Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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7912604faf | ||
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d71b90c8bd | ||
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5b888fba95 | ||
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e3d5561fc8 |
@@ -79,4 +79,3 @@ crashlytics-build.properties
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||||
Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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@@ -1,18 +1,5 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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43: 4300010
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74: 7400000
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spawnCooldown: 10
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randomSpawnZ: 1
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randomSpawnZ: 1
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||||||
|
|||||||
@@ -1,11 +1,9 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Unity.Netcode;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
[RequireComponent(typeof(NetworkObject))]
|
public class ItemPipe : MonoBehaviour
|
||||||
public sealed class ItemPipe : NetworkBehaviour
|
|
||||||
{
|
{
|
||||||
[Header("Pipe")]
|
[Header("Pipe")]
|
||||||
[SerializeField] private Transform spawnPoint;
|
[SerializeField] private Transform spawnPoint;
|
||||||
@@ -13,192 +11,84 @@ public sealed class ItemPipe : NetworkBehaviour
|
|||||||
[Header("Configuration")]
|
[Header("Configuration")]
|
||||||
[SerializeField] private ItemPipeConfig config;
|
[SerializeField] private ItemPipeConfig config;
|
||||||
|
|
||||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
[Header("Temporary testing")]
|
||||||
false,
|
[SerializeField] private bool spawnOnE = true;
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Server);
|
|
||||||
|
|
||||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
private bool isSpawning;
|
||||||
0d,
|
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Server);
|
|
||||||
|
|
||||||
private Coroutine spawnRoutine;
|
|
||||||
|
|
||||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||||
public float CooldownRemaining
|
public float CooldownRemaining { get; private set; }
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
double now = NetworkManager != null
|
|
||||||
? NetworkManager.ServerTime.Time
|
|
||||||
: Time.timeAsDouble;
|
|
||||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||||
public bool IsSpawning => spawnSequenceActive.Value;
|
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
|
||||||
public bool CanSpawnItems =>
|
|
||||||
IsSpawned &&
|
|
||||||
config != null &&
|
|
||||||
!spawnSequenceActive.Value &&
|
|
||||||
CooldownRemaining <= 0f;
|
|
||||||
|
|
||||||
public event Action Changed;
|
private void Update()
|
||||||
|
|
||||||
private void Reset() => spawnPoint = transform;
|
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
{
|
||||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
if (CooldownRemaining > 0f)
|
||||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
|
||||||
|
|
||||||
if (IsServer)
|
if (!spawnOnE || Keyboard.current == null)
|
||||||
{
|
return;
|
||||||
spawnSequenceActive.Value = false;
|
|
||||||
cooldownEndsAt.Value = 0d;
|
|
||||||
}
|
|
||||||
|
|
||||||
Changed?.Invoke();
|
if (Keyboard.current.eKey.wasPressedThisFrame)
|
||||||
|
SpawnItems();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnNetworkDespawn()
|
|
||||||
{
|
|
||||||
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
|
|
||||||
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
|
|
||||||
|
|
||||||
if (spawnRoutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(spawnRoutine);
|
|
||||||
spawnRoutine = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
|
|
||||||
/// Calls made on a client are forwarded to the server.
|
|
||||||
/// </summary>
|
|
||||||
public void SpawnItems()
|
public void SpawnItems()
|
||||||
{
|
{
|
||||||
if (!IsSpawned)
|
if (!CanSpawnItems)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (IsServer)
|
StartCoroutine(SpawnSequence(config));
|
||||||
TryStartSpawnSequenceOnServer();
|
|
||||||
else
|
|
||||||
RequestSpawnItemsRpc();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
|
||||||
/// UnityEvent<bool> adapter for a lever. Only the true edge starts a batch;
|
|
||||||
/// returning a momentary lever to false does not cancel the current batch.
|
|
||||||
/// </summary>
|
|
||||||
public void SpawnItems(bool activated)
|
|
||||||
{
|
{
|
||||||
if (activated)
|
isSpawning = true;
|
||||||
SpawnItems();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Starts while true and cancels the current batch while false. Use this when
|
|
||||||
/// the lever position must control whether the pipe is allowed to keep running.
