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authorchai <chaifix@163.com>2021-09-01 10:29:02 +0800
committerchai <chaifix@163.com>2021-09-01 10:29:02 +0800
commit046002902a421db273d832deea1a0a4b3b989a0c (patch)
tree278008556cf85f1776af502f613834eb91cc0c71 /Assets/Scripts/Unit/Components/UnitAnimation
parent5ccdd2737229a33e924e21616d56364773018086 (diff)
parente7c9ddfae65a93336d414c2af90effd1d8bada82 (diff)
Merge branch 'master' of warmcat.org:/home/git-repo/Erika
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation')
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs18
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs114
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs221
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs18
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs265
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta11
10 files changed, 691 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs
new file mode 100644
index 00000000..29caab7b
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DroneAnimation : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta
new file mode 100644
index 00000000..219b76ff
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 352eb281e97bf67499a8a85ab013f0f0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
new file mode 100644
index 00000000..d7138516
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
@@ -0,0 +1,114 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MonsterAnimation : UnitAnimation
+{
+ public enum ELayer
+ {
+ Basic = 0,
+
+ Count,
+ }
+
+ // 动作名,和animator里的state对应
+ public enum EAnimState
+ {
+ // layer 0
+ Idle = 0,
+ Move,
+ Jump,
+
+ HitLight,
+ HitAir,
+ Rise,
+ }
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+
+ m_Animator.speed = 0;
+
+ m_LayerInfo = new AnimatorLayerInfo[2];
+ m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic, ELayer.Basic.ToString());
+ //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
+
+ if (m_Animator == null)
+ {
+ LogHelper.LogError("没有挂Animator组件");
+ }
+
+ }
+
+ public override void OnUpdate()
+ {
+ base.OnUpdate();
+
+ UpdateLayer();
+ UpdateAnimation();
+ UpdateRootMotion();
+ }
+
+ void UpdateLayer()
+ {
+ m_LayerInfo[0].OnUpdate();
+ return;
+ for (int i = 0; i < m_LayerInfo.Length; ++i)
+ {
+ m_LayerInfo[i].OnUpdate();
+ }
+ }
+
+ void UpdateAnimation()
+ {
+ m_Animator.speed = 1;
+ m_Animator.Update(Time.deltaTime);
+ m_Animator.speed = 0;
+ }
+
+ void UpdateRootMotion()
+ {
+ m_Owner.unitRootMotion.UpdateRootMotion();
+ }
+
+ public void AnimIdle()
+ {
+ this.CrossFade(EAnimState.Idle, 0.2f, 0);
+ }
+
+ public void AnimHitLight()
+ {
+ this.Play(EAnimState.HitLight, 0, 0);
+ //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
+ }
+ public void AnimHitAir()
+ {
+ this.Play(EAnimState.HitAir, 0, 0);
+ //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
+ }
+
+ public void AnimRise()
+ {
+ this.CrossFade(EAnimState.Rise, 0);
+ }
+
+ private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnPlay(animState.ToString(), normalizedTime);
+ }
+
+ public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnCrossFade(animState.ToString(), normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
+ }
+
+}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta
new file mode 100644
index 00000000..448e6a1a
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cfaa5c94122a41d4f8fa844112514102
