Author SHA1 Message Date
AsanoRema f41e14971a Added new stanok 2026-08-13 08:33:12 +03:00
AsanoRema badcd41077 ok 2026-08-13 08:25:15 +03:00
SueDoStefan f8b22af4bf add main-blockscene 2026-08-12 16:24:25 +03:00
AsanoRema 487e0d72ff Added UI to Furnance, fixed carry and drag obj and added fish 2026-08-12 12:04:54 +03:00
AsanoRema 73069d8242 Changed pipe config 2026-08-11 17:33:09 +03:00
AsanoRema 60cd55ab44 Squashed commit of the following:
commit 7912604faf
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 17:22:28 2026 +0300

    update .gitignore

commit d71b90c8bd
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 18:42:09 2026 +0500

    Edited

    Добавлен таймер, конфиг и публичный метод
    SpawnItems()
    CooldownRemaining - оставшееся время до спавна float
    CooldownSecondsRemaining - оставшееся время до спавна int

commit 5b888fba95
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 10:30:09 2026 +0300

    Changed .gitignore

commit e3d5561fc8
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 10:47:35 2026 +0500

    New

    Второй спавнер с нормальными настройками и обновленные префабы
2026-08-11 17:25:33 +03:00
AsanoRema b3079b959a Update .uvgblog.txt 2026-08-11 17:23:34 +03:00
AsanoRema 67e0bcfaaf Added Furnance and smelting 2026-08-11 17:12:34 +03:00
AsanoRema 2a30d4d8cf .gitignore 2026-08-11 10:49:15 +03:00
AsanoRema 68ef673342 Squashed commit of the following:
commit 5b888fba95
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 10:30:09 2026 +0300

    Changed .gitignore

commit e3d5561fc8
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 10:47:35 2026 +0500

