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zmqoORV9?*>ly%;Z&Y#CVPVt;pvcnquZU~bYW~K50m0;OzNWsUaTG^~k#i&YUi{@0w%}Au6C|l>C z=bRC)!hJc4oP8Z`iXjQ*nHktK4kXfMH2GgDol1Ryzc1H2powfWD**gE_tz$9z%IwG z10OQEB#SJ*HD1o+81nEA*Q3&CJrHSwp*kATm;#r3KnpnkOb&=O1zF`J*(W;ykwldG zYiF;aBtumoCBLu>NFhe%3wVxC 0) rollZ = 180f - rollZ; + } child.rotation = Quaternion.Euler(-heading + 180f, 90f, rollZ); } @@ -1065,6 +1070,10 @@ public class MonsterContral : MonoBehaviour { rollZ = -rotationPY; if (useMirrorCompensate && _routeDirX > 0) rollZ = 180f - rollZ; + //if (fishTypeID==13018) + //{ + // Debug.Log("rollZ"+ rollZ+ "---rotationPY"+rotationPY); + //} } transform.rotation = Quaternion.Euler(-heading + 180f, 90f, rollZ); } diff --git a/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs b/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs index 5d7cbb52a..44be0af6d 100644 --- a/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs +++ b/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs @@ -83,8 +83,8 @@ public class MonsterMoveLine /// private static void BuildCurvePointsArray(BezierCurveData curve) { - if (_curvePointsArrays.ContainsKey(curve.name)) return; - + // ⭐ 无条件覆盖重建:同名曲线被覆盖时,点数组/节点缓存必须同步重建, + // 否则字典指向新曲线、缓存还是旧曲线的点 → 路线错乱 int total = 2 + curve.controlPoints.Count; // start + controls + end Vector2[] arr = new Vector2[total]; arr[0] = curve.start; @@ -123,6 +123,12 @@ public class MonsterMoveLine public static async Task LoadBezierTxtAsync(string path) { + // ⭐ 加载前先全量清空上一场的路线缓存: + // 各玩法普通路线/鱼阵曲线名完全重名(曲线1~N、鱼阵N)但坐标不同, + // 不清场会把上一玩法的同名坐标带进本场 → 路线错乱(如 HHWK 残留导致 FLZY 鱼按旧路线游); + // 旧玩法独有的 Boss 路线也会残留越积越多。进游戏只需要当前玩法的路线。 + ClearAllBezierCache(); + List keys = new List(); keys.Add(path); keys.Add(GameManager.Instance.gameData.currGameType.ToString()); @@ -131,7 +137,7 @@ public class MonsterMoveLine keys, null, Addressables.MergeMode.Intersection); await handles.Task; - // ⭐ 没有资源 → 直接跳出,不报错 + // ⭐ 没有资源 → 直接跳出,不报错(缓存已清空,保持干净状态) if (handles.Result == null || handles.Result.Count == 0) { Debug.LogWarning($"Bezier 曲线加载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}"); @@ -173,13 +179,10 @@ public class MonsterMoveLine curves.Add(curve); - // 不覆盖旧数据 - if (!dic_BezierCurveDatas.ContainsKey(curve.name)) - { - dic_BezierCurveDatas.Add(curve.name, curve); - // ⭐ 同步构建点数组缓存(批量加载路径) - BuildCurvePointsArray(curve); - } + // ⭐ 同名直接覆盖(清场后理论上无重复,防御性覆盖确保永远用当前玩法数据) + dic_BezierCurveDatas[curve.name] = curve; + // ⭐ 同步构建点数组缓存(批量加载路径) + BuildCurvePointsArray(curve); } } @@ -189,58 +192,25 @@ public class MonsterMoveLine public static async Task UnLoadBezierTxtAsync(string path) { - List keys = new List(); - keys.Add(path); - keys.Add(GameManager.Instance.gameData.currGameType.ToString()); - - AsyncOperationHandle> handles = Addressables.LoadAssetsAsync( - keys, null, Addressables.MergeMode.Intersection); - await handles.Task; - - // ⭐ 没有资源 → 直接跳出,不报错 - if (handles.Result == null || handles.Result.Count == 0) - { - Debug.LogWarning($"Bezier 曲线卸载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}"); - Addressables.Release(handles); - return; - } - - foreach (var text in handles.Result) - { - var lines = text.text.Split('\n'); - foreach (var line in lines) - { - if (string.IsNullOrWhiteSpace(line)) - continue; - - var parts = line.Split(';'); - if (parts.Length == 0) - continue; - - string curveName = parts[0]; - if (string.IsNullOrWhiteSpace(curveName)) - continue; - - // 字典存在才移除 - if (dic_BezierCurveDatas.ContainsKey(curveName)) - { - dic_BezierCurveDatas.Remove(curveName); - } - - // ⭐ 同步清理点数组缓存 - _curvePointsArrays.Remove(curveName); - - // ⭐ 同步清理 B样条节点向量缓存 - _curveKnotArrays.Remove(curveName); - - // 列表移除所有同名曲线 - curves.RemoveAll(c => c.name == curveName); - } - } - - Addressables.Release(handles); + // ⭐ 全量同步清空,不再按 currGameType 重查 Addressables 删除: + // 1. 卸载依赖 currGameType 有时序风险 —— 选房面板在玩家点选新玩法时就改了全局类型, + // 延迟执行的卸载(OnHide 补卸载/异常重跑)会按新玩法 txt 去删 → 旧玩法 Boss 路线全部残留; + // 甚至可能把新玩法刚加载的路线误删。 + // 2. 原实现标签查询为空时静默 return,什么都清不掉。 + // 卸载只发生在离房时,场上只有当前玩法的路线,直接全清最干净且无竞态。 + ClearAllBezierCache(); Debug.Log("曲线卸载完成,剩余曲线数量:" + dic_BezierCurveDatas.Count); + await Task.CompletedTask; + } + + /// 全量清空路线缓存(曲线字典/列表 + 点数组缓存 + B样条节点缓存) + private static void ClearAllBezierCache() + { + dic_BezierCurveDatas.Clear(); + curves.Clear(); + _curvePointsArrays.Clear(); + _curveKnotArrays.Clear(); } private static Vector2 ParseVector(string s) diff --git a/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs b/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs index d8c9e86b1..450752436 100644 --- a/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs +++ b/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs @@ -613,6 +613,7 @@ namespace Assets.MyGame.Scripts.Net case 1009: // 金币参数超出范围 case 1012: // 道具配置不存在 case 1015: // 炮倍参数无效 + break; default: // 0=未知错误 UIManager.Instance.ShowBoardError(ex.message); break; diff --git a/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2011 Variant.prefab b/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2011 Variant.prefab index 9781f5223..06e52f9f9 100644 --- a/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2011 Variant.prefab +++ b/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2011 Variant.prefab @@ -303,6 +303,22 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: -0 objectReference: {fileID: 0} + - target: {fileID: 4946936116752871, guid: e8de1e789364d344f862d822074c3f90, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 4946936116752871, guid: e8de1e789364d344f862d822074c3f90, type: 3} + propertyPath: m_LocalRotation.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4946936116752871, guid: e8de1e789364d344f862d822074c3f90, type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4946936116752871, guid: e8de1e789364d344f862d822074c3f90, type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} m_RemovedComponents: - {fileID: 114969106005120503, guid: e8de1e789364d344f862d822074c3f90, type: 3} - {fileID: 135726790013014859, guid: e8de1e789364d344f862d822074c3f90, type: 3} @@ -686,7 +702,7 @@ MonoBehaviour: - {fileID: 0} needLockEvent: 0 createVideoClip: {fileID: 0} - rotationPY: 90 + rotationPY: 60 useMirrorCompensate: 1 useRollSignFlip: 0 useRouteFlipX: 0 diff --git a/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2013 Variant.prefab b/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2013 Variant.prefab index f5d3d8de0..391a9e197 100644 --- a/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2013 Variant.prefab +++ b/Assets/MyGame/aa/Game/HHWK/Fish/Fish_2013 Variant.prefab @@ -386,13 +386,13 @@ MonoBehaviour: - {fileID: 0} needLockEvent: 0 createVideoClip: {fileID: 0} - rotationPY: 90 + rotationPY: 60 useMirrorCompensate: 1 useRollSignFlip: 0 useRouteFlipX: 0 baseMmove: 0 isRotate: 1 - isNot1: 0 + isNot1: 1 ischild0: 1 depthOffset: 860 is2DFish: 0 @@ -864,6 +864,22 @@ PrefabInstance: propertyPath: m_TagString value: Fish objectReference: {fileID: 0} + - target: {fileID: 4436073260064126, guid: b3920823ccb1c1c42b1627122ebc589b, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 4436073260064126, guid: b3920823ccb1c1c42b1627122ebc589b, type: 3} + propertyPath: m_LocalRotation.