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
new file mode 100644
index 00000000..41f9e8b6
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
@@ -0,0 +1,221 @@
+#define ANIM_CROSS_FADE
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PCAnimation : UnitAnimation
+{
+
+#if !ANIM_CROSS_FADE
+ // 切换动画
+ public enum ETrigger
+ {
+ ToIdle,
+ ToMove,
+ ToJump,
+ ToAttack,
+ ToAirAttack,
+ ToLanding,
+ }
+#endif
+
+ public enum ELayer
+ {
+ Basic = 0,
+ Attack,
+ SwordAttack,
+ GunAttack,
+ UpperBody,
+ LowerBody,
+ Count,
+ }
+
+
+ // 动作名,和animator里的state对应
+ public enum EAnimState
+ {
+ // layer 0
+ Idle = 0,
+ Move,
+ Jump,
+ Hit,
+ Attack,
+ Rise,
+ Stinger,
+ Turn,
+ Landing,
+
+ AirAttack0,
+ AirAttack1,
+ AirAttack2,
+ AirAttack3,
+
+ Attack0,
+ Attack1,
+ Attack2,
+ Attack3,
+
+ AirDash,
+
+ LandingGround,
+ }
+
+ private UnitActionData m_ActionData;
+
+ public bool applyRootMotion { get; set; }// 动态设置root motion
+ public bool applyRootCurve { get; set; } // 程序生成的root motion
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+
+ m_Animator.speed = 0;
+
+ m_LayerInfo = new AnimatorLayerInfo[2];
+ m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic, ELayer.Basic.ToString());
+ //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
+
+ if (m_Animator == null)
+ {
+ LogHelper.LogError("没有挂Animator组件");
+ }
+
+ applyRootMotion = true;
+ }
+
+ public override void OnUpdate()
+ {
+ base.OnUpdate();
+
+ UpdateLayer();
+ UpdateAnimation();
+
+ if (applyRootMotion)
+ UpdateRootMotion();
+ if (applyRootCurve)
+ UpdateRootCurve();
+ }
+
+ void UpdateLayer()
+ {
+ m_LayerInfo[0].OnUpdate();
+ return;
+ for (int i = 0; i < m_LayerInfo.Length; ++i)
+ {
+ m_LayerInfo[i].OnUpdate();
+ }
+ }
+
+ void UpdateAnimation()
+ {
+ m_Animator.speed = 1;
+ m_Animator.Update(Time.deltaTime);
+ m_Animator.speed = 0;
+ }
+
+ void UpdateRootMotion()
+ {
+ m_Owner.unitRootMotion.UpdateRootMotion();
+ }
+
+ void UpdateRootCurve()
+ {
+ }
+
+ public void AnimIdle()
+ {
+ this.CrossFade(EAnimState.Idle, 0.2f, 0);
+ }
+
+ public void AnimMove()
+ {
+ this.CrossFade(EAnimState.Move, 0.01f, 0);
+ }
+
+ public void AnimJump()
+ {
+ this.CrossFade(EAnimState.Jump, 0.01f);
+ }
+
+ public void AnimAirAttack(int id)
+ {
+ m_Owner.unitCollider.OnAnimationChange();
+ switch (id)
+ {
+ case 0:
+ this.CrossFade(EAnimState.AirAttack0, 0.05f);
+ break;
+ case 1:
+ this.CrossFade(EAnimState.AirAttack1, 0.05f);
+ break;
+ case 2:
+ this.CrossFade(EAnimState.AirAttack2, 0.05f);
+ break;
+ case 3:
+ this.CrossFade(EAnimState.AirAttack3, 0.05f);
+ break;
+ }
+ }
+
+ public void AnimAttack(int id)
+ {
+ m_Owner.unitCollider.OnAnimationChange();
+ switch (id)
+ {
+ case 0:
+ this.CrossFade(EAnimState.Attack0, 0.05f);
+ break;
+ case 1:
+ this.CrossFade(EAnimState.Attack1, 0.05f);
+ break;
+ case 2:
+ this.CrossFade(EAnimState.Attack2, 0.05f);
+ break;
+ case 3:
+ this.CrossFade(EAnimState.Attack3, 0.05f);
+ break;
+ }
+ }
+
+ public void AnimAirDash()
+ {
+ if (layers[0].stateInfo.IsName("AirDash"))
+ {
+ this.Play(EAnimState.AirDash, 0, 0);
+ }
+ else
+ {
+ this.CrossFade(EAnimState.AirDash, 0.05f);
+ }
+ }
+
+ public void AnimLanding()
+ {
+ this.CrossFade(EAnimState.Landing, 0.05f);
+ }
+
+ public void AnimLandingGround()
+ {
+ this.CrossFade(EAnimState.LandingGround, 0.00f);
+ }
+
+ private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnPlay(animState.ToString(), normalizedTime);