    New

    Второй спавнер с нормальными настройками и обновленные префабы
2026-08-11 10:47:50 +03:00
AsanoRema 6f296f91c3 ok 2026-08-11 10:39:59 +03:00
AsanoRema f4c9326fb9 BakeLight 2026-08-11 10:19:29 +03:00
278 changed files with 187387 additions and 38513 deletions
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
Assets/Editor/x64/Bakery/.uvgblog.txt
Assets/Editor/x64/Bakery/.uvgblog.txt
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using System;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(
fileName = "ItemPipeConfig",
menuName = "Fort Bo/Pipe Junk/Item Pipe Config")]
public sealed class ItemPipeConfig : ScriptableObject
{
[Serializable]
public sealed class GuaranteedItem
{
public GameObject prefab;
[Min(1)]
public int amount = 1;
}
[Serializable]
public sealed class RandomItem
{
public GameObject prefab;
[Min(0f)]
public float weight = 1f;
}
[Header("Timing")]
[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
[SerializeField, Min(0f)] private float spawnCooldown = 10f;
[Header("Instant velocity change")]
[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
[Header("Guaranteed items")]
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
[Header("Random items")]
[SerializeField, Min(0)] private int randomItemCount = 5;
[SerializeField] private List<RandomItem> randomItems = new();
[Header("Spawn position randomization")]
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
public float SpawnInterval => spawnInterval;
public float SpawnCooldown => spawnCooldown;
public Vector3 LocalVelocityChange => localVelocityChange;
public IReadOnlyList<GuaranteedItem> GuaranteedItems => guaranteedItems;
public int RandomItemCount => randomItemCount;
public IReadOnlyList<RandomItem> RandomItems => randomItems;
public float RandomSpawnX => randomSpawnX;
public float RandomSpawnZ => randomSpawnZ;
}
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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
[RequireComponent(typeof(NetworkObject))]
public sealed class ItemPipe : NetworkBehaviour
{
[Header("Pipe")]
[SerializeField] private Transform spawnPoint;
[Header("Configuration")]
[SerializeField] private ItemPipeConfig config;
private readonly NetworkVariable<bool> spawnSequenceActive = new(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<double> cooldownEndsAt = new(
0d,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private Coroutine spawnRoutine;
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
public float CooldownRemaining
{
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 bool IsSpawning => spawnSequenceActive.Value;
public bool CanSpawnItems =>
IsSpawned &&
config != null &&
!spawnSequenceActive.Value &&
CooldownRemaining <= 0f;
public event Action Changed;
private void Reset() => spawnPoint = transform;
public override void OnNetworkSpawn()
{
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
if (IsServer)
{
spawnSequenceActive.Value = false;
cooldownEndsAt.Value = 0d;
}
Changed?.Invoke();
}
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()
{
if (!IsSpawned)
return;
if (IsServer)
TryStartSpawnSequenceOnServer();
else
RequestSpawnItemsRpc();
}
/// <summary>
/// UnityEvent&lt;bool&gt; 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)
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);
for (int index = 0; index < spawnQueue.Count; index++)
{
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
if (index < spawnQueue.Count - 1)
yield return new WaitForSeconds(activeConfig.SpawnInterval);
}
spawnRoutine = null;
cooldownEndsAt.Value =
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
spawnSequenceActive.Value = false;
}
private void StopSpawnSequenceOnServer(bool applyCooldown)
{
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();
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
{
if (item.prefab == null)
continue;
for (int index = 0; index < item.amount; index++)
queue.Add(item.prefab);
}
for (int index = 0; index < activeConfig.RandomItemCount; index++)
{
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
if (selectedPrefab != null)
queue.Add(selectedPrefab);
}
Shuffle(queue);
return queue;
}
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
{
float totalWeight = 0f;
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab != null && item.weight > 0f)
totalWeight += item.weight;
}
if (totalWeight <= 0f)
return null;
