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// ⭐ 三发 + 锁定:每发子弹优先瞄准对应目标,目标不足或失效则按默认角度发射
|
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// ⭐ 安全取值:bullitIDs 不足3个时复用最后一个,避免越界
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// ⭐ 正常炮台 三发 + 锁定:三合一打一个——三发子弹(-20/0/+20)全部追踪主锁目标(最老版本行为)
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// 必须保证三发子弹都创建,否则金币消耗和后端对不上
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{
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// 三发默认角度(无目标时用):左 -20,中 0,右 +20
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// 三发出膛角度:左 -20,中 0,右 +20(锁定子弹会追踪转向主锁目标)
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// 尝试按 GUID 查找目标
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if (fireTargetMonsterIDs != null && i < fireTargetMonsterIDs.Count)
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{
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if (CreateFishManager.Instance.fishDatas_hashCodekey.TryGetValue(fireTargetMonsterIDs[i], out var m)
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&& m != null && m.gameObject.activeInHierarchy
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// ⭐ 手动锁定的主目标(i==0 且是本地玩家主锁)不受路径进度限制
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&& ((i == 0 && sit == currSitData && m == currSitData.monCotl_Lock && currSitData.isManualLock)
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|| IsFishPathLockable(m)))
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{
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}
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}
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if (targetMonster != null && targetHitPos != null)
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{
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// 朝目标发射
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float targetAngle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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CreateBullet(sit, startPos, targetAngle, isDouble, true, bulletId, targetMonster, targetHitPos, GetBulletGold(i));
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}
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else
|
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{
|
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// 目标不足或失效 → 按默认角度发射(不锁定)
|
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CreateBullet(sit, startPos, defaultAngles[i], isDouble, isLock, bulletId, null, null, GetBulletGold(i));
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}
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// lockTarget 传 null:CreateBullet 内部兜底会 Lock(sit.monCotl_Lock, sit.monCotl_Lock_Position),
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// 三发全部锁定同一条主锁目标;主锁目标为空时按普通子弹发射(不锁定)
|
||||
CreateBullet(sit, startPos, defaultAngles[i], isDouble, true, SafeBid(i), null, null, GetBulletGold(i));
|
||||
}
|
||||
}
|
||||
else if (isSanShe)
|
||||
{
|
||||
// ⭐ 安全取值:bullitIDs 不足3个时复用最后一个,避免越界
|
||||
string SafeBid(int i) => i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[bullitIDs.Count - 1];
|
||||
CreateBullet(sit, startPos, angle - 20, isDouble, isLock, SafeBid(0), null, null, GetBulletGold(0));
|
||||
CreateBullet(sit, startPos, angle, isDouble, isLock, SafeBid(1), null, null, GetBulletGold(1));
|
||||
CreateBullet(sit, startPos, angle + 20, isDouble, isLock, SafeBid(2), null, null, GetBulletGold(2));
|
||||
@@ -2440,13 +2414,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
if (currSitData == null) return;
|
||||
|
||||
// ⭐ 散射激光模式标记(座位用它激活左右起点球父对象):三发+锁定开着+有锁定目标就算散射中,
|
||||
// ⭐ 散射激光模式标记(座位用它激活左右起点球父对象):战神+三发+锁定开着+有锁定目标就算散射中,
|
||||
// 不依赖实际凑满几个目标(目标不足时散射模式开着也要显示起点球)
|
||||
// ⭐ 正常炮台三合一打一个,不算散射激光模式(不显示左右起点球)
|
||||
currSitData.isScatterLaserOn = toggle_Three != null && toggle_Three.isOn
|
||||
&& toggle_Lock != null && toggle_Lock.isOn
|
||||
&& currSitData.isLock;
|
||||
&& currSitData.isLock
|
||||
&& currSitData.currentZhanShenData != null;
|
||||
|
||||
bool isTripleLock = toggle_Three.isOn && toggle_Lock.isOn && currSitData.isLock;
|
||||
// ⭐ 三发锁定圈(3个圈)只在战神模式显示;正常炮台三合一只有主锁圈(1个)
|
||||
bool isTripleLock = currSitData.isScatterLaserOn;
|
||||
if (!isTripleLock)
|
||||
{
|
||||
currSitData.HideTripleLockIcons();
|
||||
@@ -2961,8 +2938,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
auto = currSitData.IsAutoAttackOn
|
||||
};
|
||||
|
||||
// ⭐ 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs
|
||||
if (isSanShe && isLock)
|
||||
// ⭐ 战神 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs(FireLaser 分散打三个用)
|
||||
// 正常炮台三合一打主锁目标(monCotl_Lock 已由 SyncLock/SyncBotLock 同步),不需要 monsterIDs
|
||||
if (isSanShe && isLock && currSitData.currentZhanShenData != null)
|
||||
{
|
||||
var targets = FindFireTargets(3);
|
||||
if (targets.Count > 0)
|
||||
@@ -3961,9 +3939,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
int count = isSanShe ? 3 : 1;
|
||||
long gold = isDouble ? sit.consumeGoldNum * 2 : sit.consumeGoldNum;
|
||||
|
||||
// 三发+锁定 → 找 N 个目标鱼的 GUID
|
||||
// 三发+锁定+战神 → 找 N 个目标鱼的 GUID(FireLaser 分散打三个用;正常炮台三合一不需要)
|
||||
List<string> monsterIDs = null;
|
||||
if (isSanShe && isLock && target != null)
|
||||
if (isSanShe && isLock && target != null && sit.currentZhanShenData != null)
|
||||
{
|
||||
monsterIDs = new List<string> { target.guid };
|
||||
var extraTargets = FindBotLockTargets(sit, target, 2);
|
||||
|
||||
@@ -563,6 +563,8 @@ GameObject:
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- component: {fileID: 8993752013832295830}
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- component: {fileID: 8545769148968229122}
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- component: {fileID: 4432649013089002525}
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- component: {fileID: 8846910146090747397}