|
|
||||||
/// </summary>
|
|
||||||
public void SetSpawning(bool shouldSpawn)
|
|
||||||
{
|
|
||||||
if (shouldSpawn)
|
|
||||||
SpawnItems();
|
|
||||||
else
|
|
||||||
StopSpawning();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StopSpawning()
|
|
||||||
{
|
|
||||||
if (!IsSpawned)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (IsServer)
|
|
||||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
|
||||||
else
|
|
||||||
RequestStopSpawningRpc();
|
|
||||||
}
|
|
||||||
|
|
||||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
|
||||||
private void RequestSpawnItemsRpc() => TryStartSpawnSequenceOnServer();
|
|
||||||
|
|
||||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
|
||||||
private void RequestStopSpawningRpc() =>
|
|
||||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
|
||||||
|
|
||||||
private bool TryStartSpawnSequenceOnServer()
|
|
||||||
{
|
|
||||||
if (!IsServer || !CanSpawnItems)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
spawnSequenceActive.Value = true;
|
|
||||||
spawnRoutine = StartCoroutine(SpawnSequenceOnServer(config));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator SpawnSequenceOnServer(ItemPipeConfig activeConfig)
|
|
||||||
{
|
|
||||||
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
|
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
|
||||||
|
|
||||||
for (int index = 0; index < spawnQueue.Count; index++)
|
for (int i = 0; i < spawnQueue.Count; i++)
|
||||||
{
|
{
|
||||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
Spawn(spawnQueue[i], activeConfig);
|
||||||
|
|
||||||
if (index < spawnQueue.Count - 1)
|
if (i < spawnQueue.Count - 1)
|
||||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||||
}
|
}
|
||||||
|
|
||||||
spawnRoutine = null;
|
isSpawning = false;
|
||||||
cooldownEndsAt.Value =
|
CooldownRemaining = activeConfig.SpawnCooldown;
|
||||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
|
||||||
spawnSequenceActive.Value = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||||
{
|
|
||||||
if (!IsServer || !spawnSequenceActive.Value)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (spawnRoutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(spawnRoutine);
|
|
||||||
spawnRoutine = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
cooldownEndsAt.Value = applyCooldown && config != null
|
|
||||||
? NetworkManager.ServerTime.Time + config.SpawnCooldown
|
|
||||||
: 0d;
|
|
||||||
spawnSequenceActive.Value = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
|
||||||
{
|
{
|
||||||
List<GameObject> queue = new();
|
List<GameObject> queue = new();
|
||||||
|
|
||||||
|
// Добавляем предметы в точном количестве.
|
||||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||||
{
|
{
|
||||||
if (item.prefab == null)
|
if (item.prefab == null)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
for (int index = 0; index < item.amount; index++)
|
for (int i = 0; i < item.amount; i++)
|
||||||
queue.Add(item.prefab);
|
queue.Add(item.prefab);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
// Выбираем указанное количество случайных предметов.
|
||||||
|
for (int i = 0; i < activeConfig.RandomItemCount; i++)
|
||||||
{
|
{
|
||||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||||
|
|
||||||
if (selectedPrefab != null)
|
if (selectedPrefab != null)
|
||||||
queue.Add(selectedPrefab);
|
queue.Add(selectedPrefab);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||||
Shuffle(queue);
|
Shuffle(queue);
|
||||||
|
|
||||||
return queue;
|
return queue;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||||
{
|
{
|
||||||
float totalWeight = 0f;
|
float totalWeight = 0f;
|
||||||
|
|
||||||
@@ -211,81 +101,64 @@ public sealed class ItemPipe : NetworkBehaviour
|
|||||||
if (totalWeight <= 0f)
|
if (totalWeight <= 0f)
|
||||||
return null;
|
return null;
|
||||||
|
|
||||||
float roll = UnityEngine.Random.value * totalWeight;
|
float roll = Random.value * totalWeight;
|
||||||
float accumulatedWeight = 0f;
|
float currentWeight = 0f;
|
||||||
|
|
||||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||||
{
|
{
|
||||||
if (item.prefab == null || item.weight <= 0f)
|
if (item.prefab == null || item.weight <= 0f)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
accumulatedWeight += item.weight;
|
currentWeight += item.weight;
|
||||||
if (roll < accumulatedWeight)
|
|
||||||
|
if (roll < currentWeight)
|
||||||
return item.prefab;
|
return item.prefab;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void Shuffle(List<GameObject> queue)
|
private void Shuffle(List<GameObject> queue)
|
||||||
{
|
{
|
||||||
for (int index = queue.Count - 1; index > 0; index--)
|
for (int i = queue.Count - 1; i > 0; i--)
|
||||||
{
|
{
|
||||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
int randomIndex = Random.Range(0, i + 1);
|
||||||
(queue[index], queue[randomIndex]) =
|
|
||||||
(queue[randomIndex], queue[index]);
|
(queue[i], queue[randomIndex]) =
|
||||||
|
(queue[randomIndex], queue[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpawnNetworkItemOnServer(
|
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
|