float roll = UnityEngine.Random.value * totalWeight;
float accumulatedWeight = 0f;
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab == null || item.weight <= 0f)
continue;
accumulatedWeight += item.weight;
if (roll < accumulatedWeight)
return item.prefab;
}
return null;
}
private static void Shuffle(List<GameObject> queue)
{
for (int index = queue.Count - 1; index > 0; index--)
{
int randomIndex = UnityEngine.Random.Range(0, index + 1);
(queue[index], queue[randomIndex]) =
(queue[randomIndex], queue[index]);
}
}
private void SpawnNetworkItemOnServer(
GameObject prefab,
ItemPipeConfig activeConfig)
{
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
if (prefab == null)
return;
float offsetX = UnityEngine.Random.Range(
-activeConfig.RandomSpawnX,
activeConfig.RandomSpawnX);
float offsetZ = UnityEngine.Random.Range(
-activeConfig.RandomSpawnZ,
activeConfig.RandomSpawnZ);
Vector3 spawnPosition =
activeSpawnPoint.position +
activeSpawnPoint.right * offsetX +
activeSpawnPoint.forward * offsetZ;
GameObject item = Instantiate(
prefab,
spawnPosition,
UnityEngine.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))
{
Vector3 worldVelocityChange =
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
}
}
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
private void DebugSpawnBatch() => SpawnItems();
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
private void DebugStopBatch() => StopSpawning();
}
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using System.Collections.Generic;
using System.IO;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEditor;
using UnityEngine;
public static class FurnacePipelinePrototypeSetup
{
private const string ItemDataFolder = "Assets/CONTENT/Game/Data/Items";
private const string RecipeDataFolder = "Assets/CONTENT/Game/Data/Recipes";
private const string ItemPrefabFolder = "Assets/CONTENT/Game/Prefabs/Items/FurnacePrototype";
private const string WorkstationPrefabFolder = "Assets/CONTENT/Game/Prefabs/Workstations";
private const string NetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
[MenuItem("FORT-BO/Prototypes/Create Furnace Pipeline")]
public static void CreatePrototype()
{
EnsureFolder(ItemDataFolder);
EnsureFolder(RecipeDataFolder);
EnsureFolder(ItemPrefabFolder);
EnsureFolder(WorkstationPrefabFolder);
ItemDefinition scrapDefinition = GetOrCreateAsset<ItemDefinition>(
$"{ItemDataFolder}/Scrap.asset");
ItemDefinition plateDefinition = GetOrCreateAsset<ItemDefinition>(
$"{ItemDataFolder}/MetalPlate.asset");
ItemDefinition rodDefinition = GetOrCreateAsset<ItemDefinition>(
$"{ItemDataFolder}/MetalRod.asset");
ConfigureItemDefinition(scrapDefinition, "scrap", "Scrap", ItemCategory.Scrap);
ConfigureItemDefinition(plateDefinition, "metal_plate", "Metal Plate", ItemCategory.SmeltedMaterial);
ConfigureItemDefinition(rodDefinition, "metal_rod", "Metal Rod", ItemCategory.SmeltedMaterial);
GameObject scrapPrefab = CreateNetworkItemPrefab(
$"{ItemPrefabFolder}/Scrap.prefab",
"Scrap",
scrapDefinition,
new Vector3(0.55f, 0.4f, 0.5f),
4f,
25f);
GameObject platePrefab = CreateNetworkItemPrefab(
$"{ItemPrefabFolder}/MetalPlate.prefab",
"MetalPlate",
plateDefinition,
new Vector3(0.7f, 0.12f, 0.45f),
2f,
0f);
GameObject rodPrefab = CreateNetworkItemPrefab(
$"{ItemPrefabFolder}/MetalRod.prefab",
"MetalRod",
rodDefinition,
new Vector3(0.18f, 0.18f, 0.9f),
1.5f,
0f);
SetObjectReference(scrapDefinition, "worldPrefab", scrapPrefab.GetComponent<NetworkObject>());
SetObjectReference(plateDefinition, "worldPrefab", platePrefab.GetComponent<NetworkObject>());
SetObjectReference(rodDefinition, "worldPrefab", rodPrefab.GetComponent<NetworkObject>());
ItemCatalog catalog = GetOrCreateAsset<ItemCatalog>($"{ItemDataFolder}/ItemCatalog.asset");
SetObjectReferenceList(catalog, "items", new Object[]
{
scrapDefinition,
plateDefinition,
rodDefinition
});
SmeltingRecipe plateRecipe = GetOrCreateAsset<SmeltingRecipe>(
$"{RecipeDataFolder}/SmeltMetalPlate.asset");
ConfigureRecipe(plateRecipe, "metal_plate", "Metal Plate", plateDefinition, 25f, 3f);
SmeltingRecipe rodRecipe = GetOrCreateAsset<SmeltingRecipe>(
$"{RecipeDataFolder}/SmeltMetalRod.asset");
ConfigureRecipe(rodRecipe, "metal_rod", "Metal Rod", rodDefinition, 20f, 2.5f);
GameObject furnacePrefab = CreateFurnacePrefab(
$"{WorkstationPrefabFolder}/PrototypeFurnace.prefab",
plateRecipe,
rodRecipe);