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- component: {fileID: 8998155242034225900}
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m_Layer: 5
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m_Name: WenZi
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m_TagString: Untagged
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@@ -587,8 +589,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 57.1, y: 25}
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m_SizeDelta: {x: 228.35, y: 100}
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m_AnchoredPosition: {x: 47, y: 25}
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m_SizeDelta: {x: 181.91, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8545769148968229122
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CanvasRenderer:
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@@ -618,8 +620,8 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 0}
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m_Type: 0
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m_Sprite: {fileID: 21300000, guid: d8ec08878eeaf7e49b3cb798efeae9e7, type: 3}
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m_Type: 1
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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@@ -628,6 +630,46 @@ MonoBehaviour:
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!114 &8846910146090747397
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1005740733241787710}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_HorizontalFit: 2
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m_VerticalFit: 0
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--- !u!114 &8998155242034225900
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1005740733241787710}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 59f8146938fff824cb5fd77236b75775, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Padding:
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m_Left: 16
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m_Right: 20
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 0
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m_Spacing: 0
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m_ChildForceExpandWidth: 0
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m_ChildForceExpandHeight: 1
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m_ChildControlWidth: 0
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m_ChildControlHeight: 0
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m_ChildScaleWidth: 0
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m_ChildScaleHeight: 0
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m_ReverseArrangement: 0
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--- !u!1 &1025932892669309320
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1425,6 +1467,7 @@ GameObject:
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- component: {fileID: 7093072027987832906}
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- component: {fileID: 6355606051003280393}
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- component: {fileID: 3860749127044759352}
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- component: {fileID: 1769613101147316312}
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m_Layer: 5
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m_Name: Text (TMP)
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m_TagString: Untagged
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@@ -1446,10 +1489,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 8993752013832295830}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 88.955, y: -41.68058}
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m_SizeDelta: {x: 145.91, y: 83.3611}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6355606051003280393
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CanvasRenderer:
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@@ -1489,8 +1532,8 @@ MonoBehaviour:
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m_fontMaterials: []
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m_fontColor32:
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serializedVersion: 2
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rgba: 4278190080
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m_fontColor: {r: 0, g: 0, b: 0, a: 1}
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rgba: 4294967295
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m_fontColor: {r: 1, g: 1, b: 1, a: 1}
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m_enableVertexGradient: 0
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m_colorMode: 3
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m_fontColorGradient:
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@@ -1549,6 +1592,20 @@ MonoBehaviour:
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m_hasFontAssetChanged: 0
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m_baseMaterial: {fileID: 0}
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m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
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--- !u!114 &1769613101147316312
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2098956826386245527}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_HorizontalFit: 2
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m_VerticalFit: 0
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--- !u!1 &2215667972261895962
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GameObject:
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m_ObjectHideFlags: 0
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Reference in New Issue
Block a user