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4436073260064126, guid: b3920823ccb1c1c42b1627122ebc589b, type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4436073260064126, guid: b3920823ccb1c1c42b1627122ebc589b, type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} - target: {fileID: 4632746491512912, guid: b3920823ccb1c1c42b1627122ebc589b, type: 3} propertyPath: m_LocalPosition.x value: 0 diff --git a/Assets/MyGame/aa/Game/HHWK/Fish/fish_1022 Variant.prefab b/Assets/MyGame/aa/Game/HHWK/Fish/fish_1022 Variant.prefab index caf25b7f8..d323c8bbe 100644 --- a/Assets/MyGame/aa/Game/HHWK/Fish/fish_1022 Variant.prefab +++ b/Assets/MyGame/aa/Game/HHWK/Fish/fish_1022 Variant.prefab @@ -285,23 +285,23 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalRotation.w - value: 0.5 + value: 0.60419357 objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalRotation.x - value: -0.5 + value: -0.60419357 objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalRotation.y - value: 0.5 + value: 0.36735559 objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalRotation.z - value: 0.5 + value: -0.36735559 objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalEulerAnglesHint.x - value: -90 + value: -27.4 objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalEulerAnglesHint.y @@ -309,7 +309,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 4703437598541787, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} propertyPath: m_LocalEulerAnglesHint.z - value: -0 + value: -90 objectReference: {fileID: 0} m_RemovedComponents: - {fileID: 114884547391421755, guid: ee1e72c133ca6124485715190eaa1e3a, type: 3} diff --git a/Assets/MyGame/aa/Game/HHWK/Fish/fish_2010 Variant.prefab b/Assets/MyGame/aa/Game/HHWK/Fish/fish_2010 Variant.prefab index 2a1726b48..87a9ca48a 100644 --- a/Assets/MyGame/aa/Game/HHWK/Fish/fish_2010 Variant.prefab +++ b/Assets/MyGame/aa/Game/HHWK/Fish/fish_2010 Variant.prefab @@ -344,7 +344,7 @@ MonoBehaviour: createVideoClip: {fileID: 0} rotationPY: 90 useMirrorCompensate: 1 - useRollSignFlip: 0 + useRollSignFlip: 1 useRouteFlipX: 0 baseMmove: 0 isRotate: 1 diff --git a/Assets/MyGame/aa/Game/HHWK/Fish/fish_3003 Variant.prefab b/Assets/MyGame/aa/Game/HHWK/Fish/fish_3003 Variant.prefab index 5fa095aa3..e2a55b74e 100644 --- a/Assets/MyGame/aa/Game/HHWK/Fish/fish_3003 Variant.prefab +++ b/Assets/MyGame/aa/Game/HHWK/Fish/fish_3003 Variant.prefab @@ -220,6 +220,34 @@ PrefabInstance: propertyPath: m_LocalPosition.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 4371939378208658, guid: a87bdbcfa12d35644b5c34825a6e6591, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 4371939378208658, guid: a87bdbcfa12d35644b5c34825a6e6591, type: 3} + propertyPath: m_LocalRotation.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4371939378208658, guid: a87bdbcfa12d35644b5c34825a6e6591, type: 3} + propertyPath: m_LocalRotation.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4371939378208658, guid: 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GameMainPanel_Base #endregion #region 资源加载模块 + + /// + /// ⭐ 资源流程令牌(static:新老游戏面板实例共享,GameMainPanel_FishBase 一脉)。 + /// 每次 LoadResources / 卸载流程启动时递增并捕获;async 恢复后若令牌已变, + /// 说明期间已有新一轮流程启动(加载中退出、旧面板延迟卸载撞上新面板加载等), + /// 本轮残留流程必须立即终止 —— 否则旧加载流程会在卸载完成后继续 + /// EnterRoom/出鱼/置位 isResources,把已退出房间的出鱼系统重新武装, + /// 污染下一个房间的鱼和路线(跨玩法路线混乱的流程层根源)。 + /// + private static int _resourceFlowToken = 0; + public async void LoadResources() { + // ⭐ 捕获本轮令牌:同时使之前所有在途的加载/卸载残留流程作废 + int flow = ++_resourceFlowToken; + // ⭐ 切换房间:隐藏新面板自带的进度条,继续用离房时留下的合并进度条 // (挂在 uiRoot、盖在最上层),避免"退出+加入"显示两条进度条 if (_changeRoomBar != null) @@ -1129,23 +1143,29 @@ public class GameMainPanel_FishBase : GameMainPanel_Base // ⭐ 重置卸载标记,下次进入可重新加载 _resourcesUnloaded = false; await AudioResourcesData.LoadAudioGame(); + if (flow != _resourceFlowToken) return; // ⭐ 期间已退出/切换,本轮作废 SetLoadProgress(0.2f); await MonsterMoveLine.LoadBezier(); + if (flow != _resourceFlowToken) return; SetLoadProgress(0.4f); await FishResourcesData.LoadFishAssetsData(); + if (flow != _resourceFlowToken) return; SetLoadProgress(0.6f); await Addressables.LoadAssetsAsync("Audio", clip => { + if (flow != _resourceFlowToken) return; // 残留流程不再写面板字段 if (clip.name == "PW_Shoot") bulletClip = clip; }).Task; + if (flow != _resourceFlowToken) return; SetLoadProgress(0.8f); await