Änderungen am 17.03.2025 aus der Schule getroffen.
This commit is contained in:
23
Assets/Scripts/GameScene/DestroyScanner.cs
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23
Assets/Scripts/GameScene/DestroyScanner.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DestroyScanner : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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Destroy(collision.gameObject);
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}
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}
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11
Assets/Scripts/GameScene/DestroyScanner.cs.meta
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11
Assets/Scripts/GameScene/DestroyScanner.cs.meta
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fileFormatVersion: 2
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guid: 2e386a9af92c72140910ee7319eae6a8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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23
Assets/Scripts/GameScene/OffScreenDestroyPlatform.cs
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23
Assets/Scripts/GameScene/OffScreenDestroyPlatform.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Platform destroyer
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/// Original script found in: https://stackoverflow.com/questions/75924903/instantiating-and-destroying-unity-prefabs.
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/// </summary>
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public class OffScreenDestroyPlatform : MonoBehaviour
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{
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public static Vector2? screenBounds;
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private void FixedUpdate()
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{
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if (screenBounds == null) screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z));
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if (transform.position.x < screenBounds.Value.x * 5)
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{
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Destroy(gameObject);
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}
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}
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}
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11
Assets/Scripts/GameScene/OffScreenDestroyPlatform.cs.meta
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11
Assets/Scripts/GameScene/OffScreenDestroyPlatform.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6e1f87050f92a0048829711096bc7730
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,7 +6,7 @@ using UnityEngine;
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public class PlatformGenerator : MonoBehaviour
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{
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/*
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[SerializeField] private Transform platformStart;
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[SerializeField] private System.Collections.Generic.List<Transform> platformList;
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[SerializeField] Vector2 nextSpawnPos;
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@@ -38,5 +38,5 @@ public class PlatformGenerator : MonoBehaviour
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{
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Transform platformLevelTransform = Instantiate(levelPlat, spawnPosition, Quaternion.identity);
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return platformLevelTransform;
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}
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}*/
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}
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23
Assets/Scripts/GameScene/PlatformSpawner.cs
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23
Assets/Scripts/GameScene/PlatformSpawner.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Platform spawner
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/// Original script found in: https://stackoverflow.com/questions/75924903/instantiating-and-destroying-unity-prefabs.
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/// </summary>
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public class PlatformSpawner : MonoBehaviour
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{
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[SerializeField] private int platformCount;
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[SerializeField] private OffScreenDestroyPlatform platformPrefab;
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void Start()
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{
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for (int i = 0; i < platformCount; i++)
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{
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var spawnPosition = new Vector2(Random.Range(1f, 10f), Random.Range(-2f, 2f));
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Instantiate(platformPrefab, spawnPosition, Quaternion.identity);
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}
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}
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}
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11
Assets/Scripts/GameScene/PlatformSpawner.cs.meta
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11
Assets/Scripts/GameScene/PlatformSpawner.cs.meta
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fileFormatVersion: 2
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guid: c31972b8c73d95d4098ee6aca9c698e9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,8 +8,9 @@ using UnityEngine;
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/// </summary>
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public class PlayerController : MonoBehaviour
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{
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[SerializeField] public float speed;
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/*[SerializeField] public float speed;
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[SerializeField] public float acceleration;
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*/
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[SerializeField] public float jumpPower;
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private Rigidbody2D body;
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@@ -25,9 +26,11 @@ public class PlayerController : MonoBehaviour
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private void Update()
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{
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/*
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// run logic auto
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speed += acceleration * Time.deltaTime;
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transform.Translate(new Vector2(1f, 0f) * speed * Time.deltaTime);
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*/
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// jump logic + jump animation
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if (Input.GetKey(KeyCode.W) && isGround)
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18
Assets/Scripts/GameScene/SpawnScanner.cs
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18
Assets/Scripts/GameScene/SpawnScanner.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpawnScanner : MonoBehaviour
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{
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[SerializeField] private GameObject platform;
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private void OnTriggerExit2D(Collider2D collision)
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{
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Spawn();
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}
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private void Spawn()
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{
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Vector3 ggg = new Vector3(1f, 4f, 4f);
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Instantiate(platform, ggg, Quaternion.identity);
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}
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}
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11
Assets/Scripts/GameScene/SpawnScanner.cs.meta
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11
Assets/Scripts/GameScene/SpawnScanner.cs.meta
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fileFormatVersion: 2
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guid: abc71bc493ba9934db2ea213b5133ba0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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22
Assets/Scripts/GameScene/movePlatform.cs
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22
Assets/Scripts/GameScene/movePlatform.cs
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@@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class movePlatform : MonoBehaviour
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{
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[SerializeField] private float speed;
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public float acceleration;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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speed += acceleration * Time.deltaTime;
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transform.Translate(new Vector2(-1f, 0f) * speed * Time.deltaTime);
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}
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}
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11
Assets/Scripts/GameScene/movePlatform.cs.meta
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11
Assets/Scripts/GameScene/movePlatform.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cd6ee5b0f1fa5844b8e9c942d62e9028
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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