+ }
+
+ public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnCrossFade(animState.ToString(), normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
+ }
+
+}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta
new file mode 100644
index 00000000..6999e268
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f844378e1edf4b249b3b2f9a8e4a6842
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs
new file mode 100644
index 00000000..a25f453e
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RobotAnimation : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta
new file mode 100644
index 00000000..f1cbe366
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1f127e594317b84478999dccd109e5bf
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
new file mode 100644
index 00000000..f07d9671
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
@@ -0,0 +1,265 @@
+#define ANIM_CROSS_FADE
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+// 单独一层动画
+public class AnimatorLayerInfo
+{
+ public int layer;
+
+ public int layerIndex { get { return (int)layer; } }
+
+ public string name { get { return m_Animator.GetLayerName(layerIndex); } }
+
+ private Animator m_Animator;
+
+ // 当前动作的animation data,如果是blendtree选第一个动作
+ private AnimationData m_AnimationData;
+ public AnimationData animationData
+ {
+ get
+ {
+ if (clipInfo == null || clipInfo.Length == 0)
+ return null;
+ var clip = clipInfo[0]; //选第一个
+ string folder = m_UnitAnimation.owner.folder;
+ string name = clip.clip.name;
+ if (m_AnimationData != null && m_AnimationData.animationName == name)
+ return m_AnimationData;
+ string path = folder + "AnimationData/" + name + ".asset" ; // 要注意这里使用名字区别的,因为最终每个角色的动画都会在一个目录下面
+#if UNITY_EDITOR
+ m_AnimationData = AssetDatabase.LoadAssetAtPath<AnimationData>(path);
+#endif
+ return m_AnimationData;
+ }
+ }
+
+ // 当前动作所有animation data,包括blendtree使用的所有动画
+ //private List<AnimationData> m_AnimationDatas;
+ //public List<AnimationData> animationDatas
+ //{
+ // get
+ // {
+ // return null;
+ // }
+ //}
+
+ // 当前在播放的动作
+ // 如果处于transition中,动作不变,切换完成后才会到下一个动作
+ public AnimatorStateInfo stateInfo
+ {
+ get
+ {
+ AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
+ if (isInTransition)
+ {
+ stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex);
+ }
+ // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState));
+ return stateInfo;
+ }
+ }
+
+ private int preStateHash = -1;
+
+ // 当前正在播放和融合的片段信息
+ public AnimatorClipInfo[] clipInfo
+ {
+ get
+ {
+ AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
+ if(clips.Length == 0)
+ {
+ // 如果transition设置了打断,会出现GetCurrentAnimatorClipinfo返回空数组的情况
+ clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
+ }
+ return clips;
+ }
+ }
+
+ public int stateHash
+ {
+ get
+ {
+ return stateInfo.shortNameHash;
+ }
+ }
+
+ //public float playbackTimeInSeconds
+ //{
+ // get
+ // {
+ // return stateInfo.normalizedTime * stateInfo.length;// stateInfo.length会等于infinity,因为设置了animator.speed = 0
+ // }
+ //}
+
+ // 并非准确的播放时间,只是逻辑时间,因为动画会加速减速
+ public float playbackTimeInSeconds
+ {
+ get
+ {
+ return playbackNormalizedTime * clipInfo[0].clip.length;
+ }
+ }
+
+ // 这个是真实世界的时间
+ private float m_PlaybackRealTime;
+ public float playbackRealTimeInSeconds
+ {
+ get
+ {
+ return m_PlaybackRealTime;
+ }
+ }
+
+ // 播放进度百分比,[0-1],是逻辑上的,如果动画不是loop,那么播放完后normalizedTime是1
+ public float playbackNormalizedTime
