
||||||
|
DestroyImmediate(incense.gameObject);
|
||||||
|
}
|
||||||
|
incenseSticks.Clear();
|
||||||
|
|
||||||
|
// 創建香的位置(圓形排列在香爐上)
|
||||||
|
List<Vector2> positions = GenerateIncensePositions();
|
||||||
|
List<float> angles = GenerateIncenseAngles();
|
||||||
|
|
||||||
|
for (int i = 0; i < totalIncenseCount; i++)
|
||||||
|
{
|
||||||
|
GameObject incenseObj = Instantiate(incensePrefab, incenseContainer);
|
||||||
|
IncenseStick incenseStick = incenseObj.GetComponent<IncenseStick>();
|
||||||
|
|
||||||
|
if (incenseStick == null)
|
||||||
|
{
|
||||||
|
incenseStick = incenseObj.AddComponent<IncenseStick>();
|
||||||
|
}
|
||||||
|
|
||||||
|
incenseStick.Initialize(angles[i], positions[i], this);
|
||||||
|
incenseSticks.Add(incenseStick);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector2> GenerateIncensePositions()
|
||||||
|
{
|
||||||
|
List<Vector2> positions = new List<Vector2>();
|
||||||
|
Vector2 centerPos = holderPosition + Vector2.up * 180f; // 調整基準位置
|
||||||
|
|
||||||
|
// 使用更寬的水平分布,適應較大的香
|
||||||
|
float baseWidth = 200f; // 增加分布寬度
|
||||||
|
float baseHeight = 50f; // 增加高度變化
|
||||||
|
|
||||||
|
for (int i = 0; i < totalIncenseCount; i++)
|
||||||
|
{
|
||||||
|
// 水平位置:均勻分布,再加上隨機偏移
|
||||||
|
float baseX = (i - (totalIncenseCount - 1) * 0.5f) * (baseWidth * 2 / totalIncenseCount);
|
||||||
|
float xPos = baseX + Random.Range(-40f, 40f);
|
||||||
|
|
||||||
|
// 垂直位置:稍微變化,模擬插入深度不同
|
||||||
|
float yPos = Random.Range(-baseHeight / 2, baseHeight / 2);
|
||||||
|
|
||||||
|
Vector2 pos = centerPos + new Vector2(xPos, yPos);
|
||||||
|
positions.Add(pos);
|
||||||
|
}
|
||||||
|
|
||||||
|
return positions;
|
||||||
|
}
|
||||||
|
|
||||||
|
List<float> GenerateIncenseAngles()
|
||||||
|
{
|
||||||
|
List<float> angles = new List<float>();
|
||||||
|
|
||||||
|
// 添加正確的香(90度)
|
||||||
|
for (int i = 0; i < correctIncenseCount; i++)
|
||||||
|
{
|
||||||
|
angles.Add(90f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 添加錯誤的香(接近90度但不完全正確)
|
||||||
|
for (int i = correctIncenseCount; i < totalIncenseCount; i++)
|
||||||
|
{
|
||||||
|
float angle;
|
||||||
|
float randomType = Random.Range(0f, 1f);
|
||||||
|
|
||||||
|
if (randomType < 0.4f)
|
||||||
|
{
|
||||||
|
// 40% 稍微傾斜 (85-95度之間)
|
||||||
|
angle = Random.Range(80f, 105f);
|
||||||
|
// 避開90度附近
|
||||||
|
while (Mathf.Abs(angle - 90f) < 2f)
|
||||||
|
{
|
||||||
|
angle = Random.Range(80f, 105f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (randomType < 0.7f)
|
||||||
|
{
|
||||||
|
// 30% 接近90度的錯誤答案 (89-91度之間,但不是90度)
|
||||||
|
angle = Random.Range(87.5f, 92.5f);
|
||||||
|
// 確保不是剛好90度
|
||||||
|
while (Mathf.Abs(angle - 90f) < 2f)
|
||||||
|
{
|
||||||
|
angle = Random.Range(87.5f, 92.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 30% 明顯傾斜 (75-105度之間)
|
||||||
|
angle = Random.Range(65f, 125f);
|
||||||
|
// 避開90度附近
|
||||||
|
while (Mathf.Abs(angle - 90f) < 5f)
|
||||||
|
{
|
||||||
|
angle = Random.Range(65f, 125f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
angles.Add(angle);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 打亂順序
|
||||||
|
for (int i = 0; i < angles.Count; i++)
|
||||||
|
{
|
||||||
|
float temp = angles[i];
|
||||||
|
int randomIndex = Random.Range(i, angles.Count);
|
||||||
|
angles[i] = angles[randomIndex];
|
||||||
|
angles[randomIndex] = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
return angles;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnIncenseClicked(float angle)
|
||||||
|
{
|
||||||
|
if (!gameActive) return;
|
||||||
|
|
||||||
|
if (Mathf.Approximately(angle, 90f))
|
||||||
|
{
|
||||||
|
// 正確的香
|
||||||
|
currentPowerValue += correctIncenseReward;
|
||||||
|
ShowPopup("90.0度,很正直!", true);
|
||||||
|
systemMessageText.text = "系統提示:此香90度,判斷正確,增加神力值,可繼續尋找正直的香";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 錯誤的香
|
||||||
|
currentPowerValue -= wrongIncensePenalty;
|
||||||
|
ShowPopup($"{angle:F1}度,不夠正直", false);
|
||||||
|
systemMessageText.text = "系統提示:此香非90度,判斷錯誤,減少神力值,請找出正直的香";
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdatePowerValue();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShowPopup(string message, bool isCorrect)
|
||||||
|
{
|
||||||
|
GameObject targetWindow = isCorrect ? popupWindow1 : popupWindow2;
|
||||||
|
TextMeshProUGUI targetText = isCorrect ? popupText1 : popupText2;
|
||||||
|
|
||||||
|
if (targetWindow == null || targetText == null) return;
|
||||||
|
|
||||||
|
// 隱藏另一個視窗
|
||||||
|
GameObject otherWindow = isCorrect ? popupWindow2 : popupWindow1;
|
||||||
|
if (otherWindow != null)
|
||||||
|
{
|
||||||
|
otherWindow.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
targetText.text = message;
|
||||||
|
targetWindow.SetActive(true);
|
||||||
|
|
||||||
|
// 重設透明度
|
||||||
|
CanvasGroup canvasGroup = targetWindow.GetComponent<CanvasGroup>();
|
||||||
|
if (canvasGroup == null)
|
||||||
|
{
|
||||||
|
canvasGroup = targetWindow.AddComponent<CanvasGroup>();
|
||||||
|
}
|
||||||
|
canvasGroup.alpha = 1f;
|
||||||
|
|
||||||
|
StartCoroutine(FadeOutPopup(canvasGroup, targetWindow));
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator FadeOutPopup(CanvasGroup canvasGroup, GameObject popupWindow)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(popupDuration - 0.2f);
|
||||||
|
|
||||||
|
float fadeTime = 0.2f;
|
||||||
|
float elapsedTime = 0f;
|
||||||
|
|
||||||
|
while (elapsedTime < fadeTime)
|
||||||
|
{
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
canvasGroup.alpha = 1f - (elapsedTime / fadeTime);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
popupWindow.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateUI()
|
||||||
|
{
|
||||||
|
UpdateTimer();
|
||||||
|
UpdatePowerValue();
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateTimer()
|
||||||
|
{
|
||||||
|
int seconds = Mathf.CeilToInt(currentTime);
|
||||||
|
timerText.text = $"倒計時:{seconds}";
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdatePowerValue()
|
||||||
|
{
|
||||||
|
powerValueText.text = currentPowerValue.ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameOver()
|
||||||
|
{
|
||||||
|
gameActive = false;
|
||||||
|
ShowResultScreen();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShowResultScreen()
|
||||||
|
{
|
||||||
|
// 隱藏遊戲UI,顯示結果UI
|
||||||
|
if (gamePlayUI) gamePlayUI.SetActive(false);
|
||||||
|
if (gameOverUI) gameOverUI.SetActive(true);
|
||||||
|
|
||||||
|
// 清除所有香
|
||||||
|
ClearAllIncense();
|
||||||
|
|
||||||
|
// 設置結果香的角度和顯示
|
||||||
|
SetupResultIncense();
|
||||||
|
|
||||||
|
// 更新系統訊息
|
||||||
|
systemMessageText.text = "系統提示:這是客戶為您插的香的數值,請根據結果評估調整客戶報表。";
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClearAllIncense()
|
||||||
|
{
|
||||||
|
// 清除所有生成的香
|
||||||
|
foreach (IncenseStick incense in incenseSticks)
|
||||||
|
{
|
||||||
|
if (incense != null)
|
||||||
|
{
|
||||||
|
DestroyImmediate(incense.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
incenseSticks.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetupResultIncense()
|
||||||
|
{
|
||||||
|
if (resultIncense != null)
|
||||||
|
{
|
||||||
|
// 設置結果香的角度
|
||||||
|
RectTransform incenseRect = resultIncense.GetComponent<RectTransform>();
|
||||||
|
if (incenseRect != null)
|
||||||
|
{
|
||||||
|
float visualAngle = receivedAngle - 90f; // 90度時垂直向上
|
||||||
|
incenseRect.localRotation = Quaternion.Euler(0, 0, visualAngle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 更新角度顯示文字
|
||||||
|
if (angleDisplayText != null)
|
||||||
|
{
|
||||||
|
angleDisplayText.text = $"角度:{receivedAngle:F1}度";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 公開方法用於接收另一台電腦的角度數值
|
||||||
|
public void SetReceivedAngle(float angle)
|
||||||
|
{
|
||||||
|
receivedAngle = angle;
|
||||||
|
if (!gameActive) // 如果已在結果畫面,立即更新
|
||||||
|
{
|
||||||
|
SetupResultIncense();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RestartGame()
|
||||||
|
{
|
||||||
|
// 清除現有的香
|
||||||
|
ClearAllIncense();
|
||||||
|
|
||||||
|
// 重新初始化遊戲
|
||||||
|
InitializeGame();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/ExportStick/Scripts/Incensegamemanager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b49be188446c2074db9ed0bdab2aa47e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
190
Assets/ExportStick/Scripts/Incensestick.cs
Normal file
@ -0,0 +1,190 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class IncenseStick : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
|
||||||
|
{
|
||||||
|
[Header("Incense Properties")]
|
||||||
|
public float angle;
|
||||||
|
public bool isClicked = false;
|
||||||
|
|
||||||
|
[Header("Visual Effects")]
|
||||||
|
public float hoverScale = 1.1f; // 懸停時的縮放比例
|
||||||
|
|
||||||
|
private IncenseGameManager gameManager;
|
||||||
|
private Image incenseImage;
|
||||||
|
private RectTransform rectTransform;
|
||||||
|
private bool isHovering = false;
|
||||||
|
|
||||||
|
public void Initialize(float incenseAngle, Vector2 position, IncenseGameManager manager)
|
||||||
|
{
|
||||||
|
angle = incenseAngle;
|
||||||
|
gameManager = manager;
|
||||||
|
|
||||||
|
// 設置組件
|
||||||
|
rectTransform = GetComponent<RectTransform>();
|
||||||
|
if (rectTransform == null)
|
||||||
|
{
|
||||||
|
rectTransform = gameObject.AddComponent<RectTransform>();
|
||||||
|
}
|
||||||
|
|
||||||
|
incenseImage = GetComponent<Image>();
|
||||||
|
if (incenseImage == null)
|
||||||
|
{
|
||||||
|
incenseImage = gameObject.AddComponent<Image>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 創建香的視覺效果
|
||||||
|
CreateIncenseVisual(position);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CreateIncenseVisual(Vector2 position)
|
||||||
|
{
|
||||||
|
// 設置位置
|
||||||
|
rectTransform.localPosition = position;
|
||||||
|
rectTransform.localScale = Vector3.one;
|
||||||
|
|
||||||
|
// 設置大小 - 根據用戶的63x265 image調整
|
||||||
|
rectTransform.sizeDelta = new Vector2(63f, 265f);
|
||||||
|
|
||||||
|
// 完全不設置任何Image屬性,保持Prefab原始設置
|
||||||
|
|
||||||
|
// 設置旋轉角度(調整為正確的視覺角度)
|
||||||
|
float visualAngle = angle - 90f; // 90度時垂直向上
|
||||||
|
rectTransform.localRotation = Quaternion.Euler(0, 0, visualAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CreateSmokeEffect()
|
||||||
|
{
|
||||||
|
// 創建簡單的煙霧視覺效果
|
||||||
|
GameObject smoke = new GameObject("Smoke");
|
||||||
|
smoke.transform.SetParent(transform);
|
||||||
|
|
||||||
|
Image smokeImage = smoke.AddComponent<Image>();
|
||||||
|
smokeImage.color = new Color(0.8f, 0.8f, 0.8f, 0.3f);
|
||||||
|
|
||||||
|
RectTransform smokeRect = smoke.GetComponent<RectTransform>();
|
||||||
|
smokeRect.localPosition = Vector3.up * 140f; // 根據265高度調整煙霧位置
|
||||||
|
smokeRect.sizeDelta = new Vector2(20f, 30f); // 相應調整煙霧大小
|
||||||
|
smokeRect.localScale = Vector3.one;
|
||||||
|
|
||||||
|
// 添加煙霧動畫
|
||||||
|
StartCoroutine(AnimateSmoke(smokeRect));
|
||||||
|
}
|
||||||
|
|
||||||
|
System.Collections.IEnumerator AnimateSmoke(RectTransform smokeRect)
|
||||||
|
{
|
||||||
|
Vector3 originalScale = smokeRect.localScale;
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
// 煙霧飄動效果
|
||||||
|
float time = Time.time;
|
||||||
|
smokeRect.localScale = originalScale * (1f + Mathf.Sin(time * 2f) * 0.1f);
|
||||||
|
smokeRect.localPosition = Vector3.up * (140f + Mathf.Sin(time * 1.5f) * 8f); // 根據新位置調整動畫
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerEnter(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (isClicked || gameManager == null) return;
|
||||||
|
|
||||||
|
isHovering = true;
|
||||||
|
StartCoroutine(HoverEffect(true));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerExit(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (isClicked || gameManager == null) return;
|
||||||
|
|
||||||
|
isHovering = false;
|
||||||
|
StartCoroutine(HoverEffect(false));
|
||||||
|
}
|
||||||
|
|
||||||
|
System.Collections.IEnumerator HoverEffect(bool isEntering)
|
||||||
|
{
|
||||||
|
Vector3 startScale = rectTransform.localScale;
|
||||||
|
Vector3 targetScale = isEntering ? Vector3.one * hoverScale : Vector3.one;
|
||||||
|
|
||||||
|
float duration = 0.2f;
|
||||||
|
float elapsedTime = 0f;
|
||||||
|
|
||||||
|
while (elapsedTime < duration)
|
||||||
|
{
|
||||||
|
// 如果狀態改變了(例如滑鼠快速移動),停止動畫
|
||||||
|
if (isEntering && !isHovering) break;
|
||||||
|
if (!isEntering && isHovering) break;
|
||||||
|
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
float progress = elapsedTime / duration;
|
||||||
|
|
||||||
|
// 只有縮放動畫,完全不修改Image屬性
|
||||||
|
rectTransform.localScale = Vector3.Lerp(startScale, targetScale, progress);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 確保最終狀態正確
|
||||||
|
if (!isClicked)
|
||||||
|
{
|
||||||
|
rectTransform.localScale = isHovering ? Vector3.one * hoverScale : Vector3.one;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (isClicked || gameManager == null) return;
|
||||||
|
|
||||||
|
isClicked = true;
|
||||||
|
OnIncenseClicked();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnIncenseClicked()
|
||||||
|
{
|
||||||
|
// 視覺反饋
|
||||||
|
StartCoroutine(ClickFeedback());
|
||||||
|
|
||||||
|
// 通知遊戲管理器
|
||||||
|
gameManager.OnIncenseClicked(angle);
|
||||||
|
}
|
||||||
|
|
||||||
|
System.Collections.IEnumerator ClickFeedback()
|
||||||
|
{
|
||||||
|
// 停止懸停效果
|
||||||
|
isHovering = false;
|
||||||
|
|
||||||
|
// 點擊時的縮放效果
|
||||||
|
Vector3 originalScale = Vector3.one;
|
||||||
|
|
||||||
|
// 縮小
|
||||||
|
float shrinkTime = 0.1f;
|
||||||
|
float elapsedTime = 0f;
|
||||||
|
|
||||||
|
while (elapsedTime < shrinkTime)
|
||||||
|
{
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
float scale = Mathf.Lerp(1f, 0.8f, elapsedTime / shrinkTime);
|
||||||
|
rectTransform.localScale = originalScale * scale;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 恢復
|
||||||
|
elapsedTime = 0f;
|
||||||
|
while (elapsedTime < shrinkTime)
|
||||||
|
{
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
float scale = Mathf.Lerp(0.8f, 1f, elapsedTime / shrinkTime);
|
||||||
|
rectTransform.localScale = originalScale * scale;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
rectTransform.localScale = originalScale;
|
||||||
|
|
||||||
|
// 點擊後直接刪除這根香
|
||||||
|
yield return new WaitForSeconds(0.2f); // 等待一點時間讓玩家看到點擊效果
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/ExportStick/Scripts/Incensestick.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fcba4b6c61faa72408d6e7bc18579d09
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/ExportStick/images.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 52b1d723b3b453b4cb1dd9a7fe343ba9
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
BIN
Assets/ExportStick/images/Group 194.png
Normal file
|
After Width: | Height: | Size: 2.1 KiB |
156
Assets/ExportStick/images/Group 194.png.meta
Normal file
@ -0,0 +1,156 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 999daf5ee1158334b9a9466ce9b96383
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
flipGreenChannel: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
ignoreMipmapLimit: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 1
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
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cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 1
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: iOS
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: WebGL
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: Android
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
customData:
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spriteCustomMetadata:
|
||||||
|
entries: []
|
||||||
|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -118,17 +118,15 @@ public class ServerGameTypingPanel : MonoBehaviour
|
|||||||
void OnPlayVideoFinished(VideoPlayer vp)
|
void OnPlayVideoFinished(VideoPlayer vp)
|
||||||
{
|
{
|
||||||
Debug.Log("影片播放完成");
|
Debug.Log("影片播放完成");
|
||||||
//StartCoroutine(LoadNextScene());
|
processStep(3); // ✅ 直接跳到 CheckPanel,不管result有沒有收到
|
||||||
OnReceivedResult();
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnReceivedResult()
|
public void OnReceivedResult()
|
||||||
{
|
{
|
||||||
|
// 這個方法改成:當收到result時才更新顯示文字
|
||||||
if (!string.IsNullOrEmpty(result))
|
if (!string.IsNullOrEmpty(result))
|
||||||
{
|
{
|
||||||
processStep(3);
|
checkText.text = result; // ✅ 更新顯示信徒打的字
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
@ -180,7 +180,7 @@ public class ServerWorkGameFinalPanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
if (introPresentText)
|
if (introPresentText)
|
||||||
{
|
{
|
||||||
introPresentText.text = ServerWorkMessagePanel.workPresent;
|
introPresentText.text = "獻上:" + ServerWorkMessagePanel.workPresent;
|
||||||
}
|
}
|
||||||
|
|
||||||
//更新word系列文字
|
//更新word系列文字
|
||||||
@ -194,7 +194,7 @@ public class ServerWorkGameFinalPanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
if (wordsPresentText)
|
if (wordsPresentText)
|
||||||
{
|
{
|
||||||
wordsPresentText.text = introPresentText?.text ?? "";
|
wordsPresentText.text = "獻上:" + ServerWorkMessagePanel.workPresent;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|||||||
@ -247,5 +247,11 @@ public class ServerWorkSceneController : MonoBehaviour
|
|||||||
gameFinalSurveyPanel.SetActive(step == 19 ? true : false);
|
gameFinalSurveyPanel.SetActive(step == 19 ? true : false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// ServerWorkSceneController.cs 腳本中
|
||||||
|
public void GoToGameWaitingPanel()
|
||||||
|
{
|
||||||
|
// 呼叫核心流程方法,將步驟設定為 17
|
||||||
|
processStep(17);
|
||||||
|
Debug.Log("Confirmed Sticks. Switching to Step 17 (Game Waiting Panel).");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@ -7,6 +7,7 @@
|
|||||||
"com.unity.inputsystem": "1.14.2",
|
"com.unity.inputsystem": "1.14.2",
|
||||||
"com.unity.multiplayer.center": "1.0.0",
|
"com.unity.multiplayer.center": "1.0.0",
|
||||||
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
||||||
|
"com.unity.render-pipelines.universal": "17.2.0",
|
||||||
"com.unity.test-framework": "1.6.0",
|
"com.unity.test-framework": "1.6.0",
|
||||||
"com.unity.timeline": "1.8.9",
|
"com.unity.timeline": "1.8.9",
|
||||||
"com.unity.ugui": "2.0.0",
|
"com.unity.ugui": "2.0.0",
|
||||||
|
|||||||
@ -98,7 +98,7 @@
|
|||||||
},
|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.25",
|
"version": "1.8.25",
|
||||||
"depth": 3,
|
"depth": 2,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.mathematics": "1.2.1",
|
"com.unity.mathematics": "1.2.1",
|
||||||
@ -203,6 +203,65 @@
|
|||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.render-pipelines.core": {
|
||||||
|
"version": "17.2.0",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.burst": "1.8.14",
|
||||||
|
"com.unity.mathematics": "1.3.2",
|
||||||
|
"com.unity.ugui": "2.0.0",
|
||||||
|
"com.unity.collections": "2.4.3",
|
||||||
|
"com.unity.modules.physics": "1.0.0",
|
||||||
|
"com.unity.modules.terrain": "1.0.0",
|
||||||
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
|
"com.unity.rendering.light-transport": "1.0.1"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.render-pipelines.universal": {
|
||||||
|
"version": "17.2.0",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.render-pipelines.core": "17.2.0",
|
||||||
|
"com.unity.shadergraph": "17.2.0",
|
||||||
|
"com.unity.render-pipelines.universal-config": "17.0.3"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.render-pipelines.universal-config": {
|
||||||
|
"version": "17.0.3",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.render-pipelines.core": "17.0.3"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.rendering.light-transport": {
|
||||||
|
"version": "1.0.1",
|
||||||
|
"depth": 2,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.collections": "2.2.0",
|
||||||
|
"com.unity.mathematics": "1.2.4",
|
||||||
|
"com.unity.modules.terrain": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.searcher": {
|
||||||
|
"version": "4.9.3",
|
||||||
|
"depth": 2,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {},
|
||||||
|
"url": "https://packages.unity.com"
|
||||||
|
},
|
||||||
|
"com.unity.shadergraph": {
|
||||||
|
"version": "17.2.0",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.render-pipelines.core": "17.2.0",
|
||||||
|
"com.unity.searcher": "4.9.3"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.test-framework": {
|
"com.unity.test-framework": {
|
||||||
"version": "1.6.0",
|
"version": "1.6.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
|
|||||||
@ -3,7 +3,7 @@
|
|||||||
--- !u!30 &1
|
--- !u!30 &1
|
||||||
GraphicsSettings:
|
GraphicsSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 13
|
serializedVersion: 16
|
||||||
m_Deferred:
|
m_Deferred:
|
||||||
m_Mode: 1
|
m_Mode: 1
|
||||||
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
@ -13,9 +13,6 @@ GraphicsSettings:
|
|||||||
m_ScreenSpaceShadows:
|
m_ScreenSpaceShadows:
|
||||||
m_Mode: 1
|
m_Mode: 1
|
||||||
m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_LegacyDeferred:
|
|
||||||
m_Mode: 1
|
|
||||||
m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
|
|
||||||
m_DepthNormals:
|
m_DepthNormals:
|
||||||
m_Mode: 1
|
m_Mode: 1
|
||||||
m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
@ -38,6 +35,7 @@ GraphicsSettings:
|
|||||||
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
|
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_PreloadedShaders: []
|
m_PreloadedShaders: []
|
||||||
|
m_PreloadShadersBatchTimeLimit: -1
|
||||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_CustomRenderPipeline: {fileID: 0}
|
m_CustomRenderPipeline: {fileID: 0}
|
||||||
m_TransparencySortMode: 0
|
m_TransparencySortMode: 0
|
||||||
@ -48,6 +46,7 @@ GraphicsSettings:
|
|||||||
m_LightmapStripping: 0
|
m_LightmapStripping: 0
|
||||||
m_FogStripping: 0
|
m_FogStripping: 0
|
||||||
m_InstancingStripping: 0
|
m_InstancingStripping: 0
|
||||||
|
m_BrgStripping: 0
|
||||||
m_LightmapKeepPlain: 1
|
m_LightmapKeepPlain: 1
|
||||||
m_LightmapKeepDirCombined: 1
|
m_LightmapKeepDirCombined: 1
|
||||||
m_LightmapKeepDynamicPlain: 1
|
m_LightmapKeepDynamicPlain: 1
|
||||||
@ -58,7 +57,11 @@ GraphicsSettings:
|
|||||||
m_FogKeepExp: 1
|
m_FogKeepExp: 1
|
||||||
m_FogKeepExp2: 1
|
m_FogKeepExp2: 1
|
||||||
m_AlbedoSwatchInfos: []
|
m_AlbedoSwatchInfos: []
|
||||||
|
m_RenderPipelineGlobalSettingsMap:
|
||||||
|
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 93b439a37f63240aca3dd4e01d978a9f, type: 2}
|
||||||
m_LightsUseLinearIntensity: 0
|
m_LightsUseLinearIntensity: 0
|
||||||
m_LightsUseColorTemperature: 0
|
m_LightsUseColorTemperature: 0
|
||||||
m_DefaultRenderingLayerMask: 1
|
|
||||||
m_LogWhenShaderIsCompiled: 0
|
m_LogWhenShaderIsCompiled: 0
|
||||||
|
m_LightProbeOutsideHullStrategy: 0
|
||||||
|
m_CameraRelativeLightCulling: 0
|
||||||
|
m_CameraRelativeShadowCulling: 0
|
||||||
|
|||||||
@ -293,7 +293,196 @@ PlayerSettings:
|
|||||||
AndroidReportGooglePlayAppDependencies: 1
|
AndroidReportGooglePlayAppDependencies: 1
|
||||||
androidSymbolsSizeThreshold: 800
|
androidSymbolsSizeThreshold: 800
|
||||||
m_BuildTargetIcons: []
|
m_BuildTargetIcons: []
|
||||||
m_BuildTargetPlatformIcons: []
|
m_BuildTargetPlatformIcons:
|
||||||
|
- m_BuildTarget: iPhone
|
||||||
|
m_Icons:
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 180
|
||||||
|
m_Height: 180
|
||||||
|
m_Kind: 0
|
||||||
|
m_SubKind: iPhone
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 120
|
||||||
|
m_Height: 120
|
||||||
|
m_Kind: 0
|
||||||
|
m_SubKind: iPhone
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 167
|
||||||
|
m_Height: 167
|
||||||
|
m_Kind: 0
|
||||||
|
m_SubKind: iPad
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 152
|
||||||
|
m_Height: 152
|
||||||
|
m_Kind: 0
|
||||||
|
m_SubKind: iPad
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 76
|
||||||
|
m_Height: 76
|
||||||
|
m_Kind: 0
|
||||||
|
m_SubKind: iPad
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 120
|
||||||
|
m_Height: 120
|
||||||
|
m_Kind: 3
|
||||||
|
m_SubKind: iPhone
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 80
|
||||||
|
m_Height: 80
|
||||||
|
m_Kind: 3
|
||||||
|
m_SubKind: iPhone
|
||||||
|
- m_Textures: []
|
||||||
|
m_Width: 80
|
||||||
|
m_Height: 80
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m_Kind: 3
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m_SubKind: iPad
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- m_Textures: []
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m_Width: 40
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|
m_Height: 40
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m_Kind: 3
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m_SubKind: iPad
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- m_Textures: []
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m_Width: 87
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m_Height: 87
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m_Kind: 1
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m_SubKind: iPhone
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m_Width: 58
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m_Height: 58
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m_Kind: 1
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m_SubKind: iPhone
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m_Width: 29
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m_Height: 29
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m_Kind: 1
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m_SubKind: iPhone
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m_Width: 58
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m_Height: 58
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m_SubKind: iPad
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m_Width: 60
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m_Height: 60
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m_Kind: 2
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m_SubKind: iPhone
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m_Width: 40
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m_Height: 40
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m_Kind: 2
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m_SubKind: iPhone
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- m_Textures: []
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m_Width: 40
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m_Height: 40
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m_Kind: 2
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m_SubKind: iPad
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m_Width: 20
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m_Height: 20
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m_Kind: 2
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m_SubKind: iPad
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m_Width: 1024
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m_SubKind: App Store
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m_SubKind:
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m_Kind: 2
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m_SubKind:
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m_Width: 108
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m_Height: 108
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m_Kind: 2
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m_SubKind:
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m_Width: 81