RegisterNetworkPrefabs(scrapPrefab, platePrefab, rodPrefab, furnacePrefab);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Selection.activeObject = furnacePrefab;
Debug.Log("Furnace pipeline prototype created. Place PrototypeFurnace.prefab in Factory.");
}
private static GameObject CreateNetworkItemPrefab(
string path,
string objectName,
ItemDefinition definition,
Vector3 scale,
float mass,
float metalAmount)
{
GameObject root = GameObject.CreatePrimitive(PrimitiveType.Cube);
root.name = objectName;
root.transform.localScale = scale;
root.AddComponent<NetworkObject>();
NetworkTransform networkTransform = root.AddComponent<NetworkTransform>();
networkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server;
networkTransform.UseUnreliableDeltas = true;
Rigidbody body = root.AddComponent<Rigidbody>();
body.mass = mass;
body.interpolation = RigidbodyInterpolation.Interpolate;
body.collisionDetectionMode = CollisionDetectionMode.Continuous;
NetworkRigidbody networkRigidbody = root.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = true;
NetworkCarryableInteractable carryable = root.AddComponent<NetworkCarryableInteractable>();
SetVector3(carryable, "carryOffset", new Vector3(0f, -0.3f, 1.25f));
NetworkItem item = root.AddComponent<NetworkItem>();
SetObjectReference(item, "definition", definition);
if (metalAmount > 0f)
{
FurnaceMetalSource source = root.AddComponent<FurnaceMetalSource>();
SetFloat(source, "metalAmount", metalAmount);
}
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
Object.DestroyImmediate(root);
return prefab;
}
private static GameObject CreateFurnacePrefab(
string path,
SmeltingRecipe plateRecipe,
SmeltingRecipe rodRecipe)
{
GameObject root = new("PrototypeFurnace");
root.AddComponent<NetworkObject>();
FurnaceController controller = root.AddComponent<FurnaceController>();
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
body.name = "Body";
body.transform.SetParent(root.transform, false);
body.transform.localPosition = new Vector3(0f, 0.8f, 0f);
body.transform.localScale = new Vector3(2.2f, 1.6f, 2f);
GameObject inputTrigger = new("ScrapReceiver");
inputTrigger.transform.SetParent(root.transform, false);
inputTrigger.transform.localPosition = new Vector3(0f, 1.7f, 0f);
BoxCollider trigger = inputTrigger.AddComponent<BoxCollider>();
trigger.isTrigger = true;
trigger.size = new Vector3(1.4f, 0.8f, 1.4f);
FurnaceScrapReceiver receiver = inputTrigger.AddComponent<FurnaceScrapReceiver>();
SetObjectReference(receiver, "furnace", controller);
GameObject outputPoint = new("OutputPoint");
outputPoint.transform.SetParent(root.transform, false);
outputPoint.transform.localPosition = new Vector3(0f, 0.45f, 1.5f);
GameObject emptyPoint = new("MetalEmptyPoint");
emptyPoint.transform.SetParent(root.transform, false);
emptyPoint.transform.localPosition = new Vector3(0f, 0.25f, 0f);
GameObject fullPoint = new("MetalFullPoint");
fullPoint.transform.SetParent(root.transform, false);
fullPoint.transform.localPosition = new Vector3(0f, 1.25f, 0f);
GameObject metalVisual = GameObject.CreatePrimitive(PrimitiveType.Cube);
metalVisual.name = "MoltenMetalVisual";
metalVisual.transform.SetParent(root.transform, false);
metalVisual.transform.localPosition = emptyPoint.transform.localPosition;
metalVisual.transform.localScale = new Vector3(1.3f, 0.12f, 1.1f);
Object.DestroyImmediate(metalVisual.GetComponent<Collider>());
FurnaceMetalLevelView levelView = metalVisual.AddComponent<FurnaceMetalLevelView>();
SetObjectReference(levelView, "furnace", controller);
SetObjectReference(levelView, "metalVisual", metalVisual.transform);
SetObjectReference(levelView, "emptyLocalPosition", emptyPoint.transform);
SetObjectReference(levelView, "fullLocalPosition", fullPoint.transform);
GameObject panelAnchor = new("WorldPanelAnchor");
panelAnchor.transform.SetParent(root.transform, false);
panelAnchor.transform.localPosition = new Vector3(1.2f, 1.2f, 1.05f);
SetString(controller, "workstationName", "Prototype Furnace");
SetFloat(controller, "metalCapacity", 100f);
SetObjectReference(controller, "outputPoint", outputPoint.transform);
SetObjectReferenceList(controller, "recipes", new Object[] { plateRecipe, rodRecipe });
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
Object.DestroyImmediate(root);
return prefab;
}
private static void ConfigureItemDefinition(
ItemDefinition definition,
string itemId,
string displayName,
ItemCategory category)
{
SetString(definition, "itemId", itemId);
SetString(definition, "displayName", displayName);
SetInt(definition, "category", (int)category);
}
private static void ConfigureRecipe(
SmeltingRecipe recipe,
string recipeId,
string displayName,
ItemDefinition output,
float metalCost,
float duration)
{
SetString(recipe, "recipeId", recipeId);
SetString(recipe, "displayName", displayName);
SetObjectReference(recipe, "outputItem", output);
SetInt(recipe, "outputAmount", 1);
SetFloat(recipe, "metalCost", metalCost);
SetFloat(recipe, "processingDuration", duration);
}
private static void RegisterNetworkPrefabs(params GameObject[] prefabs)
{
NetworkPrefabsList list = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(NetworkPrefabsPath);
if (list == null)
throw new FileNotFoundException("Default network prefab list was not found.", NetworkPrefabsPath);
foreach (GameObject prefab in prefabs)
{
if (prefab != null && !list.Contains(prefab))
list.Add(new NetworkPrefab { Prefab = prefab });
}
EditorUtility.SetDirty(list);
}
private static T GetOrCreateAsset<T>(string path) where T : ScriptableObject
{
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null)
return asset;
asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, path);
return asset;
}
private static void EnsureFolder(string folderPath)
{
string current = "Assets";
string[] segments = folderPath.Split('/');
for (int index = 1; index < segments.Length; index++)
{
string next = $"{current}/{segments[index]}";
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, segments[index]);
current = next;
}
}
private static void SetString(Object target, string propertyName, string value) =>
Edit(target, propertyName, property => property.stringValue = value);
private static void SetFloat(Object target, string propertyName, float value) =>
Edit(target, propertyName, property => property.floatValue = value);
private static void SetInt(Object target, string propertyName, int value) =>
Edit(target, propertyName, property => property.intValue = value);
private static void SetVector3(Object target, string propertyName, Vector3 value) =>
Edit(target, propertyName, property => property.vector3Value = value);
private static void SetObjectReference(Object target, string propertyName, Object value) =>
Edit(target, propertyName, property => property.objectReferenceValue = value);
private static void SetObjectReferenceList(
Object target,
string propertyName,
IReadOnlyList<Object> values)
{
SerializedObject serializedObject = new(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
property.arraySize = values.Count;
for (int index = 0; index < values.Count; index++)
property.GetArrayElementAtIndex(index).objectReferenceValue = values[index];
serializedObject.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(target);
}
private static void Edit(
Object target,
string propertyName,
System.Action<SerializedProperty> edit)
{
SerializedObject serializedObject = new(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
throw new System.MissingFieldException(target.GetType().Name, propertyName);
edit(property);
serializedObject.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(target);
}
}
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maximumDragSpeed: 3 maximumDragSpeed: 3
minimumSpeedMultiplier: 0.35 minimumSpeedMultiplier: 0.35
maximumDraggerDistance: 4.5 maximumDraggerDistance: 4.5
keepCurrentHeight: 0 movementMode: 0
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objectColliders: objectColliders:
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maximumDragSpeed: 3 maximumDragSpeed: 3
minimumSpeedMultiplier: 0.35 minimumSpeedMultiplier: 0.35
maximumDraggerDistance: 4.5 maximumDraggerDistance: 4.5
keepCurrentHeight: 0 movementMode: 0
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objectColliders: objectColliders:
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maximumAngle: 55 maximumAngle: 55
movementSpeed: 140 movementSpeed: 140
maximumControlDistance: 4 maximumControlDistance: 4
returnToRestOnRelease: 0 switchThreshold: 0.5
restValue: 0 initialPositionIsMaximum: 0
activationThreshold: 0.85 returnToInitialPositionAfterSwitch: 0
deactivationThreshold: 0.15 automaticReturnDelay: 0.25
leverValueChanged: leverValueChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
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