+ {
+ get
+ {
+ //return stateInfo.normalizedTime % 1f;
+ if (!stateInfo.loop && stateInfo.normalizedTime > 1)
+ return 1;
+ return stateInfo.normalizedTime % 1f;
+ }
+ }
+
+ public float playbackSpeed
+ {
+ get
+ {
+ return m_Animator.GetFloat("PlaybackSpeed" + layerIndex);
+ }
+ set
+ {
+ float v = Mathf.Clamp(value, 0, 10);
+ m_Animator.SetFloat("PlaybackSpeed" + layerIndex, v);
+ }
+ }
+
+ public float weight
+ {
+ get
+ {
+ return m_Animator.GetLayerWeight(layerIndex);
+ }
+ }
+
+ public int nextStateHash
+ {
+ get
+ {
+ //if (!isInTransition)
+ // return 0;
+ AnimatorStateInfo nextState = m_Animator.GetNextAnimatorStateInfo(layerIndex);
+ int hash = nextState.shortNameHash; // 如果不在过渡中,hash是0
+ return hash;
+ }
+ }
+
+ public bool isInTransition
+ {
+ get
+ {
+ return m_Animator.IsInTransition(layerIndex);
+ }
+ }
+
+ public bool applySpeedCurve { get; set; }
+
+ UnitAnimation m_UnitAnimation;
+
+ Coroutine m_CalcPlaybackTimeCoroutine;
+
+ TimelineEventProxy m_TimelineEventProxy;
+
+ public string m_CurrentState;
+
+ public readonly string layerName;
+
+ public AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer, string layerName)
+ {
+ this.layerName = layerName;
+ this.m_UnitAnimation = unitAnimation;
+ this.m_Animator = animator;
+ this.layer = layer;
+ m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine());
+ m_TimelineEventProxy = new TimelineEventProxy(unitAnimation.owner.transform, unitAnimation.owner);
+ applySpeedCurve = true;
+ }
+
+ IEnumerator CalcPlaybackRealTimeCoroutine()
+ {
+ while (true)
+ {
+ if(preStateHash != stateHash)
+ {
+ m_PlaybackRealTime = 0;
+ }
+ m_PlaybackRealTime += Time.deltaTime;
+ preStateHash = stateHash;
+ yield return null;
+ }
+ }
+
+ public bool IsToggleOpen(EAnimationToogle toggle)
+ {
+ if (m_AnimationData == null)
+ return false;
+ return m_AnimationData.IsToggleOpen(toggle, playbackNormalizedTime);
+ }
+
+ public void OnUpdate()
+ {
+ // 执行事件
+ m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS);
+
+ // 播放速度控制
+ if (applySpeedCurve && animationData != null && animationData.speedCurve != null)
+ {
+ playbackSpeed = animationData.speedCurve.Evaluate(playbackNormalizedTime);
+ }
+ }
+
+ public void OnCrossFade(string animState, float normalizedTransitionDuration, float normalizedTimeOffset, float normalizedTransitionTime )
+ {
+ m_CurrentState = animState;
+ m_Animator.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime);
+ }
+
+ public void OnPlay(string animState, float normalizedTime)
+ {
+ m_CurrentState = animState;
+ m_Animator.Play(animState, layerIndex, normalizedTime);
+ }
+
+}
+
+// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒)
+// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是
+// 这个动作,只有完全过渡完成后才会切到下一个动作
+// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准
+[DisallowMultipleComponent]
+public class UnitAnimation : UnitComponent
+{
+ public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
+ protected AnimatorLayerInfo[] m_LayerInfo;
+
+ public Animator animator { get { return m_Animator; } }
+ protected Animator m_Animator;
+
+
+ public bool isInTransition
+ {
+ get
+ {
+ return m_Animator.IsInTransition(0);
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta
new file mode 100644
index 00000000..75ce33fe
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4af875f33239ebf409f3e4954c0ee0cb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: