Unity-jump-proj
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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class ActivationMixerPlayable : PlayableBehaviour
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{
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ActivationTrack.PostPlaybackState m_PostPlaybackState;
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bool m_BoundGameObjectInitialStateIsActive;
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private GameObject m_BoundGameObject;
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public static ScriptPlayable<ActivationMixerPlayable> Create(PlayableGraph graph, int inputCount)
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{
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return ScriptPlayable<ActivationMixerPlayable>.Create(graph, inputCount);
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}
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public ActivationTrack.PostPlaybackState postPlaybackState
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{
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get { return m_PostPlaybackState; }
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set { m_PostPlaybackState = value; }
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}
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public override void OnPlayableDestroy(Playable playable)
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{
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if (m_BoundGameObject == null)
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return;
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switch (m_PostPlaybackState)
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{
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case ActivationTrack.PostPlaybackState.Active:
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m_BoundGameObject.SetActive(true);
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break;
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case ActivationTrack.PostPlaybackState.Inactive:
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m_BoundGameObject.SetActive(false);
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break;
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case ActivationTrack.PostPlaybackState.Revert:
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m_BoundGameObject.SetActive(m_BoundGameObjectInitialStateIsActive);
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break;
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case ActivationTrack.PostPlaybackState.LeaveAsIs:
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default:
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break;
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}
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}
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public override void ProcessFrame(Playable playable, FrameData info, object playerData)
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{
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if (m_BoundGameObject == null)
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{
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m_BoundGameObject = playerData as GameObject;
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m_BoundGameObjectInitialStateIsActive = m_BoundGameObject != null && m_BoundGameObject.activeSelf;
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}
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if (m_BoundGameObject == null)
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return;
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int inputCount = playable.GetInputCount();
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bool hasInput = false;
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for (int i = 0; i < inputCount; i++)
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{
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if (playable.GetInputWeight(i) > 0)
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{
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hasInput = true;
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break;
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}
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}
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m_BoundGameObject.SetActive(hasInput);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e165a99d845c10e4ea0f546e542e8684
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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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@ -0,0 +1,29 @@
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#if UNITY_EDITOR
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using System.ComponentModel;
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#endif
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Playable Asset class for Activation Tracks
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/// </summary>
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#if UNITY_EDITOR
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[DisplayName("Activation Clip")]
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#endif
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class ActivationPlayableAsset : PlayableAsset, ITimelineClipAsset
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{
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/// <summary>
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/// Returns a description of the features supported by activation clips
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/// </summary>
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public ClipCaps clipCaps { get { return ClipCaps.None; } }
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/// <summary>
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/// Overrides PlayableAsset.CreatePlayable() to inject needed Playables for an activation asset
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/// </summary>
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public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
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{
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return Playable.Create(graph);
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}
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}
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}
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fileFormatVersion: 2
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guid: fde0d25a170598d46a0b9dc16b4527a5
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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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@ -0,0 +1,94 @@
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using System;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Track that can be used to control the active state of a GameObject.
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/// </summary>
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[Serializable]
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[TrackClipType(typeof(ActivationPlayableAsset))]
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[TrackBindingType(typeof(GameObject))]
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[ExcludeFromPreset]
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[TimelineHelpURL(typeof(ActivationTrack))]
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public class ActivationTrack : TrackAsset
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{
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[SerializeField]
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PostPlaybackState m_PostPlaybackState = PostPlaybackState.LeaveAsIs;
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ActivationMixerPlayable m_ActivationMixer;
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/// <summary>
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/// Specify what state to leave the GameObject in after the Timeline has finished playing.
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/// </summary>
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public enum PostPlaybackState
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{
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/// <summary>
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/// Set the GameObject to active.
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/// </summary>
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Active,
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/// <summary>
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/// Set the GameObject to Inactive.
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/// </summary>
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Inactive,
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/// <summary>
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/// Revert the GameObject to the state in was in before the Timeline was playing.
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/// </summary>
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Revert,
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/// <summary>
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/// Leave the GameObject in the state it was when the Timeline was stopped.
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/// </summary>
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LeaveAsIs
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}
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internal override bool CanCompileClips()
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{
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return !hasClips || base.CanCompileClips();
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}
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/// <summary>
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/// Specifies what state to leave the GameObject in after the Timeline has finished playing.
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/// </summary>
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public PostPlaybackState postPlaybackState
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{
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get { return m_PostPlaybackState; }
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set { m_PostPlaybackState = value; UpdateTrackMode(); }
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}
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/// <inheritdoc/>
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public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
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{
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var mixer = ActivationMixerPlayable.Create(graph, inputCount);
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m_ActivationMixer = mixer.GetBehaviour();
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UpdateTrackMode();
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return mixer;
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}
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internal void UpdateTrackMode()
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{
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if (m_ActivationMixer != null)
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m_ActivationMixer.postPlaybackState = m_PostPlaybackState;
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}
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/// <inheritdoc/>
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public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
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{
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var gameObject = GetGameObjectBinding(director);
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if (gameObject != null)
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{
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driver.AddFromName(gameObject, "m_IsActive");
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}
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}
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/// <inheritdoc/>
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protected override void OnCreateClip(TimelineClip clip)
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{
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clip.displayName = "Active";
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base.OnCreateClip(clip);
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}
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}
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}
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 21bf7f712d84d26478ebe6a299f21738
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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:
|
||||
assetBundleVariant:
|
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