Task.Delay(100); + if (flow != _resourceFlowToken) return; CreateFishManager.Instance.EnterRoom(gameType); @@ -1174,9 +1194,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base GameManager.Instance.gameData.currRoomData.activeFishes = null; } await Task.Delay(2000); + if (flow != _resourceFlowToken) return; // ⭐ 2秒等待期间退出的情况最多,必须拦 SetLoadProgress(1); await Task.Delay(300); + if (flow != _resourceFlowToken) return; // ⭐ 切换房间:合并进度条走完 → 隐藏并销毁;平时隐藏面板自己的进度条 if (_changeRoomBar != null) @@ -1191,11 +1213,18 @@ public class GameMainPanel_FishBase : GameMainPanel_Base public async void UnLoadResources() { if (_resourcesUnloaded) return; + // ⭐ 捕获本轮令牌:同时使在途的加载流程作废(OnHide 卸载意味着本房加载不应再继续); + // 已卸载时提前 return 不动令牌,避免误杀新面板正在进行的加载 + int flow = ++_resourceFlowToken; + CreateFishManager.Instance.ExitRoom(); CreateFishManager.Instance.isResources = false; await FishResourcesData.UnLoadFishAssetsData(); + if (flow != _resourceFlowToken) return; // ⭐ 期间已有新流程(新面板加载),剩余卸载作废 await AudioResourcesData.UnLoadAudioGame(); + if (flow != _resourceFlowToken) return; await MonsterMoveLine.UnLoadBezier(); + if (flow != _resourceFlowToken) return; // ⭐ 清空子弹池 + 特效池(鱼池已在 UnLoadFishAssetsData 内清理) BulletPool.Instance.ClearAll(); EffectPool.Instance.ClearAll(); @@ -1245,6 +1274,13 @@ public class GameMainPanel_FishBase : GameMainPanel_Base return; } + // ⭐ 使在途的 LoadResources 立即作废(加载中退出的场景): + // 否则残留加载流程会在卸载完成后继续 EnterRoom/出鱼/置位 isResources, + // 把已退出房间的出鱼系统重新武装,污染下一个房间的鱼和路线。 + // 本流程不再加恢复检查:期间不可能有新加载启动(home 在 finally 之后才显示), + // 且必须完整走完(finally 关面板切 home),保证退出流程不被打断。 + _resourceFlowToken++; + try { if (JinDuTiao != null) JinDuTiao.Show(); diff --git 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2e30023d05e54a540a373fe965310b32, + type: 3} + propertyPath: m_SizeDelta.x + value: -364.6108 + objectReference: {fileID: 0} + - target: {fileID: 224880619614767448, guid: 2e30023d05e54a540a373fe965310b32, + type: 3} + propertyPath: m_AnchoredPosition.x + value: 130 + objectReference: {fileID: 0} - target: {fileID: 224949593803130734, guid: 2e30023d05e54a540a373fe965310b32, type: 3} propertyPath: m_AnchorMax.y @@ -1174,7 +1184,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -1204,7 +1214,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -1366,7 +1376,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -1396,7 +1406,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -1462,7 +1472,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -1492,7 +1502,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -1851,7 +1861,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -1881,7 +1891,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -2019,8 +2029,8 @@ MonoBehaviour: m_fontMaterials: [] m_fontColor32: serializedVersion: 2 - rgba: 4278255615 - m_fontColor: {r: 1, g: 1, b: 0, a: 1} + rgba: 4278199039 + m_fontColor: {r: 1, g: 0.1336182, b: 0, a: 1} m_enableVertexGradient: 0 m_colorMode: 3 m_fontColorGradient: @@ -2043,7 +2053,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -2073,7 +2083,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + 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m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -3654,7 +3664,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -3912,7 +3922,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 m_VerticalAlignment: 512 m_textAlignment: 65535 @@ -3942,7 +3952,7 @@ MonoBehaviour: m_VertexBufferAutoSizeReduction: 0 m_useMaxVisibleDescender: 1 m_pageToDisplay: 1 - m_margin: {x: 0, y: 0, z: 0, w: 0} + m_margin: {x: 0, y: -5.44, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 m_hasFontAssetChanged: 0 @@ -4200,7 +4210,7 @@ MonoBehaviour: m_enableAutoSizing: 0 m_fontSizeMin: 18 m_fontSizeMax: 72 - m_fontStyle: 1 + m_fontStyle: 0 m_HorizontalAlignment: 2 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