||||||
GameObject prefab,
|
|
||||||
ItemPipeConfig activeConfig)
|
|
||||||
{
|
{
|
||||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
if (prefab == null || spawnPoint == null)
|
||||||
if (prefab == null)
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
float offsetX = UnityEngine.Random.Range(
|
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
|
||||||
-activeConfig.RandomSpawnX,
|
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
|
||||||
activeConfig.RandomSpawnX);
|
|
||||||
float offsetZ = UnityEngine.Random.Range(
|
|
||||||
-activeConfig.RandomSpawnZ,
|
|
||||||
activeConfig.RandomSpawnZ);
|
|
||||||
Vector3 spawnPosition =
|
Vector3 spawnPosition =
|
||||||
activeSpawnPoint.position +
|
spawnPoint.position +
|
||||||
activeSpawnPoint.right * offsetX +
|
spawnPoint.right * offsetX +
|
||||||
activeSpawnPoint.forward * offsetZ;
|
spawnPoint.forward * offsetZ;
|
||||||
|
|
||||||
GameObject item = Instantiate(
|
GameObject item = Instantiate(
|
||||||
prefab,
|
prefab,
|
||||||
spawnPosition,
|
spawnPosition,
|
||||||
UnityEngine.Random.rotationUniform);
|
Random.rotationUniform
|
||||||
|
);
|
||||||
if (!item.TryGetComponent(out NetworkObject networkObject))
|
|
||||||
{
|
|
||||||
Debug.LogError(
|
|
||||||
$"{name} cannot spawn '{prefab.name}': the prefab has no NetworkObject.",
|
|
||||||
this);
|
|
||||||
Destroy(item);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
networkObject.Spawn();
|
|
||||||
|
|
||||||
if (item.TryGetComponent(out Rigidbody body))
|
if (item.TryGetComponent(out Rigidbody body))
|
||||||
{
|
{
|
||||||
Vector3 worldVelocityChange =
|
Vector3 worldVelocityChange =
|
||||||
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||||
|
|
||||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
|
private float RandomRange(float min, float max)
|
||||||
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
{
|
||||||
|
return Random.Range(min, max);
|
||||||
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
|
}
|
||||||
private void DebugSpawnBatch() => SpawnItems();
|
|
||||||
|
|
||||||
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
|
|
||||||
private void DebugStopBatch() => StopSpawning();
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,6 @@ GameObject:
|
|||||||
serializedVersion: 6
|
serializedVersion: 6
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|
m_Component:
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- component: {fileID: 286431562970531899}
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- component: {fileID: 4539542294833622770}
|
- component: {fileID: 4539542294833622770}
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||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: SpawnJunk
|
m_Name: SpawnJunk
|
||||||
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|
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GlobalObjectIdHash: 0
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InScenePlacedSourceGlobalObjectIdHash: 0
|
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||||||
DeferredDespawnTick: 0
|
|
||||||
Ownership: 1
|
|
||||||
AlwaysReplicateAsRoot: 0
|
|
||||||
SynchronizeTransform: 0
|
|
||||||
m_InScenePlaced: 1
|
|
||||||
ActiveSceneSynchronization: 0
|
|
||||||
SceneMigrationSynchronization: 0
|
|
||||||
SpawnWithObservers: 1
|
|
||||||
DontDestroyWithOwner: 0
|
|
||||||
AutoObjectParentSync: 1
|
|
||||||
SyncOwnerTransformWhenParented: 1
|
|
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AllowOwnerToParent: 0
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|
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--- !u!114 &4539542294833622770
|
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MonoBehaviour:
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spawnPoint: {fileID: 286431562970531899}
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config: {fileID: 11400000, guid: 3883e23238f84f748e616770b66fa885, type: 2}
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||||||
|
spawnOnE: 1
|
||||||
|
|||||||
@@ -129,7 +129,7 @@ MonoBehaviour:
|
|||||||
ScaleMaxInterpolationTime: 0.1
|
ScaleMaxInterpolationTime: 0.1
|
||||||
AuthorityMode: 1
|
AuthorityMode: 1
|
||||||
TickSyncChildren: 0
|
TickSyncChildren: 0
|
||||||
UseUnreliableDeltas: 1
|
UseUnreliableDeltas: 0
|
||||||
SyncPositionX: 1
|
SyncPositionX: 1
|
||||||
SyncPositionY: 1
|
SyncPositionY: 1
|
||||||
SyncPositionZ: 1
|
SyncPositionZ: 1
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||||||
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m_EditorClassIdentifier:
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ShowTopMostFoldoutHeaderGroup: 1
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ShowTopMostFoldoutHeaderGroup: 1
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edgePadding: 0.75
|
spawnCenter: {x: 0, y: 1, z: 0}
|
||||||
heightAboveFloor: 0.15
|
spawnRadius: 1
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||||||
--- !u!114 &5032171862004131710
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--- !u!114 &5032171862004131710
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user