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m_Height: 81
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m_Kind: 2
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m_SubKind:
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m_Width: 192
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m_Height: 192
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m_Kind: 1
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m_SubKind:
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m_Width: 144
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m_Height: 144
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 96
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m_Height: 96
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m_Kind: 1
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m_SubKind:
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- m_Textures: []
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m_Width: 72
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m_Height: 72
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m_Kind: 1
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m_SubKind:
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m_Width: 48
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m_Height: 48
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m_Kind: 1
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m_SubKind:
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m_Width: 36
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m_Kind: 1
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m_SubKind:
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m_Width: 192
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m_Height: 192
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m_Kind: 0
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m_SubKind:
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m_SubKind:
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m_Width: 96
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m_Height: 96
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m_SubKind:
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m_Height: 72
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m_Kind: 0
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m_SubKind:
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m_Width: 48
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m_Height: 48
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m_Kind: 0
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m_SubKind:
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m_Width: 36
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m_Height: 36
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m_SubKind:
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m_BuildTargetBatching: []
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m_BuildTargetShaderSettings: []
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m_BuildTargetShaderSettings: []
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m_BuildTargetGraphicsJobs:
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m_BuildTargetGraphicsJobs:
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19
ProjectSettings/ShaderGraphSettings.asset
Normal file
@ -0,0 +1,19 @@
|
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|
%YAML 1.1
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|
%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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m_PrefabAsset: {fileID: 0}
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m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3}
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m_Name:
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shaderVariantLimit: 2048
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overrideShaderVariantLimit: 0
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